This setting is meant to adapt 5e to the colouful, whimsical, and adventure-filled setting of the Mario series. I took heavy inspiration from Nintendo, and they own the rights to pretty much this entire book. I'd like to extend a special thank you to Thomas Keene at kobolds-keep.net for his work on the d20 version that inspired me to work on this, plus quite a bit of the original ideas. I have attempted to ask his permission to use his material, but have not been lucky enough to receive a reply. Should he read this and want me to remove anything, I can be reached through reddit.
This is a work in progress. As such, some of the material, specifically the feats from the d20 version, has not been made current. should you see any content with an asterisk in front, it is there for reference only and will be updated or removed in a future revision.
Image Credits: Unless otherwise specified, all images have been linked from the Mario Wiki and are only temporary until the appropriate art has been created. Until then, all images are Copyright under Nintendo and used with the utmost respect.
Races
The world of the Mushroom Kingdom has a wide variety of species and races, many of which are unique to their general area and only starting to make themselves known to the rest of the world.
Most of the races in the original Player's Hand Book would be out of place in such a whimsical setting, but the following races are commonly seen in the Mario World as a whole, with the exception of the Puni, who rarely leave their home trees.
Beanfolk
The Beanfolk are the proud residents of the BeanBean Kingdom. Their kind produces almost as many heroes and notables as Humans do, and are quite analogous to them. Beanfolk culture is focused on the past, and archeology and history are common studies. Beanfolk who travel usually do so for the sake of science and posterity.
Beanfolk are tall and lean with legume-shaped torsos and greenish skin.
Beanfolk Traits
Your beanfolk has the following traits as a part of their beanish nature.
Ability Score Increase. Your Constitution score increases by 2.
Age. Beanfolk mature at around the same rate as humans, but they're considered adults at the age of 15. On average they live 80 to 90 years.
Allignment. Beanfolk tend toward no particular alignment. The best and the worst are found among them.
Beanfolk constitution. You are immune to the poisoned, paralysis, polymorph and stunned conditions, but effects that normally target or effect plants affect you as well.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Size. Beanfolk stand 5 and 7 feet tall and average about 185 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and Beanish.
Subrace. There are four main races of Beanfolk found in the general worlds in the BeanBean Kingdom: Beanish, Woo, Chuckle and Hoohooligan. Choose one of these subraces.
Beanish
Beanish are the most common Beanfolk found in the BeanBean kingdom.
Ability Score Increase. Your Wisdom score increases by 1.
Bean-senses. In addition, you apply double your perception bonus to checks to sense those who are hiding or invisible within 30 feet.
Woo
Woo tend towards the mystical arts. They study laughter as well, hoping to make the world an easier and more amusing place.
Ability Score Increase. Your Intelligence score increases by 1.
Magical training. You learn one cantrip from the Bard spell list. Intelligence is your spellcasting ability for you, and any effect that may induce fear causes laughter instead.
Chuckle
Chuckle generally inhabit woods and jungles, dealing with the vines of the Chuckola plant in their daily lives.
Ability Score Increase. Your Dexterity score increases by 1.
Light-footed. You are immune to entangling effects and cannot be magically slowed.
Hoohooligan
Hoohooligans bodies are a little stiffer then other Beanish. They are generally calm, but are deceptively strong.
Ability Score Increase. Your Strength score increases by 1.
Bean-like Brutality. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Extra Language. You can read and write in Hooroglyphy, though it is not known to be a spoken language.
Bob-Ombs
Bob-Ombs are a widespread people, and settlements dominated by them are exceedingly rare. They fit in well as dedicated laborers in any society, but more isolated Bob-Ombs are very militaristic. Bob-Ombs are legendary for their hot tempers. Bob-Ombs who travel usually do so because they are outcast or have expansionist goals.
Bob-Ombs are squat and round, and their skin can be almost any color.
Bob-Omb Traits
Your bob-omb has the following traits as a part of their explosive nature.
Ability Score Increase. Your Constitution score increases by 2 and your Strength score increases by 1.
Age. Bob-Ombs mature faster than humans. They reach adulthood at the age of 12. On average they live between 100 and 120 years.
Allignment. Bob-Ombs tend toward Lawful alignments, generally preferring to follow orders whenever possible.
Bob-Omb Slam. Your body is tougher than most. It can be used as a natural weapon, dealing bludgeoning damage equal to 1d4 + your Strength modifier. This counts as an unarmed strike.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Explosive Temper. Bob-Ombs are known for having a short fuse. If you fuse is not wet, you may use an action to expend a spell slot and light it. At the beginning of your next turn, you explode, forcing all creatures within 30 feet of you to make a Dexterity saving throw. A target takes 1d6 fire damage for a first level slot + 1d6 for each spell level higher than 1st, to a maximum of 5. The target takes full damage on a failed save, or half as much damage on a successful one. If you are struck by a weapon attack or an attack that deals fire damage while your fuse is lit, you explode immediately and cannot use your reaction until the start of your next turn. If you have no spell slots, you gain 1 level one spell slot that recharges on a long rest.
Size. Bob-Ombs stand 4 and 5 feet tall and average about 170 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Languages. You can speak, read, and write Common and Bob-Omb.
Unhanded Combat. You have no hands, but that doesn't mean you're unarmed. You learn the mage hand cantrip. You may use it to wield a shield, but only within 5 feet of you. Using your mage hand, you may replace your winding key with a one-handed melee weapon, changing the type and amount of damage dealt by your Bob-Omb Slam attack to match the new weapon. This process takes 2 minutes.
You may also use the mage hand to sheathe or unsheathe the weapon without dropping your shield as if you had an extra hand.
Boos
They are a type of spherical ghost with menacing and normally open mouths. They are known for their large tongues and small "arms" of some sort. However, the most distinctive characteristic of the Boos is their shy personality, where they cover their faces when someone looks them directly at the face. They will uncover their faces once the subject turns around.
They are normally white, but different areas sometimes cause variations in their coloring.
Boo Traits
Your boo has the following traits as a part of their persistent nature.
Ability Score Increase. Your Dexterity score increases by 2 and your Charisma score increases by 1.
Age. Boos are effectively immortal, but they still age to a point. They reach "adulthood" between the ages of 15 and 50, and stop aging at around 100 years.
Allignment. Boos tend toward Chaotic alignments, generally playing jokes on those who don't see you coming.
Ghostly "Flight". While you don't have an actual flying speed, you are still subjected to gravities effects. You don't touch the ground, but rather float 1 to 2 feet above it. You take no damage from falling and are unaffected by non-magical difficult terrain. You also cannot be tripped or set off traps that rely on being stepped on.
Invisibility. You may cast invisibility, misty step, and pass without trace on yourself once per day at their lowest level. Charisma is your spellcasting ability for these spells.
Size. Boos stand around 5 feet tall and average about 10 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Languages. You can speak, read, and write Common and Booish.
Half-Undead nature. You have the "undead" creature type in addition to the "humanoid" type, and can be effected by effects that target either. You do not need to eat or drink to survive, but can still taste and may enjoy food. You have no blood, and thus are immune to effects that wound or cause bleed effects, though the initial damage is not reduced, and if reduced to 0 HP, you stabalize automatically. Effects that would normally not restore HP to undead creatures, or only restore HP to undead and construct creatures, only restore half the amount, rounded down. You are also immune to poison damage, the poisoned condition and diseases.
Goomba
Goombas are a degenerate offshoot of mushroomfolk. Legend has it that their lack of loyalty to the Mushroom Kingdom caused them to become as they are today. Goombas tend to live underground or in the wilderness, surviving off of their wits and anyone stupid enough to travel alone. Goombas in cities tend to be opportunistic and hard-working, if a bit greedy. Goombas who travel usually do so to get from one town to the next before the fallout of their latest exploits catches up with them.
Compared to mushroomfolk, goombas have more of their body on their cap, a large toothy maw, dark wrinkled skin, and a natural musty odor.
Goomba Traits
Your goomba has the following traits as a part of their nature.
Ability Score Increase. Your Strength score increases by 2 and your Wisdom score increases by 1.
Age. Mushroomfolk mature at around the same rate as humans, but they're considered adults at the age of 20 On average they live 100 years.
Allignment. Goombas tend toward Lawful alignments, generally preferring to follow orders whenever possible.
Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Shroom Lore. Whenever you make an Intelligence (Nature) check or Wisdom (Survival) check related to the identity or properties of mushrooms, you are considered proficient in the Nature or Survival skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Shroomy resistance. You have advantage on saving throws against poison. You also have a +1 bonus to all saving throws.
Size. Goombas stand 3.5 and 5 feet tall and average about 114 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Languages. You can speak, read, and write Common and Shroomish.
Unhanded Combat. You have no hands, but that doesn't mean you're unarmed. You learn the mage hand cantrip with a maximum range of 5 feet. You may use it to summon 2 invisible hands that can both wield a weapon shield, but only within 5 feet of you. You cannot gain extra attacks beyond your normal one unarmed attack this way. You also gain proficiency with the Goomba Skullcap, and the Goomba Spikecap counts as a martial weapon for you.
Human
Humans are a rarity in the Mushroom Kingdom, though the nobility there is human. Humans in the Mushroom Kingdom tend to be quite extraordinary individuals. The most famous humans in the Mushroom Kingdom belong to an variant species called Homo Nintendonus.
Homo Nintendonus
Koopa
Koopas are an indigenous race of the Mushroom Kingdom, and the most populous race in the region. Koopas tend to be laid-back, and those who care for a profession will take up something slow and easy like gardening. Koopas who travel do so because they are outcasts, or because they have acquired a work ethic.
Koopas are yellow-skinned and hook-nosed with large shells of varying colors on their backs.
Koopa traits
Your koopa has the following traits.
Ability Score Increase. Your Constitution score increases by 2 and your Strength score increases by 1.
Age. Koopas reach adulthood at the age of 40. They have been known to live well into their fourth century.
Allignment. Koopas tend toward Lawful alignments, generally preferring to follow orders whenever possible.
Shell. All koopas have soft shells. Choose your color from the Koopa Ancestry table. Your Base AC is 13, and you cannot benefit from wearing any armor. Your shell provides resistance to the element chosen by your Koopa Ancestry feature and causes any critical hit to become a normal hit so long as they are not benefiting from another AC calculation, such as Unarmored Defense.
Size. Koopas stand between 4 and 5 feet tall and average about 180 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet. Your speed is not reduced by carrying a heavy load.
Tuck. You may use your movement to tuck your head and limbs into your shell. While tucked, you are prone and have a +4 bonus to your AC. While tucked, you cannot take any actions except for using your bonus action to come out, using half your movement to stand up as normal.
If struck by an attack that deal bludgeoning damage while tucked, you may use your reaction to reduce the damage to 0 and move away from the enemy in a straight line up to 90 feet, bouncing off of walls. If you hit a creature, they must make a Dexterity saving throw with a DC of 15 - 1 for every 10 feet traveled before you hit. If the target fails, they take 1d4 bludgeoning damage for every 10 feet traveled like this and your movement is stopped. If they succeed, they take no damage and you keep moving until you hit an enemy who fails their saving throw or you travel the full 90 feet. Once you stop moving, make a DC 10 Constitution saving throw. If you fail, you are stunned until the end of your next turn.
Languages. You can speak, read, and write Common and Koopish.
Koopa Ancestry
Koopa | Damage Type |
---|---|
Green | Acid |
Blue | Cold |
White | Lightning |
Red | Fire |
Mushroomfolk
Mushroomfolk are an indigenous race of the Mushroom Kingdom, and the second most populous race in the region. Also known as “Toadstools” or “Toads”. Mushroomfolk are timid and dedicated, avoiding danger and excitement at all costs. Those who travel do so to prove themselves or because they are obliged to. The primary export of the Mushroom Kingdom is mushrooms, and almost every Mushroomfolk has some role in the billion-coin industry.
Mushroomfolk are short pale-skinned persons with large spotted caps on their heads.
Mushroomfolk Traits
Your Mushroomfolk has grown into the following traits.
Ability Score Increase. Your Strength score increases by 2 and your Dexterity score increases by 1.
Age. Mushroomfolk mature at around the same rate as humans, but they're considered adults at the age of 20. On average they live 100 years.
Allignment. Mushroomfolk tend toward neutral alignments. They try to avoid any possible confrontation, staying neutral in all things.
Mushrooms Potential. You gain proficiency in one skill. If you use this skill on any check having to do with mushrooms, you may double your proficiency bonus for this check.
Shroom Lore. Whenever you make an Intelligence (Nature) check or Wisdom (Survival) check related to the identity or properties of mushrooms, you are considered proficient in the Nature or Survival skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Shroomy resistance. You have advantage on saving throws against poison. You also have a +1 bonus to all saving throws.
Size. Mushroomfolk stand 3 and 4 feet tall and average about 65 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Languages. You can speak, read, and write Common and Shroomish.
Nimbusfolk
Nimbusfolk are a reclusive civilization, sculpting cities out of clouds and preferring to stay aloof from the rest of the world. Even the common Nimbusfolk will have some experience with the arcane, and all of their upper-class citizens practice magic in some form. Nimbusfolk are emotionally volatile, and their mood can change as quickly as the weather (or viceversa, in some cases). Nimbusfolk who travel usually do so to study foreign magic.
Nimbusfolk are pale, round, squat, and puffy, and their hair always has some extreme coloration.
Nimbus Traits
Your Nimbus has the following traits as a part of their airy nature.
Ability Score Increase. Your Dexterity score increases by 2 and your Constitution score increases by 1.
Age. Nimbusfolk mature at around the same rate as humans, but they're considered adults at the age of 20. On average they live 90 years.
Allignment. Nimbusfolk tend toward Neutral alignments, tending to be trusting of others, even when they make little sense.
Airy Bodied. Life among the clouds can be difficult, but has its benefits too. You have resistance to Cold and Lightning damage.
Airy Mind. You know the gust cantrip. Starting at 3rd level, you may cast feather fall on yourself once per day at its lowest level. Starting at level 5, you may also cast control winds once per day with a range of 30 feet, a maximum size of 60 feet, and it is centered on you. Charisma is your spellcasting ability for these spells.
Emotional Weather. The weather is unusually sympathetic to you. When you cry, a small rain storm appears in a 30' radius around you. If it is already raining when you get angry, Thunder and Lightning appear, punctuating your attacks. You can take advantage of this, causing a bold of lightning to hit your target, adding Lightning damage equal to your level, or twice that amount of Lightning damage if the target is a construct or wearing metal armor. You can add this to 1 damage roll, and must take a long rest before you can lash out this way again.
Size. Nimbusfolk stand around 4 feet tall and average about 65 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Languages. You can speak, read, and write Common and Nimbus.
