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## Primal Paths ### Headhunter Flavor Text #### Head Hunting Starting at 3rd level, your training with throwing weapons allows you to use your barbarian class features with throwing weapons. Your Reckless Attack, Rage, and Brutal Critical class features affect ranged weapon attacks you make with melee weapons. Additionally, you may take the Use an Object action as a bonus action. #### Fighting Style At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. - Blind Fighting - Close Quarters Shooter - Mariner - Thrown Weapon Fighting - Two-Weapon Fighting #### Throwstorm Frenzy Starting at 6th level, whenever you make a ranged attack with a magic melee weapon while you are raging, you can copy the magical abilities of the weapon into your hand. Until your rage ends, any other weapons you wield in that hand gain the magical properties of the magic copied into your hand. If the weapon is already magical, you choose whether the attack has the properties of the weapon or the magic stored in your hand, and afterwards, you may choose to overwrite the magic copied in your hand with that of the second magic weapon. Two-handed weapons and unarmed strikes do not benefit from any magic stored in your hand. #### Soul of the Troll 10th level #### Indiscriminate Violence At 14th level, when you miss with a ranged attack with a melee weapon, the weapon continues to travel passed the creature. If there is another creature in a direct line beyond the creature you missed, you can make an attack against them. \pagebreakNum ## Monastic Traditions ### Way of the Illidari During the War of the Ancients, Illidan Stormrage developed a particular set of skills during the war against the Burning Legion, derived from a combination of self-taught martial arts, sorcery, and demonic 'gifts.' Though Illidan's techniques have been buried deep in the Barrow Deeps with the kaldorei, few who saw him tear swaths of destruction across the ancient battlefield would say that it was ineffective, if not terribly dangerous and reckless. #### Arts of Azzinoth When you choose this tradition at 3rd level, your special martial arts training leads you to master the use of the Warglaive; the trademark weapon of the demon hunter, though some choose to use other implements in battle as well. In conjunction with your spectral sight - the otherworldly sight granted through sacrifice - you are a dangerous foe. You gain the following benefits. - *Warglaive Mastery.* You gain proficiency with the warglaive; a martial weapon that deals 1d6 slashing damage, and may use them as a monk weapon. While wielding a monk weapon in each hand, you gain a +1 bonus to AC and you can draw or stow both of them when you would normally be able to draw or stow only one. Whenever you make extra attacks with your Martial Arts or Flurry of Blows abilities, you may make those attacks with a monk weapon you are wielding, as long as you are wielding two of them, and if you hit a creature with one of these attacks, that creature cannot make opportunity attacks against you for the rest of your turn. Additionally, monk weapons you wield deal damage one step higher than the die granted by your Martial Arts ability, to a maximum of d12, as long as you are wielding two of them, and you may use a hand wielding a monk weapon to perform somatic components of spells that you cast using ki points. - *Spectral Sight.* You have sacrificed your eyes in favor of a unique spectral sight. You are immune to the blinded condition, and you can see normally in darkness, both magical and non-magical, to a distance of 120 feet, but are blind beyond this range. However, this sight does not function in anti-magic fields; you are blinded when in such a place, and creatures protected from perception through Divination magic (such as with *nondetection*) are invisible to you. You may spend 2 ki points to cast *detect evil and good, detect magic, hunter's mark,* or *see invisibility* without providing material components. \columnbreak #### Demon Hunter At 6th level, you gain a number of bonuses to help you in your hunt. - *Hated Enemy.* You have gained significant experience studying, tracking, and hunting demons. You gain a +2 bonus on damage rolls against fiends, and you have advantage on Wisdom (Survival) checks to track fiends, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn to speak and read Eredun. If you already speak this language, you may select another.
