Desmon Arnold HB Players Companion

by Desmon Arnold

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2

The Desmon Arnold Homebrew Player's Companion

Table of Contents



Preface

The content in this document is a mixture of things that I have either created, adapted, or altered over my time playing Dungeons and Dragons 5e. I do my best to keep everything I write or alter within my view of balance, though that may not always be the same thing others see as balance. Either way, whether you think it is balanced or not, I hope you enjoy the content I have created and compiled into this book.

ON THE COVER
Lighting the battlefield before her in holy flame, the paladin of vengeance storms across the war-torn battlefield, her greataxe ignited with scorching flames from her smites as she combats with heavy weapon in one hand, and her holy tome in the other.

Art Credits

The following art credits are shown in order of appearance in the document. Each is hyperlinked to either where the art appears or the artists page. If you are using a PDF version of this document, the art credit links are all available here:                 "https://www.gmbinder.com/share
                    /-LOWRCSIHwYZ-3VkF4hl"

Judgement, Cat, This War of Mine, The Expedition, Swordsman, U'teg the Wyrm Breaker, Gaze, Luna, Neeko Splashart, Elora the Slime Knight, Flesh Eating Ooze, Forever Chillin', Ghost, Many are Dead, The Veteran, Bones, Bulette Variants, Bulette Variants, Another Bulette, ALPHA Bete Test, Bulette Billy, Lycan-Gunslinger, Natural Bridge, Fallen Hunter, Bison Herd, Adventure Time/Bloodborne, Morning Walk, Necroship, Female Knight, Chimera, Pollution, Machina Arcana, Katarzyna, Red Hair, Bubblegum B*tch, Coming out of the Mirror, Spinning Tops Clip Art, Crunchy Breakfast, Tharja, Raven Clipart 95, Transparent Raven Circle #91, Langon, Gun, Give me my Sword!, Death Black Rider, Polypore, Pagan Stuff, Duel, Cernunnos, When the Cat's Away, Heather Fairy, Hunter, Yellow Charge, Sarah Meoquanee

Other Credits

Any appropriate credits for classes I made subclasses for, or things I adapted, used or altered are shown on the page the content is displayed on.
Everything Else: Desmon Arnold, Desmon#9057 on Discord

Disclaimer: The powerful archwitch Desmon Arnold is not responsible for any broken windows, stolen spirits, or let loose familiars that may result from using the contents of this book.

PART 1

Feats

Part 1: Additional Feats

This portion of the document gives the details of a list of feats I have written to add a bit more customization to character playstyles. Each feat I've written I believe adds a new dynamic to the character being played and the characters specific playstyle.

Aren't you a little young for this?

Prerequisite: None, can be taken for free at character creation, cannot be taken at any point past that.
Some folks start their journeys a little earlier than others. This feat can only be taken if you are bellow the average age of physical maturity for your race. You gain the following traits. These traits are lost once the character reaches that physical maturity.

  • Your Strength and Intelligence, until you reach your races age of physical maturity, are reduced by 2.
  • You are one size category smaller than your races usual size category, and follow the size rules as normal.
  • You may move through any space of a creature a size larger than you, and if they are an allied creature, you may stay in that location.
  • If you are not tiny, you gain +1 to your armor class because of your size, as you are smaller and more difficult to hit than your race would normally be.
  • Children that become adventurers often do so, not because they are talented, but because they are lucky. An amount of times per day equal to half of your proficiency bonus rounded up, you may reroll any saving throw, ability check, or attack roll that you make, or is made against you, choosing which of the rolled dice you'd prefer and using that one. You may choose to do this after the dice is rolled but before a result is given.

If you are reduced to Tiny because of this feat:
• You lose the ability to use weapons not specifically built for your size, unless they are light, which you can wield with two hands. Weapons built specifically for you, deal two dice size categories less in damage. 1d12 to 1d8, or 1d8 to 1d4. If a dice is reduced lower than 1d4, it isntead deals 1 damage + modifiers, and no dice are involved.
• You have disadvantage on Strength saving throws and (Athletics) Strength ability checks.
• You can move into spaces of any creature larger than you without being impeded.
• Your nonmagical melee weapon attacks do half as much damage as they would have previously done.
• At first level, you have -1 maximum hit point, and every time your maximum hit points would increase because of a gained they increase by 1 less.
• Your hit dice are always smaller than they would be otherwise, reduced by one dice size. 1d10 to 1d8, or 1d6 to 1d4, for example.
• You add twice the normal amount you would add to your armor class whenever your Dexterity modifier is added to it, regardless of the armors normal limit for this.


Dysthymia

Prerequisite: None, can be taken for free at character creation, but cannot be taken at any point past that.
Restlessness, pain, fatigue. When depression gets bad, so do you. Some people, are unable to get through those times and are cursed with an eternal feeling of guilt, shame, and sadness hanging over them. You gain the following features to reflect your constant pain.

  • You have grown use to sleeping, and eating less, because of your illness. You take a -1 to both your intelligence and wisdom score for every level of exhaustion you have. However, you count as having half of your current exhaustion levels when determining the detriments of your current exhaustion levels (Rounded Down). Additionally, you are able to gain up to a maximum of 12 levels of exhaustion instead of 6. Ex. You have a -4 to both Intelligence and Wisdom Scores when you accumulate four levels of exhaustion, however you count as having only two levels of exhaustion and only suffer 2 levels of effects.
  • You have disadvantage on Wisdom saving throws to stay sane, or to avoid effects that would frighten or charm you.

Great Weapon Duelist

Prerequisite: A Strength score of 15 or higher
You have learned to use great weapons with one hand. Properly positioning their weight and size in a way that makes it possible to do so without losing their balance.

If you are a medium sized creature or larger, you gain the following list of features. If you are a size of small, you instead are able to use heavy weapons without any disadvantage.

  • This feat allows you to carry two-handed, and heavy melee weapons with just one hand. When wielding a weapon of this kind with one hand, you are also considered to be wielding it with two for the purposes of other features.
  • When wielding heavy weapons in one hand, the damage dice they were previously is changed to the dice depicted in the following chart.
Previous Weapon Dice New Weapon Dice
1d6 1d4
1d8/2d4 1d6
1d10 1d8
1d12/2d6/3d4 1d10
  • When you make an attack that does not already have disadvantage with a weapon that you are wielding in one hand, you can choose to give the attack disadvantage. If you hit with the attack, if the creature is of one size category larger than you or smaller you can choose to as part of that attack attempt to knock the creature back. Make a Strength (Athletics) check contested by a check of the same type by the target. If you win, they are knocked back 5ft, plus an additional 5ft for every size category smaller than you they are. If they win, nothing happens.

Gunsmith Adept

Prerequisite: You must have the Gunsmith Initiate feat
You have begun to develop the rather niche art of constructing and assembling firearms. This practice grants you the following features.

  • You may increase your Dexterity or your Intelligence by 1.
  • Your proficiency bonus with tinker's tools is doubled when making ability checks with them.
  • You can now craft all firearms, and are no longer limited to primitive ones, as long as you have the required blueprints. When crafting primitive firearms, you craft at twice the speed you would normally craft them at, but when crafting modern firearms your rate is still 10 gp per day with readied parts, and 5 gp without.
  • You may now craft attachments for your firearms, given that you have the appropriate blueprint to do so. This is done at the same rate as crafting firearms, and is done as per crafting any normal items.

Gunsmith Initiate

Prerequisite: An Intelligence score of 13 or higher, and proficiency in tinker's tools
Your gunsmithing has begun to surpass that of the renaissance and enter the modern. With your creations becoming more complx, you gainthe following features.

  • You may increase your Dexterity or your Intelligence by 1.
  • You gain proficiency in smith's tools if you didn't have it already. If you already had proficiency in them, your proficiency bonus is doubled when making ability checks with them.
  • You now have the ability to craft primitive firearms, as long as you have the required blueprints. When crafting firearms, you craft them at a rate of 10 gp of the weapons gold value per day presuming the parts are easily accessible. If you need to create the parts from scratch, but have the materials required to do so. You craft these items at a rate of 5 gp per day in stead, taking roughly twice the amount of time a simple assembly would take. Making parts in this way requires smith's tools in addition to the required tinker's tools.
  • You may now craft ammunition for your firearms. This is done at the same rate as crafting firearms, and is done as per crafting any normal items.

Innovator

Prerequisite: You must be able to craft some sort of item that would require blueprints or recipes, like magic items, firearms, or similar
Many in the world craft. They follow guides, and they follow instructions. They follow the diagrams given and simply do as they are told. You are different, you are an innovater, and gain the following features because of it.

  • You may increase any ability score by 1.
  • Over the course of a long rest, you may go over your notes, plan, and experiment with designs in your head and on paper. When you do this, explain to your DM what you are attempting to invent, and then attempt an Intelligence (relevant tool or skill) ability check, with a DC based on the chart below. If you succeed, you gain a number of progress points towards your blueprint or recipe equal to 1d4 + your Intelligence modifier. Upon reaching the required progress points for the plan, you successfully finish the blueprint or recipe. Once this is done, the DM will give you the details of this design and what is required for the item you wish to learn to craft. Multiple innovators can work together, adding their progress points to the same blueprints to achieve discoveries more quickly.
Magical Recipe Rarity/Blueprint GP Value Innovation DC Progress Points needed to Complete
Magical Items
Common 15 15
Uncommon 20 30
Rare 25 60
Very Rare 30 120
Legendary 35 240
Mechanical Items
0-499 gp 10 10
500-999 gp 15 20
1,000-1,999 gp 20 40
1,999-4,999 gp 25 80
5,000+ gp 30 160
Variant Rule: Beginning with Blueprints

Some characters may wish to come into game with the knowledge of how to craft things. Characters who have been aspiring their whole lives to eventually complete a complex firearm, or finish an enchantment their father designed. Either way, this is an entirely reasonable request.

This variant rule allows characters to at character creation, purchase blueprints for 5x, or magical recipes for 10x, the progress points required to complete the item's blueprint or recipe in gp. These plans can come in any form, but are most commonly in some sort of physical paper form.

Item Weaver

Prerequisite: You must have at least one 5th level or higher spell slot
Manipulating the weave, and coercing it to manifest inside an item for your own use. A skill not often learned, and even less often taught. You have to your luck, received this training, and therefore gain the following features.

  • You may increase either your Intelligence, Wisdom, or Charisma by 1.
  • You can now craft magical items as long as you have the recipe, and the ingredients necessary to assemble and enchant said item. This crafting process is different for every item. It takes different amounts of time, has different material costs, and sometimes requires certain kinds of spellcasters to even perform the rituals required to enchant the item.

Jesters Bladework

Prerequisite: You must have the Sword Juggler feat
Using light weapons has become your passion. When in combat with weapons of this sort you are a flurry of bouncy yet precise blades. This training grants you the following list of features.

  • Any non-two handed weapons you wield are considered to have the thrown property, with a range of 30/60. Light weapons that gain the thrown property in this way have a thrown range of 45/90.
  • When you make a thrown weapon attack within the normal range of the weapon bring thrown, you may throw it in a way where it will bounce back. Upon making a thrown weapon attack you may use your reaction to throw a bouncing attack. If you hit, make a Acrobatics check with a DC of 15 to see if you catch the weapon. If you fail, the weapon instead lands at your feet.

Natural Blindness

Prerequisite: None, can be taken for free at character creation, cannot be taken at any point past that.
Some people grow up blind, and even then, thirst for adventure. This feat can only be taken if your character was born naturally blind, and grew up learning to deal with that.

Because of this, you gain the following traits, that are lost if your sight is ever returned to you.

  • You are permanently under the effects of the blindness condition. This condition can only be restored by the regenerate spell.
  • You have begun to adapt to this blindness though, and because of this, you have advantage on all (Perception) Wisdom checks made using your hearing or smell.
  • Attack rolls against you do not have advantage as per the blindness condition if they are made within 5ft of you, or you can hear the oncoming attack, and vice versa, you do not have disadvantage attacking creatures if they are within 5ft of you or you can perceive them in some other way. (Ex. blindsight, tremorsense)
  • You are vulnerable to thunder damage, and you make all Constitution saving throws that would involve assaults against your hearing, or smell (Ex; A loud screech, or poisonous gas.) with disadvantage.

Natural Deafness

Prerequisite: None, can be taken for free at character creation, but cannot be taken at any point past that.
You've never been able to hear, and with that, have adapted to dealing with that struggle. You gain the following features to reflect that, that are lost if your hearing is restored to you.

  • You are permanently under the effects of the Deafened condition. This condition can only be restored by the regenerate spell.
  • You have begun to adapt to this deafness though, and because of this, your passive perception is increased by 5 when the target rolling against it is in your line of sight.
  • Attack rolls made against you from targets you cannot see have advantage regardless of whether or not they are hidden from you.
  • You are vulnerable to radiant damage from visual sources, and have disadvantage on Constitution saving throws against sources that are entirely visual. (Ex. Sunburst, or Color Spray)
  • People who grew up deaf, learn to communicate. Sign language isn't universal. So, your character begins knowing their own unique sign language. It could be regional, or universal, or even created by the character, depending on where they grew up. This sign language functions as purely visual way of communicating. You can teach another creature this language in the same amount of downtime it would take to learn a regular language.

One Armed

Prerequisite: None, can be taken for free at character creation if your character is only has one arm, or as a regular feat for a character who has been with a single arm for more than 30 days.
At some point in your life, you lost an arm, but your remaining arm has learned to catch up. When this feat is taken. This features benefits only apply to your remaining arm, and this feat grants you nothing if you ever have more than one arm.

  • You are considered to have +2 to your Strength and Dexterity Scores when making saving throws, attack rolls, or ability checks that only require the use of your single arm, regardless of the stats normal maximum.

Situational Awareness

Prerequisite: A character taking this feat must have the Natural Blindness feat beforehand.
You have become more adjusted to your lack of vision, and therefore gain the following traits to reflect this. If the Natural Blindness feat is ever lost, this feat persists anyway.

  • You only gain the benefits of this feature whilst under the blindness condition.
  • As long as you can hear, you have a blindsight with a range of 30ft, and a tremorsense with a range of 10ft.
  • You have advantage on Dexterity saving throws made against sources within 60ft of you that you can hear.
  • You gain the ability to focus your senses for short periods of time. As a bonus action, you can go into this ultra-sensitive trance. In this state, the range of your blindsight and tremorsense is doubled, you gain advantage on Dexterity saving throws made against sources within 120ft of you that you can hear instead of 60ft, and you gain an additional reaction between turns. This trance ends after 1 minute. This ability can only be used once, and you regain the ability to do so on a short or long rest.

Sociopathy

Prerequisite: None, can be taken for free at character creation, but cannot be taken at any point past that.
Near emotionless, life is your game, and everyone is your pawn. You gain the following features to reflect your lack of conscience or empathy.

  • You are immune to all instances of non-magical charmed, and frightened conditions.
  • Your lack of empathy often scares or at least unnerves people, especially those who believed you had a heart. When you resist a effect that would charm or frighten you because of this ability, all allies that can see the event must make a wisdom saving throw with a DC equal to 20 - your bonus to Charisma (Deception), or be frightened of you for one minute. Creatures can attempt this saving throw again at the end of their turns.

Spokesmith Adept

Prerequisites: You must have the Spokesmith Initiate feat
Your crafting of vehicles, and love of the wheel have brought you quite far. You've been able to remove the kinks of your crafting, and polish your creations to the point of near perfection, because of this, you gain the following features.

  • You may increase your Strength or your Intelligence by 1.
  • Your crafting rate when crafting vehicles is now doubled, allowing you to craft at twice the speed you would normally. 20 gp per day with easily accessible parts, and 10 gp per day making them from scratch.
  • Vehicles you make no longer have a chance to stall. As well as this, you may remove the stall chance from other vehicles. Doing this happens over the course of a day, and requires 100 gp of replacement parts. These parts can be made with smith's tools, and similarly to the Spokesmith Initiate feat, if you are crafting these parts from scratch, the repair takes two days instead of one.
  • When you repair vehicles, you do so much quicker than the average person. Instead of needing to work on vehicles for a day, you instead allow vehicles to recover the hit points you would normally allow it to recover, but in an hour of work instead. You can only quickly repair a vehicle in this way three times, regaining the ability to do so again upon completing a long rest.

Spokesmith Initiate

Prerequisites: An Intelligence of 13 or higher
Whether it be out of love of locomotion, a need for speed, or something entirely different, you have begun to learn the complex and taxing art of crafting complex land vehicles. From bicycles to cars, with the right parts, you can create it.

  • You may increase either your Strength or Intelligence by 1.
  • You gain proficiency in mechanic's tools if you did not have them already. If you already had proficiency in them, your proficiency bonus is doubled when making ability checks with them.
  • You now have the ability to craft vehicles, though shoddily, as long as you have the required blueprints. When crafting vehicles, you craft them at a rate of 10 gp of the vehicles gp value per day presuming the parts are easily accessible. If you need to create the parts from scratch, but have the materials required to do so. You craft these items at a rate of 5 gp per day in stead, taking roughly twice the amount of time a simple assembly would take. Making parts in this way requires smith's tools in addition to the required mechanic's tools.
  • Vehicles made by you now have a chance to stall. Every 10 miles the vehicle travels, the DM must roll 1d20, and add the creator of the cars Intelligence modifier to the roll. The roll must match the DC of 15, or the vehicle stalls, and comes to a stop. If the vehicle had moved more than 200ft in the last round before the stall, the driver must roll a DC 15 driving check or lose control.
  • You are able to repair vehicles that have been damaged over rather fluctuating periods of time. Over the course of a day, you may repair a vehicle, and it recovers 1d6 + your Intelligence modifier in hit points.

Sword Juggler

Prerequisite: A Dexterity score of 15 or higher
You've learned how to properly maneuver lighter weapons in ways most find inconvenient or ridiculous. This training grants you the following list of features.

  • Any light weapons you wield are considered to have the thrown property as well, with a range of 20/60. If the weapon already had the thrown property, it's range is doubled.
  • When you make a thrown weapon attack within the weapons normal range, the attack is considered to be a melee attack as well as a ranged attack for the purposes of other features.
  • When you use two-weapon fighting with light or thrown weapons, you may add your dexterity to the damage rolls on top of any other bonuses you would normally add.

Titan's Grip

Prerequisite: You must have the Great Weapon Duelist feat
You have become rather talented at wielding great weapons on their own. Even more so, you have managed to grow skilled enough to wield two at once. This training has granted you the following features.

  • While wielding two heavy melee weapons in either hand, you are able to use two-weapon fighting.
  • You have learned to master using your weapons weight to your advantage, striking in quick succession, knocking people off guard. Every time you hit a creature with a heavy melee weapon, gain a stack of Overwhelm. You deal an additional 2 points of damage on all attacks made with heavy melee weapons for every stack of Overwhelm you have at the time of making the attack. You lose all of your stacks of Overwhelm at the beginning of your turns, or when you miss an attack.
  • You can draw or stow two heavy weapons when you
    would normally be able to draw or stow only one.

Wingless

Prerequisite: None, can be taken for free at character creation if your character is missing wings they once had, or as a regular feat for a character who has been without their wings for more than 30 days.
You once had wings, but no longer do. You grew up able to fly, and the skies were yours, but this freedom has been taken away. You have learned to live with this, even in a world where everyone around you has it. You gain the following benefits because of this. This feat grants you nothing if you ever have wings.

  • You have incredible air control. While falling, for every 5ft you fall, you can move 5ft in any direction.
  • You have resistance to damage taken from falling.
  • When making a running long jump, if you make a 20ft run up instead of a 10ft run, you may choose to jump up to double the distance you would normally be able to jump.

PART 2

Races

Faded

The faded are a race of humanoid creatures, originally fey in nature, that now blend into society with their innate magic and their natural cunning. All but human in appearance, the only notable physical traits that separate the faded from your average human is their notably pale skin, and the seemingly watered down pale colors that make up the empty pupils of their often dark colored eyes.

Born Heathens

All faded have an biological hate for the divine. Their impressionable arcane empowered form has remembered the burn of the radiant from darker times, times when the Shadowfell was a place the faded called home, and instilled the detest for it into the bodies and minds of current generations.

Shadowfallen

Born from an ancient race native to the shadowfell, the fallen carry plenty of traits over that mirror the dark and less
than kind ways of their old shadowborn ancestors
Faded more often than not work in less than
legal trades, practice dark or forbidden magic,
and generally act quite cruelly. Though, co-
-passion is not alien to them. The faded are
very family oriented folk, sticking quite
strongly beside their own, regardless
of how tough it may become to do so.

With use of their innate
magic, the faded that do
not have groups to ca-
ll home often simp-
-ly blend in to mor-
-tal socity. They do
so with relative ea-
-se, as those with-
-out knowledge of
the faded often ca-
-nnot tell the differ-
-ence between one of
their kind, or something
else.

Faded Traits

Your faded character has the following traits echoing it's dark and magical lineage.