Pianta
Piantas are mountain-dwellers, building their villages in high places to keep themselves safe and protected. Piantas are single-minded and focused, and always like to work with their hands. Piantas tend to work where they can build things, such as construction or as the heads of organizations. Piantas who travel are usually tired of mountain life or are seeking riches.
Piantas are large and pear-shaped, with large mittlike hands and flexible arms.
Pianta Traits
Your Pianta has grown into the following traits.
Ability Score Increase. Your Constitution score increases by 2 and your Strength score increases by 2.
Age. Piantas reach adulthood at around 50 years old and can live over 200 years.
Allignment. Piantas tend toward no particular alignment. The best and the worst are found among them.
Mountain's Constitution. You have advantage on ability checks and saves made to climb or avoid falling. You also suffer no harm in temperatures as warm as 120 degrees Fahrenheit.
Size. Piantas stand between 6.5 and 8.5 feet tall and average about 345 pounds. Your size is Large.
Speed. Your base walking speed is 30 feet.
Throw Ally. As an action, you may throw a willing ally within your reach who is at least one size category smaller than yourself. This attack counts as an improvised weapon with a range of 10/20 feet. On a hit, the target takes 2d6 bludgeoning damage if the ally was small or 2d8 bludgeoning damage if the ally was medium. If the ally was wearing magical armor or armor made of a specific material, the attack counts as such for the purposes of overcoming resistance.
If the attack hits, the ally takes no damage and falls prone to a space they choose within 10 feet of the target. If the attack misses, the ally takes 1d6 bludgeoning damage and falls prone to a randomly chosen space adjacent to the target.
You can throw bulky medium or small object such as a barrel with this ability, dealing 1d8 or 1d6 damage respectively. You cannot throw anything that is already a weapon this way.
Languages. You can speak, read, and write Common and Pianta.
Puni
Punies are reclusive tree-dwellers, always relying on superior numbers to give each individual a better chance of not being eaten. Punies are in a perpetual panic, always looking out for danger. Most Punies live simple lives foraging and trying not to be eaten. In their spare time, they craft elaborate and complex art pieces of varying scale. Punies who travel may be on eye-opening journeys at the request of their tribe, or individuals whose tribes have been scattered or destroyed.
Punies are very small creatures with dull striped fur and a single bright antenna.
Puni Traits
Your Pianta has grown into the following traits.
Ability Score Increase. Your Dexterity and Constitution scores increase by 2 and your Strength score reduces by 2. This cannot put your starting Strength score below 1.
Age. Puni reach adulthood at around 5 years old and can live over 50 years.
Allignment. Puni tend toward no particular alignment. The best and the worst are found among them.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Reduced size. Due to your tiny size, you have disadvantage on all Strength Checks and Strength saving throws. Your weapons must be sized to match, causing them to deal 1d4 less damage then normal, though this cannot reduce the damage below 1. You also gain advantage on any checks made to hide in natural undergrowth. If the enlarge/reduce spell is cast on you, the Enlarge effect cancels out this effect, increasing your size to Large. Your weapons grow with you, removing the penalty to damage and causing them to deal double the number of damage dice as a weapon of normal size. You are also immune to the Reduce effect of the enlarge/reduce spell.
Magic weapons that are sized for medium and small wielders can magically reduce their size for you to wield, but you cannot wield heavy weapons at all. Due to the shape and size of your body, non-magical armor costs twice the price for you, but only weighs half as much as normal.
Size. Puni stand between 1 and 1.5 feet tall and average about 11 pounds. Your size is Tiny.
Speed. Your base walking speed is 30 feet.
Tiny Spellcasting. You know the Light cantrip, though you can only cast it on yourself. At 3rd level, you can cast the Enlarge effect of the Enlarge/Reduce spell on yourself once per day without using any spell componants. Charisma is your spellcasting stat for these spells.
Languages. You can speak, read, and write Common and Puni.
Shyfolk
Shyfolk are jungle-dwellers, maintaining rigid tribal structures among the chaos of the wild. The ferocity of a dedicated Shyfolk protecting his territory is well-known in the less civilized parts of the world. Shyfolk rarely devote themselves to a profession that benefits those outside of their tribe, but banditry is common for lone Shyfolk. Shyfolk who travel usually do so at the behest of their tribe, or because they are outcast.
Shyfolk are squat humanoids with stubby limbs and brightly colored skin, and always wear a tribal mask.
Shyfolk Traits
Your Shyfolk has snuck into the following traits.
Ability Score Increase. Your Dexterity score increases by 2 and your Wisdom score increases by 1.
Age. Shyfolk reach adulthood at around 14 years old and can live between 60 and 80 years.
Allignment. Shyfolk tend toward lawful alignments, putting the survival of the tribe first.
Shyfolk Weapon Training. You are proficient with daggers, slings and longspears.
Size. Shyfolk stand between 2 and 4 feet tall and average about 87 pounds. Your size is Small.
Stealthy Precision. You have trained hard with reach weapons, gaining a +1 to attack rolls with them.
Speed. Your base walking speed is 25 feet.
Languages. You can speak, read, and write Common and Shyspeak.
Masked Bravery. You have advantage on saves against fear effects.
Masked Nature. You are proficient in Stealth and Intimidation.
War Cry. When rolling initiative, you may expend a spell slot to gain a +1 bonus for each level of the slot. If you have no spell slots, you gain 1 level one spell slot that recharges on a long rest.
Yoshi
Yoshis are island-dwelling sentients, descended from dinosaurs. Their ravenous and omnivorous appetites lead them to swallow their prey whole, but Yoshis are quite amiable to creatures that don't taste good. Yoshi society is not organized enough for professions, though each masters some skill to contribute. Yoshis who travel usually do so to fulfill some self-appointed quest or to find a new food source for their home.
Yoshis are brightly colored bipedal reptiles with hooves.
Yoshi Traits
Your Yoshi has hatched into the following traits.
Ability Score Increase. Your Dexterity score increases by 2 and your Intelligence score increases by 2.
Age. Yoshi reach adulthood at around 2 years old and tend to live between 20 and 30 years.
Allignment. Yoshi tend toward chaotic alignments, fitting in where they need to.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Draconic Resistance. Choose your color from the Yoshi Ancestry table. You have resistance to the energy type associated with the chosen color.
Dragon Body. Your scales count as natural armor, giving a +1 bonus to your AC when not wearing armor. You cannot wear normal armor, but you can have armor made for you as barding. Armor that magically resizes can also alter slightly to fit your shape.
Egg Toss. You are proficient in using eggs as thrown weapons, dealing damage as shown on the Egg Toss table.
Flutter Jump. When jumping, you can add 5 feet to your normal jump distance. You must still have enough movement to complete the jump however.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Racial Classification. You do not count as a Humanoid, but a Dragon instead.
Size. Yoshi stand between 5 and 6 feet tall and average about 180 pounds. Your size is Medium.
Speed. Your base walking speed is 40 feet.
Tongue. You have a dexterous, sticky tongue that you can use to make a melee weapon attack that deals no damage to the target. If it hits, the target is grappled and restrained. As long as the target is grappled, you may pull it closer as part of your attack action against it. If used on a target that is at 0 HP, the target becomes encased in an egg. An encased creature cannot breathe, and begins suffocating immediately. Any dead creature inside the egg is treated as if they are under the effect of a gentile repose spell while encased. An egg that is thrown breaks immediately after hitting the target, or upon hitting a wall or floor. An egg is treated as an object with 1 HP, an AC of 10, and Immunity to Poison and Psychic damage. You may have 6 eggs at one time.
Languages. You can speak, read, and write Common and Yoshi.
Egg Toss
Encased Creature | Damage |
---|---|
Any creature with a CR less than 1 | 1 bludgeoning |
Humanoid | 1d6 bludgeoning |
Fire Elemental | 1d6 fire |
Air Elemental | 1d6 lightning |
Water Elemental | 1d6 cold |
Earth Elemental | 1d6 force |
Construct | 1d4 force in 5' radius |
Yoshi Ancestry
Yoshi | Damage Type |
---|---|
Green | Acid |
Blue | Cold |
White | Lightning |
Red | Fire |
Classes
Classes Page Here
Primal Path
Rage burns in every barbarian's heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal.
Path of the Basher
Bashers are hardcore fighters no matter what their training, be it martial arts, swordplay, or some less refined modes of combat. Anyone who focuses on hitting where it counts is a Basher.
Muscle Power
At 3rd level when you adopt this path, you gain 1 Muscle Die and Muscle Points equal to 1 plus your Charisma modifier (minimum 1). These points replenish at the end of a long rest, as do half of your total Muscle Dice, rounded up. During a short rest, you may spend any number of Muscle Dice to regain Muscle Points equal to 1 plus your Charisma modifier (minimum 1) for each one spent.
You gain an additional Muscle Die and a number of Muscle Points equal to 1 plus your Charisma modifier (minimum 1) at levels 6, 9, 12, 15 and 18.
Timed Hit
Starting when you adopt this path at 3rd level, when you hit with a Melee Weapon Attack and the result is not a critical hit, you may expend 3 Muscle Points to roll an additional d20. If you roll a 20 on the die, you roll damage as if the attack was a critical hit.
Super Timed Hit
At 6th level, your timing with your hits becomes more evident. When you use your Timed Hit feature, you may spend an additional 3 Muscle Points to reroll one of the damage dice, adding it to the number rolled.
Offensive Stance
At 10th level, you gain a new appreciation for the damage you can cause. When you make a reckless attack, you may add 2 to your attack and damage rolls. If you do so, you also have a -2 penalty to your AC.
Ultra Timed Hit
At 16th level, your timing with your attacks becomes nearly unparalleled. When you use your Timed Hit feature, you may spend an additional 5 Muscle Points to treat any dice rolls as if they rolled the highest possible number. You must spend these points prior to rolling the additional d20 granted by your Timed Hit feature.
Sensei
Great martial artist are able to train their own bodies to be the perfect weapon. Masters are able to use the bodies of others as weapons.
Gripping
Starting when you adopt this path at 3rd level, your hands are able to squeeze harder than most. You add half your barbarian level to grapple checks when initiating a grapple or damaging a opponent you're grappling.
Megagrab
Starting at 3rd level, your grapples become simpler. When you attempt to grapple a target, you may move through their space as if through difficult terrain. If there is another target adjacent to the target, you may attempt an additional grapple on that target. If you succeed on the additional check, the second target is grappled as well, and you deal damage to the target as if you hit with an unarmed strike. If your target succeeds, your movement ends, and the target moves to an adjacent square of their choice, if one is available. You may grapple a maximum of 2 targets this way. You may grapple up to 3 adjacent targets at 6th level, 4 at 10th level, and 5 at 14th level. You may use this form of grapple a number of times equal to your constitution modifier, regaining all uses after a long rest.
Wield Opponent
Starting at level 6, your grapple becomes stronger. When grappling a creature who is your size or smaller, you can use them as a twohanded weapon with a reach of 5 feet or their reach if it is greater. For each attack made with an unwilling opponent, you must succeed on an opposed grapple check to make a melee attack dealing bludgeoning damage based on the size of the opponent, as indicated on the Wielded Opponent Damage table. You are proficient with this "weapon". If either your grappled opponent or your target is wearing magical armor, or armor made of a special material, such as silver, the attack counts as such for the purposes of overcoming damage resistance or immunity. You do not add the modifier from your Gripping feature to the attack or damage roll of this attack, and if either target is reduced to 0 hit points, they are considered unconscious but stable for a number of minutes equal to twice your strength modifier. You may attack an object, a wall, or the floor, the objects AC counts as 0 for the purpose of hitting with your opponent.
At level 10, you can wield an opponent one size category larger than you. At level 16, you gain the ability to establish a grapple against an opponent two size categories larger than you, and to wield them as well.
Wielded Opponent Damage
Size | Damage |
---|---|
Tiny | 1d4 |
Small | 1d6 |
Medium | 1d8 |
Large | 1d10 |
Huge | 2d6 |
Gargantuan | 2d8 |
Grapple Smash
Starting at level 10, while in a grapple with multiple opponents, you can damage all of them. As an action, make a grapple check against each opponent. Each one that fails the check takes damage as if you hit with an unarmed strike, plus 1 for each creature in the grapple, including yourself. You can use this at the end of Megagrab.
Silver Bullet
Starting at level 16, when you pin an opponent, you have a chance to kill them outright. If you succeed on an attack roll against a pinned opponent, you may use a Bonus Action to deliver a silver bullet attack against that opponent. If they fail, they are reduced to 0 hit points. If they succeed, they take 10d10 necrotic damage. You may choose for this damage to be non-lethal if your target is not a lycanthrope.
Bard Colleges
The way of a bard is gregarious. Bards seek each other out to swap songs and stories, boast of their accomplishments, and share their knowledge. Bards form loose associations, which they call colleges, to facilitate their gatherings and preserve their traditions.
College of Royalty
Royals are politically important people, or those who serve under them. Even the relative of a village elder or a courtier can be a Royal. Royals have a wide variety of abilities that are very beneficial to allies.
Inspirational Stance
At 3rd level, at the beginning of your turn, you may choose to enter an Inspirational Stance. You can choose one of the following options. It's effects last until the beginning of your next turn. You may only have one option active at a time.
Offensive Inspiration. While using offensive inspirational stance, you take a penalty to attack rolls of your choice, up to your proficiency bonus. All allies within 30' gain an equal magical bonus to attack rolls.
Defensive Inspiration. While using defensive inspirational stance, you also may take a penalty to your armor class of your choice up to your Dexterity Modifier (minimum 1). All allies within 30' gain an equal magical bonus to armor class.
Skilled Inspiration. While using skilled inspirational stance, you take a penalty to all skill checks up to half of your bard level + 3. All allies within 30' gain an equal magical bonus to all skill checks.
Bonus Proficiencies
When you join the College of Royalty at 3rd level, you gain proficiency in the Persuasion and Deception skills, if you aren't already proficient in them.
Skillful Inspiration
At 6th level, your inspirational skills are becoming more practiced. When you use your Inspirational Stance, you may choose to add the following effects.
Offensive Inspiration. While using offensive inspirational stance, you also may take a penalty to damage rolls of your choice, up to your proficiency bonus. All allies within 30' gain an equal magical bonus to weapon damage rolls, including natural weapons and unarmed strikes. This bonus damage is considered magical for the purposes of overcoming damage resistances.
Defensive Inspiration. While using defensive inspirational stance, you may also take a penalty to saving throws of your choice up to your best saves bonus. All allies within 30' gain an equal magical bonus to saving throws.
Skilled Inspiration. When you reach level 6, pick a feat you have. If you do not have a feat already, the next feat you gain is automatically selected. You cannot use this additional inspiration until you have selected your feat. While using skilled inspirational stance, you may lose the benefit of that feat. All allies within 30' gain the benefit of it for one round. This includes all choices you have made when you selected the feat.