- *Magic Warglaives.* Your attacks with warglaives count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage as long as you are wielding two of them. - *Disrupt Mana.* You may spend 3 ki points to cast the *mana burn* spell. At 9th level, you may cast *mana break* by spending 4 ki points. You may cast these spells at a higher level by spending 1 additional ki point per level. You may cast them at 3rd level when you reach 9th level, 4th when you reach 13th level, and 5th when you reach 17th level. Wisdom is your spellcasting ability for these spells. #### Demon Slayer At 11th level, you have begun to take on aspects aspects of the demons you hunt. You have advantage on saving throws against spells and abilities used by fiends, and your bonus on damage rolls against fiends increases to +4. #### Fel Secrets Additionally, at 11th level, you learn some of the blackest secrets of the Legion's lore, so that you might turn them against the denizens of the Twisting Nether. You learn two secrets of your choice, which are detailed below. You learn two additonal secrets of your choice at 17th level. Wisom is your spellcasting ability modifier for these spells. ##### Blade Dance You may spend 6 ki points to cast *steel wind strike.* ##### Chaos Nova You may spend 6 ki points to cast *chaos nova.* ##### Dark Metamorphosis You may spend 7 ki points to cast *metamorphosis* without material components, but only attuned to Chaos. You can't do so again until you finish a long rest. \pagebreakNum ##### Eye Beam You may spend 7 ki points to cast *disintegrate*. You can't do so again until you finish a long rest. ##### Immolation Aura You may spend 7 ki points to cast *investiture of flame*. You can't do so again until you finish a long rest. ##### Masochism You may cast *life tap* at will. When you do, instead of recovering mana, you recover ki points equal to half the necrotic damage taken. ##### Netherwalk You may spend 5 ki points to cast *etherealness* on yourself, but with a duration of 1 minute. ##### Spectral Sight Mastery You may spend 7 ki points to cast *true seeing* on yourself without material components. You can't do so again until you finish a long rest.
\columnbreak ## Sorcerous Origins ### Arcane Sorcery Your innate abilities come from a deep connection with the fabric of magic. You may be a descendant of an exceptionally powerful mage, or you may have been touched by the raw essence of magic. #### Arcane Magic At 1st level, you can cast any sorcerer spell you have mastered as a ritual if that spell has the ritual tag by spending mana equal to the spell's level. You also learn additional spells when you reach certain levels in this class, as shown on the Arcane Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. If the new spell deals damage, it must deal arcane, bludgeoning, piercing, or slashing damage. ##### Arcane Spells | Sorcerer Level | Spells | |:---:|:-----------:| | 1st | *arcane missile, feather fall* | | 3rd | *blink, mirror image* | | 5th | *dispel magic, spellsteal* | | 7th | *dimension door, polymorph* | | 9th | *telekinesis, teleportation circle* | #### Natural Metamagician Also at 1st level, you have grown adept at bending magic to your whim, and much earlier than most. You gain additional mana equal to your proficiency bonus, and you may learn one Metamagic option.
\pagebreakNum #### Potent Spellcasting At 6th level you can add your Charisma modifier to the damage of any Sorcerer cantrips you cast. #### Spell Armor At 14th level, whenever you spend mana using your Font of Magic ability, such as for metamagic or ritual casting with Arcane Magic, you gain temporary hit points equal to the mana you spent. #### Magical Multitasking At 18th, when you cast a spell with a Concentration duration while already maintaining concentration on another spell, you may choose to combine the Concentration of the two spells together. If you do this, the duration of each spell becomes 1 minute if it was longer than that. If you lose Concentration on one of these spells, you lose Concentration on both spells. You may use this ability once, after which you must finish a long rest before doing so again. ## Arcane Traditions ### Elven Magister High elves are the most arcane-imbued race in the Alliance. (At least, they were when enough of them still existed to make a difference.) Many credit them with discovering arcane magic, and it is a matter of historical record that high elves taught arcane magic to humans many thousands of years ago. High elf magi are unparalleled masters of the craft. They usually focus their efforts on shaping and changing their spells and expanding their repertoires through their naturally expansive fonts of mana, often disregarding many of the warnings of the Kirin Tor towards the use of the power that flows through their veins. The high elf mage is a dark and haughty individual, claiming a knowledge of arcane secrets that never fell into human hands. \columnbreak #### Arcane Legacy Starting at 2nd level, the blood of the highborne flows within you, and the legacy of the great elven mages of the past compels you to greatness. You gain a bonus to spell attack rolls and to the saving throw DCs of your Wizard spells equal to half your proficiency bonus (rounded down). This bonus does not stack with similar bonuses from magic items. #### Boundless Mana Starting at 2nd level, your attunement to magic can carry you to great heights of spellcasting. When you take this tradition, you gain 2 additional mana, and you gain an additional mana for every level you take in this class. #### Mental Fortitude Starting at 6th level, you gain a bonus to Constitution saving throws for the purposes of maintaining concentration, pushing, or enhancing spells equal to your Intelligence modifier (minimum 1). #### Ancient Power Starting at 10th level, you can dominate laws of the universe to bring order to the chaos. When you Enhance a spell, you may alter the spell in two ways, instead of one. #### Arcane Expertise Starting at 14th level, arcane magic bends to your whims. You may Enhance a spell a number of times equal to your Intelligence modifier.
