Jason's Tips For Avoiding Adventure, Airships & Alagasts

by Swaddle

Search GM Binder Visit User Profile

Jason's Tips For Avoiding Airships & Alagasts

Table Of Contents

Referencing

Throughout this document reference is made to feats, spells, invocations and other options found within other books.

Any feature, ability or option which is a reference to the Compendium of Forgotten Secrets is marked by a †.

Any feature, ability or option which is a reference to a KibblesTasty book is marked by a (KT).

Recent Changes

2.12 Removed subclass lists now lots of homebrew is being used. Formating and image updates.

2.11 C3 Update Resist The Call Feat Updated. Descendent Of The Wyrm and Ancients Breath feats updated. Pact Of The Grave Updated. Marrow Titan Invocation removed and replaced with Necrotranscendence Feat. Gemstone Dragonborn added to the Reincarnate spell. Images Added and covers updated. Fluff increased in places. Wild Magic extended spell list added, spells potential to be improved.

PART 1

Race Changes

Changes To Races

A number of races have had their traits modified or altered.

The following races have been entirely replaced or added and are now found on pages below:

  • Aasimar, new titan aasimar subrace added.
  • Aarakocra, altered into the Aven race.
  • Dragonborn (Gemstone), replaced by the new Gemstone Dragonborn.
  • Kobold, replaced by new Kobold race.
  • Ratfolk, new race added.
  • Tiefling, the following tiefling subraces have been removed, Fierna, Glasya, Levistus, and Zariel. The following tiefling subraces have been added, Belial, Moloch, Geryon, and Barbatos.

In addition all races with the 'Sunlight Sensitivity.' trait have that trait replaced by the new 'Light Sensitivity.' trait, detailed below.

Other specific changes to races are found below.

Gnome, Deep

  • Gain the Light Sensitivity trait.

Half-Orc

  • Ability Score Increase. replaced with: Your Strength score increases by 1, your Constitution score increases by 1, and 1 ability score of your choice increases by 1.

Kenku

  • You are not restricted to only communicating with the mimicry trait.

Orc

  • Ability Score Increase. replaced with: Your Strength score increases by 2, your Constitution score increases by 2
  • Orcs gain the Savage Attacks. trait: When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
  • Orcs can take the Orchish Fury Feat (XGE), when they do they in addition to the feat they gain the Relentless Endurance trait: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Light Sensitivity

Deep underground dwellers naturally suffer from light sensitivity meaning abrupt exposure to any bright light blinds them for 1 round.

Customizing Your Ancestries

Rules for customizing and changing race traits are found in Part 6 Other Rule Changes

Aasimar

The Titan Aasimar

Titan Aasimar are empowered by the colossal strength of a celestial titan - more typically, an empyrean. They stand resolute against those who would do evil, though some, touched by a corrupted or cursed titan, may turn their ire toward forces of good seeking to only darken the world.

Their lineage can be traced back to ancient times when the empyreans, would occasionally forge bonds with humanity to combat the encroaching darkness. These alliances were rare, sacred, and imbued with a profound purpose: to create guardians capable of standing against the mightiest threats to the cosmic balance.

Titan Aasimar carry within them the echo of celestial thunder, a reminder of their divine heritage and the monumental power at their command. Their presence is both a beacon of hope and a warning to the wicked. In times of peace, they are gentle giants, their strength used to build and uplift communities, their charisma inspiring those around them to acts of kindness and bravery. Yet, when the shadow of evil looms, they reveal the full extent of their celestial might, becoming avatars of justice, their eyes ablaze with the light of righteousness.

Titanic Adventurers
d8 Reason for Adventuring
1 A celestial vision compelled you to leave your home.
2 You seek to understand the full extent of your celestial heritage and powers by challenging yourself against the world's dangers.
3 Following a tragedy that revealed your immense powers, you journey to find redemption and a purpose worthy of your strength.
4 A mentor, perhaps a celestial being or a devout cleric, sent you on a holy quest to recover a lost artifact of divine power.
5 Your heritage brought unwanted attention, for the saftey of your family or friends you fled your home.
6 You felt an inexplicable pull towards a distant land, a call of destiny that promises to reveal the secrets of your titan ancestor.
7 A dream showed you the faces of companions you are destined to meet and the great deeds you will accomplish together.
8 You were once revered as a guardian of your community but now seek to challenge evil, driven by a deep-seated need to protect the innocent.

Titan Aasimar evoke awe and caution. Seen as embodiments of celestial power, they inspire hope in the just and fear in evildoers. Their divine origins make them subjects of fascination among scholars and coveted allies among leaders. Yet, this reverence is tinged with wariness of their potential for destruction. In tales told, they stand as champions of divine will, navigating the eternal conflict between light and darkness, their existence a testament to the complex interplay of celestial and mortal realms.

Titan Aasimar Traits

The Titan Aasimar subrace replaces the Aasimar's Ability Score Increase

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

Size Titan Aasimar are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.

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

Divine Dynamo. Starting at 3rd level you can use your action to unleash the divine energy within yourself, setting your eyes ablaze with fury as your towering form swells.

Your transformation lasts for 1 minute or until you end it as a bonus action. Your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category - from Medium to Large, for example. If there isn't enough room for you to double in size, you attain the maximum possible size in the space available. Until the transformation ends, you also have advantage on Strength Checks and Strength Saving Throws. Your Weapons also grow to match your new size. While these Weapons are enlarged, Attacks with them deal 1d4 extra damage. Once you use this trait, you can't use it again until you finish a long rest.

Aven

The wind beneath their wings

Aven are a race of humanoid bird-like people whose origins are found in ancient Zehyin. The history of the aven race is hard to track, as aven themselves are often progressive and pragmatic; quick to adopt new culture and traditions as they migrated over the years. Dwarven tales recount the first aven were crafted by the Zehyinian gods as messengers and stewards of their temples; this is far from the modern aven who show no one god preference over another and can be found nearly anywhere on Karne.

While aven as a race have no formal nation or organisation, they are often found in small aven communities within other nations: in the Galtian mountains aven hold small encampments some distance from frontier towns or mining operation, within Sirothon aven merchants travel the roads protected under the employ of some infernal duke, off the shaded streets of the Theogonia aven are found worshipping at shrines of the empress.

Aven lack any traditional naming trends, instead taking their names from their locale: an aven from Galt may use a dwarven naming structure, while an aven from Farken may be named in draconic. Family names mean little to most aven, with titles or descriptors seen as more practical when away from their immediate community. Aven freely rename themselves to suit their goals or needs, and should two aven meet and find they share a name, it is likely that both will leave having chosen a new moniker.

Beak and Feather

Iblis-headed and hawk-headed aven closely resemble humans; save for the bird-like heads for which they are named, and the large feathered wings that stretch out from their shoulders. Aven of these varieties have lean, lightweight bodies; with skin tones and features often similar to humans of the same region. As suggested by their descriptor: the heads of iblis aven resemble that of large waterbirds, while hawk aven resemble birds-of-prey.

Aarakocra aven however, shed most of their similarity to humans; significantly shorter than other aven, aarakocra possess powerful wings, fully feathered bodies, and narrow legs that taper to sharp talons. Aarakocra lack the human-like sexual dimorphism of their less avian brethren; bearing instead a difference in typical size, with women being on average half-a-foot taller. Aven of this variety can resemble a variety of birds, most commonly birds-of-prey or songbirds.

Aven Traits

All aven share the following traits.

Ability Score Increase. Your Dexterity score increases by 1.

Age. Like humans, aven reach adulthood in their late teens and can theoretically live into their 80s.

Alignment. Most aven lean toward some form of neutrality. Ibis-headed aven, focused more on knowledge than any other virtue, are usually neutral. Hawk-headed aven are inclined toward lawful neutral. Most aarakocra tend toward chaotic neutral.

Size. Aven stand from 5 to 6 feet tall, but their bodies are slender and their bones are partially hollow to facilitate their flight. aarakocras are typically smaller than other aven standing from 4 to 5 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet. You have a flying speed of 25 feet. You can’t use your flying speed while you wear medium or heavy armor.

Languages. You can speak, read, and write Common, Aven, and Auran.

Subrace. Three varieties of aven inhabit Kharne: ibis-headed and hawk-headed aven alongside the smaller fully feathered arakocra. Choose one of these subraces.

Ibis-Headed Aven

A majority of ibis-headed aven, drawn to the teachings of Thoth, specialize in spellcasting. They take great pride in all the qualities they share with the god of knowledge— not just their avian heads, but their quick wit, self-confidence, cunning, and spellcasting prowess.

Ability Score Increase. Your Intelligence score increases by 2.

Thoth’s Blessing. You can add half your proficiency bonus, rounded down, to any Intelligence check you make that doesn’t already include your proficiency bonus.

Hawk-Headed Aven

Following the example of Horus, hawk-headed aven often focus on the techniques of long-range combat. Most prefer javelins, but some are skilled with bows, spears, and throwing axes.

Ability Score Increase. Your Wisdom score increases by 2.

Hawkeyed. You have proficiency in the Perception skill. In addition, attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls.

Aarakocra Aven

Blessed by Nephthys, these aven appear more like bird than human in both features and mannerisms. Most comfortable in the sky, they prove dynamic and acrobatic fliers in battle, moving with remarkable speed and grace to lash at opponents before retreating to the air.

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

Improved Flight. Your flying speed increases to 30 feet. This speed increases to 35 feet at 4th level, 40 feet at 8th level, 45 feet at 12th level and 50 feet at 16th level.

Talons. You are proficient with your unarmed strikes, which deal 1d4 slashing damage on a hit.

Gemstone Dragonborn

Distant Cousins

Much rarer than their metallic or chromatic cousins, the gemstone dragonborn are the result of powerful psionics. They are proud of their heritage. Because the gemstone dragons are rare, so rare as to be considered mythical, it’s not unusual for their humanoid descendants to pursue a great quest to find their ultimate progenitor…or just any gemstone dragon, to get a sense of where they came from and prove the jeweled dragons are real.

Your gemstone ancestry is obvious to anyone who looks at you. You bear multifaceted crystals embedded in your scales, and your eyes are solid gemstones. In times of extreme emotion—the specific emotion varies from individual to individual—your gemstones flare with light.

Psionic Origins

The origins of each gemstone dragonborn is unusual compared to most other mortal races. The egg of a gemstone dragonborn is formed when a large amount of psionic power permeates a gemstone of a particular kind. The gemstone begins to grow over the course of weeks until it hatches into a gemstone dragonborn child. This most commonly occurs within the lairs of gemstone dragons, constantly permeating the gemstones of their lair to hatch dragonborn servants to aid them in their research. However, it is not unheard of to occur anywhere where psionics are used in the vicinity of gemstones. This means that gemstone dragonborn are incredibly rare to see, with the majority of people never having heard of them, let alone see them in their lifetimes.

When a dragonborn hatches in this way, they often share some memories from the source of the psionic power that formed them.

Places for gemstone dragonborn to occur may be a precognitive noble, using their powers to get ahead in politics while unbeknownst to them a child is forming in their ruby necklace, or a vein of sapphire within the walls of a mind flayer colony slowly gaining sentience.

Memory and Aging

Gemstone dragonborn age by gaining memories. They do not biologically age, but have the ability to make permanent crystalized memories, and age roughly one day each time they do. Young gemstone dragonborn make these memories a dozen times a day, aging rapidly while absorbing new information at an incredible rate, while aging gemstone dragonborn become more selective in what they choose to remember. If they do not commit some memory in this way, their memory tends to be still somewhat better than a human, but they view these memories as transient things that will be eventually forgotten.

Nature and Biology

Gemstone dragonborn do not typically have a gender, though those that travel among other races may associate with one. They have a generally androgynous and reptilian appearance. They are capable of forming strong emotional bonds, though some (particularly younger ones) will find the idea of gender and the associated customs hilarious (potentially inappropriately so based on the culture).

Some gemstone dragonborn that exist for hundreds of years and absorb thousands of memories can willingly create a new egg by psionically imbuing a gemstone with their own crystallized memories. The newly hatched dragonborn will awaken with an assortment of random memories from their parent, but without the context of the memories they can seem scattered and fragmented.

Taking care of a young gemstone dragonborn can be exhausting due to the rampant curiosity and inquisitive nature rapidly consuming new experiences and memories, but their inquisitive nature causes them to age exceedingly quickly. A young gemstone dragonborn can fully absorb many memories a day, aging exceedingly fast. It is usually not long before they seek to wander broader environments, and set out into the world.

Gemstone Dragonborn Names

Traditionally, gemstone dragonborn each carry a single name, although in some cases they take on a clan name when they are part of a larger dragonborn clan without a gemstone dragon. Their individual names are usually short and have a single vowel. Gemstone dragonborn that are not spawned by a dragon usually take on a name from their place of hatching.

