Fieryat's Guide to War

by Darkfalli

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Fieryat's Guide to War

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Barbarian

At 3rd level, a barbarian gains the Primal Path feature. The following options are available to a barbarian, in addition to those offered in the Player’s Handbook: the Path of the Dragon and the Path of the Fiend.

Path of the Dragon

Some barbarians shape their rage and others are shaped by it. Barbarians who follow the Path of the Dragon let their rage shape them to be closer in form to the mightiest of creatures, Dragons.

Powerful Claws

Starting when you choose this path at 3rd level, You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you are proficient with. If you hit with them, you deal 1d6 slashing damage. You use your Strength modifier for the attack and damage rolls. This damage increases to 2d6 when you are unarmed and you aren't wielding a shield.

Draconic Might

At 3rd level, you gain strength on par with that of a dragon. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

While you are raging you gain a bonus to melee damage rolls equal to 1d4. The damage increases when you reach certain levels in this class, increasing to 1d6 at 5th level, 1d8 at 9th level, 1d10 at 13th level, and 1d12 at 17th level.

Elemental Beast

Beginning at 6th level, you choose one type of dragon to follow the path of. The damage type associated with each dragon is used by features you gain now and later.

Draconic Path Damage Type Breath Weapon
Black Acid 5 by 60ft. line (Dex. save)
Blue Lightning 5 by 60ft. line (Dex. save)
Brass Fire 5 by 60ft. line (Dex. save)
Bronze Lightning 5 by 60ft. line (Dex. save)
Copper Acid 5 by 60ft. line (Dex. save)
Gold Fire 30ft. cone (Dex. save)
Green Poison 30ft. cone (Con. save)
Red Fire 30ft. cone (Dex. save)
Silver Cold 30ft. cone (Con. save)
White Cold 30ft. cone (Con. save)

You gain resistance to the damage type associated with your draconic path. If you choose the path of the green dragon you have advantage on saving throws against poison.

Additionally your claws count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Draconic Presence

Beginning at 10th level, As an action, you can exude an aura of fear to a distance of 60 feet. For 1 minute each creature of your choice that starts its turn in this aura must succeed on a Wisdom saving throw (DC 8 + your Charisma bonus + your proficiency bonus) or be frightened until the aura ends.

Once you use this feature, you can't use it again until you finish a short or long rest.

Image Credit

  • Art -Red Half-Dragon by A.E. Coggon - Link

Dragon's Form

At 14th level, you can use your bonus action to change into a 12 feet tall large sized form of your draconic path. Your transformation lasts for 1 minute or until you end it as a bonus action. Your weapons and gear merge with you and your claws remain out for the duration. In addition, after each minute that you haven't entered combat while in this form, the duration extends another minute up to 1 hour. This form grants you the following benefits:

• You gain a flying speed equal to your walking speed.

• You gain immunity to the damage type associated with your draconic path.

• You gain a bite attack as an unarmed strike which deals 1d8 piercing damage.

• You gain a breath weapon whose shape, saving throw type, and damage type are determined by your draconic path. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 8d6 damage on a failed save, and half as much damage on a successful one. You can uses this a number of times equal to your constitution modifier (minimum of once) per transformation.

Once you use this feature, you can't use it again until you finish a long rest.

Cleric

At 1st level, a cleric gains the Divine Domain feature. The following domain options are available to a cleric, in addition to those offered in the Player’s Handbook: Lunar and Passion.

Passion domain

Passion and love are things that almost all humanoids experience at some point in their lives. As such, it is no surprise that many cultures have deities dedicated to it. Aphrodite, Sune, Myhriss, Sheela Peryroyl, Eilistraee, Freya, Hanali Celanil and Branchala all include passion, love, romance and beauty in their portfolios -- and most are widely worshiped by people hoping to find new love or strengthen existing relationships.

Clerics of passion make it their lives' missions to spread the joy of romance far and wide. They officiate weddings, arrange dates, and counsel those who have lost sight of what made them fall in love in the first place, all in the hopes that more people will be able to experience the wonder of true love.

Passion domain Spells
Cleric Level Spells
1st Charm Person, Tasha's Hideous Laughter
3rd Enthrall, Suggestion
5th Hypnotic Pattern, Tongues
7th Compulsion, Dominate Beast
9th Dominate Person, Geas

Bonus Proficiency

At 1st level, At 1st level, you gain proficiency with the disguise kit and one instrument of your choice. You also become proficient in your choice of two of the following skills: Deception, Insight, Performance, or Persuasion.

Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Channel Divinity: Invigorating Splendor

Starting at 2nd level, you can use your Channel Divinity to impassion your allies.

As an action, you present your holy symbol and choose up to five friendly creatures (which can include yourself) within 30 feet of you. Each creature can gain temporary hit points equal to twice your cleric level, these last until the creature takes a short or long rest.

Channel Divinity: Inspiring Devotion

Starting at 6th level, you can use your Channel Divinity to charm others.

As an action, you present your holy symbol and choose a number of humanoids within 30 feet of you, up to a number equal to your Wisdom modifier (minimum of one). Each target must succeed on a Wisdom saving throw, or be charmed by you. While charmed in this way, the target is infatuated with you and seeks your favor. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. When the charm ends, the creature does not know it was charmed by you.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Enchanting Presence

At 17th level, Creatures within 30 feet of you have disadvantage on saving throws against being charmed by you, and creatures you charm remain unaware that you charmed them even after the effect ends.

Darkness domain

Gods of darkness—including Shar, Tharizdun, Lolth, and Dendar—promote the ideals of fear, loss, secrecy, misdirection, and corruption. Some of these gods are portrayed as the night itself or as a shadow figure. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Clerics of a god of darkness are often killers seeking to strike fear into their enemies hearts without ever being seen, charged with destroying the light.

Darkness domain Spells
Cleric Level Spells
1st Arms of Hadar, Hex
3rd Darkness, Pass Without Trace
5th Fear, Vampiric Touch
7th Blight, Shadow of Moil
9th Dream, Enervation

Child of Night

When you choose this domain at 1st level, you gain the chill touch cantrip. You can see normally in magical darkness out to 60 feet. If you do not have darkvision, you gain it with a range of 60 feet.

Shield of Ineffable Darkness

Starting at 1st level, you can invoke the power of darkness to punish anyone fool enough to harm you. As a reaction when a creature you can see damages you, you cause that creature to become blinded until the end of your next turn.

Once you use this feature, you can't use it again until you complete a short or long rest.

Channel Divinity: Shadow of Fear

Starting at 2nd level, you can use your Channel Divinity to harness the night, terrifying your foes.

As an action, you present your holy symbol, and each hostile creature within 30 feet of you must make a Wisdom saving throw. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn in bright light, it can attempt another Wisdom saving throw to end the effect on it.

Channel Divinity: Dusk Veil

Starting at 6th level, you can use your Channel Divinity to fade into the shadows.

When you are in an area of dim light or darkness, you can use your action to become invisible for 10 minutes or until you make an attack, cast a spell, or enter an area of bright light.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Shadowed Soul

At 17th level, your blessed affinity with darkness becomes more powerful. While in dim light or darkness you gain the following benefits:

  • You can add your Wisdom modifier to any Dexterity(stealth) check you make.
  • As a bonus action, you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. * If a creature cannot see you, your spells and attacks deal maximum damage to them.

Image Credit

  • Art -Warlock by NeexSethe - Link

Druid

At 2nd level, a druid gains the Druid Circle feature. The following options are available to a druid, in addition to those offered in the Player’s Handbook: the Circle of Twilight.

Circle of Twilight

The Circle of Twilight seeks to exterminate undead creatures and preserve the natural cycle of life and death that rules over the cosmos. Their magic allows them to manipulate the boundary between life and death, sending their foes to their final rest while keeping their allies from that fate.

These druids seek out lands that have been tainted by undeath. Such places are grim and foreboding. Once vibrant forests become gloomy, haunted places devoid of animals and filled with plants dying a slow, lingering death. The Circle of Twilight goes to such places to banish undeath and restore life.

Circle spells

At each indicated druid level, you add the listed spells to your spells prepared. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle Spells
Druid Level Spells
3rd Gentle Repose
5th Speak with Dead
7th Death Ward
9th Dispel Evil and Good

You can cast one of your circle spells at its lowest level without expending a spell slot, you must finish a short or long rest before doing so again.

Harvest's Scythe

At 2nd level, you learn to harvest the living and cut down the dead. You can augment your attacks to reap the energy from creatures. You have a pool of energy represented by a number of d10s equal to your druid level.

