The Martial Artist Pack

by CallMeCal

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The Martial Artist Pack

Contents


Argent Fist

The Monkadin


Battle Dancer

The Graceful Acrobat


Metamorph

The Consummate Shapeshifter


Ninja

The Master of Shadow


Samurai

The Noble Warrior


Spelldrinker

The Mistress of Pain



Bonus Race

Nymph

The Nature Fey


















©2020 Caleb Wichman

Argent Fist

The Monkadin

Argent Fist

A human man adorned in half-plate stands firm, clenching his empty fists. Before him stands an ancient green dragon, laughing its menacing laugh. The human smirks, stretching his arm in preparation. The dragon thinks it's looking at an easy meal. The human thinks, "Not today," as his fists erupt with silver fire.

Hundreds of people walk this street every day, and only a few ever notice the beggars. The poor, the destitute, living on society's table scraps. But one of them always turns down gold, telling the offerer to give it to another. "He must secretly be loaded to turn down free money like that," the thief says to himself, figuring the unarmed unarmored beggar will make an easy target. He will soon find out just how wrong he is.

Creating an Argent Fist

Argent Fist is a Hybrid Class of Monk and Paladin, sometimes affectionately called "Monkadin". They gain power by swearing sacred vows of self denial: one major vow such as poverty or nonviolence, and several more minor vows such as chastity or silence.

Life for an Argent Fist is easiest for those who are Lawful Good. Chaotic or Evil alignments may struggle with keeping the necessary vows, but so long as they do so they are not forbidden from taking this class.

Quick Build

You can make an Argent Fist quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength (or Dexterity if you plan to take the Vow of Poverty), then Constitution. Second, choose the Acolyte background.

Class Features

Hit Points

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

Proficiencies

Armor: Light, Medium
Weapons: Simple Weapons, Shortswords
Tools: None
Saving Throws: Wisdom, Strength
Skills: Choose two from Athletics, History, Insight, Medicine, Persuasion, and Religion

Equipment

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

  • (a) a shortsword or (b) any simple weapon
  • (a) any simple weapon or (b) five javelins
  • (a) a priest's pack or (b) an explorer's pack
  • a chain shirt and a holy symbol

If you are using starting wealth, you have 5d4 x 10 gp

Argent Fist
Level Proficiency
Bonus
Features Max Spell
Level
1st +2 Lay on Hands, Sacred Fists
2nd +2 Ki, Spellcasting 1st
3rd +2 Sacred Vow, Minor Vow,
Channel Divinity
1st
4th +2 Ability Score Increase 1st
5th +3 Extra Attack 2nd
6th +3 Stunning Smite 2nd
7th +3 Sacred Vow Feature,
Minor Vow
2nd
8th +3 Ability Score Increase 2nd
9th +4 3rd
10th +4 Diamond Soul 3rd
11th +4 Sacred Vow Feature,
Minor Vow
3rd
12th +4 Ability Score Increase 3rd
13th +5 4th
14th +5 Tongues, Curse of Babel 4th
15th +5 Timeless Body, Minor Vow 4th
16th +5 Ability Score Increase 4th
17th +6 5th
18th +6 Sacred Vow Feature 5th
19th +6 Ability Score Increase 5th
20th +6 Divine Meditation 5th


Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your Argent Fist level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Sacred Fists

Your practice of divine martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and not wearing heavy armor or wielding a shield:

  • Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.
  • When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
  • As a bonus action, you can cause your fists and any held monk weapons to erupt with silver flame that burns until you let go of the weapon or dismiss the flame as a bonus action. Half of the bludgeoning, piercing, or slashing damage dealt by a weapon sheathed in this silver flame is dealt as radiant damage instead.

Ki

Starting at 2nd level, your divine training allows you to harness the mystical energy of Ki. You have a number of Ki Points equal to half your Argent Fist level (rounded up).

You can spend these points to fuel various Ki features. You start knowing three such features: Kiai Smite, Step of the Wind, and Spellcasting. You learn more Ki features as you gain levels in this class.

You regain all expended Ki Points when you finish a short or long rest. You must spend at least 30 minutes of the rest meditating in prayer to regain your Ki points.

Some of your Ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Kiai Smite

When you hit a creature with an unarmed strike or melee attack with a monk weapon, you can spend 1 Ki Point to cause a burst of silver flame to erupt from the wound, dealing 1d8 additional radiant damage to that creature. Starting at 9th level, you can spend 2 Ki Points to deal 2d8 additional radiant damage instead. Starting at 17th level, you can spend 3 Ki Points to deal 3d8 additional radiant damage instead.

Silver Flame

Several Argent Fist features cause a burst of silver flame. This flame shines with light like a torch, but produces no heat and doesn't spread.


Step of the Wind

You can spend 1 Ki Point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Spellcasting

You can use your mastery of the mystic energy of Ki to cast some divine spells as a Paladin does.

Preparing and Casting Spells

To cast one of your Paladin spells of 1st level or higher, you must expend a number of Ki Points equal to the spell's level or higher. You can cast a spell as though using a higher level spell slot by expending additional Ki Points. You cannot cast spells at a level higher than that indicated in the Max Spell Level column of the Argent Fist table.

You prepare the list of Paladin spells that are available for you to cast, choosing from the Paladin spell list. When you do so, choose a number of Paladin spells equal to your Wisdom modifier + half your Argent Fist level, rounded down (minimum of one spell). The spells must be of a level you can cast by spending Ki Points.

For example, if you are a 5th-level Argent Fist with a Wisdom score of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it at 1st-level by spending 1 Ki Point, or at 2nd-level by spending 2 Ki Points. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your Paladin spells, since their power derives from your self-discipline and willpower. 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 Paladin 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

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your Paladin spells.

Sacred Vow

At 3rd level, you swear one of three Major Vows: Poverty, Nonviolence, or Holy War, all detailed at the end of the class description. Your choice grants you features at 3rd, 7th, 11th, and 18th level. At 3rd, 7th, 11th, and 15th level, you also swear a Minor Vow from among options listed at the end of the class description.

Channel Divinity

Your Sacred Vow allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by this class explains how to use it.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require Saving Throws. When you use such an effect from this class, the DC equals your Ki Save DC.

Ability Score Increase

At 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 when you take the Attack action on your turn.

Stunning Smite

Starting at 6th level, whenever you use your Kiai Smite feature, you can spend an additional Ki Point to force the creature you hit to make a Constitution saving throw at your Ki save DC. On a failure, the creature is stunned until the end of your next turn.

Starting at 11th level, you can do this once per turn without needing to spend an additional Ki Point.

Diamond Soul

At 10th level, you become proficient in all saving throws, and you add double your proficiency bonus to Wisdom saves. In addition, whenever you make a saving throw and fail, you can spend 1 Ki Point to reroll it and take the second result.

Tongues

Beginning at 14th level, you can speak and understand all spoken languages.

Curse of Babel

Beginning at 14th level, as an action you can present your holy symbol and speak a divine curse, using your Channel Divinity. You choose any number of creatures within 30 feet of you who can see or hear you. Silver flames erupt from your holy symbol and rush to the chosen creatures. Each of those creatures must make an Intelligence saving throw. On a failure, that creature cannot understand any spoken, written, or sign language, and any attempts they make to communicate with speech, writing, or sign language produce only gibberish.

This effect persists for one hour. At the end of each minute, an affected creature can repeat the saving throw, ending the effect for itself on a success.

Timeless Body

At 15th level, your Ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however.

Divine Meditation

At 20th level, you can spend one minute in prayerful meditation to regain 2d6+8 Ki Points. You must finish a long rest before you can use this feature again.

Sacred Vow

Becoming an Argent Fist requires taking sacred vows of self-denial, committing yourself to a path of righteousness. All Argent Fists swear the following Vow at 3rd level:

Vow of Honor. Let your word be your bond. Never willingly betray a friend or sworn ally, and so far as it is within your power, never break a promise.

In exchange for upholding this vow, you gain the following Channel Divinity option:

Sanctify Oath. You and a number of other creatures up to your Wisdom modifier (minimum 1) each place a hand on your holy symbol. You speak a one minute prayer extolling the virtue of honor, at the end of which you speak a binding oath, using your Channel Divinity.

Silver flame erupts from your holy symbol, enveloping the hands touching it. Those creatures, if willing, are divinely bound to the oath that was spoken. If a creature is unwilling, the silver flame around that creature's hand turns black, making it obvious that that creature did not allow itself to be bound. The flames persist for one minute, then flicker out.

The binding lasts for a number of days equal to your Argent Fist level plus your Wisdom modifier. During this time, if a creature bound this way willingly and intentionally violates the oath, silver flame immediately erupts from its forehead and it takes radiant damage equal to 1d10 plus your Wisdom modifier (minimum 1). You are aware of this happening if you are on the same plane of existence at the time. The silver flame also leaves a black scar across the creature's forehead that reads "Oathbreaker" in Celestial. This scar can be removed with an atonement ritual, otherwise only a remove curse spell or similar magic can remove it.

In addition to the Vow of Honor, you swear a Major Vow at 3rd level, and a Minor Vow at 3rd, 7th, 11th, and 15th level. Unless otherwise noted, you cannot swear the same Minor Vow more than once.

In addition to the Minor Vows you must swear at the indicated levels, you may swear an additional Minor Vow any time you gain a level in this class, so long as you are never sworn to more total Minor Vows than half your Argent Fist level, rounded up.

If you ever willingly and intentionally violate the terms of one of your vows, you immediately lose 1d6 Ki Points, and you no longer gain any of the benefits of that vow until you undergo an atonement ritual. You can undergo a similar ritual to permanently forgo a Minor Vow you have sworn, losing its benefits but no longer bound to its tenets.

Poverty (Major Vow)

An Argent Fist who swears a Vow of Poverty is called an Ascetic. You pledge to give freely of your time and energy and possessions to anyone in need.

Asceticism

You are only permitted to own an outfit of common clothes, a common backpack, a waterskin, a holy symbol, and up to five other items. Any amount of food and water (or other items sold in bulk such as caltrops, lengths of rope, torches, darts, javelins, etc.) counts as a single item.

Only one of your five items may be worth more than 1gp, which is usually an heirloom of sentimental value or a magic item of religious significance. You may only use items you own; you cannot "borrow" items from other party members.

You are not permitted to handle gold or platinum; you may handle electrum, silver, or copper, but you may never possess more than 5gp in total funds. You may handle gems only for the purpose of using them as spell components, and they must be provided by another creature unless you choose for them to be your one costly item.

Upon swearing a vow of poverty, all illegal possessions must be given away or sold and all the proceeds donated to the poor and needy, or to an organization such as a temple that will distribute it to the poor and needy on your behalf. (No, your fellow party members do not count.) Any time you would gain wealth or items beyond what you are allowed, you must pledge them to the needy in the same way.

In exchange for upholding this vow, you gain the following features:

Improved Ki Pool

Your maximum Ki Points are increased by your Wisdom modifier (minimum 1).

Unarmored Finesse

So long as you are not wearing armor or using a shield, you gain the following benefits:

  • Your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • Your speed increases by 10 feet. This bonus increases by 5 feet at 7th, 11th, 15th, and 18th levels.
  • When you are hit by a ranged weapon attack, you can use your reaction to deflect or catch the missile. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Argent Fist level.
    If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free.