Names: Dvlakrn, Dvlond, Hthylm, Kvlakv, Lsihr, Mshekh, Nramt, Nrivn, Slvedl, Tvarm, Tvleln, Tvykm, Ythr

Gemstone Dragonborn Traits

Your gemstone dragonborn character has the following traits:

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

Age. A gemstone dragonborn ages by absorbing memories. Each time they permanently absorb a memory, they age roughly one day. A young dragonborn can absorb dozens of memories a day, aging rapidly. Once reaching adulthood (a process that often only takes a decade), the rate at which they can absorb memories begins to slow, and they become more selective, aging far slower. Most gemstone dragonborn live well into their 200s, but those most frugal with their memories can live much longer, but more shallow lives.

Alignment. Gemstone dragonborn trend toward neutral alignments, but are free-thinking creatures able to choose their own path.

Size. Gemstone dragonborn are on average as tall as a normal human, which means other dragonborn tower over them.

Speed. Your base walking speed is 30 feet.

Draconic Ancestry. You have draconic ancestry. Choose one type of gemstone dragon from the Draconic Ancestry table. Your psionic manifestation is determined by the dragon type, as shown in the table.

Crystallized Memory. When you learn or experience something, you can fix that memory, making it a permanent memory you can always remember with crystal clarity. This memory can be anything that occurs within a 1 hour span (it can be as short as a fleeting sensation, or as long as 1 hour of events). Once you do this, you can’t do so again until you finish a long rest. Absorbing these memories is how a gemstone dragonborn ages, and you age one day for each memory you absorb in this way.

Gemstone Armour. Gemstone dragonborn pride themselves on the vibrant, glowing gemstones embedded in their skin. The gems are tough and reduce any bludgeoning, piercing or slashing damage you take by 1. When you reduce bludgeoning, piercing or slashing damage in this way, you can use your reaction to cause your gemstones to resonate with the strike, generating a single psi point. This psi point lasts for 1 minute, or until you use it on your psionic discipline. Once you have gained a psi point in this way, you cannot do so again until you complete a short or long rest.

Psionic Manifestation. You gain a psionic discipline from the psion class, although you cannot use the alternate effects. Your draconic ancestry determines the psionic discpline you gain. Intelligence, Wisdom, or Charisma is your psionic ability modifier for this discipline, which you choose when you gain this feature. If you gain the same discipline from another source, you gain 1 psi point.

Languages. You can speak, read, and write Common and Draconic. You can hear the murmurs of gemstone dragon mindspeech within 1 mile.

Crystal Psionics

The crystals embedded within a gemstone dragonborn's scales thrum with the innate psionic power of their dragon progenitors. The type of gemstone of a dragonborn reflects the facet of psionics that they are born with. It is not impossible for a gemstone dragonborn to gain the abilities of psionics outside of the discipline they are born with, and it is common for them to seek out new psionics to master.

Dragon Gemstone Psionic Discipline
Amethyst Enhancement
Diamond Psychokinetics
Emerald Transposition
Onyx Consumption
Opal Nullification
Quartz Projection
Ruby Precognition
Sapphire Telepathy
Topaz Telekinesis

Kolbold

Unlikely Adventurers

Most Kobolds are happy at home in a den full of their kind, or working as a minion of some larger, more dangerous monster. It is not often in most settings that a Kobold would simply set off to go on an adventure. The Kobold Adventurers table can serve as inspiration for determining why a Kobold character leaves home.

Kobold Adventurers
d8 Reason for Adventuring
1 You were sent by the leader of your den, or monster you serve, off on an important mission
2 You were guarding your den, and saw some travelers or adventurers that offered to take you with them
3 You returned from a walk or job to find your home destroyed
4 You are an artisan, and left your family to grow your skills
5 You left because an ancient, insatiable hunger for treasure is still inside you from your ancestors
6 You always wanted to be gifted by ancient kobold sorcery but weren't born with it so you are on a quest to learn the ways of magic yourself
7 You have been captured and were or are a slave or servant
8 You are a reluctant adventurer and always find yourself in the middle of things whether you want to or not

Kobold Personality

Kobolds are strange, often alien creatures. On a surface level it is easy to believe they they are one-dimensional in their thought, only preoccupied by their own needs; But on a closer inspection, after getting to know a kobold, you will often find a deeper reasoning to why they act in the way they do. Use the quirk to inform how you portray your character.

Kobold Quirks
d6 Quirk
1 You often eat small rocks or other non-food items. They do not provide nutritional value, but can stave off hunger
2 You bark and yip when angry or afraid
3 You are always the first to search for valuables
4 You were hatched in the presence of another race. You imprinted on them and see yourself as one of their kind.
5 You do not like to be alone, preferring to travel with a companion or pet(s).
6 You often fear that you are useless to others, so you overcompensate by giving your all, even when the situation doesn't call for it

Kobold Traits

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

Age. Kobolds reach adulthood at age 6 and can live up to 60 years but rarely do so.

Alignment. Kobolds are fundamentally selfish, making them evil, but their reliance on the strength of their group makes them trend toward law.

Size. Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Meek You count as one size smaller when determining your carrying capacity and the weight you can push, drag and lift.

Crafty. You can quickly craft a single item of adventuring gear during a long rest. You may only craft the items below, and only If you have the appropriate tool and pass the dc provided. If you fail your Tool check you may try to craft a different item, but only once. These items are all only usable once, have no value to merchants, and are rendered useless after your next long rest.

Craftable Gear
DC Item Name Tool
10 Hunting trap Smith's tools
12 Alchemist's Fire Alchemist's supplies
13 Acid Alchemist's supplies
15 Basic Poison Poisoner's kit

Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Light Sensitivity. Deep underground dwellers naturally suffer from light sensitivity meaning abrupt exposure to any bright light blinds them for 1 round, it also causes them to take a –1 penalty on attack rolls and sight-based Perception checks in bright light.

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

Ratfolk

Whiskered Hoarders

Ratfolk are small, rodent-like humanoids; originally native to subterranean areas in dry deserts and plains, they are now more often found in nomadic trading caravans. Much like the pack rats they resemble, ratfolk are tinkerers and hoarders by nature, and as a whole are masters of commerce, especially when it comes to acquiring and repairing mechanical or magical devices. Though some are shrewd merchants who carefully navigate the shifting alliances of black markets and bazaars, many ratfolk love their stockpiles of interesting items far more than money, and would rather trade for more such prizes to add to their hoards over mere coins. It’s common to see a successful crew of ratfolk traders rolling out of town with an even larger bundle than they entered with, the whole mess piled precariously high on a cart drawn by giant rats.

Ratfolk are often driven by a desire to seek out new opportunities for trade, both for themselves and for their warrens. Ratfolk adventurers may seek potential markets for their clan’s goods, keep an eye out for sources of new commodities, or just wander about in hopes of unearthing enough treasure to fund less dangerous business ventures. Ratfolk battles are often decided by cunning traps, ambushes, or sabotage of enemy positions.

Ratfolk Traits

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

Age. Ratfolk age much quicker than most other humanoids, achieving maturity at age 10 and live up to 70 years.

Alignment. Ratfolk individuals are driven by a desire to acquire interesting items and a compulsion to tinker with complex objects. The strong ties of ratfolk communities give them an appreciation for the benefits of an orderly society, even if they are willing to bend those rules when excited about accomplishing their individual goals. Most ratfolk are neutral, and those who take to religion tend to worship deities that represent commerce and family.

Size. Ratfolk take on much of the characteristics of the beasts they share blood with, typically only reaching 3 to 4 feet tall and weighing 60-100 pounds. Your size is Small.

Speed. Your base walking speed is 20 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.

Scamper. As a bonus action, until the end of your turn, you can increase your speed by 10 feet and gain a climbing speed equal to your walking speed. Alongside this squeezing into smaller spaces doesn’t cost you extra movement.

Natural Thieves. You gain proficiency with one of the following skills of your choice: Deception, Stealth, or Survival. You may choose to gain proficiency with Thieves' Tools instead of a skill.

Plague Carrier. You have advantage on saving throws against poison and have resistance to poison damage. In addition, you are immune to the effects of non-magical diseases, but can still be infected and spread them through natural means.

Languages. You can speak, read, and write Common. You can also communicate with other ratfolk or vermin by using “Gutterspeak”, which is a primitive spoken language of grunts, hisses, and squeaks that can communicate basic information or emotions.

Tiefling Subraces

Simultaneously more and less than mortal, tieflings are the offspring of humans and fiends. With otherworldly blood and traits to match, tieflings are often shunned and despised out of reactionary fear. You can create a tiefling character who has a special link to one of the Lords of the Nine Hells. This link is represented by a subrace. Alongside the tiefling subraces in Mordenkainen's Tome of Foes the following options are available.

Tiefling of Fierna, Tiefling of Glasya, Tiefling of Levistus, and Tiefling of Zariel subrace options from Mordenkainen's Tome of Foes are removed and the following are added to better match the setting.

Barbatos

Tieflings "descended" from Barbatos are not descended but are the collected unknown Tieflings without clear connections to the lower planes. The powers he grants them are often sicking and cruel.

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

Legacy of Avernus. You know the Infestation cantrip. When you reach 3rd level, you can cast the Ray of Sickness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Blindness/Deafness spell once with this trait and regain the ability to so do when you finish a long rest. Charisma is your spellcasting ability for these spells.

Geryon

Swampy Stygia is ruled by Geryon, Geryon is the source of all great heresies. He grants his tieflings serpentine and illusion magic.

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

Legacy of Stygia. You know the Thorn Whip cantrip. When you reach 3rd level, you can cast the Speak with Animals spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Invisibility spell once with this trait and regain the ability to so do when you finish a long rest. Charisma is your spellcasting ability for these spells.

Moloch

A being of seething wrath, Moloch embodies both absolute discipline and directed destructive force.

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Legacy of Malebolge. You know the Control Flames cantrip. When you reach 3rd level, you can cast the Searing Smite spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Flame Blade spell once with this trait and regain the ability to so do when you finish a long rest. Charisma is your spellcasting ability for these spells.

Belial

Belial has an unlimited malleability of form, their true natural form unknown to all but Asmodeus. He grants his tieflings similar powers.

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

Legacy of Phlegethon You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Disguise Self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Alter Self spell once with this trait and regain the ability to so do when you finish a long rest. Charisma is your spellcasting ability for these spells.

PART 2

Class Changes

Part 2 of this document "Class Changes" details a number of additions, changes and optional extras to classes in 5e. Each WotC class has a section which details the Subclasses avalible for that class. This is not a restrictive list but a guide to locations and options for that class, if you wish for third party, homebrewed or other subclass thats still an option.

Alongside the Subclass lists are additional and optional class features, for some classes these are detailed in this section for others their details are found in other books such as in Tasha's Cauldron of Everything.

Barbarian

Berserker

Berserker: Mindless rage. Now also includes

"You ignore the effects of Exhaustion while raging.".

Monk

Way of the Four Elements

Disciple of the Elements The first part is altered to now read

At 3rd level, you learn magical disciplines that harness the power of the four elements. Some disciplines require you to spend ki points when you use them.

You know the Elemental Attunement discipline and two other elemental disciplines of your choice, which are detailed in the elemental disciplines sections below. You learn two additional elemental disciplines of your choice at 6th, 11th, and 17th level.

Whenever you gain a monk level, you may replace one elemental discipline that you already know with a different discipline.

Four Elements Disciplines

At 3rd level, a Way of the Four Elements Monk gains the Disciple of the Elements feature. Here are new Disciplines for that feature, in addition to the options in the Player's Handbook. If an Elements Discipline has a prerequisite, you must meet it to learn the Disciplines. You can learn the Disciplines at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class.

Some Disciplines refer to spells found in Tasha’s Cauldron of Everything, Xanathar's Guide to Everything or Compendium of Forgotten Secrets.

3rd level Elemental Disciplines

Starting at 3rd level, you can learn the following disciplines:

Rumbling Badger.

You shake the ground, causing a tremor that knocks over your foes. You can spend 2 ki points to cast earth tremor.

6th level Elemental Disciplines

Starting at 6th level, you can learn the following disciplines:

A Leaf on the Wind.

A powerful wind rises up to catch you as you fall. Your Slow Fall ability no longer requires a reaction to use, and instead you may use it automatically whenever you are conscious and not incapacitated, and it negates all falling damage regardless of distance. When you use the Slow Fall ability, you may also glide along the air to move 5 feet in any horizontal direction for every 5 feet that you fall.

Become the Teapot.

You roll with the incoming energy, attuning to element, becoming it. You can spend 1 ki point to cast absorb elements.

Crushing Hand of the Mountain.