When you roll damage for an attack or spell, you can deal radiant damage to each of the targets by spending dice from the pool. You can spend a number of dice equal to half your druid level or less. Roll the spent dice and deal radiant damage equal to the amount to each target. If you kill one or more hostile creatures with a spell or attack augmented in this way, you or an ally of your choice that you can see within 30 feet of you regains 2 hit points per die spent, or 5 hit points per die if at least one of the slain creatures was undead.

You regain the expended dice when you finish a long rest.

Preserve Life

Starting at 6th level, you gain the ability to protect and nurture the life force in yourself and others, when you restore hit points to a creature below half their hit point maximum, they gain temporary hit points equal to the amount of hit points you restore. These temporary hit points last until the creature finishes a short or long rest.

Watcher at the Threshold

Starting at 10th level, you can see into the Ethereal Plane within 60 feet of you, and you can target creatures you can see on the Ethereal plane with your spells as if they were on the material plane. In addition, while you aren't incapacitated, allies within 30 feet of you have advantage on death saving throws.

Twilight Soul

At 14th level, you gain resistance to necrotic and radiant damage. You gain the ability to move through the world on the threshold between the material and ethereal planes. You can move through other creatures and objects as if they were difficult terrain. you take 5 (1d10) force damage if you end your turn inside a creature or object, and you are ejected to the nearest unoccupied space.

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Fighter

At 3rd level, a fighter gains the Martial Archetype feature. The following options are available to a fighter, in addition to those offered in the Player’s Handbook: the Ronin.

Ronin

Those that follow the path of the Ronin learn a form of combat reliant on combat forms that require great skill and focus. Difficult to learn and even harder to maintain these stances provide a great amount of sustained power that is unparalleled by other fighting techniques. The greatest Ronin are able to end a combat in a single focused strike.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. You also gain proficiency with your choice of calligrapher's supplies or painter's supplies.

Combat Stance

Starting at 3rd level, you learn a variety of stance based martial arts that draw upon your focus to increase your combat ability.

As a bonus action, you can enter a combat stance that lasts for 1 minute, until you wield a shield, or until you lose your concentration (as if you were concentrating on a spell). You can enter a stance twice. You regain expended uses when you finish a short or long rest.

Stances

When entering a combat stance you can choose which stance you enter: Flowing River, Raging Storm, or Standing Mountain.

Flowing River. Your speed increases by 10 feet and you can take the disengage action as a bonus action until this stance ends. The speed increase changes when you reach certain levels in this class, increasing to 15 feet at 10th level, and 20 feet at 20th level.

Raging Storm. While in this stance, your weapon attacks deal an additional 1d4 damage. The damage increases when you reach certain levels in this class, increasing to 1d6 at 10th level, 1d8 at 16th level, and 1d10 at 20th level.

Standing Mountain. At the start of each of your turns you gain temporary hit points equal to your fighter level. When this stance ends, you lose any remaining temporary hit points from this stance.

Tempered Focus

Starting at 7th level, your self-control and focus in your battle stance's furthers your will and fortitude. When you make a saving throw while in a combat stance, roll 1d6 and add the die to your saving throw total.

Your discipline and attention to detail also allows you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you can roll 1d6 and add the die to your check total.

Undying Spirit

Starting at 10th level, while you are concentrating on a combat stance, your concentration can't be broken as a result of taking damage.

Additionally, when you would be reduced to 0 hit points while in a combat stance, you can drop to 1 hit point instead. You can't use this feature again until you finish a short or long rest.

Devastating Critical

Starting at 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon's damage roll equal to your fighter level.

Final Strike

Starting at 18th level, when you make an attack you can put all your effort into one final strike to end the battle. While in a combat stance, when you hit with a weapon attack you can choose to turn the hit into a critical hit. Your combat stance ends immediately after the attack.

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Monk

At 3rd level, a monk gains the Monastic Tradition feature. The following options are available to a monk, in addition to those offered in the Player’s Handbook: the Way of the Devout and the Way of the Rune Fist.

Way of the Blind Eye

Monks of the Way of the Blind Eye are taught that sight can blind them to truth, and have trained relentlessly without their sight, to the point where they can perceive the world without the use of their eyes. Founded on an ideal of seeing through the lies of the world to achieve true enlightenment, the tradition has expanded to include helping those whose sight has been taken from them.