Channel Divinity

You gain the following Channel Divinity option:

Curse of Poverty. As an action, you present your holy symbol and speak a prayer against the foolishness of greed, using your Channel Divinity. You choose a number of non-magical items within 30 feet of you up to 1 plus your Wisdom modifier. Silver flame erupts from your holy symbol and rushes to these items, causing them to rust and crack and gain the broken condition.

A broken item can be repaired for half of its base cost by any artisan who could have created the original item. Until it receives these repairs, it is unusable and has no effects.

Evasion

Beginning at 7th level, whenever you are subjected to an effect that allows you to make a Dexterity 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.

Divine Fortitude

Beginning at 11th level, at the end of each short or long rest you choose one damage type (such as fire, slashing, or necrotic). You gain resistance to that damage type until your next short or long rest as long as you are not wearing armor or using a shield.

In addition, if you are not wearing armor or using a shield and you strike with two free hands, you can roll a d10 in place of the normal damage die of your unarmed strike.

Ultimate Smite

At 18th level, when you hit a creature with an unarmed strike or melee attack with a monk weapon, you can spend 3 Ki Points to mark that creature with imperceptible radiant energy. This mark lasts for a number of days equal to your Argent Fist level. The mark is harmless unless you use your action to end it. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw against your Ki save DC. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 radiant damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the mark harmlessly without using an action.

Nonviolence (Major Vow)

An Argent Fist who swears a vow of nonviolence is called a Pacifist. As far as it is within your power, you pledge to stay on good terms with everyone. Whenever a problem arises, you will always seek a nonviolent solution first.

Pacifism

You may not wield a weapon with a native damage die larger than 1d6 (for example, you may wield a quarterstaff as its native damage die is 1d6; it gains a damage die of 1d8 from a special feature), and you may never deal damage of a type other than bludgeoning or radiant. You may never initiate combat, and you must not attack or cast a damaging spell for the first two rounds of any combat in which you participate. You must always offer the chance to surrender, and you may never intentionally cause the death of another creature. Any time you bring a creature to 0 hit points, you must always choose to leave it alive, and then you must endeavor to heal it as soon as doing so would not endanger other lives.

In exchange for upholding this vow, you gain the following features:

Divine Spell Slots

At 3rd, 7th, 11th, 15th, and 18th level, you gain a Spell Slot equal to your Max Spell Level at that level. (For example, at 7th level, you have one spell slot of 1st level and one spell slot of 2nd level.) You can expend these spell slots to cast Paladin

spells you have prepared, and you regain all expended spell slots when you finish a long rest.

Channel Divinity

You gain the following Channel Divinity option:

Preserve Life. As a bonus action, you present your holy symbol and speak a prayer of healing, using your Channel Divinity. You choose any number of creatures you can see within 30 feet of you. Silver flames erupt from your holy symbol and rush to the chosen creatures. You can immediately use your Lay on Hands feature in any amount on any combination of those creatures without needing to touch them or spend additional actions.

Punish the Violent

Starting at 7th level, as a reaction when an attacker that you can see hits you with an attack, you can spend a Ki Point to divide the damage evenly between you and the attacker.

Tranquility

Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of each long rest, you gain the effect of a sanctuary spell that lasts until the start of your next long rest as long as you do not wear heavy armor or use a shield (the spell can end early as normal). This spell uses your Argent Fist spell save DC.

Weaponbane

Beginning at 18th level, when you use your Punish the Violent feature, you can force the weapon to make a Wisdom save at your Ki save DC (if the weapon has no Wisdom score, its wielder makes the save instead). Either way, the attack's full damage is dealt to the weapon's wielder instead of to you, and on a failure, the weapon also gains the broken condition.

A broken item can be repaired for half of its base cost by any artisan who could have created the original item. Until it receives these repairs, it is unusable and has no effects.

You must complete a short or long rest before using this feature again.

Holy War (Major Vow)

An Argent Fist who swears a Vow of Holy War is called a Crusader. You choose certain Favored Enemies against whom you declare righteous war and undying enmity.

Crusade

You must never willingly work alongside any of your Favored Enemies, and if you ever discover such a creature you must endeavor to hunt it down and slay it unless doing so would be obviously foolhardy, or unless it would interfere with or delay your pursuit of a worthier or more urgent foe.

In exchange for upholding this vow, you gain the following features:

Favored Enemy

At 3rd level, choose one Favored Enemy from among Aberrations, Celestials, Chromatic Dragons, Elementals, Fey, Fiends, Giants, Metallic Dragons, Oozes, Shapeshifters, or Undead. You may choose an additional Favored Enemy from this list at 7th and 15th level.

You have advantage on Survival checks to track your favored enemies, as well as on Intelligence checks to recall information about them. Additionally, you have a +2 bonus to all damage rolls against your favored enemies. This bonus increases to +4 at 7th level and +6 at 15th level.

You learn the Hunter's Mark spell, and can cast it by spending Ki Points. This spell counts as a Paladin spell for you. When you cast Hunter's Mark this way, you must target one of your favored enemies.

Channel Divinity

You gain the following Channel Divinity option:

Turn Favored Enemy. As an action, you present your holy symbol and speak a prayer of vendetta against your favored enemies, using your Channel Divinity. Silver flames erupt from your holy symbol and rush to all favored enemies within 30 feet of you that can hear you. Each of those creatures must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

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

If the creature's true form is concealed by an illusion, shapeshifting, etc, that form is revealed while it is turned.

Divine Sense

The presence of your favored enemies registers on your senses like a noxious odor. As an action, you can open your awareness until the end of your next turn. For that duration you know the location of any favored enemy within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, etc.) of any being you sense, but not its identity.

You can use this feature a number of times equal to 1 + your Wisdom modifier. You regain all expended uses when you finish a long rest.

Divine Awareness

Starting at 7th level, by spending 1 uninterrupted minute in prayerful concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This reveals which types are present, their rough numbers, and the creatures’ general direction and distance (in miles) from you. If there are multiple groups of such creatures within range, you learn this information for each group.

You can use your Divine Sense in conjunction with this feature. If you do, the radius of both features is doubled.

If you have a creature marked as your quarry with Hunter's Mark, and that quarry is among the creatures you sense when you use this feature, you can pick out your quarry individually from among the revealed creatures.

Crusader's Smite

Starting at 11th level, whenever you hit one of your favored enemies with an unarmed strike or monk weapon sheathed in silver flame by your Sacred Fists feature, that attack deals an additional 1d8 radiant damage.

Tireless Tracker

Beginning at 18th level, when you target one of your favored enemies with Hunter's Mark, that spell does not require concentration, and its duration is "until dispelled". You can only have one creature under this effect at a time.

Minor Vows

Abstinence

When you swear a Vow of Abstinence, you must never willingly partake of any type of intoxicant. This includes wine, liquor, tobacco, or any other form of drug or alcohol.

In exchange for upholding this vow, you become immune to poison damage and the poisoned condition.

Celibacy

When you swear a Vow of Celibacy, you forgo all physical intimacy, including all forms of positive physical contact. You must never willingly touch another creature or willingly allow another creature to touch you (including receiving touch spells from allies). Striking enemies in battle or being struck by enemies is not prohibited, but you must shun all peaceful or pleasurable physical contact.

In exchange for upholding this vow, you can use your Lay on Hands feature on any creature you can see within 30 feet of you without needing to touch them.

Cleanliness

When you swear a Vow of Cleanliness, you must spend at least one hour each day in ritual bathing. You may do this as part of a rest. You must also clean your clothing, armor, and other equipment as soon as it becomes soiled (within reason; you do not need to stop to clean your armor in the middle of battle, for example), as well as at the end of each day.

In exchange for upholding this vow, you become immune to disease, and you add your Wisdom modifier (minimum 1) to all Constitution saving throws.

Chains

When you swear a Vow of Chains, you take the weight of the world's troubles on your shoulders. You must always be encumbered as though wearing heavy armor, whether this be by carrying a backpack full of heavy stones, draping yourself in iron chains, or simply always wearing a set of heavy armor. You must not willingly remove this encumbrance at any time, even to sleep, unless required by another Vow (such as to bathe and clean your armor for a Vow of Cleanliness).

In exchange for upholding this vow, you gain proficiency with Heavy Armor, and your Argent Fist features are not restricted by it. In addition, you add your Wisdom modifier (minimum 1) to all Strength checks and saving throws, and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Charity

When you swear a Vow of Charity, you pledge fifty percent of your worldly possessions to the needy. You must immediately give away fifty percent of your net wealth to the poor and needy, or to an organization such as a temple that will distribute it to the poor and needy on your behalf. (No, your fellow party members do not count.) Any time you gain new wealth or items, you must pledge fifty percent of its value to the needy in the same way.

You cannot swear both this vow and a Vow of Poverty, as that Vow is simply a more restrictive version of this one.

In exchange for upholding this vow, your maximum Ki Points are increased by your Wisdom modifier (minimum 1).

Depilation

When you swear a Vow of Depilation, you pledge to keep your skin as smooth as heaven. You must keep your head and body neatly shaved, tending to any stubble at the beginning or end of each day. (If you do not naturally grow hair, you must keep your skin, scales, etc. smoothly cleaned and waxed.)

In exchange for upholding this vow, you add your Wisdom modifier (minimum 1) to all Dexterity saving throws.

Devotion

When you swear a Vow of Devotion, you pledge your undying fealty to a specific god or religious order. The tenets of this vow depend on who or what you pledge your loyalty to; discuss the requirements with your DM.

In exchange for upholding this vow, you gain the 1st and 2nd level features of one Cleric Domain of your choice, and you learn a cantrip of your choice from the Cleric spell list (it counts as a Paladin spell for you).

Fasting

When you swear a Vow of Fasting, you join in solidarity with all those who go to bed hungry every night. You must never willingly consume anything other than plain water; this includes magical things such as potions or a Heroes' Feast.

In exchange for upholding this vow, you do not need to eat, you require only half as much water and air as normal, and you are immune to the effects of a harsh environment (such as hot or cold weather or strong winds).

Footsteps

When you swear a Vow of Footsteps, you pledge that you will travel over land or water only under your own body's power. You must never willingly ride on a mount or in a vehicle unless it is flying, and then only to make a journey you could not reasonably make on foot.

In exchange for upholding this vow, your walking speed is increased by 10 feet, and you gain a swimming speed equal to your walking speed.

Honesty

When you swear a Vow of Honesty, you pledge that only the truth shall ever pass your tongue. You must never willingly make a statement you know to be false, nor willingly use selective truths in a deliberate attempt to mislead. You may, however, simply choose to not say anything at all. This applies to all forms of communication, not just speech.

In exchange for upholding this vow, you add your Wisdom modifier (minimum 1) to all Charisma checks (except those that would break this vow) and saving throws.

Liturgy

When you swear a Vow of Liturgy, you must spend one hour each day reading and/or reciting sacred scripture or mantras. You may do this as part of a rest.

In exchange for upholding this vow, you add your Wisdom modifier (minimum 1) to all Intelligence saving throws. In addition, you can prepare spells from the Cleric spell list as

though they were Paladin spells, and you learn a cantrip of your choice from the Cleric spell list (these count as Paladin spells for you).