Heroic Inspiration
At 14th level, you become almost muse-like in your ability to inspire others to greatness. You gain the following option for your Inspirational Stance.
Heroic Inspiration. Pick an ability score. You take a penalty to your chosen ability score of your choice and all allies within 30' gain an equal magical bonus to that ability score. You cannot use reduce any ability score below 1.
College of Diplomacy
Diplomats are masters of the spoken word, capable of talking their way out of the stickiest situations.
Allegiance
When you join the College of Royalty at 3rd level, choose a city, state, nation, or other entity that you represent. You are officially acknowledged by that entity. You gain advantage on any Persuasion, Intimidation, or Deception checks or any checks related to practicing a profession within that locale, and with individuals from it.
Silver Tongue
At level 3, you become adept at social backtracking. You may reroll any Persuasion, Intimidation, or Deception check made to influence someone. You may use this ability twice, then must take a long rest before you can use it again.
Diplomatic Immunity
A level 6, when you're in a foreign entity that recognizes his own, you gain diplomatic immunity. Though you can be arrested and have property seized from him, you cannot be imprisoned for longer than 1d4+1 hours. This protection may extend to one character for every 2 bard levels that you designate as a retainer, with approval from his chosen entity.
Reinforcement
A level 14 whenever another character uses the help action on you, you gain an additional +2 bonus to the roll. You may also grant this bonus to your target whenever you uses the help action on another character.
Divine Domains
In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity's domain. All the domains over which a deity has influence are called the deity's portfolio. As a cleric, you choose one aspect of your deity's portfolio to emphasize, and you are granted powers related to that domain.
Therianthropy Domain
While most clerics worship their deity directly, spreading the gods word or desires as they see fit or are instructed, a Therianthropist follows their heart using the gifts given to them. They may not even know that their blessed. No particular deity is tied to this divine domain, and unlike other Domains, none is required.
Therianthropy Domain Spells
Cleric Level | Spells | |
---|---|---|
1st | fire flower, racoon leaf | |
3rd | frog suit, hammer suit | |
5th | ice flower, jugem's cloud | |
7th | tanooki suit, penguin suit | |
9th | starman, kuribo's shoe |
Therianthropy Savant
Starting when you choose this domain at first level, you can cast a Therianthropy spell on your self as a Bonus Action.
Channel Divinity: Free Storage
Starting at 2nd level, you can use your Channel Divinity to store power for later. When casting a Therianthropy spell, you can store it instead without using a spell slot. You can have 1 spell stored at a time, and can release it to effect yourself only using your reaction. Any spell stored this way is lost at the end of a long rest.
Altruistic Therianthropist
Starting at 6th level, you may cast your Therianthropy spells on others. You can only have this ability active on one other creature at a time. The target of the spell must maintain concentration on the spell, but if they are already concentrating on a spell, they may concentrate on both spells as long as you are not reduced to 0 HP or incapacitated, the spell ending instantly if you are. You can use this feature a number of times equal to your Wisdom modifier. All uses of this ability are restored on completing a long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage of any cleric cantrip. You may also add it to the damage of any melee attack granted by your Therianthropy spells.
Supreme Therianthropist
Starting at 17th level, you may cast a second Therianthropy spell on yourself without removing the previous spells effects. If either spell effect would be removed, you remove both as usual. Once you use this feature, you cannot use it again until you take a short or long rest.
Druid Circles
Though their organization is invisible to most outsiders, druids are part of a society that spans the land, ignoring political borders. All druids are nominally members of this druidic society, though some individuals are so isolated that they have never seen any high-ranking members of the society or participated in druidic gatherings. Druids recognize each other as brothers and sisters. Like creatures of the wilderness, however, druids sometimes compete with or even prey on each other. At a local scale, druids are organized into circles that share certain perspectives on nature, balance, and the way of the druid.
Circle of the Natural Warrior
Natural Warriors are feral combatants who specialize in using their natural weapons to great effect.
Natural Attack
Starting when you join this circle at 2nd level, you gain a Claw attack that deals 1d4 slashing damage instead of the usual bludgeoning damage. If you already have a Claw attack, or do not have hands, you gain a Bite attack that deals 1d4 piercing damage instead. These natural weapons count as natural weapons with the finesse property. The damage die for these weapons increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.
Natural Armor
Starting at 2nd level, your skin hardens or you gain a protective layer of fur or subcutaneous fat, granting you a +1 bonus to your AC as natural armor when you aren't wearing armor. This bonus increases to +2 at 6th level, and +3 at 10th level.
Magic Nail
Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Vigorous Valor
Starting at 10th level, you may expend a spell slot to gain a +2 bonus to your Strength and Constitution scores until the begining of your next turn. The effect lasts an additional round for each level of the spell slot beyond first.
Iron Nail
At 14th level, you may expend a spell slot before making a damage roll for a natural attack to add an amount of damage equal to the level of the spell slot.
Circle of the Nature Mage
Nature Mages tap into the the wild lifeflow of raw nature, without the aid of mind-affecting substances that are normally associated with such practices.
Empathy
Starting when you join this circle at 2nd level, you gain proficiency in animal handling if you don't already have it, and you may apply your animal handling bonus to beasts that normally cannot be trained.
Animal Guise
Starting at 2nd level, you learn the disguise self spell if you don't have it already. You may cast it twice per long rest without using a spell slot. When you cast it this way, you may only use it to on yourself, and may assume the appearance of any animal of your size or smaller.
This is a purely cosmetic change except for the change in size, if any (which works in the same manner as the reduce portion of the enlargs/reduce spell).
Animal Cohort
Starting at 6th level, you may spend 8 hours magically bonding with a beast. Choose a beast with a maximum number of Hit Dice equal to your Druid level. If it has fewer hit dice, it gains additional hit dice until it has the same amount as your level. An animal cohort is it's own creature and acts on its own initiative. It will follow orders as best as it can, unless those orders are against it's nature. It can leave at any time if it feels mistreated, for example it's not fed often.
If it leaves or dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn't hostile to you, either the same type of beast as before or a different one.
Nature Form
Starting at 10th level, you learn the polymorph spell if you don't have it already. You may cast it twice per long rest without using a spell slot. When you cast it this way, you may only use it to on yourself, and may assume the form of any beast or plant following the normal CR limit of the spell. In addition, you may use polymorph to assume the form of an inanimate plant. If you do so, you retain her natural ability to perceive your surroundings.
Greater Animal Cohort
Starting at 14th level, animal cohort gains all of the special abilities of a familiar, though it retains its ability to attack.
Circle of the Raccoon
Some ordinary beings are able to set out upon the path of becoming closer to nature, and become quite extraordinary as a result.
Slam
Starting when you join this circle at 2nd level, you gain a tail that may be used as a natural weapon. You may use it to make an unarmed attack using your Strength or Dexterity modifier, dealing 1d8 bludgeoning damage. This tail persists if you enter Wild Shape, replacing the damage dice of any natural tail attack the creature has with a d8 for a medium sized beast, a d10 for a large sized beast, or a d12 for a gargantuan one.
Raccoon Senses
Starting at 2nd level, your eyes and ears become as sharp as a racoons. You gain 60 feet of darkvision in addition to any existing darkvision, and you have advantage on perception checks related to hearing. These changes persist if you enter Wild Shape.
Raccoon Speed
Starting at 6th level, your reflexes become that of the racoon. Your movement speed increases by 10 feet.
Raccoon Jump
Starting at 10th level, your long jump distance increases by 5 feet, or by 10 feet with a running start of at least 5 feet. You still need enough movement to cover the total jump distance.
Apotheosis
Starting at 14th level, you become one with the Racoon. You gain +2 to you Strength, Constitution, intelligence, Wisdom and Charisma scores, you count as an intelligent Beast as well as a human, and you learn the alter self spell. You may use this spell as a bonus action without using a spell slot twice, then must finish a long rest before you can use it again this way. This cannot increase any given stats above 22.
Martial Archetypes
Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.
Soldier
Soldier is a tough guy, specializing in taking a lot of damage while staying on his feet, even if he doesn't actually intend to or like to be hit. A bouncer, guard, or wrestler could be a Soldier.
Guts Stance
At level 3, you may declare one combat stance at the start of your turn, and its bonuses and penalties last until the start of your next turn. While using Guts Stance, any effect that deals half damage for success on a Dexterity or Wisdom saving throw instead deals no damage on a successful save.
Timed Block
At level 7, when you are attacked but before any rolls are made, you may use your reaction to make an attack roll with a weapon you are wielding that you are proficient with in place of your AC. If your attack roll is lower than your AC, you still use the roll in place of your AC. If used against a Timed Hit, your opponent resolves his attack as a normal attack.
Resistance
At level 10, choose an energy type: acid, cold, fire, force, lightning, necrotic, radiant or thunder. When you are hit by an attack that deals damage of that type, you may ignore an amount of damage equal to your Soldier level plus your Constitution modifier.
Steely Mind
At level 15, while using guts stance, you may add your Constitution modifier to saves against illusion and charm effects and spells that influence mind.
Improved Timed Block
At level 18, when using Timed Block you may ignore the first 10 points of damage from your opponent if you are hit anyways. You may use this additional effect once, then you must take a long rest before you can use it again.
Athlete
Athletes are masters of sports, most of which involve sending large balls at great distances into small targets. The wide variety of skills used in sports have many practical applications in common adventuring situations.
Ricochet Shot Stance
At level 3, learn how to hit multiple targets with one throw. You may declare one combat stance at the start of your turn, and its bonuses and penalties last until the start of your next turn.
While using ricochet shot stance, you take a -1 penalty to ranged attack rolls with thrown weapons. When an attack hits, you may repeat the attack against an opponent adjacent to his target using the same attack roll.
Powerful Trajectory
At level 7, you add double your Athlete level to your damage roll when you score a critical hit (after multiplying damage) with a thrown weapon.
Curveball
At level 10, when using curveball stance, the Athlete may take a -1 penalty to attack rolls to ignore 1/2 cover.
Improved Ricochet Shot
At level 15, while using ricochet shot stance, you may increase the attack penalty by -1 and increase the range for the second attack to 10 feet.
Superior Ricochet Shot
At 18th level, when using ricochet shot stance, you may increase your attack penalty by -1. If the second attack hits, you may repeat the attack against a third target adjacent to the second target using the same attack roll. This can stack with Improved Ricochet Shot. Additionally, if a creature has multiple heads, such as a Hydra or Ettin, each head can count as a separate target for this ability.
Omnichucker
At 18th level, you are considered proficient with anything you can throw, even it it an improvised weapon, and all throwing weapons have a range of 30/60 feet when in ricochet stance or curveball stance unless it's already higher.
Knight
Knights are specialists in defensive tactics
Knight Stance
At level 3, you are always alert and can aid multiple allies against attacks. While using this combat stance, you sacrifice your shield's bonus to AC, and all adjacent allies add it to theirs. This does not stack with any shield they may be using.
Cover
At level 7, your ability to defend his allies also allows you to deflect blows. You can use your reaction to take a melee attack in place of an adjacent ally before any rolls are made. This applies to any effect that requires a melee attack roll, such as a touch spell.
Shield Focus
At level 10, your AC bonus while using a shield increases by 1, effectively increasing its base AC bonus by the indicated amount. This increases to +2 at level 15 and +3 at level 18. This bonus also applies to Knight Stance.
Cover Focus
At level 15, when you ure your Cover reaction, you may gain a bonus to your AC equal to one fifth of your Fighter level.
Iron Shield
At level 18, you may use a bonus action to gain a +5 bonus to your AC until the beginning of your next turn. This may be used once before taking a short rest.
Spellblade
Spellblades master the two most dangerous weapons in the known world: steel and magic.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See chapter 10 in the PHB for the general rules of spellcasting and chapter 11 for the wizard spell list.
Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
Spell Slots. The Spellblade Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st level spell shield and have a 1st level and a 2nd level spell slot available, you can cast shield using either slot.
Spells Known of 1st Level and Higher. You know three 1st level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.
The Spells Known column of the Spellblade Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration and evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration and evocation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
**Spell save DC** = 8 + your proficiency bonus +
your Intelligence modifier
Spell attack modifier = your proficiency bonus +
your Intelligence modifier
Imbue Power
At level 3, you learn how to infuse your weapons with magic. As a bonus action, you may expend a level one spell slot to grant one melee weapon you wield a +1 bonus to attack and damage rolls for a number of rounds equal to half your Fighter level. You may expend a 2nd level spell slot to make this a +2 bonus, or a 3rd level spell slot to make it a +3 bonus. The weapon remains imbued until the duration expires or it leaves the your hand.
Spell Stance
At 3rd level, you cast combat spells more effectively. While using this combat stance, you take a -1 penalty to AC and may cast any spell with a range of touch as part of a melee weapon attack. If the attack misses, you may concentrate on the spell for a number of rounds equal to your Spellblade level, releasing it on the next successful attack roll.
Imbue Spell
At level 10, you may cast a spell into a weapon as though it is a ring of spell storing. The spell stays imbued for a number of hours equal to your Spellblade level.
Improved Spell Stance
A level 15, you may take an additional -2 penalty to your AC while using Spell Stance to cast any spell with a casting time of one standard action or shorter on your equipment as a bonus action. This spell takes effect if you are hit by a physical attack, but before damage is rolled and may prevent damage. If it would normally target another creature, the effect becomes centered on the attacker. The effect expires after 10 minutes or once the spell is used.
Imbue Element
At level 18, a Spellblade may expend a level 4 or higher spells slot to charge your weapon with elemental energy. Choose one energy type (acid, cold, electricity, or fire), the imbued weapon deals damage of the corresponding energy type instead of its normal type for one minute. The duration increases by 1 minute for each level of the spell slot higher then 4.
Spellblade Spellcasting
Fighter Level |
Cantrips Known |
Spells Known |
1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|
3rd | 2 | 3 | 2 | - | - | - |
4th | 2 | 4 | 3 | - | - | - |
5th | 2 | 4 | 3 | - | - | - |
6th | 2 | 4 | 3 | - | - | - |
7th | 2 | 5 | 4 | 2 | - | - |
8th | 2 | 6 | 4 | 2 | - | - |
9th | 2 | 6 | 4 | 2 | - | - |
10th | 3 | 7 | 4 | 3 | - | - |
11th | 3 | 8 | 4 | 3 | - | - |
12th | 3 | 8 | 4 | 3 | - | - |
13th | 3 | 9 | 4 | 3 | 2 | - |
14th | 3 | 10 | 4 | 3 | 2 | - |
15th | 3 | 10 | 4 | 3 | 2 | - |
16th | 3 | 11 | 4 | 3 | 3 | - |
17th | 3 | 11 | 4 | 3 | 3 | - |
18th | 3 | 11 | 4 | 3 | 3 | - |
19th | 3 | 12 | 4 | 3 | 3 | 1 |
20th | 3 | 13 | 4 | 3 | 3 | 1 |
Monastic Traditions
Various traditions of monastic pursuit are common in the monasteries scattered across the multiverse. Most monasteries practice one tradition exclusively, but a few honor the various traditions and instruct each monk according to his or her aptitude and interest. All traditions rely on the same basic techniques, diverging as the student grows more adept. Thus, a monk need choose a tradition only upon reaching 3rd level.