You focus your strength into your outstretched fist, summoning a hand of earth from the ground. You can spend 3 ki points to cast maximilian’s earthen grasp.

Curtain of Unyielding Wind.

You let out a fierce howl as a mighty wind begins swirling around you. You can spend 3 ki points to cast warding wind.

Desert Moon Descends.

You pull at the air and push away any warmth ahead of you. You can spend 3 ki points to cast coldfire blast†.

Hatchling’s Flame.

You focus your ki into a torrent of fire that streaks away from you. You can spend 3 ki points to cast aganazzar’s scorcher.

Open Clouds Closed Fist.

Reaching into the sky you rip ki from the air redirecting it into powerful lightning. You can spend 3 ki point to cast dark lightning†.

11th level Elemental Disciplines

Starting at 11th level, you can learn the following disciplines:

Earth Reaches for Sky.

Focusing your strength with a deep, rumbling shout, you swing your arms up high, causing an eruption of churned earth and stone that engulfs your foes. You can spend 4 ki points to cast erupting earth.

Kiln of Creation.

You ignite yourself causing a thin layer of flint to cover you. You can spend 4 ki to cast skin of flint†.

Raise the Still Waters.

Though water can give way easily, it can just as easily offer great resistance. You can spend 4 ki to cast wall of water.

Sea’s Fury.

You conjure up a mighty wave of water that crashes down on your foes. You can spend 4 ki to cast tidal wave.

Sweeping Crosswind.

A wall of strong wind rises from the ground, batting away anything in its path. You can spend 4 ki points to cast wind wall.

17th Elemental Disciplines

Starting at 11th level, you can learn the following disciplines:

Mold the Mountain.

You master the many forms that earth may take. You can spend 5 ki points to cast transmute rock.

Release Inner Rage.

Within each of us water rages, fire brews, air guides and earth grounds. You have learnt how to free it and shape it. You can spend 5 ki points to cast summon elemental, the elemental takes the form of an elemental version of yourself.

Ranger

Favored Foe

1st-level ranger feature

You may choose to replace your Favored Enemy feature with either this or the Favored Foe from Tasha’s Cauldron of Everything

You can call on your bond with nature to mark a creature as your favored enemy for a time: you know the hunter’s mark spell, and Wisdom is your spellcasting ability for it. You can use it a certain number of times without expending a spell slot and without requiring concentration—a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest. When you gain the Spellcasting feature at 2nd level, hunter’s mark doesn’t count against the number of ranger spells you know. In addition this works with the Foe Slayer feature.

Sorcerer

Additional and Optional Class features found in Tasha’s Cauldron of Everything. Additional Metamagic options found here and in Tasha’s Cauldron of Everything.

Spell Points

Sorcerers have the option and recommendation to use spell points, as described in the DMG pg.288 and Appendix A: Rules From Other Books

If so they lose Flexible Casting and instead add their sorcery points to available spell points. Spell points can be used as if they were sorcery points or spell points for abilities, meta-magic and casting spells. If an ability, item or other feature would give or replenish any sorcery points they are treated as a seperate pool of points which can only be used for Metamagic.

If you use the 5th-level optional sorcerer feature Magical Guidance it includes the additional restriction:

" You can do this a number of times equal to your proficiency bonus, you regain these uses after a long rest."

Font of Magic Addition

2nd-level sorcerer feature

When you gain the Font of Magic feature, you get access to the following way to spend your sorcery points.

  • Imbuing Touch. As an action, you can touch one nonmagical weapon and spend 2 sorcery points to imbue it with magic for 1 minute. For the duration, the weapon is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another two more at 6th, 10th and 14th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Metamagic Options

When you choose Metamagic options, you have access to the following additional options.

Unerring Spell

If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the attack roll. You must use the result of the second roll. You can use Unerring Spell even if you have already used a different Metamagic option during the casting of the spell.

Disruptive Spell

When you cast a spell of 1st level or higher that affects one or multiple creatures, you can spend 3 sorcery points to end one spell of the same level or lower on one of those creatures.

Lingering Spell

When you cast a spell that has a duration of Instantaneous and affects an area, you can spend 1 sorcery point to make its effects linger until the beginning of your next turn. Any creature that enters the area for the first time suffers the effects of the spell, but has resistance to its damage and makes all saving throws with advantage.

Invigorating Spell

When you cast a spell that targets one creature, you can spend 2 sorcery points to have either the target or yourself gain temporary hitpoints equal to your Charisma modifier. As long as a creature has these temporary hitpoints, its speed increases by 10 feet. All remaining temporary hitpoints vanish after I minute.

Resilient Spell

When you cast a spell that requires concentration, you can spend 1 sorcery point to make it easier to maintain. The first time you fail a saving throw that would cause you to lose concentration on the spell, you can choose to succeed instead. You can use Resilient Spell even if you have already used a different Metamagic option during the casting of the spell.

Shaped Spell

When you cast a spell that affects an area in a radius Of 5 feet or greater, you can spend 1 sorcery point to decrease the radius by up to 10 feet, to a minimum of 5 feet. Similarly, you can spend up to 2 sorcery points to increase the radius by 5 feet for every sorcery point you spend. When you cast a spell that affects an area in a cone, you can spend 1 sorcery point to decrease the length of the cone by up to 10 feet, to a minimum of 5 feet. Similarly, you can spend up to 2 sorcery points to increase the length of the cone by 5 feet for every sorcery point you spend.

Tenacious Spell

By spending 1 sorcery point, you make a spell you cast exceptionally difficult to counter. Whenever a creature uses a spell or ability that allows it to end or foil your spell (such as dispel magic and counterspell) it must make a Charisma saving throw against your spell save DC or the spell or ability has no effect on your spell.

Draconic Spells Table
Sorcerer Level Base Spells Black & Copper Blue & Bronze Brass & Red & Gold Silver & White Green
1st Detect Magic Tasha's Caustic Brew Thunderwave Burning Hands Ice Knife Ray of Sickness
3rd Dragon's Breath Melf’s Acid Arrow Dark Lightning† Aganazzar’s Scorcher Snilloc’s Snowball Swarm Serpent’s Bite†
5th Protection from Energy Hunger of Hadar Lightning Bolt Fireball Frozen Lance† Blackened Heart†
7th Elemental Bane Vitriolic Sphere Storm Sphere Fireshield Ice Storm Sickening Radiance
9th Seeming Wall of Ooze† Destructive Wave Immolation Cone of Cold Contagion

Draconic Bloodline

Draconic Ancestry

You learn additional spells when you reach certain levels in this class, as shown on the Draconic Spells table. You gain the spells listed under your associated Ancestry as well as the spells listed under Base Spells. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an Abjuration or an Evocation spell from the sorcerer, warlock, or wizard spell list.

Divine Soul

Divine Magic

You learn additional spells when you reach certain levels in this class, as shown on the Divine Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a Divination or a Transmutation spell from the sorcerer, warlock, or wizard spell list.

Divine Spells Table
Sorcerer Level Spells
1st Guiding Bolt
3rd Augury, Spirit Guardians
5th Tongues, Aura of Vitality
7th Divination, Guardian of Faith
9th Angelic Rebuke†, Falling Star†

Storm Sorcery

Tempestous Magic

You learn additional spells when you reach certain levels in this class, as shown on the Tempestous Spells Table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a Conjuration or an Evocation spell from the sorcerer, warlock, or wizard spell list.

Shadow

Strength of the Grave

You learn additional spells when you reach certain levels in this class, as shown on the Grave Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a Necromancy or an Illusion spell from the sorcerer, warlock, or wizard spell list.

Wild Magic

Chaos Magic

You learn additional spells when you reach certain levels in this class, as shown on the Chaos Spells Table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a Conjuration or an Transmutation spell from the sorcerer, warlock, or wizard spell list.

Tempestous Spells Table
Sorcerer Level Spells
1st Fog Cloud, Lightning Shard†
3rd Dark Lightning†, Gust of Wind
5th Call Lightning, Thunder Step
7th Storm Sphere, Control Water
9th Maelstrom, Control Winds
Grave Spells Table
Sorcerer Level Spells
1st Arms of Hadar, False Life
3rd Shadow Armor†, Pass Without Trace
5th Creeping Dark†, Summon Shadowspawn
7th Shadow of Moil, Evard’s Black Tentacles
9th Shadow World†, Shroud of Surok†
Chaos Spells Table
Sorcerer Level Spells
1st Chaos Bolt, Flicker (KT)
3rd Elemental Barrage (KT), Imbue Luck (KT)
5th Summon Lesser Demons, Hypnotic Pattern
7th Jumping Jolt (KT), Death Ward
9th Divide Self (KT), Far Step

Warlock

Otherworldly Patrons

Additional Warlock Evocations found in Xanathar's Guide to Everything, Tasha’s Cauldron of Everything, Compendium of Forgotten Secrets, and this document below.

Additional Pact Boons found in Tasha’s Cauldron of Everything and this document below.

Additional Familiar options found in The Compendium of Forgotten Secrets.

Eldritch Invocations

At 2nd level, a warlock gains the Eldritch Invocations feature. Here are new options for that feature, in addition to the options in the Player's Handbook.

If an Eldritch Invocation has a prerequisite, you must meet it to learn the invocation. You can learn the Invocation at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class.

The Eldritch Invocations table gives an overview of the invocations added in this document.

Evocation Alterations

Agonizing Blast replaced with Agonizing Cantrips.

Eldritch Spear replaced with Spell Spear.

Undying Servitude(TCE) replaced with The Dead Walk.

Eldritch Invocations
Name Prerequisite Description
Agonizing Cantrips - Add Charisma modifier to cantrip damage
Animal Skin 9th Level Wild Shape-like into beasts whos skin you carry
Arrows of Tiamat 5th Level Spell slot to Magic Missile, and may adjust damage type
Beast Eye 5th Level Project your senses into a beast and from beast to beast
Brilliant Dawn 7th Level, sacred flame cantrip Cantrip also blinds for a turn on fail
Child-Scent - Smell out and track the young more easily
Chilling Cold Frostbite cantrip Cantrip does half damage on a successful save and disadvantage on attacks on a fail
Cloud of Poison Poison spray cantrip Cantrip hits two creatures within 5ft
Eldritch Invocations Cont'
Name Prerequisite Description
City Sight - Curse which removes visual abilities beyond simple sight
Command the Dead Pact of the Grave Take control over enemy undead
Cook People 5th Level, Pact of the Cauldron Cook people into Enhance Ability cookies, Lesser Restoration stew and more
Cook's Cauldron 5th Level, Pact of the Cauldron Cast create food and water over 10 minutes, times per proficiency bonus per rest
Dendallen’s Influence 5th Level Mindless undead are not automatically hostile to you
Directing Swarm Infestation cantrip You choose the direction rather than the normal random movement forced by the cantrip
Dreadful Compulsion 9th level Geas with a warlock spell slot once per day
Eldritch Armor Pact of the Blade Equip armor with a touch and become proficient in it
Eldritch Study Pact of the Tome Regain spell slots at the cost of exhaustion
Forceful Throws Magic stone cantrip If the stone misses continues in a line till it hits someone else
Fires of Avernus create bonfire cantrip You can have up to three bonfires active at a time while maintaining concentration
Flame Of Moloch 5th Level Warlock spell slot to cast flame blade, without requiring components
Ghoulcaller 12th Level, Pact of the grave Mystic arcanum to cast undead creation spells
Grasp of the Soul 7th Level Cast grasping vine using a warlock spell slot
Guiding Dawn 7th Level, light cantrip Creatures in the light gain a d4 to skill checks
Hunger Of Orcus 5th Level, chill touch cantrip Regain one expended hit die when you damage with this cantrip
Intervene 7th Level Switch places with someone to attempt to save them from an attack which now targets you
Kiss Of Jubilex poison spray cantrip Cantrip can do acid damage rather than poison
Ledger Of The Deceased Forbidden Graveyard patron, Pact of the Tome or Grave feature Store corpses within a book
Lingering Dawn 5th Level, sacred flame cantrip Save against cantrip still does half damage
Magic Cauldron Pact of the Cauldron feature Over a long rest able to create a number of magic items at cost
Nails - Grow your nails into 1d4 weapons
Necrotic Cloud 5th Level, chill touch cantrip After damaging a creature all creatures within 5 feet of it, cannot regain hit points
Noxious Spray 7th Level, poison spray cantrip Creature who fails their saving throw against your poison spray cantrip is also poisoned
On the Wind 12th level, Pact of the Cauldron Learn a ritual to enchant your Cauldron with flight
Otherworldly Blade 5th Level, Pact of the Blade Charisma to hit and damage instead of Dexterity or Strength
Persistent Swarm Infestation cantrip Cantrip changes to Concentration, up to 1 minute. Action to effect the creature again no save
Prehensile Hair Hair Cause your hair to grow and manipulate your hair as if it were a limb
Scalding Bolt firebolt cantrip Target takes half the same amount of fire damage (rounded up) at the end of their next turn
Eldritch Invocations Cont'
Name Prerequisite Description
Seeking Bolt firebolt cantrip When you miss a creature with firebolt, you can target a different creature within the spells range
Sombre Echoes toll the dead cantrip Another creature of your choice within 10 feet of the target takes necrotic damage aswell
Spell Spear - When you cast a cantrip which deals damage, its range is doubled.
Steal Voice 9th Level Steal other creatures voices and change your voice to theirs
Stormblessed Storm Lord patron Gain resistance to lightning and thunder damage. Blessed while in a storm
Stormcaller Storm Lord patron Learn the spell control weather and can cast it without expending a spell slot
The Dead Walk 5th Level Cast Animate Dead twice per-long rest
Toppling Lightning Lightning Lure cantrip On a fail you have advantage on attack rolls against the creature
Undead Mastery 7th Level, Pact of the grave Undead you create gain additional hp and bonus to attack
Vampiric Healing Eldritch Blast cantrip Cantrip does 1d8 but grants temp hp to allies
Vapors of Arad-Mal 5th Level, gaseous form spell Cast mage hand in gaseous form and attempt to enter airways of creatures
Vile Consumption 7th level, Pact of the Cauldron feature Poisons have no effect on you
Warlocks Charge 7th level Designate a creature and gain touch spells at range to them, know hp and status at all times
Whispers Of The Undying 5th Level, spare the dying cantrip Target can immediately expend a number of hit dice
Witchcraft Pact of the Cauldron feature Cauldron crafts on its own at times
Witch's Brew 9th Level, Pact of the Cauldron feature Cast bestow curse or lesser restoration as a potion

Agonizing Cantrips

When you cast a cantrip which deals damage, add your Charisma modifier to the damage it deals on a hit.