Ability Score Increase. Your Intelligence score increases by 2, and your Charisma score increases by 1.

Age. Although faded reach physical maturity at around the same time as humans, they mentally age much faster. A faded child reaches full mental development by the age of 10, and for the particularly gifted even sooner. The average faded is deemed an adult by age 14, and will live for around 200 years.

Alignment. Faded often blur the lines of what is often seen as moral, and rarely care for the mortal constructs of law and order. Faded are most commonly chaotic, and though some tend to be evil, the evil few's chaotic and widely known doings do not speak fully for the rather good hearted majority.

Size. Faded range anywhere from 5 to 7 feet tall, often depending on the height of their parents as well as their gender. Fallen woman often being taller than men of the same race. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Accustomed to dark swamps and the night sky, you have superior vision in dark and dim conditions. 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.

Fallen Ancestry. You have advantage on saving throws against being frightened, and your vision cannot be impeded by magical darkness.

Familial Teachings. You are proficient with any one of the following skills: Arcana, History, Nature, or Religion.

Light Consumption. As an action, you may dim any source of light you can see within 120 feet of you, halving the distance any bright and dim light coming from the source would reach for one hour. If the source of light is a tiny or smaller flame, or a cantrip, the light is immediately snuffed instead.


Shadow Magic. You know the Ceremony spell, and can cast it as a ritual. When you reach 3rd level, you can cast the Bane spell once per day, and when you reach 5th level you can cast the Moonbeam spell once per day. Intelligence is the spellcasting ability for these spells.

Terrifying Presence. If you spend 1 minute talking to someone who can understand what you say, you can use your action make a Charisma (Intimidation) check contested by a Wisdom (Insight) check by the creature. If your check succeeds, the target is frightened by you as long as it remains within 30 feet of you and for 1 minute thereafter. If a creature succeeds this contest, they are immune to this abilities effects for 24 hours.

Languages. You know common, and one other language of your choice. This language is often one known by the people in the area you grew up. The most commonly known non-common languages by faded are Elven and Undercommon.

Racial Feats

Moon Weaver

Prerequisite: Faded
You have begun to master the shadowfell magic that lays dormant within you. This training has given you increased control over the moon and thusly gain the following features.

  • Whilst you are in direct moonlight, the duration of the spell Moonbeam when you cast it is infinite. If at any point you are no longer in direct moonlight, the duration begins as if you had just cast the spell.
  • You may ignore the material component cost of the Ceremony spell if you are in direct moonlight. You can only ignore the spells component cost this way once, regaining the ability to do so again upon completing a long rest.
  • When you cast a spell that would require a saving throw, and the creature you are targeting is in direct moonlight, the creature makes the saving throw with disadvantage.

Shadow Weaver

Prerequisite: Faded
You have delved down the path of manipulating the innate dark magic within you. You have harnessed the power of the dark more than any other ever could, and thusly gain the following features.

  • You can increase or decrease the radius of the darkness created by your spells or magical effects by any amount when you cast the spell or as a bonus action, as long as it is no larger than double the original radius.
  • When you cast a spell that would create magical darkness you can designate any number of creatures within 30 feet of you to be unaffected.
  • Spells that you cast that would create darkness, cannot be dispelled or otherwise be negatively effected by light, magical or not.
  • No creature is able to be blinded, take damage from, or gain any negative effect at all from an effect that would produce light whilst within magical darkness that you've created as your cold shadows completely shield those inside from any light that attempts to pass through.
  • Your darkvision increases to a distance of 120 feet.

Kingka

The kingka are a race of chameleon-esqe humanoids, that reside mostly within the feywild. The people are trickster folk. They have long scaled tails, as well as similar scales peppering their skin, aswel as lizard-like eyes. Those that do not reside within the feywild find themselves within the forests of Faerun. The culture of mortals confuses them. The order, the labeling, the titles, and the rules. What for? Kingka culture is strongly based in independence and autonomy. Kingka often don't look to leaders, they look to themselves.

Masters of None

With the culturally embedded independence of the kingka, you'll often find that they very rarely specialize in individual skills. They very commonly learn as much as they can, so that they require no reliance on others. Even so, the kingka are still very social beings. Because of their incredible natural independence, kingka society exists purely for the presence of relationships. Kingka keep friends close, and love to build loyal bonds based on affection and admiration, rather than the need for reliance or partnership.

Hunted by the Grey

The kingka used to be prominent throughout the feywild, as they grow up quickly, and their pregnancy only lasts a couple of weeks. This all came to a quick close though, after a large colony of faded put prices on their heads. A powerful spell that manipulates light requires the tear of a kingka to be cast, and because of this the Kalsth'ai, a faded tribe, began to hunt them. They called for their extinction, and over millennia of constant hunting, they have nearly succeeded. This dispute has caused both races to be extremely adversarial, and make it very difficult for them to trust each other.

Kingka Traits

Your kingka character has an variety of innate abilities due to its magical nature, and the independent culture of the kingka themselves.

Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.

Age. Kingka age and gestate very quickly. A kingka pregnancy only lasts 4-6 weeks, and it takes roughly 2 years for a kingka to fully mature after birth. The average Kingka will live for about 20 years, reaching parental independence around 3 or 4 years old, and then reaching what would be considered old age in their later teens.

Alignment. Kingka are often very selfish, though they don't mean to be. They don't think too much about the repercussions of their actions as they do them, living in their own little worlds. Kingka are more often than not of Chaotic alignment.

Size. Kingka are a short people, varying anywhere from 4 to 5 feet tall. With their incredibly slim builds, they commonly weigh between 50 and 100 pounds. You are Medium size.

Speed. Your base walking speed is 35 feet.

Chameleon Skin. Kingka are well known for their ability to alter their appearance. You may cast the spell Disguise Self, but with a casting time of one minute, at will.

Fey Physicality. You have advantage on saving throws against being charmed, magic can't put you to sleep, and you are considered to be a fey in addition to humanoid or any other creature type you may be.

Illusory Magic . You know the Minor Illusion cantrip. Once you reach 3rd level, you can cast the Color Spray spell once per day, and when you reach 5th level you can cast the Alter Self spell once per day. Charisma is the spellcasting ability for these spells.

Languages. You know common and sylvan.

Oozefolk

Created from magic, oozefolk are the result of wizards or other powerful arcanists awakening the minds of the cave dwelling creatures known as Oozes. These creatures often do their best to fit into mortal society, but often fail. Treated as outcasts and monster for their appearance, oozefolk are usually quite solitary. Sticking only to themselves, or to small groups they have grown comfortable with.

Monstrous Past

Oozefolk are very commonly hunted, or chased off, once people become aware of their existence. The thought of the normal mindless murderous monster that normally dwells in the depths of dungeons with sentience scares many folk, and for good reason. This mind set though often causes oozefolk to go into hiding, or their companions to try and hide them.

Oozefolk Names

Oozefolk often take on the names that their creators give them, or are simply given names by their creator's. Oozefolk do not have special naming schemes, but instead could really have any name dependent on their upbringing.

Oozefolk Traits

Your oozefolk character has an assortment of inborn abilities, due to it's monster heritage and innate magical nature.

Ability Score Increase. Your Constitution score increases by 1.

Age. Oozefolk do not age. Much like their ooze counter-
-parts, they will live as long as they have adequate nourishment to sustain them.

Alignment. Oozes normally do not have alignments. They are often not intelligent enough to have that deep of a personality to have any form of moral struggle. Oozefolk can be any alignment, but are more often than not a similar alignment to their creator.

Size. The spell that awakens oozefolk has a minimum, and maximum size that must be considered during the awakening or else the spell will fail. An oozefolks volume is within the range of 80 and 200 gallons. You are a Medium sized Ooze.

Speed. Your base walking speed is 25 feet.

Amorphous. You can move through spaces as narrow as 1 inch without squeezing, and cannot be knocked prone. Items that could not fit through these gaps cannot go with you.

Blindsight. Oozes do not have eyes, and neither do oozefolk. You can perceive your surroundings without relying                                           on sight withing a radius of 60 feet.
                                    This sight can see around corners, but
                                      not through solid objects. You are
                                  considered to be blind beyond that radius.                           You are also immune to the blinded condition.

                                          Magical Dependency. Oozefolk
                                                      are naturally dependent on
                                                  magic to keep their minds, and
                                                  because of the nature of your
                            creation, your intelligence is reduced to 1
                            and your dungeon master takes control of
                            your actions whilst inside of an Antimagic
                            Field or similar effect. Your dungeon master
                            should make the decisions they would
                            normally make for a hungry ooze.

                          Pseudopod Acidity. Your unarmed strikes
                          deal additional acid damage equal to half
                        of your Constitution modifier rounded up.

                    Shape Control. Though mostly liquid, oozefolk
                    have control over their body in ways that most
                creatures do not. This control allows you to take a
           vaguely humanoid form, allowing you to walk, run, and
      do things that would require hands and arms like wear shields, wield weapons, and operate machinery. You can alter your form in any way, but you remain a medium creature, and cannot have more than two appendages that can hold things.

 Languages. You know common, and one other language
    of your choice. This second language is more often than
                                  not the language of the creature that
                               created you.

                         Subrace. There are three common kinds of
                          oozes that are turned into oozefolk. Gelatinous
                         cubes, gray oozes, and ochre jellys. Choose one
                          of these subraces.

Gelatinous Cube

As a gelatinous cube oozefolk, you retain your previously transparent form, as well as your mass. Your substance is more outwardly acidic as well as more easily malleable than most of your kind, and those you hold feel that full burn of that potency.

Acid Grasp. Your form burns those that touch, as your acidic body corrodes the flesh of those you come in contact with. If a creature starts its turn whilst grappling or grappled by you, it takes 1d6 acid damage. This damage increases to 2d6 at 5th level, to 3d6 at 9th level, and to 4d6 at 13th level.

Transparent. Your body is entirely transparent, allowing light through without issue as long as you are still. Even when you are in plain sight, and wearing and holding nothing, it takes a successful DC 15 Wisdom (Perception) check to spot you if you have neither moved nor attacked. A creature that tries to enter your space while unaware of you is surprised by you.

Elastic Form. Your base walking speed increases to
35 feet.

Gray Ooze

Once stone, turned liquid by chaos, the gray oozefolk functions much like it's ooze counterpart, often forming a snake-like tail as apposed to legs as a way of moving around, slithering like a liquid snake.

Ability Score Increase. Your Charisma score increases
by 1.

Corrosive Acid. When you hit a target that is wearing nonmagical metal armor with an unarmed strike, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the ac it offers. You can only reduce an armors AC in this way once per round. Armor reduced in this way is destroyed if the penalty reduces its AC to 10.

False Appearance. While you remain motionless, you are indistinguishable from an oily pool, or wet rock. If you are in a creature like shape, you instead look like a wet statue.

Ochre Jelly

These yellow blobs are much more cunning than other brands of oozefolk, utilizing their liquid form to it's fullest potential in situations other oozefolk may hesitate in.

Ability Score Increase. Your Intelligence score increases by 2

Sticky Form. Your body is a natural adhesive. You have a climbing speed equal to your walking speed. Additionally, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

In addition to the movement capabilities of this, you are unable to be unwillingly disarmed.

Racial Feat

Ooze Heritage

Prerequisite: Oozefolk
You have adapted to your new mind, as well as your form, and become capable of utilizing your amorphous and acidic being more than you were previously able to.

  • Your unarmed strikes can deal 1d6 acid damage. If your unarmed strikes ever change, or you ever gain any natural weapons, regardless of the damage dice the damage type remains acid.
  • You become resistant to both acid and slashing damage, as well as your choice of either cold, fire, or lightning.
  • Though your magic previously weakened your immune system, you can now eat any organic material for sustenance, and are unable to gain diseases from food.

Template Races


The following are racial variants that follow the rules detailed in COFSA for alfallen races, or as I call them, template races. When you choose one of these races you also get access to all of that races origin features. For more about this see COFSA.

Revenant

Having met a cruel and undeserved end, you have returned to the realm of the living. As a revenant, you thirst for revenge against those who wronged you in life, or seek to complete a final, critical task you left unfinished. Your dungeon master might also allow you to take this race for a slain character. In that case, your character rises from the dead with its original race now the origin race of the revenant template race, filled with a determination to seek vengeance or complete its mission.

Revenant Traits

As a revenant, your undead nature grants you unholy properties tied to your racial origin.

Ability Score Increase. Your Constitution score increases by 2, and you can choose either your Strength or Dexterity to increase by 1.

Age. Revenants are undead, and do not age. They do though look the age of what they were before becoming this way.


Alignment. Revenants tend to be driven by revenge, and are more often than not evil aligned. Though, some revenants have been formed with tasks based around protection, though, even then this protection is out of hate or spite.

Size. Your size is determined by your origin race.

Speed. Your speed is determined by your origin race.

Languages. Revenants are fluent in common as well as a language from their racial origin.

Relentless Nature. Your dungeon master assigns a goal to you. Typically, one related to your character’s death. The goal must be a specific task you can complete, such as slaying an enemy or liberating an area and its people. Until you fulfill that goal, you gain the following benefits:

  • If you are below half your hit point maximum at the start of your turn, you regain 1 hit point.
  • If you die, you return to life 24 hours after death. If your body is destroyed, you reform within 1 mile of the place of your death at a spot determined by the dungeon master.
  • You know the distance and direction between you and any creature involved in your goal, such as a person you seek vengeance against or someone you pledged to defend. This awareness fails if the creature is on another plane of existence.

Restless. As a form of undead, you do not need to eat, sleep, or breathe. When your goal is complete, you finally find rest. You die and cannot be restored to life.

Undead Resilience. Your body is dead, and this gives you an amount of protection against that which would harm you. You are considered an undead creature instead of humanoid. You are also immune to poison damage, the poisoned condition, and non-magical disease.

























































Disclaimer: Undead may not always work in every setting, and in every party. Allow players to use these template races sparingly.


Ghost

Once living, now dead, you no longer have a physical form to keep you bound to this plane, and so you live permanently between the material and the ethereal as you go about your journeys. Some ghosts exist with goals in mind. To be people, to get revenge, to learn how they died, or just to have a wicked good time in their new second life. Either way, the life of a ghost is a long and lonely one, as there is little chance anyone you know will join you when you pass, leaving you all alone.

Spectral Terrors

Though the nature of ghosts is not universal, the majority of commonfolk you meet will fear the idea of ghosts and hauntings, and other supernatural beings that defy death. Even those defended by a ghost may run in terror at the very idea of a spirit returning from the grave.

Ghost Traits

As a ghost, your restless nature grants you spiritual properties tied to your racial origin.

Ability Score Increase. Your Constiution score increases by 1, and Wisdom increases by 1.

Age. Ghosts are undead, and do not age. Your physical appearance appears as though you were the same age you were when you died, though now semi-translucent.

Alignment. Ghosts can be of any alignment, as the content of someones character does not effect whether or not they enter the afterlife or whether they become trapped half way.

Size. Your size is determined by your origin race.

Speed. Your speed is determined by your origin race.

Languages. Ghosts are fluent in common as well as a language from their racial origin.

Ghostly Resilience. Your are a spirit, and this gives you an amount of protection against that which would harm you. You are considered an undead creature instead of humanoid. You are also resistant to cold damage, and immune to poison damage, the poisoned condition, and non-magical disease.

Restless. As a form of undead, you do not need to eat, sleep, or breathe.

Phase. Ghosts exist with an outfit of simple cloth clothing that is translucent, as they are. It will fit under any armor or other clothes. You can will yourself to be completely incorporeal as an action, then concentrating on the transformation like you would a spell for 1 minute. When you do this, you drop everything you were wearing or holding. While in this state, you have the ability to walk through any non-living, solid obstruction (ex, a wall, or a door) that is no more than 1 foot thick, and can fly at a speed equal to half of their walking speed. You will also be immune to bludgeoning, piercing, and slashing from non-magical weapons, and are unable to take any actions other than to solidify again. Solidifying returns you to your normal physical state. You cannot re-solidify if doing so would cause you to be inside of something, and attempting to do so causes you to take 1d10 force damage.

PART 3

Classes

Burrower

A group of orcs, prepped and ready to raid move their way through the desert as they approach the settlement atop their worgs, the drum beating of their many paws slamming into the desert like landscape echoing through the earth beneath them. A small rumbling is heard from beneath them, though none of them notice, as a dwarven man, armed in leather and hooked to a saddle attached to the back of a large snapping turtle mouthed clawed beast. The dwarves bulette drills with purpose through the ground in pursuit of the raiders.

Stones lift from the ground and cling to the sides, arms, and back of a tall wood elven man, the ground beneath him rumbling as a volley of arrows which falls clatters past him as none find purchase through the floating stones.

Burrowers are wardens and hunters who dwell within places with an abundance of stone terrain, and are known
for their powerful and tamed bulette companions which
fight alongside them with incredible unity.

Hunters and Protectors

Bulettes themselves are known for their hunting prowess, and their powerful jaws which break forth from the stone below their prey and crush them swiftly for consumption. This power is similarly implemented with the strategy of
a seasoned warrior as their master commands them
and guides them through the battlefield.

Many people who tame bulettes are often in less
civilized or developed communities, and because
of this are commonly hunters for their village, or
guardians of the deserts and mountains they thrive
in. These people are often revered as champions and
talented and experienced leaders.





Veteren Caretakers

Though dangerous, rearing a bulette billy is an
intensely rewarding experience that comes with
many difficulties. Their ability to swim through the
ground, and stay there, is the largest. Many more adept burrowers have magical items which allow them to see past the stone, or detect where their bulette is even with of earth impeding them. Though, after a while, the communication becomes so synergized that the bulette should hardly ever hide or disobey in such a way that causes issue.

Creating a Burrower

When creating your burrower, understanding where you're from, and where you met your companion are two of the biggest questions you need answered. Your companion
could have be met as a baby, or hatched yourself. Whereas where you are from heavily dictates in what environment
you are familiar with, some could be from the caves of the underdark or the endless sands of a distant desert. Did you steal your companion from a cluster of eggs under its mothers nose? Was it gifted to you by an elder in a coming
of age ceremony? Why are you adventuring? Or are you on your mission for your village to aid in its survival?


Quick Build

You can make a burrower quickly by following these suggestions. First, Strength should be your highest ability scores, followed by Constitution or Wisdom. Second, choose the outlander background. To aid with the putting together of your companions stat block look at the Bulette Billy monster block detailed further in the document.

The Burrower
Level Proficiency
Bonus
Deadly
Synergy
      Features Bulette Size
1st +2 1d8       Bulette Companion, Deadly Synergy Small
2nd +2 1d8       Burrower's Gauntlets, Fighting Style Small
3rd +2 1d8       Burrower's Clan, Trained Leap Medium
4th +2 1d8       Ability Score Improvement Medium
5th +3 2d8       Bulette Companion Growth, Burrower's Clan Feature Medium
6th +3 2d8       Devastating Leap Medium
7th +3 2d8       Conservative Breath Medium
8th +3 2d8       Ability Score Improvement Medium
9th +4 3d8       Burrower's Clan Feature Medium
10th +4 3d8       Synergetic Senses Medium
11th +4 3d8       Bulette Companion Growth Large
12th +4 3d8       Ability Score Improvement, Devastating Leap Improvement Large
13th +5 4d8       Burrower's Clan Feature Large
14th +5 4d8       Silent Tunneler Large
15th +5 4d8       Tunneler's Vision Large
16th +5 4d8       Ability Score Improvement Large
17th +6 5d8       Bulette Companion Growth, Burrower's Clan Feature Large
18th +6 5d8       Devastating Leap Improvement Large
19th +6 5d8       Ability Score Improvement Large
20th +6 5d8       Unrelenting Bond Large

Class Features

As a Burrower, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per burrower level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per burrower level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: Choose either herbalism kit or leatherworker's tools

  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Animal Handling, Athletics, Intimidation, Medicine, Nature, Perception, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:


  • (a) scale mail or (b) leather armor
  • (a) two claw gauntlets or (b) one martial melee weapon and three nets
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Any one tool kit that you are proficient in

Bulette Companion

Beginning at 1st level you have a magical bond with a bulette billy called your bulette companion. You could have raised it since it hatched, or only recently met it. Either way in that time it has learned to trust and obey you much like a loyal hound. Your bulette companion understands all of the languages you do, but cannot speak them, and it has the following statistics and features:

  • Your bulette companion, a new hatchling, is Small. Its size changes as you gain burrower levels, as shown in the Bulette Size column of the burrower table.
  • It has a Strength score of 15, a Dexterity score of 7, a Constitution score of 17, an Intelligence score of 2, a Wisdom score of 10, and a Charisma score of 5.
  • Its proficiency bonus is calculated as if was a level equal to your Burrower level.
  • Its hit points at 1st level are equal to 10 + 3 (its Constitution modifier), and its hit die is 1d10.
  • It has darkvision to a range of 60 feet, and a tremorsense detailed later on.
  • It is proficient with its bite, which is a melee weapon that deals 1d12 piercing damage.
  • It is proficient in Strength and Constitution saving throws.
  • It is proficient in two skills of your choice from the burrower skill list.
  • It is proficient with light barding and medium barding.
  • It has a burrowing speed equal to its base walking speed. To use this burrowing speed, it can’t be wearing any type of armor or have any creatures mounted on it.
  • It can both high and long jump up to its maximum distance without needing a running start.