\pagebreakNum ## Worgen Curse The Worgen Curse is a supernatural infection that has ravaged Azeroth for over twenty thousand years in one shape or another. Humans, elves, and perhaps other races can be subjected to the worgen Curse through secret rituals, consuming the blood of another worgen, or being bitten and transformed by one with the curse. The following supernatural gift and feats can be taken to represent your transformation and control as a worgen. ### Supernatural Gift: The Curse Your character has been inflicted with the Worgen Curse, which ravages Gilneas and many other places on Azeroth. This comes with it inherent changes. - You have vulnerability to bludgeoning, piercing, and slashing damage from silver weapons. - You are proficient in the Perception skill. Additionally, as an action, you can assume a worgen form for up to 1 minute, gaining some of the savage, beastial characteristics of a wolf, as well as the following benefits: \columnbreak - You gain temporary hit points equal to five times your level. You automatically revert to your true form if these temporary hit points are reduced to 0, and if you leave your hybrid form, you lose any remaining temporary hit points from this ability. - You grow sharp claws and teeth which are natural weapons that you can use to make unarmed strikes. If you hit with it, you deal 1d4 slashing damage. If you flourish on the attack roll, the target must make a Constitution saving throw or be subjected to the Worgen Curse. The DC for this check is 8 + your proficiency bonus + your Constitution modifier. - You gain a +1 bonus to AC from natural armor. - Your movement speed increases by 10 feet. - You have advantage on Wisdom (Perception) checks that rely on hearing or smell. - You cannot speak. Nonmagical clothing and equipment may tear or rip during this transformation; most magical items will grow to accommodate your new form. While you are transformed, you can't concentrate on spells. You can revert to your true form early as an action, and you revert to your true form if you die. Once you use this ability, you can't use it again until you finish a short or long rest. Certain circumstances can cause you to transform into your worgen form, becoming feral. While feral, the DM controls your actions on your turn. If you must make these checks, the DC of the checks are 15, and you always have disadvantage if you can see the moon. Feral transformations do not count for or against the voluntary transformations use limit. - If you fail the Constitution save for System Shock immediately transform into your feral hybrid form for 1 minute. - A full moon provokes a Charisma saving throw. If you fail this saving throw, you stay transformed into your feral hybrid form until you can no longer see the moon. - Having your hit points drop to 0 while not feral causes you to drop to 1 hit point instead, transform into your hybrid form if you are not yet transformed, and become feral for 1 minute. After leaving your worgen form after being feral, you gain 1 level of exhaustion.
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### Skinwalker *Prerequisites: The Curse* You have embraced the curse that teems within you, allowing you to leave your humanoid form behind completely in favor of that of the beast that beats within your heart, granting you the following benefits. - You can use your action to polymorph into a wolf for up to 1 hour or transform back into your true form. Your statistics are the same in each form, though you gain the natural weapons, AC bonus, speed bonus, and keen hearing and smell from your hybrid form while in your wolf form. Once you use this ability, you can't use it again until you finish a short or long rest. - While in your hybrid or wolf forms, your Strength and Dexterity increase by 1, to a maximum of 24. - Your claw attack now deals 2d4 slashing damage, and when you take the attack action with your claws, you may make a bite attack as a bonus action. This attack deals 1d8 damage and subjects the target to the Curse of Lycanthropy (see the Supernatural Gift for more information). - You may speak, cast, and concetrate on spells in your hybrid and wolf forms. - At nighttime, you may transform into your hybrid or wolf forms as a bonus action, instead of an action. During a full moon, you may maintain your alternate forms indefinitely. ### Big Bad Wolf *Prerequisites: 5th level, Skinwalker* The beast within you has grown in ferocity. You gain the following benefits: - While in your hybrid or wolf forms, your Strength and Dexterity increase by 1, to a maximum of 24. Additionally, Whenever a creature that can see you starts its turn within 10 feet of you, you may choose to make that creature make a Wisdom saving throw with a DC equal to your passive Intimidation (Charisma). On a failure, that creature is frightened of you until the start of its next turn. - You may now maintain your hybrid or wolf form for a number of hours equal to your proficiency bonus. You may remain tranformed for the whole period or maintain your alternative