5E - Character Options of the Realm

by Darkenneko

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Character Options of the Realm

0.8
Part 1 | Races of the Realm

Chapter 1: Races of the Realm

A VISIT TO ONE OF THE GREAT CITIES IN the worlds of Dungeons & Dragons—Waterdeep, the Free City of Greyhawk, or even uncanny Sigil, the City of Doors—overwhelms the senses. Voices chatter in the countless different languages. The smells of cooking in dozens of different cuisines mingle with the odors of crowded streets and poor sanitation.









Playble Races
Race Speed Size Ability Score Adjustment Special Feature Source
Aarakocra 25 M +2 Dex, +1 Wis Flight 50ft., Talons 1d4 Slash EEPC, EGW
Aasimar 30 M +2 Cha Necro/Rad Resist, “Light”, Healing Hands, Angelic Guide VGtM, EGW
   Fallen 30 M +1 Str Necrotic Shroud VGtM, EGW
   Protector 30 M +1 Wis Radiant Soul VGtM, EGW
   Scourge 30 M +1 Con Radiant Consumption VGtM, EGW
Bugbear 30 M +2 Str, +1 Dex Long-Limbed, Powerful Build, Sneaky, Surprise Attack VGtM, EGW
Centaur 40 M +2 Str, +1 Wis Charge, Hooves 1d4 Bludge, Equine Build, Survivor GGtR, MOoT
Changeling 30 M +2 Dex, +1 Wis/Con Change Appearance, Changeling Instinct, Unsettling Visage, Divergent Persona WGtE
Dragonborn 30 M +2 Str, +1 Cha Draconic Ancestry, Breath Weapon, Dragon Resistance PHB, EGW
Dwarf 25 M +2 Con Dwarven Combat Training, Tool Proficiency, Stonecunning PHB
   Duergar / Gray 25 M +1 Str Duergar Resilience, Duergar Magic, Sunlight Sensitivity MToF, SCAG
   Hill / Gold 25 M +1 Wis Dwarven Toughness PHB
   Mountain / Shield 25 M +2 Str Dwarven Armor Training PHB
Elf 30 M +2 Dex Keen Senses, Fey Ancestry, Trance PHB
   Dark Elf (Drow) 30 M +1 Cha Sunlight Sensitivity, Drow Magic, Drow Weapon Training PHB
   Eladrin 30 M +1 Cha Changing of the Seasons, Fey Step MToF
   High / Moon / Sun 30 M +1 Int Elf Weapon Training, Cantrip PHB
   Sea 30 M +1 Con Sea Elf Training, Child of the Sea, Swim 30 ft. MToF, EGW
   Shadar-Kai 30 M +1 Con Necrotic Resistance, Blessing of the Raven Queen MToF
   Wood 30 M +1 Wis Elf Weapon Training, Fleet of Foot, Mask of the Wild PHB
   Pallid 30 M +1 Wis Incisive Sense, Blessing of the Moon Weaver EGW
Part 1 | Races of the Realm
Playble Races
Race Speed Size Ability Score Adjustment Special Feature Source
Fairy 30 S +2/+1 or +1x3 Fairy Magic, Flight TWBtW
Firbolg 30 M +2 Wis, +1 Str Firebolg Magic, Hidden Step, Powerful Build, Speech of Beasts and Leaf VGtM, EGW
Genasi 30 M +2 Con EEPC, EGW
   Air 30 M +1 Dex Unending Breath, Mingle with the Wind EEPC, EGW
   Earth 30 M +1 Str Earth Walk, Merge with Stone EEPC, EGW
   Fire 30 M +1 Int Fire Resistance, Reach to the Blaze EEPC, EGW
   Water 30 M +1 Wis Acid Resistance, Amphibious, Swim 30 ft., Call to the Wave EEPC, EGW
Gith 30 M +1 Int MToF
   Githyanki 30 M +2 Str Decadent Mastery, Martial Prodigy, Githyanki Psionics MToF
   Githzerai 30 M +2 Wis Mental Discipline, Githzerai Psionics MToF
Gnome 25 S +2 Int Gnome Cunning PHB
   Deep (Svirfneblin) 25 S +1 Dex Stone Camouflage MToF, EEPC, SCAG
   Forest 25 S +1 Dex Natural Illusionist, Speak with small Beasts PHB
   Rock 25 S +1 Con Artificers Lore, Tinker PHB
Goblin 25 S +2 Dex, +1 Con Fury of the Small, Nimble Escape VGtM, GGtR, EGW, ERftLW
Goliath 30 M +2 Str, +1 Con Natural Athlete, Stone's Endurance, Powerful Build, Mountain Born VGtM, EEPC, EGW
Grung 25 S +2 Dex, +1 Con Aboreal Alertness, Poison Immunity, Poisonous Skin, Water Dependency OGA
Half-Elf 30 M +2 Cha, +1x2 Choice Fey Ancestry PHB, SCAG
   Standard 30 M Skill Versatility PHB
   Half-Dark Elf (Drow) 30 M Drow Magic SCAG
   Half-High Elf 30 M Elf Weapon Training, Cantrip SCAG
   Half-Sea Elf 30 M Aquatic, Swim 30 ft. SCAG
   Half-Wood Elf 30 M Choose One - Elf Weapon Training, Fleet of Foot, Mask of the Wild SCAG
Half-Orc 30 M +2 Str, +1 Con Menacing, Relentless Endurance, Savage Attacks PHB
Halfling 25 S +2 Dex Lucky, Brave, Halfling Nimbleness PHB
   Ghostwise 25 S +1 Wis Silent Speech SCAG
   Lightfoot 25 S +1 Cha Naturally Stealthy PHB
   Stout 25 S +1 Con Stout Resilience PHB
   Lotusden 25 S +1 Wis Child of the Wood, Timberwalk EGW
Harengon 30 M/S +2/+1 or +1x3 Hare-Trigger, Leporine Senses, Lucky Footwork, Rabbit Hop TWBtW
Hobgoblin 30 M +2 Con, +1 Int Saving Face VGtM
Human 30 M +1 to all PHB
Part 1 | Races of the Realm
Playble Races
Race Speed Size Ability Score Adjustment Special Feature Source
Human (Variant) 30 M +1x2 Choice Skill, Feat PHB
Kalashtar 30 M +1 Wis, +1 Cha, +1 Choice Dual Mind, Mental Discipline, Mind Link, Psychic Glamor, Severed from Dreams WGtE
Kenku 30 M +2 Dex, +1 Wis Expert Forgery, Kenku Training, Mimicry VGtM, EGW
Kobold 30 M +2 Dex, -2 Str Grovel, Cower, and Beg, Pack Tactics, Sunlight Sensitivity VGtM
Leonin 35 M +2 Cont, +1 Str Claws 1d4 bludge, Hunter's Instincts, Daunting Roar MOoT
Locathah X X X X LR
Loxodon 30 M +2 Con, +1 Wis Loxodon Serenity, Natural Armor, Trunk, Keen Smell GGtR
Lizardfolk 30 M +2 Con, +1 Wis Bite 1d6 pierce, Cunning Artisan, Hold Breath, Hunter's Lore, Natural Armor, Hungry Jaws, Swim 30 ft. VGtM
Minotaur 30 M +2 Str, +1 Con Horns 1d6 pierce, Goring Rush, Hammering Horns, Imposing Presence GGtR, MOoT
Orc 30 M +2 Str, +1 Con, -2 Int Aggressive, Menacing, Powerful Build VGtM, EGW, ERftLW
Owlin 30 M/S +2/+1 or +1x3 Flight 30ft, Darkvision, Silent Feathers SACoC
Satyr 35 M +2 Cha, +1 Dex Ram 1d4 bludge, Magic Resistance, Mirthful Leaps, Reveler MOoT
Simic Hybrid 30 M +2 Con, +1 Choice Animal Enhancement GGtR
Shifter 30 M +1 Dex Keen Senses, Shifting WGtE
   Beasthide 30 M +2 Con Tough, Shifting Feature WGtE
   Longtooth 30 M +2 Str Fierce, Shifting Feature WGtE
   Swiftstride 30 M +1 Dex, +1 Cha Graceful, Shifting Feature WGtE
   Wildhunt 30 M +2 Wis Fierce, Mark the Scent, Shifting Feature WGtE
Tabaxi 30 M +2 Dex, +1 Cha Feline Agility, Cat's Claws 1d4 slash climb 20, Cat's Talent VGtM, EGW
Tiefling 30 M +2 Cha Hellish Resistance PHB, SCAG, MTF
   Asmodeus 30 M +1 Int Infernal Legacy PHB, MToF
   Baalzebul 30 M +1 Int Legacy of Maladomini MToF
   Dispater 30 M +1 Dex Legacy of Dis MToF
   Fierna 30 M +1 Wis Legacy of Phlegethos MToF
   Glasya 30 M +1 Dex Legacy of Malbolge MToF
   Levistus 30 M +1 Con Legacy of Stygia MToF
   Mammon 30 M +1 Int Legacy of Minauros MToF
   Mephistopheles 30 M +1 Int Legacy of Cania MToF
   Zariel 30 M +1 Str Legacy of Avernus MToF
   Feral 30 M Replace - +1 Int, +2 Dex Devil's Tongue, Hellfire, Winged SCAG
Tortle 30 M +2 Str, +1 Wis Claws 1d4 slash, Hold Breath, Natural Armor, Shell Defense, Survival Instinct TTP
Part 1 | Races of the Realm
Playble Races
Race Speed Size Ability Score Adjustment Special Feature Source
Triton 30 M +1 Str, +1 Con, +1 Cha Amphibious, Control Air and Water, Emissary of the Sea, Guardians of the Depths, Swim 30 ft. VGtM, MOoT
Vedalken 30 M +2 Int, +1 Wis Vedalken Dispassion, Tireless Precision, Partially Amphibious GGtR
Verdan 30 S/M +1 Con, +2 Cha Black Blood Healing, Limited Telepathy, Persuasive, Telepathic Insight AI
Warforged 30 M +1 Con Warforged Resilience, Sentry's Rest, Integrated Protection WGtE
   Envoy 30 M +1x2 Choice Specialized Design, Integrated Tool WGtE
   Juggernaut 30 M +2 Str Iron Fists 1d4 bludge, Powerful Build WGtE
   Skirmisher 35 M +2 Dex Swift, Light Step WGtE
Yuan-Ti Pureblood 30 M +2 Cha, +1 Int Innate Spellcasting, Magic Resistance, Poison Immunity VGtM
Part 1 | Races of the Realm

Elven Culture

Elf characters are allowed to pick one culture, but is not necessary.

Aerenal Elf Culture (WGtE)

Aerenal is ruled by the Undying Court, a council of undead elves sustained by positive energy. The Undying Court wields godlike power and has protected your island home for thousands of years. The greatest heroes of your people join the Undying Court after death; if you achieve great things in your life, you too could achieve this immortality.

This trait replaces the Training, Fey Step, and Blessing trait of another subrace.

Aereni Skill Training: You can choose one skill or tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency.

Valenar Elf Culture (WGtE)

Your people are dedicated to the arts of war. Millenia ago, your ancestors fought an epic war against mighty Giants, they battled the champions of the Goblins. The greatest heroes of those struggles live on after death, known as the patron ancestors. When you became an adult, one of the patron ancestors forms a bond with you. Now it is your duty to follow in the footsteps of your patron, living your life as they lived theirs, allowing this champion to live on through you.

These traits replaces the Training, Fey Step, and Blessing trait of another subrace.

Valenar Weapon Training: You have proficiency with the Scimitar, Double Scimitar, Longbow, and Shortbow.

Patron Ancestor: You have a bond with an important ancestor that provides guidance in the form of visions, voices, and feelings based on its experiences in life. This ancestor chose you specifically but is bonded with many other Valenar Elves so is not always present.

MARKS FROM EBERRON HERE

TEXT

Source Guide

Abbreviation - Source

AI - Acquisitions Incorporated

BGDiA - Baldur's Gate: Decent into Avernus

CKM - Candle Keep Mysteries

COS - Curse of Strahd

DMG - Dungeon Master's Guide

EEPC - Elemental Evil Player's Companion

EGtW - Explorer's Guide to Wildemount

ERLW - Eberron - Rising from the Last War

FTD - Fizban's Treasury of Dragons

GGtR - Guildmaster's Guide to Ravnica

GoS - Ghost of Saltmarsh

HB - Homebrew

HotDQ - Hoard of the Dragon Queen

HSoT - The Hidden Shrine of Tamoachan

HftT - Hunt for the Thessalhydra

IMR - Infernal Machine Rebuild

LMoP - Lost Mine of Phandelver

MToF - Mordenkainen's Tome of Foes

MOT - Mythic Odysseys of Theros

OGA - One Grung Above

OotA - Out of the Abyss

PHB - Player's Handbook

PoA - Princes of the Apocalypse

RotF - Rime of the Frostmaiden

SACoC - Strixhaven: A Curriculum of Chaos

SCAG - Sword Coast Adventurer's Guide

SKT - Storm King's Thunder

TCE - Tasha's Cauldron of Everything

TTP - The Tortle Package

TSC - The Sunless Citadel

TOA - Tomb of Annihilation

VRGtR - Van Richetn's Guide to Ravenloft

VGtM - Volo's Guide to Monsters

DMM - Dungeon of the Mad Mage

XGtE - Xanathar's Guide to Everything

WDH - Waterdeep: Dragon Heist

WDM - Waterdeep: Dungeon of the Mad Mage

WGtE - Wayfinder's Guide to Eberron

WBW - The Wild Beyond the Witchlight

Homebrew Races

Part 1 | Races of the Realm

Additional races—listed below in the Homebrew Races table—are available to be used to augment the already existing races.






Homebrew Races
Race Description
Felis Felis are often underestimated due to their short stature and cuddly demeanor. Felis come in all shapes and colors. They can grow to be up to 3 ft. tall and often vary in their weight due to differing habits.
Mantids Their obvious appearance is not easy to conceal—plainly insectoid and unknown to the other races. Mantids have a chitinous exoskeleton which protects them from harm, but prevents them from wearing more advanced armour.
Mousefolk Reaching a little over 2 ft. tall, the Mousefolk often go unnoticed in their day to day activities. Their diminutive stature and quiet demeanor make the Mousefolk inoffensive to most, granting a certain detachment from the major conflicts and strife of the age.
Selachian Selachians are sometimes called shark-people. They evoke fear and wonder and most are not home to the material plane, coming from the Elemental Plane of Water. They come in three varieties and are often very territorial.
Vulpin Created by the diety Eshebala and hunted to near extinction, the Vulpin are a wary race that roam the lands without an actual home. Agile and deceptive in nature the Vulpin do their best to avoid major cities and most the time will travel alone.