Your bulette companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your bulette companion acts on its own. If your bulette companion is large enough, it is trained to act as your mount, though it is considered an independent mount (rules for mounted combat are on page 198 of the Player’s Handbook). Your bulette companion uses your proficiency bonus and alignment. Each time you gain a level, your companion gains an additional hit die and increases its hit points accordingly.

Whenever you gain the Ability Score Improvement class feature, your bulette companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase 2 ability scores of your choice by 1. As normal, your companion can’t increase most ability scores above 20 using this feature. It's Constitution can be raised up to 22, but on the contrary it's Intelligence cannot be raised above 4.

As you gain levels in this class, your bulette companion grows with you, slowly growing from a small billy into a fully grown bulette (shown in the growing):

  • It has a base walking speed of 30 feet. Its speed increases to 35 feet at 5th level, to 40 feet at 11th level, and to 45 feet at 17th level.
  • Its bite damage increases to 2d12 at 5th level, to 3d12 at 11th level, and to 4d12 at 17th level.
  • It has a natural armor class of 10 + Constitution. Its natural armor class increases by 1 at level 5 (11 + Consitution), and again at level 11 (12 + Consitution) and level 17 (13 + Constitution).
  • It has a jump distance of 20 feet and a jump height of 10 feet. Its jump distance increases to 25 feet at 5th level, 30 feet at 11th level. Its jump height increases to 15 feet at 5th level, and to 20 feet at 11th level.
  • It has a tremorsense to a range of 30 feet. Its tremorsense range increases to 40 feet at 5th level, to 50 feet at 11th level, and to 60 feet at 17th level.

If your bulette companion drops to 0 hit points, it falls unconscious and begins making death saving throws.

When you die, your bulette companion goes into a frenzy. It will do anything it can to revive you that it knows of, whether it be feeding a potion from your bag with its mouth to the downed cleric so he can cast a revivify spell, or drag your body back to the nearest church.

It will cooperate with people it knows you trust in order to do this, and is entirely focused on returning you to life, or dying trying to do so.

If it ever dies, the magical bond you share allows your bulette companion to return to life with greater ease as it attempts to return to you as best it can, even in death. Spells that would resurrect your bulette from the dead do not require material components.

An example of your 1st level bulette companion is shown in the monster block below:


Bulette Billy

Small monstrosity, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 13 (1d10 + 3)
  • Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 7 (-2) 17 (+3) 2 (-4) 10 (+0) 5 (-3)

  • Saving Throws Str +4, Con +5
  • Skills Two skills of the owners choice from the Burrower classes skill list
  • Senses darkvision 60 ft., tremorsense 30 ft.
  • Languages Understands all of its owners languages but cannot speak them

Standing Leap. The bulette billies long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d12+2) piercing damage.

Deadly Synergy

At level 1, you and your bulette are already have become a terrifying hunting duo. Once per round, your bulette can deal an extra 1d8 damage to one creature it hits with an attack against a creature you can see while it can hear you, if it had attacked the creature from below them.

Your bulette does not need to attack from below if it had jumped at least 15 feet in a straight line as part of its movement and has not moved since, or the target was prone.

The amount of extra damage dealt is increased as you gain levels in this class, as shown in the Deadly Synergy column of the Burrower table.

Burrower Gauntlets

When you reach 2nd level in this class, you gain the ability to use claw gauntlets (see the "Claw Gauntlets" sidebar) as a tool for digging and traversing the underground.

While you are wearing a claw gauntlet on each hand, you may use your action to burrow a distance equal to your walking speed as if you had a burrowing speed. If you end your turn underneath the ground you become restrained.

Claw Gauntlets

Claw gauntlets are a martial melee weapon made by creatures that either live in desert climates or in the underdark to use as weapons, as well as tools for digging. These claws are often modeled after bulette or umberhulk claws for greater efficiency.

Cost: 25 gp
Damage: 1d6 piercing
Properties: Light, special (detailed below)
Weight: 2 lb.

  Claw Gauntlets. You cannot be disarmed of these weapons, and when using them to dig through materials that could be burrowed threw you have advantage on any Strength (Athletics) checks required to do so.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Mariner

As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.

Tunnnel Fighter

As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Burrower's Clan

At 3rd level, you choose an clan that you train under, or have heard of and attempt to emulate in your own style and practice. Choose between the Earth Strider, Land Surfer, or Tunnel Shark clan, all detailed at the end of the class description. The clan you choose grants you features at 3rd level, 5th level, 9th level, 13th level, and 17th level.

Trained Leap

Upon reaching 3rd level you have trained alongside your bulette, and have physically adjusted to matching its movements. You can now make long and high jumps without needing a running start.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Devastating Leap

Once you've reached 6th level, your bulette companion has grown large enough that it can land after a leap in a way that the weight of its form and the shape of its claws ruptures the ground beneath them. If the bulette jumps at least 15 feet as part of its movement, it can then use its action to land on its feet in a space that contains one or more creatures. Each of those creatures must make a Strength or Dexterity saving throw (targets choice) or be knocked prone and take 2d6 bludgeoning damage plus 2d6 slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5ft out of the bulette's space to an unoccupied space of the creatures choice. If no unoccupied space exists, the creature instead falls prone in the bulettes space.

The bludgenoing and piercing damage caused by this ability each increase by 1d6 at 12th level (3d6), and again at 18th level (4d6).

Conservative Breath

At 7th level you have adjusted to the tunnels and caverns you either create or traverse with your companion, and have learned to conserve your breath in the event of a cave in, or poor air quality. You can hold your breath for 3 times as long as you would normally be able to.

Additionally, you have advantage on Constitution saving throws against airborn effects like toxic fogs or clouds of spores as you have acclimated to needing to breath less.

Synergetic Senses

Upon reaching 10th level you and your bulette have grown such a close bond with eachother that when in combat you seem to always be communicating, and share as much as you can with eachother even if you don't notice you're doing it. Small mannerisms and body language showing everything even if you aren't speaking. While you and your bulette can see or hear eachother, you both have advantage on Dexterity saving throws from sources you can see.

Silent Tunnelers

At 14th level you and your bulette have grown to be talented hunters, and part of hunting is getting the drop on your prey. You and your bulette do not reveal yourselves from hidden positions or with audible noise whilst burrowing, and may add your proficiency bonuses, or double your proficiency bonuses if you are already proficient, when rolling to move through the earth silently.

Tunneler's Vision

Once you have reached 15th level, you have successfully trained your body to hear and feel the vibrations in the earth and stone around you, much like your companion can. You have a tremorsense with a reach of 10 feet. Additionally, you may use spend one uninterrupted minute to focus on the earth beneath you, as if concentration on a spell, to extend that reach. If you successfully complete the minute of focus without interruption, your tremorsense extends to a reach of 60 feet until you move, or take damage.

Unrelenting Bond

Upon reaching 20th level, your bond with your companion is one without match, especially on the battlefield.

When you and your bulette companion both roll initiative at the same time for the same combat, you each gain 20 temporary hit points. These temporary hit points last for one minute, or until initiative is over.

Burrower's Clans

Based almost entirely within deserts, mountains, and in some cases the underdark, burrower clans are rather loosely tied together groups of hunters, explorers, and nomads who share their techniques, and knowledge of the fascinating bulette with one another.

Earth Strider

The clan dubbed Earth Striders is quite closely associated with the druidic circle of the land, specifically those tied to more earthen environments. They utilize their training with druidic styles of magic to manipulate the earth, and move through it with adept precision.

Using the beast and animal oriented styles of magic that druids often practice, striders also have unique bonds with their bulette companions that few other styles can match.

Spellcasting

When you reach 3rd level, you have begun to weave the magic of the earth into your practices. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list.

Spell Slots. The Earth Strider 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 druid spells of your choice, two of which you must choose from the abjuration and divination spells on the druid spell list.

The Spells Known column of the Earth Strider Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be an abjuration or divination 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 druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or divination spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability. Wisdom is your spellcasting ability for your druid spells, since you learn your spells through your bond with nature. 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 a druid spell you cast 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

Earth Strider Spellcasting
Burrower
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

Earthen Stride

When you choose this clan at 3rd level you gain the ability to expend magic and propel yourself along or through the ground as if you were a bulette yourself, leaving the earth torn in your wake. As a bonus action you may expend a spell slot to propel yourself along the ground, or through as if you had a burrowing speed. When you do this, you may move up to 15 feet per level of the spell slot expended. Any natural surfaces you move along with this movement become difficult terrain, as the ground is shattered and shifted by your movement.

Earthen Bond

Upon reaching 5th level, your magic has begun to intertwine with your bulettes in ways that are normally only matched by the bond between a powerful wizard and their magical companions. When you cast a spell that only targets you, you can choose to have it also target your bulette companion.

Earthen Armor

Once you have reached 9th level you have begun to resonate more with the earth and stone around you as you cast. When you use your action to cast a leveled spell, you may use your bonus action to cause the earth beneath you to resonate and rise to protect you. When you do this, if you are stood on a surface made of stone, earth, sand, or similar natural material you gain a bonus to your armor class equal to the level of the spell cast until the beginning of your next turn.

Earthen Resolve

Upon reaching 13th level, your mind has become sturdy like stone, and your resolve is thus. You may add your Wisdom modifier to your saving throws made to resist having your concentration broken.

Earthen Body

At 17th level your control over stone has peaked. You may cast the spell investiture of stone once without expending a spell slot, regaining the ability to do so again upon successfully completing a long rest.

Land Surfer

One of the more prominent and well known burrower's clans is the most well known as the Land Surfers. They are known best for their combat prowess, keeping atop desert dunes as their bulettes skulk beneath the sands waiting to strike their prey. They are adept warriors, fighting much more like hunters than the survivalists that take to other clans.

Grounded Flanking

At 3rd level when you choose this clan, you and your bulette have begun to fight together like a true unit. You and your bulette have advantage on all attack rolls against a creature if both you and your bulette are within 5 feet of the creature and, and you and your bulette are on different elevations.

Coordinated Assault

By 5th level, you and your bulette companion have learned to work as a team to tear apart your enemies. When you use the Attack action on your turn, if your bulette companion can see you and reach the target of that attack, it can use its reaction to make a bite attack at the target.

Land Gliding

Upon reaching 9th level, the ability to glide over the top of the earth, also known as land surfing, has been passed on to and mastered by you. When you begin to move you can use your bonus action to begin surfing upon the stone until the beginning of your next turn. When you do this, you may move over stone, earth, sand, and other similar natural surfaces with ease, having it cost half as much movement to move over such surfaces.

Lunging Strike

At 13th level, you have had lots of time to practice and master the art of land gliding, you may use that momentum to your advantage. When you hit a creature with an attack after moving at least 10 feet in a straight line, the attack deals an additional 1d6 damage for each 10 feet you moved this turn before making the attack, to a maximum of an additional 5d6.

Commanding Surge

Once you have reached 17th level, you can command your bulette to push itself beyond its normal limits for a moment. On its turn, if your bulette can see or hear you your bulette can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again.

Tunnel Shark

The smallest of the more prominent burrower clans are commonly referred to as Tunnel Sharks. They are renowned for their synergy with their bulettes, and their ability to with stand the earth that their bulettes pull them through. They are commonly more naturally inclined, and empathetic. Their empathy is almost a requirement to bond this much with such powerful and incredible creatures, though some others do so by implementing fear tactics.

Land Shark Rider

When you reach 3rd level, you have trained to become able to ride your bulette companion despite its relatively small size, and it's become adjusted enough to you to allow you to do so. You can now mount your bulette companion as long as it is your size or larger. If your bulette is not equipped with an exotic saddle built specifically to accommodate for burrowing and it attempts to burrow with you on it's back, you immediately fall prone and are left behind as it enters the ground.

Additionally, while you are mounted on your bulette companion, if you haven't moved this turn, you can use a bonus action on your turn to have your bulette burrow up to its speed, or make a standing long jump. If you do, you can’t use your walking speed this turn.

Ravenous Charge

By 5th level, you have begun to master combating and assaulting combatants from the back of your bulette companion, and it's learned to match those movements in tandem with you. If your bulette burrows or leaps 15 feet or more in a straight line towards a target, you may use your reaction to make a melee weapon attack against said target. You have advantage on this attack if it is against a creature that is your bulette companions size or smaller.

Practiced Tunneler

Once you have reached 9th level, you have watched and trained with your bulette long enough that you are incredibly familiar with their burrowing and how they do so. As long as you are a claw gauntlet on each hand you have a burrowing speed equal to half your movement speed.

Additionally, if you use your action to burrow with your claw gauntlets as per the burrower gauntlets ability, your burrowing speed increases from half of your movement speed to instead be equal to simply your movement speed. You are also no longer restrained by ending your turn beneath the ground.

Burrowing Stalker

At 13th level, your bulette has become practices at vanishing beneath the earth, and in doing so are able to weave this silence into combat. Your bulette may use their bonus action to take the hide action, and can do so even if you are on its back without penalty.

Deadly Initiation

Upon reaching 17th level, your bulettes ability to pounce forth from the earth and take down it's prey has become unmatched by other creatures of its kind. When your bulette hits a surprised creature with a bite attack, the attack is considered to be a critical hit.

Huntsman

Rough and wild looking, a human stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.

After tumbling away from a cone of freezing air, an elf finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales.

Holding his hand high, a half-elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he’s been tracking and sends the hawk to distract the creature while he readies his bow.

Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, huntsmen keep their unending watch.

Deadly Hunters

Warriors of the wilderness, huntsmen specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Huntsmen focus their com bat training on techniques that are particularly useful against their specific favored foes. Thanks to their familiarity with the wilds, huntsmen acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A huntsman’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.

Independent Adventurers

Though a huntsman might make a living as a hunter, a guide, or a tracker, a huntsman’s true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, huntsmen gather in secretive orders or join forces with druidic circles. Many huntsmen, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a huntsman might be the
first—and possibly the last—line of
defense for those that need it.

This fierce independence makes hunts-
-man well suited to adventuring, since they
are accustomed to life far from the com forts
of a dry bed and a hot bath. Faced with city-bred
adventurers who grouse and whine about the
hardships of the wild, huntsmen respond with
some mixture of amusement, frust-
-ration, and compassion.











































Revised-Revised Ranger

This is my personal take on the Ranger class. I used the original ranger, the spell-less ranger, and the revised ranger all as references when designing this, but in the end, went mostly off of my own ideas. There was a good bit of thought put into a lot of the abilities and changes. The biggest, being my removal of spellcasting from the class. I don't believe that rangers should be able to cast, I think it both removes from their power budget and waters down the strength of the theme that the class is meant to be.
I also added a combat mechanic. Every other martial class has a martial ability that makes them special. Divine Smite, Rage, Ki, Sneak Attack. Ranger has none of that. I created the Hunters Stance ability to add to the rangers idea that they are specified in their combat, instead of the more broad combat skills of a fighter.

The Huntsman
Level Proficiency
Bonus
Features Hunter's
Bonus
Stance
Uses
Stances
Known
Survivalists
Movement
1st +2 Favored Prey, Favored Terrain +2 - - -
2nd +2 Hunting Stance, Survivalists Movement +2 1 2 +10/5 ft.
3rd +2 Huntsman Archetype +2 2 2 +10/5 ft.
4th +2 Ability Score Improvement +2 2 2 +10/5 ft.
5th +3 Extra Attack +3 2 3 +10/5 ft.
6th +3 Favored Prey and Favored Terrain improvement +3 2 3 +15/5 ft.
7th +3 Huntsman Archetype feature +3 3 3 +15/5 ft.
8th +3 Ability Score Improvement +3 3 3 +15/5 ft.
9th +4 Trained Perseverance +4 3 4 +15/5 ft.
10th +4 Favored Terrain improvement +4 3 4 +20/10 ft.
11th +4 Huntsman Archetype feature +4 3 4 +20/10 ft.
12th +4 Ability Score Improvement +4 4 4 +20/10 ft.
13th +5 Extra Attack (2), Ranger's Intuition +5 4 5 +20/10 ft.
14th +5 Favored Prey improvement +5 4 5 +25/10 ft.
15th +5 Huntsman Archetype feature +5 4 5 +25/10 ft.
16th +5 Ability Score Improvement +5 4 5 +25/10 ft.
17th +6 Primal Flurry +6 5 5 +25/10 ft.
18th +6 Feral Senses +6 5 5 +30/15 ft.
19th +6 Ability Score Improvement +6 5 5 +30/15 ft.
20th +6 Huntsman Archetype feature +6 5 5 +30/15 ft.

Class Features

As a Huntsman, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per huntsman level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per huntsman level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: Choose one from carpenter's tools, cartographer's tools, herbalism kit, leatherworker's tools, weaver's tools, or woodcarver's tools

  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A longbow and a quiver of 20 arrows
  • Any one tool kit that you are proficient in

Favored Prey

Beginning at 1st level, you have begun to master the tracking, pursuing, killing, and even sometimes taming or communicating with your favored prey. Choose a type of favored prey: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, Fey, Fiends, Giants, Monstrosities, Oozes, Plants, or Undead. Alternatively, you can select two races of humanoid (such as Gnolls, Elves, and Orcs) as favored enemies.

You have advantage on all Wisdom or Intelligence checks related to your favored prey. Tracking, recalling information, trying to discern intention, etc.

Your Hunter's Bonus is a +2, which increases as you gain Huntsman levels shown in the Huntsman class table.

When you gain this feature, you also learn one language of your choice that is spoken by your favored prey, if they speak one at all. If they do not learn a language, instead gain proficiency in the Animal Handling skill.

With your in depth knowledge of how your favored prey fights, you gain the ability to quickly pick up any knowledge you may need to properly take down your favored prey. After one minute of interacting with a creature that is considered to be your favored prey, you gain the following information:

  • If it has any form of Natural Armor, and if it has one, what it's Armor Class is.
  • If it has any special movement speeds.
  • If it has any resistances, immunities, or vulnerabilities, and what they are to/against.
  • If it has any special senses, and if so, what they are. (darkvision, blindsight, tremorsense etc.)
  • If it has any natural weapons, and if so, what kind.

In addition to the ability to infer knowledge about your prey, when fighting your favored prey you gain the following list of benefits.

  • You may add your hunter's bonus to attack rolls against your favored prey.
  • When you deal damage to your favored prey, any damage dice that roll lower than your hunter's bonus, are instantly raised to match it.
  • When defending against attacks made by your favored prey, your armor class is increased by your hunters bonus.
  • You may add your hunter's bonus to your saving throws against innate effects created by your favored prey. Effects like innate spellcasting, or dragons breath, but not effects like a thrown bomb or regular spellcasting.

You choose one additional favored prey at 6th and 14th level. Each time you gain a favored prey in this way, you may learn any one language. These languages should be related to your favored prey but do not have to be. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Favored Terrain

You are particularly familiar with one type of natural Environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the underdark.

When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

  • Difficult terrain doesn't slow your group's travel.
  • Your group can't become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Additionally, when simply within your favored terrain, you gain the following benefits:

  • You have advantage on initiative rolls.
  • You are able to take advantage of cover more than the average person. Half cover instead grants the benefits of three quarters cover, and three quarters cover grants the benefits of full cover.
  • You are immune to the negative effects of non-magical difficult terrain.
  • You have advantage on all Dexterity (Stealth) checks.
  • All plant creatures native to your favored terrain are considered to be favored prey.

You choose an additional favored terrain type at 6th level, and another at 10th level.

Hunting Stance

At 2nd level, you gain the ability to take on styles of fighting known as hunting stances. You may enter a hunting stance as a bonus action, and it lasts until you enter a second one, or until you begin a turn and have not attacked since the beginning of your last. Choose two of the following hunting stances to learn. You learn an additional hunting stance at 5th level, at 9th level, and at 13th level. Once you have entered a stance the maximum number of times for your huntsman level, you must finish a short or long rest before you can enter a stance again. You may use this feature one time at 2nd, two times at 3rd level, three at 7th, four at 12th, and five at 17th.

Aggressor's Stance

You enter a hostile stance. One you know will infuriate your enemies and draw them too you. Whilst in this stance you gain the following effects:

  • When you make an attack against a creature that is not immune to fear, whether or not you hit, you may use your bonus action to make a Strength or Charisma (Intimidation) check against the creature and any other members of your favored prey that are not immune to fear within 60 feet of you. They must all make a wisdom saving throw against your roll. If they fail, they have disadvantage attacking creatures other than you for the next minute. A creature that succeeds against this saving throw is immune to this abilities effects for one hour.
  • When you deal damage to a creature taunted in this way, you may roll your damage rolls twice, and keep the higher of the two.