Modesty

When you swear a Vow of Modesty, you pledge to always keep your body hidden from the world. You must never willingly allow another creature to see your exposed skin, covering every inch of your head and body with clothing and wearing a dark veil in front of your face, and you must never be completely nude even in private, always keeping at least your genitals covered.

You cannot swear both this vow and a Vow of Naturism, for obvious reasons.

In exchange for upholding this vow, you can't be charmed.

Naturism

When you swear a Vow of Naturism, you pledge to always keep your body bared to the world. You must never wear clothing or armor, though you are permitted to wear jewelry or other adornments so long as they do not hide your flesh from prying eyes or protect it from the elements.

You cannot swear both this vow and a Vow of Modesty, for obvious reasons.

In exchange for upholding this vow, your AC becomes equal to 10 + your Dexterity modifier + your Wisdom modifier. In addition, you are immune to the effects of a harsh environment (such as hot or cold weather or strong winds), and you have advantage on all attempts to avoid or escape a grapple or the restrained condition.

Prayer

When you swear a Vow of Prayer, you must perform a ten minute ritual prayer within one hour before or after dawn, noon, and dusk every day. You may do this as part of a rest.

In exchange for upholding this vow, you can prepare spells from the Cleric spell list as though they were Paladin spells, and you learn a cantrip of your choice from the Cleric spell list (these count as Paladin spells for you). In addition, you can cast Paladin and Cleric spells as a ritual if the spell has the Ritual tag and you have the spell prepared.

Sacred Weapon

When you swear a Vow of Sacred Weapon, you choose one type of weapon to hold sacred above all others, such as "club" or "unarmed strike" or "greatsword". You have disadvantage on all weapon attacks not made with your Sacred Weapon.

In exchange for upholding this vow, you gain proficiency with your Sacred Weapon and it counts as a monk weapon for you. In addition, once per turn when you hit a creature with your Sacred Weapon, you can cause Silver Flame to erupt from the wound, dealing an additional 1d8 radiant damage.

You may take this vow up to twice, choosing a different weapon the second time.

Silence

When you swear a Vow of Silence, you join in solidarity with all those whose voices go unheard. You must never willingly allow sound to escape your lips, be it speech, song, simple grunts, or even a sigh. You may communicate through silent gestures, facial expressions, body language, telepathy if you have it, or even writing, but not through voice.

In exchange for upholding this vow, you ignore the Vocal Component requirements of any Paladin spell you cast, and you count as deaf for the purposes of resistance or immunity to relevant effects.

Tattoo

When you swear a Vow of Tattoo, you get a sacred symbol tattooed somewhere on your body. This tattoo must never be covered by clothing, armor, or other means of disguise.

When you swear this vow, choose a Paladin Spell. In exchange for upholding this vow, you always have that spell prepared, not counting against your number of spells prepared. In addition, you can cast that spell once without using a spell slot or Ki Points, and you regain the ability to do so when you finish a long rest.

You can swear this vow up to a number of times equal to your Wisdom modifier (minim once), choosing a different Paladin spell each time.


Multiclassing

Prerequisites

To qualify for multiclassing into the Argent Fist class, you must meet these prerequisites:
Wisdom 13 or higher.
Strength or Dexterity 13 or higher.
No levels of Monk or Paladin.
If you have any levels of Argent Fist, you cannot multiclass into Monk or Paladin.

Proficiencies

When you multiclass into the Argent Fist class, you gain the following proficiencies:
Light Armor, Medium Armor, Simple Weapons, Shortswords

Spellcasting

You can use spell slots from other classes to cast Paladin spells you have prepared, and you can use
Ki Points to cast spells you know or have prepared from other classes.

Battle Dancer

The Graceful Acrobat

Battle Dancer

With elegance and grace, the acrobat flings herself off the trapeze, doing three flips in the air before landing perfectly on her feet. The crowd goes wild, giving her her third standing ovation of the night. She takes a deep bow, then makes her exit. In the alley behind the circus tent the takes a long slow drink of water, when suddenly she feels a knife point at her back. A gruff voice says, "That was some show, girl. Now you're coming home with me." In an instant she ducks low to the ground, sweeps a leg around taking the would-be kidnapper's feet out from under him, and with a few sharp taps to his ribs and collarbone, the dagger falls to the ground, his arms dropping limply to his sides. His eyes go wide with fear as he realizes he is paralyzed. She waggles a finger at him with a cold smile. "Naughty naughty. Someone has to teach you that kidnapping is wrong."

Creating a Battle Dancer

Battle Dancer is a Hybrid Class of Monk and Bard, mixing martial arts with inspiring performance.

Pairing the art of the dance with the art of war is not for everyone. Why did your character choose this path? Was she a circus acrobat who joined a monastery of warrior monks after a spiritual epiphany? Was she perhaps a warrior monk who had a crisis and ran away to join the circus?

Quickbuild

You can make a Battle Dancer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Entertainer background.

Class Features

As a Battle Dancer, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: None
  • Weapons: Simple Weapons, shortswords
  • Tools: None

  • Saving Throws: Charisma, Dexterity
  • Skills: Choose three from Acrobatics, Arcana, Athletics, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

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

  • (a) a shortsword or (b) any simple weapon
  • (a) an entertainer's pack or (b) an explorer's pack
  • 10 darts

If you are using starting wealth, you have 5d4 gp.

Graceful Defense

So long as you aren't wearing armor or using a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Martial Arts

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or using a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain Battle Dancer levels, as shown in the Martial Arts column of the Battle Dancer table.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarter- staff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in chapter 5 of the Player's Handbook.

Inspiring Dance

You can spend a bonus action on your turn to inspire another creature with a dance. Choose one creature other than yourself within 60 feet of you who can see you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

Your Inspiring Dance die is the same type as your Martial Arts die, and changes when you reach certain levels in this class as shown on the Battle Dancer table.

You can use this feature a number of times equal to your Charisma modifier (minimum 1). You regain all expended uses when you finish a long rest.

Battle Dancer
Level Proficiency
Bonus
Martial
Arts
Dance of the
Floating Step
Features Spells
Known
Max Spell
Level
1st +2 1d4 Graceful Defense, Martial Arts, Inspiring Dance
2nd +2 1d4 +5ft Ki, Dance of the Floating Step 2 1st
3rd +2 1d4 +5ft Dance Style 3 1st
4th +2 1d4 +5ft Ability Score Increase, Slow Fall 3 1st
5th +3 1d6 +5ft Uncanny Dodge 4 2nd
6th +3 1d6 +10ft Dance Style Feature 4 2nd
7th +3 1d6 +10ft Evasion 5 2nd
8th +3 1d6 +10ft Ability Score Increase 5 2nd
9th +4 1d6 +10ft Dance of the Floating Step Improvement 6 3rd
10th +4 1d6 +15ft Extra Attack 6 3rd
11th +4 1d8 +15ft Dance Style Feature 7 3rd
12th +4 1d8 +15ft Ability Score Increase 7 3rd
13th +5 1d8 +15ft Dance of the Blooming Lotus 8 4th
14th +5 1d8 +20ft Dance of the Springing Tiger 8 4th
15th +5 1d8 +20ft Dance of the Floating Step Improvement 9 4th
16th +5 1d8 +20ft Ability Score Increase 9 4th
17th +6 1d10 +20ft Dance Style Feature 10 5th
18th +6 1d10 +25ft Dance of the Floating Step Improvement 10 5th
19th +6 1d10 +25ft Ability Score Increase 11 5th
20th +6 1d10 +25ft Perfect Dancer 11 5th

Dance of the Floating Step

Starting at 2nd level, your speed increases by 5 feet. This bonus increases when you reach certain Battle Dancer levels, as shown on the Battle Dancer table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

At 15th level, you gain a flying speed equal to your speed that you can only use during your turn; you fall if you end your turn in the air and nothing else is holding you aloft.

Starting at 18th level, if you end your turn in the air and nothing else is holding you aloft, you can spend 1 Ki Point to maintain your flying speed until the end of your next turn.

You only gain the benefits of this feature while you are not wearing armor or wielding a shield.

Ki

Starting at 2nd level, your training allows you to harness the mystical energy of Ki. You have a number of Ki Points equal to your Battle Dancer level.

You can spend these points to fuel various Ki features. You start knowing three such features: Flurry of Blows, Step of the Wind, and Spellcasting. You learn more Ki features as you gain levels in this class.

You regain all expended Ki Points when you finish a short or long rest. You must spend at least 30 minutes of the rest meditating to regain your Ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki Save DC = 8 + your proficiency bonus +

your Charisma modifier

Flurry of Blows

Immediately after you take the Attack action on your
turn, you can spend 1 Ki Point to make two unarmed
strikes as a bonus action.

Step of the Wind

You can spend 1 Ki Point to take the Disengage or Dash action as a bonus action on your turn, and your jump
distance is doubled for the turn.

Spellcasting

You can use the magic of Ki to fuel a limited number of Bard spells. To cast a spell you know, you must spend a number of Ki Points equal to 1 plus the level of spell cast. For example, if you know the 1st level spell cure wounds, you can spend 2 Ki Points to cast it at 1st-level, or 3 Ki Points to cast it at 2nd-level. The maximum level of spell you can cast is shown on the Battle Dancer table.

You know two 1st level spells of your choice from the Bard spell list. The Spells Known column of the Battle Dancer table shows when you learn more Bard spells of your choice. Each of these spells must be of a level you can cast by spending Ki Points. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Charisma is your spellcasting ability for your Bard spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma when setting the DC for a Bard spell you cast with ki 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

Dance Style

When you reach 3rd level, you commit yourself to a style of dance combat: the Obsidian Butterflies Style, the Whispering Reed Style, or the Fist of the Sun Style, all detailed at the end of the class description. Your style grants you features at 3rd level and again at 6th, 11th, and 17th level.

Ability Score Increase

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.

Slow Fall

At 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Battle Dancer level.

Uncanny Dodge

Starting at 5th level, 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.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity 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.







































Extra Attack

Beginning at 10th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Dance of the Blooming Lotus

Starting at 13th level, immediately after using an action to cast a spell, you can make one attack with an unarmed strike or monk weapon as part of the same action.

Dance of the Springing Tiger

Starting at 14th level, at the beginning of your turn you can commit to using your action and bonus action on that turn to Attack and use Flurry of Blows. If you do, your movement speed for the turn is doubled, and you do not provoke opportunity attacks by moving this turn.

Perfect Dancer

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 Ki Points. Additionally, when you roll for initiative and have no uses of Inspiring Dance left, you regain one use.

Dance Styles

Obsidian Butterflies Style

The Obsidian Butterflies style is all about filling the air with blades, fast and thick as a swarm of bladed butterflies.

Returning Weapon

Starting at 3rd level, immediately after making a ranged attack with a thrown light monk weapon, you can spend 1 Ki Point to have the weapon immediately reappear in your hand. In addition, darts count as monk weapons for you.

Cloud of Daggers

At 6th level, you learn the cloud of daggers spell (if you already know this spell, you learn another 1st- or 2nd-level Bard spell of your choice). This does not count against your number of spells known. When you cast this spell at higher levels, for each level above 1st you choose whether to increase the damage as normal or to create an additional 5 foot cube of daggers (each cube must be adjacent to at least one other cube).

Flurry of Blades

Starting at 11th level, you can replace either or both of your Flurry of Blows unarmed strikes with ranged attacks with light thrown monk weapons.