Brawler
Brawlers are masters of unarmed combat, be it martial arts, wrestling, or even drunken fistfighting.
Living Weapon
Starting at 3rd level, the Brawlers Martial Arts damage follows a different progression, but this cannot be used while wearing armor or using a shield.
Living Weapon damage
Monk Level | Tiny | Small | Medium | Large |
---|---|---|---|---|
3-4 | 1d3 | 1d4 | 1d6 | 1d8 |
5-8 | 1d4 | 1d6 | 1d8 | 1d10 |
9-12 | 1d6 | 1d8 | 1d10 | 2d6 |
13-16 | 1d8 | 1d10 | 2d6 | 2d8 |
17-20 | 1d10 | 2d6 | 2d8 | 2d10 |
Combat Stance
At level 3, you may choose two of the following stance options. You may declare one combat stance at the start of your turn, and its bonuses and penalties last until the start of your next turn.
Armored Stance. While using armored stance, you lose the ability to strike with any part of your body while and still retaining your living weapon ability while wearing armor or a shield.
Heavy Stance. While using Heavy Stance, your unarmed strike is considered a twohanded weapon for all purposes and he takes a -1 penalty to your AC.
Medium Stance. While using Medium Stance, you're is considered one size category larger for opposed checks such as grappling, and you take a -1 penalty to damage rolls.
Improved Stances
At level 6, your chosen combat stances may increase in the following ways.
Improved Heavy Stance. While using Heavy Stance, you also add your Wisdom modifier -1 to your AC while wearing armor.
Improved Medium Stance. While using Medium Stance, you also add your Wisdom modifier -1 to your AC while wielding a shield.
Gloved Strike
At level 11, if you're wearing any kind of gauntlet or spiked gauntlet, you may apply its AC bonus, if it has one, to your unarmed attack and damage rolls. Your unarmed strikes are treated as being made of its materials for the purpose of overcoming damage reduction. You cannot use this ability if you are using the gauntleted hand for another purpose, such as holding a weapon or a shield.
Iron Fist
At level 17, you may spend up to 2 Ki points before making a damage roll to add an equal amount of the weapons damage dice as an enhancement bonus to the roll.
Elementalhand
The ancient Oho Jee civilization (or the race that preceded the Oho Jee) was able to manipulate the elements as easily as modern society manipulates electricity (in some cases, they did manipulate electricity). The arts of Hand Power are still alive today, but very few practice it. Those who master this art wield its powers for great good or great evil.
Hand Power
Starting at 3rd level, choose one energy type as your favored energy: acid, cold, fire, or lightning. As a bonus action, you may spend a number of Ki points up to half of your Monk level to charge one hand with. The next time you hit with an unarmed strike using that hand, the attack deals an additional 1d6 damage of your favored energy type. The hand retains the charge until used, to a maximum of 1 minute. You cannot use any spell with a range of Touch while your hand is charged.
You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for your hand abilities and when making an attack roll with one.
**Spell save DC** = 8 + your proficiency bonus +
your Wisdom modifier
Spell attack modifier = your proficiency bonus +
your Wisdom modifier
Energy Resistance
At level 3, gains resistance, to your favored energy type. This becomes Immunity at level 17.
Hand Bolt
At level 6, you learn how to extend your attack range. As an action, you can make a ranged spell attack, discharging a bolt of your favored energy at a target within 20 feet. The expended energy deals 2d6 points per Ki point charged.
Hand Stroke
At level 11, your attack range increases further. As an action, you can discharge a 120 foot line of your favored energy. Each creature makes a dexterity saving throw, taking 1d6 points of the damage type of your favored energy per Ki point charged, or half that on a successful one.
Hand Blast
At level 17, your energy becomes more explosive. As an action, you can discharge a 30 foot radius blast of your favored energy type at a point you can see within 400'. All creatures in the area of effect make a Dexterity saving throw, taking 1d6 damage for each Ki point charged, or half that on a successful one.
Catch Energy
At level 17, you become fully attuned to your favored energy type. When subjected to an effect that deals damage of your favored type, you can use your reaction to charge your hand as if you spent a number of Ki points equal to either the spell slot used to cast the spell, or the number of damage dice if no slot was spent. You cannot charge your hand with more than 10 points this way.
Roguish Archetypes
Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus - not necessarily an indication of your chosen profession, but a description of your preferred techniques.
Bandit
Bandits are fast, skill-oriented people. A duelist, thief, or even a locksmith could be a Bandit.
Steal
Starting at level 3, As an action, you may steal an object from a carried container (a backpack, a belt pouch, etc.) on an opponent of your choice within reach. You make a Dexerity(Slight of Hand) check opposed by your opponents Wisdom(Perception) check. If you win you see the contents of the container and may take one object of your choice from it that does not weigh more in pounds than your Bandit level. If the object is very small and light, and there are many similar objects with it (such as coins), you may take as many objects as possible, as long the total weight does not exceed your Rogue level. You must have one hand free to use this ability, and the object ends up in your hand if you succeed.
Stylish Banditry
Starting at level 3, you gain one of the following styles.
Advanced Steal. You may use your Steal feature to attempt to steal an item the target is wearing, such as keys from a belt, or a dagger from a scabbard. You must still follow the weight restriction from your Steal feature.
Fast Footwork. You increase your movement speed by 10 feet.
Deadeye. You gain a +2 bonus to all damage rolls with a ranged weapon attack.
Mug
At level 9, you learn how to use your enemies distraction to your advantage. When you attempt to steal from a target, you may make an attack roll at disadvantage against the target. If it hits, your target has disadvantage on it's Wisdom(Perception) check.
Evasion Stance
At level 13, your learn how to instinctually avoud the brunt of attacks. You must declare one combat stance at the start of your turn, and its bonuses and penalties last the beginning of your next turn. While using Evasion Stance, any effect that deals half damage on a successful save instead deals no damage on a successful save.
Improved Evasion Stance
At level 17, your evasion is unmatched. While using Evasion Stance, when you fail an saving throw from any effect that deals half damage for a successful save deals half damage on a failed save.
Mana Bandit
Mana Bandits are thieves so skilled that they can even steal magic.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See chapter 10 in the PHB for the general rules of spellcasting and chapter 11 for the wizard spell list.
Cantrips. You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
Spell Slots. The Mana Bandit Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st level spell charm person and have a 1st level and a 2nd level spell slot available, you can cast charm person using either slot.
Spells Known of 1st Level and Higher. You know three 1st level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.
The Spells Known column of the Mana Bandit Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
**Spell save DC** = 8 + your proficiency bonus +
your Intelligence modifier
Spell attack modifier = your proficiency bonus +
your Intelligence modifier
Mana Bandit Spellcasting
Rogue Level |
Cantrips Known |
Spells Known |
1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|
3rd | 3 | 3 | 2 | - | - | - |
4th | 3 | 4 | 3 | - | - | - |
5th | 3 | 4 | 3 | - | - | - |
6th | 3 | 4 | 3 | - | - | - |
7th | 3 | 5 | 4 | 2 | - | - |
8th | 3 | 6 | 4 | 2 | - | - |
9th | 3 | 6 | 4 | 2 | - | - |
10th | 4 | 7 | 4 | 3 | - | - |
11th | 4 | 8 | 4 | 3 | - | - |
12th | 4 | 8 | 4 | 3 | - | - |
13th | 4 | 9 | 4 | 3 | 2 | - |
14th | 4 | 10 | 4 | 3 | 2 | - |
15th | 4 | 10 | 4 | 3 | 2 | - |
16th | 4 | 11 | 4 | 3 | 3 | - |
17th | 4 | 11 | 4 | 3 | 3 | - |
18th | 4 | 11 | 4 | 3 | 3 | - |
19th | 4 | 12 | 4 | 3 | 3 | 1 |
20th | 4 | 13 | 4 | 3 | 3 | 1 |
Steal Spell
Starting at level 3, you can use the Steal Spell combat stance. Chooses one spell school. You can use the Steal Spell stance to attempt to steal a spell from the chosen school. You can choose an additional spell school at 9th level, 13th level, and 17th level.
While using the Steal Spell stance, you suffer a -1 penalty to attack and damage rolls. Each time you damage a creature with the spellcasting or inate spellcasting abilities with a melee attack, the target must make a Wisdom saving throw (DC 10 + Mana Bandit level + Cha mod) or lose the ability to cast one spell of the Mana Bandit's choice for 24 hours. You can specify a spell that you know the spellcaster has. If you have not seen what spells the caster has, or do not want a specific spell, you can specify a spell school and spell level, and the spell is chosen randomly from the criteria. If you try to steal a spell the target does not have, this ability has no effect.
If you successfully steal a spell that you can cast, you may do so once within 24 hours of stealing it using your own Spell Slots and modifiers. The spellcaster still only regains the spell during a long rest.
Magic Leech
At level 9, when you steal a spell, he can also cause the spellcaster to lose a spell slot of up to the level of the stolen spell. You gain a temporary slot of the same level.
Ranged Steal Spell
At level 13, you can use Steal Spell each time you damages a spellcaster with a ranged weapon attack.
Light Steal Spell
At level 17, you can use Steal Spell even when your spell doesn't deal damage, so long as the target is affected by it.
Sorcerous Origins
Different sorcerers c1aim different origins for their innate magic.
Blood Mage
Blood magic is the most simple arcana to discover through independent research, as the process of substituting body energy for magical energy is an easy one. Its destructive nature also makes it difficult to find a mage willing to teach it. Those who master it are capable of astounding feats of arcane stamina.
Blood Casting
At 1st level, you are capable of using your own life force to fuel your magic. If the you don't have enough spell slots to cast a spell, you may instead substitute your own life energy by taking necrotic damage equal to the level of the spell times 3. This damage cannot be redirected or reduced in any way, and your maximum HP is reduced by the same amount. This Maximum HP loss can be regenerated at the same rate as spend hit dice or during a long rest, but cannot be ended magically except by a wish spell.
This damage is reduced to the spell level times 2 at level 6, the spell level at level 14, and half the spell level (rounded up) at level 18.
Focused Pain
At level 1, if you take damage during an encounter, you can use your own blood as an arcane focus for your spells for the rest of the encounter or until the damage is healed. You may also use your Constitution modifier instead of your Charisma modifier as your spellcasting ability.
Mana Shield
At level 6, you learn how to magically cushion attacks. While using mana shield, you suffers 1/3 less damage, but the prevented damage is instead taken from sorcery points. The amount transfered increases to 1/2 at level 14, and all damage at level 18. If you don't have enough sorcery points to cover the damage, you still take any damage over the difference.
Vital Arcana
At level 14, you learn how to use your life force to enhance your spells. When you apply metamagic to a spell, you may choose to pay the sorcerey point cost from the metamagic with hit points instead, at a one-per-one exchange. This cannot be used in conjunction with Blood Casting. At level 18 you may spend an amount of HP equal to the spell level if it is less.
Mana Rage
At level 18 you gain the ability to focus your damage into raw power. As a reaction to taking damage, you may choose to transfer any amount of the damage taken into temporary sorcery points. If you do so, your maximum HP lowers by the same amount. This reduction cannot be resisted or prevented, and it ends at the end of a long rest.
Caricaturist
Caricaturists are master artists who focus on the more magical side of their trade. Master caricaturists are able to create almost perfect replicas of the world around them, and even bring them to life with magic.
Imitation
Starting when your power manifests at 1st level, you can produce a brief imitation of a creature, long enough to duplicate a single melee attack. Using your reaction, you may expend a spell slot to create an immitation of an attack that occured within 20 feet of you. The level of slot required is the equal to half the CR of the creature imitated. The attack uses the same attack roll, damage and any other effects added to the attack by spells, abilities, or any other source. This range increases by 10 feet every time you gain a level in this class.
At level 6, you can use imitation to mimic spells and spell-like abilities. When doing so, you must use a spell slot of the same level used to cast the spell. You use the same attack roll or save DC as the original spell, as well as any options that the original caster used, but you may specify your own target or targets, if any. If the spell requires concentration, you use your concentration as if you had cast the spell.
At level 14, as an action you can duplicate any ability that you can detect, so long as it requires an action to perform. Doing so requires a spell slot equal to the level of the spell, or half of the creatures CR, whichever is less. This ability cannot duplicate a bonus action or reaction.
At level 18 you can completely replicate a creature. As an action, you expend a spell slot equal to two times the creatures CR. The duplicate is in exactly the state as the original creature at creation, including any active spell effects, but the duplicate only has nonmagical duplicates of any magic items it carried. The duplicate appears within 20 feet of you, takes it's initiatiative right after you, performs one round's worth of actions as you command, then disappears at the end of it's turn.
Quickdraw
At 1st level, you can speed up summoning spells. When casting any conjure spell, you may spend 10 gp per spell level in pigments, rare rock, or concentrated chemicals as a material component, making a Performance check with a DC of 11 + spell level. If you succeed, you cast the spell as a bonus action. If you fail, the casting time is unchanged, though the material components are still wasted.
Hyper Stroke
At level 6 you can effectively invert the artistic process. Instead of using your imagination to shape materials to represent the world around you, you can reshape the world around you to represent your imagination. Make a ranged spell attack with a range of 5 feet times half of your Sorcerer level. On a successful hit, you deal 1d6 slashing, piercing, or bludgeoning damage (your choice). In order to use this ability, you must be wielding an appropriate crafting tool, such as a paint bursh, quill, chizel, or something more appropriate to your prefered artistic style.
Augment Imitation
At level 14, your imitations are stronger than normal. When usinig your Imitation, the attack is made with an additional +2 bonus to the attack roll or save DC, and your imitated creatures have a +2 bonus to their Strength and Constitution modifiers.
Lasting Work
At level 18 you can create summons that last indefinitely. When you cast any Conjure spell, the duration becomes unlimited, though you still need to concentrate on it. In addition to the material component and Performance requirement of Quickdraw, the spell slot spent to cast the spell cannot be restored by any means until the summoned creature is slain, banished, or dismissed.
Warlock Patron
The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence-not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return. Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortaIs to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.
Star Spirit
Star Mages are spellcasters who have tapped into the root source of magic: the stars. The paths that Star Mages tread to attain this power are more numerous than the constellations. Star Mages can use virtually any kind of magic.
Star Sprits Expanded Spells
All spells are on the Star Mages spell list.