Animal Skin

Prerequisite: 9th Level

As an action, you can become a beast between sizes Small to Large with a CR of 1 or less whose skin you wear. While transformed you follow the same rules as the druid ability Wild Shape, except it lasts up to a number of hours equal to half your Warlock level and you must have a near complete skin of the animal, which you become an exact copy of. This ability can be used once a day, regaining the ability after a long rest.

Arrows of Tiamat

Prerequisite: 5th level

You can use a warlock spell slot to cast magic missile, and when you cast it in this way, you cause each dart it creates to deal one of the following damage types: acid, cold, fire, lightning or poison damage, rather than force damage. When you do this you choose type of damage for each dart individually.

Beast Eye

Prerequisite: 5th Level

As an action, you can project your senses into a beast within 100 feet, sensing whatever it senses. You cannot control the beast's actions. You can project your senses from that beast to another within 100 feet of it as an action, and can continue to make these sensory leaps, potentially viewing things very far from your actual location. You may return to your own senses at any time. Normal beast get no saving throw against this ability, but animal companions, summons, and similar unusual beast may resist with a Wisdom saving throw against your spell save DC. You can use this ability for a number of minutes per day equal to your level. These minutes need not be consecutive, but they must be spent in 1-minute increments.

Brilliant Dawn

Prerequisite: 7th Level, sacred flame cantrip

Any creature who fails their saving throw against your sacred flame cantrip is also blinded until the end of their next turn.

Child-Scent

You gain the ability to detect and track humanoid children and immature animals. Within 30 feet you can detect them by sense of smell. The exact location of the source is not revealed—only their presence somewhere within range. When they are within 5 feet of the them, you pinpoints the their location. When tracking them you can use Charisma + your Proficiency bonus in place of survival. Wind, other smells, time all effect the tracking and locating when trying to smell children.

Chilling Cold

Prerequisite: Frostbite cantrip

When a creature succeeds it saving throw against your Frostbite cantrip, the creature takes half the cantrip's damage but suffers no additional effect from the cantrip. Additionally, if a creature fails its saving throw against your Frostbite, it has disadvantage on all attack rolls until the end of its next turn.

Cloud of Poison

Prerequisite: Poison Spray cantrip

When you cast Poison Spray, you can choose two creatures within range that are within 5 feet of each other. Both creatures are affected by the spell.

City Sight

You gain the ability to curse a creature with the simple vision of urban mortals. As an action you can curse a target you can see within 60ft, the creature must succeed a constitution saving or loses the use of darkvision, truesight and any other visual abilities beyond simple sight, but not nonvisual means of perception like blindsight, scent, or tremorsense. This effect lasts 1 minute. At 8th level, this effect lasts for 10 minutes instead. A creature can only be cursed by this invocation once a day whether or not the creature succeeds at the saving throw.

Command the Dead

Prerequsites: Pact of the Grave

As an action, you target one undead you can see within 30ft and invoke your patron’s authority over it. It must make a Charisma saving throw. On a failed save, it must obey your commands for the next 24 hours, or until you use this Invocation again. Undead who's CR are equal to or greater than your Warlock level are immune to this invocation. Once you use this invocation, you cannot do so again until you finish a short or long rest.

Cook People

Prerequisite: 5th level, Pact of the Cauldron feature

You can create fabulous spells by cooking an intelligent humanoid creature in a cauldron, either alive or dead. You can create one meal or serving of food of your choice, typically a delicious stew or a dough suitable for cookies, pastries, or other desserts. Cooking the victim takes 1 hour.

Eating the food provides one of the benefits of Enhance Ability for 1 hour or the effects of having Lesser Restoration cast on them.

Alternatively, the witch can shape the dough into a Small, human-like creature, animating it as a find familiar familiar for 8 hours.

The food loses its magical properties the next time you take a long rest.

Cook's Cauldron

Prerequisite: 5th level, Pact of the Cauldron feature

You can cast create food and water over the course of ten minutes without expending a spell slot using your cauldron, and the food created is as tasty as you like. You may do this a number of times equal to your proficiency bonus and regain the ability to do so when you finish a short or long rest.

Dendallen’s Influence

Prerequisite: 5th level

Mindless undead are not automatically hostile to you merely for being alive and may ignore you if left unprovoked. They can still be commanded to attack you by a creature controlling them, and intelligent undead are free to make up their own mind about you as always.

Directing Swarm

Prerequisite: Infestation cantrip

Whenever a creature fails its saving throw against your Infestation cantrip, instead of moving randomly, you can force the creature to move up to half its speed in a direction you designate. The movement doesn't provoke opportunity attacks.

Dreadful Compulsion

Prerequisite: 9th level

You can cast Geas with a warlock spell slot once per day

Eldritch Armor

Prerequisite: Pact of the Blade feature

As an action, you can touch a suit of armor that isn’t being worn or carried by anyone and instantly don it, provided you aren’t wearing armor already. You are proficient with this suit of armor until it’s removed.

Eldritch Study

Prerequisite: Pact of the Tome feature

As an action, you regain all expended warlock spell slots and suffer two levels of exhaustion.

Forceful Throws

Prerequisite: Magic Stone cantrip

Whenever a magic stone created by your Magic Stone cantrip misses its target, the stone keeps flying in a straight line, up to its maximum range. If another creature is in the stone's path, you can make an additional attack roll against that creature. On a success, that creature takes damage from the attack and the stone stops moving.

Fires of Avernus

prerequisite: create bonfire cantrip

If you cast create bonfire multiple times, you can have up to three bonfires active at a time while maintaining concentration. If you attempt to cast a fourth create bonfire, choose another of your active bonfires to dismiss.

Flame Of Moloch

Prerequisite: 5th level

You can use a warlock spell slot to cast flame blade, without requiring components.

Ghoulcaller

Prerequsite: Pact of the Grave, 12th level

You can use your mystic arcanum to cast undead creation spells. You can expend a mystic arcanum of at least 6th level to cast Create Undead at the level of the expended mystic arcanum. (when you do this, the you do not also cast the mystic arcanum you expended.) You can also cast Create Undead this way to reassert control over undead created by Create Undead spells you cast in this way. (Including ones cast at levels higher than 6th.)

Grasp of the Soul

prerequisite: 7th Level

You can cast grasping vine twice using a warlock spell slot. You can't do so again until you finish a short rest. When you do so the vine takes on an appearance based of your patron.

Guiding Dawn

Prerequisite: 7th Level, light cantrip

All creatures within the aura of your light cantrip may add an additional 1d4 to any skill checks they make.

Hunger Of Orcus

Prerequisite: 5th Level, chill touch cantrip

When you damage a creature with your chill touch cantrip you immediately regain one expended hit die.

Intervene

Prerequisite: 7th level

You gain the ability to put yourself in harm’s way to protect another. When a creature you can see within 60 feet is about to take damage, you can use your reaction to teleport yourself to its location. The creature disappears, and reappears in your previous location. The attack or spell that hit the creature now affects you instead. If the source of damage instead requires a saving throw, you are now subject to that saving throw. Once you use this feature, you cannot do so again, until you finish a short or long rest.

Kiss Of Jubilex

Prerequisite: poison spray cantrip

You can choose to have your poisen spray cantrip deal acid damage rather than poison damage.

Ledger Of The Deceased

Prerequisite: Forbidden Graveyard patron, Pact of the Tome feature or Pact of the Grave feature

Whenever you touch a corpse, you can choose to have their name and corpse become stored within a book you are holding. You may as an action remove the corpse from the book doing so places the clean skeleton of the corpse within 5 feet of you, removing the name at the same time. After a corpse is effected by this invocation they cannot be effected again. If the book is destroyed all names and corpses stored with the book are forever lost to the graveyard.

Lingering Dawn

Prerequisite: 5th Level, sacred flame cantrip

Any creature who makes their saving throw against your sacred flame cantrip take half damage instead of no damage.

Magic Cauldron

Prerequisite: Pact of the Cauldron feature

Over the course of a long rest, if you provide your cauldron with the material costs required, your cauldron will make one of the following: a vial's worth of acid, a flask's worth of alchemist's fire, a vial's worth of antitoxin, a vial's worth of basic poison, a potion of healing, two gallon's worth of alcohol, or two gallon's worth of cooked food.

Nails

Your nails grow long and sharp, and count as magical weapons that deal 1d4 + your proficiency of slashing damage. If trimmed, the your nails regrow to their normal size in 1d4 days. You are considered proficient with the nails and the nails are monk and finesse weapons.

Necrotic Cloud

Prerequisite: 5th Level, chill touch cantrip

When you damage a creature with your chill touch cantrip it, and all creatures within 5 feet of it, cannot regain hit points until the start of your next turn.

Noxious Spray

Prerequisite: 7th Level, poison spray cantrip

Any creature who fails their saving throw against your poison spray cantrip is also poisoned until the end of their next turn.

On the Wind

Prerequisite: 12th level, Pact of the Cauldron

You learn a ritual to enchant your Cauldron with flight. The Cauldron gains the ability to shrink and grow to accommodate you, when you sit within it can be ridden in the air. It has a flying speed of 70 feet. It can carry up to 400 pounds, but its flying speed becomes 45 feet while carrying over 200 pounds. The cauldron stops hovering when you land.

Otherworldly Blade

Prerequisite: Pact of the Blade

When you create a weapon with your Pact of the Blade feature, you create it in the true glory of your patron.

When you attack with this weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.

While holding this weapon you have advantage on any Constitution saving throw to maintain your Concentration if it is caused by being hit by a melee or ranged attack.

Persistent Swarm

Prerequisite: Infestation cantrip

The duration of your Infestation cantrip changes to Concentration, up to 1 minute. If the target fails its saving throw against Infestation, the swarm clings to it. On each subsequent turn, you can use your action to cause the target to be affected by Infestation again as if it had failed its saving throw against the spell. The spell ends if you use your action for anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.

Prehensile Hair

Prerequisite: Has at least one of: hair, beard, eyebrow, moustache

You can, as an action, cause your hair to grow up to 10 feet long or to shrink to its normal length, and can manipulate your hair as if it were a limb with a Strength score equal to your Charisma score. Your hair has 10 feet reach. The hair can manipulate objects (but not weapons) as dexterously as a human hand. Pieces cut from a your elongated hair shrink away to nothing. Using the hair does not harm your head or neck, even if you lift something heavy with it. You can manipulate your hair a number of minutes each day equal to your level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. You can also manipulate your facial hair if you have any.

Scalding Bolt

prerequisite: firebolt cantrip

When you deal damage to a creature with firebolt, they take half the same amount of fire damage (rounded up) at the end of their next turn unless it or a creature within 5 feet of it uses their action to douse the flames.

Seeking Bolt

prerequisite: firebolt cantrip

Once per turn when you miss a creature with firebolt, you can target a different creature within the spells range. Make a separate attack roll against the new target.