Felis

ChunkyRocket has brought to life the Felis race. As of this writing it's version 1.2

Felis Race

Mantids

DoctorGlorious brings the complex but infinitely compelling Mantid race. The Dimorphic Mutations are not allowed as it moves the already versatile race to an overpowered state. As of this writing it's version 2.

Mantids Race

Mousefolk

skybug12 has finalized his small mousefolk, they can be found on D&D beyond or the link below, this version is 2.2 but is considered finalized.

Mousefolk Race

Vulpin

Vulpin


Hunted for their fur, ears and tails Vulpin are a race on the brink of extinction. These foxlike humanoids are curious by nature, but their hunted status forbids them from mingling in the worlds affairs. With no actual home they are scattered across the world, most of the times by themselves.

Trickster Spirits

It is said that the first vulpin was created by Eshebala the Goddess of Cunning, Charm and Vanity to solidify her power as a diety. In that matter all vulpin are distant relatives to Eshebala and all vulpin worship her. Every child born from a vulpin will be a vulpin. They are natural tricksters and are mistrusted by every living being who has heard of them.

Wandering Souls

Without an actual home the vulpin roam the lands remaining hidden and avoiding big cities. While cloaked they may help a small town doing small chores or getting rid of a monster and during this they will never reveal their true identity.

Most will travel alone, but sometimes a group will encounter one another and hide deep within a forested area. This does not last long however as their curious nature makes them set out again to satisfy their curiosity.

Brink of Extinction

There are many legends floating around the world relating to their powerful tails. Vulpin were nearly wiped out for their tails and most of them went into hiding. Only getting back into the world after centuries of hiding, it is still the practice of some reaches to sever a Vulpin's tail in hopes of obtaining power.

Vulpin Names

Each vulpin has multiple names, this is to hide their true identity and are often simple so not to get confused which names are used in which town and region. These names can be anything including names from other races depending on who they wish to portray. Their true names from the tradition of the eastern Wuxian territories, where the race was first birthed.

When born children take up names from their parents they no longer use.

Male Names: Aito, Daisuke, Goku, Hideo, Ikki, Josuke, Jotaro, Noritaka, Obito, Ranma, Tomo, Yoshiko

Female Names: Akatsuki, Kaiya, Mao, Naoko, Natsuko, Nozomi, Rei, Ryuko, Sachi, Tamiko, Umeko, Yoko

Neutral Names: Akira, Hikaru, Kakashi, Kurama, Matoi, Rena, Saotome, Sora, Uzumaki

Vulpin

Vulpin Personality

Often curios the Vulpin are still a guarded race. They don't like to mingle in others affairs unless it's for their own survival, but sometimes their nature gets the better of them. You can use the following tables to customize your character in addition to the trait, ideal, bond, and flaw from your background.

d10 Quirk
1 You miss a home and want nothing more than to settle down somewhere nice
2 You never wear the same outfit twice, unless you absolutely must.
3 You have a minor phobia of water and hate getting wet.
4 Your tail always betrays your inner thoughts.
5 You hate getting yourself dirty and are constantly cleaning yourself.
6 You keep a small ball of yarn in your hand, which you constantly fidget with.
7 You like to see the reaction of people when you steal something from them. You stay close when you have done the deed.
8 When talking about something you’re obsessed with, you speak quickly and never pause and others can’t understand you.
9 You can't help but trust people that are trying to help you. Even if they are up to no good.
10 You can’t help but pocket interesting objects you come across.

Vulpin Traits

Each vulpin character has a number of traits in common through their heritage with all other vulpins.

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

Age. Vulpin mature slower than humans and reach adulthood around the age of 40 and can live to be 900 years old.

Alignment. Vulpin have a low disdain towards all authority, when that is coupled to their fickle trickster nature, vulpin tend to heavily lean towards the chaotic neutral alignment.

Size. Vulpin tend to be between 4 and 5 feet tall with slender builds. Your size is Medium.

Speed. Your base walking speed is 30 feet. While not carrying anything in your hands you can drop to all fours and increase your movement speed to 35 feet.

Darkvision. Vulpin have a foxes keen senses, especially in the dark. 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.

Fey Ancestry. You have advantage on saving throws against being charmed.

Vulpin Trickery. Vulpin gain proficiency in either Dexterity (Slight of Hand) or Charisma (Deception) skills.

Fox Fire. You know the dancing light cantrip and may produce an additional light for each class level. When you reach 3rd level, you may use this trait to cast the faerie fire spell.

When you reach 5th level, you may use this trait as a bonus action to deal 1d10 + Charisma modifier points of lighting damage to the closest hostile creature within 30 ft. of you. An enemy who succeeds on a Dexterity saving throw takes half damage. The spell save DC is equal to 8 + your Charisma modifier + your proficiency bonus. This trait's damage increases by 1d10 when you reach 11th (2d10) and 17th (3d10) level.

You may use this trait once for each effect and regain the ability to do so when you finish a long rest.

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

Selachian

Residing in deep oceans and great seas, the Selachians, sometimes called Shark-people, evoke fear and wonder. Many Selachians aren’t even native to the Material Plane. They hail from a world beyond—from the endless expanses of the Elemental Plane of Water. They are a very varied people, and when not in isolation, work by the sea as sailors, pirates, and merchants, always longing for their independence.

Fins and Gills

From above, Selachians may look much like regular sharks. Only when surfacing to seize a prey or for meeting an individual does their humanoid appearance reveal itself.

Although different subraces may present some differences in appearance, all of them are covered by a thick hide and posses fins stretching from their lower necks. Their color varies from subrace to subrace, but most have white hide on the front of their bodies, and brown or blue hide on their backs.

Ocean Dwellers

Selachians are at home in the sea, and in their natural habitat are fearsome and dreaded.

Great Selachians, the biggest and strongest subrace, usually live in the great expanses of the open ocean, where they find the biggest and toughest prey.

Hunter Selachians live in shallower waters, especially near cave systems, where they are able to find many opportunities for stalking and chasing their prey.

Reef Selachians, the smallest and most agile of the three, live in shallow reef waters, where they group up with others of their kind to hunt.

Native Hunters

Selachians are born hunters, and spend most of their lives in this role. Their jaws and fast swimming make them superb underwater predators.

Even though hunting is the primary source of food, recreation and purpose, different subraces might have different approaches to hunting.

Great Selachians usually hunt alone, and attack their enemies head-on, using their using their strength to overwhelm their opponents and quickly tear them to pieces

Hunter Selachians take a different approach, stalking their prey for long periods of time, looking for an opportunity to exploit. They usually go for old or already hurt prey, as these are easier to track.

Reef Selacchians are different, as they do not hunt alone, and use numbers to overpower their opponents

Territorial Creatures

Selachians live isolated from all other sentient races, in territories in the ocean they conquer from beasts and other water-dwelling races. In these territories, Selachians hunt and breed, and even though many members of the same group may inhabit the same area, they usually avoid each other, focusing on their own survival.

During the mating season, males and females may get together to breed, but soon after the male returns to his territory to continue his previous life.

One exception to this are the Reef Selachians, who live together in bands, with which they hunt and reside.

But even these group dwelling Selachians are extremely territorial creatures, and do not tolerate any intruders in their residence. When such intrusion occurs, many Selachians respond to it with force, driving the intruders out or killing them in order to protect their hunting and their territory.

Although not very prone to showing it, Selachians do posses a great bond to their kin, and can be very fierce to defend others of their race. Selachians who spend a long time with other races may develop similar sentiments for them, but are always reluctant to show it.

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Selachian

Fierce Isolationists

Selachians enjoy peace and isolation. Most of them have little interest in dealing with other peoples and less interest in spending time on the ground. For this reason, it takes an exceptional circumstance for a Selachian to leave his or her territory and undertake the adventurer’s life.

As they are driven mostly by their primal hunting instincts, the prospect of a bigger, fiercer prey may attract the strongest and most boastful, while the promise of power and security for kin may drive the most rational.

Selachian Adventurers
d6 Reason for Adventuring
1 Personal quest to obtain more power
2 Territory destroyed by natural disaster
3 Searching for a way to return to Elemental Plane of Water
4 Outcast by other Selachian and branded a murderer
5 Looking for greater prey to hunt
6 Family member captured by hunters
7 Wounded by a pirate, looking to hunt him down
8 Life saved by an adventurer, looking to repay him

Selachian Names

Because of their fairly independent and lonely life, most Selachians have no name. Those who interact with other races often adopt names kin to those of the race they interact with. Without clan names,, they usually adopt last names that relate to their most defining traits, be it physical, mental, or an accomplishment.

These are a few possible last names for a Selachian: “Great Bite”, “Quick Swim”, “Blood Tracker”, "Big Dorsal", etc.

Selachian Traits

Your Selachian character has, due to his underwater origins, some abilities that are shared by all Selachians

Ability Score Increase. Your Constitution score increases by 1.

Age. Selachians reach maturity around age 15 and can live up to 200 years.

Alignment. Most Selachians are chaotic, and value their independence and following their natural instincts. They usually don't take sides in the fight of good and evil, and prefer to remain neutral.

Size. Selachian sizes vary between different subraces. Their sizes are further detailed in each specific sub race. For all subraces, your size is medium.

Speed. Your base walking speed is 25 feet, and you have a swimming speed of 30 feet.

Darkvision. Accustomed to life underwater, 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.

Bite Weapon. Your mighty jaw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your strength or dexterity modifier, instead of the bludgeoning damage normal for an unarmed strike.

Amphibious. You can breathe air and water.

Blood Frenzy. You gain advantage on attack rolls against targets who are below half their maximum hit-points. This ability does not work against constructs, some elementals and other creatures who do not posses blood.

Languages. You can speak, read, and write Common and Aquan

Subrace. Three main subraces of Selachian populate the worlds of D&D: Hunter Selachians, Great Selachians and Reef Selachians. Choose one of these subraces.

Great Selachian

The Great Selachians are the largest and strongest of all selachians, and posses immense brute force.

Ability Score Increase. Your Strength score increases by 2

Size. A Great Selachian's height lays around 7 to 8 feet. They usually weigh about 240 pounds

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Improved Bite Your bite attack deals 1d6 piercing damage instead of 1d4. You may only use your strength modifier for the attack and damage rolls.

Hunter Selachian

Hunter Selachians, being smaller than their Great cousins, are different in nature, and tend to be more observant.

Ability Score Increase. Your Wisdom score increases by 2

Size. A Hunter Selachian’s height is similar to a human’s, about 5 to 6 feet tall. They also weigh as much as a human, ranging from 120 to 180 pounds.

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Selachian

Hunter’s Mark Upon damaging a creature, you may chose to focus your senses on tracking this creature. For one hour, you gain advantage in perception and investigation rolls to follow the creature and detect any marks left by it. You also gain a scent based blindvision of the creature whenever you are within 20ft of it. You may use this ability once every long rest.

Reef Selachian

As a way to compensate for their small size and lackluster strength, Reef Selachians form schools of dozens of individuals.

Ability Score Increase. Your Dexterity score increases by 2

Size. Reef Selachians are the smallest of all three subraces, measuring 4 to 5 feet of height. They are lightweight, weighing from 80 to 100 pounds

Minor Pack Tactics You are better at attacking in groups. When you attack a creature, if at least one your allies is within 5 ft. of the creature and the ally isn't Incapacitated, you may add your proficiency bonus, to the attack roll.

Credits

  • Sharkman by ~SimonSaysBaka
  • SharkDay by Verehin
  • https://wallpapersafari.com/underwater-backgrounds/
  • /u/iLeaodd for base Selachian race

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Selachian
Part 2 | Lineages of the Realm

Chapter 2: Lineages of the Realm

THE FOLLOWING LINEAGES ARE RACES that characters might gain through remarkable events. These overshadow their original race, if any, becoming their new race. A character might choose a lineage during character creation, their transformation having occurred before play begins. Or, events might unfold during adventures that lead your character to replacing their race with this new lineage. Work with your DM to establish if you're amendable to such development and how such stories unfold.









Playble Lineages
Race Speed Size Special Feature Source
Dhampir 35 M/S Darkvision, Deathless Nature, Spider Climb, Vampiric Bite VRGtR
Hexblood 30 M/S Darkvision, Eerie Token, Telepathic Message, Remote Viewing, Hex Magic VRGtR
Reborn 30 M/S Deathless Nature, Knowledge from a Past Life VRGtR
Part 3 | Classes of the Realm

Chapter 3: Classes of the Realm

ADVENTURERS ARE EXTRAORDINARY people, driven by a thirst for excitement into a life that others would never dare lead. They are heroes, compelled to explore the dark places of the world and take on challenges that lesser women and men can't stand against.