Stars Focus
Starting at 1st level, the Stars bless you with special energy. You gain 10 points of Star Power. You can use this power to achieve various effects. It fully restores on a long rest. Every time you hit with a spell or an enemy fails a saving throw from one of your spells, you recharge 1 point of Star Power. You may alternately use your action to focus, recharging 1d4+2 points of Star Power. You gain an additional 10 points of Star Power at 6th and 10th levels and an additional 20 at 14th level.
Star Powers
Starting at 1st level, the Stars allow you to channel healing energy. You gain the ability to use your Star Power to provide a Sweet Treat. You may spend 10 points of star power to restore hit points to your allies, dividing 2d6 + your spell modifier points among any number of allies within 15 feet.
Star Strike
Starting at 6th level, you gain the following options for your Star Power in addition to Sweet Treat.
Chill Out. You may spend 20 points of Star Power to emit a lethargic aura in a 30 foot radius lasting until the end of your next turn. Any creatures not friendly to you get disadvantage on their attack rolls while in this radius.
Earth Tremor. You may spend 20 points of Star Power to cause tremors in a 30 foot radius. Creatures you designate in that radius must make a Strength saving throw or be knocked prone, taking 1d6 bludgeoning damage. If they suceed, they must make a Dexterity saving throw or take an additional 1d6 bludgeoning damage.
Lullaby. You may spend 10 points of Star Power to cause a celestial sheep to appear 10 feet above a point you can see within 30 feet. As the sheep falls, all creatures in a 5 foot radius of that point must make a Wisdom saving throw or fall prone and unconscious. If the creature is immune to magical sleep, they must make a dexterity saving throw instead or fall prone. A sleeping creature awakens if damaged or if another creature uses an action to wake them.
Star Storm. You may spend 20 points of Star Power to choose a point you can see within 30 feet. All creatures in a 10 foot radius take bludgeoning damage equal to 1d6 + your spellcasting modifier. This damage ignores resistance and immunity. Once you do so, you cannot use this power again until you take a short rest.
Star Boost
Starting at 10th level, the Stars bless you with the knowledge of how to empower your allies. You gain the following options for your Star Power.
Power Lift. You may spend 30 points of Star Power to emit an aura of invigorating energy in a 30 foot radius. This lasts until the end of your next turn. Creatures friendly to you gain advantage on attack rolls and saving throws while in this radius.
Sweet Feast. You may spend 30 points of Star Power to restore hit points equal to 2d6 + your spell modifier to each friendly creature in a 15 foor radius.
Star Perspective
Starting at 14th level, the Stars allow you to shate their unique perspective on the universe. You can expend 40 points of Spell Power to show the creature an image of the universe with a tiny point on a dot representing the planet you are on. Engraved on the point are the words "You are here". The target must make a Wisdom saving throw. If it fails, it falls into a catatonic state for 1d4 hours. If it succeeds, it takes 5d12 psychic damage instead. If this damage reduces the creature to 0 hit points, it is stabalized but catatonic for 1d4 hours. A creature automatically succeeds if it has a wisdom score of 4 or less, or if it has been submitted to this effect before. If you attempt to use this ability more than once before you take a long rest, you must make the save as well, though you are catatonic for only half of the time.
Eldritch Invocations
At 2nd level, a warlock gains the Eldritch Invocations 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.
Shining Blast
Prerequisite: Star Spirit patron, eldritch blast cantrip
When you hit with your eldritch blast, you recharge 1 additional point of Star Power.
Stars Blade
Prerequisite: Star Spirit patron, Pact of the Blade feature
Your pact blade takes on a star-like appearance, gaining the blessings of the Stars. The weapon deals force damage instead of it's usual type, and recharges one additional point of Star Power on a hit. If you score a critical hit on your target, you recharge an additional 3 points of Star Power. As an bonus action, you may cause your weapon to shed bright light in a 30 foot radius, and dim light for an additional 30 feet. This light counts as sunlight.
Stars Companion
Prerequisite: Star Spirit patron, Pact of the Chain feature
You may select a Star Kid as your familiar. While the Star Kid is present, you add 1d4 to any damage rolls for your Star Powers, or if they do not deal damage, the effects remain for an additional 1d4 turns after they would normally expire.
Stars Lore
Prerequisite: Star Spirit patron, Pact of the Tome feature, level 17
When casting the Wish spell, if you would roll to see if you loose the Wish spell, you may do so at advantage. If you loose the spell, you may expend 50 Star Points to cast the spell as an action, but cannot use any option not specifically stated in the spell or the description of another spell, ability, or magic item.
Stars Sight
Prerequisite: Star Spirit patron, 10th level
You gain truesight to a distance of 60 feet.
Sweet Tooth
Prerequisite: Sweet Treat star power
Whenever you heal others with your Sweet Treat, you may additionally heal yourself for the total amount. In addition you may spend an extra 5 points of Star Power to heal as if you rolled the maximum amount on your dice roll. You may only maximise your healing once before requiring a short rest.
Arcane Traditions
The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to its complex study. The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools. In some places, these traditions are literally schools; a wizard might study at the School of lllusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.
Mage
A Mage is a general student of magic and knowledge. Mages with high Intelligence scores wield mighty magic, and Mages with low Intelligence scores are people who know a few interesting things but tend to bore young folks with their ramblings.
Arcane Bolt
At level 2, as an action you may expend a spell slot to produce a bolt of arcane energy. Make a ranged spell attack with a range equal to 25 feet + 5 feet for every 2 caster levels. Choose one of the following energy types when you cast it. For each spell slot used above above first, the bolt deals an additional damage die of the same element. The total number of bolts cannot exceed half your caster level.
Acid. The arcane bolt deals 1d8 acid damage, the range in increased by 25 feet.
Cold. The arcane bolt deals 1d6 cold damage.
Lightning. The arcane bolt deals 1d8 lightning damage with a +3 bonus to the attack roll.
Fire. The arcane bolt deals 1d8 fire damage.
Force. The arcane bolt deals 1d4 force damage ignoring 1/2 and 3/4 cover.
Thunder. The arcane bolt deals 1d6 thunder damage, dealing full damage to objects tha it hits.
Elemental Bolt
At level 2, you learn 2 of the following options that apply to your Arcane Bolt option of the apropriate element. You learn an additional option at levels 6, and 10.
Dissolving Bolt. If it hits, the target of your Acid Arcane Bolt must make a Constitution saving throw equal to your spellcasting DC. If the target fails his save, he takes a -1 penalty to AC for the next minute. This penalty can be cumulative, but it cannot reduce the target's AC below 1.
Freezing Bolt. If it hits, the target of your Cold Arcane Bolt must make a Constitution saving throw equal to your spellcasting DC. If the target fails his save, he takes a penalty to all his Dexterity based attacks, checks, and saving throws equal to the damage dealt for the next 2d4 rounds.
Paralyzing Bolt. If it hits, the target of your Lightning Arcane Bolt must make a Constitution saving throw equal to your spellcasting DC. If the target fails his save, he cannot take reactions for 1d4+1 rounds.
Incendiary Bolt. If it hits, the target of your Fire Arcane Bolt must make a Dexterity saving throw equal to your spellcasting DC. If the target fails his save, he catches on fire, as described in the DMG.
Explosive Bolt. If it hits, the target of your Force Arcane Bolt must make a Dexterity saving throw equal to your spellcasting DC. If the target fails his save, he is knocked 5'/2 caster levels away from the caster. If he collides with a stationary object, he is knocked prone and takes an additional 2d6 points of damage.
Thundering Bolt. If it hits, the target of your Thunder Arcane Bolt must make a Constitution saving throw equal to your spellcasting DC. If the target fails his save, he is deafened permanently (-4 penalty to initiative, 20% chance of spell failure for spells with verbal components, can't make Listen checks).
Mixed Bolt
At 14th level, You may expend an additional spell slot before casting an arcane bolt to add a second bolt of a different damage type to your attack. The bolt is cast at the appropriate level as if cast seperately from the main bolt, but must target the same creature.
Magikoopa
The organization of Magikoopas in the Mushroom Kingdom is dedicated to perfection of all things arcane. Once each year, they screen a few talented wizards for the best and the brightest koopas, and a handful of the most talented are selected for training in the dark arts. Though only koopas are selected for this training, there have been at least ten recorded instances of other mages using magical guises to circumvent this requirement. A Magikoopa who is not a Koopa may be lucky enough to fool the society long enough to take levels in the Magikoopa class, but can only use Iron Shell, Iron Resistance, Tucked Casting, Silver Resistance, and Efficient Casting when shapechanged into a form that has the Tuck racial ability.
Restriction: Koopas Only
Only koopas can choose the magikoopa arcane tradition. In the worlds of the Mario games, koopas closely guard their magical secrets. Your DM can lift this restriction to better suit the campaign, as the restriction reflects the story of the magikoopas, but a Magikoopa who is not a Koopa can only use Iron Shell, and Tucked Casting features when shapechanged into a form that has some form of the Tuck racial ability.
Mage Wand
Beginning when you select this school at 2nd level, you gain a specially prepared wand to channel magic through. The wand is a golden, jewel-studded rod that can be wielded in combat as a +1 club, though the Magikoopa may further enchant and modify it if he desires. If lost or destroyed, you can take one week and 5,000 gp of raw materials to create a replacement. The wand can be used as an arcane focus, and while wielding the wand, you add one quarter of your Magikoopa level (minimum of 1) to the damage rolls for your spell attacks. If anyone else attempts to use your wand, they cannot benefit from the additional spell damage.
Iron Shell
Starting at 2nd level, you can charge his natural defenses. As a reaction to being hit by an attack, you may expend a spell slot to increase your AC by 3 until the begining of your next turn. This can be used in the same reaction as your shield spell, but you must spend both spell slots.
Combat Stance
Starting at 6th level, you gain one of the following combat stance options. You must declare one combat stance at the start of your turn, and its bonuses and penalties last the beginning of your next turn.
Concentrative Stance. You take a -1 penalty to spell attack rolls, and gain a +1 bonus to your spell save DC. Both the penalty and bonus increase to 2 at level 10, and 3 at level 14.
Power Stance. You takes a -1 penalty to your spell save DC. When you roll a 1 a damage die for a spell attack you can reroll the die and must use the new roll, even if the new roll is a 1. At level 10, you may instead roll an additional damage die for your spell, then choose one of the damage dice to discard. At level 14 you may increase the penalty to 2 and use both effects for this stance.
Tucked Casting
Starting at 10th level, You may cast any spell with a casting time of a standard action or less while tucked, even if it has somatic components. However, you are considered to be blinded. You can ignore being blinded this way once, you must take a short rest before you can ignore being blinded this way again.
Self Casting
Starting at 14th level, you are able to channel arcane energy through your shell with great efficiency. While moving, you may use 5 feet of movement to cast any spell with a casting time of an action or bonus action and a range of self or touch on yourself. You can use this ability a number of times equal to your intelligence modifier, all uses restore on a long rest.
Equipment
This chapter extends the list of items found in the Player's Handbook. All of the equipment presented in the Player's Handbook remains available for purchase. However, many remote areas do not benefit from more advanced technologies, and they remain prohibitively expensive.
Armor
Heavy Shell. Koopa shells are ill-fitting for anyone other than shelless koopas (typical koopas don't part with them). As such, it may only be worn by a creature with the Tuck racial ability. A heavy shell helps to improve stability, granting advantage and a +2 bonus against any abilities that would normally knock you prone, however they are tougher to stand in. Standing when prone in this armor requires a DC 17 athletics check. Successfully standing from prone in this armor uses all your movement on your turn. A shell can also be used as a weapon, as described in the Weapons section.
Light Shell. Light shells are lighter versions of the heavy shell. It may only be worn by a creature with the Tuck racial ability. A light shell helps to improve stability, granting advantage against any abilities that would normally knock you prone, however they are tougher to stand in. Standing when prone in this armor requires a DC 13 athletics check. Successfully standing from prone in this armor uses all your movement on your turn.
Shell Plates. A koopa, or any other character with the Tuck racial ability, can have his shell plated with a layer of sheet metal to improve its Defense. Plating armor onto a shell requires the subject to be present for the entire crafting process. These plates may be applied a total of 2 times and may be made of different materials. Attached plates cannot be removed without breaking the armor.
Shell Spikes. A koopa, or any other character with the Tuck racial ability, can be fitted with spiked armor, though the process is more complicated than it is for regular armor. Bolting spikes onto a shell requires the subject to be present for the entire crafting process. When you grapple or are grappled by another creature, and at the beginning of their turn for as long as the grapple lasts, they take 1d4 piercing damage, and your shell deals an additional 1d4 piercing damage when used as a weapon.
Soft Shell. Soft shells are the lightest versions of shell, tending to be suitable for weaker Koopas. It may only be worn by a creature with the Tuck racial ability. Successfully standing from prone in this armor uses all your movement on your turn.
Weapons
Heroes are not great for the equipment they use. Heroes are great for their natural abilities. A fencer will use a sword in combat, and he may have had the sword enchanted to slice through any material, but the bottom line is that the fencer would be just as heroic with a stick due to his natural abilities. DMs should consider quality over quantity with equipment. Instead of the "golf bag" of weapons, a character should have one good weapon that he always uses. In fact, many great heroes don't use weapons, relying on what they were born with instead.
Ball and Chain. This heavy spiked sphere is attached to a long length of chain with numerous plates built into it to provide a good grip for gauntlet-clad hands. It has reach, allowing its wielder to strike opponents 10' away, and if you make an attack against a creature 10 feet away from you, any creature standing between you and the target must succeed on a Dexterity saving throw or be knocked prone. The DC for the saving throw is equal to 8 + your proficiency bonus + your Strength modifier.
Boomerang. This curved piece of wood is used for hunting small game. You can use this weapon to attempt to trip an opponent. If you do so, the target must make a Dexterity saving throw or be knocked prone. The DC for the saving throw is equal to 8 + your proficiency bonus + your Dexterity modifier. If you miss your target, the boomerang returns to your square at the start of your next action. You may make a DC 10 Dexterity check to catch it, otherwise it falls in your square.
Claw. This glove or gauntlet has numerous razors and spikes built into it, causing the wounds it leaves to be remarkably similar to those left by a mauling. A claw cannot be disarmed.
FLUDD. The Flash Liquidizer Ultra Dousing Device is intended for use as a cleaning tool in hard-to-reach areas, but works quite well in combat too. Its modular design accepts multiple nozzle heads for specialized functions, but its default is a simple spray nozzle. The FLUDD must be strapped on to be properly used, counting as armor but not affecting AC. You don't not need to draw it and can keep both hands free, although firing it requires holding the two control sticks with your hands. The FLUDD carries 5 gallons of its own ammunition, generally water, and uses one gallon each time it is fired. You may refill 2 gallons as a bonus action while submerged in water.