forms in several shorter periods of time, each one using a minimum of 1 minute each time. After this time, you can't take either form until you finish a long rest. - While in hybrid form, you no longer return to your true form when your temporary hit points are reduced to 0. You can only gain the temporary hit points from transforming into your hybrid form the first time you transform after finishing a short or long rest. ### Alpha Beast *Prerequisites: 9th Level, Skinwalker* You have mastered the curse that teems within you, becoming a beacon of savagery to your fellow wolves. You gain the following benefits: - You are no longer vulnerable to bludgeoning, piercing, or slashing damage from silvered weapons. - While in your hybrid or wolf forms, your Strength and Dexterity increase by 1, to a maximum of 24, and you have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. - While you are transformed, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered. ### Leader of the Pack *Prerequisites: 13th Level, Alpha Beast or Big Bad Wolf* The curse of lycanthropy has become a blessing, and you have mastered every aspect of your wild blood. A single spirit wearing two different skins, and you are an exemplar of the both worlds you live in. - While in your hybrid or wolf forms, your Strength and Dexterity increase by 1, to a maximum of 24. - You can no longer become feral. You still are forced to transform if you suffer system shock, fail the save under the full moon, or if you drop to 0 hit points, but you are now in control of your facilities, and no longer suffer a level of exhaustion afterwards. - If you have the Big Bad Wolf feat, you may now maintain your hybrid or wolf forms indefinitely. - If you have the Alpha Beast feat, while you are transformed, you are immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered. \columnbreak \pagebreakNum ## Vampyrism After the fall of Quel'thalas, Lana'thel Dawnseeker, driven to the depths of desperation to save her people from the clutches of the Horde and a burning desire for vengeance against the people who slew her husband Thalorian, took up the runeblade, Frostmourne. With it, she raised her fallen liege lord, King Kael'thas, from the dead as the Crimson King. His people - the quel'dorei, or high elves - were once dependent on the magic of the sunwell. This had a most curious side effect when they were raised from the dead. These newly-raised elves found themselves with a taste for the life force of the living, an endless hunger to feed as a source for their unholy strength. Fittingly, he renamed his people the sin'dorei - or, Blood Elves. To help lead his people into this new era, he raised some of the greatest champions of the elves that had fallen in battle - the 'San'layn,' or Darkfallen - to serve alongside Lady Lana'thel Duskseeker, Matriarch of the Blood Knights. Capable of raising other undead minions to wage war for their cause, the san'layn and the sin'dorei have began a bloody crusade to retake their homeland, and to create a new Silvermoon - one that will never die. This supernatural gift and these feats are for elf characters that wish to pursue vampyrism and embrace unlife.
\columnbreak ### Supernatural Gift: Vampyrism Afflicted with the curse of vampyrism, you have taken the first of many dreadful steps toward vampyr lordship. You gain the following benefits: - You gain a fanged bite attack, which is a special melee weapon attack that may be used on a willing creature, or on a creature that is grappled by the vampyr, incapacitated, or restrained. If you hit with it, you deal piercing damage equal to 1d6 + your Strength or Dexterity modifier, plus xd6 necrotic damage, where x equals half your proficiency bonus. If the target is not a construct or undead, its hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount.The reduction lasts until the target finishes a long rest. A creature dies if this effect reduces its hit point maximum to 0. You can only make one bite attack per turn. - When you are not wearing armor, your AC is equal to 12 + your Dexterity Modifier - You have darkvision with a range of 60 feet. - You gain a climbing speed equal to your walking speed, and you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. - You have resistance to shadow and necrotic damage, and to bludgeoning, piercing, and slashing damage from nonmagical weapons. - You do not age and cannot die of natural causes. You do not need to breathe air, and eating normal food no longer sates your hunger. However, you do not need to eat or drink as long as you have dealt damage to a living creature with your bite attack in the last day. You are an undead creature. As such, you gain the following weaknesses: - *Forbiddance.* You can't enter a residence without an invitation from one of the occupants. If you are forced to enter against your will, or if your invitation is revoked while inside, you have disadvantage on attack rolls, ability checks, and saving throws while you remain in the residence. - *Harmed by Water.