Class & Archetype Listing
Class/Archetype Source
Artificer ERftLW
   Alchemist ERftLW, TCE
   Armorer TCE
   Artillerist ERftLW, TCE
   Battle Smith ERftLW, TCE
Barbarian PHB
   Path of Berserker PHB
   Path of The Totem Warrior PHB, SCAG
   Path of the Battlerager SCAG
   Path of the Ancestral Guardian XGtE
   Path of the Storm Herald XGtE
   Path of the Zealot XGtE
   Path of the Beast TCE
   Path of the Wild Magic TCE
Bard PHB
   College of Lore PHB
   College of Valor PHB
   College of Glamour XGtE
   College of Swords XGtE
   College of Whispers XGtE
   College of Eloquence TCE
   College of Creation TCE
   College of Spirits VRGtR
Cleric PHB
   Knowledge Domain PHB
   Life Domain PHB
   Light Domain PHB
   Nature Domain PHB
   Tempest Domain PHB
   Trickery Domain PHB
   War Domain PHB
   Arcana Domain SCAG
Class & Archetype Listing
Class/Archetype Source
Cleric (Cont.) PHB
   Forge Domain XGtE
   Grave Domain XGtE
   Order Domain GGtR, TCE
   Death Domain DMG
   Peace Domain TCE
   Twilight Domain TCE
Druid PHB
   Circle of Land PHB
   Circle of the Moon PHB
   Circle of Dreams XGtE
   Circle of Shepherd XGtE
   Circle of Spores GGtR, TCE
   Circle of Stars TCE
   Circle of Wildfire TCE
Fighter PHB
   Champion PHB
   Battle Master PHB
   Eldritch Knight PHB
   Purple Dragon Knight SCAG
   Arcane Archer XGtE
   Cavalier XGtE
   Samurai XGtE
   Echo Knight EGW
   Psi Warrior TCE
   Rune Knight TCE
Monk PHB
   Way of the Open Hand PHB
   Way of Shadow PHB
   Way of the Four Elements PHB
   Way of the Long Death SCAG
   Way of the Sun Soul SCAG, XGtE
   Way of the Drunken Master XGtE
   Way of the Kensei XGtE
   Way of Mercy TCE
   Way of Astral Self TCE
Part 3 | Classes of the Realm
Class & Archetype Listing
Class/Archetype Source
Paladin PHB
   Oath of Devotion PHB
   Oath of the Ancients PHB
   Oath of Vengeance PHB
   Oath of the Crown SCAG
   Oath of Conquest XGtE
   Oath of Redemption XGtE
   Oathbreaker DMG
   Oath of Glory TCE
   Oath of The Watchers TCE
Ranger PHB
   Hunter PHB
   Beast Master PHB
   Gloom Stalker XGtE
   Horizon Walker XGtE
   Monster Slayer XGtE
   Fey Wanderer TCE
   Swarmkeeper TCE
Rogue PHB
   Arcane Trickster PHB
   Assassin PHB
   Thief PHB
   Mastermind SCAG, XGtE
   Swashbuckler SCAG, XGtE
   Inquisitive XGtE
   Scout XGtE
   Phantom TCE
   Soulknife TCE
Sorcerer PHB
   Draconic Bloodline PHB
   Wild Magic PHB
   Storm Sorcerer SCAG, XGtE
   Divine Soul XGtE
   Shadow Magic XGtE
   Aberrant Mind TCE
   Clockwork Soul TCE
Class & Archetype Listing
Class/Archetype Source
Warlock PHB
   The Archfey PHB
   The Fiend PHB
   The Great Old One PHB
   The Undying SCAG
   The Celestial XGtE
   The Hexblade XGtE
   The Fathomless TCE
   The Genie TCE
   The Undead VRGtR
Wizard PHB
   School of Abjuration PHB
   School of Conjuration PHB
   School of Divination PHB
   School of Enchantment PHB
   School of Evocation PHB
   School of Illusion PHB
   School of Necromancy PHB
   School of Transmutation PHB
   Bladesinging SCAG, TCE
   War Magic XGtE
   Chronurgy EGW
   Graviturgy EGW
   Order of Scribes TCE
Part 3 | Classes of the Realm

Homebrew Classes

Additional classes—listed below in the Homebrew Classes table—are available to be used to augment the already existing classes.






Homebrew Classes
Class Description Hit Die Primary Ability Saving Throw Proficiencies Armor and Weapon Proficiencies
Shield Hero A stalwart protector of his comrades in arm, willing to put himself in harms way for their safety. d8 Constitution Constitution & Wisdom All armor & shields
Pale Master Arcane casters who draw on necromantic lore that provides a macabre power all its own. d8 Intelligence Constitution & Intelligence Armor: None, Weapons: Daggers, light hammers, sickles, quarterstaffs

Shield Hero

Using a Shield Hero base shown to me from a player, I've adjusted it to be more balanced and provide it a role in any party. I will link the base below. The Shield Hero class begins on the next page.

Shield Hero Base

Pale Master

Inspired by the old D&D 3.5E Pale Master, I've constructed my own variation on the class.

Shield Hero
The Shield Hero
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Defence to Offense, Defensive Master, Spellcasting 3 2
2nd +2 Fighting style, Iron Wall 3 3
3rd +2 Will of Heroes 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Deflect Missiles, Defender Dice Improvement 4 4 3 2
6th +3 Will Feature 4 4 3 3
7th +3 Reactive Body 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 Defender Dice Improvement 4 4 3 3 3 1
10th +4 Will Feature 5 4 3 3 3 2
11th +4 Defense to Offense Increase 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 Brace For Impact, Defender Dice Improvement 5 4 3 3 3 2 1 1
14th +5 Will Feature 5 4 3 3 3 2 1 1
15th +5 Defense to Offense Increase 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 Defender Dice Improvement 5 4 3 3 3 2 1 1 1 1
18th +6 Bolstering Presence 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Unbreakable Shield 5 4 3 3 3 3 2 2 1 1

Shield Hero

A dragonborn holds fast with her adamantine shield, charges bravely into a group of gorgon. An elf behind her, clad in studded leather armor, peppers the gorgons with enchanted arrows loosed from his exquisite bow. The human spearman shouts orders, helping the two combatants coordinate their assault to the best advantage.

A mage clad in a red dress looses a bolt of flames as a man stands between her and the enemies in front. He spreads words of encouragement and lends his strength to her, enabling her to strike true against their foes.

The shield hero is a party based class designed to take hits and keep his foes at arms reach from his comrades. Shield Heroes stare death in the face defiantly and strive forward, if only to protect those around them.

Beacons of Immortality

Shield Heroes utilize a mix of divine magic and physical prowess to keep their enemies at bay. The shield hero does not utilize weapons in the standard way of any class, instead taking to their shield for both offensive and defense measures.

Class Features

As a shield hero, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: All armor, shields
  • Weapons: None
  • Tools: Alchemist supplies, Herbalism kit

  • Saving Throws: Constitution, Wisdom
  • Skills: Choose two skills from Athletics, Insight, Medicine, Persuasion, Perception, or Survival

Equipment

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

  • (a) a shield a and component pouch
  • (a) scale mail, (b) leather armor, or (c) chain mail
  • (a) A dungeoneer’s pack or (b) an explorer’s pack

Spellcasting

Shield Heroes learn to draw upon divine magic through determination to protect who they hold close. See PHB. chapter 10 for general rules of spellcasting and page five for the shield hero spell list.

Cantrips

At 1st level, you know three cantrips of your choice from the shield hero spell list. You learn additional shield hero cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shield Hero table.

Preparing and Casting Spells

The Shield Hero table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of shield hero spells that are available for you to cast, choosing from the shield hero spell list. When you do so, choose a number of shield hero spells equal to your Wisdom modifier + your shield hero level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level shield hero, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. 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 shield hero spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your shield hero spells. The power of your spells comes from your devotion to your party. You use your Wisdom whenever a shield hero spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a shield hero 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

Ritual Casting

You can cast a shield hero spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a shield (found in PHB. chapter 5) as a spellcasting focus for your shield hero spells.

Defense to Offense

The shield hero is trained extensively to use their shield as a weapon. So long as they have no other weapon in their off hand, their shield is considered a simple melee weapon they are proficient with. When a shield hero attacks with his shield it is considered a melee weapon attack. The damage dice for shield is 1d4 bludgeoning damage. The damage is increased to 1d6 at level 10, and then 1d8 at level 15.

Defensive Master

You have gained the ability to protect others through your training as a shield hero. You are able to surround others in a defensive barrier, bolstering their defenses against attacks.

As a reaction, you may target one creature (excluding yourself) within 30-feet of you, you may increase that creatures Armor Class by one defender die until the start of their next turn.

Defender Dice. You have defender dice equal to your Constitution modifer (minimum of 1), they are d4s. A defender die is expended when you use it. You regain all your expended defender dice when you finish a long or short rest.

The defender die becomes a d6 at 5th Level, a d8 at 9th Level, a d10 at 13th Level and a d12 at 17th level.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defense

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

Dueling

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

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Shield Hero

Iron Wall

A shield Hero knows that in order to protect others, they must be able to rise to any challenge they might face. As such they surround themselves with a defensive energy, lessening the effects of damage.

Starting at 2nd level you may use your action to enter a defensive state, during this state you gain resistance to all damage types. Your movement speed is also reduced by half. You remain in this defensive state until you take damage or choose to leave the state. The shield hero has to utilize his action every turn to keep the iron wall up.

Will of Heroes

At 3rd level, your will takes the shape of your ability to defend others. Choose the Will of Sacrifice or the Will of Steel, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

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.

Deflect Missiles

Starting at 5th level, you can use your reaction to deflect the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your shield hero level.

If you reduce the damage to 0, you can utilize one of your defender die to deflect the missile at any target within 120 feet but must utilize the attack roll from the original creature.

Reactive Body

At 7th level, the constant physical strain of protecting your party gives you proficiency in the Acrobatics or Athletics skill.

Brace For Impact

Beginning at 13th level while you have a shield equipped, you cannot be pushed by creatures unless they are two size categories larger than you. Additionally, you have advantage on saving throws against being knocked prone or knocked back.

Bolstering presence

You are a beacon of inspiration, a point to rally behind. At 18th level you may spend your bonus action and a defender die to give temporary Hit Points equal to a roll on your defender die.

Unbreakable Shield

Your body and shield have become almost indistinguishable. You are ready to defend yourself and others without hesitation.

Starting at 20th level, you may use your Iron Wall feature as a Bonus Action and you regain a spent Defender die. Your speed also is no longer halved.

Will of Sacrifice

For some Shield Heroes, their body is a means to an end-that end being protecting their comrades. The Will of Sacrifice is a will of constant self harm where your well being comes last above all else. You become heedless of your own health or well-being, able to push beyond normal limits to protect those in need.

My Blood

Starting when you choose this path at 3rd level, you gain the ability to learn all spells with the hemomancy tag. As long as you have spell slots to learn them.

Over My Dead Body

Beginning at 6th level when an ally creature takes enough damage to drop them to zero within a 60-foot radius of the shield hero, you can choose to take the brunt of the hit. They instead drop to 1 hit point and you negate all damage but gain a death fail.

My body, the Shield

You know that to save a life you must be willing to make the ultimate sacrifice and use your own body to shield those who might need you.

Beginning at 10th level, as an action the shield hero chooses a member of his party. When that member is chose as a target from an attack and is within 60-foot the shield hero can forego his next turn to intervene. The shield hero appears between (if possible) the attacker and the party member and negates all damage and negative status effects targeting the party member. The attack then targets the shield hero. If the attack requires an attack roll, it is done at advantage against the shield hero. If the attack requires a saving throw, the shield hero makes it at disadvantage.

The shield hero gains one level of exhaustion after combat has ended.

Shield Hero

Ultimate Sacrifice

Beginning at 14th level, the shield hero understands that in the darkest times, the ultimate sacrifice must be made. For the next 4 rounds of combat, all enemy attacks must be made at the shield hero. All attacks against the shield hero have advantage, and all saves the shield hero makes are made at disadvantage. If any attack forces a save from an ally, the ally makes the save at advantage.

The shield hero may use his defender die on himself during these four rounds.

Will of Steel

The Will of Steel brings the inherent resolve of the shield hero into physical form. He grants buffs to his allies with through sheer force of will and forces himself through the toughest obstacles.

Steel Defense

Starting when you choose this path at 3rd level, you gain two additional defender dice to utilize.

Lend Strength

Beginning at 6th level, you may use your bonus and spend one of your defender die to give an ally within 15-ft advantage on their next saving throws or ability check of their choice.

Beyond Limits

A Shield Hero must push themselves beyond their limits in order to protect those who cannot protect themselves.

Beginning at 10th level if you fail a saving throw, you may spend one of your defender die to increase your save. You may use this ability once per long rest.

Force of Will

The shield hero calls upon the force of his will and it responds in kind.

Beginning at 14th level, the shield hero utilizes an amount of defender die equal to the amount of allies in sight. He rolls one and adds that much AC to all of his allies for the next four rounds. Every time an enemy strikes any of his allies they take damage equal to the shield heroes defender die.

The shield hero gains one level of exhaustion after combat has ended.

Shield Hero

Shield Hero Spells



Cantrips (0 Level)
  • Blade Ward
  • Booming Blade
  • Dancing Lights
  • Fire Bolt
  • Guidance
  • Mending
  • Resistance
  • Shocking Grasp
  • Spare the Dying
1st Level
  • Absorb Elements
  • Alarm
  • Bane
  • Bless
  • Burning Hands
  • Compelled Duel
  • Create or Destroy Water
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Entangle
  • Expeditious Retreat
  • Healing Word
  • Hellish Rebuke
  • Purify Food and Drink
  • Shield
  • Shield of Faith
  • Snare
2nd Level
  • Aid
  • Augury
  • Calm Emotions
  • Darkvision
  • Dragon's Breath
  • Earthbind
  • Enhance Ability
  • Enthrall
  • Heat Metal
  • Hold Person
  • Lesser Restoration
  • Locate Object
  • Maximilian's Earthen Grasp
  • See Invisibility
  • Suggestion
  • Warding Bond
  • Warding Wind
  • Zone of Truth
3rd Level
  • Bestow Curse
  • Catnap
  • Clairvoyance
  • Counterspell
  • Create Food and Water
  • Daylight
  • Dispel Magic
  • Fear
  • Glyph of Warding
  • Haste
  • Revivify
  • Sending
  • Slow
4th Level
  • Death Ward
  • Dominate Beast
  • Fabricate
  • Fire Shield
  • Mordenkainen's Private Sanctum
  • Otiluke's Resilient Sphere
  • Shadow of Moil
5th Level
  • Awaken
  • Circle of Power
  • Contact Other Plane
  • Creation
  • Dawn
  • Greater Restoration
  • Hold Monster
  • Immolation
  • Legend Lore
  • Mass cure wounds
  • Skill Empowerment
  • Wall of Force
6th Level
  • Eyebite
  • Find the Path
  • Globe of Invulnerability
  • Guards and Wards
  • Heal
  • Heroes' Feast
7th Level
  • Forcecage
  • Mirage Arcane
  • Mordenkainen's Magnificent Mansion
  • Power Word Pain
  • Regenerate
  • Symbol
  • Whirlwind
8th Level
  • Antimagic Field
  • Dominate Monster
  • Mighty Fortress
  • Power Word Stun
9th Level
  • Invulnerability
  • Power Word Heal
  • Prismatic Wall
Pale Master
Pale Master
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Bulwark of the Undead, Requiem of Souls, Spellcasting 3 2
2nd +2 Death's Whisper, Death's Vision 3 3
3rd +2 Requiem Feature 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 4 4 3 2
6th +3 Deathless Vigor, Requiem Feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Thrall's Boon, Requiem Feature 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Requiem Feature 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 Undead Acclimation 5 4 3 3 3 2 1 1 1 1
18th +6 Necromastery 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Deathless Master's Touch 5 4 3 3 3 3 2 2 1 1

Pale Master

The charred skeleton strides forward equipped with the equipment his master has given him while a small orc throws snide remarks towards his victims.