The damage FLUDD deals is nonlethal by default. As an action, you may empty the FLUDD's tank in all directions, dealing 1d4 points of nonlethal bludgeoning damage per gallon to each creature in a 60 foot radius. Concentrated-fire can be exceedingly effective against creatures that can be broken up or smothered. Oozes, swarms, and other dispersible or dousable creatures take an additional deals 3d6 points of damage from FLUDD, and this damage cannot be nonlethal.
Armor
Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
---|---|---|---|---|---|
Exotic Light Armor | |||||
Soft Shell | 100 gp | 12 + Dex modifier | - | - | 25 lb. |
Exotic Medium Armor | |||||
Light Shell | 500 gp | 14 + Dex Modifier (max 2) | - | - | 50 lb. |
Exotic Heavy Armor | |||||
Heavy Shell | 2000 gp | 18 | - | - | 100 lb. |
Extras | |||||
Shell Plates | +100 gp | Base AC +1, Dex modifier -1 | - | - | +10 lb. |
Shell Spikes | +150 gp | - | - | +10 lb. |
Greathammer. This weapon is a relatively new invention. It is unknown why such a simplistic, logical progression of the light hammer and war hammer was never created up until now, as it is an obvious improvement over the cumbersome greatclub (besides its cost). This weapon may be thrown.
Harpoon. This massive spear requires a Strength score of 13 or higher to use at all, even for a character proficient with it. This is a reach weapon, and it can also be thrown.
Mallet. A mallet is too large to use in one hand without special training; thus, it is an exotic weapon. A character with a Strength score of 13 or higher can use a mallet two-handed as a simple weapon.
Megahammer. This massive hammer requires a Strength score of 13 or higher to use at all, even for a character proficient with it.
Parasol. If you have proficiency with this weapon, you gain a +2 bonus to AC while wielding it and may choose to wield it as a light weapon (though you still must wield it in both hands). Otherwise, it is treated as an improvised club.
As a reaction action, you may use a parasol to slow your fall, treating the fall as being 10 feet shorter. As an action, you may extend the parasol to grant yourself half cover until the begining of your next turn.
Poltergust 3000. The Poltergust 3000 is a vacuum invented by Professor Elvin Gadd to catch ghosts. It is the first model in the Poltergust line of devices. As an action, you can create a line of strong wind 60 feet long and 10 feet wide blasting towards you in a direction you choose, making an attack roll. Each creature that starts its turn in the line must succeed on a Strength saving throw against your attack roll or be pulled 15 feet toward you. They make this save at advantage if you are not proficient with this weapon. Any creature in the line must spend an additional foot of movement for every 1 foot it moves when moving away from you, though it spends half the normal amount of movement to move toward you.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected fiames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
If the Poltergust 3000 brings any creature into your square, you may attempt to grapple it with advantage. If it is ethereal, or immune to being grappled, this check is still made, but without advantage. If you succeed you can use a bonus action to make an attack roll against the target. If you succeed, you throw them 1d6×5 feet in any direction. If they hit an object, both the creature and object take 1d6 bludgeoning damage for every 10 feet traveled, to a minimum of 1. If they hit a creature, the creature makes a Dexterity saving throw against your attack roll. If they fail, both creatures take 1d6 bludgeoning damage for every 10 feet traveled and are both knocked prone, and are considered to be grappling each other until one can use it's movement to stand.
If the creature is ethereal, a swarm, or an ooze (or otherwise generally shapeless and compressible), you can instead use this bonus action to make an attack roll. The target must make a Constitution saving throw, the DC is equal to your attack roll, or be sucked into the Poltergust's containment tank. Air, fire, and water elementals may be contained this way as well. The Poltergust can store up to 10 medium sized creatures, (large sized creatures count as 4, huge sized creatures count as 9) before it ceases functioning and must be cleaned manually. You may open it, releasing every creature trapped inside, or you can empty it with special processing and capture equipment should you have access to it.
Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Simple Melee Weapons | ||||
Mallet(untrained) | 35 gp | 1d8 bludgeoning | 4 lb. | Thrown (range 10/20), two handed |
Throwing Mallet | 4 gp | 1d4 bludgeoning | 2 lb. | Light, thrown (range 10/20) |
Simple Ranged Weapons | ||||
Soft Shell | 100 gp | 1d4 bludgeoning | 25 lb. | Thrown (range 30/60) |
Light Shell | 500 gp | 1d6 bludgeoning | 50 lb. | Thrown (range 20/40) |
Heavy Shell | 2000 gp | 1d8 bludgeoning | 100 lb. | Thrown (range 15/30) |
Martial Melee Weapons | ||||
Greathammer | 25 gp | 2d6 bludgeoning | 10 lb. | Heavy, two-handed |
Steel Staff | 10 gp | 1d8 bludgeoning | 4 lb. | Versitile (1d10) |
Martial Ranged Weapons | ||||
Boomerang | - | 1d4 bludgeoning | 1 lb. | Thrown (range 10/20), special |
Exotic Melee Weapons | ||||
Ball and Chain | 25 sp | 1d10 bludgeoning | 25 lb. | Reach, two-handed, special |
Claw | 20 sp | 1d6 bludgeoning, piercing, or slashing |
1 lb. | Light |
Goomba Skullcap | 10 sp | 1d6 bludgeoning | 3 lb. | Light |
Goomba Skullnail | 15 sp | 1d8 piercing | 6 lb. | - |
Megahammer | 75 gp | 2d8 bludgeoning | 20 lb. | Heavy, two-handed |
Mallet(trained) | 35 gp | 1d10 bludgeoning | 4 lb. | Thrown (range 10/20) |
Parasol | 1 sp | 1d6 bludgeoning | 2 lb. | Light, special |
Harpoon | 50 gp | 1d10 piercing | 15 lb. | Heavy, reach, thrown (range 10/20), two-handed |
Exotic Ranged Weapons | ||||
FLUDD | 5000 gp | 1d6 bludgeoning | 10 lb. | Range 30/60, special |
Poltergust 3000 | 10000 gp | Special | 20 lb. | Special |
Shell. This two-handed weapon is the shell from a dead koopa, or a similar creature. Some koopa tribes practice use of the shells of their ancestors as weapons. A shell is never destroyed on a successful hit, instead falling 5' away from its target, or landing at the end of its range on a miss. Shells do not need to be sized for their wielders, and a character with the Exotic Weapon Proficiency (Shell) feat is proficient with shells of all sizes. Shells can also be used as armor, described in the armor section.
Skullcap, Goomba. This cap was created to be a weapon for a Goomba. They have a hard plate inside, usually made from bone or metal, and are available in almost any style.
Spikecap, Goomba. This is a normal skullcap, that someone has added a spike to the top. If anyone attepts a jump attack on you while wearing this cap, they must make a DC 12 acrobatics check or hit the spike, taking 1d4 piercing damage and falling
Steel Staff. A steel staff is essentially a quarterstaff made from steel. It is heavier and thus hits harder than a standard quarterstaff, taking a bit more training to use properly.
Adventuring Gear
This section describes items that have special rules or require further explanation.
Briefcase. A briefcase can carry up to 5 pounds worth of gear. It has a cheap lock that can be opened with thieves tools. The lock has a DC of 10.
Business Suit. This outfit of clothing generally includes a jacket or blazer, and it tends to look sharp and well groomed without looking overly formal.
Adventuring Gear
Name | Cost | Weight |
---|---|---|
Briefcase | 3 gp | 2 lb.1 |
Business Suit | 10 gp | 3 lb. |
Detonating cord (50') | 15 gp | 2 lb. |
Dynamite (1 stick) | 50 gp | 1 lb. |
Fire Extinguisher | 4 gp | 3 lb. |
Flashlight | 2 gp | 1 lb. |
Formal Wear | 20 gp | 3 lb. |
Kit, Portable Mushroom Growing | 1000 gp | 30 lb. |
Kit, Mushroom Growing | 300 gp | 50 lb. |
Kitty Ears | 5 sp | - |
Light Sticks (5) | 3 sp | 1 lb. |
Luggage, Tiny | 6 gp | 5 lb. |
Luggage, Small | 8 gp | 10 lb. |
Luggage, Medium | 10 gp | 15 lb. |
Mushroom | Varies | 1 lb. |
Detonating Cord. This rope has an explosive core. When lit, it burns at approximately 135,000 feet per round, quickly enough to cause several dispersed explosives to detonate simultaneously. It can be wrapped around a tree, post, or other object with a diameter of 10 feet or less to cut it neatly in half. Creatures in the same square as an exploding length of detonating cord take 2d6 points of fire damage.
Detonating cord can be doubled up, increasing the damage it deals by 1d6 per extra cord in the same square (to a maximum of 6d6).
Dynamite. This stable explosive is common and straightforward. Its fuse can be lit as a bonus action by a match or other flame, the time it takes to explode is based on the length of the fuse. This can take anywhere from within the same round to within several minutes. Cutting the fuse to the desired length can be done as a bonus action. When it explodes, it deals 2d6 points of bludgeoning damage to all creatures and objects in a 10' burst. If thrown, it can be q bit clumsy in the air, forcing any attack roll to be made at disadvantage.
Dynamite can be stacked for demolitions purposes. For each additional stick added, it deals an additional 1d6 damage (to a maximum of 10d6) and its burst radius increases by 5' (to a maximum of 20').
Fire Extinguisher. This apparatus sprays chemicals onto a flame, allowing its user to extinguish fires in an adjacent 10-foot square as an action. It contains enough material for two such uses.
Flashlight. This handheld battery-powered light is rugged enough to withstand the normal hazards of adventuring. It provides bright light in a 30' cone, and dim light 60' beyond that. Its battery lasts for 6 hours before it needs to be recharged. It can be switched on or off as an action.
Formal Wear. From a little black dress to a fully appointed tuxedo, formal clothes are appropriate for "black tie" occasions. Special designer creations can be much more expensive.
Kitty Ears. The icebreaker of choice for Boos who wish to blend in with civilized crowds, this is a silly-looking headband made to fit a 5'-wide head. A kitty boo headband negates a kitty boo's Charisma-based racial skill modifiers.
Light Stick. This disposable plastic stick can be stressed and shaken as a full-round action, causing the alchemical liquids within to create light for 6 hours. This provides dim light in a 5' radius. Once activated, a stick cannot be turned off or reused.
Luggage. This is a reinforced metal box with padded inserts, good for long trips. A Tiny box holds 10 lbs, a Small box holds 40 lbs, and a Medium box holds 75 lbs.
Mushrooms
Species | Rarity | Cost | Effect |
---|---|---|---|
Kingdom Standard | Common | 25 gp | Heal 1d6+1 HP |
Kingdom Super | Uncommon | 250 gp | Heal 3d6+3 HP |
Kingdom Ultra | very rare | 15,000 gp | Heal 10d6+10 HP |
Life | vary rare | 2,125 gp | As the revivify spell |
Mega | uncommon | 25 gp | Enlarge effect of the enlarge/reduce spell, 1 minute without concentration |
Mini | uncommon | 25 gp | Reduce effect of the enlarge/reduce spell, 1 minute without concentration |
Volt Shroom | rare | 375 gp | Electrified for 1 minute |
Wilt (any spoiled mushroom) | common | 1 sp | Heal 1 hp of damage, poisoned |
Mushroom. The world-famous mushrooms of the Mushroom Kingdom are almost always derived from magical fungus stock. As an action, you can eat a mushroom or sprinkling its spores on a target, granting an instantaneous effect or casting a spell on the target. A mushroom can be thrown as an improvised weapon, scattering its spores when hit. A target can choose to not avoid it, causing an effective AC of 2 for this attack roll.
Mushrooms that cast spell effects always do so at the lowest possible level. A mushroom of any type only remains fresh for one week after being picked, after which it rots into a wilt mushroom. A DC 10 Nature check can detect when a mushroom has turned for the first 1d4 days, after which its nature becomes obvious. Mushrooms on the open market tend to be 1d6+1 days old. Some economies use precise expiration stamps on mushrooms, but such mushrooms can cost up to twice as much.
Mushroom Growing Kit. This collection of apparatus is quite similar to an alchemist's kit, but contains every conceivable object relating to the proper care and cultivation of mushrooms. This is necessary to grow mushrooms.
Mushroom Growing Kit, Portable. This bulky kit contains everything the standard mushroom growing kit does, but in smaller amounts. It contains a sealed box of soil which can be used by a traveling mycologist to cultivate a single mushroom for half the market price.
Windup Bob-Omb. A windup bob-omb is a highly compressed explosive device approximately four inches in diameter, favored by adventurers and ne'er-do-wells. This toy-sized bob-omb has an AC of 8, 3 hit points, and has a 50% chance to explode when destroyed. As an action, you can wind the bob-omb up to 6 times, once for each turn the fuse will last. At the end of your turn, the windup bob-omb walks 10' in a random direction, exploding after moving on the final round. All creatures within 30 feet of the bob-omb when it explodes make a DC 12 Dexterity saving throw, taking 2d6 points of fire damage on a failed save, or half that on a successful one. All unattended objects, such as walls or boulders, take 4d6 points of bludgeoning damage.
Feats
A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies 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.
You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow -- perhaps by a withering curse -- you can't benefit from the Grappler feat until your Strength is restored.
A racial feat represents either a deepening connection to your race's culture or a physical transformation that brings you closer to an aspect of your race's lineage.
The cause of a particular transformation is up to you and your DM. A transformational feat can symbolize a latent quality that has emerged as you age, or a transformation might be the result of an event in the campaign, such as exposure to powerful magic or visiting a place of ancient significance to your race. Transformations are a fundamental motif of fantasy literature and folklore. Figuring out why your character has changed can be a rich addition to your campaign's story.
Air Control
You have an uncanny aerial ability, almost allowing you to “swim” through air.
While you are jumping, you may use your reaction to change your direction up to 90 degrees. If you are jumping as part of a charge, this does not interrupt it. You can use this ability a number of times up to your Dexterity modifier, restoring all uses on a short rest.
Ally Proficiency
Prerequisite: Pianta
You become proficient in using your allies for your attacks, adding your Strength modifier to the damage roll and your proficiency to the attack roll.
Assistive
You are very good at helping others with any task.
When using the help action, you may spend a spell slot to add 1d4 to the allies roll. You must still be proficient in the relevant skill to use the help action.
Charged
Your body brims with magical energy, ki flow, or just luck.
You gain 2 additional ki points or 1 additional spell slot of the lowest level you can cast.
Creative
You are able to improvise on the fly. You can add your proficiency modifier to your Performance, Deception and Persuasion checks, or double your proficiency if you are already proficient.
Dragon Breath
Prerequisite: Yoshi
You have mastered the time-honored yoshi art of firebreathing, though you probably don't actually breathe fire.