Sudden Edge

Beginning at 17th level, you can make opportunity attacks with light thrown monk weapons to the weapon's first range.

Whispering Reed Style

The Whispering Reed style is all about controlling the flow of damage in battle, keeping it directed away from your allies.

Intercepting Blow

Starting at 3rd level, when a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to redirect that attack to target you instead of that creature. (If the attack roll is lower than your AC, the attack misses.) Starting at 5th level, you can use Uncanny Dodge as part of that same reaction.

Starting at 11th level, when you use this feature you can redirect the attack to target another creature within 5 feet of you instead of yourself.

Roll With the Punch

Starting at 6th level, if you are the target of an attack, you can spend 1 Ki Point to voluntarily allow the attack to hit you. You must choose to do this after the attack has been declared but before the d20 has been rolled. The attacker does not roll for the attack, but automatically hits, and has no chance of scoring a critical. The damage for this attack is halved. If you also use Uncanny Dodge for this attack, this stacks so that the attack deals one quarter its normal damage.

Ki Absorption

Starting at 17th level, when you are hit by an attack, you can use your reaction to absorb some of the attack's force. The attack's damage is halved, and you regain 1d4 Ki Points. This cannot raise your Ki Pool above its maximum. You must complete a short or long rest before using this feature again.

Fist of the Sun Style

The Fist of the Sun style is all about disabling your opponent by using unarmed strikes to interfere with their flow of ki.

Open Hand Technique

Starting at 3rd level, whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It can't take reactions until the end of your next turn.

Stunning Strike

Starting at 6th level, when you hit another creature with a melee weapon attack, you can spend 1 Ki Point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Starting at 11th level, instead of stunning you can cause the target to be blinded for 1d6 rounds or deafened for one minute.

Starting at 17th level, instead of stunning you can cause the target to be paralyzed for 1d4+1 rounds.

Quivering Palm

AI 17th level. you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 Ki Points to start these imperceptible vibrations, which last for a number of days equal to your Battle Dancer level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.


Multiclassing

Prerequisites

To qualify for multiclassing into the Battle Dancer class, you must meet these prerequisites:
Charisma 13 or higher, Dexterity 13 or higher.
No levels of Monk or Bard
If you have any levels of Battle Dancer, you cannot multiclass into Monk or Bard.

Proficiencies

When you multiclass into the Battle Dancer class, you gain the following proficiencies:
Simple Weapons, Shortswords, one skill from the Battle Dancer skill list.

Spellcasting

You can use spell slots from other classes to cast Bard spells you know, and you can use Ki Points to cast spells you know or have prepared from other classes.

Metamorph

The Consummate Shapeshifter

Metamorph

All is quiet on the marsh. A halfling man appears through the mist and looks to the ground. His quarry's trail is going cold, and will be lost soon. In an instant, the halfling's face turns to that of a wolf, and long claws grow from his fingers. A scent fills his nose, not that of the swamp. With a mighty leap, he clears the treacherous water of the marsh, and is soon back on the hunt.


An elvish woman sits patiently at a tavern, eavesdropping on a nearby conversation. The women at the table next to her are waiting for something. One mentions a delivery meant for them. Unknown to them, the nearby elf had already acquired said delivery, and eliminated the man taking it to them. From the dark corner where she sits, nobody notices the elf suddenly take the form of the man meant to deliver their package. Naturally as ever, the elf gives the two women what they seek, and follows them to their base of operations.

Creating a Metamorph

Metamorph ia a Hybrid Class of Monk and Druid, focusing on shapeshifting and natural weapons.

This a fairly advanced class, as far as complexity of play. You will need to keep track of many different forms and features if you wish to maximize your effectiveness as a Metamorph. It is not recommended for beginners.

Quick Build

You can make a Metamorph quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity, then Constitution. Second, choose the Outlander background.

Class Features

Hit Points

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

Proficiencies

Armor: Light, Medium
Weapons: Simple Weapons
Tools: None
Saving Throws: Dexterity, Strength
Skills: Choose two from Acrobatics, Animal Handling, Athletics, Nature, Perception, Stealth, and Survival

Equipment

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

  • (a) any simple weapon or (b) 10 darts
  • leather armor and an explorer's pack

If you are using starting wealth, you have 2d4 x 10 gp

The Metamorph
Level Prof
Bonus
Shifter
Claws
Features
1st +2 1d4 Shifter Claws, Wild Shape
2nd +2 1d4 Wild Defense, Chameleon
3rd +2 1d4 Shifter Path
4th +2 1d4 Ability Score Improvement
5th +3 1d6 Monstrous Shape, Multiattack
6th +3 1d6 Path Feature
7th +3 1d6 Blood Drinker, Magic Fang
8th +3 1d6 Ability Score Improvement
9th +4 1d6 Shifter's Tongue
10th +4 1d6 Civil Shape
11th +4 1d8 Path Feature
12th +4 1d8 Ability Score Improvement
13th +5 1d8 Shifter's Hide
14th +5 1d8 Purity of Body
15th +5 1d8 Giant Shape
16th +5 1d8 Ability Score Improvement
17th +6 1d10 Path Feature
18th +6 1d10 Timeless Body
19th +6 1d10 Ability Score Improvement
20th +6 1d10 Everyshape

Shifter Claws

  • Any time you can draw or stow a weapon, you can extend or retract claws from the ends of your fingers. These claws are natural weapons that you can use to make unarmed strikes, with a damage die as shown in the Shifter Claws column of the Metamorph table.

  • When you use your Wild Shape feature to take a form that has at least one natural attack, you can choose one of them. The chosen natural attack uses your Shifter Claws die in place of its normal damage die. For example, if you are level 17 and you take a form that has a Hooves attack with a damage die of 2d4, you can choose to replace that attack's 2d4 with 1d10.

  • You can use Dexterity instead of Strength for the attack and damage rolls of your natural weapons.

  • Immediately after taking the Attack action on your turn, you can make one attack with a natural weapon as a bonus action.

Wild Shape

Read carefully! This is the core feature of this class!

As a bonus action, you can magically assume the shape of a Beast that you have seen before. You can spend a number of hours Wild Shaped equal to your Metamorph level plus your Wisdom modifier (these hours do not have to be consecutive but they must be spent in 1 hour increments; you choose a form each time you transform) after which you must finish a short or long rest before you can use Wild Shape again.

At 1st level, your shape can't have a CR higher than 1/4 your Metamorph level, and it can't have a swimming or flying speed. At 3rd level, the max CR increases to 1/3 your Metamorph level, and you are permitted a swimming speed. At 6th level, you are permitted a flying speed.

You can revert to your normal form by using a bonus action on your turn. You automatically revert if you run out of hours of Wild Shape, fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast except as mentioned here. You retain your alignment, personality, hit dice, hit points, and Intelligence, Wisdom, and Charisma scores, and you use the average of your normal and your new form's Strength, Dexterity, and Constitution scores (for example, if your Dexterity score is 14 and your new form's Dexterity score is 10, you will have a Dexterity of 12 in that form; your new Constitution score does not affect your hit points). You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. You will have to recalculate the form's attack bonuses and saving throw DCs using your new Ability Scores and your Proficiency Bonus in place of the base creature's.

  • Your ability to speak or to take any action that requires hands is limited to the capabilities of your current form. Usually this will prevent you from using weapons and tools or casting spells (you need to be able to speak at least one language to perform verbal components, and hands that can use tools to perform somatic components).

  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses (such as darkvision) unless your new form also has that sense.

  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form until you gain the Shifter's Hide feature, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

  • When you transform, you can gain temporary hit points equal to the beast's maximum hit points. These temporary hit points last until you revert to your normal form, or until you use Wild Shape to take a new form. You must complete a short or long rest before doing this again.

Wild Defense

Beginning at 2nd level, while you are wearing no armor, not using a shield, and in a form without natural armor, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. While you are wearing light or medium armor or in a form with natural armor but not using a shield, you have a +1 bonus to your AC.

Chameleon

At 2nd level, you gain the ability to gradually alter your coloration to blend in to your surroundings. You can spend 1 minute standing still and allowing your coloration to shift until you are camouflaged against a static background (for example, a wall or a forest, but not a river or a crowd).

Once you are camouflaged in this way, you gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

Shifter Path

At 3rd level, you choose a Path. Choose between Chimera, Verdant, Elementalist, or Draconic, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, and 17th.

Ability Score Improvement

At 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.

Monstrous Shape

Beginning at 5th level, you can use Wild Shape to take the shape of Monstrosities as though they were Beasts.

Multiattack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. In addition, whenever you take the Multiattack action on your turn, you can make one additional attack with a natural weapon as part of that action.

Magic Fang

Starting at 7th level, your natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

In addition, you gain the ability to extend and retract fangs in the same way you extend your Shifter Claws, gaining a Bite attack that counts as a natural weapon and uses your Shifter Claws damage die.

Blood Drinker

At 7th level, you gain the ability to heal yourself by drinking the blood of your enemies. Any time you use a Bite attack to deal damage to a living creature (or otherwise consume at least one ounce of fresh blood other than your own), you can regain a number of hit points equal to 1d10 plus your Metamorph level. You must complete a short or long rest before you can do this again.

Shifter's Tongue

At 9th level, you gain the ability to speak any language you know in any form you take. Additionally, you can speak in the native tongue of any form you take while in that form.

Civil Shape

Beginning at 10th level, you can use Wild Shape to take the shape of Humanoids. You can make yourself look like a specific individual you have seen before, or like a specific individual from your imagination, or just like a generic member of that race. Using Wild Shape this way changes your race to another humanoid race for as long as you are transformed; you lose all of your racial features and gain all the racial features of your new race. None of your other statistics change.

Shifter's Hide

Beginning at 13th level, whenever you choose to keep wearing a piece of equipment (other than a weapon or metal armor) when you use Wild Shape, that equipment changes with you to the appropriate size and shape to be worn by your new form. The equipment reverts to its normal size and shape when you revert to your normal form.

Purity of Body

At 14th level, your magical mastery over your body makes you immune to disease and poison.

Giant Shape

Beginning at 15th level, you can use Wild Shape to take the shape of Giants as though they were Beasts.

Timeless Body

Beginning at 18th level, the magical control that you wield over your body allows you to age more slowly. For every 10 years that pass, your body ages only 1 year, and you can't be aged magically.

Everyshape

At 20th level, you have unlimited hours of Wild Shape, and you can take the shape of any creatures other than Undead or Constructs as though they were Beasts.

Shifter Paths

Chimera

Chimerae mix various creatures into new shapes.

Minor Form

Beginning at 3rd level, as a bonus action you can take one of the following features of any creature whose form you could take with Wild Shape:

  • A natural weapon (such as a bite or claws).
  • A sense (such as darkvision or tremorsense).
  • A movement speed.
  • A special ability such as waterbreathing or elemental resistance.

Your appearance changes with this feature based on the creature you are taking it from, such as sprouting eagle's wings for a fly speed or growing a wolf snout for a bite attack.

You can only use this feature in your natural form. You can't use this feature to gain a flying speed until 6th level.

You can use Minor Form for a number of minutes equal to your Metamorph level plus your Wisdom modifier (these do not have to be consecutive, but they must be spent in one minute increments), after which you must complete a short or long rest before using this feature again.