CHARACTER EXAMPLE

The pale master is a

Arcane Necromancy

Necromancy is usually a poor choice for arcane spellcasters. Those who really want to master the deathless arts almost always pursue divine means. However, an alternative exists for those who desire power over undead, without losing too much of their arcane power. Enter the pale master, who draws on a font of special lore that provides a macabre power all its own.

Class Features

As a pale master, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: Light and medium
  • Weapons: Daggers, light hammers, sickles, quarterstaffs
  • Tools: None

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two skills from Arcana, Deception, History, Medicine, and Religion

Equipment

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

  • (a) a quarterstaff or (b) a dagger
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) a priest's pack
  • a grimoire
Pale Master

Bulwark of the Undead

At 1st level, you learn to harness the gift possessed by the undead creatures in your company as your skin becomes hard as bone. While you are not wearing any armor or using a shield, your Armor Class equals 13 + your Constitution modifier.

Additionally, you also become immune to disease.

Spellcasting

As a student of necromatic magic, you have obtained a grimoire containing spells dealing with the dark arts. At first, your ability to understand the scripture in this tome is limited.

However, you are told that through devoted study and practice you will be able to decipher more of the pages, and the potency of the spells available to you will become formidable. Unlike more traditional arcane casters, you are unable to learn spells from schools of magic other than necromancy unless they are granted by your chosen requiem.

Cantrips

At 1st level, you know three cantrips of your choice from the pale master spell list. You learn additional pale master cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Pale Master table.

Preparing and Casting Spells

The Pale Master table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of pale master spells that are available for you to cast. To do so, choose a number of pale master spells from your grimoire equal to your Intelligence modifier + your pale master level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level pale master, you have four 1st-level and two 2nd-level spell slots. With a Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. 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 pale master spells requires time spent spent studying your grimoire and memorizing the incantations and gestures you must make to cast the spell; at least 1 minute per spell level for each spell on your list.

Your Grimoire

At 1st level, you obtain a tome containing all of the currently known necromancy spells in the realm. There are a few blank pages at the back of the grimoire, allowing you to inscribe any requiem spells you learn during your travels when you choose which requiem path to follow.

The spells that you decipher in your grimoire as you gain levels reflect the research you conduct on your own, as well as intellectual breakthroughs you have had while dealing with undead.

Replacing a Grimoire. Your grimoire is an ancient tome that was given to you and is thus practically irreplaceable.

However, you are able to copy a spell from your own grimoire into another tome – for example, if you want to make a backup copy of your grimoire. This is a lengthy and painstaking process, particularly for the spells you have not yet deciphered and used. For spells you are able to cast, copying the spell is just like scribing onto a scroll, but faster and easier, since you understand the notation and already know how to cast the spell. You need spend only 1 hour and 10 gp. for each level of the copied spell.

For spells you cannot yet cast, the process is much more difficult. To retain the incantation’s meaning, you must copy it exactly. To do so, you may make an arcana check against a DC 15 for second levels spells. This DC further increases by 2 for every additional spell level you wish to transcribe.

For this reason, it is very rare for a pale master to make copies of their grimoire; rather choosing to value it above all their other material possessions.

Spellcasting Ability

Intelligence is your spellcasting ability for your pale master spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a pale master spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a shield hero spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Ritual Casting

You can cast a pale master spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use an arcane focus (found in PHB. chapter 5) as a spellcasting focus for your pale master spells. Your Undead Graft, obtained at 3rd level, becomes your spellcasting focus.

Pale Master

Chalice of Requiems

“Everything that grows will wither and die” is the essence of all creation as understood by pale masters, but their methods for acting upon this ideal differs greatly. You choose a requiem, shaping your practice of necromancy through one of the four methods. Ash, Frost, Haunt, or Decay, all detailed at the end of the class description.

Your choice grants you additional spells and other features when you choose it at 1st level. It also grants you addition features that you gain at 3rd level, and additional benefits at 6th, 10th, and 14th,

Death's Whisper

Starting at 2nd level, you gain the ability to cast speak with dead as a ritual. Once you use this feature, you can’t use it again until you finish a long rest.

Death's Vision

The undead who lurk in the dark begin to lose their mystery. You gain darkvision out to 60 feet (if you already have darkvision, its effective distance is increased by 30 feet).

Additionally you become proficient with the Religion skill if you are not already and you have advantage on all Religion skill checks if they are related to the undead.

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.

Deathless Vigor

At 6th level, your body becomes more akin to the undead you keep in your cohort. You become resistant to necrotic damage.

Additionally, you are able to reroll a failed Constitution saving throw but must take the second result. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain expended uses when you finish a long rest.

Thrall's Boon

At 10th level, the bond you share with your undead servant strengthens. Using your action, you are able to command your servant to use its reaction to touch a creature within 5 feet of it, delivering any of your spells or abilities with a range of touch.

You may use your combat statistics in place of your servant’s if they are greater.

Undead Acclimation

By 17th level, you have spent so much time dealing with undead and the powers of animation that you gain prowess over some of their most predominant effects.

When you are hit with an attack that deals critical damage, the attack does normal damage instead. Additionally, you are immune to necrotic damage and your hit point maximum cannot be reduced.

Necromastery

At 18th level, you have gained mastery over certain necromancy spells, allowing you to cast them at will.

Choose a 1st-level pale master spell and a 2nd-level pale master spell that are in your grimoire and belong to the necromancy school of magic. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

Deathless Master's Touch

At 20th level, the pale master reaches to touch a living foe with his undead graft, expending the rest of his Undead Graft charges for the day he forces the creature to succeed on a Constitution saving throw or die. A slain creature automatically animates 1 round later as a zombie (see page 265 of the Monster Manual) and is under the pale master's control as if he had animated it. Undead created using this power do not count against a pale master's total for controlling undead.

Requiem of the Ash

Requiem of the Ash Pale Masters focus on extinguishing life through flames. They've expanded their necromancy prowess into utilizing small pieces of both healing magic and flames to aid in the process of turning creatures to ash, feeding into the cycle of life and death.

Expanded Spell List (Ash)

This requiem lets you choose from an expanded list of spells when you learn a new spell. The following spells are added to the Pale Master spell list for you.

Spell Level Spell Name
Cantrip fire bolt, mending, resistance
1st bless, burning hands, cure wounds
2nd lesser restoration, scorching ray
3rd mass healing word, tongues
4th banishment, freedom of movement
5th creation, reincarnate
6th disintegrate
7th regenerate
8th power word stun

Undead Servant (Charred Skeleton)

At 1st level, you forge an Ashen Bond with the undead, allowing you to use your magic to animate an undead servant in the form of a charred skeleton.

With 8 hours of work, a pile of charred bones and a small sacrifice of your own blood, you complete a ritual that imbues the bones with a foul mimicry of life, raising it as an undead creature to become your faithful servant.

Pale Master

Undead Servant (Cont.)

If your servant is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp. worth of rare bone dust, you again enchant the pile of bones with magic to restore it to sentience. You can return the skeleton to undeath in this manner even if you do not possess all the remaining parts of its body.

Ashen Bond

Undead Servant. Your skeleton obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your servant acts on its own.

Your skeleton has abilities and game statistics determined in part by your level. Your servant uses your proficiency bonus rather than its own. The proficiency bonus applies to the areas where it would normally.

Keeping Track of Proficiency. When you gain your servant at 1st level, its proficiency bonus matches yours at +2. As you gain levels and increase your proficiency bonus, remember that your servant’s proficiency bonus improves as well, and is applied to the following areas: ability saving throw DC, proficient skills, proficient saving throws, and attack bonus.

Hit Points, Ability Scores & Skill Proficiency. For each pale master level you gain after 1st, your servant gains an additional hit die and increases its hit points accordingly.

Whenever you gain the Ability Score Improvement class feature, your servant’s abilities also improve. Your servant can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your servant can’t increase an ability score above 20.

Alignment & Personality Traits. Your servant shares your alignment and ideal. Its bond, trait, and flaw are decided by you upon its creation. Here is an example:

Bond. I would gladly give my life for my beloved master.

Trait. I’m dauntless in the face of adversity.

Flaw. I tend to lose some of the bones that were used to create me, forcing my master to always search for more.

Undead Graft (Smouldering)

Upon reaching 3rd level, you graft a necrotic rune into your arm. After 24 hours, the flesh begins to burn away from your arm, leaving behind a charred, but forever smouldering appendage.

Your undead graft becomes a spellcasting focus for your magic, allowing you to cast spells with it and ignore material components that do not have a cost. Also, your graft is considered to be a simple weapon that you are proficient with, which deals 1d8 necrotic damage. When attacking with the graft, you can use your Strength or Intelligence modifier for the attack and damage rolls.

At 6th level, your graft counts as magical and gains a +1 bonus to melee attacks and damage. This increases to a +2 bonus at 12th level and a +3 bonus at 16th level.

Paralyzing Touch

At 6th level, when you make a melee attack using your undead graft against a target, it can cause paralysis. On a successful attack, the target takes an additional 2d8 necrotic damage and must succeed on a Constitution saving throw against your spell save DC or become paralyzed for 1 minute.

The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

You can use this feature once per long rest at 6th level. You gain an additional use at 14th level. Expended uses are regained when you finish a long rest.

Greater Undead Servant

At 10th level, your understanding of necromantic magic allows you strengthen your servant’s power. Your servant gains two feats of your choosing from the following list: Alert, Charger, Moderately Armored, Resilient, Savage Attacker, or Skulker.

Reanimation

At 10th level, you gain the ability to focus your energy and reanimate your servant, forgoing the typical process. As a reaction, if your charred skeleton servant is within 120 feet of you and dies, you are able to raise it immediately with half of its total hit points.

Once you have used this feature, you cannot do so again until you finish a long rest.

Ossien Armor

At 14th level, a touch from your skeletal graft can momentarily encase a target in bone to mitigate damage from an incoming attack. As a reaction, you can half the damage from a single source for a willing creature or target that you can see within 5 feet.

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

Requiem of the Frost

Requiem of the Frost Pale Masters bring a cold gripping death to their foes. Harnessing the chill of winter, they are able conjure ice and snow on a whim.

Expanded Spell List (Frost)

This requiem lets you choose from an expanded list of spells when you learn a new spell. The following spells are added to the Pale Master spell list for you.

Spell Level Spell Name
Cantrip ray of frost, resistance, thaumaturgy
1st armor of agathys, ice knife, sleep
2nd gust of wind, hold person
3rd sleet storm, slow
4th control water, ice storm
5th cone of cold, conjure elemental (Water)
6th freezing sphere
7th simulacrum
8th control weather
Pale Master

Undead Servant (Frozen Ghost)

At 1st level, you forge an Glacial Bond with the undead, allowing you to use your magic to animate one undead servant in the form of a frozen ghost.

With 8 hours of work, a handful of ice and a small sacrifice of your own blood, you complete a ritual that pulls a soul back from the afterlife and binds it into servitude as your faithful servant.

If your servant is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp. worth of rare bone dust, you can again preform a ritual to pull your servant back to the material plane.

Glacial Bond

Undead Servant. Your ghost obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

Your ghost has abilities and game statistics determined in part by your level. Your servant uses your proficiency bonus rather than its own. The proficiency bonus applies to the areas where it would normally.

Keeping Track of Proficiency. When you gain your servant at 1st level, its proficiency bonus matches yours at +2. As you gain levels and increase your proficiency bonus, remember that your servant’s proficiency bonus improves as well, and is applied to the following areas: ability saving throw DC, proficient skills, proficient saving throws, and attack bonus.

Hit Points, Ability Scores & Skill Proficiency. For each pale master level you gain after 1st, your servant gains an additional hit die and increases its hit points accordingly.

Whenever you gain the Ability Score Improvement class feature, your servant’s abilities also improve. Your servant can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your servant can’t increase an ability score above 20.

Alignment & Personality Traits. Your servant shares your alignment and ideal. Its bond, trait, and flaw are decided by you upon its creation. Here is an example:

Bond. I would gladly give my life for my beloved master.

Trait. I actively seek out snowy places.

Flaw. I dislike the warmth and resist if my master forces me to leave the cold.

Undead Graft (Frostbite)

Upon reaching 3rd level, you graft a necrotic rune into your arm. After 24 hours, your arm succumbs to deep frostbite, leaving behind a dead deep purple appendage.

Your undead graft becomes a spellcasting focus for your magic, allowing you to cast spells with it and ignore material components that do not have a cost. Also, your graft is considered to be a simple weapon that you are proficient with, which deals 1d8 necrotic damage. When attacking with the graft, you can use your Strength or Intelligence modifier for the attack and damage rolls.

At 6th level, your graft counts as magical and gains a +1 bonus to melee attacks and damage. This increases to a +2 bonus at 12th level and a +3 bonus at 16th level.

Chilling Touch

At 6th level, when you make a melee attack using your undead graft against a target, it can cause paralysis. On a successful attack, the target takes an additional 2d8 necrotic damage and must succeed on a Constitution saving throw against your spell save DC or suffer two levels of exhaustion.

If the target failed its save by 10 or more, it suffers three levels of exhaustion instead.

You can use this feature once per long rest at 6th level. You gain an additional use at 14th level. Expended uses are regained when you finish a long rest.

Greater Undead Servant

At 10th level, your understanding of necromantic magic allows you strengthen your servant’s power. Your servant gains two feats of your choosing from the following list: Alert, Dungeon Delver, Mobile, Observant, Resilient, or Skulker.

Splinter the Ice

Starting at 10th level, if your frozen ghost servant deals damage to a creature, you may use your reaction to deal 2d6 cold damage to the target if it is within 30 feet of you.

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

Chilled to the Bone

At 14th level, whenever you deal cold damage to a target, it must make a Constitution saving throw or have its movement speed halved until the end of its next turn. This feature happens after other movement impairing effects have been applied.

Requiem of the Haunt

Requiem of the Haunt Pale Masters live in the shadows. They are able to spread their influence to snuff out light and enjoy terrifying their foes with thoughts of the unknown.

Expanded Spell List (Haunt)

This requiem lets you choose from an expanded list of spells when you learn a new spell. The following spells are added to the Pale Master spell list for you.