When you take this feat, you gain the Breath Weapon option as if you are a Dragonborn from page 34 of the PHB, matching your Yoshi Ancestry to the Draconic Ancestry table. You can take this feat twice, the second time increasing the damage dice by 1, the distance by 10 feet, and gaining a recharge of 6.
Exotic Armor Proficiency
Prerequisites: Proficiency with light, medium, or heavy armor
You have trained to master the use of specialist armor, gaining the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain proficiency with the chosen type of armor.
Extended Tongue
Prerequisite: Yoshi
Your tongue is much longer than normal for a yoshi.
Your tongue gains 5 feet in length. When you grapple an opponent with it, your opponent is dragged an additional 5 feet towards you.
Far Shot
You practice until you can hit targets further away then usual. When making a ranged weapon attack, the normal and maximum ranges of your weapon increases by one-half, and the normal and maximum ranges your thrown weapons are doubled.
*Firmfooted
Prerequisite: Cloudfolk
You acclimate quicker to being on land, gaining the following benefits:
- Increase your Dexterity score by 1 to a maximum of 20.
- You take no penalty for being on solid ground.
Firm Shell
Prerequisites: Tuck racial ability, Medium armor proficiency
Your able to set your muscles to better support your shell. While wearing a light shell, you may add an additional point of your Dex modifier to your AC, and the shell adds an additional 2 points to your AC.
Flexible Shell
Prerequisites: Tuck racial ability, Light armor proficiency
You have trained enough for your shell to feel like a second skin. While wearing a soft shell, you are not considered to be wearing armor for the purposes of AC calculation, such as unarmored defense, increasing your base AC by 2 instead. You may still choose to benefit from all magical effects from the armor if there are any.
Frightful Stance
Prerequisite: Boo or Shyfolk
You must declare one combat stance at the start of your turn, and its bonuses and penalties last until the start of your next turn. While using the frightful stance, make a Charisma (intimidation) check. All creatures that start their turn in or enter a space within 10 feet of you for the first time on their turn must make a Wisdom save against your intimidation check. Creatures who fail their saves are afraid of you until the end of their next turn.
Heroic Familiar
Prerequisite: The ability to cast at least 1 spell
You gain the companionship of a familiar, gaining the following benefits:
- Increase you Charisma, Inteligance, or Wisdom score by 1 to a maximum of 20
- You gain the summon familiar spell if you do not know it already.
- Your familiar has spell slots equal to a caster of half of your level. The familiar cannot attack whith these spells if it lacks the ability to attack normally.
High Jump
Your jumping abilities improve greatly. When you jump, you jump twice as high as normal.
Illuminating Aura
Prerequisite: Puni
Your light can reveal the unseen. When casting the light cantrip, you may double the range of bright and dim light you cast. If you do so, creatures making Intelligence (Investigation) and Wisdom (Perception) checks to see within the bright light make their checks with advantage.
Jump Attack
You can circumvent most obstacles between yourself and a target while charging.
When you make a long jump towards a creature, you may use your reaction to make an unarmed attack against that creature. If it hits, it deals damage normally, then you must move a distance equal to the distance already traveled in a straight line. If this would cause you to land another creature, you may make another unarmed attack on the new target, repeating until you land or miss an attack. If you miss, you land prone in a space within 5 feet of the target.
Last Resort
Prerequisite: the ability to cast at least one spell
You become adept at performing under pressure.
As a bonus action, you may reduce your Strength, Dexterity and Constitution by 1 point each. You recover spell slots equal to the number of ability points reduced this way. Scores damaged this way recover by one point at the end of a short rest, or fully at the end of a long rest. If this reduces any score to 0, you loose consciousness at the end of your turn and cannot be revived until your scores have recovered to at least 1.
Mage's Familiar
Prerequisite: The ability to summon a familiar
Your familiar is capable of using spells that you know, gaining the following benefits:
- Increase you Charisma, Inteligance, or Wisdom score by 1 to a maximum of 20
- Your familiar can cast one spell that you know without using any spell slot, using it's own abilities to determing it's spell attack bonus and spell save DC. It must use any componants as normal if it has the ability to handle them. It may cast the spell once this way, then must take a short rest before it can do so again.
Master Alchemist
Prerequisite: The ability to cast at least one spell, proficiency in Medicine
You can imbue potions with your own power. As a bonus action, you may spend a spell slot to charge a held potion or oil with magic, either doubling the effect or duration of the potion. If the potion is not used within one minute, it evaporates and its container implodes.
Mushroom Magic
Prerequisite: Fungus subtype, Metamagic class ability
You can boost mushrooms with your own power. As a bonus action, you may cast apply any metamagic options you can use to a mushroom, costing twice the normal of sorcery points. If the mushroom is not used in one minute, it dissolves into fine ash.
Peek
Prerequisite: Boo
You become quicker at turning invisible, gaining the following benefits:
- Increase your Dexterity score by 1 to a maximum of 20.
- You may use your Invisibility racial ability as a bonus action.
Peril Blast
Prerequisite: Bob-omb
You can explode at the expense of your own health. Instead of spending a spell slot, you may choose to take damage from your own explosive temper as if you failed the saving throw. You gain one level of exhaustion when you explode this way.
Point Blank Shot
When you make a weapon attack at an target you are grappling or grappled by, you may forgo the attack roll and hit automatically, but the attack deals half the rolled damage. You must use this before rolling to see if the attack hits or misses.
Power Expansion
Prerequisite: Puni
You can draw upon internal reserves of energy to dramatically boost your size.
When you cast the enlarge/reduce spell on yourself, you can increase your size by an additional step, adding one additional die to the weapon damage bonus. This is increased to 2 additional steps at level 15.
Prehensile Tongue
Prerequisites: Yoshi, Dex 15
Your tongue becomes very flexible, yet strong. You may use your tongue to perform any action within its reach that you could normally perform with one hand. You may also add its length to your reach for relevant actions.
You can wield a light weapon or use an unarmed strike with your tongue, treating it as an attack with your off-hand. You can make attacks with it in the same manner as your tongue whip, but cannot use it to make an attack of opportunity.
Resilient Familiar
Prerequisite: The ability to summon a familiar
Your familiar is tougher than most. You gain the following benefits:
- Increase you Charisma, Inteligance, or Wisdom score by 1 to a maximum of 20
- Your familiars AC increases by +2.
Ricochet
Prerequisite: Pianta
You can bounce thrown allies, allowing them to hit multiple targets.
When you successfully attack with an ally, your ally may choose to attack a second target within 10 feet using your attack and damage modifiers, then land within 10 feet of that enemy (or fall prone if the second attack misses).
Savage
Prerequisite: A natural weapon, such as a claw or bite attack, or the ability to gain one through a spell or feat.
When you take this feat, choose a natural weapon. This weapon counts as magical for the purposes of overcoming resistance, and you gain a bonus to damage rolls with this weapon equal to the number of feats you have with a racial prerequisite, including this one. If you have more than one of the same kind of natural weapon, this feat applies to all of them.
If you have multiple natural weapons, you may take this feat multiple times, each time increasing the bonus by 1 and counting for a different natural attack.
Shroom Eater
Prerequisite: Proficiency with a Mushroom Growing Kit
Through long years of perfect practice, memorable meals, and repressed retching, you have perfected the art of mushroom connoisseurship.
You may use a bonus action to eat a mushroom or apply its spores to a willing target instead of an action.
Smokeless
Prerequisite: Bob-Omb
Your Explosive Temper deals an additional 1d6 of damage, and you may light your fuse when wet.
Solicit Familiar
Prerequisite: The ability to cast at least one spell and to summon a familiar
Your familiar can assist you in your spellcasting abilities, providing the following benefits:
- Increase you Charisma, Inteligance, or Wisdom score by 1 to a maximum of 20
- As a bonus action, you can have your familiar take over the responsibility of maintaining concentration on any single spell you have cast and are currently concentrating on. Your familiar can only concentrate on one spell as normal.
Spin Jump Attack
Prerequisite: Jump Attack
When making a jump attack, you may drop on your first target, taking the attack action against it. If all attacks you make miss, you fall to the ground as normal.
Sporebite
Your spores are mildly poisonous.
Prerequisites: Mushroomfolk or Goomba
As an action, you may spread a cloud of poisonous spores in a 5 foot radius. Anyone entering the cloud makes a Con save with a DC equal to 10 + your Constitution modifier, gaining the poisoned condition for 1 minute. At the beginning of a poisoned creatures turn, they may repeat the saving throw, taking the damage again on a failed save, or ending the poisoned condition on a successful one. The spores last for one minute or until dissipated. You are immune to your own spores, and must wait for a short rest before you can generate enough spores to use this ability again.
Stance Focus
Prerequisite: The ability to use a minimum of 2 stance options
You have trained enough in one stance to use it without much effort, allowing you to use it with other stances.
When you take this feat, choose one stance ability you know. You always gain the benefit of your chosen stance unless you choose not to do so at the start of your round, even if you are using another stance. You still do not gain the benefit of your stance if you are paralyzed or incapacitated.
Tackle
When you take the dash action, if you move at least 10 feet in a straight line, you can make a single attack roll as part of the action. If you succeed, the target is knocked prone. You can repeat this attack against multiple targets, provided you have not ended your movement between each attack.
*Unluck Stance
Prerequisite: Shamen
You must declare one combat stance at the start of your round, and its bonuses and penalties last until your next round. When using unluck stance, you and every creature within 30 feet of you suffers debilitatingly bad luck. All affected creature make attack rolls, saving throws, and skill checks at disadvantage. The affected creatures cannot gain advantage by any means, and any feats and abilities that allow you to reroll cannot be used to provide a higher result than the original roll.
*Weathered
Prerequisite: Cloudfolk
You are well-adapted to high altitudes and the dangers found there. Your Constitution increases by 1. Choose cold, lightning or thunder. You resistance to the chosen element.
Spells
Spell Descriptions
The spells are presented in alphabetical order.
Fire Flower
1st level therianthropy
- Casting Time: 1 action
- Range: Self
- Components: S, M (a Fire Flower, which the spell consumes)
- Duration: Concentration, up to 1 hour
Flames briefly envelops the caster, colouring their outfit the colours of an open flame. While this spell is active you have resistance to fire damage and you can use your action to cast the firebolt cantrip.
Frog Suit
2nd level therianthropy
- Casting Time: 1 action
- Range: Self
- Components: S, M (the likeness of a frog or a piece of frog flesh, which the spell consumes)
- Duration: Concentration, up to 1 hour
A gout of water briefly envelops the caster, covering their clothing with the illusionary likeness of a frog. While this spell is active you have a swim speed equal to double your movement speed and can breathe both water and air, your standing jump hight is increased by half of your normal jump hight (for example, if you can normally jump 10' up, you can jump 15' instead), but your normal movement speed is halved while on land and not grappling, due to moving in short hops.
Hammer Suit
2nd level therianthropy
- Casting Time: 1 action
- Range: Self
- Components: S, M (a hammer, which the spell consumes)
- Duration: Concentration, up to 1 hour
A flurry of hammers briefly envelop the caster, covering their outfit with the uniform of the Hammer Brothers. While this spell is active you can use your reaction when taking damage to cover yourself with the shell, providing resistance to the triggering damage. You also gain the use of an illusory throwing hammer that uses either Strength or Wisdom (your choice) for the attack and damage modifiers. This weapon counts as magical for the purposes of overcoming damage resistance, and materializes in your hand as part of each attack with this weapon.
Ice Flower
3rd level therianthropy
- Casting Time: 1 action
- Range: Self
- Components: S, M (an Ice Flower, which the spell consumes)
- Duration: Concentration, up to 1 hour
Snowflakes briefly envelop the caster, colouring their outfit the colours of a snowstorm. While this spell is active you have resistance to cold damage and you can use your action to cast the Ray of Frost cantrip. On a critical hit, your Ray of Frost freezes the target in place, encasing them in ice until the end of their next turn. An encased creature cannot move or take any actions, bonus actions or reactions except those which would make it incorporeal, cannot cast any spells, and cannot escape unless it is capable of incorporeal movement.
Jugem's Cloud
3rd level therianthropy
- Casting Time: 1 action
- Range: Self
- Components: S, M (a piece of golden cotton, which the spell consumes)
- Duration: Concentration, up to 1 hour
A piece of cotton grows to the targets size and the target steps in. While inside the cloud, the rider is fully obscured from anyone below and has a flying speed of 30 feet. If the rider disembarks and doesn't return within 2 rounds, the cloud dissipates, ending the spell.
Kuribo's Shoe
5th level therianthropy
- Casting Time: 1 action
- Range: Self
- Components: S, M (a small shoe, which the spell consumes)
- Duration: Concentration, up to 1 minute
A small shoe grows to the targets size and the target steps in. While inside the shoe, the rider is immune to piercing damage and their standing and running jump distance is increased by half (for example, if you can normally jump 20 feet, you can jump 30 feet instead). In addition, any melee attack roll the creature make becomes a critical hit if the roll is one point lower then usual (for example, if the attack would crit on a roll of 19-20, it now crits on a roll of 18-20 instead).
Penguin Suit
4rd level therianthropy
- Casting Time: 1 action
- Range: Self
- Components: S, M (a likeness of a penguin or a piece of penguin flesh, which the spell consumes)
- Duration: Concentration, up to 1 hour
A gout of water briefly envelops the target, covering their outfit with the illusory likeness of a penguin. While this spell is active the target has resistance to cold damage and can use their action to cast the Ray of Frost cantrip. On a critical hit, this Ray of Frost freezes the target in place, encasing them in ice until the end of their next turn. An encased creature cannot move or take any actions, bonus actions or reactions except those which would make it incorporeal, cannot cast any spells, and cannot escape unless it is capable of incorporeal movement. In addition, the target can ignore difficult terrain related to ice and snow, has a swim speed equal to their walking speed, and can slide on their stomach as part of the Dash action. If they would run into a creature, that creature must make a Dexterity saving throw or take damage as if attacked by an Unarmed Strike. If they are no more then 1 size category higher then the slider, they are also prone.
Raccoon Leaf
2nd level therianthropy
- Casting Time: 1 action
- Range: Self
- Components: S, M (a Raccoon Leaf, which the spell consumes)
- Duration: Concentration, up to 1 hour
Leaves briefly envelop the caster, Adding a striped tail and ears to their outfit. While this spell is active you can use your reaction to float safely to the ground, avoiding all damage from the fall. You can also use the tail as a natural weapon using either your Strength or Wisdom modifier, dealing 1d8 bludgeoning damage on hit. You are considered proficient with this weapon.