Improved Minor Form

Beginning at 6th level, you can use Minor Form in any form, and you can take two features instead of one when in your natural form. They do not have to be from the same creature.

Greater Minor Form

Beginning at 11th level, when you use Minor Form, you can take three features in your natural form or two in any other form. They do not need to be from the same creature.

Final Form

Beginning at 17th level, when you use Wild Shape you can take two forms instead of one, combining them into a single form and gaining all the features of both. Wherever the two forms give conflicting features, choose one or the other (for example, if the forms are different size categories, choose one of the size categories).

Verdant

Verdants gain the ability to take plant shapes.

Plant Shape

At 3rd level you gain the ability to take the form of an ordinary plant as a bonus action, from a single flower to a massive oak tree (this transformation follows the same rules as Wild Shape; your Dexterity score becomes 0, and your Strength, Constitution, and temporary hit points in this form are at DM discretion based on the size and resilience of the plant you choose).

While in Plant Shape you are aware of your surroundings but can't move or take any actions other than to revert to your normal form as a bonus action.

You can use this feature a number of times equal to your Wisdom modifier; you regain expended uses when you finish a short or long rest.

Verdant Shape

Beginning at 6th level, you can use Wild Shape to take the shape of Plant creatures as though they were Beasts.

Improved Verdant Shape

Beginning at 11th level, your maximum CR for using Wild Shape to take Plant Creature shapes becomes 2 plus 1/3 your Metamorph level.

Greater Verdant Shape

Beginning at 17th level, your maximum CR for using Wild Shape to take Plant Creature shapes becomes 1/2 your Metamorph level.

Elementalist

Elementalists gain the ability to take Elemental shapes.

Elemental Claws

At 3rd level, you gain the ability to sheathe your Shifter Claws in elemental energy as a bonus action (or as part of the same bonus action while extending your claws). You can choose Lightning, Cold, Fire, or Acid each time you use this feature. Any time you deal damage with your Shifter Claws while they are sheathed in energy, they deal an additional 1d6 damage of the chosen elemental type. You can also use this feature while Wild Shaped, sheathing one natural weapon of your choice in elemental energy as a bonus action.

The energy lasts for one minute and then dissipates. You can use this feature a number of times equal to your Wisdom modifier; you regain all expended uses after finishing a short or long rest.

Elemental Shape

Beginning at 6th level, you can use Wild Shape to take the shape of Elemental creatures as though they were Beasts.

Improved Elemental Shape

Beginning at 11th level, your maximum CR for using Wild Shape to take Elemental Creature shapes becomes 2 plus 1/3 your Metamorph level.

Greater Elemental Shape

Beginning at 17th level, your maximum CR for using Wild Shape to take Elemental Creature shapes becomes 1/2 your Metamorph level.

Draconic

Draconics gain the ability to take dragon shapes.

Dragon Scales

Beginning at 3rd level, your skin sprouts a thin sheen of protective scales. These scales add +2 to your AC when in your natural form, not wearing armor, and not using a shield.

Dragon Shape

Beginning at 6th level, you can use Wild Shape to take the shape of Dragon creatures as though they were Beasts.

Improved Dragon Shape

Beginning at 11th level, your maximum CR for using Wild Shape to take Dragon Creature shapes becomes 2 plus 1/3 your Metamorph level.

Greater Dragon Shape

Beginning at 17th level, your maximum CR for using Wild Shape to take Dragon Creature shapes becomes 1/2 your Metamorph level.


Multiclassing

Prerequisites

To qualify for multiclassing into the Metamorph class, you must meet these prerequisites:
Wisdom 13 or higher, Dexterity 13 or higher.
No levels of Druid or Monk.
If you have any levels of Metamorph, you can't multiclass into Druid or Monk.

Proficiencies

When you multiclass into the Metamorph class, you gain the following proficiencies:
Light Armor, Medium Armor

Ninja

The Master of Shadow

Ninja

The nobles are all talking amongst themselves, enjoying their quiet party. Lavish decorations blanket the room. An elvish woman stands in the corner, having bribed and disguised and bluffed her way in. She keeps her expression casual but never lets the host out of her sight, the baron over these lands who just raised taxes on the peasantry for the third time this month. She grips the kunai beneath her robes, waits for the opportune moment, then ducks into the nearest shadow and vanishes.

Creating a Ninja

Ninja is a Hybrid Class of Monk and Rogue, usually a guerrilla peasant taking on the nobility but they can be found among all ranks and types of warriors.

Quick Build

You can make a Ninja quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Criminal background.

Class Features

As a Ninja, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: None
  • Weapons: Simple weapons, shortswords
  • Tools: Thieves' tools, disguise kit, poisoner's kit

  • Saving Throws: Dexterity, Wisdom
  • Skills: Choose three from Acrobatics, Athletics, Deception, History, Insight, Intimidation, Perception, Performance, Persuasion, Religion, Sleight of Hand, and Stealth

Equipment

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

  • (a) a shortsword or (b) any simple weapon
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
  • Thieves' tools and 10 darts

If you are using starting wealth, you have 4d4 x 10 gp

Finesse Training

At 1st level, you are trained in unarmored combat styles using monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. Darts also count as monk weapons for you.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your monk weapons.
  • Your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Certain ninja clans use specialized forms of the monk weapons. For example, you might use a shortsword with a slightly curved single-edged blade (called a wakizashi) or darts that have four pointed blades (called shurikens). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in chapter 5 of the Player's Handbook.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another
enemy of the target is within 5 feet of it, that enemy
isn't incapacitated, and you don't have disadvantage on
the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Ninja table.

Ki

Starting at 2nd level, your training allows you to harness the mystical energy of Ki. You have a number of Ki Points equal to your Argent Fist level.

You can spend these points to fuel various Ki features. You start knowing three such features: Flurry Strike, Step of the Wind, and Shadow Arts. You learn more Ki features as you gain levels in this class.

You regain all expended Ki Points when you finish a short or long rest. You must spend at least 30 minutes of the rest meditating in prayer to regain your Ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Flurry Strike

When you use two-weapon-fighting with a pair of monk weapons, you can spend 1 ki point to make one attack with each of those weapons as a bonus action instead of just with the off-hand weapon.

Ninja
Level Proficiency
Bonus
Sneak
Attack
Unarmored
Movement
Features
1st +2 1d6 Finesse Training, Sneak Attack
2nd +2 1d6 +10ft Unarmored Movement, Ki
3rd +2 1d6 +10ft Combat Style
4th +2 1d6 +10ft Ability Score Increase, Slow Fall
5th +3 2d6 +10ft Uncanny Dodge
6th +3 2d6 +15ft Combat Style Feature
7th +3 2d6 +15ft Evasion
8th +3 2d6 +15ft Ability Score Increase
9th +4 3d6 +15ft Infiltration Expertise
10th +4 3d6 +20ft Extra Attack
11th +4 3d6 +20ft Combat Style Feature
12th +4 3d6 +20ft Ability Score Increase
13th +5 4d6 +20ft Acculturate
14th +5 4d6 +25ft Impostor
15th +5 4d6 +25ft Cloak of Shadows
16th +5 4d6 +25ft Ability Score Increase
17th +6 5d6 +25ft Combat Style Feature
18th +6 5d6 +30ft Elusive
19th +6 5d6 +30ft Ability Score Increase
20th +6 5d6 +30ft Perfect Self

Step of the Wind

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled.

Shadow Arts

As an action. you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence. without providing material components.

Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet. This bonus increases when you reach certain Ninja levels, as shown in the Ninja table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

You only gain the benefits of this feature while not wearing armor or wielding a shield.

Combat Style

At 3rd level, you choose a style of combat to specialize in. You choose from among Daisho, Karate, or Shuriken, all detailed at the end of the section. Your choice grants you features at 3rd, 6th, 11th, and 17th levels.

Ability Score Increase

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.

Slow Fall

At 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Ninja level.

Uncanny Dodge

Starting at 5th level, 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.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity 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.

Infiltration Expertise

Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to somebody else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.

Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

Extra Attack

Beginning at 10th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Acculturate

Starting at 13th level, you can gain the ability to speak and understand any language by carefully listening to it being spoken for at least an hour. This includes accents and jargon necessary to pass as a native speaker of a particular dialect.

Impostor

At 14th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Cloak of Shadows

By 15th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Perfect Self

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

Combat Styles

Daisho

Daisho literally means "big little", and refers to a combat style focused on dual-wielding melee monk weapons, especially longswords (katanas) and shortswords (wakizashis).
Daisho specialists often take the Dual Wielder feat.

Daisho Specialty

At 3rd level, you gain proficiency with longswords, and longswords are considered monk weapons for you. While wielding two melee monk weapons, you cannot be disarmed of either weapon while you still hold the other (you can be disarmed of both weapons at once).

Dual Blades

Starting at 6th level, when you successfully hit a creature with a melee weapon attack, you can immediately spend 1 ki point to gain advantage on your next melee weapon attack against that creature with a weapon in your other hand this turn.

Dragon Blades

Starting at 11th level, you can spend up to 3 ki points as a bonus action to give one nonmagical melee monk weapon you are wielding a bonus to attack and damage rolls equal to the number of ki points spent. This bonus lasts for one minute, and the weapon counts as magical for the duration. You can use this feature on two weapons you are wielding as part of the same bonus action, but you must spend ki points separately for each weapon. You cannot use this feature on a weapon already under the effect of this feature.

Whirlwind Blades

Starting at 17th level, while wielding a melee monk weapon in each hand, you can spend 3 ki points as an action to spin your blades rapidly through any square you can reach. You can use up to 15 feet of movement as part of this action; this movement does not provoke opportunity attacks, and any square you threaten during this movement is within the area of this effect. Each creature within the area of effect must make a Dexterity saving throw. On a failed save, the creature takes damage as though hit by both your weapons; on a successful save, they take half as much damage.

Karate

Karate literally means "empty hand", and refers to a combat style focused on fighting with unarmed strikes.

Karate Specialty

Starting at 3rd level, your unarmed strikes become finesse monk weapons with a damage die of 1d4 instead of 1. This die increases to 1d6 at 6th level, 1d8 at 11th level, and 1d10 at 17th level. In addition, when you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.

Dragon Fist

Starting at 6th level, your unarmed strikes count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks.

In addition, whenever you hit a creature with an unarmed strike, you can spend 1 ki point to impose one of the following effects on that target:

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. Ir it fails, you can push it up to 15 feet away from you.
  • It can't take reactions until the end of your next turn.

Wholeness of Body

At 11th level, you gain the ability to heal yourself. As an action, you can regain hit points equal to three times your Ninja level. You must finish a long rest before you can use this feature again.

Quivering Palm

AI 17th level. you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike. you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your Ninja level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

Shuriken

Shuriken literally means "hand hidden blade", and refers to a combat style focused on concealable throwing weapons such as darts or daggers.

Shuriken Specialty

Starting at 3rd level, you can draw and sheathe concealed light thrown weapons as quickly and easily as if they were not concealed. You may still have to make a Sleight of Hand check to keep this movement hidden from others. In addition, you can draw and sheathe any number of light thrown monk weapons at any time on your turn.

Piercing Blades

Starting at 6th level, you can roll a d6 in place of the damage die of any thrown light monk weapon. This die increases to a d8 at 11th level and a d10 at 17th level.