Spell Level Spell Name
Cantrip dancing lights, minor illusion, thaumaturgy
1st bane, silent image, unseen servant
2nd darkness, misty step
3rd blink, fear
4th hallucinatory terrain, phantasmal killer
5th mislead, telekinesis
6th wind walk
7th etherealness
8th feeblemind
Pale Master

Undead Servant (Tenebrous Shadow)

At 1st level, you forge a Penumbra Bond with the undead, allowing you to use your magic to animate one undead servant in the form of a tenebrous shadow.

With 8 hours of work, a burning incense and a small sacrifice of your own blood, you complete a ritual that pulls a soul back from the afterlife and binds it into servitude as your faithful servant.

If your servant is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp. worth of rare bone dust, you can again preform a ritual to pull your servant back to the material plane.

Penumbra Bond

Undead Servant. Your shadow obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

Your shadow has abilities and game statistics determined in part by your level. Your servant uses your proficiency bonus rather than its own. The proficiency bonus applies to the areas where it would normally.

Keeping Track of Proficiency. When you gain your servant at 1st level, its proficiency bonus matches yours at +2. As you gain levels and increase your proficiency bonus, remember that your servant’s proficiency bonus improves as well, and is applied to the following areas: ability saving throw DC, proficient skills, proficient saving throws, and attack bonus.

Hit Points, Ability Scores & Skill Proficiency. For each pale master level you gain after 1st, your servant gains an additional hit die and increases its hit points accordingly.

Whenever you gain the Ability Score Improvement class feature, your servant’s abilities also improve. Your servant can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your servant can’t increase an ability score above 20.

Alignment & Personality Traits. Your servant shares your alignment and ideal. Its bond, trait, and flaw are decided by you upon its creation. Here is an example:

Bond. I would gladly give my life for my beloved master.

Trait. I prefer dark and chilly places.

Flaw. A strong wind can blow me away, forcing my master to spend time searching for me.

Undead Graft (Mist)

Upon reaching 3rd level, you graft a necrotic rune into your arm. After 24 hours, dark strands of mist seep out of the pours in your arm, lingering in the air around the appendage.

Your undead graft becomes a spellcasting focus for your magic, allowing you to cast spells with it and ignore material components that do not have a cost. Also, your graft is considered to be a simple weapon that you are proficient with, which deals 1d8 necrotic damage. When attacking with the graft, you can use your Strength or Intelligence modifier for the attack and damage rolls.

At 6th level, your graft counts as magical and gains a +1 bonus to melee attacks and damage. This increases to a +2 bonus at 12th level and a +3 bonus at 16th level.

Dreadful Touch

At 6th level, when you make a melee attack using your undead graft against a target, it can cause profound trepidation. On a successful attack, the target takes an additional 2d8 necrotic damage and must succeed on a Constitution saving throw against your spell save DC or its Wisdom Ability Score is reduced by 2d4 and it is blinded until the target completes a short or long rest.

You can use this feature once per long rest at 6th level. You gain an additional use at 14th level. Expended uses are regained when you finish a long rest.

Greater Undead Servant

At 10th level, your understanding of necromantic magic allows you strengthen your servant’s power. Your servant gains two feats of your choosing from the following list: Alert, Mage Slayer, Mobile, Skilled or Skulker.

Terror in the Night

Starting at 10th level, if your tenebrous shadow servant deals damage to a creature, you may use your reaction to force the target to succeed on a Wisdom saving throw or become frightened of you until the end of its next turn if it is within 30 feet of you.

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

Secrecy of Shadow

Starting at 14th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn or you have advantage to your spell's attack roll this turn. If the spell is cast using your Thrall’s Boon feature, only you need to be hidden from the target, not your servant.

Requiem of the Decay

Requiem of the Decay Pale Masters drain the very energy out of their victims while spreading death and decay upon the battle field.

Expanded Spell List (Decay)

This requiem lets you choose from an expanded list of spells when you learn a new spell. The following spells are added to the Pale Master spell list for you.

Spell Level Spell Name
Cantrip acid splash, poison spray, thaumaturgy
1st create or destroy water, fog cloud, grease
2nd acid arrow, protection from poison
3rd stinking cloud, water breathing
4th death ward, giant insect
5th cloudkill, hallow
6th disintegrate
7th regenerate
8th incendiary cloud
Pale Master

Undead Servant (Rotting Zombie)

At 1st level, you forge a Perishing Bond with the undead, allowing you to use your magic to animate one undead servant in the form of a rotting zombie.

With 8 hours of work, a corpse and a small sacrifice of your own blood, you complete a ritual that enchants the corpse with dark magic, raising it as an undead creature to become as your faithful servant.

If your servant is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp. worth of rare bone dust, you again enchant a corpse with magic to restore it to sentience. You can return the zombie to undeath in this manner even if you do not possess all the remaining parts of its body.

Perishing Bond

Undead Servant. Your zombie obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your servant acts on its own.

Your zombie has abilities and game statistics determined in part by your level. Your servant uses your proficiency bonus rather than its own. The proficiency bonus applies to the areas where it would normally.

Keeping Track of Proficiency. When you gain your servant at 1st level, its proficiency bonus matches yours at +2. As you gain levels and increase your proficiency bonus, remember that your servant’s proficiency bonus improves as well, and is applied to the following areas: ability saving throw DC, proficient skills, proficient saving throws, and attack bonus.

Hit Points, Ability Scores & Skill Proficiency. For each pale master level you gain after 1st, your servant gains an additional hit die and increases its hit points accordingly.

Whenever you gain the Ability Score Improvement class feature, your servant’s abilities also improve. Your servant can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your servant can’t increase an ability score above 20.

Alignment & Personality Traits. Your servant shares your alignment and ideal. Its bond, trait, and flaw are decided by you upon its creation. Here is an example:

Bond. I would gladly give my life for my beloved master.

Trait. I don’t find life outside the graveyard appealing.

Flaw. My master walks too quickly, leaving me behind.

Undead Graft (Decay)

Upon reaching 3rd level, you graft a necrotic rune into your arm. After 24 hours, the flesh on your arm begins to rot, forming pustules on the appendage.

Your undead graft becomes a spellcasting focus for your magic, allowing you to cast spells with it and ignore material components that do not have a cost. Also, your graft is considered to be a simple weapon that you are proficient with, which deals 1d8 necrotic damage. When attacking with the graft, you can use your Strength or Intelligence modifier for the attack and damage rolls.

At 6th level, your graft counts as magical and gains a +1 bonus to melee attacks and damage. This increases to a +2 bonus at 12th level and a +3 bonus at 16th level.

Weakening Touch

At 6th level, when you make a melee attack using your undead graft against a target, it can cripple a foe. On a successful attack, the target takes an additional 2d8 necrotic damage and must succeed on a Constitution saving throw against your spell save DC or its Strength Ability Score is reduced by 2d4 and it is poisoned until the target completes a short or long rest.

You can use this feature once per long rest at 6th level. You gain an additional use at 14th level. Expended uses are regained when you finish a long rest.

Greater Undead Servant

At 10th level, your understanding of necromantic magic allows you strengthen your servant’s power. Your servant gains two feats of your choosing from the following list: Athlete, Durable, Grappler, Heavily Armored, Heavy Armor Master, Resilient, or Tough.

Undead Cohort

Starting at 10th level, any zombie that you create with a necromancy spell has 10 temporary hit points upon creation.

Additionally, your rotting zombie servant gains 10 temporary hit points whenever it makes an initiative roll.

Billowing Decay

At 14th level, if a humanoid dies while standing in a cloudkill spell that you cast, they become a zombie under your control at the end of your next turn and obey your mental commands.

The only action they can take is the Attack action, making one melee attack. The zombies last for 1 minute, after which time they collapse and die.

Pale Master's Servants

The Pale Master's servants statistics are based on the type of pale master he wishes to be, bellow are the details for the servants and after that are the statblocks for their creatures.

Charred Skeleton

The Ash Pale Master servant is a charred skeleton. Its skeletal form makes it unable to benefit from certain equipment or engage in two weapon fighting. It may use weapons or armor granted by its proficiencies, even if they are magical in nature so long as they do not require attunement. It cannot use any other magical equipment. The charred skeleton has the following features:
Armor: Light
Weapons: Simple weapons, shortswords
Tools: None
Saving Throws: Dexterity, Constitution
Skills: Acrobatics, Stealth
Dredged Breath DC: 8 + its Constitution modifier + its master’s proficiency bonus

Frozen Ghost

The Frost Pale Master servant is a frozen ghost. Its incorporeal nature makes it unable to benefit from using equipment. The frozen ghost has the following features:
Armor: None
Weapons: None
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Intimidation, Stealth
Tendancy DC: 8 + its Charisma modifier + its master’s proficiency bonus

Tenebrous Shadow

The Haunt Pale Master servant is a tenebrous shadow. Its amorphous nature makes it unable to benefit from using equipment. The tenebrous shadow has the following features:
Armor: None
Weapons: None
Tools: None
Saving Throws: Dexterity, Wisdom
Skills: Insight, Stealth
Siphon Courage DC: 8 + its Wisdom modifier + it’s master’s proficiency bonus

Rotting Zombie

The Decay Pale Master servant is a rotting zombie. Its decayed form makes it unable to benefit from certain equipment or wield any weapons. It may use armor granted by its proficiencies, even if they are magical in nature so long as they do not require attunment. It cannot use any other magical equipment. The rotting zombie has the following features:
Armor: Light armor, medium
Weapons: None
Tools: None
Saving Throws: Strength, Constitution
Skills: Athletics, Survival
Odor of Death DC: 8 + its Constitution modifier + its master’s proficiency bonus

Pale Master

Servant's Statblocks


Charred Skeleton

Medium, shares master's alignment


  • Armor Class 13 (leather)
  • Hit Points 5 (1d8+1)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 15 (+2) 13 (+1) 7 (-2) 8 (-1) 6 (-2)

  • Saving Throws Dexterity +4, Constitution +3
  • Skills Acrobatics +4, Stealth +4
  • Damage Vulnerabilities bludgeoning
  • Damage Resistances piercing
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Understands the language of its master but can't speak

Beguiling Appearance. While the Charred Skeleton remains motionless, it is indistinguishable from a humanoid's burnt remains.

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.

Breath of Ash (1/Day). The skeleton exhales a 15-foot cone of blinding ash. Each creature in that area must succeed on a Dexterity saving throw or be Blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reactions

Ashen Shawl (Recharge 6). When targeted with an attack, the skeleton can create a small storm of ash around itself that lasts until the start of its next turn. While active, the storm of ash imposes disadvantage on attacks made against the skeleton for the duration.


Frozen Ghost

Medium, shares master's alignment


  • Armor Class 12 (natural)
  • Hit Points 4 (1d8)
  • Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 15 (+2) 11 (+0) 10 (+0) 12 (+1) 14 (+2)

  • Saving Throws Dexterity +4, Charisma +4
  • Skills Intimidation +4, Stealth +4
  • Damage Vulnerabilities fire
  • Damage Resistances acid, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Understands the language of its master but can't speak

Chilling Presence. As a bonus action, the ghost can chill the air around it within 10 feet for 1 round. Small non-magical flames are extinguished in tis presence and water begins to freeze.

Harmony in Winter. In snowy terrain, the ghost can cast invisibility at will as a bonus action. It can also see perfectly in snowy conditions.

Soul Phasing. The ghost can pass through enemy spaces as though they were difficult terrain, but cannot end its turn in a space occupied by another creature.

Warmth Sensitivity. While in areas that are considered very hot, the ghost has disadvantage on attack rolls, saving throws, and skill checks.

Actions

Ice Shard. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d4+2) cold damage.

Freezing Drain (Recharge 6). Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) cold damage. The ghost regains hit points equal to half the amount of cold damage dealt.

Reactions

Tendancy (1/Day). When targeted with an attack, the ghost can briefly possess the target’s mind. The attacker must succeed on a Wisdom saving throw or be unable to attack the ghost for this round; the attacker must choose a new target or else lose the attack.

Pale Master

Servant's Statblocks (Cont.)


Tenebrous Shadow

Medium, shares master's alignment


  • Armor Class 12 (natural)
  • Hit Points 3 (1d8-1)
  • Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 8 (-1) 8 (-1) 13 (+1) 7 (-2)

  • Saving Throws Dexterity +4, Wisdom +4
  • Skills Insight +3, Stealth +4
  • Damage Vulnerabilities radiant
  • Damage Resistances acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities exhaustion, frightened grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Understands the language of its master but can't speak

Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.

Shadow Stealth. The shadow can take the Hide action as a bonus action.

Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

Actions

Dark Embrace. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 4 (1d4+2) necrotic damage.

Siphon Courage (Recharge 6). Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 7 (2d6) necrotic damage. If the attack hits by 5 or more, the target must succeed on a Wisdom saving throw or become frightened until the end of its next turn.

Reactions

Shadow Stride (1/Day). When the shadow is hit by an attack that deals damage, it can engulf itself in darkness and teleport up to 30 feet to an unoccupied space that it can see.


Rotting Zombie

Medium, shares master's alignment


  • Armor Class 11 (tattered hide)
  • Hit Points 7 (1d8+3)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 17 (+3) 6 (-2) 9 (-1) 7 (-2)

  • Saving Throws Strength +4, Constitution +5
  • Skills Athletics +4, Survival +1
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Understands the language of its master but can't speak

Odor of Death (1/Day). As a bonus action on its turn, the zombie can rupture some of the pustules on its skin to exude a noxious odor. Each creature within 5 feet of the zombie must succeed a Constitution saving throw or become poisoned until the end of the creature’s next turn.

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 4 (1d6+2) bludgeoning damage.

Vile Smash (Recharge 6). Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 7 (2d6) poison damage. If the attack hits by 5 or more, the target becomes poisoned until the end of its next turn. Targets resistant or immune to poison damage or immune to poisoned condition are not poisoned by this ability.

Reactions

Disparaging Retaliation. When the zombie is hit by an attack from a creature that deals critical damage, it can make a slam attack against the creature if it is within 5 feet of the zombie.