A blind eye monks that delve into battle often have to learn ways to defend themselves from threats outside of their perception, often anticipating attacks before their opponents have even made a move. A master of the blind eye is a force to be reckoned with, capable of walking through a battlefield without being hit.

Unseeing Eye

Starting at 3rd level, your senses have become so honed that you can see without the use of your eyes. You gain blindsight out to 5 feet, while you aren't deafened. This allows you to see any creature including invisible ones, that are not blocked by total cover and are within the radius.

As a bonus action, you can use 1 ki point to extend your blindsight out to 30 feet, and gain advantage on Wisdom (Perception) and Wisdom (Insight) checks for 10 minutes or until your concentration ends (as if concentrating on a spell).

Deflecting Stance

At 3rd level, when a creature within your blindsight hits you with an attack, you can use your reaction to roll your martial arts die, and add the number rolled to your AC against that attack. If the attack still hits, you have resistance against the attack's damage.

Vigilant Senses

At 6th level, other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target's Charisma (Deception) check. If your check succeeds, you know if that creature is lying for 1 minute.

Chakra Sight

By 11th level, when you use your Stunning Strike feature, creatures have disadvantage on the saving throw, Constructs, Elementals, and Oozes are immune to this ability. Additionally you no longer lose your blindsight while deafened.

Sixth Sense

When you reach 17th level, your blindsight extends out to 15 feet and when you use a ki point to extend the range it now extends out to 60 feet. You can use your reaction to use your deflecting stance even if you have already expended your reaction this round, but not if you have already used your reaction this turn.

Paladin

At 3rd level, a paladin gains the Sacred Oath feature. The following options are available to a paladin, in addition to those offered in the Player’s Handbook: the Oath of the Dragon and the Oath of the Valkyrie.

Oath of the Valkyrie

The Oath of the Valkyrie is for those who seek the battlefield as a place to prove ones honor to the gods. They are given the power to choose who lives and who dies, though for any one side of a conflict, they seek to save those who have yet to earn honor in battle, and let those who have found it die no matter how much left in the world they have yet to do. It takes strong conviction to hold to the ideals set forth by the All-Father Tyr, who taught the first shield maidens this oath. Those that follow this oath till the end often become angels of the All-Father.

Tenets of the Valkyrie

The tenets of the Valkyrie have existed for many ages, and thus each oath is as unique as the Valkyrie who takes it, though many share these tenets.

Victory. Never give up. Only through hard work can victory be achieved, whether in battle or in life.

Honor. Never harm those who cannot defend themselves, for there is no glory to be found there.

Hand of Fate. Never deny a warrior their place in the hall of the All-Father. Save those who have yet to meet their fated battle.

Prudence. Pick your battles wisely, a poorly chosen battle can be lost before it begins.

Oath Spells
Paladin Level Spells
3rd Bane, Bless
5th Lesser Restoration, Spiritual Weapon
9th Fly, Revivify
13th Blight, Death Ward
17th Hold Monster, Raise Dead

Channel Divinity: Saving Grace

You can use your Channel Divinity to save someone from death. When a creature within 30 feet of you would be reduced to 0 hit points, you can use your reaction to cause the creature to have hit points equal to your Charisma modifier + your paladin level instead.

Channel Divinity: Battle Spirit

As a bonus action, you can become filled with the spirit of battle for 1 minute or until you are knocked unconscious.

While your battle spirit is active, whenever you make an ability check or a saving throw, you can roll a 1d4 and add the number rolled to the ability check or saving throw.

Aura of Ragnarök

Starting at 7th level, you constantly emanate an aura of battle while you're not incapacitated. You and friendly creatures within 10 feet of you deal extra radiant damage equal to your Charisma modifier when they hit with a melee weapon attack.

At 18th level, the range of this aura increases to 30 feet.

Shield Maiden

Beginning at 15th level, you are always under the effects of a Shield of Faith spell.

Angelic Form

At 20th level, you can assume the form of a Valkyrie. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • Wings sprout from your back and grant you a flying speed of 60 feet.
  • When an ally would fail a death saving throw they instantly stabilize instead while within 30 feet of you.
  • You emanate an aura of glory in a 30-foot radius. While in the aura, when you or a friendly creature makes a melee weapon attack score a critical hit on a roll of 19 or 20.

Once you use this feature, you can't use it again until you finish a long rest.