Starman
5th level therianthropy
- Casting Time: 1 action
- Range: Self
- Components: S, M (a Starman or a diamond worth at least 25,000 gp, which the spell consumes)
- Duration: The end of the casters next turn (12 seconds)
The caster flashes with all the colours of the rainbow for the duration. The target radiates a bright light in a 5 foot radius and dim light for an additional 5 feet, and cannot benefit from invisibility. They are immune to all damage while flashing, and any creature that can see the target while attacking must make a Constitution saving throw or be blinded until the end of their next turn.
Tanooki Suit
4th level therianthropy
- Casting Time: 1 action
- Range: Self
- Components: S, M (the likeness of a tanooki or a piece of tanooki flesh, which the spell consumes)
- Duration: Concentration, up to 1 hour
Stone leaves briefly envelop the caster, covering their outfit with the likeness of a tanooki. While this spell is active you can use your reaction to float safely to the ground, avoiding all damage from the fall. You can also use the tail as a natural weapon using either your Strength or Wisdom modifier, dealing 1d8 bludgeoning damage on hit. You are considered proficient with this weapon. You may also use your reaction at any time to become a statue until the beginning of your next turn. While in this form, you make a Wisdom (Stealth) check with advantage and are petrified as the condition. This applies even if you are otherwise immune to petrification. If you fall on an enemy using this, you deal magical bludgeoning damage to it as if you fell from twice the hight. Any perception checks made to see you are made with disadvantage, and any attack roll made against you requires a perception check first.
Creatures
This appendix details monsters and nonplayer characters that appear in this book and not in the Monster Manual, the introduction of which explains how to interpret a stat block. The creatures are presented in alphabetical order.
Boo
These shy spirits inhabit Mario's world and have been known to vanish or freeze when met face-to-face. In recent years, they seem to have overcome their fears in order to pursue tennis and other social activities. They usually appear in groups and fly in formation. From time to time, giant Boos make surprise appearances.
-Smash Bros. Melee trophy
Boo
Medium Undead/humanoid (boo), chaotic neutral
- Armor Class 13
- Hit Points 27 (5d8 + 5)
- Speed 30 ft. (hover 1-2' off ground)
STR DEX CON INT WIS CHA 6 (-2) 16 (+3) 13 (+1) 12 (+1) 10 (+0) 15 (+2)
- Saving Throws Wis +2
- Skills Intimidation +6, Perception +4, Stealth +4
- Damage Immunities poison
- Condition Immunities poisoned
- Senses passive Perception 14
- Languages Common, Booish
- Challenge 1 (200 XP)
Half-Undead Fortitude. If reduced to 0 HP and not killed outright, the boo stabalizes automatically.
Half-Undead Nature. Boos have no blood, and thus are immune to effects that wound or cause bleed effects, though the initial damage is not reduced. Effects that would normally not restore HP to undead creatures, or only restore HP to undead and construct creatures, only restore half the ammount, rounded down. You are also immune to diseases.
Innate Spellcasting. The boo's spellcasting ability is Constitution (spell save DC 12, +3 to hit with spell attacks). It can innately cast the following spells, requiring no material componants:
1/day each: invisibility (self), pass without trace
Outta Sight (recharges at dusk). The boo can make itself and one other creature invisible, along with any equipment they are wearing or carrying. When made invisible this way, they remain invisible as long as neither the boo or the creature they are hiding remain still. The invisibility ends when any movement is made, including speaking, or the somatic componants for a spell.
Actions
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 6 (1d6 + 3) bludgeoning damage.
Dark Boo
Medium Undead/humanoid (boo), chaotic neutral
- Armor Class 15
- Hit Points 55 (10d8 + 10)
- Speed 30 ft. (hover 1-2' off ground)
STR DEX CON INT WIS CHA 4 (-3) 20 (+5) 13 (+1) 12 (+1) 17 (+3) 17 (+3)
- Saving Throws Wis +5
- Skills Intimidation +7, Stealth +7
- Damage Immunities poison
- Condition Immunities poisoned
- Senses passive Perception 13
- Languages Common, Booish
- Challenge 1 (200 XP)
Half-Undead Fortitude. If reduced to 0 HP and not killed outright, the boo stabalizes automatically.
Half-Undead Nature. Boos have no blood, and thus are immune to effects that wound or cause bleed effects, though the initial damage is not reduced. Effects that would normally not restore HP to undead creatures, or only restore HP to undead and construct creatures, only restore half the ammount, rounded down. You are also immune to diseases.
Innate Spellcasting. The boo's spellcasting ability is Constitution (spell save DC 12, +3 to hit with spell attacks). It can innately cast the following spells, requiring no material componants:
1/day each: invisibility (self), pass without trace
Spellcasting. The boo is a 5th level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The boo can cast the following spells:
Cantrips (at will): chill touch, mage hand, toll the dead
1st-3rd level (2): cause fear, dissonant whispers*, enthral, fear, gaseous form, misty step
Outta Sight (recharges at dusk). The boo can make itself and one other creature invisible, along with any equipment they are wearing or carrying. When made invisible this way, they remain invisible as long as neither the boo or the creature they are hiding remain still. The invisibility ends when any movement is made, including speaking, or the somatic componants for a spell.
Actions
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 12 (2d6 + 5) bludgeoning damage.
Lick. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 10 (2d4 + 5) bludgeoning, and the creature must sicceed on a DC 13 Constitution saving throw, or take 3(1d6) poison damage.
Big Boo
Large Undead/humanoid (boo), chaotic neutral
- Armor Class 14
- Hit Points 143 (22d10 + 22)
- Speed 30 ft. (hover 1-2' off ground)
STR DEX CON INT WIS CHA 17 (+3) 18 (+4) 13 (+1) 14 (+2) 10 (+0) 13 (+1)
- Saving Throws Wis +5
- Skills Intimidation +7, Stealth +10
- Damage Immunities poison
- Condition Immunities poisoned
- Senses passive Perception 10
- Languages Common, Booish
- Challenge 5 (1,800 XP)
Frightful Stance. The big boo makes an intimidation check when selecting this stance at the start of it's turn. All creatures that start their turn in or enter a space within 10 feet of the big boo must make a Wisdom save against your intimidation check. Creatures who fail their saves are affraid of you until the end of their next turn.
Half-Undead Fortitude. If reduced to 0 HP and not killed outright, the boo stabalizes automatically.
Half-Undead Nature. Boos have no blood, and thus are immune to effects that wound or cause bleed effects, though the initial damage is not reduced. Effects that would normally not restore HP to undead creatures, or only restore HP to undead and construct creatures, only restore half the ammount, rounded down. You are also immune to diseases.
Innate Spellcasting. The big boo's spellcasting ability is Constitution (spell save DC 12, +3 to hit with spell attacks). It can innately cast the following spells, requiring no material componants:
1/day each: invisibility (self), pass without trace
Outta Sight (recharges at dusk). The big boo can make itself and one other creature invisible, along with any equipment they are wearing or carrying. When made invisible this way, they remain invisible as long as neither the boo or the creature they are hiding remain still. The invisibility ends when any movement is made, including speaking, or the somatic componants for a spell.
Actions
Multiattack.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit 12 (2d6 + 5) bludgeoning damage.
Lick. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit 11 (2d6 + 4) bludgeoning, and the creature must sicceed on a DC 14 Constitution saving throw, or take 3(1d6) poison damage.
Swallow Whole. The big boo makes one lick attack against a medium or smaller creature. If the attack hits, the target is swollowed. The swollowed target is blinded and restrained, it has total cover against attacks and other effects outside the big boo, and it takes 7(2d6) necrotic damage at the start of each of the big boos turns. The big boo can only have 1 medium creature or 2 small creatures swollowed at a time.
if the big boo dies or is knocked unconscious, a swollowed creature is no longer restrained by it and lands prone in it's space, unencombered by the bog boos mostly incorporial body.
Cheep-Cheep
They are found mostly in the water but they can jump out of the water as well. There are many different species of Cheep Cheeps, and they come in different colors, including yellow and green. The most common ones, however, are red with a white patch on their stomach, a yellow-white tail fin, a mohawk-like dorsal fin and wing-like fins. They also have blue eyes and pink lips. Cheep Cheeps have fins shaped like wings and may attack above the surface of the water by jumping out in an arc. When in water, they appear are extremely passive, simply swimming forward or in an arc.
Cheep-Cheep
Medium beast, unaligned
- Armor Class 12
- Hit Points 11 (2d8 + 2)
- Speed 10 ft., swim 40 ft.
STR DEX CON INT WIS CHA 9 (-1) 15 (+2) 12 (+1) 2 (-4) 13 (+1) 10 (+0)
- Saving Throws Dex +4, Con +3
- Skills Athletics +3
- Senses darkvision 60', passive Perception 11
- Languages --
- Challenge 1/2 (100 XP)
Amphibious. The cheep-cheep can breathe both air and water.
Swimming Leap. The cheep-cheep's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start, but only when jumping from water. When jumping on land, It's long jump is up to 5 feet an it's high jump is up to 2 feet.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 5 (1d6 + 2) piercing damage.
Goomba
Goombas resemble small, brown mushrooms and are a fungus-based species like Toads. Goombas are physically weak and are not much of a threat, since a single stomp usually defeats them, although a number of different Goomba variants have emerged throughout the years; however, they do drop hints of being much stronger and more competent than their appearances suggest. The Goombas, as a collective race, used to be allied with the Mushroom Kingdom. However, most of the Goombas have turned traitorous and joined the Koopa Troop, an organization led by Bowser. Goombas have two feet and no visible arms.
Gloomba
Gloombas are blue-grey Goombas that live deep underground, usually in sewers and caves. These Goombas are much more powerful than their surface-dwelling cousins. The coloration of Gloombas is the result of their living without sunlight. They tend to be in a bad mood most of the time, and take it out on anyone they meet. Some Toads believe they're poisonous, but this has never been proven.
Goomba
Small humanoid (fungus), lawful evil
- Armor Class 12
- Hit Points 11 (2d8 + 2)
- Speed 25 ft.
STR DEX CON INT WIS CHA 15 (+2) 8 (-1) 11 (+0) 10 (+0) 12 (+1) 10 (+0)
- Saving Throws Str +3, Dex +0, Con +1, Int +1,
Wis +2, Cha +1- Skills Athletics +4, Stealth +1
- Senses passive Perception 11
- Languages Common, Shroomish
- Challenge 1/2 (100 XP)
Unhanded Combat. The goomba can cast a modified version of mage hand at will, summoning 2 hands instead of the usual 1, but limiting their range to within 5 feet of the goomba. These hands are invisible and can be used to wield a weapon or shield as if the goomba has normal humanoid limbs.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 5 (1d4 + 2) piercing damage.
Jump Attack. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature while moving towards it. Hit 3 (1d6 - 1) bludgeoning damage, then move the distance jumped in a straight line, repeating the attack on the next target if there's one there. Miss Land prone within 5 ft. of the target.
Gloomba
Small humanoid (fungus), lawful evil
- Armor Class 15 (studded leather)
- Hit Points 31 (7d6 + 7)
- Speed 25 ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 15 (+2) 12 (+1) 8 (-1) 10 (+0)
- Saving Throws Str +3, Dex +5, Con +2, Int +2,
Wis +0, Cha +1- Skills Deception +4, Insight +3, Perception +3, Stealth +6
- Senses passive Perception 13
- Languages Common, Shroomish
- Challenge 1 (200 XP)
Unhanded Combat. The gloomba can cast a modified version of mage hand at will, summoning 2 hands instead of the usual 1, but limiting their range to within 5 feet of the goomba. These hands are invisible and can be used to wield a weapon or shield as if the goomba has normal humanoid limbs.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 5 (1d4 + 2) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit 5 (1d4 + 3) piercing damage.
Jump Attack. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature while moving towards it. Hit 7 (1d6 + 3) bludgeoning damage, then move the distance jumped in a straight line, repeating the attack on the next target if there's one there. Miss Land prone within 5 ft. of the target.
Steal. Make a Dexterity (Slight of Hand) check contested by the Wisdom (Perception) check of a target creature. If successful, you can choose to steel a number of coins or 1 item up to 1 pound in weight.
Hyper Goomba
Small humanoid (fungus), lawful evil
- Armor Class 15 (leather)
- Hit Points 67 (9d6 + 36)
- Speed 25 ft.
STR DEX CON INT WIS CHA 26 (+8) 11 (+0) 18 (+4) 10 (+0) 8 (-1) 12 (+1)
- Saving Throws Str +8, Dex +1, Con +5, Int +1,
Wis +0, Cha +2- Skills Acrobatics +6, Survival +2
- Senses passive Perception 9
- Languages Common, Shroomish
- Challenge 5 (1800 XP)
Reckless. At the start of its turn, the goomba can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of the next turn.
Unhanded Combat. The goomba can cast a modified version of mage hand at will, summoning 2 hands instead of the usual 1, but limiting their range to within 5 feet of the goomba. These hands are invisible and can be used to wield a weapon or shield as if the goomba has normal humanoid limbs.
Vigor Up! (Recharges on a Short or Long Rest). The goomba focuses all of its energy for powerful attacks. While reckless, the goomba can use a bonus action to fill with vigor until the end of its next turn. While invigorated this way, all attack rolls deal one extra dice of damage when the goomba hits with it (included in the attack).
Actions
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit 11 (1d4 + 8) piercing damage, or 13 (2d4 + 8) piercing damage while invigorated.
Jump Attack. Melee Weapon Attack: +10 to hit, reach 0 ft., one creature while moving towards it. Hit 12 (1d6 + 8) bludgeoning damage, or 15 (2d6 + 8) piercing damage while invigorated, then move the distance jumped in a straight line, repeating the attack on the next target if there's one there. Miss Land prone within 5 ft. of the target.
Legal Information Permission to copy, modify and distribute the files collectively known as the System Reference Document 5.0 (“SRD5”) is granted solely through the use of the Open Gaming License, Version 1.0a.
This material is being released using the Open Gaming License Version 1.0a and you should read and understand the terms of that license before using this material.
The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are provided within the License itself.
The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: Dungeons & Dragons, D&D, Player’s Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of the Coast, d20 (when used as a trademark), Forgotten Realms, Faerûn, proper names (including those used in the names of spells or items), places, Underdark, Red Wizard of Thay, the City of Union, Heroic Domains of Ysgard, EverChanging Chaos of Limbo, Windswept Depths of Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of Bytopia, Blessed Fields of Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile Darkness, beholder, gauth, carrion crawler, tanar’ri, baatezu, displacer beast, githyanki, githzerai, mind flayer, illithid, umber hulk, yuan-ti.
All of the rest of the SRD5 is Open Game Content as described in Section 1(d) of the License.
The terms of the Open Gaming License Version 1.0a are as follows:
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
-
Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
-
The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
-
Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
-
Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusivelicense with the exact terms of this License to Use, the Open Game Content.
-
Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
-
Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
-
Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
-
Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
-
Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
-
Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
-
Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
-
Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
-
Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
-
Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
-
COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
END OF LICENSE