Alpha's Stance

You enter an assertive stance. Your eyes scan with the precision of a tactician, as you begin to take control of the battlefield. Whilst in this stance you gain the following effects:

  • When an ally that you can see within 30 feet of you makes an attack roll against a member of your favored prey, the attack roll is made at advantage. If this happens but the creature is not a member of your favored prey, you may instead use your reaction to give them advantage on their attack roll.
  • When a member of your favored prey attacks an ally that you can see within 30 feet, your allies AC is increased by half of your hunter's bonus, rounded up, for the duration of the attack. A creature cannot benefit from more than one instance of Alpha's Stances AC increase.

Warden's Stance

You enter a defensive stance. You hold yourself strong, and keep strong against the toll you most certainly can take. Whilst in this stance you gain the following effects:

  • Your stance does not end if you do not attack. Instead, it ends if you go a turn without using your action to prepare your defenses.
  • You may use your action to prepare you defenses. When you do this, your AC increases by an amount equal to your hunter's bonus until the beginning of your next turn. When being attacked by members of your favored prey whilst defending this way, their attacks are made at disadvantage.

Poacher's Stance

You enter an aggressive stance. You aim for the shins, you fight dirty. You shoot to wound, not to kill. Whilst in this stance you gain the following effects:

  • When attacking with nets and similar weapons, the range of the weapon is doubled.
  • When attacking with nets and similar weapons, the DC creatures need to roll against to avoid being restrained is increased by your an amount equal to your dexterity modifier. If the creature is a member of your favored prey the DC also increases by your hunter's bonus.
  • When you hit a member of your favored prey with a ranged weapon attack, the creature must make a constitution saving throw against a DC of 10 or half of the damage you dealt, whichever is higher, or have their movement speed reduced by a stacking 5 feet until they receive magical healing. A creature with a medicine kit can attempt to tend to these wounds. Doing so requires a medicine check over the course of a short rest against a DC of 5 + the total reduced movement. On a successful check, all lost movement speed is regained.

Pursuer's Stance

You enter a hunters stance. You trail your enemies, and move with apex's purpose. Whilst in this stance you gain the following effects:

  • When you move at least 20 feet in a straight line right before hitting with a weapon attack, the creature hit by the attack must make a Strength saving throw against a DC of 10 or half of the damage you dealt, whichever is higher, or have their movement speed halved until the beginning of your next turn.
  • When you make an opportunity attack against a member of your favored prey, you may instead make as many attacks as you would with the attack action instead of being limited to one attack, as if it was your turn.

Scout's Stance

You enter a sprinters stance. With each step you propel yourself further as you attempt to make distance, and position tactically. Whilst in this stance you gain the following effects:

  • Your stance does not end if you do not attack. Instead, it ends if you go a turn without taking the Dash action.
  • Members of your favored prey are unable to make opportunity attacks against you. Other creatures instead have disadvantage on opportunity attacks they make againsts you.
  • You may move through your enemy spaces occupied by members of your favored prey freely if they are a size category or more larger than you.

Stalker's Stance

You enter a killers stance. You move silently, and in this movement prepare yourself to pounce with all the precision you need to end your foes swiftly and effectively. Whilst in this stance you gain the following effects:

  • When you hit a creature that you were hidden from with a weapon attack, they must make a Constitution saving throw against a DC of 10 or half of the damage you dealt, whichever is higher, or fall prone.
  • When you hit a prone or restrained member of your favored prey with a weapon attack, the attack becomes a critical hit.

Survivalists Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing heavy armor if you are within your favored terrain. You instead gain half of the this bonus to your movement (rounded down to the nearest multiple of 5) when you are not within your favored terrain. This bonus increases when you reach certain Huntsman levels, as shown in the Huntsman table.

Huntsman Archetype

At 3rd level, you choose an archetype that you strive to emulate, such as the Beast Master. Your choice grants features at 3rd level, and again at 7th, 11th, 15th, and 20th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach the 13th level in this class.

Trained Perseverance

Beginning at 9th level, you can nimbly dodge out of the way of, or physically withstand the force of certain area effects caused by members of your favored prey, such as a red dragon's fiery breath or an demiliches life drain. When you are subjected to an effect by a member of your favored prey, that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Ranger's Intuition

When you gain this feature at 13th level, you gain the ability to tell immediately if a creature is a member of your favored prey. A creature disguised in any way, magically or non-magically, cannot avoid this detection. You simply become immediately aware of the creature type of any creature that you can see if they are a member of your favored prey.

Additionally, when traveling through your favored terrain for more than an hour, you know if any members of your favored prey have passed through here within the past day. If you become aware of any creatures in this way, you know what size they are, how many, and which direction they were heading.

Hunters Flurry

Beginning at 17th level, you may expend one of your uses of Hunters Stance, to make a quick flurry of strikes. When you do this, as a bonus action you may make two attacks.

Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it. You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

Huntsman Archetypes

Beast Master

The Beast Master archetype embodies a friendship between the civilized races and the beasts of the world. United in focus, beast and ranger work as one to fight the monstrous foes that threaten civilization and the wilderness alike.

Tame Companion

At 3rd level, you learn to use your trained abilities to create a powerful bond with a creature of the kind which you stalk.

You gain the ability to attempt to tame your favored prey and make them loyal. Depending on the kind of creature, this may be in different ways. If your favored prey is a humanoid or similar, than you can consider this archetype more of a slaver than a beast master.

If you successfully befriend, capture, or detain a member of your favored prey that is a CR of 1/5th your level or lower, you may spend your days taming and training it to become a loyal servant of yours. Whether this be friendly or not, it is effective. For each day that you spend with a creature in this way, you may attempt either a Charisma (Persuasion) or Charisma (Intimidation) check if you share a language with it, or a Wisdom (Animal Handling) check if you do not. The DC you must meet is equal to 12 + twice the creatures CR. If the creature had a life, family, or reason to not follow you, and has an intelligence of 6 or higher, you are unable to tame them with persuasion or animal handling.

After a successful check, the creature becomes your companion, and gains all the benefits of your Companion's Bond ability. You can have only one companion at a time. You may dismiss a companion over the course of 10 minutes alone with it. Creatures dismissed in this way that were tamed with intimidation must be re-tamed from scratch if you ever wish to have them as a companion again. Ones tamed with animal handling or persuasion can be re-tamed simply as an action.

If your companion is ever slain, you must either tame a new one, or resurrect it as you would anything else. A resurrected companion is still considered to be tamed by you.

Companion's Bond

Upon reaching 3rd level, your time taming your companion has brought you guys closer, and gifted you both as a duo a new level of synergy. Your companion gains a number of benefits while it is tamed by you, detailed below.

If your companion had the multiattack feature, it becomes unable to use it unless another ability specifically allows it to. Otherwise, it keeps the statistics it had otherwise before taming it, with the exception that it uses your proficiency bonus instead of it's own.

The companion obeys your commands as best it can. It rolls for initiative like any other creature. If it's Intelligence is lower than 6, you determine its actions, decisions, attitudes, and so on. Otherwise, your Dungeon Master does so. If you are incapacitated or absent, your companion acts on its own, focusing on protecting you and itself.

Upon taming a companion, you may teach it two skills that you are proficient in that it then also becomes proficient in.

Your companion benefits from both your Favored Prey and Favored Terrain features as if they had them.

Like any creature, the beast can spend hit dice during a short rest, heal on long rests, and do anything else a normal creature would do.

Mirrored Style

Upon reaching 7th level in this class, Your companion pays attention to your every move, and begins to fight just like you do. Your companion gains any benefits that you gain whilst in a stance as per the Hunting Stance feature.

Companion's Fury

Upon reaching 11th level, When your companion takes the Attack action, the creature can attack twice, or take the Multiattack action if it had that action.

Uncanny Coordination

Beginning at 15th level, when an attacker that you can see hits your companion with an attack, you can call out a warning. If your companion can hear you, it can use its reaction to halve the attack's damage against it. In addition to this, it can do the same for you. If you are hit with an attack, it can call out a similar warning, allowing you to use your reaction to halve the attack's damage just as it would.

Eternal Companion

Upon reaching 20th level, you have gained the ability to designate your companion to be your eternal companion. If you have been bonded to the same companion for more than a month, you can use this feature on them. Over the course of a long rest, you can perform a small ceremony with your companion to mark them as forever. You mark them in some way, whether with a tattoo, scar, or even a ring, scarf, or distinguishable piece of clothing. Whilst bonded to you in this way, your companion gains a number of additional benefits.


An eternal companion gains the ability to, when it makes the attack action, make three attacks instead, or if it had the multiattack action, it can make an additional attack alongside the attacks gained by the multiattack.

Your eternal companion becomes proficient in any skill you are proficient in. If it was already proficient in those skills beforehand, it instead doubles the proficiency bonus it adds to that skill.

Your eternal companion has access to all of your Hunting Stances, and can instead of mirroring yours with the Mirrored Style feature, use it's bonus action as you would to enter it's own of your choice. It can do this only on rounds where you also use your bonus action to enter a stance.

You are unable to dismiss an companion bonded to you in this way, unless the companion dies.

Hunter

Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter's path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

Hunter's Prey

At 3rd level, you gain one of the following features of your choice: Colossus Slayer, Giant Killer, or Horde Breaker.

  • Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it's below its hit point maximum. You can deal this extra damage only once per turn.
  • Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
  • Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Defensive Tactics

At 7th level, you gain one of the following features of your choice: Escape the Horde, Multiattack Defense, or Steel Will.

  • Escape the Horde. Opportunity attacks against you are made with disadvantage.
  • Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.
  • Steel Will. You have advantage on saving throws against being frightened.

Multiattack

At 11th level, you gain one of the following features of your choice: Volley or Whirlwind Attack.

  • Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
  • Whirlwind Attack. You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Superior Hunter's Defense

At 15th level, you gain one of the following features of your choice: Evasion, Stand Against the Tide, or Uncanny Dodge.

  • Evasion. When you are subjected to an effect, such as a red dragon's fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail
  • Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.
  • Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Improved Hunter's Prey

At 20th level, you gain one of the following features dependent on what you took at level 3 for your Hunter's Prey.

  • Colossus Slayer. You have mastered your previous style of fighting. When you hit a creature with a weapon attack, the creature takes an extra 1d8 if the creature is below it's hit point maximum. This damage is not limited pre turn in any way, and stacks with the original colossus slayer damage.
  • Giant Killer. You have mastered your previous style of fighting. When you use your reaction after a large or larger creature attacks to attack them, you instead make your entire attack action as apposed to a single attack, as if it was your turn.
  • Horde Breaker. You have mastered your previous style of fighting. When you use Horde Breaker to attack a second target, you may make three attacks instead of one. These three attacks must all target creatures that you have not targeted with attacks yet this turn, and, each creature that is targeted with attacks in this way must be within 5 feet of the last creature you attacked that turn.

Gloom Stalker

Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such huntsmen are often found in the Underdark, but they will go any place where evil lurks in the shadows.

Dread Ambusher

At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

Umbral Sight

At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

You are also adept at evading creatures that rely on darkvision. While in darkness, you are considered invisible to any creature that relies on darkvision to see you in that darkness.

Iron Mind

By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Stalker's Flurry

At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action.

Shadowy Dodge

Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow around you. Whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it. You must use this feature before you know the outcome of the attack roll.

Stalker's Reflexes

When you reach 20th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised. You may use Dread Ambusher on each of these turns, as if each was your first turn in the combat.

Ranger

Ranger's are like Huntsman, but worse. They instead of learning how to hunt well, and fight better, waste their time learning magic. This subclass is for people who really want to use the mechanics of the old ranger, but don't want the class itself to cripple the playability of their character.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the druid spell list.

Spell Slots. The Ranger 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 druid spells of your choice, two of which you must choose from the conjuration and evocation spells on the druid spell list.


The Spells Known column of the Ranger Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be an conjuration or 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 druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be an conjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability. Wisdom is your spellcasting ability for your druid spells, since you learn your spells through your bond with nature. 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 a druid spell you cast 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

Ranger Spellcasting
Huntsman
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
















Hunter's Mark

When you take this archetype at 3rd level, you gain the ability to plant a magical mark on your enemies. Casting this mark takes a bonus action, and expends a 1st level spell slot. Target a creature within 90 feet of you, and until the effect ends, you deal an extra 1d6 damage to a creature you can see whenever you hit it with a weapon attack, and you have advantage on Perception and Survival checks to find it. If the target drops to 0 hit points before this effect ends, you can use a bonus action on a subsequent turn to mark a new creature. This ability lasts one hour, and you must concentrate on it like you would a spell.

You may use this ability using a spell slot higher than first. Doing so at 2nd or 3rd level, allows you to concentrate on the ability for up to 8 hours. If you use a slot of 4th level or higher, you can concentrate for up to 24 hours.

Primeval Awareness

Beginning at 7th level, you can use your action and expend a spell slot to focus your awareness on the region around you. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 1 mile of you (6 miles if you are within your favored terrain). This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.

If there are multiple groups of your favored enemies within range, you learn this information for each group.

Cordon of Arrows

Upon reaching 7th level, you have learned a special technique to allow you to protect the lands you claim. As an action you plant up to four pieces of nonmagical ammunition (arrows or crossbow bolts) in the ground within 5 feet of you and expend a 1st level spell slot and lay magic upon them to protect an area. For the next 8 hours, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw against your ranger spell save DC or take 1d6 piercing damage. The piece of ammunition is then destroyed. The effect ends when no ammunition remains.

When you use this ability, you can designate any creatures you choose, and this ability ignores them. You may use this ability using a spell slot higher than first. If you do the amount of ammunition that can be affected increases by four for each slot level above 1st.


















Conjure Barrage

Upon reaching level 11, Your magical combat skills have allowed you to weave together your ranged fighting, and your casting. As an action, you can expend a 2nd level or higher spell slot, and throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone starting from you must succeed on a Dexterity saving throw against your ranger spell save DC. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

Conjure Volley

Starting at 15th level, You have began to hone your magical manipulation of ammunition to an art. You may as an action expend a 3rd level or higher spell slot to fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within 150 feet of you. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw against your ranger spell save DC. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.

Swift Quiver

Upon reaching 20th level, you have learned an extremely powerful magical ability that allows you to enchant your quiver with incredible arcane properties. As a bonus action, you may expend a 4th level spell slot to transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.

On each of your turns until the effect ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends. This effect lasts for up to one minute, and you must concentrate on it like you would a spell.

PART 4

Archetypes

Druid Circle

At 2nd level, a druid gains the druid circle feature. The following option is available to a druid, in addition to those offered in the Player's Handbook.

Circle of Chaos

Those that fall into the Circle of Chaos often do not have the same attunement with the natural realm that other druids often do. They experiment with growth and with the magic of the land, and are known for shifting into monstrous creatures that would normal strike fear into the hearts of most men.

Chaotic Wild Shape

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action rather than an action.

Additionally while you are transformed by Wild Shape when you hit with an attack, you can expend a spell slot to deal an additional 2d6 damage plus an addition 1d6 per level of the spell slot expended above first. When you do this, roll on the chaotic damage table. Depending on the number rolled the damage type of the additional damage changes, shown on the chart below.

Chaotic Damage
1d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
1d8 Damage Type
5 Lightning
6 Necrotic
7 Poison
8 Thunder























Chaotic Forms

The often frowned upon techniques of your circle grant you the ability to transform into more terrifying animal like forms. Starting at 2nd level, you can use your Wild Shape to transform into monstrosities as well as beasts. When you use your Wild Shape to transform into a monstrosity you can transform into a creature with a CR as high as 1/2 (you may ignore the Max. CR column of the Beast Shapes table but follow any other limitations shown).

Starting at 5th level, you can tranform into a monstrosity with a challenge rating as high as your druid level divided by 5, rounded down.

Monstrous Strike

Starting at 6th level, your attacks in monstrosity form count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Instinctual Shifting

At 10th level, your body has become heavily accustom to your monstrous forms. When you are reduced to 0 hit points whilst in a Wild Shape form, you can use a reaction to immediately use Wild Shape again. Any excess damage carries over to your new form instead of carrying over into your normal form. You can use this ability once, regaining the ability to do so again upon completing a short or long rest.

Ravenous Transformation

Upon reaching 14th level, your body reacts aggressively to pain, and your inner monster is easily unleashed. when you would be about to take damage in your normal form, you may use reaction to Wild Shape, causing your new form to take the damage instead.

Martial Archetypes

At 3rd level, a fighter gains the martial archetype feature. The following options is available to a fighter, in addition to those offered in the Player's Handbook.

Augmented Inventor

Augmented bodies are that of an inventors dream, and very few have the bodies, minds, and souls strong enough to follow through with such drastic changes to their body. A select few often known as Augmented Inventors are that exception, and are wildly known as extraordinary. Known for their similarity to constructed creatures, but with the autonomy of a mortal, they are truly terrifying warriors.

Inventive Augmentation

Upon taking this archetype at 3rd level, you have finally accomplished a feat that few others do. You manage to hone your skill in construction enough that you can create technical marvels useful enough to be used on the battlefield.

Inventive Augmentations. You create and install into yourself two Inventive Augmentations, which are detailed under "Inventive Augmentations" below. You cannot take the same augmentation more than once, unless it says specifically that you are able to do so in the augmentation description.

You create and add one additional Inventive Augmentations at 7th, 10th, and 15th level.

Saving Throws. Some of your inventions require your target to make a saving throw to resist the inventions effects, The saving throw DC is calculated as follows:

Augmentation save DC = 8 + your proficinecy bonus +
your Intelligence modifier

Mechanical Mind

At 3rd level, you gain proficiency in Tinkerer's Tools, and can add double your proficiency bonus to checks made with them, and related to knowledge about the things they create.

Mechanical Body

Upon reaching 7th level, you have slowly been adjusting and adding to your physical augmentations, and their effects on your body have made you more machine than mortal. You are considered to be a construct rather than a humanoid.

Constructed Physicality

Once you have reached level 10 you have augmented your body so much, that weapons that strike you more often than not strike metal before flesh. You gain resistance to bludgeoning, piercing, and slashing from nonmagical weapons that are not adamantine.

Mechanical Soul

Upon reaching level 15, your body is so much more machine than mortal that your body really only needs maintenance to function. You cease to physically and visibly age.

Masterwork Augmentation

At 18th level you have completed an augmentation to put all others to shame. Choose one of the following masterwork augmentations and gains it's benefits and effects. This choice cannot be changed after it has been made.

Magitech Frame. Your body is magically infused and is thusly resistant to magic that attempts to effect or harm you. You gain advantage on saving throws against spells and magical effects.

Soul Furnace. Your chest burns with a furnace that fuels you. You no longer need to eat food to survive, you instead must consume an equal amount of flammable objects to fuel your fire each day or suffer the effects of starvation. You are immune to fire damage. Whenever you would be dealt 10 or more fire damage at one time, you may expend a number hit dice as if you had short rested equal to the fire damage that you would have taken divided by 10.

Wings of Progress. Large leathery wings along metal frames protrude from your back, folding and unfolding at will as if a part of you. You gain a flying speed of 60 feet. Armor does not impede this flying so long as a person proficient in smith's or leatherworker's tools, whichever appropriate to the armor type, has spent a period of one hour making the proper modifications to the armor to accommodate for your wings.

Inventive Augmentations

The list of Inventive Augmentations are presented in alphabetical order, with all relevant details included.

Arm Shield. A shield is built into your arm, that springs forth on command. Choose one of your arm. That arm as a arm shield installed into it. As a bonus action you may activate your arm shield, causing it to slide out of your arm. To gain the benefits of having this shield equipped, you cannot be holding anything in the hand that the arm shield is on. An arm shield acts just like a normal shield in every way.

Back Glider. Within your back is a set of leathery fabric wings, which on command may spring forth to save you from a devastating descent. As a reaction to falling you may activate these wings. When you do this, you may reduce the rate of falling to a speed of 60 feet per round until the wings are retracted as a bonus action. As you descend this 60 feet you may choose to move any distance you'd like horizontally in any direction up to 60 feet.

Bodily Carapace. Above or below your skin is a series of layers of metal plate or hardened leather. Your unarmored armor class becomes and cannot be below 16, instead of the usual 10 + your Dexterity modifier.


Cogwork Heart. Your heart has been replaced or modified in a way that allows it to handle much more effort and stress than it would normally be able to. You may add your proficiency bonus an additional time when making saving throws against exhaustion.

Additionally, you may force your heart to enter a state of overclocking to push your body further than it normally could have. As a bonus action you may overclock your heart. This overclocking lasts an amount of rounds equal to your Constitution modifier, and grants the following benefits: Your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. After the minute has ended, you gain one level of exhaustion..