Image Credit

  • Art -The Goddess Freya by Iqnatius Budi - Link

Ranger

At 3rd level, a ranger gains the Ranger Archetype feature. The following options are available to a paladin, in addition to those offered in the Player’s Handbook: the Outlaw.

Outlaw

An outlaw, also sometimes referred to as a lone ranger, often travels the open plains riding from town to town, seeking fame and riches. An outlaw throws off the shackles of society to follow a path of freedom. Many of the enemies they face are bandits and others who seek to prey on those far from the eyes of the law. An outlaw needs to be quick on their feet and always land their shots true in order to survive. The magic they draw from the land is often more subtle than other rangers, being indistinguishable from good luck and skill to the casual observer.

Outlaw Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Outlaw Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spells
3rd Compelled Duel
5th Find Steed
9th Nondetection
13th Locate Creature
17th Skill Empowerment

Marksman

At 3rd level, you gain a number of grit points equal to 1 + your Wisdom modifier (minimum of 1). You regain all expended grit points after a short or long rest.

Deadeye. When you make a weapon attack using Dexterity, you can expend one grit point to gain advantage on the attack roll.

Quick Draw. Whenever you roll initiative, you can expend one grit point to roll 1d8 and add the number rolled to your initiative.

Grit

By 7th level, your grit and reputation allow you to keep people off your back. Whenever you make a Charisma (Intimidation) check, you gain a bonus to the check equal to your Wisdom modifier.

Your grit allows you to narrowly escape danger. You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

Trigger-Finger

Starting at 11th level, when you spend a grit point to use deadeye on your turn, you can make up to three additional weapon attacks as a part of the attack action (up to a total of five attacks), provided that each attack with the attack action targets a different creature this turn.

Dodge Roll

At 15th level, you can tumble out of the way of danger at the last second. Your proficiency bonus is doubled for any Dexterity saving throw you make. If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw.

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  • Art -The Knight with no name by theDURRRRIAN - Link

Rogue

At 3rd level, a Rogue gains the Rogue Archetype feature. The following options are available to a rogue, in addition to those offered in the Player’s Handbook: the Alternative Assassin.

Alternative Assassin

Some assassins have an alternative skill set to those described in the PHB, you can take the following features in place of the ones you'd normally take at that level, you can take one without taking the other.

Guild Expertise

At 9th level, you learn techniques that define your assassination style from a guild of your choice.

Guild of Silent Steps. Your steps make no sound, regardless of the surface you are moving across. Additionally, Wisdom (Perception) checks made to perceive you have disadvantage if you move no more than half your speed on the same turn.

Guild of the Scorpion's Sting. You can use the bonus action granted by your Cunning Action to apply a poison to a weapon or object. Additionally, you can use an action to detect if an object (such as food or a weapon) within 15 feet of you is poisoned and if it is poisoned you have advantage on any check made to determine which poison it is.

Guild Mastery

At 13th level, you master another signature technique of the trade. You can choose the same guild you chose at 9th level, or a different one.

Guild of Silent Steps. You can hide in areas of dim light and darkness, even against creatures with special senses such as darkvision and blindsight. Additionally, you can't be detected or targeted by divination magic, including scrying sensors.

Guild of the Scorpion's Sting. Your experience with deadly substances makes you are immune to poison. Additionally, creatures have disadvantage saving throws against poisons you use, and you have advantage on attack rolls against poisoned creatures.

Image Credit

  • Art -Assassin by Nina Galinska - Link

Sorcerer

At 1st level, a sorcerer gains the Sorcerous Origin feature. The following options are available to a sorcerer, in addition to those offered in the Player's Handbook.

Divine Soul

You learn an additional spell when you reach certain levels in this class, as shown in the Divine Soul Spells table. The spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Divine Soul Spells
Sorcerer Level Spell
1st detect evil and good
3rd prayer of healing
5th revivify
7th guardian of faith
9th dawn

Draconic Bloodline

You learn an additional spell when you reach certain levels in this class, as shown in the Draconic Bloodline Spells table. The spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Draconic Bloodline Spells
Sorcerer Level Spell
1st chromatic orb
3rd dragon's breath
5th fear
7th elemental bane
9th dominate person

Shadow Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Shadow Magic Spells table. The spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Shadow Magic Spells
Sorcerer Level Spell
1st arms of Hadar
3rd shadow blade
5th hunger of Hadar
7th shadow of moil
9th negative energy flood