Pale Master

Pale Master Spells



Cantrips (0 Level)
  • Chill Touch
  • Spare the Dying
1st Level
  • False Life
  • Inflict Wounds
  • Ray of Sickness
2nd Level
  • Blindness/Deafness
  • Gentle Repose
  • Ray of Enfeeblement
3rd Level
  • Animate Dead
  • Bestow Curse
  • Feign Death
  • Speak with Dead
  • Vampiric Touch
4th Level
  • Blight
5th Level
  • Contagion
  • Raise Dead
6th Level
  • Circle of Death
  • Create Undead
  • Eyebite
  • Harm
  • Magic Jar
7th Level
  • Finger of Death
  • Resurrection
8th Level
  • Horrid Wilting
  • Clone
9th Level
  • Astral Projection
  • True Resurrection
The Celestine
The Celestine
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Celestial Affinity
2nd +2 Celestial Proficiency, 2nd Celestial Affinity
3rd +2 2nd Celestial Proficiency, 1st Celestial Focus
4th +2 Mistway Focus
5th +3 3rd Celestial Affinity, 2nd Celestial Focus, Celestial Mastery

The Celestine

Mankind has always looked up to the stars for answers to his questions, if only to learn the secrets of what the future may bring. In the Demiplane of Dread, where the spheres of the heavens are not as restless as the shifting of the Misty lands beneath, the art of astrology has almost taken a spiritual bent. Throughout the Dread Realms, there are people known as Celestines, feared and respected as prophets and soothsayers who study the motions of the stars, who bring their heavenly secrets down to earth.

Class Features

As a celestine, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: Light
  • Weapons: Simple
  • Tools: Cartographer's Tools and Navigator's Tools

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose four skills from Arcana, Insight, Investigation, Nature, Perception, History, and Survival

Equipment

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

  • (a) a quarterstaff or (b) a dagger
  • (a) a scholar’s pack
The Celestine

Celestial Affinity

At first level, the Celestine must pick one set of star formations over any given landmass (the Core, a Cluster or an Island). She gains a +2 bonus to any Intelligence- and Wisdom-related skill check pertaining to these star formations. The Celestine may be able to study other star charts by picking another Celestial Affinity at her second and fifth levels.

Celestial Proficiency

At second level, the Celestine is given a star mapping device, such as a sextant or an astrolabe. With this she can use her Survival skill to identify and use the stars and star formations of her first Celestial Affinity. The DC for success increases depending on the weather over that certain land, as follows:

10 11 12 13 15
Clear Fair P. Cloudy Cloudy Overcast

Celestial Focus

At 3rd level, the Celestine gains the ability to relate celestial positions of their Celestial Affinities to earthly events, using their extensive star charts as guides, and thus becomes an astrologer in their own right. They now knows the schedule of the equinoxes and solstices, and to some small degree can predict the future using the stars above as guides. A Celestine who studies a celestial event has a 10% chance of correctly predicting an earthly event. This chance increases by 20% per level henceforth.

Mistway Focus

At forth level, the Celestine, again using her tools of navigation, can increase the chances of safely navigating through the Demiplane's Mistways. For example, when a Celestine travels through a Mistway with "poor reliability," she travels as if the Mistway has "moderate reliability." Additionally, the Celestine can travel back through a one-way Mistway with ease. Mistway Focus does not apply to non-Celestines who travel with her.

Celestial Mastery

At fifth level, the Celestine has mastered the ways of the stars, and can now accurately predict stellar events (of her Celestial Affinity) a month before they occur, such as eclipses and "star falls (meteor swarms)." Additionally, the DC weather restrictions of her Celestial Affinity no longer apply.

Part 4 | Archetypes

Chapter 4: Archetype

THE CLASS OPTIONS BELOW PROVIDE your adventurers with new archetypes for existing classes. These archetypes may include new mechanics or just cover a set of skills a class didn't have before.






Homebrew Archetypes
Class Archetype Description
Monk Way of Survival Isolated communities developed physical and mental techniques that allowed them to push the limits of their strength and endurance to the utmost.
Wizard School of Hemomancy A wizard that learns to transform vital energy into a force of immeasurable power by learning to manipulate their own life force.

Way of Survival

Surviving while their neighbors perished, the followers of the Way of Survival are as tough as the harsh times that forged them.

Hemomancy

Using ones own hit points to boost the abilities of their spells, Hemomancy allows a glass cannon approach to maximize ones output and utilize a new type of magic.

Way of Survival/Hemomancy

Monastic Tradition

When you reach 3rd level, you commit yourself to a monastic tradition. Your tradition grants you features at 3rd level, and again at 6th, 11th, and 17th level.

Way of Survival

In the aftermath of great cataclysm, isolated communities developed physical and mental techniques that allowed them to push the limits of their strength and endurance to the utmost. Surviving while their neighbors perished, the followers of the Way of Survival are as tough as the harsh times that forged them.

Defensive Stance

Starting at the 3rd level, you gain a +2 bonus to AC while you are not wearing armor and are not incapacitated. When you use Patient Defense, you gain advantage to your attack rolls until the start of your next turn.

Unbreakable Body

Starting at the 6th level, whenever you take damage from any source, you heal a number of hit point equal to your proficiency bonus at the start of your next turn. Whenever you use Patient Defense, you also gain resistance to all damage types until the start of your next turn.

Unmoving Strength

Starting at the 11th level, you now add your CON modifier to the damage rolls of your unarmed strikes and monk weapons.

LEVEL 17 SKILL

ISN'T REAL YET

Arcane Traditions

The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to its complex study.

The most common arcane traditions in the mutiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into different categories called schools.

School of Hemomancy

The School of Hemomancy studies the ancient arcane art of blood magic. As you select this tradition, you learn to manipulate your own life force so that you may manipulate the life force of others. As you progress through this school, you learn how to transform that vital energy into a force of immeasurable power, capable of defeating even the greatest of foes. Called Hemomancers or 'Blood Mages', followers of the tradition practice their art in secret.

Hemomancy Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell with the hemomancy tag into your spellbook is halved.

Arcane Endurance

At 2nd level, your hit point maximum increases by 2, and increases by 1 whenever you gain another level in this class.

Additionally, you only need to sacrifice a fraction of your life force to cast Hemomancy spells. When you spend hit points to cast a spell with the hemomancy tag, you gain a number of temporary hit points equal to half the amount spent on the spell. These temporary hit points last for up to 1 hour.

Deepen Wound

Starting at 6th level, when you damage a creature that is below half their hit point maximum with a spell, that creature takes additional necrotic damage equal to your Intelligence modifier if they haven’t already taken damage from this feature this turn.

Improved Endurance

At 10th level, your ability to cast Hemomancy spells is greatly augmented. When you spend hitpoints to cast a spell with the hemomancy tag, you now gain temporary hit points equal to the total amount spent on the spell.

Dance With Death

At 14th level, your body learns to repair itself when it is near death. At the start of each of your turns, you regain a number of hit points equal to your Intelligence modifier (minimum 1) if you have no more than half of your maximum hit points remaining. You don't gain this benefit if you start your turn with 0 hit points.

Magic of the Realms

Archetype Selection

This Archetype can only be selected by character races that utilize blood. Example, Warforged can not take this class.

Part 5 | Backgrounds of the Realm

Chapter 5: Backgrounds of the Realm

EVERY STORY HAS A BEGINNING.
Your character's background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester.

Choosing a background provides you with important story cues about your character's identity. The most important question to ask about your background is what changed? Why did you stop doing whatever your background describes and start adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why don't you have more money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background?

Player's Handbook
Background Skills
Acolyte Insight, Religion
Charlatan Deception, Sleight of Hand
Criminal/Spy Deception, Stealth
Entertainer/Gladiator Acrobatics, Performance
Folk Hero Animal Handling, Survival
Guild Artisan/Merchant Insight, Persuasion
Hermit Medicine, Religion
Noble/Knight History, Persuasion
Outlander Athletics, Survival
Sage Arcana, History
Sailor/Pirate Athletics, Perception
Soldier Athletics, Intimidation
Urchin Sleight of Hand, Stealth
Guildmaster's Guide to Ravnica
Background Skills
Azorius Functionary Insight, Intimidation
Boros Legionnaire Athletics, Intimidation
Dimir Operative Deception, Stealth
Golgari Agent Nature, Survival
Gruul Anarch Animal Handling, Athletics
Izzet Engineer Arcana, Investigation
Orzhov Representative Intimidation, Religion
Rakdos Cultist Acrobatics, Performance
Selesnya Initiate Nature, Persuasion
Simic Scientist Arcana, Medicine
Sword Coast Adventure's Guide
Background Skills
City Watch/Investigator Athletics, Insight
Clan Crafter History, Insight
Cloistered Scholar History, +1 (Arcana, Nature, Religion)
Courtier Insight, Persuasion
Faction Agent Insight, +1 (Intelligence, Wisdom, or Charisma, faction based.)
Far Traveler Insight, Perception
Inheritor Survival, +1 (Arcana, History, Religion)
Knight of the Order Persuasion, +1 (Arcana, History ,Nature, and Religion, order based)
Mercenary Veteran Athletics, Persuasion
Urban Bounty Hunter Choose 2 (Deception, Insight, Persuasion, Stealth)
Uthgardt Tribe Member Athletics, Survival
Waterdhavian Noble History, Persuasion
Ghost of Saltmarsh
Background Skills
Fisher History, Survival
Marine Athletics, Survival
Shipwright History, Perception
Smuggler Athletics, Deception
Tomb of Annihilation
Background Skills
Anthropologist Insight, Religion
Archaeologist Insight, Religion
Curse of Strahd
Background Skills
Haunted One Choose 2 (Arcana, Investigation, Religion or Survival)
Curse of Strahd
Background Skills
House Agent Investigation, Persuasion
Mythic Odysseys of Theros
Background Skills
Athlete
Part 5 | Backgrounds of the Realm
Eberron - Rising From the Last War -
Background Artisan Tools
Cannith Alchemist's Supplies and tinker's tools
Deneith One gaming set and vehicles (land)
Ghallanda Brewer's supplies and cook's utensils
Jorasco Alchemist's Supplies and herbalism kit
Kundarak Thieves' tools and tinker's tools
Lyrandar Navigator's tools and vehicles (air and sea)
Medani Disguise kit and thieves' tools
Orien One gaming set and vehicles (land)
Phiarlan Disguise kit and one musical instrument
Sivis Calligrapher's tools and forgery kit
Tharashk One gaming set and thieves' tools
Thuranni One musical instrument and poisoner's kit
Vadalis Herbalism kit and vehicles (land)
Acquisitions Incorporated
Background Skills
Celebrity Adventurer's Scion Perception, Performance
Failed Merchant Investigation, Persuasion
Gambler Deception, Insight
Plaintiff Medicine, Persuasion
Rival Intern History, Investigation
Van Richten's Guide to Ravenloft
Background Skills
Horror Character
Haunted One Choose 2 (Arcana, Investigation, Religion or Survival)
Investigator Choose 2 (Insight, Investigation, or Perception
Strixhaven - A Curriculum of Chaos
Background Skills
Lorehold Student History, Religion
Prismari Student Acrobatics, Performance
Quandrix Student Arcana, Nature
Silverquill Student Intimidation, Persuasion
Witherbloom Student Nature, Survival
Part 5 | Backgrounds of the Realm | Amnesiac

Homebrew Backgrounds

The following is a list of backgrounds I've curated or put together for use in my games.

Amnesiac

You... don't even know who you were before becoming an adventurer. You come up with so many different ideas of who you were, ideas that would keep you up at night. You adventure, dig through history, investigate on huge leads, hoping that they'd bring you one step closer to finding out who you truly are... that is if you even want to know who you are.


Skill Proficiencies: History, Investigation
Tool Proficiencies: One of your choice
Languages: One of your choice
Equipment: A trinket from your past, a set of commoner's clothes, and a belt pouch containing 5 gp.

Feature: "Oh, I know that!"

Despite your amnesia, you clearly remember one specific field of knowledge, lore or piece of information. Choose the what you want your character to know and write it down on your character sheet. If you fail a History roll regarding that field of knowledge, you can consult for the answer regardless, unless it is otherwise impossible to know about it.

Suggested Characteristics

Amnesiacs are usually a wild card. Some want to continue living in blissful ignorance of who they are. Others are determined to find out who they are. How rude or nice they are is up to you to decide.

Loose Ends

As an amnesiac you may have some loose ends you are not aware of. Choose a loose end or roll on the table below.

d6 Loose End
1 You were simply a passenger on a ship that got shipwrecked. Why and how you got on the ship is up to you to decide (Survival)
2 You're the child of a wealthy and powerful crime lord who rules a city with an iron first. (Intimidation)
3 You were an assassin hired to kill anyone who would stand in the way of your employer. (Stealth)
4 You and a close family member were attacked by a monster. Whether the member lived or died is up to you to decide. (Nature)
5 You were a scholar of a magic school who walked in on a master sage doing something unethical. They wiped your memory so that you wouldn't remember their heinous act. (Arcana)
6 You were a priest who was just walking down the village before you got beaned in the head by a rock. (Religion)
d8 Personality Trait
1 I like to do something to capture the current moment, be it writing down a poem or drawing a picture.
2 I keep a notebook of all the things I'm supposed to know so I won't forget.
3 I have a ribbon tied to my finger at all times... and I don't know why.
4 I come up with a new story of who I was every time I am asked.
5 I worry that I'll forget the life I'm living right now.
6 I sometimes think about who my family was and where I fitted in.
7 I don't want to pay close attention to my past.
8 I get constant headaches when I want to think about my past.
d6 Ideal
1 Beginning. "This is a new, fresh start for me!" (Any)
2 Placement. "I will become a helpful member of my community, both from my past and my new future." (Lawful)
3 Improvement. "In order for me to be better in the future, I must know about my past." (Good)
4 Neglect. "Why bother searching for my past? It's in the past, after all." (Neutral)
5 Freedom. "Having no memories means having no obligations." (Chaotic)
6 Advantage. "Once I find out who I was, I'll use it to take what I want." (Evil)
d6 Bond
1 A kindly old man took me in when he found me. I owe him a favor ever since.
2 I had a lover in my past who wants me to come back to her.
3 I hold onto my trinket, the only thing that I remember in my past.
4 The home I Live in right now is the only home that matters to me.
5 I have a good idea who's responsible for my amnesia, and they will pay for it.
6 I remember only one person from my past. He holds the key to finding out about who I was.
Barkeep
d6 Flaw
1 I will stop at nothing to find out who I was.
2 Every time I hit a dead end in learning my past, I mentally shut down for a bit.
3 On top of forgetting my past, I also forgot basic stuff like eating.
4 I'm quick to forget things.
5 I will latch ont anything that will provide me at least an idea of who I was, even if it's an obvious trap.
6 I am almost certain that what I did in the past was bad, and I'm okay with it.

Barkeep

Sometimes you want to go where everybody knows your name and they're always glad you came. As a barkeep, you're a charismatic fellow that knows how to deal with people. Whether you're the life of the party or simply an ear for someone who needs advice, people from all walks of life are drawn to your trustworthy nature.