Sombre Echoes

prerequisite: toll the dead cantrip

When a creature fails on their saving throw against your toll the dead, choose one of the damage dice rolled. Another creature of your choice within 10 feet of the target takes necrotic damage equal to the number on the chosen die.

Spell Spear

When you cast a cantrip which deals damage, its range is doubled.

Steal Voice

Prerequisite: 9th Level

Once a day you can steal the voice of one creature within 30 feet, causing it to lose, for a number of rounds equal to your proficiency bonus, all abilities that rely on speech, including talking and casting spells with verbal components. A successful wisdom saving throw negates this effect. If this curse is used upon a willing target, the duration lasts for a number of hours equal to the your Charisma modifier. Additionally, 3 times day you can change your voice to match that of any creature whose voice you have stolen with this curse, as per as an action for 10 minutes. This refreshes on a long rest.

Stormblessed

Prerequisite: Storm Lord patron

You gain resistance to lightning and thunder damage. While in a storm, you are under the effect of bless.

Stormcaller

Prerequisite: Storm Lord patron, 15th level

You learn the spell control weather and can cast it without expending a spell slot. When you cast it in this way, and change the Precipitation or Wind, you can only increase the stage.

The Dead Walk

Prerequisite: 5th level

As Pact of the Grave boon 4th level addition, you can raise a number of additonal skeletons equal to your half your warlock level + proficiency bonus.

Toppling Lightning

Prerequisite: Lightning Lure cantrip

If a creature fails its saving throw against your Lighting Lure cantrip, you have advantage on attack rolls against the creature until the end of your next turn. In addition, the creature cannot take reactions during this time.

Undead Mastery

Prerequisite: Pact of the Grave, 7th level

When you use your pact of the grave feature or cast a spell through an invocation that creates undead, the undead that spell or feature creates add your warlock level to their hit point maximums, use your proficiency bonus in place of their own, and add your proficiency bonus to their attacks

Vampiric Healing

Prerequsite: Eldritch Blast cantrip

When you cast Eldritch Blast, each blast deals 1d8 necrotic damage instead of 1d10 force damage, and you may have one non-construct creature you can see within 30ft gain temporary hit points equal to the total damage dealt by all blasts for 1 minute. Additionally, when you would regain hit points from a warlock spell that also deals damage, you can have a non-construct creature you can see within 30ft regain that many hit points instead. You cannot select Agonizing Cantrips if you know this invoication.

Vapors of Arad-Mal

prerequisites: 5th level, gaseous form spell

When you are transformed into a misty cloud by the gaseous form spell, you can cast the mage hand cantrip as an action to continue to interact with the world. You do not need to know the mage hand cantrip to be capable of this. Additionally, you can attempt to enter the airways of a creature whose space you occupy as an action. The target must make a Constitution saving throw against your warlock spell save DC. On a successful saving throw, gaseous form immediately ends, placing you in a space adjacent to the creature. On a failed saving throw, you enter the targets airways, making it unable to breathe or speak, and dealing 1d8 points of poison damage to the target each turn. A creature can reattempt the saving throw as an action each turn. If the creature dies or is incapacitated, you can exit the creature as an action.

Vile Consumption

Prerequisite: 7th level, Pact of the Cauldron feature

Poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage. Additionally, consuming spoiled food or contaminated water has no negative effects for you.

Warlocks Charge

Prerequisite: 7th Level

During a long rest, you can designate a willing creature as you charge. While a creature is your charge you know their hit points and any status effects on them at all times, also you can target them with touch spells from a range of 30 feet. The creature remains your charge until you designates a new one.

Whispers Of The Undying

Prerequisite: 5th Level, spare the dying cantrip

When you cast spare the dying on a creature, that creature can immediately expend a number of hit dice up to your proficiency bonus.

Witchcraft

Prerequisite: Pact of the Cauldron feature

When crafting using your cauldron, you only need to be actively crafting the first half of the time required. The second half of the time you may spend concentrating on the crafting, as if concentrating on a spell, and the cauldron will continue the crafting, stirring and adding ingredients when necessary by magic. The material costs will still need to be provided for the entirety of the crafting.

Witch's Brew

Prerequisite: 9th level, Pact of the Cauldron feature

While touching a container holding at least 1 cup of food or drink brewed in your cauldron, you can cast either bestow curse or lesser restoration using a warlock spell slot on that portion of the brew, imbuing it with the spell. You choose the effect of either spell while casting. When one creature consumes the entire portion of brew, the spell takes effect as if you had cast the spell on them. If the portion of brew is not completely consumed within 1 hour, the magic is lost.

Pact Boons

At 3rd level, you may choose this feature in addition to the options in the Player’s Handbook.

Pact of the Cauldron

You gain a small cauldron that can hold two gallons of liquid. While using your cauldron, you are considered proficient with alchemist's supplies, brewer's supplies, cook's utensils, the herbalism kit, and the poisoner's kit. When crafting something with your cauldron that has a saving throw DC, you may replace the DC with your warlock spell save DC.

When you remove your various concoctions from your cauldron, you may magically remove all trace of liquid and lingering effects from it, leaving behind a sterile container.

If you lose your cauldron, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous cauldron as well as any substance that was in the process of being crafted.

Pact of the Grave

Once per long rest, you can raise a single skeleton from a medium humanoid corpse within 30ft (as-per the Animate Dead spell) with the following benefits as a bonus action: Its hit points and hit point maximum equal your hit point maximum.

You can command skeletons you create this way as if they where created by an Animate Dead spell cast by you, and they remain reanimated for 24 hours, or until you finish a long rest (whichever comes first). At the end of this time you can reassert control over any within 30ft as if you were raising them, otherwise at the end of this time they become mindless undead and you cannot reassert control over them.

Starting at 4th level, you can raise a number of skeletons equal to your proficiency bonus when you use this feature instead. However, when you do this, their hit point maximum is not increased.

Your Pact Boon
  • Pact Of The Cauldron Your cauldron is of special design that reflects your patron's nature. A cauldron gifted by the Archfey may be made of silver and adorned with intricate engravings of great fey revelries and battles around its surface. One from the Fiend may be crafted from the skull of felled demon that wails softly when used. A cauldron associated with the Great Old One may be ancient and tarnished that seems to shift in its geometry each time you look at it. One entrusted to you by the Celestial may be an always gleaming pot of red gold with angels embossed on the handles. One from the Hexblade could be a simple black cauldron that seems to boil shadow, rather than steam, when heated.
  • Pact Of The Grave Your skeletons have a unique design that reflects your patron's nature. Skeletons granted by the Fiend may have razor-sharp claws, glowing red eyes and grow horns over time. One from the Archfey may be intricately interlinked with vines and have bones that appear stained with a mossy green. One from the Great Old One may seem to shift and contort in unsettling ways, giving off an aura of otherworldly power. A skeleton from the Hexblade may appear as a twisted and corrupted version of a human, with dark energy crackling around its bones. The skeleton of a Storm Lord may be imbued with the power of the elements, with bones that appear to be made of lightning-struck metal, and eyes that seem to hold the power of the tempest within them. Those pulled from the forbidden graveyard may appear twisted and corrupted, with decaying flesh still clinging to their bones.

PART 3

Equipment

Shields

Name Cost Armor Class (AC) Strength Stealth Weight
Shield, Buckler 5 gp +1, Special - - 2 lb.
Shield, Standard 10 gp +2 - - 6 lb.
Shield, Tower 50 gp +2, Special Str 13 Disadvantage 24 lb.

Martial Ranged Weapons

Name Cost Damage Weight Properties
Moonshot Pistol 95 gp 2d4 piercing 5lb. Ammunition (range 30/90), Light, Loud, Loading
Moonshot Musket 125 gp 3d4 piercing 15 lb. Ammunition (range 60/180), Two-Handed, Loud, Loading

Ammunition

Name Cost
Moonshot Ammunition (20) 12gp
Backstreet Ammunition (20) 6gp

Moonshot pistols and muskets use a mixture of Arton stone dust and smokepowder to create small explosions which fire metal ball bearings with lethal force. Ammunition comes in bags of mixed sparkled yellow and black powder alongside steel ball bearings.

Backstreet Ammunition is a weaker but cheaper replacement for Moonshot weaponry. When used it decreases the damage die by 1d4.

Like other ammunition it can be enchanted and silver variants can be mad.

Proficiency Changes

Proficiency with shields allows you to use all the shields presented above.

Proficiency with martial weapons allows you to use the above martial weapons. In addition if you have proficiency in hand crossbows you have proficiency in the moonshot pistol, likewise if you have proficiency in the heavy crossbow you have proficiency in the moonshot musket.

Special Shields

Shields with special rules are described here.

Buckler. A buckler is strapped to your forearm, allowing you to hold an item in its hand. If you use the shielded hand as part of an action or bonus action, you loose its increase to your Armor Class until the start of your next turn.

Tower Shield. You use your Strength modifier instead of your Dexterity modifier when determining your Armor Class while wearing armor while you have this shield donned.

Additionally you can, as a reaction when you are attacked or as a Bonus Action on your turn, you can plant your shield into the ground and take cover behind it. While the shield is in front of you and you are braced behind it you are considered to be behind half cover from that direction. You do not also gain the shields AC bonus when using it as cover. When you move or raise the shield to use normally no Action is required to reequip it.

Weapon Properties Changes

Heavy

Small creatures without at least 13 Strength have disadvantage on Attack rolls with heavy Weapons. A heavy weapon’s size and bulk make it too large for the average Small creature to use effectively.

Loud

Your weapon rings with thunder that is audible within 300 feet of you whenever it makes an attack.

PART 4

Feats

Feats In Other Books

  • COFS FEATS Click here
  • XGE Bonus - Racial Feats Click here
  • Daerdan's Class Feats I - Class Feats Click here
  • Daerdan's Class Feats II - Class Feats Click here
  • The feat Eldritch Adept from Tasha’s Cauldron of Everything is replaced by Eldritch Revelation found below.

If you have a Sorceror class feature that grants you additional spells any feat which would grant you a spell you already know instead grants you an additional Spell known.

Feat Table
Feat Name Prerequisite Description
Ancestors Horns Ability to grow horns Gain horn natural weapons and +1 Str or Dex score
Ancients Breath Dragonborn (Metallic or Chromatic) Increase the size, damage, and DC of breath attacks, and +1 Str or Con or Cha score
An Artists Vision The Gray Portrait otherworldly patron , 4th Level Gain your patron's expanded spell list and paint more eyes on painting
Blood Vengeance Orc or Half-orc Gain a minor rage when a ally falls in combat, and +1 Str or Con score
Descendent Of The Wyrm Dragonborn (Metallic or Chromatic) Increase the DC of Breath Weapon and gain a benefits to the Dragon Hide and Dragon Fear Feat. Also +1 Str or Con or Cha score.
Eldritch Revelation - Gain an Eldritch Invocation, and +1 Int or Wis or Cha
Empowered Crystal Psionics 4th level, Gemstone Dragonborn Gain alternate effects for your psionic power, 1 psi point, and +1 Int or Wis or Cha
Inner Power At least 1 psi or ki point +1 max Psi or Ki points, heal 1 hp each turn you spend either point
Inventive Approach - one 1st-level spell from the inventor spell list and one 1st-level transmutation or enchantment spell
Giant's Strength Powerful Build Feature No longer require two hands for versatile or two-handed weapons
Lingering Invisibility Dwarf (Duergar) Lesser invisbilty effects after invisibility stops, and +1 Str or Con or Int score
Life’s Blood Lizardfolk Learn to perform a ritual to damage yourself and heal allies, and +1 Con or Wis score
Minor Polymorph Dragonborn Cast Alter Self once a long rest with a duration for aslong as you can concentrate on it
Necrotranscendence Pact of the Grave, 6th level Combine Skeletons into a customisable Titan
Oathbound - +2 to any ability score and minor bonuses based on your deity, follow an oath or lose these bonuses
Psionic Adept - Gain a psionic discipline and 1 psi point for it.
Psionic Mind The ability to use at least one Psionic Discipline Gain a psionic talent, and +1 Int or Wis or Cha score
Feat Name Prerequisite Description
Ranged Weapon Specialist - Ignore the loading quality of weapons, no disadvantage on ranged attacks at 5ft, bonus action attack, and +1 Dex score
Resist the call The Forbidden Graveyard otherworldly patron, 4th Level Fall unconscious to bring allies back from unconsciousness, gain your patron's expanded spell list and more.
Roll With It Goblin When hit by a melee attack attept to roll away to avoid damage, and +1 Dex or Con score
Strength beyond limitations Strength score of 15 or higher Gain the Powerful Build trait, proficiency or expertise in Athletics, and +1 Str score
The Living Whirlwind The Storm Lord otherworldly patron, 4th Level Gain your patron's expanded spell list, additional bonus actions when in clouds
Warforged Customization Warforged Apply a Inventor Golemsmith or Inventor Warsmith upgrade to yourself
Windcaller Aven Gust cantrip and gust of wind and warding wind spells. And +1 Dex or Wis or Int score

Homebrew Feats

Ancestors Horns

Prerequisite: Ability to grow horns

Atop your head are no decorative horns but mighty weapons you can use to gouge and stab your foes with. With them you gain the following benefits:

  • Your Strength or Dexterity score increases by 1, to a maximum of 20.
  • Your horns grow longer and sharper as your power grows, becoming natural weapons that deal 1d4 piercing damage. You can use the horns to attack as if they were a light melee weapon as per the two weapon fighting rules. The damage increases to 1d6 at 8th level and 1d8 at 12th level. You are proficient with these attacks and the horns have the finesse property.