Returning Weapon

Starting at 6th level, immediately after making a ranged attack with a thrown light monk weapon, you may spend a ki point to have the weapon immediately reappear in your hand.

Whirlwind of Knives

Starting at 11th level, if you have at least 10 light thrown monk weapons on your person, you can spend 3 ki points as an action to rapidly draw and throw all of these weapons at once. Each creature in a 15 foot cone must make a Dexterity saving throw. A creature takes damage equal to three of your Piercing Blades dice on a failed save, and half as much damage on a successful one. The weapons used by this feature reappear where they were drawn from at the end of this action.

Sudden Edge

Beginning at 17th level, you can make opportunity attacks with light thrown monk weapons to the weapon's first range.


Multiclassing

Prerequisites

To qualify for multiclassing into the Ninja class, you must meet these prerequisites:
Dexterity 13 or higher.
No levels of Rogue or Monk.
If you have any levels of Ninja, you cannot multiclass into Rogue or Monk.

Proficiencies

When you multiclass into the Ninja class, you gain the following proficiencies:
Simple Weapons, Shortswords, one of your choice from Thieves' Tools, Disguise Kit, or Poisoner's Kit

Samurai

The Noble Warrior

Samurai

A dwarf in layered splint armor sits astride his warhorse, a naginata held in both hands resting across his lap. He stares down the rebellious group of peasants, wielding torches and sickles and pitchforks, with a few sword-wielding ninja at the front lines. He shifts his grip on the specialized spear in his hands, glancing at his fellow warriors to his left and right for support. This will be a bloody battle, but someone has to keep the rabble in line.

An elf in studded leather armor draws her daikyu taught, her right hand coming to rest against her cheek. She takes a deep breath, lets it out slowly, and in a flash she releases the arrow and grabs a second one. Four arrows are loosed in the space of two heartbeats, each one finding its target. The enemy soldier falls, and in the blink of an eye she turns to face the next one.

Creating a Samurai

Samurai is a Hybrid Class of Monk and Fighter, usually soldiers employed by nobility but they can be found among all ranks and types of warriors.

Quick Build

You can make a Samurai quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Wisdom. Second, choose the Soldier background.

Class Features

As a Samurai, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: One type of artisan's tool or musical instrument

  • Saving Throws: Wisdom, Strength
  • Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Stealth, and Survival

Equipment

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

  • leather armor, a longsword, and a quiver of 20 arrows
  • (a) a shortbow or (b) a longbow
  • (a) any martial weapon or (b) two simple weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack

If you are using starting wealth, you have 5d4 x 10 gp

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. (This includes Fighting Styles from other classes with redundant mechanics, even if they have a different name.)

Daikyu

You gain a +2 bonus to attack rolls you make with ranged weapons. Longbows count as monk weapons for you.

Karuta

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

Nodachi

When you roll a 1 or a 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 a 2. The weapon must have the two-handed or versatile property for you to gain the benefit. Greatswords count as monk weapons for you.

Daisho

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

Bajutsu

You have advantage on saves to avoid falling off your mount.

Ki Combat

Your training allows you to harness the mystic energy of Ki while fighting with monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property. Longswords and shortbows also count as monk weapons for you.

You have a number of Ki Points equal to half your Samurai level, rounded up. You can spend these points to fuel various Ki features. You start knowing four such features: Flurry Strike, Patient Defense, Second Wind, and Kiai Smite. You learn more Ki features as you gain levels in this class.

You regain all expended Ki Points when you finish a short or long rest. You must spend at least 30 minutes of the rest meditating to regain your Ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki Save DC = 8 + your proficiency bonus +

your Wisdom modifier


Certain samurai orders use specialized forms of the monk weapons. For example, you might use a longsword with a slightly curved, single-edged blade (calIed a katana) or a longbow with the grip positioned lower on the length (called a daikyu), Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in chapter 5 of the Player's Handbook.

Samurai
Level Proficiency
Bonus
Kiai
Smite
Fast
Movement
Features
1st +2 1d6 Fighting Style, Ki Combat
2nd +2 1d6 +5 ft. Fast Movement
3rd +2 1d6 +5 ft. Samurai Archetype
4th +2 1d6 +5 ft. Ability Score Improvement
5th +3 1d8 +5 ft. Action Surge (one use)
6th +3 1d8 +10 ft. Medium Armor
7th +3 1d8 +10 ft. Samurai Archetype Feature
8th +3 1d8 +10 ft. Ability Score Improvement
9th +4 1d8 +10 ft. Deflect Missiles
10th +4 1d8 +15 ft. Samurai Archetype Feature
11th +4 1d10 +15 ft. Extra Attack
12th +4 1d10 +15 ft. Ability Score Improvement
13th +5 1d10 +15 ft. Linguistic Study
14th +5 1d10 +20 ft. Heavy Armor
15th +5 1d10 +20 ft. Samurai Archetype Feature
16th +5 1d10 +20 ft. Ability Score Improvement
17th +6 1d12 +20 ft. Action Surge (two uses)
18th +6 1d12 +25 ft. Samurai Archetype Feature
19th +6 1d12 +25 ft. Ability Score Improvement
20th +6 1d12 +25 ft. Perfect Self, Extra Attack (2)

Flurry Strike

When wielding only monk weapons, you can spend 1 ki point to make one attack with a monk weapon as a bonus action.

When you use two-weapon fighting with a pair of monk weapons, you can spend 1 ki point to make one attack with each of those weapons as a bonus action, instead of just with the second weapon.

You can only use this ki feature while wearing light or no armor and not wielding a shield.

Second Wind

On your turn, you can spend 1 Ki Point as a bonus action to regain hit points equal to 1d10 + your Samurai level.

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

Kiai Smite

When you hit a creature with a monk weapon, you can spend Ki Points up to your Wisdom modifier (minimum 1) to add additional damage dice to the attack. You add 1 die per Ki Point spent. This die is a d6 at 1st level, and changes as you increase in level as shown on the Samurai table.

Patient Defense

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Fast Movement

Starting at 2nd level, when wearing light or no armor and not wielding a shield, you gain a bonus to your movement speed as shown on the Samurai Table.

In addition, you gain the following ki feature, which you can use any time you can use your Fast Movement bonus:

Step of the Wind

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Samurai Archetype

At 3rd level, you choose an archetype of combat techniques to focus on. Choose Kihei, Ronin, or Shogun, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th 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.

Action Surge

Starting at 5th level, You can push yourself beyond your normal limits for a moment. On your turn, you 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. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Medium Armor

At 6th level, you gain the following benefits:

  • Your Strength or Dexterity score increases by 1, to a maximum of 20.
  • You gain proficiency with Medium Armor.
  • You can use your Fast Movement and Flurry Strike features while wearing Medium Armor, but your Fast Movement is reduced by 5 feet while wearing Medium Armor.

Deflect Missiles

Starting at 9th level, when you are hit by a ranged weapon attack you can use your reaction to deflect or catch the missile. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Samurai level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

Extra Attack

Beginning at 11th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 20th level, you can attack three times instead of twice.

Linguistic Study

At 13th level, you gain proficiency with four languages of your choice.

Heavy Armor

At 14th level, you gain the following benefits:

  • Your Strength or Dexterity score is increased by 1, to a maximum of 20.
  • You gain proficiency with Heavy Armor.
  • You can use your Fast Movement and Flurry Strike features while wearing Heavy Armor, but Fast Movement is reduced by 10 feet while wearing Heavy Armor.

Perfect Self

At 20th level, when you roll for initiative and have no ki points remaining, you regain 4 ki points.

Samurai Archetypes

Kihei

The Kihei is a cavalryman who focuses on mounted combat and holding down the front line.

(Use the Cavalier Martial Archetype of Fighter from Xanathar's Guide to Everything with the following change:)

Born to the Saddle

You have advantage on saves to avoid falling off your mount.

You gain the Bajutsu Fighting Style. If you already have Bajutsu, you gain another Fighting Style of your choice.

Ronin

The Ronin is a lone wolf who focuses on honing his own capabilities to a razor's edge.

(Use the Champion Martial Archetype of Fighter from the Player's Handbook.)

Shogun

The Shogun is a military general who sees war as an art form and a battlefield as a canvas to be painted on.

Ki Maneuvers

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by ki points.

Improved Ki Pool. You have additional ki points in your pool equal to your Wisdom modifier (minimum 1). These additional points can only be spent on maneuvers.

Maneuvers. You learn three maneuvers of your choice, which are detailed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You may use Kiai Smite as part of any successful attack that also uses a maneuver.

You learn three additional maneuvers of your choice at 7th, 10th, 15th, and 18th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Kiai Dice. When a maneuver uses a Kiai Die, it uses the same die as your Kiai Smite, as shown on the Samurai table.

Saving Throws. Maneuvers count as ki features, and so use your Ki Save DC when a saving throw is called for.

Student of War

At 3rd level, you gain proficiency with one type of artisan's tools of your choice.

Know Your Enemy

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class leveIs (if any)
  • Fighter or Samurai class levels (if any)

Maneuvers

The maneuvers are presented in alphabetical order.

Commander's Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and spend 2 ki points. That creature can immediately use its reaction to make one weapon attack, adding a Kiai die to the attack's damage roll.

Disarming Attack. When you hit a creature with a weapon attack, you can spend 1 ki point to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike. When you hit a creature with a weapon attack, you can spend 1 ki point to distract the creature, giving your allies an opening. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork. When you move, you can spend 1 ki point, rolling a Kiai die and adding the number rolled to your AC until you stop moving. You can only use this maneuver any time you can use your Fast Movement.

Feinting Attack. You can spend 1 ki point and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature.

Goading Attack. When you hit a creature with a weapon attack, you can spend 1 ki point to attempt to goad the target into attacking you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Lunging Attack. When you make a melee weapon attack on your turn, you can spend 1 ki point to increase your reach for that attack by 5 feet.

Maneuvering Attack. When you hit a creature with a weapon attack, you can spend 1 ki point to maneuver one of your comrades into a more advantageous position. You choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack. When you hit a creature with a weapon attack, you can spend 1 ki point to attempt to frighten the target. The target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry. When another creature damages you with a melee attack, you can use your reaction and spend 1 ki point to reduce the damage by the number you roll on a Kiai die + your Dexterity modifier.

Precision Attack. When you make a weapon attack roll against a creature, you can spend 1 ki point to add a Kiai die to the attack roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack. When you hit a creature with a weapon attack, you can spend 1 ki point to attempt to drive the target back. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Rally. On your turn, you can use a bonus action and spend 1 ki point to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to a Kiai die roll + your Charisma modifier.

Riposte. When a creature misses you with a melee attack, you can use your reaction and spend 1 ki point to make a melee weapon attack against the creature.

Sweeping Attack. When you hit a creature with a melee weapon attack, you can spend 1 ki point to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on a Kiai die. The damage is of the same type dealt by the original attack.

Trip Attack. When you hit a creature with a weapon attack, you can spend 1 ki point to attempt to knock the target down. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.



Multiclassing

Prerequisites

To qualify for multiclassing into the Samurai class, you must meet these prerequisites:
Wisdom 13 or higher.
Strength or Dexterity 13 or higher.

No levels of Monk or Fighter.
If you have any levels of Samurai, you cannot multiclass into Monk or Fighter.