Dragon's Breath. You have an oil based mechanism in your throat that produces a stream of flame on command. You may load this device with up to five pints of oil at one time, loading one pint at a time as an action. You may use an action to consume one loaded pint of oil and let out a torrent of flame. The flame takes up a 15 foot cone, and all creatures in it must attempt a Dexterity saving throw, taking 2d6 fire damage on a failure, or half as much on a success. These flames also ignite all flammable objects in the area, and spread around corners.

The damage of this augmentation increases by 1d6 at 6th level (3d6), 11th level (4d6), and 16th level (5d6).

Enhanced Exoskeleton.* Your frame is physically enhanced by a network of metal supports and muscle enhancing mechanisms. Your lifting and carrying capacities are doubled, and you gain advantage on Strength checks.

Enhanced Frame. You have implemented a network of gears, tubes, metal, wire, or similar throughout your body to enhance a specific aspect of it. Choose Strength, Dexterity, or Constitution, and increase that stat by 2 to a maximum or 20. You may choose this augmentation more than once, but you may only take it once when choosing your initial two augmentations.

Hand Cannon. Your hand, simply put, has had a cannon installed into it. This cannot uses sling ammunition, and fires it at unreasonably fast speeds. Choose one of your arms. That arm has a hand cannon installed into it that you are proficient in, the details of which are shown below. You can take this augmentation as many times as you have arms. You are unable to attack with a hand cannon if the hand it is installed in is holding something.

Name Damage Properties
Hand Cannon 1d6 bludgeoning Ammunition (range 80/320), light, reload (6 shots)

Mechanical Eyes. Your eyes, or portions of them, have been replaced with more effective mechanical counterparts. If you do not have darkvision, you gain a darkvision that reaches up to 60 feet. If you already had a darkvision, increase that darkvisions reach by 30 feet.

Iron Gut. Your stomach has been physically enhanced in a way so that it can better filter toxins and harmful ingested substances. You gain advantage on Constitution saving throws against ingested poisons or diseased food.

Piston Propulsion. Your legs have been enhanced with movement enhancing pistons which propel you forward as you run. Your walking speed is increased by 10 feet.

Rocket Jump. You have explosive based boosters in your feet or on your legs, and because of this your jump height and distance is doubled.

Additionally, you no longer need to get a running start to jump to your fullest potential distance.

Shocking Touch. Portions of your exterior have been enhanced with electrical systems that shock to the touch. When you hit a creature with an unarmed strike, you can choose to deal 1d4 + your Strength or Intelligence modifier (your choice) in lightning damage instead of your normal unarmed strike damage.

The damage of this augmentation increases by an additional 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Martial Mage

The archetypal Martial Mage combines the martial mastery common to all fighters with a careful study of magic. Martial Mage's use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic—abjuration and evocation.

Abjuration spells grant an Martial Mage additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.

Spell Slots. The Martial Mage 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 conjuration and evocation spells on the wizard spell list. The Spells Known column of the Martial Mage Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or 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 or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through 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

Martial Mage 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

Weapon Bond

At 3rd level over the course of 1 hour short rest, you can bond a weapon to you. This weapon gains the following properties:

  • If the weapon is on the same plane of existence, you can summon it to your hand as a bonus action.
  • You cannot be disarmed of weapons bonded to you in this way unless you are incapacitated.
  • Weapons bonded to you in this way can be used as an arcane focus for your Martial Mage spells.

You can have a number of weapons bonded to you in this way equal to half of your proficiency bonus rounded up.

War Magic

At level 3, you can use your action to cast a cantrip and make one weapon attack as a bonus action. If you already made a attack as part of the cantrip, you make the bonus action attack at disadvantage.

Combative Scholar

At 7th level, when you see a spell cast, you can use your reaction to identify which spell is being cast and at what level. When you do this you also learn which kind of casting the creature is using, whether it be regular spellcasting, innate magic, pact magic, etc. You can use this feature three times, regaining the ability to do this again upon completing a short or long rest.

Weapon Growth

At level 10, your bonded weapons begin to grow alongside you as you develop your arcane talents. Whenever you bond to a weapon with your Weapon Bond feature, choose one of the enchantments detailed below to apply to the weapon being bonded to. As a bonus action you can activate your weapons enchantment, which lasts for 1 minute. You cannot activate an enchantment on that weapon again until the next dawn.

Bonded Weapon Enchantments:

Antimagic Aura. Your weapon now cuts the ties that casters have to the weave as your cut through their skin in tandem. Your weapon now detects as abjuration magic. When you hit a creature with this weapon that is able to cast spells, they must make a saving throw with their spellcasting ability against your Martial Mage spell save DC. On a failed save, they are unable to cast spells until the beginning of your next turn.

Enhancement. Your weapon has improved in quality thanks to this magical enchantment. Your weapon now detects as transmutation magic. Your bonded weapon grants you an additional +1 to attack and damage rolls made with the weapon.

Dancing. Your weapon now obeys your commands, dances to your song, and strikes with your passion. Your weapon now detects as transmutation magic. You can use a bonus action to toss your weapon into the air. When you do so, the weapon flies up to 30 feet and begins to hover.

While the weapon hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the weapon to make a weapon attack as if you were wielding the weapon against a creature within range of the weapon. Instead of making this one attack, you can use your action to instead allow it to make as many attacks as you could with the attack action, as if you were wielding the weapon.

Your dancing weapon continues to hover for an amount of rounds equal to your proficiency bonus. At the end of your turn on it's final round, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it, make an attack roll with another weapon, or move more than 30 feet away from it.

Elemental Attunement. Your weapon pulses with elemental energy, that activates and scorches during the weapons use. Your weapon now detects as Evocation magic. Upon choosing this enchantment for your weapon, choose one of the following damage types: Acid, Cold, Fire, Lightning, or Thunder. Damage rolls with your bonded weapon deal an additional 1d6 of the chosen damage type. This choice cannot be changed until the weapon is re-bonded with.

Life Stealer. The pain that your weapon puts out is absorbed by it's necromantic essence and returned to you as energy. Your weapon now detects as necomancy magic. Whenever you roll maximum on a damage dice with this weapon, you heal an amount equal to half the number shown on the dice. Ex. If you roll an 8 on 1d8, you heal 4 hit points, or if you roll a 4 on 1d4, you heal 2 hit points.

Improved War Magic

At level 10, you can make one weapon attack as a bonus action whenever you use your action to cast a spell. You no longer have disadvantage on this bonus action attack if the first attack required an attack roll.

Arcane Recharge

At level 15, you gain the ability to recharge your bonded weapons enchantments with a small ritual. This ritual takes 10 minutes, and once done allows it to be activated again as if a dawn had passed, and cannot be done again until you have completed a short or long rest.

Improved Weapon Growth

Upon reaching level 18, your weapon enchantments begin to peak, as is your magical training. Each weapon enchantment now brings with it a little bit more potency, detailed below.

Antimagic Aura. Attacks made against spellcasters with this weapon now have advantage.

Enhancement. This weapon now grants a +2 bonus instead of a +1 to attack and damage rolls made with it.

Dancing. Your dancing weapon can now move 60 feet when you command it to, and no longer has a limit to the number of attacks it can make before needing to be returned to you.

Elemental Attunement. Your weapon now deals an additional 2d6 of its elemental damage instead of the 1d6 damage of its elemental type it did before.

Life Stealer. Your weapon now always steals the life of your victoms, functioning the same way. When you deal damage with this weapon, you heal an amount equal to half of what was rolled on the weapons base damage die.

Pact Knight

The patrons of the multiverse often make pacts with mortal beings in exchange for their will being enacted on the planes. They grant power, magic, and knowledge to those that they make pacts with. The beings these patrons make deals with are known as warlocks. Sometimes, however, the less magically inclined will find themselves at a table, with a contract in front of them, and sign anyway, regardless of their lack of arcane ability. These pact empowered brutes are known as Pact Knights. Pact knights use their patron's magic on the front lines of battle, fighting as a martial champion of their patron, and as a force of strength amongst their servants that dwell among the material.

Otherwordly Monogamy

You are unable to choose this subclass if you are already a warlock of any kind. Likewise, you are unable to multiclass into warlock if you have chosen this as your fighter subclass.

Pact Magic

When you reach 3rd level, you forge a pact with a powerful being, and are granted the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.

Cantrips. You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.

Spell Slots. The Pact Knight Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Pact Knight spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

Spells Known of 1st-Level and Higher. You know three 1st-level warlock spells of your choice. The Spells Known column of the Pact Knight Spellcasting table shows when you learn more warlock spells of 1st level or higher. Whenever you gain a level in this class, you can replace one of the warlock spells you know with another spell of your choice from the warlock spell list. A spell you choose must be of a level no higher than what’s shown in the table's Slot Level column for your level.

Spellcasting Ability. Charisma is your spellcasting ability for your Pact Knight spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Pact Knight spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Champions Patron

When you choose this archetype at 3rd level, choose a Warlock patron. You gain that patrons 1st level otherworldly patron feature, and said patron is now your chosen patron for the purposes of your Pact Knight features. Additionally, you get access to that patrons expanded spell list when choosing your Pact Knight known spells.

Pact Knight Spellcasting
Fighter
Level
Cantrips
Known
Spells
Known
Spell
Slots
Spell
Level
3rd 2 3 1 1
4th 2 4 1 1
5th 2 4 1 1
6th 2 4 1 1
7th 2 5 1 2
8th 2 6 1 2
9th 2 6 2 2
10th 3 7 2 2
11th 3 8 2 2
12th 3 8 2 2
13th 3 9 2 3
14th 3 10 2 3
15th 3 10 2 3
16th 3 11 2 3
17th 3 11 3 3
18th 3 11 3 3
19th 3 12 3 4
20th 3 13 3 4

War Magic

At level 3, you can use your action to cast a cantrip and make one weapon attack as a bonus action. If you already made a attack as part of the cantrip, you make the bonus action attack at disadvantage.

Patron's Boon

At level 7, your bond with your patron grows stronger, and you gain access to that patrons 6th level otherworldly patron feature. This growth continues as you level. Upon reaching 14th level you gain access to that patrons 10th level feature, and at 18th you gain access to it's 14th level feature.

Improved War Magic

At level 10, you can make one weapon attack as a bonus action whenever you use your action to cast a spell. You no longer have disadvantage on this bonus action attack if the first attack required an attack roll.

Roguish Archetypes

At 3rd level, a rogue gains the roguish archetype feature. The following options is available to a rogue, in addition to those offered in the Player's Handbook.

Delinquent

Delinquents are the kind of people you don't make eye contact with when you walk down the street. The kids who when you see bunched up in an alley, or crowded around a clerk in a store, you know to just keep on walking. Rogues who travel down this path of expertise are masters in the art of really making their neighborhoods their bitch, and showing those who pushed them down what's what.

Window Shopping

Upon reaching 3rd level, you've begun to master the streets like very few others can, and in doing so, have learned a number of techniques to match. You gain the ability to over the course of a short rest, scan a square mile of town or city for the shops and establishments that would hold the most valuables. This activity is considered light activity for the purposes of completing your short rest. Upon completing this short rest, you are aware of any businesses or establishments that have high gold value in goods on display, and if so, you learn what those items are and their individual values.

Breaking and Entering

Additionally at 3rd level, you gain proficiency in improvised weapons. When you hit a creature with a melee attack using a improvised weapon, simple weapon or unarmed strike, you can apply your sneak attack dice to the damage roll if the creature is surprised or you are in a grapple with the creature, and you do not have disadvantage on the attack. You may now also use all previously available ways to deal sneak attack damage with your unarmed strikes as well as improvised weapons. Additionally, When dealing damage to objects, you always apply your sneak attack damage to the damage rolls. This rolled sneak attack damage does not count against the one iteration of sneak attack you are normally allowed to apply to attacks per turn.

Sucker Punch

Upon reaching 9th level, you have began to really get the hang of catching people off guard. You know how to take opportunities and strike when it's least expected to get a one up on your opponent. When initiative is rolled, you may roll a Charisma (Deception) check as well, against the initiative rolls of all other creatures within the combat. Any creature thats initiative is less than your Deception roll is considered to have been surprised by this engagement.

Break Off

Once you've reached 13th level, when you hit a creature with an improvised weapon that is the same size category as them or smaller, you can choose to attempt to break the weapon off on them. If the damage you deal would also break the item, the items is destroyed, and the attack deals additional damage equal to the hit points the item had before the attack was made.

Full Fledged Brawler

At 17th level, your ability to hold your own in a fist fight is unmatched. You can now apply your sneak attack damage to any unarmed strike or improvised weapon attack that you make. When you hit a creature with an unarmed striked or improvised weapon that is surprised, or grappled, the attack is considered a critical hit.

Sorcerous Origins

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

Mirrored Body

Changelings are a race of creatures that can innately take any physical form they desire as long as they are familiar with the form. Some changelings take this innate ability to shift even further. In some changelings, a well of magic known to very few can be awakened, allowing them the ability not only to tap into innate magic, but to use that magic with the same uncanny physical flexibility that the changelings incredible physical form has.

Restriction: Changelings Only

Only changelings can choose the mirrored body sorcerous origin. This magical lineage only develops within those that already have a physical aptitude to shapechanging.

Origin Spells

When you choose this sorcerous origin, you gain access to the following spells which do not count against your spells known and are considered sorcerer spells for you. You only gain access to them once you have reached the required level.

Mirrored Body Origin Spells
Sorcerer Level Spell
1st Disguise Self
3rd Alter Self
5th Hypnotic Pattern
7th Compulsion
9th Skill Empowerment
11th Tenser's Transformation

Spellshift

Starting at 1st level, your innate magic allows you to alter your magical form as you would your physical. When you see a spell that is of a level you can cast successfully casted by a creature that you can see, you may use your reaction to replace any of your known leveled spells with that spell. This change lasts for 1 hour, after which your old spell is returned to your known list and the gained spell is lost. You may use this feature an amount of times equal to your Charisma modifier, regaining the ability to do so again upon completing a long rest.

Sourceshift

Beginning once you've reached 6th level, you gain the ability to alter your magical essence and allow different magics to flow through you, just as you would change your appearance. As an action you may replace your known origin spell list with any other origin spell list provided your character has seen at least one of the spells on that spell list cast before. This change lasts for 1 hour, before your spell list returns to normal. You may use this ability once, regaining the ability to do so again upon completing a long rest.

Soulshift

Upon reaching 14th level, you gain the ability to embrace the physical embodiment of a creature you've seen before and adapt your own body to match. As an action you may replace all of your racial features and characteristics with the exception of ability score improvements and abilities that would grant proficiency in a skill or knowledge of a language with that of another race. Your body changes to match, looking and feeling like the real thing. This change can be undone as a bonus action. Once you have used this ability you cannot do so until you complete a long rest.

Malleable Form

Once you have reached 18th level, your ability to shift into other forms has become unmatched. You can now use your Spellshift and Sourceshift abilities at will without needing to complete a rest to do so again.

Fields of Study

At 3rd level, a tinkerer gains the field of study feature. The following options is available to a tinkerer, in addition to those offered in the tinkerer document.

Magitop Technician

Out there in the multiverse, there is an organizationg of people who have dedicated their lives to the study, and perfection of magical trinkets called Magitops.

Genius Sparks
Tinkerer Level Spells
3rd Zephyr Strike
5th Find Constructed Familiar
9th Tiny Servant
13th Hallucinatory Terrain
17th Steel Wind Strike

Bonus Proficiencies

When you choose this field of study at 3rd level, you gain proficiency with the heavy armor and shields.

Magitop Construction

Upon reaching 3rd level, you have mastered the art of constructing a type of magical battle construct known as a Magitop. Magitops are small 5 or so inch wide spinning tops imbued with various kinda of magic to produce different effects on the battle field. You gain the ability to construct a Magitop as an action. Do to so, you must have a Magitop core, shell, and frame, as well as a set of tinkerer's tools to put them together with, and an affect engine to power it with. Similarly, you can spend one minute dismantling a Magitop, separating it into it's seperate parts. Different effect engines effect your Magitops performance in different ways, displayed in a chart below. Magitops have a base stat black included in this document, that is altered by the parts used to construct it. You also gain the ability to construct Magitop parts. Doing so requires different gold amounts per part based on the following charts, and are constructed like any other item, using tinkerer's tools.

Context: This subclass is designed for the Tinkerer class that I am quite a big fan of, linked here.

Core

Magitop cores are small cork sized rotors. When building a rotor the technician need to balance how long they want it to last, and how quick they want it to move. It's a game of balancing weight, whilst keeping a good battery capacity.

Type Value Magitop Hit Dice Speed
Light 50gp 1d6 60ft
Medium 50gp 1d8 40ft
Heavy 50gp 1d10 20ft
Shell

Magitop shells are the outer ring of the Magitop. Often named after swords, the Magitiop shell's quality determines the damage that a Magitop can deal.

Type Value Magitop Damage Dice
'Dagger' 25gp 1d4
'Short Sword' 100gp 1d6
'Long Sword' 250gp 1d8
'Great Sword' 1000gp 2d6
Frame

Magitop frames, though often unseen, are one of the most important parts of a Magitops combative ability. Similarly named after Shields, they determine how resilient a Magitop can be, and how protected the core inside is.

Type Value Magitop Base Armor Class
'Buckler' 25gp 11
'Targe Shield' 100gp 12
'Kite Shield' 250gp 14
'Tower Shield' 1000gp 16
Engine Used
Type Effect
Flame Engine The Magitop deals an additional 1d6 fire damage on it's melee weapon attacks.
Lightning Engine The Magitop deals an additional 1d4 lightning damage on it's melee weapon attacks. This damage increases by 1d4 for every iteration of 20ft it moves in a straight line this turn.
Cold Engine The Magitop deals an additional 1d4 cold damage on it's melee weapon attacks. Additionally, as the Magitop moves it leaves behind a trail of icey difficult terrain in any area it moves through that lasts until the beginning of it's next turn.

Magitop

Tiny Construct, Unaligned


  • Armor Class Frame AC + Dexterity
  • Hit Points Dependant on Magitop Launch Roll
  • Speed Dependant on Core Speed

STR DEX CON INT WIS CHA
4 (-3) X (+X) 10 (+0) 1 (-5) 1 (-5) 1 (-5)

  • Saving Throws Dexterity
  • Skills Acrobatics
  • Damage Immunities Poison, Psychic
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Actions

Strike. Melee Weapon Attack: Dexterity + Proficiency to hit, reach 5 ft., one target. Hit: Shell Damage Dice + Dexterity

Magitop Activation

At 3rd level, you learn to use and control Magitops. You can teach others how to use Magitops as well, as if it was a weapon proficiency. A creature who knows how to use Magitops can activate one as their action. When they do this, the Magitops stats are altered slightly based on the user. The user's Dexterity becomes the Magitops Dexterity, and the Magitops health is rolled. To roll the Magitops health, roll an amount of the Magitops hit dice (which are determined by the Magitops core at construction) equal to the creator of the Magitops Tinkerer level, and use what you rolled as the Magitops new hit point maximum. At the end of each of your turns, your Magitop loses 2 hit points as it's spin begins to slow. If your Magitops movement speed is ever reduced to 0, it immediately drops to 0 hit points.

Once you've activated a Magitop, you enter a trance none as the 'Bladers Stance'. During your Bladers Stance, at the beginning of your turn you can use your action to immediately allow your Magitop to take their turn, doing so in the middle of your turn. You control all of the actions it does. If you do not use your action to control your Magitop, it does nothing during that round, staying in place. During your Bladers Stance, your movement speed is halved on turns you use your action to control your Magitop as you concentrate on controlling your Magitop. Your Bladers Stance ends when you choose to end it as a bonus action. Using your bonus action to do this, returns your Magitop to your hand as long as it could feasibly make it's way back to you with it's movement speed. If not, it just stops spinning.

Your Bladers Stance can also be ended by you losing your focus. Whenever you take damage you must make a constitution saving throw, with a DC of 10 or half of the damage taken, whichever is higher. If you fail this saving throw, your Bladers Stance ends, and your Magitop immediately stops spinning and is reduced to 0 hit points.

Fast Attack

Upon reaching 7th level, When your Magitop uses it's Attack action, it can make a second Strike attack as part of the same action. Upon reaching 15th level, your Magitop can make three attacks with it's attack action rather than two.

Magitop Imbuement

Also upon reaching 7th level, You may as a bonus action, imbue your Magitop with a spell. Choose a spell with a casting time of one action or bonus action. At some point before the end of your turn, your Magitop can cast the spell as normal, but using your Tinkerer spellcasting DC, and attack bonus instead of what would be its own. Additionally, you may use your Affect Discharge feature when your Magitop hits with an attack as if it was a weapon.

Magitop Spirit

Upon reaching 15th level, your Magitops can be built to house ancient spirits known as spirit dragons. A Magitop gains all of the features of it's spirit dragon whilst the creator of the Magitop controls it.