* You take 20 acid damage if you end your turn in running water. - *Resting Place.* You cannot sleep and gain no benefit from a long rest unless you spend it in your own grave. A grave can be designated as your resting place by mixing a large amount of grave dirt with the local soil, or by transporting your casket there. - *Stake to the Heart.* If a piercing weapon made of wood is driven through your heart while you are incapacitated in your resting place, you die. - *Sunlight Hypersensitivity.* You take 20 radiant damage when you start your turn in sunlight. While you, your target, or whatever you are trying to interact with is in direct sunlightin sunlight, you have disadvantage on attack rolls and ability checks. - *Undeath.* You are considered to be undead for the purposes of effects that specifically target undead, such as a cleric's Turn Undead ability. \pagebreakNum ### Dark Adaptation *Prerequisites: 5th level, Vampyrism* Your blackened soul has become resilient, and you have hardened yourself against some of the weaknesses that come with your dark gifts. - Increase your Strength, Dexterity, Constitution, or Charisma score by 1, to a maximum of 20. Additionally, you get a number of adaptations equal to half your proficiency bonus (rounded up), which alleviate the weaknesses granted by the vampyrism feat. When you proficiency bonus increases, you gain further adaptations. - *Invader.* You may freely enter any residence you wish. Each time you do, make a Wisdom saving throw with a DC equal to your character level or 10, whichever is higher. On a success, you suffer no penalties while in the residence as if you were invited. Otherwise, you have disadvantage on attack rolls, ability checks, and saving throws for as long as you remain within the residence without an invitation. If you fail this save, you cannot make it again with that particular residence until a month has passed. Replaces **Forbiddance**. - *Dark Diver.* If you end your turn in running water, make a DC 15 Constitution saving throw or take 2d10 acid damage. If you pass this save, you do not need to make the save again for an hour. Replaces **Harmed by Water.** - *Echoes of the Past.* You have expanded what constitutes your resting place to include things that were significant to you in life. Any location with strong ties to your experiences in life, such as your childhood residence or a room decorated with several works of art you created while alive, can count as a resting place. Once a week, any location can be designated as a resting place as long as you keep a single item of significance there, be it a plank of wood from your coffin, a satchel of dirt from your grave, or your favorite doll. This ritual takes one hour, and when you designate a new resting place with this ability, the old one becomes inert. Modifies **Resting Place.** - *Restless Sleep.* You can now sleep without being within your resting place, but doing does not provide the benefits of a long rest (though you can still benefit from short rests, including while you are sleeping.) You cannot recover spent hit die from this rest, but you can recover from levels of exhaustion. Modifies **Resting Place.** You cannot take Sleepless Rest if you have this adaptation. - *Sleepless Rest.* You can now gain the benefits of a long rest without being within your resting place, though you cannot sleep. You cannot recover from levels of exhaustion without sleeping, but you can recover spent hit die. Modifies **Resting Place.** You cannot take Restless Sleep if you have this adaptation. - *Sunlight Sensitivity.* You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight. Replaces **Sunlight Hypersensitivity**. - *Turn Resistance.* You have advantage against being turned, and your creature type cannot be detected by magic or similar effects, such as a paladin's Divine Sense. Whenever you gain a level, you may swap out one adaptation for another from this list. \columnbreak
### Child of the Night *Prerequisite: 9th level, Vampyrism* As your unholy connection strengthens, you gain the shapeshifting abilities of a vampyr, gaining the following benefits: - Increase your Strength, Dexterity, Constitution, or Charisma score by 1, to a maximum of 20. - You can speak to bats, rats, spiders, and other similar creatures as if you shared a common language. If you know the *find familiar* spell, your familiar can take the form of a giant bat, rat, or spider, or of a swarm of bats, rats, or spiders. - If you aren't in sun light or running water, you can polymorph into a Tiny bat or a Medium cloud of mist or back into its true form as an action. While in bat form, you can't speak, your walking speed is 5 feet, and it has a flying speed of 30 feet. Your statistics, other than your size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you are carrying does. You revert to your true form if you die. While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, but you can't pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, and you are immune to all nonmagical damage, except the damage it takes from sunlight.