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Storm Sorcery

You learn an additional spell when you reach certain levels in this class, as shown in the Storm Sorcery Spells table. The spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Storm Sorcery Spells
Sorcerer Level Spell
1st thunderwave
3rd gust of wind
5th call lightning
7th storm sphere
9th control winds

Wild Magic

You learn an additional spell when you reach certain levels in this class, as shown in the Wild Magic Spells table. The spell counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Wild Magic Spells
Sorcerer Level Spell
1st chaos bolt
3rd mirror image
5th blink
7th confusion
9th synaptic static

Warlock

At 1st level, a warlock gains the Otherworldly Patron feature. The following options are available to a warlock, in addition to those offered in the Player’s Handbook: the Ancient Tyrant and the Ice Queen.

The Ice Queen

Winter is a cold and harsh domain, first ruled by the fey courts, and gods, it has since had others rise to wield it mantle. Once mortal, they stole their power from those that first ruled over it, your patron is now bound to the power of winter and seeks to spread its influence and consume the world in an icy tundra. Your patron has the secrets and power of winter to offer to those with a heart cold enough to seek it. Beings of this sort include the White Witch, the Queen of Ice and Darkness, and the Great Wolf of Winter.

1d6 Quirk
1 You have a desire to hibernate.
2 Your tears freeze into crystal droplets.
3 Your touch leaves small traces of frost that quickly melt.
4 You can't feel warmth.
5 Your heartbeat ceased the day you made your pact.
6 Your breath can be seen as if it were a cold winter day.
Expanded Spell List

The Ice Queen lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st Chromatic Orb, Create or Destroy Water
2nd Gentle Repose, Spike Growth
3rd Sleet Storm, Slow
4th Freedom of Movement, Ice Storm
5th Anti-life Shell, Cone of Cold

Cold Hearted

Starting at 1st level, you don't suffer the effects of extreme cold, as described in the Dungeon Master's Guide, plus sleet and snow does not impede your vision or movement.

Frost Magic

At 1st level, When you cast a spell you can have it deal cold damage instead of its normal damage. Additionally, when you deal cold damage to a creature, you can reduce that creatures speed by 10 feet until the start of your next turn, you can only have one creatures speed reduced this way at a time.

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Aura of Ice

Starting at 6th level, you can emanate an aura of freezing cold. As a bonus action, you can activate your aura that extends 10 feet out from you and lowers the temperature below freezing. Water within the aura freezes after 10 minutes of being in the aura.

When you activate this aura, and as a bonus action on each turn while active, each creature of your choice takes cold damage equal to half your warlock level. You can end the aura as a bonus action, the aura ends automatically if you are incapacitated.

At 14th level, the range of this aura increases to 30 feet.

Frozen Soul

Starting at 10th level, as your heart and soul freeze, you gain immunity to cold damage, and cannot be charmed. Cold damage dealt by your spells and Class features ignore resistance to cold damage.

Permafrost

Starting at 14th level, when using your Aura of Frost you can use this feature to ensnare each of the targeted creatures in ice. Each target becomes restrained by the ice, and it can't move or be moved by any means for 1 minute. A creature restrained by the ice or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

Once you use this feature, you can't use it again until you finish a long rest.

The Fallen

Your patron was once at home in the upper planes but has since fallen from grace. Your patron has been stripped of much of their holy power but what power remains has been shaped and empowered by their torment. Your patron might seek redemption or vengeance against those that cast it out, using you as a means to that end. Fallen celestials to form a pact with could be an angel, empyrean, ki-rin, or any other cast out celestial.

Expanded Spell List

The Fallen lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st Inflict Wounds, Wrathful Smite
2nd Spiritual Weapon, Zone of Truth
3rd Crusader's Mantle, Tongues
4th Phantasmal Killer, Staggering Smite
5th Destructive Wave, Dispel Evil and Good

Halo of Torment

Starting at 1st level, you are a conduit for your patron's torment. As an action, a creature of your choice that can see and hear you within 30ft must make a Wisdom saving throw. If the creature fails its saving throw, it is subjected to the overwhelming torment of your patron and is turned for 1 minute or until it takes damage. You have a number of uses equal to 1+ your warlock level. You regain expended uses when you finish a long rest.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Fallen Warrior

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

Retribution

At 6th level, you can endure suffering to bring retribution upon those that would harm you. When you take damage from a creature, you can use your reaction to gain resistance to the triggering damage, and cause the creature who dealt the damage to take radiant damage equal to the damage you took.