Skill Proficiencies: Insight, Persuasion
Tool Proficiencies: Brewer's supplies
Languages: One of your choice
Equipment: A set of commoner's clothes, brewer's supplies, and a belt pouch containing 15 gp.

Feature: Social Lubricant

You have no trouble finding and getting into places that serve drinks. While drinking in a social establishment, strangers take a liking to you and feel comfortable enough to share gossip.

Suggested Characteristics

A barkeep's demeanor ranges from jovial to downright rude. Regardless, all barkeeps know how to take care of business; they break up fights, kick out drunk patrons, and offer honest counsel to people down on their luck.

The Bar

You've given up your life as a barkeep for the life of an adventurer, but what has happened to the bar?

d6 The Bar
1 You lost the bar to some greedy merchant and hope to one day gain it back.
2 There was a natural disaster that leveled the bar.
3 The business was not making ends meet so you had to leave it behind.
4 The town you were in was razed to the ground by another nation.
5 You angered a traveling adventurer who turned out to be a villain in disguise!
6 You were bored of the lifestyle and left it to a family member.
d8 Personality Trait
1 I'm always looking for a good time with good company.
2 I earnestly enjoy offering advice.
3 Even in a social atmosphere, I always feel alone.
4 I live vicariously through the people I meet and the stories I hear.
5 I'm everyone's outlet but sometimes I just want to punch them in their thoughtless faces.
6 If you're looking for a fight, I'll give you one.
7 I know how to calm down people just as much as I know how to rile them up.
8 It's not all fun and games. Business needs to run smoothly, whatever that might be.
d6 Ideal
1 Cheer. Spreading joy is my passion. (Good)
2 Guidance. It's our duty to help others. (Lawful)
3 Legacy. We have only one chance to write our story; do what you will and make it count. (Chaotic)
4 Manipulation. Drunk people are the most vulnerable and can easily be taken advantage of. (Evil)
5 People. It's always good to meet and connect with new people. (Any)
6 Honesty. If I call you an asshole, it means I like you. (Any)
d6 Bond
1 My tavern means everything to me. It brings back important memories from my past.
2 Brewing is my craft. My art brings people together.
3 The regular patrons of my tavern are like family to me.
4 I want to be successful. Whatever it takes.
5 Alcohol is all I need, and sometimes all I want.
6 I've met so many people while staying in the same place. I need my own story to tell.
d6 Flaw
1 I can always go for another round. The gutter is my second home.
2 I judge people that don't drink to be antisocial and untrustworthy.
3 Party animals and depressed people make me feel bitter about my life.
4 Whenever life gets hard, I drink my problems away.
5 I need to know everyone's story.
6 I curse more than a fucking sailor.
Part 6 | Feats of the Realm

Chapter 6: Feats of the Realm

A FEAT REPRESENTS A TALENT OR AN area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.

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

You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain that prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow—perhaps by a withering curse— you can't benefit from the Grappler feat until your Strength is restored.


Player's Handbook
Feat Prerequisite
Alert No
Athlete No
Actor No
Charger No
Crossbow Expert No
Defensive Duelist Yes, Dex 13+
Dual Wielder No
Dungeon Delver No
Durable No
Elemental Adept Yes, Spellcasting
Grappler Yes, Str 13+
Great Weapon master No
Healer No
Heavily Armored Yes, Medium Armor
Heavy Armor Master Yes, Heavy Armor
Inspiring Leader Yes, Cha 13+
Keen Mind No
Lightly Armored No
Linguist No
Lucky No
Mage Slayer No
Magic Initiate No
Martial Adept No
Medium Armor Master Yes, Medium Armor
Mobile No
Moderately Armored Yes, Light Armor
Mounted Combatant No
Feat Prerequisite
Observant No
Polearm Master No
Resilient No
Ritual Caster Yes Int/Wis 13+
Savage Attacker No
Sentinel No
Sharpshooter No
Shield Master No
Skilled No
Skulker Yes, Dex 13+
Spell Sniper Yes, Spellcasting
Tavern Brawler No
Tough No
War Caster Yes, Spellcasting
Weapon Master No

Alert

Always on the lookout for danger, you gain the following benefits:

  • You gain a +5 bonus to initiative.
  • You can't be surprised while you're conscious.
  • Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.

Athlete

You have undergone extensive physical training to gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When you are prone, standing up uses only 5 feet of your movement.
  • Climbing doesn’t cost you extra movement.
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Actor

Skilled at mimicry and dramatics, you gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You had advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
Part 6 | Feats of the Realm

Charger

When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.

If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and succeed).

Crossbow Expert

Thanks to extensive practice with the crossbow, you gain the following benefits:

  • You ignore the loading quality of crossbows with which you are proficient.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.

Defensive Duelist

Prerequisite: Dexterity 13 or higher
When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

Dual Wielder

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

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Dungeon Delver

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • Traveling at a fast pace doesn’t impose the normal −5 penalty on your passive Wisdom (Perception) score.

Durable

Hardy and resilient, you gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum 2).

Elemental Adept

Prerequisite: The ability to cast at least one spell
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.

Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Grappler

Prerequisite: Strength 13 or higher
You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • You have advantage on attack rolls against a creature you are grappling
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

Great Weapon Master

You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Healer

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
  • As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6+4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.

Heavily Armored

Prerequisite: Proficiency with medium armor
You have trained to master the use of heavy armor, gaining the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain proficiency with heavy armor.
Part 6 | Feats of the Realm

Heavy Armor Master

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

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

Inspiring Leader

Prerequisite: Charisma 13 or higher
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

Keen Mind

You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You always know which way is north.
  • You always know the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the past month.

Lightly Armored

You have trained to master the use of light armor, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with light armor.

Linguist

You have studied languages and codes, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn three languages of your choice.
  • You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence Score + your proficiency bonus), or they use magic to decipher it.

Lucky

You have inexplicable luck that seems to kick in at just the right moment.

You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours.

If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.

Mage Slayer

You have practiced techniques useful in melee combat against spell casters, gaining the following benefits:

  • When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against spells cast by creatures within 5 feet of you.

Magic Initiate

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.

In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.

Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid: or intelligence for wizard.

Martial Adept

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Medium Armor Master

Prerequisite: Proficiency with medium armor
You have practiced moving in medium armor to gain the following benefits:

  • Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
  • When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
Part 6 | Feats of the Realm

Mobile

You are exceptionally speedy and agile. You gain the following benefits:

  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Moderately Armored

Prerequisite: Proficiency with light armor
You have trained to master the use of medium armor and shields, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with medium armor and shields.

Mounted Combatant

You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
  • You can force and an attack targeted at your mount to target you instead.
  • If your mount is subject to an effect that allows it to make a Dexterity saving throw to take only half-damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Observant

Quick to notice details of your environment, you gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
  • You have a +5 bonus to your passive Wisdom (Perception) and a passive Intelligence (Investigation) scores

Polearm Master

You can keep your enemies at bay with reach weapons. You gain the following benefits:

  • When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee weapon attack with the opposite end of the weapon. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage. This attack uses the same ability modifier as the primary attack.
  • While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach.

Resilient

Choose one ability score. You gain the following benefits:

  • Increase the chosen ability score by 1, to a maximum of 20.
  • You gain proficiency in saving throws using the chosen ability.

Ritual Caster

You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.

When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes; bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells; Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Savage Attacker

Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.

Sentinel

You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:

  • When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
  • Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover and three-quarters cover.
  • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Part 6 | Feats of the Realm

Shield Master

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

  • If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
  • If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Skilled

You gain proficiency in any combination of three skills or tools of your choice.

Skulker

Prerequisite: Dexterity 13 or higher
You are expert at slinking through shadows. You gain the following benefits:

  • You can try to hide when you are lightly obscured from the creature from which you are hiding.
  • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
  • Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.

Spell Sniper

Prerequisite: The ability to cast at least one spell
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

  • When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
  • Your ranged spell attacks ignore half cover and three-quarters cover.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from; Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Tavern Brawler

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You are proficient with improvised weapons.
  • Your unarmed strikes uses a d4 for damage.
  • When you hit a creature with an unarmed strike or an improved weapon on your turn, you can use a bonus action to attempt to grapple the target.

Tough

Your hit point maximum increases by an amount equal to twice your level whe nyou gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 points.

War Caster

Prerequisite: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Weapon Master

You have practiced extensively with a variety of weapons, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon.

Tasha's Cauldron of Everything
Feat Prerequisite
Artificer Initiate No
Chef No
Crusher No
Eldritch Adept Yes, Spellcasting
Fey Touched No
Fighting Initiate Yes, Martial Weapons
Gunner No
Metamagic Adept Yes, Spellcasting
Piercer No
Poisoner No
Shadow Touched No
Skill Expert No
Slasher No
Telekinetic No
Telepathic No
Part 6 | Feats of the Realm

Artificer Initiate

You've learned some of an artificer's inventiveness:

  • You learn one cantrip of your choice from the artificer spell list, and you learn one 1st-level spell of your choice from that list. Intelligence is your spellcasting ability for these spells.
  • You can cast this feat's 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.

Chef

Time spent mastering the culinary arts has paid off, granting you the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency with cook's utensils if you don't already have it.
  • As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.

Crusher

You are practiced in the art of crushing your enemies, granting you the following benefits:

  • Increase your Strength or Constitution by 1, to a maximum of 20.
  • Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
  • When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.

Eldritch Adept

Prerequisite: Spellcasting or Pact Magic feature
Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite.

When you gain a level, you can replace the invocation with another one from the warlock class.

Fey Touched

Your exposure to the Feywild's magic has changed you, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

Fighting Initiate

Prerequisite: Proficiency with a martial weapon
Your martial training has helped you develop a particular style of fighting. as a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.

Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.

Gunner

You have a quick hand and keen eye when employing firearms, granting you the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with firearms (see "Firearms" in the Dungeon Master's Guide).
  • You ignore the loading property of firearms.
  • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

Metamagic Adept

Prerequisite: Spellcasting or Pact Magic feature
You've learned how to exert your will on your spells to alter how they function:

  • You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.
  • You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.

Piercer

You have achieved a penetrating precision in combat, granting you the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.
  • When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
Part 6 | Feats of the Realm

Poisoner

You can prepare and deliver deadly poisons, granting you the following benefits:

  • When you make a damage roll that deals poison damage, it ignores resistance to poison damage.
  • You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.
  • You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.

Shadow Touched

Your exposure to the shadowfell's magic has changed you, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

Skill Expert

You have honed your proficiency with particular skills, granting you the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You gain proficiency in one skill of your choice.
  • Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Slasher

You've learned where to cut to have the greatest results, granting you the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Once per turn, when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
  • When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.

Telekinetic

You learn to move things with your mind, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
  • As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away form you. A creature can willingly fail this save.

Telepathic

You awaken the ability to mentally connect with others, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
  • You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.

Racial Feats

Leveling up in a class is the main way a character evolves during a campaign. Some DMs also allow the use of feats to customize a character. Feats are an optional rule in chapter 6, "Customization Options," of the Player's Handbook. The DM decides whether they're used and may also decide that some feats are available in a campaign and others aren't.

This section introduces a collection of special feats that allow you to explore your character's race further. These feats are each associated with a race from the Player's Handbook, as summarized in the Racial Feats table. A racial feat represents either a deepening connection to your race's culture or a physical trans formation that brings you closer to an aspect of your race's lineage.

The cause of a particular transformation is up to you and your DM. A transformational feat can symbolize a latent quality that has emerged as you age, or a transformation might be the result of an event in the campaign, such as exposure to powerful magic or visiting a place of ancient significance to your race. Transformations a re a fundamental motif of fantasy literature and folklore. Figuring out why your character has changed can be a rich addition to your campaign's story.

Part 6 | Feats of the Realm
Xanathar's Guide to Everything
Race Feat
Dragonborn Dragon Fear
Dragonborn Dragon Hide
Dwarf Dwarven Fortitude
Dwarf Squat Nimbleness
Elf Elven Accuracy
Elf (Drow) Drow High Magic
Elf (High) Fey Teleportation
Elf (Wood) Wood Elf Magic
Gnome Fade Away
Gnome Squat Nimbleness
Half-elf Elven Accuracy
Half-elf Prodigy
Half-orc Orcish Fury
Half-orc Prodigy
Halfling Bountiful Luck
Halfling Squat Nimbleness
Human Prodigy
Tiefling Flames of Phlegethos
Tiefling Infernal Constitution

Bountiful Luck

Prerequisite: Halffing
Your people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You're not sure how you do it; you just wish it, and it happens. Surely a sign of fortune's favor!

When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.

When you use this ability, you can't use your Lucky racial trait before the end of your next turn.

Dragon Fear

Prerequisite: Dragonborn
When angered, you can radiate menace. You gain the following benefits:

  • Increase your Strength, Constitution, or Charisma score by l , to a maximum of 20.
  • Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.

Dragon Hide

Prerequisite: Dragonborn
You manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:

  • Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
  • Your scales harden. While you aren't wearing armor, you can calculate your AC as 13 +your Dexterity modifier. You can use a shield and still gain this benefit.
  • You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws a re natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal s lashing damage equal to ld4 +your Strength modifier, instead of the normal bludgeoning damage for an unarmed s trike.

Drow High Magic

Prerequisite: Elf (drow)
You learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell s l.ot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for a ll three spells.

Dwarven Fortitude

Prerequisite: Dwarf
You have the blood of dwarf heroes flowing through your veins. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

Elven Accuracy

Prerequisite: Elf or half-elf
The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

  • Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

Fade Away

Prerequisite: Gnome
Your people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:

Part 6 | Feats of the Realm
  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
  • Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can't do so again until you finish a short or long rest.

Fey Teleportation

Prerequisite: Elf (high)
Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • You learn to speak, read, and write Sylvan.
  • You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.

Flames of Phlegethos

Prerequisite: Tiefling
You learn to call on hellfire to serve your commands . You gain the following benefits:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
  • Whenever you cast a spell that deals fire damage, you can cause Flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes ld4 fire damage.

Infernal Constitution

Prerequisite: Tiefiing
Fiendish blood runs strong in you, unlocking a resilience a kin to that possessed by some fiends. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You have resistance to cold damage and poison damage.
  • You have advantage on saving throws against being poisoned.