Flame Engine Dragon

When you create a Magitop and imbue it with this draconic spirit, it gains resistance to fire damage. Additionally, once per dawn, the Magitop can produce a cone of fiery dragons breath. As an action, your Magitop may breath its dragon breath. This breath weapon's range is a 50ft cone. All creatures caught in this cone must succeed a dexterity saving throw or take 6d6 fire damage, taking half as much on a successful save. The DC for this ability is equal to 8 + your proficiency + the creater of the Magitops intelligence modifier. When you reach level 20, the damage for this ability becomes 12d6, and it's resistance to fire becomes an immunity.

Lightning Engine Dragon

When you create a Magitop and imbue it with this draconic spirit, it gains resistance to lightning damage. Additionally, once per dawn, the Magitop can produce a cone of electric dragons breath. As an action, your Magitop may breath its dragon breath. This breath weapon's range is 50ft in a cone. All creatures caught in this cone must succeed a dexterity saving throw or take 6d6 lightning damage, taking half as much on a successful save. The DC for this ability is equal to 8 + your proficiency + the creater of the Magitops intelligence modifier. When you reach level 20, the damage for this ability becomes 12d6, and it's resistance to lightning becomes an immunity.

Cold Engine Dragon

When you create a Magitop and imbue it with this draconic spirit, it gains resistance to cold damage. Additionally, once per dawn, the Magitop can produce a cone of icey dragons breath. As an action, your Magitop may breath its dragon breath. This breath weapon's range is 50ft in a cone. All creatures caught in this cone must succeed a dexterity saving throw or take 6d6 cold damage, taking half as much on a successful save. The DC for this ability is equal to 8 + your proficiency + the creater of the Magitops intelligence modifier. When you reach level 20, the damage for this ability becomes 12d6, and it's resistance to cold becomes an immunity.

Otherworldly Patron

At 1st level, a warlock gains the otherworldy patron feature. The following option is available to a warlock, in addition to those offered in the Player's Handbook.

The Arcane Hive

Your patron is not a single being, but instead a mass of many unified entities that think and exist as one. At some point in your adventures, you have allowed a being like this into you, or had one enter against your will, and are now a part of their magical web of servants. These creatures are motivated by hunger, and consume the magical energy of those they live in.

Expanded Spell List

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

Spell Level Spells
1st Bane, Ray of Sickness
2nd Animal Messenger, Web
3rd Clairvoyance, Haste
4th Giant Insect, Locate Creature
5th Awaken, Insect Plague

Interwoven Swarm

Starting at 1st level, your patron which dwells within you begins to actively consume your magic, and responds to you releasing it. When you cast a spell using a warlock spell slot, you may choose to allow some of the swarm within you to release for a short time. If you choose to do this, no action required, choose a location within 5 feet of you for the swarm to go as it leaves your body. If there is no open spaces within 5 feet of you, then the swarm is unable to release, and nothing happens.

The swarm has the statistics of a Swarm of Insects, with the following changes: It's hit points are instead equal to four times the level of the spell cast to release it, it gains a bonus to hit with attacks and to it's AC equal to the spell slot level used to release it, it gains the ability to speak telepathically with you regardless of what languages you know, and the damage it deals is considered magical for the purposes of overcoming resistances and immunities.

The swarm is simply that of minor drones, as the queen would never risk its safety by leaving your body. The swarms act on your initiative, but does not take it's turn unless you command it to. You may command all of your released swarms at once with a bonus action. Swarms stay released for one minute, or until they are reduced to 0 hit points.

Hive Casting

Upon reaching your 6th level you gain the ability to channel your magic through your swarms as you grow more magically in tune with the hive that dwells within you. When you cast a spell with a range of self, all of your swarms are also considered to be under the effects that spell. Additionally, when you cast a spell with a range of touch, you may deliver it through a swarm as though it cast it.

Unified Protection

Once you have reached 10th level, your swarms gain the ability to intervene with effects that would harm you when they are nearby. When you would be hit by an attack and have one of your swarms within 5 feet of you, you may choose to use your reaction to have the swarm become the target of the attack instead of you.

Magic Eater

Upon reaching 14th level, you and your swarms become imbued with the ability to eat magic that the hive that lives within you uses to survive. When you or your swarm hit a creature with a weapon attack, if that creature has any spell slots, they must make a constitution saving throw against your spellcasting DC. If they fail, they lose their lowest level unexpended spell slot as if it had been expended.

In addition to this, if you have at least two swarms released, you may use your action to cast the spell dispel magic without expending a spell slot.






































Content Credit: Desmon#9507 on Discord or u/Mikazel on Reddit
Artistic Credit: Crunchy Breakfast by https://www.artstation.com/lenarichards

The Goth Girlfriend

Your patron is what is known to those with culture as a goth girlfriend. These powerful and sought after beings are few and far between, and with that sort of rarity comes an otherworldly power that few understand. You are one of the lucky few, that has encountered and tamed one of these powerful beings. Even though she exists on a higher plane of existence than you, the two of you are still partners, and she is your personal goth girlfriend.

Expanded Spell List

The goth girlfriend lets you choose from an extended list of spells when you learn a warlock spell. The following spells are added to the Warlock list for you.

Spell Level Spells
1st Command, Diguise Self
2nd Alter Self, Darkvision
3rd Bestow Curse, Catnap
4th Divination, Private Sanctum
5th Dominate Person, Seeming

My Girl's Done Worse to Me

Your goth girlfriend has shown you plenty, from her terrifying hobbies to her absolutely enthralling self. At 1st level, when you fail a saving throw that would cause you to become charmed or frightened you can choose to instead succeed the saving throw. You can do this once, regaining expended uses upon completing a short or long rest.

Goth Makeover

Additionally at 1st level, your girlfriend has shown her excessive habit of wanting to do your makeup, and dress you up in all black, just like her. You have learned from this, and are able to give yourself a supernatural makeover infused with her occult techniques. As long as you are wearing black clothes, and have spent at least ten minutes after your last long rest with a disguise kit doing your makeup, your AC equals 13 + your Dexterity modifier.

Spirit Crystals

Upon reaching 6th level, your goth girlfriend grants you the ability to conjure crystals from her realm that carry with them magical qualities that alter and effect your life. Upon completing a short rest, choose one of the following stones to create.

Stone Type Properties
Adventurine When the creature who is holding this rolls a 1 on an attack roll or saving throw, they may reroll the dice. They must keep the new roll.
Amethyst The creature holding this stone can see
into the ethereal plane.
Fluorite The creature holding this stone has
resistance to necrotic damage as long as
the stone is being clutched in a hand
that is holding nothing else.
Stone Type Properties
Jade The creature holding this stone is resistant
to all damage as long as they are
unconscious.
Lapis Lazuli The creature holding this stone has
advantage on Wisdom (Insight) checks.
Moonstone The creature who is holding this stone, has advantage on saving throws against poison and disease.
Turquoise The creature holding this stone has
advantage on Charisma (Persuasion)
checks.

You can only have one of these stones created at a time, and when you create a second one the first is destroyed.

Expanded Collection

Upon reaching 10th level, your girlfriend has opened up her large collection of arcane crystals to you, and you gain the ability to have up to two crystals active at a time. When you would create a third, you can choose which of the other two to destroy.

Public Display of Affection

At 14th level, you have become close enough to your girlfriend that she is willing to support you in public. As a reaction to either falling prone, or being about to take falling damage, you can open an ethereal gate and summon your girlfriend to catch you in her bosom before vanishing. When you do this, you do not fall prone, and you do not take any damage from the fall as she cushions your landing with her loving embrace.

The Raven Prince

You wake up in a cold sweat, and your body aches. You slowly open your eyes. "It's been so long..." you think. Everything aches. It feels as though you haven't moved in years, everything is tense, but the tension only lasts a few moments before a warm breath is felt down your neck. "Welcome home, my child. You belong to me now." You turn your head to the voice but all your eyes find is a drifting cloud of black feathers slowly drifting to the ground, and that was when you felt it. The soft, slow compulsion to belong to someone. Every memory is replaced with one of ownership, and every loved one you once had was now him. A figure, dressed in blacks, adorned with silver. Large raven wings protruded from his back, and his eyes were a sharp silver. "How does it feel, to be one of my ravens?" He asked, and "Wonderful." was your truthful reply.

Eris Ravenprince, once a servant of The Raven Queen, once a servent of Abraxas, and also, once a servant of Vecna. Though yet to surpass them, Eris has gained power to the point that the mere limits of mortal magic do not bind him. Entire covens of hags come to his beck and call, Nightmare beg to carry him to his destinations, and the spiritual all simply obey. At some point in your life you met this man, whether that was a mistake or not is up to you, but that does not matter now. You are his. Every fiber of your being is tied to one of his many puppet strings. Though some of his servants call him friends, they are false in believing so. Aside for a very select few of chosen, Those that Eris makes pacts with are often purely out of boredom, or some alterior motive.

Expanded Spell List

The Raven Prince lets you choose from an extended list of spells when you learn a warlock spell. The following spells are added to the Warlock list for you.

Spell Level Spells
1st Sleep, Ceremony
2nd Nystuls Magic Aura, Detect Thoughts
3rd Spirit Guardians, Blink
4th Death Ward, Otiluke's Resilient Sphere
5th Animate Objects, Modify Memory

Child of the Coven

Starting at 1st level, your connection to the Raven Prince has connected to you to the same well of magic that was once his. This allows those that are also of his flock to aid you magically as they would aid others of their craft. You are considered to be a member of the Witch coven of Spirit Binding Magic for the purposes of the Witch's Spellcraft ability.

Conjure Avatar of Ravens

Additionally, at 1st level you gain the ability to call upon the Raven Prince at a whim, summoning one of his many duplicates to fight by your side. As a bonus action, you may perform a short verbal rite to call upon his power. Ravens will cloud and forth he will come, or at least a copy of. You may conjure your replication of the Raven Prince at any unoccupied space within 30ft of you. The copy has an amount of hit points equal to twice your warlock level, an AC of 10, and resistance to all damage. This duplicate is not a creature for the purposes of spells and effects that specify creatures as the only eligible targets. The Raven Princes duplicate has an amount of charges per day equal to half of your warlock level rounded up, and can spend those charges on abilities. The duplicate requires concentration to keep manifested, and can exist for a number of minutes equal to your warlock level per day. If at any point you lose concentration on your replica, or it is reduced to 0 hit points you lose your connection to the raven prince temporarily and cannot use this ability for one minute after that. You regain all expended time and charges once you've completed a long rest.

If another creature uses this ability, and your Raven Prince replica is within 30ft of them, they may instead enhance your existing one. When this is done, the replica gains the enhancers warlock level in maximum hit points and heals that much, they gain as many charges as the the enhancers sees fit, losing one of their own replicas charges per charge granted this way, and their AC increases by 2.

The Raven Prince Replica functions right before your turn in initiative, and has a turn as per normal, with an action, a bonus action, and a reaction. They have a walking speed, a fly speed of 30ft, and the following array of stats: Strength 8, Dexterity 16, and a Constitution of 14. Though enhancers affect the creatures stats and abilities, the replica is always controlled by the initial creator. The replica can take any of the following actions, or any normal combat action.

Raven Prince Replica Actions:

Jian Attack, Action, Zero Charges
The Raven Prince makes a melee weapon attack at a creature within 5ft of him. This attack has a bonus to hit equal to the creators or one of the enhancers spellcasting ability, whichever is higher. The attack deals 1d8 + 3 slashing.

Spellcraft, Reaction, One Charge
When a creature that is a member of the Witch Coven of Spirit Binding Magic casts a spell, The Raven Prince may use it's reaction to increase the spells casted level by 1d4 to a maximum of level 9.


Vampiric Bite, Action, One Charges
The Raven Prince makes a melee weapon bite attack at a creature within 5ft of him. This attack has a bonus to hit equal to the creators or one of the enhancers spellcasting ability, whichever is higher. The attack deals 1d10 + 5 necrotic damage that cannot be healed by magic.

Disintegration Beam, Action, Three Charges
The Raven Prince raises his staff and launches a void like beam of energy at a creature, That creature must make a dexterity saving throw, with the spell save DC for this spell is equal to the creators, or one of the enhancers warlock spell save DC, whichever his higher On a failed save, the creature takes 4d6+16 Force Damage. When you use this ability, you may increase the amount of damage dealt by 2d6+8 force by expending an additional charge upon using the ability. If this damage reduces the target to 0 hit points, it is disintegrated as per the disintegrate spell. It is also considered to be the same effect for the purpose of destroying magical force.

Cast a Spell, Spells Casting Time, Four Charges
The Raven Prince can cast any spell from the Raven Prince expanded spell list, or the creators known spell list, as long as they are lower than the creators, or an enhancing warlock's warlock spell slot level. This spell is cast at the base level of the spell.

Unsolicited Sequester, Action, Ten Charges
Ravens cloud the target as the Raven Prince waves a hand at them, casting the spell Sequester at it's base level, with the exception of that it can be cast on an unwilling target. That target makes a charisma saving throw against this spells spell save DC or be effected by the spell. The spell save DC for this spell is equal to the creators, or one of the enhancers warlock spell save DC, whichever his higher. If a creature is immune to being charmed it is immune to this effect.

Always Watching

The Raven Prince is always watching, and he constantly keeps an eye on his ravens. At 6th level, you can cast the spell clarivoyance without expending a spell slot or needing material components, as long as the location is a place that would be reachable by a raven leaving your location if they attempted to reach there. Walls of force, deadly traps, and other similar things would block this ability.

Servants Title

At this point, the Raven Prince has begun to grow rather fond of you, or at least your usefulness. At level 10 you become one of his personal flock. Choose a title of some kind that would imply ownership, and that is his title for you now.

Your Raven Prince Replica now gains the following action:

My "___", Action, Four Charges
The Raven Prince calls out to you, and enhances you with as much magic as he can bolster. For one minute, you gain a magical immunity to all spells cast at third level or lower you do not wish to be affected by, and are considered to be under the effects of the spell haste. This ability requires the Replicas concentration to persist.

Additionally, any creature that calls you by your chosen title that is not The Raven Prince or one of his replicas must make a wisdom saving throw with a DC equal to your warlock spell save DC or take 6d10 psychic damage, taking half on a successful save. Calling you by this title is consided a harmful action, even if a creature does not know so, and creatures feel reluctant to speak the title in your presense.

Keeping Promises

The Raven Prince keeps his promises, even
to those he plans to betray. He is willing to
do anything in his power to keep his word
to those that he deems strong or worth
even a moment of his time. At 14th
level your Raven Prince Replica no
longer has a time limit and can stay
as long as you can concentrate.

Your Raven Prince
now gains the following action:

Bend Reality, Action, Five Charges
The Raven Prince uses his ability to warp the
realms on a whim to aid you. The Raven Prince may replicate any spell of 5th level or lower as if casted by the wish spell.

Additonally, at this level, you can cast the spell divination at will. Tapping into your connection with The Raven Prince and being able to personally communicate with him. Similarly to the previous ability, The Raven Prince cannot answer questions they would not reasonably be able to know the answers to with scouting ravens. If a raven could not possibly be present to learn information required to answer a question, the Raven Prince cannot answer and the spell fails.

Optional Feature: Pact Thief

The Raven Prince has no special invocations of his own. To counteract that, you can tap into Eris' past patrons power and steal the residual energy they left with him. You are considered to be either a warlock of the Raven Queen, Archfey, Celestial, or Fiend for the purposes of invocation prerequisites, chosen at character creation. You may only choose one. Your active Pact Thief patron can be changed whenever you would change invocations.

Context: The ability Child of the Coven references a 'Witch' class. Said class can be found at the reddit link provided here.

Arcane Tradition

At 1st level, a wizard gains the arcane tradition feature. The following options is available to a wizard, in addition to those offered in the Player's Handbook.

Gun Weaver

Gun Weavers are wizards who have spent just as much time with their piece as they have with their spellbook. A wizard who's eye is as keen as their mind and who's shot is as sharp as their wit. They specialize in, and eventually perfect the art inscribing spells into their firearms, and casting those spells with the incredible precision.

Slinger's Training

When you choose this tradition at 2nd level, you gain proficiency with light armor and one sidearm of your choice. You also gain proficiency in Tinker's Tools if you do not have it already.

Gun Inscription

Starting at 2nd level, you can inscribe your learned magic into guns. Guns you inscribe on are treated as a spellbook for the purposes of preparing your spells. Guns you work on can

have up to 3 spells inscribed at 2nd level, and can store an additional spell at 6th, another at 10th and a final one at 14th level. Inscribing a spell on to a gun requires 10 times the spell's level in gold worth of inks, but otherwise this process is identical to copying a spell into a spellbook. You can only inscribe spells into guns that have a casting time of 1 action or 1 bonus action. Spells inscribed on a weapon are always considered to be prepared for you while you are wielding the weapon, and do not count against the number of wizard spells you can prepare per day.

Spells that are inscribed on guns can be cast through them. When you do this, the guns act as your spellcasting focus and fulfill the somatic and material requirements for the inscribed spell, as long as the materials have no value (such as 500gp worth of diamonds). If you have inscribed a spell that has a range of self and casting time of 1 action, you can cast it through your firearm as a bonus action.

Arcane Shot

At 2nd level, you have learned how to cast spells that are inscribed on your firearms as though you were firing the gun itself. When you cast a spell through a firearm that would require one or more ranged attack rolls, you may replace the required spell attacks with a ranged weapon attack using the gun the spell is inscribed on. This attack is considered firing your gun for the purposes of misfire, and any other abilities or features, but does not require any ammunition.

Additionally, inscribed spells that are cast through your guns use your Dexterity for the purposes of calculating saving throw DC instead of Intelligence.

War Adept

At 6th level, your training for battle and war reaches new heights. Your quick wit in battle lets you add your Intelligence modifier as well as your Dexterity modifier to your initiative rolls, and also as long as you are wielding a gun with a spell inscribed that matches the spell you are concentrating on, you have advantage on concentration saving throws to concentrate on that spell.

Additionally upon reaching 6th level, you also gain proficiency in a new longarm or sidearm of your choice.

Arcane Sniper

When you reach 10th level, you have mastered the art of firing spells through your firearms, and know how to plant your magic into a person like you would plant a bullet in their skulls. When you would cast a spell through a firearm that targets only a single creature, and requires a saving throw, you may cast the spell through your gun. Make a ranged weapon attack against a creature within the spells range with the weapon. This attack is considered to be firing your gun for the purposes of misfire, and any other abilities or features, but does not require any ammunition. If the attack hits it deals no damage, and the creature is considered to have failed the saving throw. You can use this ability once, before needing to complete a long rest to use it again.

Combat Casting

Once you reach 14th level, you have mastered the art of gunslinging and magic, shooting and casting with equal efficiency. When you use your action to cast a spell, you can make one firearm attack roll as a bonus action.

The School of Familiarity

As a member of the School of Familiarity, you have devoted your magic to the summoning, cultivating, and augmenting of familiars and similar conjurations. Arcanists of many kinda practice the techniques of this school, from archliches to grand diviners. Many wizards say that the use of a powerful familiar has unparalleled utility in the grand scheme of the arcane.

Fires of the Chainmaster

Beginning when you select this school at 2nd level, you have gotten down some rather rare and complicated casting techniques that allow you to simply conjure the required magics you need to summon or augment your familiars, without the need for the more basic material components. You no longer need to provide the charcoal, incense, and herbs material components for spells that augment your or summon familiars.

Mirrored Presence

Upon reaching 2nd level, your familiars have begun to reflect your magic. When you cast a spell with a casting time of one action, and is of a 1st level or lower, you may choose a familiar of yours that you are able to communicate telepathically with. The chosen familiar, then casts the spell as well. You may use this feature

Context: This subclass will reference things called augmentations. All references to augmentations refer to the Familial Augmentation spells detailed in part 5 of this book.

an amount of times equal to your intelligence modifier, and regain all expended uses upon completing a long rest. The level of spell slot that can be used with this ability increases to 2nd level and below level at level 8, and 3rd level and below at level 16.

Twin's of the Weave

Starting at 6th level, you are able to have up to two familiars under your control at once. Your familiars are bonded to each other the same way you are bonded to them. Your familiars can use their actions to perceive through each others senses in the same way you can as per the Find Familiar spell, as well as all other benefits of this link.

Malleable Creations

Upon reaching 10th level, your familiars have gained the ability to maintain their own enhancements without requiring your constant magical support. Each of your familiars now has the ability to have one 2nd level or lower augmentation that does not cost you an attunement slot.

Familiar Mastery

Starting at 14th level, spells that would create familiars have half the casting time they would have had normally. As well as this, you may have up to three familiars at once, the third getting all the same benefits as the other two as per your Twin's of the Weave feature.

Witch Covens

Coven of Spirit Binding Magic

Spirit binding magic is the coven that focus' on trapping the spirits of the dead and manipulating them and using them for their own needs. Extorting the abilities that can be harnessed from the power of the emotions they felt at death, they manage to empower both themselves and their magic. Members of this coven often keep fallen friends and loved ones trapped within them in the hopes of one day being able to resurrect them.