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### Unholy Regeneration *Prerequisites: 13th level, Vampyrism* You are filled with the unnatural strength of the grave. - Increase your Strength, Dexterity, Constitution, or Charisma score by 1, to a maximum of 20. - At the beginning of your turn, you regain hit points equal to half your level if you have at least 1 hit point and aren't in sunlight or running water. If you take holy or radiant damage, you don't restore hit points at the start of your next turn. ### San'layn *Prerequisites: 17th level, Child of Night or Unholy Regeneration* You have reached the peak of your necromantic potential, and have become one of the San'layn - the Darkfallen. You are unkillable and inhumanly charismatic, capable of raising thralls for your undead army, and rapidly regenerating any damage you take. You gain the following features: - Choose Strength, Dexterity, Constitution, or Charisma. If the chosen score is lower than 18, it becomes 18. Then, choose one of the remaining three. If the chosen score is lower than 16, it becomes 16. Finally, choose one of the remaining two ability scores. If it is lower than 14, it becomes 14. If the last ability score is lower than 12, it becomes 12. - You may attempt to charm and beguile others. You may target one humanoid you can see within 30 feet. If the target can see you, the target must succeed on a Wisdom saving throw against this magic or be charmed by you. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can, and it is a willing target for your bite attack. Each time you or your allies do something harmful to the target, it can repeat the saving throw, ending the effect on itself as a success. Otherwise, it lasts 24 hours or until you are killed, travel to a different plane of existence, or take a bonus action to end the effect. \columnbreak
- Your darkvision extends to 120 feet. - Creatures killed by your vampyric bite and then buried in the ground rise the following night as vampyr spawn under your control. - You may magically call 2d4 swarms of bats or rats, provided the sun isn't up. While outdoors, you can call 3d6 giant bats or rats instead. The called creatures arrive in 1d4 rounds, acting as allies and obeying spoken commands. The beasts remain for 1 hour, until you die, or until you dismiss them as a bonus action. After using this ability, you may not do so again until you finish a long rest. - If you have the Child of Night feat, when you drop to 0 hit points outside of its resting place, you transform into a cloud of mist, provided you aren't in sunlight or running water. While at 0 hit points, you can't revert to your vampyric form, and you must reach your resting place within 2 hours or die. Once in your resting place, you revert to your vampyric form and are paralyzed until you regain 1 hit point after spending 1 hour there. - If you have the Unholy Regeneration feat, the hit points regained at the beginning of your turn now equals your level, instead of half your level.
\pagebreakNum # Forbidden Techniques The World of Warcraft is a dangerous place full of power - for both weal and for woe. Below are a number of forbidden techniques that any character can use, if they know how to do it. ## Devour Soul *Prerequisite: Ki class feature* The demon hunters of the Illidari have perfected a means by which they can devour the souls of their victims, restoring their vigor and granting them strength to perform supernatural feats at great personal risk to their sanity. When you slay a creature, or when a creature affected by one of your spells is slain, you may, as a reaction, devour a portion of that creature's soul (if they have one). You gain a number of Soul Points equal to half the creature's CR or level (minimum 1). Soul Points may be used interchangably with Ki Points, but unlike Ki Points, they do not recharge - you keep them until they are used. You may hold a number of Soul Points equal to half your monk levels. If you use this ability on a creature whose CR or level is equal to or less than half your character levels, you may choose to devour their soul completely. Until you are slain, nothing short of a *wish* spell can restore that creature to life. If that creature is an aberration, celestial, elemental, fey, fiend, or undead, their spirits are bound within you and do not reform within their home planes if they normally would. On such creatures, in addition to gaining Soul Points, your maximum number of Ki points permanently increases by 1, but you get a cumulative -1 penalty to Wisdom saving throws, as the creature's voice added to the chorus of your mind wears upon your sanity. When you devour a soul, if you are not evil, you must make a Wisdom saving throw with a DC equal to the creature's Charisma score (minimum 10) or you must reduce your Charisma score by 1d4 + half the creature's CR (minimum 1). If you don't, or if this would bring your Charisma score to 0 or lower, your inner demon gains control of your body for a number of hours equal to how much you failed the saving throw by (minimum 1 hour). If you do not have an inner demon, the soul you just devoured takes over your body instead. Every time you