Once you use this feature, you can't use it again until you finish a short or long rest.

Divine Resilience

Starting at 10th level, you can choose one ability score when you finish a short or long rest. You can add your charisma modifier to saving throws using the chosen ability until you choose a different ability score with this feature.

Wings of the Fallen

Starting at 14th level, you gain the ability to sprout a pair of black feathered wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Image Credit

  • Art -Deathpact Angel MtG Art by Jason Chan - Link

Pact Boon

At 3rd level, your otherworldly patron bestow s a gift upon you for your loyal service. Here are new options for that feature, in addition to the options in the Player’s Handbook.

Pact of the Cloak

You can use your action to create a pact cloak in your empty hand. You can choose the appearance it takes each time you create it. While wearing it and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Your pact cloak disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the cloak (no action required), or if you die.

You can transform one magic cloak into your pact cloak by performing a special ritual while you hold the cloak. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the cloak, shunting it into an extradimensional space, and it appears whenever you create your pact cloak thereafter. You can't affect an artifact in this way. The cloak ceases being your pact cloak if you die, if you perform the 1-hour ritual on a different cloak, or if you use a 1-hour ritual to break your bond to it. The cloak appears at your feet if it is in the extradimensional space when the bond breaks.

Invocations

At 2nd level, a warlock gains the Eldritch lnvocations feature. Here are new options for that feature, in addition to the options in the Player’s Handbook. If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class.

Dimensional Pockets

Prerequisites: Pact of the Cloak

As an item interaction, you can reach through your pact cloak into a small pocket dimension and stow or retrieve an object. Your pact cloak can only hold a number of objects equal to your Charisma modifier (minimum of 1) with a total weight up to 20 pounds. Your pact cloak remains the same weight regardless of what's in its pocket dimension. You can safely store magic items such as a bag of holding or a portable hole in your cloak without issue.

Should your pact cloak be destroyed any object held within is deposited within 5 feet of where it was.

Arcane Weave

Prerequisites: Pact of the Cloak, 5th level

While wearing your pact cloak, when you or a creature within 5 feet of you takes damage except bludgeoning, piercing, and slashing, you can use your reaction to grant resistance to the creature against that instance of the damage. Using your cloak to shield yourself or another creature.

Your Pact Boon

Each Pact Boon option produces a special creature or an object that reflects your patron's nature

Pact of the Cloak If your patron is an Archfey, your cloak might have constantly shifting colors or fantastical imagery and artwork. If you serve the Fiend, your cloak might be made from the hide of a lesser devil or weaved with souls of the damned. If your patron is the Great Old One it might be an old tattered cloak with an eldritch glyph on it. If your patron is the Ice Queen your cloak might be a heavy fur lined cloak or one that shines like a prism as if weaved from shards of Ice

Feathered Cloak

Prerequisites: Pact of the Cloak, 15th level

While wearing your pact cloak, you gain a magical flying speed equal to your current speed. When you fall you can choose to slow your descent to 60 feet per round, and you take no falling damage while doing so.

Guardian of the Chain Master

Prerequisites: 5th level, Pact of the Chain

When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:

  • The familiar's hit point maximum equals its normal maximum or four times your warlock level, whichever is higher.
  • The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
  • If the familiar forces a creature to make a saving throw, it uses your spell save DC.

Grand Summon

Prerequisites: 12th level, Pact of the Chain

When you cast find familiar, you can also choose to have it take the form of any beast, fey, or fiend whose challenge rating is 1 or less.

Feats

A feat represents a talent or an area of expertise that gives a character special capabilities. It em bodies training, experience, and abilities beyond what a class provides.

At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat’s description says otherwise.

Invoker

Prerequisite: Intelligence or Charisma 13 or higher

You have learned a forbidden secret from an otherworldly being:

  • You gain an invocation from the warlock's invocation list. You must meet its prerequisite, if it requires you to be a certain level you must be a warlock of that level. You cannot change this invocation once picked.
  • Your spellcasting ability for spells you gain from this feat is either Charisma or Intelligence your choice.