You gain the following cantrip(s): Guidance, Mage Hand

Spirit Binding Magic Expanded Spell List
Spell Level Spells
1st Hex, Ceremony
2nd Nystuls Magic Aura, Prayer of Healing
3rd Spirit Guardians, Blink
4th Death Ward, Otiluke's Resilient Sphere
5th Awaken, Enervation
6th Soul Cage, Contingency
7th Divine Word
8th Holy Aura
9th True Resurrection

Binding Rites

At 1st level you can bind spirits to your service. Binding a spirit is much like casting a ritual spell and takes 10 minutes of uninterrupted focus to complete. To do the use this ability, the witch must have the corpse of a creature who has died in the past 7 days, and who had an intelligence score of 6 or higher; which they use as an anchor to track and trap the spirit that the witch is attempting to bind.

During the ritual, the witch speaks the invocations required to summon the spirit forth and enacts a rite of binding that would coax the spirit off it's path to peace. The witch must have a spirit in mind when performing this rite. An angry spirit may be tempted with a threat or insult, while a spirit of compassion may be tricked with a cry for help or plea. The type of spirit is decided based on the most powerful emotion the being was feeling during death. This allows for some spirits to have uncharacteristic emotions.

When you bind a spirit, you fill one of your available spell slots with the spirit. The spell slot used is no longer available for casting spells, and it remains unavailable for as long as the spirit filling it remains bound to you. The spirit is of a

Context: This archetype is made as an inspired adaptation of a rather theme specific Witch class that had cool ideas, and was wonderful overall, but wasn't available in the game I was playing. So I made it as a subclass for a more broad 'Witch' class that I happen to adore, and the DM would allow. Said class can be found here.

level equal to the spell slot filled to bind it. Thus, a Spirit of Passion occupying a 6th level spell slot is a level 6 spirit. You cannot have more than one spirit with the same name bound at one time.

Depending on the type of spirit, you gain certain benefits while the spirit remains bound and an additional effect when you release the spirit, as detailed in the Binding Rites section at the end of this document. Releasing a spirit is a bonus action, although some spirits allow release as a reaction. Once a spirit has been released, it no longer provides its passive effect and the spell slot it occupied is considered expended.

Additionally, while a spirit is bound, all timers for the bound spirit, for things like resurrection time limits and and similar effects are paused. If the creature who's spirit was taken is ever resurrected in some form, or raised as an undead, the bound spirits release effect happens as if you had used it, and the spirit is expended.

Personal Familiar

Beginning at 3rd level, you may put a bound spirit in to your familiar, allowing them to inhabit the new form. The familiar's mental stats are replaced with that of the creature who's spirit was bound. The familiar must obey your commands, but is still the person who they were before, with the added roleplay effect that they will always have a strong feeling of whichever emotion the kind of spirit they are possesses.

A spirit bound in this way does not take up a spell slot, and is considered to be of a level equal to the proficiency bonus you would have with this class alone.

Both the witch and the familiar gain the passive effects of the kind of spirit bound. Also, when the spirit is released, the source of that release can be either the witch or the familiar.

Sympathetic Magic

At 6th level, you gain the power to cast spells on targets over vast distances beyond what the spell may ordinarily allow. Provided you have an article (blood, hair, clothing) from the target, your spells of 5th level or lower which have a single target may affect the creature in question from up to one mile away per witch level. When you cast a spell that affects a creature this way, the article you have from the target is consumed.

Sanctum Ethereal

At 10th level, your sanctum artifact grows in power as your domain begins to merge with that of those you hunt. Within 1 mile of the artifact, the wild life and foliage seems to gray, and the color of all non sentient things seems to dull. Everything will seem more ghostly, and the occasional cry or moan is heard as if from nowhere.

Additionally, for mechanical purposes, all within the radius are considered to be both in and out of the ethereal plane at all times. All things are considered corporeal, and beings with resistances or immunities based on being incorporeal, like a banshees immunity to grappling or a ghosts resistance to most damage types, are removed.

Blood Binding

At 14th level, if a living creature dies within 60 feet of you, you may bind its soul as a reaction. The witch performs a quickened version of the binding rite ritual, which functions like a magical net for the spirit being targeted. You bind it's spirit to a spell slot of your choice, and the creature who provided the soul cannot be resurrected during the time that its spirit remains bound. You may use this ability an amount of times equal to half your spellcasting modifier rounded up per day, recharging on a long rest.

Sanctum Spirit-Prison

At 17th level your sanctum artifact has developed to insane levels of control over the souls of others. The border of your sanctums 1 mile effect radius becomes a spectral one way wall for the ghostly. Undead, ethereal, and incorporeal beings are unable to leave once they've entered. The walls function similar to the Wall of Force in the way that if a disintegrate spell is cast on the wall, a 5 foot radius breach will open, and it will slowly close over the course of 1 minute.

Also, all undead that are trapped in this way are considered charmed and friendly to you, even if they are immune to the charmed condition. This charm is broken for 12 hours if you take aggressive action towards them.

Ghostly Step

At 20th level you gain the ability to enter the spirit realm as a bonus action by projecting part of yourself beyond the material plane. You and your belongings become ethereal for up 10 minutes.

During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything m ore than 60 feet away.

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so.

You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.

If you end your turn in an object, you are dealt 1d10 force damage and shunted towards the closest free space. If their are more than one you decide.

You may rematerialize in your present location as a bonus action. If you choose to maintain this form until the duration expires a you stay in the ethereal plane and the effects of this ability end. You may use this ability once, after which you must complete a long rest to use it again.

Binding Rites

Following is a list of different spirits a Witch may bind with their binding rites ritual.

Agony

In the presence of a spirit of Agony, foes’ wounds continue to bleed and fires continue to burn. While Agony is bound, for every damage die you roll that shows a 1, you may treat the roll as the maximum possible number for that die for a number of dice up to the level of the spirit per damage roll.

Release. You may release Agony as part of any attack or spell which deals damage. In addition to the damage, you may roll an extra number of equivalent dice equal to the level of the spirit. If the attack or spell uses more than one type of die, choose the largest. This extra damage is psychic damage. Additionally, all 1s are treated as the maximum value for each die.

Desire

Spirits of Desire impress your will onto others and enhance existing desires. Friendly and charmed creatures within 30 feet of you have disadvantage on Wisdom saving throws against your spells. Once an affected creature succeeds on a Wisdom saving throw against one of your spells, that creature is immune to this spirit’s passive effect for 24 hours.

Release. When you release this spirit as a bonus action, a number of creatures within 30 feet up to the spirit level become charmed if they fail a Wisdom saving throw against your spell save DC. This effect lasts one minute. The effect ends prematurely if you or your allies damage the creature. The spirit's level also determines what kind of creatures can be charmed. At 3rd level and below, only humanoids and animals can be affected. At 4th level and above, all creatures can be affected.

Empathy

Spirits of Empathy force your enemies to share your pain. While Empathy is bound, whenever you are dealt damage from a creature, you may use your reaction to deal the creature psychic damage equal to two times the level of this spirit.

Release. You can release Empathy as a reaction when you or an ally within 30 feet takes damage from a creature. The creature is dealt psychic damage equal to half the damage taken plus three times the spirit’s level.

Envy

Spirits of Envy take from others what they covet for themselves – life. Whenever you deal damage with a spell or spirit effect to a hostile creature while Envy is bound, you regain the spirit’s level in hit points. You may only gain hit points this way once per turn.

Release. You may release Envy as a bonus action to grant yourself or an ally within 30 feet temporary hit points equal to 3 times the spirit level. As long as these temporary hit points remain, enemies within 30 feet of the ally have disadvantage on attack rolls against creatures other than the affected creature.


Fear

Spirits of Fear bring nightmares to life. While Fear is bound, you gain proficiency in Charisma (Intimidation) checks, or add twice your proficiency bonus if you already are proficient. In addition, attacks made against you are at disadvantage. Once a foe has rolled against you with disadvantage and hits, it can no longer be affective by this passive ability for 24 hours.

Release. When Fear is released from its bonds as a bonus action, a number of creatures equal to the spirit level within 30 feet make a Wisdom save or be frightened of you for 1 minute. An affected creature must make a Wisdom saving throw at the start of each of its turns. On a successful save, the fear effect ends.

Generosity

Spirits of Generosity are always willing to make sacrifices for those who bind them with good intentions. Your spells that heal restore an additional 1d4 hit points per level of the spirit. If the spell heals more than one creature each creature is instead healed an extra number of hit points equal to the spirit level.

Release. You may release Generosity as a bonus action and gift the spirit to an ally within 30 feet. The spirit protects the ally, granting them temporary hit points equal to 5 times the spirit level. These temporary hit points last 10 minutes.

Guilt

Spirits of Guilt cause your enemies hesitation in acts that would wrong you and your allies. While Guilt is bound, as a reaction when you or an ally within 30 feet are hit with an attack, you can raise the AC of the target creature by the level of the spirit. Hit or miss, the effect then ends.

Release. When you release Guilt from your power as a bonus action, a single target within 30 feet has disadvantage on attack rolls against you or an ally of your choice for a number of rounds equal to the level of the spirit released.

Hate

Spirits of Hate inspire a ferocity in you. When you are damaged by a creature, you gain advantage on attack rolls against that creature until the end of your next turn.

Release. When you are hit by an attack or spell, you can use your reaction to make an attack or cast a spell with a casting time of 1 action and an attack roll against the creature who struck you. The creature is dealt additional psychic damage equal to 1d6 per spirit level regardless of whether you hit.

Hunger

Spirits of Hunger both sustain their friends and deprive their enemies of energy. While Hunger is bound to you, you require no food or water to survive.

Release. You may release Hunger as a bonus action to impart one level of exhaustion on a number of creatures within 30 feet equal to the spirit’s level. The creature cannot be affected by a Spirit of Hunger again for 24 hours.

Passion

Spirits of Passion give those who bind them the power to push themselves and others further in order to accomplish a task. When this spirit is bound you gain a number of bonus dice equal to the spirit level. These dice are d6s. You may choose to roll one of these dice and add the result to any attack roll, ability check or saving throw you make, or to any such roll an ally within 30 feet of you makes. You lose all remaining dice when you release Passion.

Release. You may release Passion as part of an attack roll, ability check, or saving throw. You make this roll with advantage. In addition all allies within 30 feet of you gain a d6 which they can add once to any attack roll, ability check, or saving throw made. After a number of rounds equal to the spirit's level, this effect ends and unused dice are lost.

Serenity

Spirits of Serenity bring peace and clarity of thought to those who bind them. You require only half the time worth of sleep or rest as long as Serenity remains bound. You still require 8 hours to gain the full benefits of a long rest. Additionally, when you or an ally within 30 feet roll a Hit Die to regain hit points, you regain an additional amount equal to the spirit level.

Release. When you release Serenity from your power as a reaction when you would suffer from the following conditions, you may avoid being afflicted: Blinded, Deafened, Frightened, Paralyzed, Poisoned, and Stunned.

Sloth

Spirits of Sloth inspire sluggishness and laziness of thought and action around you. While Sloth is bound, spaces within 10 feet of you count as difficult terrain for enemies. Additionally, creatures provoke opportunity attacks from you even if they take the disengage action.

Release. When Sloth is released as a bonus action, foes within 30 feet lose their reaction for a number of rounds equal to the spirit level.

Sorrow

The failures of your enemies continue to haunt them in the presence of a spirit of Sorrow. While Sorrow is bound to you, enemies within 30 feet who fail a saving throw against a spell of 1st level or higher cast by you or an ally are dealt psychic damage equal to the spirit’s level.

Release. When Sorrow is released as a bonus action, choose a creature within 30 feet. That creature has disadvantage on its next saving throw, ability check, or attack roll. Should this roll fail, they are dealt 1d6 psychic damage and this spirit's release effect triggers again on the same creature. Once this damage has been dealt a number of times equal to the spirit level, it is no longer renewed.

.


Trust

While emboldened by a spirit of trust, you can help your allies through cooperative spellcasting, or protect them from harmful spellcasting effects from other allies. While Trust is bound, you can use the Help action to aid an ally within 30 feet to cast a spell, giving them advantage on an attack roll or ability check made with that spell before the end of your next turn. Alternatively, if that spell deals damage in some way, the caster may reroll a number of damage dice equal to the level of this spirit. Finally, you can also use the Help action to render a single ally within 30 feet immune to the harmful effects of any ally's spells until your next turn.

Release. When trust is released as part of your Help action, you impart a bonus to the spell save DC of a single ally within 30 feet for the next spell they cast before your next turn. This bonus is equal to the level of this spirit. If the spell forces more than one creature to make a saving throw, only one creature is affected by the increased DC.

Valor

Spirits of Valor give those who bind them the power to pull through with confidence against poor odds. While Valor is bound, you and allies within 5 feet of you have advantage on saves against being frightened. Additionally when you have line of sight to a hostile creature, you may use an action to inspire an ally within 30 feet, granting them temporary hit points equal to the spirit's level. These temporary hit points leave when the hostile creature leaves an ally's line of sight.

Release. When you release this spirit as a bonus action, one creature per spirit level within 30 feet is no longer frightened and may immediately make a saving throw to end any other effect or condition afflicting them which would normally allow saving throws.

Wonder

You radiate an aura of awe when a spirit of Wonder is bound to you. While Wonder is bound, you can use your reaction to impose disadvantage on Wisdom (Insight) checks against one creature within 30 feet for the round. You can also use your action to impose disadvantage on Wisdom (Perception) checks made by creatures within 30 feet make to notice anything other than you for the round.

Release. You may release Wonder from your power as a reaction when you hit a target with a an attack or spell or they fail a save against one of your spells. For a number of rounds equal to the spirit level, that creature must choose to either take an action or a move up to their speed, but not both, on each of their turns.

Levy of Spirit Binding Magic

The cost of bending and manipulating the ethereal and the astral in such a raw and potent form is taxing, and to keep up with it you must pay the spiritual toll that is taxed on you in other forms. Once a week, the witch must release a spirit without any benefit, using the spirit as a mask to protect the witches own spirit from the taxing forces of the necrotic that they choose to wield. If you are unable to do this, at the end of every day you may choose to either gain a level of exhaustion, or break your levy.

PART 5

Spells

Part 3: Additional Spells

This portion of the document lists spells I wrote that I believe are appropriate expansions on the game that are both balanced and thematic. Some of these may be rebalanced versions of spells either from other homebrew authors or WoTC themselves. Either way, the versions below are at least in some part written by me.

Bladebound Reincarnation

4th-level transmutation


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (platinum orbs worth 1,000 gp, which the spell consumes, and a weapon that can be used as the souls vessel)
  • Duration: Instantaneous
  • Classes: Wizard

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 30 days, the spell transfers their soul into a weapon within range. If the target's soul isn't free or willing to do so, the spell fails.

The magic alters the creatures soul in a way that it is no longer dead but no longer physical. If the creature had any class levels, they must replace a single one of them with a level in sorcerer with the sorcerous origin Bladebound Soul provided they meet the multiclassing prerequisites. If they do not meet these prerequisites, or have no class levels, the spell fails as their soul is unable to sustain the change. If they are already a sorcerer their sorcerous origin is replaced with Bladebound Soul. The weapon used as a vessel for the soul keeps any magical or special properties it had from before the soul was within it. For example, if a flametongue longsword was used as the vessel, it would keep it's flametongue properties.

When you cast this spell, you can instead target an existing bladebound soul sorcerer, and transfer their soul to a different weapon within 5 feet of you provided they are willing to do so. This changes nothing other than their vessels weapon properties. If the sorcerer changes their weapon form with the Watchful Guardian feature, the weapon loses it's magical properties until it is returned to the kind of weapon the enchantment was originally on.

Familial Augmentation: Assistant

2nd-level transmutation (ritual)


  • Casting Time: 30 minutes
  • Range: 10 feet
  • Components: V, S, M (10 gp worth of charcoal, incense, and herbs, that must be consumed by fire in a brass brazier, during which a single 50 gp emerald is placed in the flames, that the spell consumes)
  • Duration: Instantaneous
  • Classes: Witch, Wizard

As you cast this spell, you must target a familiar that belongs to you within range. When you do so, it becomes augmented with this spell. You may have as many augments active as you want, but each one takes up one of your attunement slots.

A familiar with the familial augmentation "Assistant" gains proficiency in a single skill of your choice upon gaining the augmentation.

Familial Augmentation: Bulky

2nd-level transmutation (ritual)


  • Casting Time: 30 minutes
  • Range: 10 feet
  • Components: V, S, M (10 gp worth of charcoal, incense, and herbs, as well as 2 potions of healing that must be boiled as part of the ritual, consuming them in the process)
  • Duration: Instantaneous
  • Classes: Witch, Wizard

As you cast this spell, you must target a familiar that belongs to you within range. When you do so, it becomes augmented with this spell. You may have as many augments active as you want, but each one takes up one of your attunement slots.

A familiar with the familial augmentation "Bulky" gains additional maximum hit points equal to their owners total spellcasting level multiplied by 2.

Familial Augmentation: Caster

2nd-level transmutation (ritual)


  • Casting Time: 30 minutes
  • Range: 10 feet
  • Components: V, S, M (10 gp worth of charcoal, incense, and herbs, as well as two cantrip spell scrolls for spells on the wizard list, that must be consumed by fire in a brass brazier)
  • Duration: Instantaneous
  • Classes: Witch, Wizard

As you cast this spell, you must target a familiar that belongs to you within range. When you do so, it becomes augmented with this spell. You may have as many augments active as you want, but each one takes up one of your attunement slots.

A familiar with the familial augmentation "Caster" gains the ability to cast the cantrips of the scrolls consumed in the spell at will. It uses your spellcasting ability for it's spell save DC and spell attack bonus.

Familial Augmentation: Magus

4nd-level transmutation (ritual)


  • Casting Time: 30 minutes
  • Range: 10 feet
  • Components: V, S, M (10 gp worth of charcoal, incense, and herbs, as well as two 1st-level spell scrolls, and one 2nd-level spell scroll, for spells on the wizard list, that must be consumed by fire in a silver brazier)
  • Duration: Instantaneous
  • Classes: Witch, Wizard

As you cast this spell, you must target a familiar that belongs to you within range. When you do so, it becomes augmented with this spell. You may have as many augments active as you want, but each one takes up one of your attunement slots.

A familiar with the familial augmentation "Magus" has the ability to cast the spells from the spell scrolls that were consumed in the casting of this spell, as if they were you, as long as they are able to telepathically communicate with you. Spells cast in this way consume your spell slots, use your spellcasting attack bonus and saving throw DC, and any spell like Find Familiar or Find Steed is considered to have been cast by you.

Familial Augmentation: Mobile

2nd-level transmutation (ritual)


  • Casting Time: 30 minutes
  • Range: 10 feet
  • Components: V, S, M (10 gp worth of charcoal, incense, and herbs, in addition to a live riding horse that must be killed as a part the ritual)
  • Duration: Instantaneous
  • Classes: Witch, Wizard

As you cast this spell, you must target a familiar that belongs to you within range. When you do so, it becomes augmented with this spell. You may have as many augments active as you want, but each one takes up one of your attunement slots.

A familiar with the familial augmentation "Mobile" has all of it's speeds increased by 10 feet, and is no longer able to provoke attacks of opportunity.

Familial Augmentation: Scout

2nd-level transmutation (ritual)


  • Casting Time: 30 minutes
  • Range: 10 feet
  • Components: V, S, M (10 gp worth of charcoal, incense, and herbs, that must be consumed by fire in a brass brazier, during which five 10 gp rubies must of had be placed around the brazier, that the spell consumes)
  • Duration: Instantaneous
  • Classes: Witch, Wizard

As you cast this spell, you must target a familiar that belongs to you within range. When you do so, it becomes augmented with this spell. You may have as many augments active as you want, but each one takes up one of your attunement slots.

A familiar with the familial augmentation "Scout" has an increased telepathy range. While your augmented familiar is within 1 mile of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can instead choose to only perceive one of the familiars senses, and keep one of your own. For example, if you choose to see what your familiar can see, you are still able to hear, and vise versa.

Familial Augmentation: Spy

4th-level transmutation (ritual)


  • Casting Time: 30 minutes
  • Range: 10 feet
  • Components: V, S, M (10 gp worth of charcoal, incense, and herbs, that must be consumed by fire in a silver brazier, during which five 50 gp rubies must of had be placed around the brazier, that the spell consumes)
  • Duration: Instantaneous
  • Classes: Witch, Wizard

As you cast this spell, you must target a familiar that belongs to you within range. When you do so, it becomes augmented with this spell. You may have as many augments active as you want, but each one takes up one of your attunement slots.

A familiar with the familial augmentation "Spy" has an increased telepathy range. While your augmented familiar is within 10 miles of you, you can communicate with it telepathically.

Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. You retain all of your own senses during this time.

Familial Augmentation: Titan

4th-level transmutation (ritual)


  • Casting Time: 30 minutes
  • Range: 10 feet
  • Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a silver brazier, during which the blood of a giant must be pooled beneath, and had been mixed with 500 gp of emerald powder that the spell consumes)
  • Duration: Instantaneous
  • Classes: Witch, Wizard

As you cast this spell, you must target a familiar that belongs to you within range. When you do so, it becomes augmented with this spell. You may have as many augments active as you want, but each one takes up one of your attunement slots.

A familiar with the familial augmentation "Titan" is then always under the effects of the Enlarge/Reduce spell as if it had been enlarged.

Familial Augmentation: Warrior

2nd-level transmutation (ritual)


  • Casting Time: 30 minutes
  • Range: 10 feet
  • Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier, during which 100 gp of silver dust that is lined along the rim of the brazier, that the spell consumes)
  • Duration: Instantaneous
  • Classes: Witch, Wizard

As you cast this spell, you must target a familiar that belongs to you within range. When you do so, it becomes augmented with this spell. You may have as many augments active as you want, but each one takes up one of your attunement slots.

A familiar with the familial augmentation "Warrior" gains the ability to take the attack action. When it does so, it uses your proficiency bonus when calculating it's to hit, and adds your spellcasting ability when to it's damage rolls.

Familial Augmentation: Worker

2nd-level transmutation (ritual)


  • Casting Time: 30 minutes
  • Range: 10 feet
  • Components: V, S, M (10 gp worth of charcoal, incense, and herbs, as well as any tool kit, gaming set, or instrument, that must be consumed by fire in a brass brazier)
  • Duration: Instantaneous
  • Classes: Witch, Wizard

As you cast this spell, you must target a familiar that belongs to you within range. When you do so, it becomes augmented with this spell. You may have as many augments active as you want, but each one takes up one of your attunement slots.

A familiar with the familial augmentation "Worker" gains proficiency in the tool kit, gaming set, or instrument used in the casting of the spell. As an action, your familiar can conjure a spectral version of the items required to use their proficiency, as well as maneuver the pieces and items that are a part of it as if the familiar had hands to do so. Keeping these items manifested requires your familiars concentration.

Find Bestial Familiar

3rd-level conjuration (ritual)


  • Casting Time: 1 hour
  • Range: 10 feet
  • Components: V, S, M (50 gp worth of charcoal, incense, and herbs that must be consumed by fire in a silver brazier)
  • Duration: Instantaneous
  • Classes: Wizard

You gain the service of a familiar, a spirit that takes an animal form you choose: boar, dolphin, giant badger, giant crab, giant frog, giant poisonous snake, giant rat, giant weasel, panther, or wolf. Appearing in an unoccupied space within range, the familiar has the Statistics of the chosen form, though it is a Celestial, fey, or fiend (your choice) instead of a beast.

Your familiar mechanically functions identically to the familiars created by the spell Find Familiar, and you can still only have one of any kind of familiar at a time.

Find Constructed Familiar

2nd-level transmutation (ritual)


  • Casting Time: 1 hour
  • Range: 10 feet
  • Components: V, S, M (25 gp worth of charcoal, incense, and herbs, mixed with metal shavings, that must be consumed by fire in a silver brazier)
  • Duration: Instantaneous
  • Classes: Wizard

You gain the service of a familiar, a spirit that takes an animal form you choose: any animal form available with the Find Familiar spell, or a Servo. Appearing in an unoccupied space within range, the familiar has the Statistics of the chosen form, though it is a Construct if it was not already,


is immune to being charmed or poisoned, and is immune to poison damage.

Your familiar mechanically functions identically to the familiars created by the spell Find Familiar, and you can still only have one of any kind of familiar at a time.

Find Greater Familiar

5th-level conjuration (ritual)


  • Casting Time: 3 hours
  • Range: 10 feet
  • Components: V, S, M (500 gp worth of charcoal, incense, and herbs that must be consumed by fire in a gold brazier)
  • Duration: Instantaneous
  • Classes: Wizard

You gain the service of a familiar, a spirit that takes a form you choose: gazer, imp, pseudodragon, quasit, or sprite. Appearing in an unoccupied space within range.

Your familiar mechnically functions identically to the familiars created by the spell Find Familiar, and you can still only have one of any kind of familiar at a time.

Find Necromantic Familiar

2nd-level necromancy (ritual)


  • Casting Time: 1 hour
  • Range: 10 feet
  • Components: V, S, M (25 gp worth of charcoal, incense, and herbs, mixed with bone dust, that must be consumed by fire in a silver brazier)
  • Duration: Instantaneous
  • Classes: Witch, Wizard

You gain the service of a familiar, a spirit that takes a form you choose: any animal form available with the Find Familiar spell, or a crawling claw. Appearing in an unoccupied space within range, the familiar has the Statistics of the chosen form, though it is an Undead if it was not already, is immune to being exhausted, or poisoned, and is immune to poison damage.

Your familiar mechanically functions identically to the familiars created by the spell Find Familiar, and you can still only have one of any kind of familiar at a time.

Preservation

3rd-level necromancy


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric, Druid, Witch

You gain the ability to grant life to someone in exchange for some of your own. You may press your hands against the chest of a creature who has died within the last ten minutes, and hold them there for the entirety of the spells casting time. After that minute, you may use an action to give some of your life force to the creature permanently, and the creature is returned to life at 1 hit point.

After casting this spell, you permanently lose the life force you gave to the creature. From this point on, you instantly die upon failing two death saves instead of three. If this spell is casted a second time, the amount of failed saves required to die becomes one. If you use this spell a third time, you


instantly die and are unable to be resurrected by any means short of a wish spell. These effects can not be reversed with anything short of a wish spell.

Quickened Return

Conjuration cantrip


  • Casting Time: 1 action or 1 reaction when a familiar of yours that you can see is about to take damage from a source you can see
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Witch, Wizard, Warlock

When you cast this spell you target a familiar you can see within range, and teleport it instantly to your side to an unoccupied space within 5 feet of you. If you used your reaction to cast this spell, if the familiar was being targeted with an attack the attack instead misses, and if they were in an area of effect that they would no longer be in after the teleport they do not take any of the areas effects.

Reliquary Reincarnation

4th-level transmutation


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V, S, M (golden plates worth 1,000 gp, which the spell consumes, and an item that is not a weapon, suit of armor, or consumable that can be used as the souls vessel)
  • Duration: Instantaneous
  • Classes: Cleric

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 30 days, the spell transfers their soul into a weapon within range. If the target's soul isn't free or willing to do so, the spell fails.

The magic alters the creatures soul in a way that it is no longer dead but no longer physical. If the creature had any class levels, they must replace a single one of them with a level in cleric with the Relic divine domain provided they meet the multiclassing prerequisites. If they do not meet these prerequisites, or have no class levels, the spell fails as their soul is unable to sustain the change. If they are already a cleric, their divine domain is replaced with the Relic domain. The item used as a vessel for the soul keeps any magical or special properties it had from before the soul was within it. For example, if a cloak of elvenkind was used as the vessel, it would keep it's magical properties.

When you cast this spell, you can instead target an existing relic domain cleric, and transfer their soul to a different item within 5 feet of you provided they are willing to do so and the item falls into the spells usual prerequisites for items. This changes nothing other than their vessels weapon properties.

Context: The spells Bladebound Reincarnation and Reliquary Reincarnation both references subclasses found in the Compendium of Soulforged Artifacts by Genuine Fantasy Press.

PART 6

Equipment

Part 4: Additional Equipment

Extra Adventuring Gear
Name Cost Weight
Ammunition
Arrow/Bolt, Barbed 2 gp + Arrow/Bolt Cost .5 lb
Arrow/Bolt, Smoldering 50 gp +
Arrow/Bolt Cost
.5 lb
Arrow/Bolt, Smoking 5 gp + Arrow/Bolt Cost .5 lb
Arrow/Bolt, Splintering 5 gp + Arrow/Bolt Cost .5 lb
Great Arrow 5gp (20) 10 lbs
Primitive Sidearm Round 2gp (20) 2 lbs
Primitive Longarm Round 2gp (20) 2 lbs
Sidearm Round 4gp (20) 2 lbs
Longarm Round 4gp (20) 2 lbs
Other
Smokestick 25 gp 1/2 lb

Extra Adventuring Gear

Most extra equipment has special rules that are listed here.

Arrows/Bolts, Barbed. This piece of ammunition causes
bleeding wounds. A creature hit with a barbed arrow or
bolt takes 1 point of piercing damage at the beginning of its turn until it uses an action or a bonus action to pull the arrow free. If you take damage at the beginning of your turn from multiple of these arrows at once, it is considered to be one source of damage. Once pulled free of the wound, the ammunition is destroyed.

Arrows/Bolts, Smoldering. This piece of ammunition has a hollow point containing alchemist’s fire and a simple ignition mechanism. A creature you hit with a smoldering arrow or bolt takes 1d4 fire damage at the beginning of its next turn. Once ignited, or if the arrow misses, the ammunition is destroyed.

Arrows/Bolts, Smoking. This piece of ammunition lets out a blast of smoke on contact. A 10 foot radius area centered on the creature or space you hit is heavily obscured for one minute, or for one round in heavy wind. Once ignited, or if the arrow misses, the ammunition is destroyed.

Arrows/Bolts, Splintering. When you hit a creature with a splintering arrow or bolt, it explodes into wooden or bone shards. Each creature within 5 feet of the target must make a DC 12 Dexterity saving throw or take 1d4 piercing damage. Once it explodes, or if the arrow misses, the ammunition is destroyed.

Great Arrow. This is the ammunition required to fire a Great Bow. No other kind of ammunition can be used as a Great Bow.

Smokestick. As an action, you can ignite a smokestick using a torch, tinderbox, or other source of fire or intense heat. Once ignited, the smokestick is consumed and a 10 foot cube around it is filled with thin smoke for one minute. This area is lightly obscured. A moderate or strong wind disperses the smoke in one round.

Expanded Shields
Name Cost Weight Properties
Buckler 10 gp 2 lb AC +1, special
Spiked shield 20 gp 5 lb AC +1, light, special
Sticky shield 50 gp 4 lb AC +1, special

Shields

New shield types allow defensive characters a few more options.

Buckler: While wielding a buckler, your Armor Class increases by 1. When you are wearing a buckler and are the target of a melee weapon attack by a creature you can see, you can use your reaction to parry the blow, further increasing your AC by 2 against that attack. You can don or doff a buckler as though interacting with an object instead of as an action. Creatures that are proficient with light armor are proficient with bucklers.

Spiked shield: While wielding a spiked shield, your Armor Class increases by 1. A spiked shield also serves as a light melee weapon that deals 1d6 piercing damage. Creatures that are proficient with regular shields are proficient with spiked shields, both as a shield and a weapon.

Sticky shield: This shield is inspired by those worn by kuo-toa. While wielding a sticky shield, your Armor Class increases by 1. When a creature misses you with a melee weapon attack while wielding a sticky shield, you can use your reaction to try to catch the weapon. The attacking creature must make a Strength saving throw with a DC equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, the weapon becomes stuck to your shield.

While stuck to the shield, the weapon can’t be used. The weapon’s wielder can choose to let go of the weapon at any time if it is able. If it chooses to hold onto it, the creature becomes grappled while it holds the weapon. A creature can pull the weapon free by using its action to make a Strength check with the same DC as the initial saving throw. The weapon is freed on a success.

Creatures that are proficient with regular shields are proficient with sticky shields.

Masterworking Weapons

Similarly to having a weapon silvered, many weapons can be masterworked during the process of creation or their lifespans to be easier to wield. This increases the value of the weapon by 150 gp, or costs 150 gp to do. Masterwork weapons gain an additional +1 to attack rolls. You cannot masterwork a magical weapon.










































Note: Much of the equipment in this section is clearly inspired if not taken directly from other sources. Most of these sources are copied from older editions, and other systems, but I failed to find an original for any of these sources.

Other Note: There are though, things that both reference the 'unarmed' property as well as the Pugilist class. These are in the Pugilist 3.0 class by Sterling Vermin Adventuring Co.

Expanded Weapon Properties

Additional weapon properties that expand on the given mechanics to add versatility and flavor.

Covert. You have advantage on Dexterity (Slight of Hand) checks made to hide this weapon.

Disarm Immune. You cannot be disarmed of this weapon.

Disguised. You have advantage on Charisma (Deception) checks made to disguise the fact that this item is a weapon.

Forceful. When you hit a large size or smaller creature with this weapon, if you roll maximum on the weapons damage dice, the creature is knocked 5 feet away from you. This number range can be can be expanded, and that range is included in the weapon properties.

Misfire. If you make an attack roll and the roll matches or is lower than a firearm's misfire number, (such as 2, for example), your gun jams. You cannot make an attack with it again until you spend an action to clear the chamber. Your firearm's misfire number then goes up by 1, to a maximum of 5. You can spend 1 minute and make a DC 10 + your firearm's misfire number Dexterity (Tinker's tools) or Intelligence (Tinker's tools) check to reduce your gun's misfire number by 1, to a minimum of its original misfire number.

Overwhelm. When you hit a huge size or smaller creature with this weapon, if you roll maximum on the weapons damage dice, the creature is knocked prone. This number range can be expanded, and that range is included in the weapon properties.

Primitive. If you make more than two attacks with these weapons on your turn, the firearm's misfire number goes up by 1, to a maximum of 10. Primitive firearms also require a different kind of ammunition than other guns.

Reload. Some ranged weapons can be fired a number of times before they must be reloaded. Ranged weapons with the reload property take an action or a bonus action to reload its ammunition. If you wield two light ranged weapons with the reload property, you can reload them both at once as an action during your turn.

Returning. When you throw this weapon and miss, it returns to you. As this happens, you may catch the weapon as a item interaction, or as a reaction. Otherwise it instead lands at your feet.

Scatter. Firearms with the scatter property have two types of damage, a regular damage roll and a scatter damage roll. When you hit a creature with a firearm that has the scatter property, creatures within 5 feet of the target take scatter damage if the attack would hit them. The original target does not take this damage.

Special Weapons

New weapons with special properties and mechanics are described here.

Bolas. When you hit a large or smaller creature with a bolas it becomes grappled by the bolas. A creature can end this condition by breaking free of the bolas, either by making a DC 10, Strength check as an action or by dealing 5 slashing damage to the bolas. In either case, the bolas is destroyed. Bolas have an AC of 11. Formless creatures are immune to the effect of a bolas. If you land a critical hit with this weapon, they are knocked prone in addition to the grappled condition.

Expanded Weapons
Name Cost Damage Weight Properties
Simple Melee
Dagger, Boot-Toe 15 gp 1d4 Piercing 1 lb Covert, finesse
Martial Melee
Ball and Chain 25 gp 1d8 bludgeoning 20 lb Forceful, heavy, reach, two-handed
Claw Bracer 15 gp 1d4 slashing 2 lb Disarm immune, finesse, light, unarmed
Harpoon 20 gp 1d6 piercing 5 lb Special, thrown (range 15/30)
Heavy Flail 25 gp 1d10 bludgeoning 25 lb Forceful +1, heavy, two-handed
Garrote 5 gp 1d4 slashing 1 lb Finesse, special, two-handed
Hunting Knife 5 gp 1d4 piercing 1 lb Finesse, special
Jian 25 gp 1d8 slashing 2 lb Finesse
Machete 10 gp 1d4 slashing 3 lbs Light, special
Parrying Dagger 5 gp 1d4 piercing 1 lb Finesse, light, special
War Fan 10 gp 1d4 bludgeoning 1 lb Diguised, finesse
Martial Ranged
Bolas 2 gp 1 bludgeoning 1 lb Special, thrown (range 30/90)
Boomerang 5 sp 1d4 bludgeoning 1 lb Finesse, light, special, thrown (range 15/30), returning
Greatbow 150 gp 1d12 piercing 50 lb Ammunition (range 200/800), heavy,
overwhelm, special, two-handed
Class Weapon Proficiencies Gained
Druid Harpoon, Hunting Knife, Machete
Rogue Garrote, Jian, Parrying Dagger, and Boomerang
Monk Claw Bracer, Jian, War Fan - (These are considered monk weapons)
Pugilist Claw Bracer, Hunting Knife, Boomerang - (These are considered pugilist weapons)

Harpoon. This spear is attached to a rope or light chain. The rope has 3 hit points. When you hit a creature with a harpoon, you can use a bonus action to pull it toward you if the target is one size category larger than you or smaller and the rope is still intact. Make a Strength check contested by a Strength check from the target. On a success, the creature is pulled up to 15 feet closer to you.

Garrote. You may only attack creatures with this weapon if they are surprised, or grappled by you. When you attack with this weapon against a creature who is not grappled by you, you must forgo dealing damage to instead grapple the target.

You can only grappled creatures with this weapon that are one size larger than you or smaller, and have a humanoid anatomy. Ability checks you make to maintain this grapple can be made with Dexterity (Sleight of Hand) instead of the normal required ability check. You have advantage on attacks made with a garrote against grappled targets. This grapple ends early if you let go of either end of the garrote, or the garrote is removed from their neck. Until the grapple ends, the target must hold it's breath or begin choking.


Great Bow. The great bow requires incredible feats of strength to properly fire, regardless of its reliance on accuracy. When making an attack with a great bow, you must roll a strength saving throw with a DC of 20. If you succeed, you successfully fire the bow without issue. On a failed save, you make the attack as if the weapon had half of it's normal range, and you roll the attack with disadvantage.

Hunting Knife. A knife designed for a specific purpose. To skin your hunts. This knife requires proficiency in Survival to use. This item gives you advantage on ability checks when harvesting from creatures with meat and hide.

Machete. This weapon is great for those who wish to clear their own path through a mighty jungle. This weapon requires proficiency in Nature to use. This item deals an additional 1d12 slashing damage to fibrous environmental objects and plant type creatures.

Parrying dagger. When you wield this weapon and are targeted by a melee weapon attack, if you are proficient in this weapon, you can use your reaction to increase your AC by 2 against that attack.

Firearms
Name Cost Damage Weight Properties
Sidearms
Dragoon 60 gp 1d8 bludgeoning 4 lbs Ammunition (range 10/30), loading, misfire 3,
scatter (1d4), primitive
Heavy Pistol 575 gp 1d8 piercing 3 lbs Ammunition (range 40/140), reload 8
Flintlock Pistol 50 gp 1d6 piercing 3 lbs Ammunition (range 30/90), loading, light, misfire 3,
primitive
Pepperbox 160 gp 1d8 piercing 4 lbs Ammunition (range 40/120), light, reload 4, misfire 1
Pistol 500 gp 1d6 piercing 2 lbs Ammunition (range 40/120), light, reload 8
Sawn-Off Shotgun 600 gp 2d4 bludgeoning 4 lbs Ammunition (range 20/40), reload 4, misfire 1,
scatter (1d4)
Longarms
Arquebus 40 gp 3d4 piercing 13 lbs Ammunition (range 60/150), two-handed, loading,
heavy, misfire 4, primitive
Blunderbuss 180 gp 1d12 bludgeoning 7 lbs Ammunition (range 15/45), two-handed, loading,
scatter (1d6), misfire 3, primitive
Carbine 675 gp 1d10 piercing 6 lbs Ammunition (range 60/200), two-handed, reload 8
Heavy Rifle 1450 gp 3d6 piercing 18 lbs Ammunition (range 200/1,000), two-handed,
loading, heavy
Musket 100 gp 1d12 piercing 10 lbs Ammunition (range 70/200), two-handed, loading,
misfire 2, primitive
Rifle 750 gp 1d12 piercing 10 lbs Ammunition (range 90/300), two-handed, reload 6
Shotgun 1000 gp 1d12 bludgeoning 7 lbs Ammunition (range 30/60), two-handed, scatter (1d6),
reload 6
Wheellock Gun 80 gp 1d10 piercing 5 lbs Ammunition (range 50/160), two-handed, loading,
misfire 2, primitive
Firearms as a Proficiency

Firearms, unlike regular weapons, do not come as martial or simple. Firearms are a seperate category of weapons that are split into sidearms and longarms. Features that refer to martial and simple weapons do not include firearms for the purposed of their abilities. Creatures who wish to start with proficiency in guns as apposed to their normal weapon proficiencies may replace 'Simple Weapons' proficiency from their class if they have it with 'Sidearms', or, they can trade 'Martial Weapons' proficiency from their class with 'Longarms and Sidearms'. Firearm proficiencies are treated as normal otherwise.

Just a bunch of Homebrew

This book holds just a bunch of homebrew stuff I've put together over the years. I liked the idea of compiling everything I write into one document, and formatting it to look pretty. I'm pretty happy with it, and I hope other people enjoy it as much as I do. I use most of the homebrew I write, so, if no one else enjoys it, at least I will.




~ Desmon Arnold

 

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