finish a long rest, the reduction to your Charisma score is reduced by 1 until it disappears. ## Essence Drain *Prerequisites: Fiend creature type or Spellcasting, Charisma 13 or higher* The Sayaad are a species of winged creatures who joined the Burning Legion eons ago. They have the ability to drain emotions, sensations, and feelings from others - fear, love, hatred, suffering, even secrets. Though the succubi (and presumably, incubi) of the Sayaad race are the progenitors of this ability, it is feasible that others may be able to accomplish it. You may attempt to drain the essence from a creature who is charmed, frightened, or willing. The target must make a Constitution saving throw or suffer 1d10 psychic damage for each of your proficiency bonus, + Charisma Modifier psychic damage, or half as much damage on a successful one. On a failed save, target's hit point maximum is reduced by an amount equal to the damage taken, and you recover 1 use of a short rest resource, such as a bardic inspiration. This reduction lasts until the target finishes a Long Rest. The target dies if this effect reduces its hit point maximum to 0. After using this ability, if you are not evil, you must make a Wisdom saving throw of DC equal to the creature's Charisma score (minimum 10) or you must reduce your Wisdom score by 1d4 + half the creature's CR (minimum 1). If you don't, or if this would bring your Wisdom score to 0 or lower, you instead gain a long-term madness. The GM may rule to give you an Indefinite Madness suitable to your character if you abuse this ability, or if you already have a long-term madness. You may use this ability a number of times equal to your Proficiency bonus before finishing a long rest. Every time you finish a long rest, the reduction to your Wisdom score is reduced by 1 until it disappears.
\pagebreakNum ## Mana Tap *Prerequisite: Innate Spellcasting ability (like Cantrip or Infernal Legacy) or Sorcerer class* In order to handle their magic addiction, the high elves have begun to use a technique referred to as mana tapping; the art of drawing mana from creatures or magical items to replenish mana stores and stave off withdrawl from magic that they began to feel bereft of the Sunwell's magic. As an action, a creature can draw mana from an object that has charges, such as a wand or some staves, from a willing creature, or from a creature that is grappled, incapacitated, or restrained. If used on a creature that is unwilling , the creature may make a Constitution saving throw against your Spell Save DC. On a failure, or on a willing creature, you deal arcane damage equal to the amount they failed the save by, to a maximum of your proficiency bonus + your Spellcasting ability modifier (minimum 1). If the creature has mana, that creature loses an amount of mana equal to the damage it took, and you gain an equivalent amount of mana. If used on an object, you may choose an amount of d4s up to your proficiency bonus. Roll that many d4s, and then drain that many charges from the object and restore an equivalent amount of mana. If the object has negative effects for reaching 0 charges, any charges rolled in excess beyond the object's capacity give the object a 5% bonus chance to activate the negative effect. You cannot gain more mana than your maximum mana pool allows. Though mana tapping replenishes mana stores and sates withdrawl symptoms, it can be highly addictive. Whenever you mana tap a creature or item, make a Constitution saving throw with a DC equal to 10 + 2 for every time you have mana tapped after the first. You can reroll this saving throw a number equal to your Constitution modifier, after which you cannot do so again until you finish a long rest. If you fail the saving throw, you gain the Indefinite Madness: "I only feel like myself when magic is flowing into or out of my body," or one of a similar, addictive flair, which may intensify over time or from continued mana tapping. The DC resets to 10 when you finish a long rest. ## Soul Shards *Prerequisite: Spellcasting from an arcane source* As a sorcerer, magic is a part of your soul - and you can use that natural affinity to shape the souls of creatures you slay into shards of soul energy which you may then shape into your spells. When you slay a creature, or when a creature affected by one of your spells is slain, you may, as a reaction, capture a portion of that creature's essence into a soul shard (provided they have a soul). That soul shard holds an amount of mana in it equal to half the creature's hit dice, to a maximum of half your sorcerer levels. You may only carry one soul shard at a time. When you cast a spell, you may destroy a soul shard as a part of casting the spell. If you do, you may spend the mana from the soul shard to fund the spell and any metamagic you add to it, though any excess mana from the shard is lost. When you create a soul shard, if you are not an evil creature, you must make a Charisma saving throw equal to the creature's hit die (minimum 10) or suffer disadvantage on attack rolls, ability checks, and saving throws for as long as they hold the shard, unless you shift your alignment one step towards evil. \columnbreak