Ancients Breath

Prerequisite: Dragonborn (Metallic or Chromatic)

For many a dragonborn their breath is less than quick spittle or sharp breath but not for you. You wield a weapon passed down the generations. When you loose your ancestral gift kingdoms fall beneath you. You gain the following benefits:

  • Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
  • You gain a +1 bonus to the saving throw DC of your Breath Weapon.
  • If your breath weapon was a 15 ft. cone it now increase to be a 30ft. cone, if your breath weapon was a 5 by 30 ft. line it now increase to be a 10 by 60 ft. line. When you use your breath weapon you can better control it, allowing you to reduce the size of the cone or line to a size of your choosing whenever you make the breath weapon attack.
  • In addition you can add your proficiency bonus to the damage of the breath weapon.

An Artists Vision

Prerequisite: The Gray Portrait otherworldly patron , 4th Level

For some artists the work is never complete. You've always seen the potential to improve both art and those around you finally now you can get closer to perfecting them, even if it's only for your benefit. You gain the following benefits:

  • You can alter any portrait to discreetly modify the eyes. Over the course of a minute you can enchant a painting by repainting the eyes of the portrait, this allow you to look through the portraits eyes as if it were your portrait from Bound to the Portrait feature. You can have an amount of portraits equal to your charisma modifier minimum 1. These portraits must be on the same plane as you for you to see through them.
  • Whenever you cast enhance ability you cast it as if you had expended a spell slot one level higher.
  • You learn every spell of your patron's Expanded Spell List as you reach certain levels in this class. These spells don't count against the number of warlock spells you know.
  • You gain proficiency with Painter’s supplies, if you already have proficiency you instead gain expertise with Painter’s supplies.

Blood Vengeance

Prerequisite: Orc or Half-orc

Seeing an ally fall in combat fills you with a raging and murderous fury. You gain the following benefits:

  • Increase your Strength or Constitution by 1 to a maximum of 20.
  • Whenever one of your allies is knocked unconscious by damage or killed, as a reaction, you may enter a state similar to but less powerful than a barbarian’s rage. If you are not a barbarian, this weaker rage gives you all the benefits and penalties of a barbarian’s rage, except when you make a melee weapon attack using Strength, you gain a bonus to the damage roll of +2 instead of the normal rage damage. If you are a barbarian and already raging, your rage damage increase by +2 for the duration of your rage. In either case, this state lasts for a maximum number of rounds equal to your half your proficiency bonus. If another ally falls before this duration ends, the rages maximum increases by an additional round. You may only use this feat if the fallen ally had at least as many Hit Dice as you (excluding conjured or summoned allies).

Descendent Of The Wyrm

Prerequisite: Dragonborn (Metallic or Chromatic)

Once the great Wyrms ancient and all powerfull ruled these lands. Now a myth lost to legend, dragons larger than mountains and older than continents, but some power lives on. As a descendent of one of the true draconic legends you gain the following benefits:

  • Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
  • You gain a +1 bonus to the saving throw DC of your Breath Weapon.
  • If you have the Dragon Fear Feat your roar grows truly fearsome. Targets no longer automatically succeed the saving throw if they can't see you. Additionally, you no longer expend a use of your breath weapon when you use it instead you can roar a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. When determining the DC of the wisdom saving throw you can use the DC of your breath weapon if it is higher.
  • If you have the Dragon Hide Feat your scales harden further. While you aren’t wearing armor, you can calculate your AC as 14 + your Dexterity modifier. You can use a shield and still gain this benefit. Additionally, your claws grow in size and power, now when you hit with them , you deal slashing damage equal to 1d6 + your Strength modifier.

Eldritch Revelation

Studying occult lore, you have unlocked eldritch power within yourself. You gain the following benefits:

  • Your Intelligence, Wisdom, or Charisma score increases by 1.
  • You can select an Eldritch Invocation from the Warlock class invocations list. You cannot select an Invocation you already know, or one that requires a level restriction, even if you are already of that level.
  • Whenever you gain a level, you can replace the invocation with another one from the warlock class.

You can take this feat multiple times, selecting a different invocation each time.

Empowered Crystal Psionics

Prerequisite: 4th Level, Gemstone Dragonborn

Years of practice and crystallized memories have unlocked your true psionic potential. You gain the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You can now use the alternate effects of your psionic power from psionic manifestation.
  • You gain 1 psi point which you can use on empowering your psionic power or using its alternate effects. You regain the use of this psi point at the end of a short or long rest. If you already have psi or ki points from your class, this psi point is added to that pool.

Inner Power

Prerequisite: At least 1 psi or ki point

Your body is powered by the inner powers that course through it.

  • Your maximum psi or ki points (if you have both, your choice of which) increases by one.
  • At the end of your turn after spending one or more psi or ki points during your turn, you heal for 1 hit point as the power revitalizes your body.

Inventive Approach

You've looked at magic through a different lens, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • You learn one 1st-level spell of your choice from the inventor spell list and one 1st-level spell of your choice from the transmutation 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.

Giant's Strength

Prerequisite: Powerful Build Feature

The strength of your ancestors flows through you, with it you can wield weapons impossible to the smaller races. You gain the following benefits:

  • When attacking with a versatile weapon in one hand, you use the damage value in parenthesis as if you were using two hands.
  • You no longer require two hands to attack with melee weapons that have the two-handed property. However, while wielding a two-handed weapon in just one hand, you do not gain the benefit of its reach property if it has one.

Lingering Invisibility

Prerequisite: Dwarf (Duergar)

You learn to remain briefly translucent after losing invisibility. You gain the following benefits:

  • Increase your Strength, Constitution or Intelligence score by 1, to a maximum of 20.
  • When your invisibility ends, you gain a +3 bonus to AC and stealth checks for a number of rounds equal to half your proficiency bonus (rounded down). This only occurs if the invisibility is from your Duergar Magic trait or a spell you had cast. Effects that negate invisibility or its benefits negate this effect.

Life’s Blood

Prerequisite: Lizardfolk

Your people know the ways of rituals and old magic. You gain the following benefits:

  • Increase your Consitution or Wisdom by 1 to a maximum of 20.
  • As an Action, you may perform a special bloodletting ritual through which you sacrifice some of your own vitality to heal another creature. You take any number of d6 up to twice your level of slashing damage and apply your blood to the wounds of a living creature within 5ft, healing it for a number of hit points equal to the amount of damage you took from the ritual. A creature cannot be healed by this ability more than once per day.

Minor Polymorph

Prerequisite: Dragonborn

Like your greater ancestors you now have the ability to shapeshift and change your form to suit your purpose.

  • You gain the ability to cast the Alter Self spell once per long rest. When you cast Alter Self using this ability, it lasts for as long as you can concentrate. Charisma is your spellcasting ability for this spell.

Necrotranscendence

Prerequisite: Pact of the Grave, 6th level

Your mastery over necromancy blossoms into a macabre art. When you animate three or more skeletons using your pact of the grave feature, you can instead combine three of these skeletons into a golem-like abomination. The abomination has statistics of a Ogre Skeleton. You can only control one abomination at a time.

By harnessing the power of Necrotranscendence, you can imbue the Marrow Titan with additional enhancements, each requiring a sacrificial offering of additional skeletons. You can select from the Necrotranscendence Enhancements table below.

For each additional skeleton you combine beyond three you can upgrade the Titan by selecting bonuses from the Necrotranscendence Table and paying the cost of the additional skeletons. If more than 7 skeletons are combined the Marrow Titan can make 2 attacks whenever it takes the attack action.

Oathbound

You swear your self to your deity and in exchange they grant a small amount of their power while you act in their name. Breaking the oath you take will recend this power until you atone in the eyes of the deity.

  • Increase any ability score by 2 to a maximum of 20 and gain a deity specific bonus. See Oath Sheet for further details. Link to Oaths

Psionic Adept

You develop a minor grasp of psionic power, either uncovering an innate potential within yourself, through contact with a psionic source, or through training.

  • You gain one of the psionic disciplines of the Psion class, gaining the attached psionic feature and psionic power, but you do not gain use of any associated spells when gain a Discipline from this feat.
  • You gain 1 psi point that you can use to empower the Discipline. You regain use of this Psi Point when you complete a short or long rest.

Psionic Mind

Prerequisite: The ability to use at least one Psionic Discipline

You tap deeper into your psionic potential drawing out a new talent. You gain the following benefits:

  • Your Intelligence, Wisdom, or Charisma score increases by 1.
  • You can select a psionic talent from the Psion class psionic talent list. You cannot select a talent you already know, or one that requires a level restriction, even if you are already of that level.

You can take this feat multiple times, selecting a different talent each time.

Necrotranscendence Enhancements Table

Skeletons Consumed Name Enhancement
1 Marrow Infusion The Marrow Titan's vitality surges, increasing its hit points and maximum hit points by an amount equal to your level.
This enhancement can be taken multiple times.
1 Ethereal Stride The Marrow Titan's movement becomes swifter, increasing its speed by 10 feet.
This enhancement can be taken multiple times, up to a maximum speed of 80 feet.
3 Bone Charge The Marrow Titan gains a devastating charge attack. When it moves at least 10 feet straight toward a target and then hits it with an attack on the same turn, the target suffers an additional 2d8 piercing damage. Additionally, the target must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.
3 Grave Ascent The Marrow Titan gains a climb speed equal to its walking speed.
This enhancement can be taken twice, the second time the Marrow Titan develops the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free.
3 Undying Resilience The Marrow Titan becomes resistant to turn the dead abilities.
It has advantage on saving throws against any effect that turns undead and it's CR is 5 for any effect which interacts with CR.
3 Eldritch Cannon The Marrow Titan harnesses the dark energies of necromancy, manifesting an Eldritch Cannon. As an Action, the Marrow Titan can fire the Eldritch Cannon, it makes a ranged spell attack using your statistics against a target within 60 feet. On a hit, the target takes 1d10 necrotic damage.
This enhancement can be taken multiple times, the damage increases by 1d10 with each repetition of the enhancement.
5 Shard Breath Unleashing its inner darkness, the Marrow Titan gains the ability to exhale a 15-foot cone of razor-sharp bone shards known as Shard Breath. Each creature in the area must make a Dexterity saving throw equal to your spell save DC, suffering 4d8 piercing damage on a failed save, or half as much on a successful one. You must then finish a short or long rest to allow the Marrow Titan to use Shard Breath again.
This enhancement can be taken multiple times, each time increasing the damage by 1d8 and gaining an additional use before needing a short or long rest.
5 Grim Resilience The Marrow Titan's gain proficiency in Constitution saving throws.
If damage reduces the Marrow Titan to 0 hit points, it must make a Constitution saving throw with a DC of the damage taken, unless the damage is radiant damage or from a critical hit. On a success, the Marrow Titan drops to 1 hit point instead. This only triggers Revenant's Fury if the saving throw is failed.
7 Titanic Growth The Marrow Titan's size increases its size to huge, amplifying the reach of its melee attacks by 5 feet and granting advantage on Strength checks and saving throws. If you have the Bone Charge Enhancement the DC increases by 3.
7 Winged Ascension The Marrow Titan sprouts wings, gaining a flying speed equal to its walking speed.
7 Soul Siphon When the Marrow Titan reduces a creature to 0 hit points with a melee attack, it regains hit points equal to half the damage dealt.
7 Revenant's Fury Once per long rest, when reduced to 0 hit points, the Marrow Titan immediately regains hit points equal to half its maximum hit points and gains temporary hit points equal to its level. It then can make one melee attack against a target of its choice as a reaction.
7 Necromantic Aura The Marrow Titan emits a necromantic aura in a 20-foot radius. Undead allies within the aura gain advantage on attack rolls and saving throws. Additionally, undead enemies have disadvantage on attack rolls and saving throws against the Titan.
19 True Titan The Marrow Titan's size increases to gargantuan, amplifying the reach of its melee attacks by 15 feet and granting advantage on Strength checks and saving throws. It's melee attacks deal an additional 20 damage. Its hit points and maximum hit points by an amount equal to 200. As a bonus action it can make a stomp attack, all creatures within 10ft must make a DC 19 Strength saving throw, suffering 4d8 bludgeoning damage on a failed save and falling prone, or half as much on a successful one.