Proficiencies

When you multiclass into the Samurai class, you gain the following proficiencies:
Light Armor, Simple Weapons, Martial Weapons

Spelldrinker

The Mistress of Pain

Spelldrinker

She looks her victim up and down with cold malice, as blood runs down his limply hanging body and drips from his toes onto the stone floor.
"Come now, pet, we haven't got all day. I know you want to counter my spell. You know how much I hurt you when you don't."
"No... please..." the helpless wizard whispers hoarsely, his conviction slowly waning.

"Don't worry, my pet, this will all be easier once you've been broken. Now, on the count of three, you cast counterspell on me. Ready? One... two..."

Creating a Spelldrinker

Spelldrinker is a Hybrid Class of Monk and Warlock, who are trained to fight, capture, and torture magic users. They learn to use special pain weapons to inflict not just lethal injury but excruciating agony, the kind that will make a wizard spill all the secrets in that spellbook of his.

Spelldrinkers are trained in the art of torture by first being broken themselves, usually being kidnapped by a master at a young age and beaten and cut and tormented until she learns to accept it, and to perpetrate it for herself. She serves her master unquestioningly as she knows the price of disobedience, and she expects the same from those she captures for herself.

The most important question to consider when making a Spelldrinker is what is your character's alignment? The life of a Spelldrinker is easiest for those who are Lawful Evil, and indeed the process of training and breaking is meant to force them into that alignment. However, a Spelldrinker can have managed to keep her original alignment by burying it deep and repressing or ignoring it. She will usually still emit Lawful Evil behaviors, especially when in the presence of her master/mistress, but if she gets out on adventures of her own her true alignment can find ways to peek out through the patterns of behavior she has been trained to follow.

Quickbuild

You can make a Spelldrinker quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Acolyte background.

Class Features

Hit Points


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

Proficiencies


  • Armor: Light
  • Weapons: Simple Weapons, Flails, Whips
  • Tools: Poisoner's Kit

  • Saving Throws: Charisma, Constitution
  • Skills: Choose two from Acrobatics, Arcana, Athletics, Insight, Intimidation, Medicine, and Religion

Equipment

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

  • a suit of leather armor
  • (a) a whip and a pair of gauntlets* or (b) 2 daggers
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • (a) a component pouch or (b) an arcane focus

If you are using starting wealth, you have 2d4 x 10 gp

Gauntlets

Gauntlets are included with several types of medium and heavy armor, but can be purchased separately for 1 gp for a pair.


Mistress of Pain

You gain the following benefits when you are wearing light or no armor and not using a shield and unarmed or only wielding pain weapons, which are clubs, daggers, flails,
and whips.

  • You can use Dexterity instead of Strength for the
    attack and damage rolls of your unarmed strikes
    and pain weapons.

  • You can roll 1d4 in place of the normal damage die of your pain weapons. This die changes as you gain Spelldrinker levels, as shown in the Mistress of Pain column of the Spelldrinker table. If you are wearing gauntlets, you can also use this die for your unarmed strikes.

  • When you use the Attack action on your turn, you can make one unarmed strike as a bonus action.

  • Once per turn, when you hit a creature with a pain weapon, you can force them to make a Constitution saving throw at a DC equal to 10 + the damage dealt by the attack; if they fail, they gain one level of bleed* which lasts for one minute.

  • You have advantage on any Intimidation check targeting a creature you have hit with a pain weapon in the last minute.

Bleed

The target loses 1 hit point per bleed level at the start of each of its turns due to blood loss; bleed level can be reduced to zero by spending an action on a DC 15 Medicine check or by regaining any number of hit points.

Spelldrinker
Level Prof
Bonus
Mistress
of Pain
Fast
Move
Features Max
Cantrips
Known
Max
Spells
Known
Spell
Slots
Slot
Level
1st +2 1d4 Mistress of Pain, Spellthief 2 2 1 1st
2nd +2 1d4 +5 Fast Movement, Pain Specialty 2 3 1 1st
3rd +2 1d4 +5 Discipline 2 4 2 2nd
4th +2 1d4 +5 Ability Score Improvement 3 5 2 2nd
5th +3 1d6 +5 Mistress of Fear 3 6 2 3rd
6th +3 1d6 +10 Discipline Feature 3 7 2 3rd
7th +3 1d6 +10 Improved Pain Specialty 3 8 2 4th
8th +3 1d6 +10 Ability Score Improvement 3 9 2 4th
9th +4 1d6 +10 Thought Swiper 3 10 2 5th
10th +4 1d6 +15 Extra Attack 4 10 2 5th
11th +4 1d8 +15 Discipline Feature, Additional Max Spell Slot (6th Level) 4 11 3 5th
12th +4 1d8 +15 Ability Score Improvement 4 11 3 5th
13th +5 1d8 +15 Greater Pain Specialty, Additional Max Spell Slot (7th Level) 4 12 3 5th
14th +5 1d8 +20 Improved Spellthief 4 12 3 5th
15th +5 1d8 +20 Pain Mastery, Additional Max Spell Slot (8th Level) 4 13 3 5th
16th +5 1d8 +20 Ability Score Improvement 4 13 3 5th
17th +6 1d10 +20 Discipline Feature, Additional Max Spell Slot (9th Level) 4 14 4 5th
18th +6 1d10 +25 Enchantment Drinker 4 14 4 5th
19th +6 1d10 +25 Ability Score Improvement 4 15 4 5th
20th +6 1d10 +25 Master Spellthief 4 15 4 5th

Spellthief

A Spelldrinker has minimal magic power of her own; mostly she relies on stealing the magic of her enemies.

Any time you are the target of a spell or are within a spell's area of effect, you can make a Charisma saving throw at that spell's save DC. If you succeed, the spell does not affect you, and instead you regain a spell slot, and you can add that spell to your list of spells known (replacing one of the spells you already know if necessary).

In addition, any time you absorb a spell this way, that spell is removed from the spell list and list of prepared spells or spells known of the one who cast it, and the spell slot they used to cast the spell is not restored by resting. This lasts for a number of days equal to the level of spell or spell slot stolen plus your Charisma modifier (minimum 1). This effect ends immediately if you become unconscious, are reduced to 0 hit points, or die.

The spell must be of a level you can cast to use this feature. You can absorb cantrips this way, but you do not regain a spell slot from absorbing a cantrip. You can absorb total spell levels of spell slots up to your Spelldrinker level, after which you must complete a long rest before using this feature again.


Cantrips

At 1st level, you know two cantrips of your choice from the Warlock spell list. You learn additional cantrips by absorbing them from other spellcasters, up to the number shown for your level on the Spelldrinker table.

Spell Slots

The Spelldrinker table shows how many spell slots you have; all of your spell slots are the same level as shown on the table, until 11th level when you start being able to gain additional higher level spell slots. For example, at 13th level, you have a maximum capacity of three 5th level slots, one 6th level slot, and one 7th level slot. You can only gain a spell slot of 6th level or higher by absorbing a spell of its level or higher.

To cast one of your Spelldrinker spells of 1st level or higher, you must expend a spell slot. If you have no spell slots remaining, you gain one spell slot of your lowest level when you finish a short or long rest. You gain additional spell slots by absorbing them from other spellcasters. You cannot have more spell slots than the number shown for your level on the Spelldrinker table.

What if they won't cast spells at me?

Despite the name, Spelldrinkers are not primarily spellcasters. You should mostly be relying on your pain weapons, using your Spellthief feature only when necessary.

That said, if you find a spellcaster you want to steal spells from but they try to avoid casting spells on you, you can use your pain weapons for torture and intimidation to convince them to use magic on you against their better judgment, as depicted in the opening skit.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st level spells of your choice from the Warlock spell list. You learn additional spells by absorbing them from other spellcasters, up to the number shown for your level on the Spelldrinker table.

Spellcasting Ability

Charisma is your spellcasting ability for your Spelldrinker spells regardless of what spellcaster or spell list you stole them from. 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 Spelldrinker 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


Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Spelldrinker spells.

Fast Movement

Starting at 2nd level, your speed increases as shown on the Spelldrinker table while you are wearing light or no armor and not wielding a shield.

Pain Specialty

By 2nd level, you have gotten used to bruises and beatings. You have resistance to bludgeoning damage when wearing light or no armor and not using a shield.

In addition, when a creature you hit with a pain weapon fails their Mistress of Pain saving throw, as a bonus action you can cause them to become stunned for one round in addition to bleed.

Discipline

At 3rd level, you choose a Discipline. Choose between Bruiser or Whip-Master, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, and 17th level.

Ability Score Increase

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.

Mistress of Fear

Beginning at 5th level, you gain advantage on all saving throws versus fear effects and you gain proficiency with the Intimidation skill (if you were already proficient with Intimidation, you now add double your proficiency bonus).

Improved Pain Specialty

By 7th level, the cut of lash or blade means nothing to you. You have resistance to slashing damage when wearing light or no armor and not using a shield.

In addition, when a creature you hit with a pain weapon fails their Mistress of Pain saving throw, as a bonus action you can cause them to become blinded for 1d6 rounds or deafened for one minute in addition to bleed.

Thought Swiper

Beginning at 9th level, you can hear the thoughts of anyone currently missing a spell or spell slot you have stolen, as the detect thoughts spell. This requires concentration but has unlimited range and does not require line of sight.

Extra Attack

Beginning at 10th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Greater Pain Specialty

By 13th level, even a twisting knife barely registers to your senses. You have resistance to piercing damage when wearing light or no armor and not using a shield.

In addition, when a creature you hit with a pain weapon fails their Mistress of Pain saving throw, as a bonus action you can cause them to become poisoned for one minute in addition to bleed.

Improved Spellthief

Beginning at 14th level, you add double your proficiency bonus to Charisma saving throws for absorbing spells with your Spellthief feature.

Pain Mastery

By 15th level, you have learned to shrug off even the most grievous of injuries. As an action, you can regain hit points equal to three times your Spelldrinker level. You must finish a long rest before you can do this again.

In addition, when a creature you hit with a pain weapon fails their Mistress of Pain saving throw, as a bonus action you can cause them to become paralyzed for 1d4+1 rounds in addition to bleed.

Finally, when you score a critical hit with a pain weapon, it deals an additional 2d6 necrotic damage (these dice are not doubled by the critical).

Enchantment Drinker

At 18th level, you gain the ability to absorb magic from enchanted weapons. When you are struck by a magic weapon, you can force its wielder to make a Charisma saving throw at your Spelldrinker spell save DC (if the weapon has a Charisma score, it makes this save for itself). If they succeed, you take half damage from the attack. If they fail, you take no damage from the attack and you regain a spell slot. You must complete a short or long rest before using this feature again.

Master Spellthief

At 20th level, a Spelldrinker learns to truly make her target's magic her own. As an action, if you are within 30 feet of someone who is missing a spell or spell slot that you have stolen, you can force them to make a Charisma saving throw at your Spelldrinker save DC. If they fail, they lose their highest level remaining spell slot and you gain a spell slot of that level or lower (minimum 5th). If they succeed, the same thing happens but they lose a random level of spell slot instead of their highest. You must complete a long rest before using this feature again.

Spelldrinker Disciplines

Bruiser

Bruisers excel at unarmed combat and grappling.

Brawling

At 3rd level, Bruisers gain the following benefits:

  • As long as you are wearing gauntlets, your unarmed strikes count as pain weapons.

  • You can use Dexterity instead of Strength for grappling.