Orcish Fury

Prerequisite: Half-orc
Your inner fury burns tirelessly. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • When you hit with an attack using a simple or martial weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability, you can't use it again until you finish a short or long rest.
  • Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.

Prodigy

Prerequisite: Half-elf, half-orc, or human
You have a knack for learning new things. You gain the following benefits:

  • You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
  • Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Second Chance

Prerequisite: Halfing
Fortune favors you when someone tries to strike you. You gain the following benefits:

  • Increase your Dexterity, Constitution, or Charisma score by l, to a maximum of 20.
  • When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can't use it again until you roll initiative at the start of combat or until you finish a short or long rest.

Squat Nimbleness

Prerequisite: Dwarf or a Small race
You are uncommonly nimble for your race. You gain the following benefits:

  • Increase your Strength or Dexterity score by l, to a maximum of 20.
  • Increase your walking speed by 5 feet.
  • You gain proficiency in the Acrobatics or Athletics skill (your choice).
  • You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.

Wood Elf Magic

Prerequisite: Elf (wood)
You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid can trip of your choice. You also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells .

Part 6 | Feats of the Realm
Eberron - Rising From the Last war -
Feat Prerequisite
Revenant Blade Elf
Aberrant Dragonmark No other dragonmark
Strixhaven - A Curriculum of Chaos
Feat Prerequisite
Strixhaven Initiate No
Strixhaven Mascot Yes, 4th Level, Strixhaven Initiate
Part 6 | Feats of the Realm

Homebrew Feats

The following is a list of feats I've curated or put together for use in my games. This expands racial feats to those races that were left out by Xanathar's Guide to Everything, along with feats for certain classes or builds that were left out.

Feat Prerequisite
Artillerist No
Improved Dual Wielding Yes, Extra Attack
Longarms Expert No
Sidearm Slinger No
Mounted Adept No
Mounted Mage Yes, Spellcasting
Night Owl Yes, 8 Hours of Sleep
Thrown Weapon Master Yes, Dexterity 13

Artillerist

You have practiced using artillery and explosives enough to become highly proficient in them, gaining the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • You are proficient with artillery, explosives, and grenades, adding your proficiency bonus to any rolls made to Load, Aim, or Fire a weapon with the siege property.
  • You can perform the Aim action as a bonus action when using a weapon with the siege property.
  • When you use an explosive or grenade, its explosion radius is increased by 5 feet and it deals an additional 1d6 Fire damage.

Improved Dual Wielder

Prerequisites: Extra Attack or Equivalent Feature

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

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
  • You can attack twice, instead of once, with the weapon that you're holding in your other hand whenever you use Two-weapon fighting on your turn.

Longarms Expert

By extensively training with longarms you gain the following benefits:

  • You ignore the kick property on all longarms.
  • You can attack a creature behind full cover, so long as the cover is no more than 6 inches thick. When doing so, the attack deals only half damage.
  • You can use a bonus action to steady your firearm, granting yourself advantage on your next attack made with the firearm.

Sidearm Slinger

Through practice with the smaller sidearms that you often use, you gain the following benefits:

  • You gain a +1 bonus to AC while you are wielding a separate ranged weapon in each hand.
  • You can reload two one-handed sidearms using one action, one attack (if they have the Extra Attack feature) or a bonus action (the character's choice).
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded sidearm you are holding.

Mounted Adept

You have mounted training that allows you to effectively control a mount in the chaos of battle. You gain the following benefits.

  • You gain proficiency in Animal Handling.
  • You may purchase one mount from the standard mounts list for half of its base price. This mount becomes your Steed. If your Steed dies or is otherwise lost, you must purchase a new mount at full price to gain a new Steed.
  • Your Steed has maximum hitpoints equal to its base hitpoints plus half of your maximum hitpoints.
  • Any mount you conjure, such as through find steed or phantom steed, also count as your Steed.

Mounted Mage

Prerequisites: Proficiency in Animal Handling, Spellcasting or Pact Magic feature

You have blended your magical aptitude with your mounted prowess. You gain the following benefits.

  • While mounted, when you cast a spell targeting yourself, you can also affect your mount with the spell.
  • While mounted, you gain advantage on Concentration checks to maintain a spell.
  • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw and only half if it fails.

Night Owl

Prerequisites: Race that requires 8 hours of sleep.

Accustomed to staying up well into the night, you no longer suffer some of the penalties and sleep deprivation as others.

  • You need only 4 hours of sleep during a Long Rest to gain the full benefits.
  • You have advantage on Perception (Sight & Sound) during the night
  • You do not gain points in Exhaustion from lack of sleep until you've been awake for 48 hours or more.
Part 6 | Feats of the Realm

Thrown Weapon Master

Prerequisites: Dexterity 13 or higher

Your extensive training of throwing weapons gain you the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Your attacks with thrown weapons that deal damage have an increased effective range of 60 and maximum range of 120.
  • When you hit a creature with a ranged weapon attack, you can use your reaction to impose disadvantage on that creature's next attack roll.
XGtE - Expanded Racial Feats
Race Feat
Aarakocra Sky Warden
Aasimar Angelic Protection
Bugbear Well-Rested
Firbolg Firbolg Beast Magic
Genasi (Air) Djinn Heritage
Genasi (Earth) Dao Heritage
Genasi (Fire) Efreet Heritage
Genasi (Water) Marid Heritage
Goblin Like a Boss
Goliath Mountain's Endurance
Hobgoblin Uphold the Legion
Kenku Master of Mimicry
Kobold Urd Wings
Lizardfolk Touch of Sess'inek
Orc Tanarukk Blood
Tabaxi Feline Grace
Tortle Tortle Protector
Triton Triton Deep Magic
Yuan-ti Pureblood Serpent Form

Angelic Protection

Prerequisite: Aasimar
The innate resistance to magic that angels possess extends to you. You have advantage on saving throws against spells and other magical effects.

Dao Heritage

Prerequisite: Genasi (earth)
You manifest more of the magical power of your dao heritage. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You learn the detect magic spell and can cast it at will, without expending a spell slot.
  • You gain natural armor. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.

Djinn Heritage

Prerequisite: Genasi (air)
You manifest more of the magical power of your djinn heritage. You gain the following benefits:

  • Increase your Dexterity or Constitution score by 1, to a maximum of 20.
  • You learn the detect magic spell and can cast it at will, without expending a spell slot.
  • You have resistance to lightning and thunder damage.

Efreet Heritage

Prerequisite: Genasi (fire)
You manifest more of the magical power of your efreet heritage. You gain the following benefits:

  • Increase your Constitution or Intelligence score by 1, to a maximum of 20.
  • You learn the detect magic spell and can cast it at will, without expending a spell slot.
  • Your darkvision has a radius of 120 feet.

Feline Grace

Prerequisite: Tabaxi
Your incredible reflexes and agility further improve. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You can use your Feline Agility trait twice before you must move 0 feet on one of your turns to use the trait again. You can still only use this ability once per turn when you move.
  • You don’t take damage from falling 20 feet or less if you aren’t incapacitated.

Firbolg Beast Magic

Prerequisite: Firbolg
Your connection to animals deepens. You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the animal friendship and beast sense spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.

Like a Boss

Prerequisite: Goblin
You are accustomed to using others to avoid being attacked. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • When a creature you can see targets you with an attack and another creature is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. Once you use this ability, you can’t do so again until you finish a short or long rest.
Part 6 | Feats of the Realm

Marid Heritage

Prerequisite: Genasi (water)
You manifest more of the magical power of your marid heritage. You gain the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You learn the detect magic spell and can cast it at will, without expending a spell slot.
  • You have resistance to cold damage.

Master of Mimicry

Prerequisite: Kenku
You have learned to temporarily mimic even the training of others. You gain the following benefits:

  • Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
  • Whenever another creature you can see uses a skill or tool, you can use your reaction to gain proficiency in that skill or tool. Proficiencies gained in this way last for 1 hour, and you can only mimic one proficiency at a time. Once you use this ability, you can’t do so again until you finish a short or long rest.

Mountain’s Endurance

Prerequisite: Goliath
Your ability to shrug off some injuries is legendary, even for your race. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • When you use your Stone’s Endurance trait as a reaction to reduce damage, instead of rolling a d12 and adding your Constitution modifier, you can choose to gain resistance to the triggering attack’s damage type until the start of your next turn. If the triggering attack deals more than one type of damage, choose one. As normal, after you use this trait, you can’t use it again until you finish a short or long rest.

Serpent Form

Prerequisite: Yuan-ti Pureblood
You have unlocked more of your serpentfolk heritage. You gain the following benefits:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.
  • You can use an action to polymorph into a Medium snake or back into your true form. Your statistics are the same in each form. Any equipment you are wearing or carrying isn’t transformed. If you die, you stay in your current form.
  • While in snake form, you gain a bite attack as a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. When you hit with a bite attack, you can choose to deal 2d6 additional poison damage to the target. Once you deal this poison damage, you can’t do so again until you finish a long rest.

Sky Warden

Prerequisite: Aarakocra
You are trained for both scouting the skies and aerial combat. You gain the following benefits:

  • Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
  • You gain proficiency in the Perception skill if you don’t already have it. You add double your proficiency bonus to Perception checks that rely on sight.
  • Once per turn, if you are flying and dive at least 30 feet straight toward a target and then hit it with a melee weapon attack, the attack deals an extra 1d6 damage to the target.

Tanarukk Blood

Prerequisite: Orc
Through fell magic or an ancestor, you are touched by the corruptive power of Baphomet. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You have resistance to fire and poison damage.
  • You gain a bite attack as a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Tortle Protector

Prerequisite: Tortle
You have mastered using your shell to better protect yourself and others. You gain the following benefits:

  • Increase your Strength or Wisdom score by 1, to a maximum of 20.
  • Your natural armor trait now provides a base AC of 18. As normal, your Dexterity modifier doesn’t affect this number.
  • As a reaction when you are forced to make a Dexterity saving throw, choose any number of creatures within 5 feet of you. Each chosen creature is considered to have half-cover against any harmful attacks or effects while within 5 feet of you until the start of your next turn. Once you use this ability, you can’t do so again until you’ve finished a short or long rest.

Touch of Sess’inek

Prerequisite: Lizardfolk
You embody the demonic bearing of a lizard king or queen. You gain the following benefits:

  • Increase your Constitution or Wisdom score by 1, to a maximum of 20.
  • You learn to speak, read, and write Abyssal.
  • You are immune to being frightened.
Part 6 | Feats of the Realm

Triton Deep Magic

Prerequisite: Triton
You master more of the magic of elemental air and water. You learn the create or destroy water spell and can cast it as a 1st level spell at will, without expending a spell slot. You also learn warding wind and water breathing, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Cha-risma is your spellcasting ability for all three spells.

Uphold the Legion

Prerequisite: Hobgoblin
You were born for life in the legion. You gain the follow-ing benefits:

  • Increase your Constitution or Intelligence score by 1, to a maximum of 20.
  • You can deal an extra 2d6 damage to a creature you hit with a weapon attack if that creature is within 5 feet of an ally that isn’t incapacitated. You can use this trait only once per combat.
  • You can extend the benefit of your Saving Face trait to an ally. As a reaction, if an ally misses with an attack roll or fails an ability check or a saving throw, you can grant a bonus to the roll equal to the number of allies your ally can see within 30 feet (including you, maximum bonus of +5). As normal, once you use this trait, you can’t use it again until you finish a short or long rest.

Urd Wings

Prerequisite: Kobold
You manifest leathery wings, transforming into an urd. You gain the following benefits:

  • Increase your Dexterity score by 1, to a max-imum of 20.
  • You gain a flying speed of 30 feet. To use this speed, you can't be wearing medium or heavy armor.

Well-Rested

Prerequisite: Bugbear
Your practiced napping leaves you invigorated when you are awake. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Whenever you spend one or more hit dice during a short rest, you can regain an extra 1d6 hit points.
  • At the end of a long rest, you gain inspiration (described in chapter 4 of the Player’s Handbook).
Extra Racial Feats
Race Feat
Aasimar Companion Spirit
Goblin Deft Evasion

Companion Spirit

Prerequisites: Aasimar Race
A minor, helpful spirit has been sent by your angelic guide to take refuge in your soul and aid you on your mission:

  • The spirit has hit points equal to your level + 1d8. It can not die, but will go dormant and require rest when reduced to 0 hit points.
  • The spirit is embedded within you and occupies your space. Whenever you take damage, you may freely divide the damage between yourself and the spirit. The spirit can not receive damage otherwise.
  • The spirit can expend a measure of its vitality to enhance your powers. Whenever you heal a creature or deal radiant or necrotic damage, you can add one extra d8 to the healing or damage dealt to one creature. The spirit loses this amount of hit points, if the spirit is reduced to 0 hit points by this roll, all excess is subtracted from your hit points.

Deft Evasion

Prerequisite: Goblin

  • Your Dexterity or Constitution score increases by 1, to a maximum of 20.
  • In addition, you can use your bonus action to increase your speed by 5 feet until the end of your turn. Until then, opportunity attacks you provoke have disadvantage if the creature attacking is larger than you.
  • You can use this ability a number of times equal to your Dexterity modifier (a minimum of once), regaining all expended uses upon finishing a long rest.

Changelog

  • 0.1 - Creation

  • 0.2 - Felis race added.

  • 0.3 - Vulpin race added.

  • 0.4 - Vulpin race modified, Selachian race added, class listing and formating.

  • 0.5 - Merged Races, Classes, Backgrounds, and Feats of the Realm.

  • 0.6 - Tasha's Cauldron of Everything Archetypes added.

  • 0.7 - Pale Master Class draft 1, grammar/writing style fixes to Shield Hero.

  • 0.8 - Added full description of all feats, Backgrounds and Verdan race from Acquisitions Incorporated added along with subclasses, Lineages, and backgrounds from Van Richten's Guide to Ravenloft, along the Fairy and Hareengon races from The Wild Beyond the Witchlight, formatting.

Credits
  • Thanks to Jonoman3000 for this Hemomancy Archetype for the wizard and the hemomancy spells.
  • Thanks to this Shield Hero build that I've modified for better read and use.
  • Thanks to /u/Enraric for Major Necromancy

Pale Masters are able to focus their studies into different specializations, called requiems. While all pale masters can summon the dead to fight for them, some are able to draw on life force and use it to strengthen or heal themselves and their allies, some harness winter’s fury or blend in and even control the shadows and the horrifying creatures that cast light aside, while others spread decay and undeath upon their foes and effortlessly raise them as undead abominations.

Requiem of Souls