Ranged Weapon Specialist

You have a quick hand and keen eye when handling ranged weapons, you gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You ignore the loading quality of weapons 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 one-handed ranged weapon you are holding.

Resist the call

Prerequisite: The Forbidden Graveyard otherworldly patron, 4th Level

The Graveyard forever calls to you but you’ve grown accustom and now can twist this force to empower yourself and your allies.
You gain the following benefits:

  • You can add your Charisma modifier to death saving throws, and you gain immunity to effects that would reduce your hit point maximum. While you are at 0 hit points, you can still move, but you can’t take actions, reactions, or bonus actions.
  • You learn every spell of your patron's Expanded Spell List as you reach certain levels in this class. These spells don't count against the number of warlock spells you know.

Roll With It

Prerequisite: Goblin

You know how to take a hit, even if your reaction sends you bouncing and flying out of battle while shrieking at the top of your lungs. You gain the following benefits:

  • Increase your Dexterity or Constitution by 1 to a maximum of 20.
  • If you are struck by a melee weapon you can try to convert some or all of that damage into movement that sends you off in an uncontrolled bouncing roll. When you are hit by a melee attack you can as a reaction make an Acrobatics against DC equal to the damage you would take. If you succeed in this check, you take no damage from the actual attack but instead convert that damage into movement with each point equating to 1 foot of movement. You immediately move in a straight line in a direction of your choice this number of feet (rounded up to the nearest 5-foot-square), halting if you reach a distance equal to your actual speed. If this movement would make you strike an object or creature of your size or larger, the movement immediately ends, you take 1d4 points of Bludgeoning damage, and fall prone in that square. This involuntary movement provokes attacks of opportunity normally, except from the original attacker. You can only take either a move or an action next turn, if you succeed as you recover.

Strength beyond limitations

Prerequisites Strength score of 15 or higher

You are a paragon of strength. Among your people you are considered the strongest of the strong. You gain the following benefits:

  • Increase your Strength by 1 to a maximum of 20.
  • You gain the powerful build feature: Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

The Living Whirlwind

Prerequisite: The Storm Lord otherworldly patron, 4th Level

You become a true weapon of the lord. When within a storm none can stop you, let alone see you. You gain the following benefits:

  • Whenever you are obscured by fog, mist, smoke, rain, clouds, or other airborne particles you may as a bonus action take the dodge, disengage or dash action. In addition when you take one of these actions as a bonus action you gain a bonus to stealth equal to your proficiency bonus.
  • You learn every spell of your patron's Expanded Spell List as you reach certain levels in this class. These spells don't count against the number of warlock spells you know.
  • You learn to read, write, and speak Aquan.

Warforged Customization

Prerequisite: Warforged

Other people have to exercise to improve their bodies. You've fond that yours is just upgradeable.

  • You can select an upgrade from the Inventor Golemsmith or Inventor Warsmith upgrade lists, and apply it to yourself as if you were the golem or warplate. This upgrade cannot be a level restricted upgrade.

Windcaller

Prerequisite: Aven

The winds move with the beat of your feathery wings. You gain the following benefits:

  • Increase your Dexterity, Wisdom or Intelligence score by 1, to a maximum of 20.
  • You learn the gust cantrip. You also learn the gust of wind and warding wind spells and may cast each spell once as a 2nd level spell without expending a spell slot. You regain the ability to cast them in this way when you finish a long rest. You choose the spellcasting ability for these spells when you gain this feat it may be Wisdom or Intelligence.

PART 5

Spells

Spells for all classes are found in: Player's Handbook, Xanathar's Guide to Everything, Tasha’s Cauldron of Everything and the Compendium of Forgotten Secrets. Also in other books.

Minor rule changes to spellcasting can be found in Part 6 Other Rule Changes.

Altered & New Spells

The following spells have been altered but are shown in full below for the ease of readability.

  • Healing Spirit
  • Reincarnate
  • Remove Curse

The following spells have been added and is shown in full further down.

  • Karsus's Greater Demiplane (8-th level conjuration, Warlock/Wizard)
  • Wall of Glass

Healing Spirit

2nd level conjuration


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Druid, Ranger

You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice). Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead. The spirit can heal a number of times equal to twice your spellcasting ability modifier (minimum twice). After healing that number of times, the spirit disappears.

As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases 1d6 for each slot level above 2nd.

Remove Curse

3rd level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V S
  • Duration: Instantaneous
  • Classes: Cleric, Paladin, Warlock, Wizard

If the curse is of 3rd level or lower, the spell has the normal effect. If any curse is of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the highest curse level on the item or person. On a success, any curses end.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the curse ends if its level is less than or equal to the level of the spell slot you used.

Reincarnate

5th level transmutation


  • Casting Time: 1 hour
  • Range: Touch
  • Components: V S M (Rare oils and unguents worth at least 1,000 gp, which the spell consumes)
  • Duration: Instantaneous
  • Classes: Druid

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.

The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change.

You roll 1d100, 1d20, 1d12 and then consult the reincarnate table below to determine what form the creature takes when restored to life.

The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its Racial Traits accordingly. Your abilities scores do not change but if you had any physical racial traits they are replaced by your new racial traits. If you had any racial feats you must now choose new racial feats or Ability Score Increases which you qualify for.

Reincarnate Main Table
Table D20
Core Table 1-10
Uncommon Table 11-16
Rare Table 17-20
Core Table
Race / Table D100
Dragonborn Table 1 - 20
Elf Table 21 - 40
Human 41 - 62
Dwarf Table 63 - 83
Half-Race Table 84 - 100
Uncommon Table
Race / Table Dice-roll d100
Aasimar Table 1 - 21
Aven Table 22 - 31
Planar Elfs Table 32 - 37
Genasi Table 38 - 46
Gnome Table 47 - 57
Halfling Table 58 - 68
Orc 69 - 79
Tiefling Table 80 - 100
Rare Table
Race / Table D100
Beastkin Table 1 - 35
Changeling 36 - 40
Firbolg 41 - 46
Gith Table 47 - 51
Goblinoid Table 52 - 68
Goliath 69 - 75
Oceanfolk Table 76 - 83
Reptilian Table 84 - 100
Dragonborn Table
Race D12
Chromatic Dragonborn 1 - 6
Metallic Dragonborn 7 - 11
Gemstone Dragonborn 12
Elf Table
Race D12
Elf, High 1 - 6
Elf, Wood 7 - 10
Elf, Drow 11 - 12
Dwarf Table
Race D12
Dwarf, Hill 1 - 4
Dwarf, Mountain 5 - 10
Dwarf, Duergar 11 - 12
Half-Race Table
Race D12
Half-Elf 1 - 8
Half-Orc 9 - 12
Aasimar Table
Race D12
Aasimar, Protector 1 - 4
Aasimar, Scourge 5 - 8
Aasimar, Titan 9 - 12
Gnome Table
Race D12
Gnome, Forest 1 - 5
Gnome, Rock 6 - 10
Gnome, Deep 11 - 12
Halfling Table
Race D12
Halfling, Lightfoot 1 - 5
Halfling, Stout 6 - 10
Halfling, Ghostwise 11 - 12
Tiefling Table
Race D12
Tiefling, Asmodeus 1 - 4
Tiefling, Belial 5
Tiefling, Baalzebul 6
Tiefling, Barbatos 7
Tiefling, Dispater 8
Tiefling, Geryon 9
Tiefling, Mammon 10
Tiefling, Mephistopheles 11
Tiefling, Moloch 12
Genasi Table
Race D12
Genasi, Air 1 - 3
Genasi, Earth 4 - 6
Genasi, Fire 7 - 9
Genasi, Water 10 - 12
Planar Elfs Table
Race D12
Elf, Eladrin 1 - 7
Elf, Shadar-Kai 8 - 12
Aven Table
Race D12
Ibis-Headed Aven 1 - 5
Hawk-Headed Aven 6 - 10
Aarakocra Aven 11 - 12
Beastkin Table
Race / Table D12
Centaur 1
Kenku 2 - 3
Leonin 4 - 5
Minotaur 6
Ratfolk 7 - 8
Shifter Table 9 - 10
Tabaxi 11 - 12
Gith Table
Race D12
Githyanki 1 - 6
Githzerai 7 - 12
Goblinoid Table
Race D12
Bugbear 1 - 4
Goblin 5 - 8
Hobgoblin 9 - 12
Oceanfolk Table
Race D12
Elf, Sea 1 - 6
Triton 7 - 12
Reptilian Table
Race D12
Kobold 1 - 5
Lizardfolk 6 - 9
Yuan-Ti Pureblood 10 - 12
Shifter Table
Race D20
Shifter, Beasthide 17
Shifter, Longtooth 18
Shifter, Swiftstride 19
Shifter, Wildhunt 20

New Spells

The following sections shows new spells added.

Karsus's Greater Demiplane

8th-level conjuration


  • Casting Time: 4 hours / see text
  • Range: 60 feet
  • Components: V, S, M (A forked, metal rod worth at least 500 gp) / see text
  • Duration: 1 Week / see text
  • Classes: Warlock, Wizard

You create a finite demiplane 50 feet in each dimension. It is filled with air or water (decided by you). The plane is flat and featureless, such as an earth, stone, water, or wood floor. The “walls” and “ceiling” of the plane may appear like solid earth, stone, wood, or water, or they may end in mist, a featureless void, or a similar unreal-looking border. The plane’s environmental conditions are those of a temperate spring day on the Material Plane. You determine the plane’s light level (bright, normal, dim, or darkness), which affects the entire plane.

There are no native creatures or plants on this plane, though you may bring some there (if the plane’s light is bright or normal, it counts as sunlight for growing plants). The environment of the plane counts as normal terrain for the purpose of effects that target earth, stone, wood, and so on. For example, you could use move earth to create a hill or wall of stone to create a barricade.

When you finish casting this spell, you may bring yourself and up to eight other creatures to the plane automatically by joining hands in a circle. The demiplane is another plane of existence, and therefore is outside the range of any spell or ability that cannot affect or reach other planes. Creatures can only enter the plane by the use of planar travel magic such as plane shift. You are considered “very familiar” with your entire demiplane.

When the spell ends, the plane dissolves, and all creatures in the plane are ejected to where they were before entering the plane or the astral plane if they originated there with no saving throw.

If you cast this spell using additional components of diamond door knobs worth a total of 13,000gp, which this spell consumes, the duration of the new area or one of the previous areas becomes permanent.

Alternatively, if you are within the demiplane, you can add to its area by casting the spell again, you may cast this spell again to reset the duration of an existing area. If the duration on one area of the demiplane ends and other parts remain, creatures in the expiring area are shunted to remaining areas. If a collapsing portion of the demiplane would leave one section cut off from other sections of the demiplane (for example, if there were three areas connected in a straight line and the centre part expired), the stranded sections count as separate demiplanes under your control. You may reconnect these stranded sections by casting the spell again to create a linked area between the two.

Alternatively, when you cast this spell you can summon a shadowy door on a flat surface within range.This door connects to a demiplane of your choice you created with a previous casting of this spell. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a spot of your choosing in your demiplane. The door lasts for 1 hour, after which the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead. Casting the spell with this effect makes the casting time 10 minutes.

Alternatively, when cast this spell within your demiplane, you may add (or remove) one of the following features to your demiplane with each casting of the spell, in which case it has an instantaneous duration and a casting time of 10 minutes.

Bountiful:

Your demiplane gains a thriving natural ecology, with streams, ponds, waterfalls, and plants. The demiplane provides enough plant-based food (nuts, grains, fruit, fungi, and so on) to support one Medium creature for every 10-foot cube of the demiplane. The demiplane does not have any animals unless you transport them there, but the ecology can sustain itself for as long as the demiplane exists without requiring watering, gardening, pollination, and so on, and dead organic material decays and returns to the soil in the normal manner. If your demiplane has ambient light, these plants are normal, familiar surface plants; if it is a realm of twilight or darkness, these plants are fungi and other plants adapted to near-darkness or underground locations.

Elemental:

Your plane gains the air-, earth-, fire-, or water- elemental dominant trait.