  • When you hit a creature with an unarmed strike, you can immediately spend a bonus action to grapple it.

  • When wearing no armor and not wielding a shield, you add your Charisma bonus to your AC. When wearing light armor but not wielding a shield, you add +1 to your AC.

Ki

Beginning at 6th level, you add your proficiency bonus to all grapple checks, and your unarmed strikes count as magical for overcoming damage resistance or immunity.

In addition, your training allows you to harness the mystical energy of Ki. You have a number of Ki Points equal to half your Spelldrinker level, rounded up.

You can spend these points as long as you are wearing light or no armor, not using a shield, and unarmed or only wielding pain weapons. You can spend Ki to do the following:

  • Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.

  • You can spend 1 Ki Point to take the Dodge action as a bonus action on your turn.

  • You can spend 1 Ki Point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

  • You can spend 1 Ki Point to give yourself advantage on any grapple check.

Improved Ki

Beginning at 11th level, you have Ki Points equal to your full Spelldrinker level instead of half. In addition, you can spend Ki to do the following:

  • When you hit a creature with an unarmed strike, you can spend 1 Ki Point to force the creature to make a Dexterity saving throw. If it fails, it is knocked prone.

  • When you hit a creature with an unarmed strike, you can spend 1 Ki Point to prevent the creature from taking reactions until the end of your next turn.

  • When you hit a creature with an unarmed strike, you can spend 1 Ki Point to force the creature to make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.

Quivering Palm

At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your Spelldrinker level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

Whip-Master

Whip-Masters excel at the use of a whip in combat.

Whip Specialty

At 3rd level, Whip Masters gain the following benefits:

  • When you use the Attack action with a pain weapon on your turn, you can make one additional attack with your whip as a bonus action.

  • When you hit a creature with a whip, you can immediately attempt to grapple it. You use Dexterity instead of Strength for this grapple check. If successful, you can choose to pull the creature to you and enter the grapple as normal, or to give the creature the restrained condition for as long as you stay within your whip's range of them and do not use your whip for anything else. Each round on the creature's turn it can spend its action to attempt to escape by making a Strength saving throw with a DC of 8 plus your Dexterity modifier plus your Proficiency bonus.

Whip Control

Beginning at 6th level, your reach with a whip increases from 10 feet to 15 feet, and whenever you hit a creature with a whip, you gain a bonus equal to the damage dealt by that attack to your next Intimidation or Animal Handling check targeting that creature. You can also use your whip as though it were a grappling hook attached to 15 feet of rope.

Touch of the Lash

At 11th level you gain the ability to deliver spells through your whip, treating any target your whip is touching as though you were touching them.

Whip Mastery

Beginning at 17th level, your reach with a whip increases from 15 feet to 20, and you can use your whip as though it were a grappling hook attached to 20 feet of rope. You gain an additional reaction each round that can only be used for opportunity attacks with a whip.



Multiclassing

Prerequisites

To qualify for multiclassing into the Spelldrinker class, you must meet these prerequisites:
Tortured by a master until broken.
Charisma 13 or higher and Dexterity 13 or higher.
No levels of Monk or Warlock.
If you have any levels of Spelldrinker, you cannot multiclass into Monk or Warlock.

Proficiencies

When you multiclass into the Spelldrinker class, you gain the following proficiencies:
Light Armor, Simple Weapons, Flails, Whips

Nymph

The Nature Fey

.

This is an excerpt from Odyssey Races, which also contains rules for Medusa, Siren, and Satyr.

Nymph

Nymphs are fey creatures that resemble blindingly beautiful human or elven women, with flesh and hair made of the natural elements they are born from and protect.

Nymph Traits

Your character has a variety of natural and magical abilities due to their fey nature.

Ability Score Increase. Your Charisma score is increased
by 2, your Wisdom score is increased by 1, and your Strength score is decreased by 2.

Age. Nymphs are born cocooned within some natural feature, indicated in each one's subrace description. They gestate in this cocoon for 100 years, after which their health is tied to the health of the natural feature they are bound to rather than to the passage of time.

Alignment. Nymphs are usually Neutral or Chaotic, though some tend toward Good or Evil.

Size. Nymphs range in height from just under 5 to over 7 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common, Elvish, and Sylvan.

Enthralling Beauty. You possess unearthly grace and beauty, which allows you to dazzle and charm those who are susceptible to such things. You have proficiency in one Charisma based skill of your choice.

You know the friends cantrip. Once you reach 3rd level, you can cast the charm person spell once with this trait, and you regain the ability to do so when you finish a short or long rest. Starting at 11th level, you can cast this spell at will.

Cocoon. Each Nymph is bound to the natural feature she was cocooned in, as indicated in the subrace description. Any damage done to your bonded feature is done to you, and any poisons or diseases affecting it affect you as well. You can perform a 24 hour ritual inside a natural feature of similar kind to create a new cocoon inside it, bonding to it and causing your current bonded cocoon to wither away. Most Nymphs are loath to do this unless their current bonded feature has been destroyed.

You do not need to eat, drink, sleep, or breathe, but you do need to return regularly to your bonded feature; treat each day without a long rest inside your cocoon as a day without food, and each day without a short or long rest inside your cocoon as a day without water.

Subrace. Five subraces of Nymph exist: Aurae, Dryad, Naiad, Nereid, and Oread. Choose one of them for your character.

Aurae

Aurae are air nymphs, guardians of the skies. Your flesh is the color of the sky: pale blue during the day, deep black with glittering star points at night, fiery reds and oranges at dawn and twilight. Your hair appears to be made of wispy vapor.

Cocoon. Aurae are born cocooned in a cloud, and are bound to that traveling stormfront or weather pattern.

Speed. You have a flying speed of 20 feet and can hover. You can treat clouds and vapor as though they were solid.

Nightvision. You take no penalty to Perception due to the darkness of night. Other darkness still inhibits your vision.

Innate Spellcasting. You know the gust cantrip. Once you reach 3rd level, you can cast the fog cloud spell once with this trait. Once you reach 5th level, you can cast the fly spell once with this trait. You regain the ability to cast these spells this way when you finish a long rest. Starting at 11th level, you regain the ability to cast these spells this way when you finish a short or long rest. Starting at 17th level, you can cast these spells at will.

Dryad

Dryads are tree nymphs, guardians of the forests. Your flesh looks like bark covered wood, and your hair appears to be made of vines, leaves, or blossoming flowers, depending on the season and the type of tree you were cocooned in.

Cocoon. Dryads are born cocooned in a tree, usually one ancient and massive at the center of a dense forest.

Tree Stride. A Dryad can step into and out of any living tree large enough to fit her in its trunk. You may stay there indefinitely, or you may use 10 feet of movement to appear inside another tree up to 60 feet away that can fit you in its trunk. Any damage dealt to a tree while you are inside it is also dealt to you. If the tree is cut down, killed, or otherwise destroyed while you are inside it, you are forcibly expelled from it and take 10d10 force damage.

Innate Spellcasting. You know the druidcraft cantrip. Once you reach 3rd level, you can cast the entangle spell once with this trait. Once you reach 5th level, you can cast the barkskin spell once with this trait. You regain the ability to cast these spells this way when you finish a long rest. Starting at 11th level, you regain the ability to cast these spells this way when you finish a short or long rest. Starting at 17th level, you can cast these spells at will.

Naiad

Naiads are freshwater nymphs, guardians of lakes and rivers. Your skin is a vibrant blue, and your hair appears to be a constantly flowing waterfall.

Cocoon. Naiads are born cocooned in a riverbed or lakebed, and are bound to that body of water.

Speed. You have a swimming speed of 40 feet, and you can swim against currents and up waterfalls as though they were standing water.

Innate Spellcasting. You know the shape water cantrip. Once you reach 3rd level, you can cast the water breathing spell once with this trait. Once you reach 5th level, you can cast the control water spell once with this trait. You regain the ability to cast these spells this way when you finish a long rest. Starting at 11th level, you regain the ability to cast these spells this way when you finish a short or long rest. Starting at 17th level, you can cast these spells at will.

Nereid

Nereids are saltwater nymphs, guardians of the oceans. Your skin is a deep blue-green, and your hair appears to be made of seafoam decorated with shells and seaweed.

Cocoon. Nereids are born cocooned in a giant seashell, and are bound to a particular cove or bay of a sea or ocean.

Speed. You have a swimming speed of 40 feet, and you are unaffected by ocean currents, tidal forces, or large waves.

Darkvision. 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.

Innate Spellcasting. You know the shape water cantrip. Once you reach 3rd level, you can cast the water breathing spell once with this trait. Once you reach 5th level, you can cast the control water spell once with this trait. You regain the ability to cast these spells this way when you finish a long rest. Starting at 11th level, you regain the ability to cast these spells this way when you finish a short or long rest. Starting at 17th level, you can cast these spells at will.

Oread

Oreads are rock nymphs, guardians of the mountains. Your skin appears to be made of stone or soil. If you have hair, it appears to be made of cave moss.

Cocoon. Oreads are born cocooned in a cliff or giant boulder, and are bound to a particular hill or mountainside.

Speed. You have a burrowing speed of 20 feet. When you use this speed to travel through unworked earth or stone, you can glide through the material, leaving it undisturbed.

Darkvision. 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.

Innate Spellcasting. You know the mold earth cantrip. Once you reach 3rd level, you can cast the maximilian's earthen grasp spell once with this trait. Once you reach 5th level, you can cast the stone shape spell once with this trait. You regain the ability to cast these spells this way when you finish a long rest. Starting at 11th level, you regain the ability to cast these spells this way when you finish a short or long rest. Starting at 17th level, you can cast these spells at will.

Mantle of Far Travel

As a 24 hour ritual, a Nymph can take a piece of her bonded feature -- a leaf, a wisp of cloud, etc. -- and transform it into a mantle that she can wear, appearing to be made of her choice of either sheer, wet silk, or the same material as her hair. Whenever you sleep within 300 feet of this mantle, you are considered to be inside your cocoon. This allows you to travel long distances without dying of starvation or leaving your cocoon unguarded.

Your cocoon can communicate empathically with you while you wear this mantle. Trees and rivers and such rarely have much to say, but it can alert you if it is in danger.

While you wear this mantle, as an action you can close your eyes and allow your senses to return to your cocoon. As long as you keep your eyes closed and concentrate, you can see and hear the area immediately surrounding your bonded feature.

In an emergency, as an action you can tear this mantle from your body, causing it to dissolve into the material it was made from. When you do so, you are immediately teleported back to your bonded feature, appearing inside your cocoon.

If a Nymph's mantle is stolen, she will do nearly anything to get it back and to keep it from being destroyed, especially if she is far from her cocoon.

Thanks for Reading!

Argent Fist was inspired by the Argent Fist prestige class and the Exalted feats Vow of Poverty, Vow of Peace, and Vow of Nonviolence, all from Dungeons and Dragons 3.5

Battle Dancer was inspired by the Battle Dancer prestige class from Dungeons and Dragons 3.5

Metamorph was inspired by the Shifter class from Pathfinder and Beast Boy from Teen Titans.

Spelldrinker was inspired by the Mord-Sith from Terry Goodkind's Sword of Truth series.

A special thank you to all the redditors on r/DnDHomebrew who helped me refine these!

©2020 Caleb Wichman
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
 

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