Dual Wielder [Revised]

You master fighting with two weapons, gaining the following benefits:

  • When two-weapon fighting you can make your off hand attack as a part of your attack action instead of your bonus action.
  • You gain a +1 bonus to AC and weapon damage rolls while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Grappler [Revised]

You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • You gain a +2 bonus to AC while you aren't using a shield, and you are grappling a creature that is not prone.
  • You have advantage on attack rolls against creatures you are grappling.

Styled Fighting

Prerequisite: proficiency with a martial weapon or heavy armor

Your training with weapons and armor has lead you to adopt a fighting style:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You learn a fighting style from the fighter's Fighting Style feature, you can't learn a fighting style you already know.

Teammate

Skilled at teamwork, you gain the following benefits:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • When you use the Help action to aid an ally in attacking a creature, you can aid a second ally in attacking the same target as a part of the same action.
  • When you take the Help action to aid another creature's ability check and you are proficient with that ability check, the creature can reroll one of the dice once.

Heavy Armor Master [Revised]

Prerequisite: Proficiency with heavy armor

You can use your armor to deflect strikes that would kill others. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • While you are wearing nonmagical heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.
  • If you are wearing magical heavy armor bludgeoning, piercing, and slashing damage that you take is reduced by 3 + any magical AC bonus from the armor.

Poisoner

You experience with poison has left you more resilient and skilled with poison:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You gain proficiency with Poisoners Kit. If you are already proficient with them, you add double your proficiency bonus to checks you make with them
  • You have advantage on saving throws against poison, and you have resistance against poison damage.

Changelog

  • 8/8/2018 10:10pm: Duelist redesign implemented
  • 8/9/2018 9:19pm: Duelist, Lunar Domain, Circle of the Hunt, and College of Theology removed.
  • Iron herertic level 7 ability changed to allow any object to be pulled to hand not just a weapon.
  • Darkness domain added, and passion domain re-added
  • 8/11/2018 2:20pm: fixed the lack of title for Phoenix sorcerer
  • 8/24/2018 7:37pm: Added Shadow Dancer Rogue, and changed dragon barbarian bonus damage to dice instead of flat amount because rolling dice is more fun than flat numbers, average damage remains the same
  • 8/27/2018 11:16am: Added Feats, and fluff text for pact of the cloak
  • 8/28/2018 11:20pm: Added fluff text for all the classes that had placeholder or missing text
  • 8/28/2018 11:20pm: Added outlaw ranger
  • 8/31/2018 11:05pm: Updated Path of the Dragon barbarian's lvl 10 and lvl 14 abilites
  • 9/16/2018 3:34pm: Updated Way of the Rune Fist, changing the order it gets its abilites in and slightly tweaking them to fit better at those levels
  • 9/20/2018 11:55pm: Added Legionnaire fighter removed
  • 9/22/2018 4:02pm: Added Ronin fighter as a Samurai alternative
  • 10/7/2018 11:31am: Added 2 feats, removed shadow dancer rogue, and added an assassin variant
  • 9/22/2018 4:02pm: removed less popular subclasses frost nomad, outlaw, and iron heretic
  • 11/12/2018 7:13pm: added poisoner feat, and revised heavy armor master feat
  • 1/5/2019 1:33pm: removed fiend barbarian, darkness cleric, ronin fighter, rune fist monk, corsair ranger, ancient tyrant warlock.
  • 1/5/2019 1:35pm: changed ice queen to only slow one creature at a time, and changed aura to be more active.
  • 1/19/2019 1:35pm: added darkness cleric and twilight druid, also added invocation for high level chain warlocks
  • 8/6/2019 5:15pm: changed warlock chain pact invocation
  • 8/26/2019 5:15pm: removed pheonix sorcerer, and elemental master feat, changed passion cleric proficency from intmidation to insight.
  • 9/7/2019 11:15pm: added ronin back, updated alternative assassin to latest version.
  • 9/7/2019 11:15pm: updated ronin lvl 10 ability and made wording clearer on capstone, changed dragon barbarian capstone, extended dusk veil duration for darkness clerics.
  • 1/9/2020 3:47pm: added art to the document
  • 1/11/2020 6:47pm: added more art, changed cover art, added sorcerer subclass spells, re-added the Outlaw Ranger.
  • 1/11/2020 9:47pm: changed pact of the chain invocation, and added another one.
  • 1/13/2020 5:37pm: added the fallen warlock, updated ice queen warlock lvl 14 ability
 

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