  • Air-Dominant Planes consisting mostly of open space, planes with this trait have just a few bits of floating stone or other solid matter. They usually have a breathable atmosphere, though such a plane may include regions of acidic or toxic gas.
  • Earth-Dominant Planes with this trait are mostly solid. Visitors who need to breathe run the risk of suffocation if they don’t reach a cavern or other pocket of breathable air within the earth. Worse yet, individuals without the ability to burrow are entombed in the earth and must dig their way out (at a rate of 5 feet per full-round action spent digging).
  • Fire-Dominant Planes with this trait are composed of flames that continually burn without consuming their fuel source. Fire-dominant planes are extremely hostile to Material Plane creatures, and those without resistance or immunity to fire are soon immolated. Unprotected flammable materials catch fire almost immediately, and individuals wearing unprotected flammable clothing catch on fire. In addition, all individuals take 3d10 points of fire damage each round while on a fire-dominant plane. Creatures of the water subtype are extremely uncomfortable on fire-dominant planes, while those that are made of water take 6d10 points of fire damage from the plane each round, rather than 3d10.
  • Water-Dominant Planes with this trait are mostly liquid. Visitors who can’t breathe in water or reach a pocket of air likely drown. Creatures of the fire subtype are extremely uncomfortable on water-dominant planes, and those made of fire take 1d10 points of damage each round while on a water-dominant plane.
Gravity:

By default a demiplane’s gravity is normal and oriented in one direction, like what most creatures are used to on the Material Plane. By selecting this feature, the plane’s gravity is heavy, light, none, objectively directional, or subjectively directional.

  • Normal Gravity. Most planes have gravity similar to that of the Material Plane. The usual rules for ability scores, carrying capacity, and encumbrance apply. Unless otherwise noted in a plane’s description, assume that it has the normal gravity trait.

  • Heavy Gravity. The gravity on a plane with this trait is much more intense than on the Material Plane. As a result, Acrobatics and Athletics skill checks incur a –2 penalty, as do all attack rolls. All item weights are effectively doubled, which might affect a character’s speed. Weapon ranges are halved. A character’s Strength and Dexterity scores are not affected. Characters that fall on a heavy gravity plane take 1d10 points of damage for each 10 feet fallen.

  • Light Gravity. The gravity on a plane with this trait is less intense than on the Material Plane. As a result, creatures find that they can lift more. Characters on a plane with the light gravity trait take a +2 circumstance bonus on attack rolls and on Acrobatics and Athletics skill checks. All items weigh half as much, and weapon ranges double. Strength and Dexterity don’t change as a result of light gravity, but what you can do with such scores does change. These advantages apply to travelers from other planes as well as natives. Falling characters on a light gravity plane take 1d4 points of damage for each 10 feet fallen (maximum 20d4).

  • No Gravity. Individuals on a plane with this trait merely float in space, unless other resources are available to provide a direction for gravity’s pull.

  • Objective Directional Gravity The strength of gravity on a plane with this trait is the same as on the Material Plane, but the direction is not the traditional “down” toward the ground. It may be down toward any solid object, at an angle to the surface of the plane itself, or even upward. In addition, the direction of “down” may vary from place to place within the plane.

  • Subjective Directional Gravity The strength of gravity on a plane with this trait is the same as on the Material Plane, but each individual chooses the direction of gravity’s pull. Such a plane has no gravity for unattended objects and nonsentient creatures. This sort of environment can be very disorienting to the newcomer, but it is common on “weightless” planes. Characters on a plane with subjective directional gravity can move normally along a solid surface by imagining “down” near their feet. If suspended in midair, a character “flies” by merely choosing a “down” direction and “falling” that way. Under such a procedure, an individual “falls” 150 feet in the first round and 300 feet in each succeeding round. Movement is straight-line only. In order to stop, one has to slow one’s movement by changing the designated “down” direction (again, moving 150 feet in the new direction in the first round and 300 feet per round thereafter).It takes a DC 12 Wisdom check to set a new direction of gravity as a bonus action; this check can be made once per round. Any character who fails this Wisdom check in successive rounds receives a +6 bonus on subsequent checks until he or she succeeds.

Seasonal:

The demiplane has a seasonal cycle and a light cycle, usually similar to those of a land on the Material Plane, but customizable as you see fit (for example, your demiplane could always be winter, day and night could alternate every 4 hours, and so on).

Shape:

By default, the demiplane has a fixed shape and borders. By selecting this feature, you may make your plane self-contained so it loops upon itself when a creature reaches one edge. You may designate areas or locations on the edges of your plane where this occurs (such as a pair of secret doors or a path in the woods) or apply it to the entire plane.

Structure:

Your demiplane has a specific, linked physical structure, such as a giant tree, floating castle, labyrinth, mountain, and so on. (This option exists so you can pick a theme for your plane without having to worry about the small details of determining what spells you need for every hill, hole, wall, floor, and corner).

Alignment:

Your plane gains the chaos-, good-, evil-, law-, or neutral-aligned alignment trait . You cannot give your demiplane an alignment trait for an alignment you do not have. Creatures who have an alignment opposite that of a mildly aligned plane have dis-advantage on all Charisma-based checks within the plane. A neutral-aligned plane applies no penalties.

  • Aligned (Good/Evil). These planes have chosen a side in the battle of good versus evil. No plane can be both good-aligned and evil-aligned.

  • Aligned (Chaos/Law). Law versus chaos is the key struggle for these planes and their residents. No plane can be both law-aligned and chaos-aligned.

  • Aligned (Neutral). These planes stand outside the conflicts between good and evil, and law and chaos.

At Higher Levels. If you cast this spell using a spell slot of 9th level within your demiplane, you may add (or remove) one of the following features to your demiplane with each casting of the spell, in which case it has an instantaneous duration and a casting time of 10 minutes.

Energy:

Your plane gains the negative- or positive- dominant energy trait. A plane cannot have both the negative-dominant and positive-dominant energy traits.

  • Negative-Dominant. Planes with this trait drain the life out of travellers who tread upon them. They tend to be lonely, haunted planes, drained of colour, devoid of plant and animal life, and filled with winds bearing the soft moans of those who died within them. Death ward provides protection from a negative-dominant plane as long as the effect lasts, regardless of the strength of that plane’s negative dominant trait. On negative-dominant planes, living creatures take 1d6 points of necrotic energy damage per round. When this damage reduces a creature to 0 hit points or below, the creature crumbles into ash. Undead on a minor negative-dominant plane instead regain 2 hit points a round.

  • Positive-Dominant. A positive-dominant plane is a riotous explosion of life in all its forms. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense as a result of the positive energy infusing the plane. All living individuals in a positive-dominant plane regain 2 hit points a round. Undead instead take 1d6 points of radiant damage per round, and at 0 hit points they crumble to ash.

Magic:

Your plane gains the dead magic, enhanced magic, impeded magic, or wild magic planar trait. If you selected dead magic, you are trapped within your plane unless it has a permanent planar portal (such as the portal feature, below). If you selected enhanced or impeded magic, choose one type of magic to be enhanced or impeded, such as “effects with the fire damage or that manipulate fire” or “Healing spells and spells from the Life domain.” A plane cannot be enhanced and impeded for the same kinds of spells.

  • Normal Magic. This magic trait means that all spells and supernatural abilities function as written. Unless otherwise noted in a plane’s description, assume that it has the normal magic trait.

  • Dead Magic. These planes have no magic at all. A plane with the dead magic trait functions in all respects like an antimagic field spell. Divination spells cannot detect subjects within a dead magic plane, nor can a spellcaster use teleport or another spell to move in or out. The only exception to the “no magic” rule is permanent planar portals, which still function normally.

  • Enhanced Magic. Particular spells are easier to use or more powerful in effect on planes with this trait than they are on the Material Plane. Planar travellers may have to discover this on their own. If a spell is enhanced, it functions as if it was upcast by levels 2 higher than normal.

  • Impeded Magic. Particular spells are more difficult to cast on planes with this trait, often because the nature of the plane interferes with the spell. To cast an impeded spell, the caster must make a concentration check (DC 18 + the level of the spell). If the check fails, the spell does not function but is still lost as a prepared spell or spell slot. If the check succeeds, the spell functions normally.

  • Wild Magic. On a plane with the wild magic trait, spells function in radically different and sometimes dangerous ways. Any spell used on a wild magic plane has a chance to go awry. The caster must make a caster level check (DC 15 + the level of the spell) for the magic to function normally. Failure means that something strange happens; roll d% and the Wild Magic table.

Morphic:

You may use move earth at will in your demiplane at one-tenth of the spell’s normal casting time, and can reshape normal plants in the same manner (such as by twisting trees into a fence or humanlike shapes). You are even able to affect rock formations with this ability, though the casting time for this is only half normal.

Portal:

Your demiplane gains a permanent gate to one location on another plane, which can only be used for planar travel. This location must be very familiar to you. This gate is always open and usable from both sides, but you can secure it using normal means (such as by building a door around it).

Time:

By default, time passes at the normal rate in your demiplane. By selecting this feature, you may make your plane have the erratic time, flowing time (half or double normal time), or timeless trait. For a plane to gain any of these features all sections of the plane must be permanent.

  • Normal Time. Describes how time passes on the Material Plane. One hour on a plane with normal time equals 1 hour on the Material Plane. Unless otherwise noted in a plane’s description, assume it has the normal time trait.

  • Erratic Time. Some planes have time that slows down and speeds up, so an individual may lose or gain time as he moves between such planes and any others. To the denizens of such a plane, time flows naturally and the shift is unnoticed.

Erratic Time Table
d% Time Spent on Erratic Plane Time Passed on Material Plane
01–10 1 day 1 hour
11–40 1 day 1 round
41–60 1 day 1 day
61–90 1 hour 1 day
91 -100 1 round 1 day
  • Flowing Time. On some planes, the flow of time is consistently faster or slower. One may travel to another plane, spend a year there, and then return to the Material Plane to find that only 6 seconds have elapsed. Everything on the plane returned to is only a few seconds older. But for that traveller and the items, spells, and effects working on him, that year away was entirely real. When designating how time works on planes with flowing time, put the Material Plane‘s flow of time first, followed by the flow in the other plane.

  • Timeless. On planes with this trait, time still passes, but the effects of time are diminished. How the timeless trait affects certain activities or conditions such as hunger, thirst, aging, the effects of poison, and healing varies from plane to plane. The danger of a timeless plane is that once an individual leaves such a plane for one where time flows normally, conditions such as hunger and aging occur retroactively. If a plane is timeless with respect to magic, any spell cast with a non-instantaneous duration is permanent until dispelled.

Wall of Glass

1st-level Evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (the left lense from a pair of spectacles)
  • Duration: Concentration, up to 10 minutes
  • Classes: Artificer, Druid, Sorcerer, Wizard

A magical wall of solid un-tempered glass springs into existence at a point you choose within range. The wall is 1 inch thick and is composed of four 5-foot-by-5-foot panels. Each panel must be contiguous with at least one other panel. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that the wall no longer encloses it. The wall can have any shape you desire, and can be tinted any colour you wish, though it must be transparent, and can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on any firm foundation, it must, however, be created with appropriate supports. If you create a span greater than 10 feet in length, you must halve the size of each panel to create supports. The wall is an object made of glass that can be damaged and thus breached. Each panel has AC 13 and 2 hit points per inch of thickness, immunity to radiant damage, and vulnerability to bludgeoning and piercing damage. Radiant damage passes through a wall of glass unhindered. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion. Furthermore, a panel shatters under a load of 100lbs or more, the glass can support a further 100lbs per inch of thickness.

The wall of glass shatters into harmless dust when the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can make your glass dreams a reality. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.

Wall of Wood

3rd-level Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (heartwood of an oak)
  • Duration: Concentration, up to 10 minutes
  • Classes: Artificer, Druid, Sorcerer, Wizard

A non-magical wall of solid soft wood (such as pine, spruce or cedar) springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of five 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that the wall no longer encloses it. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing wooden supports. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on. The wall is an object made of wood that can be damaged and thus breached. Each panel has AC 10 and 10 hit points per inch of thickness, and vulnerability to slashing and fire damage. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.

You can create wood with one or more rough sides, and later you, or another caster can use another wall of wood spell to create wood perfectly joined to the first on that side—and there will be no seam or weakness at the joining.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create an additional wooden panel per spell slot level above 3rd. Additionally, if you cast this spell using a spell slot of 5th level or higher, you can create the wall from hardwood (such as oak, maple or teak) instead of softwood. When cast in this way, each panel has AC 12 and 15 hit points per inch of thickness, with vulnerability to fire damage, but not slashing.

PART 6

Other Rule Changes

House Rules & Optional Rules Being Used

This part of the guide details the optional rules from the PHB, DMG and XGE which are being used. Alongside this are any house rules/modifications to rules. Finally a couple rules from official books are clarified to be clearer. Certain campaigns may use minor changes to rules and so are detailed last.

If a rule is not here and you think it should be send me a message.

A number of optional rules from other books are included in Appendix A for convenience. Below an astrix (*) denotes it can be found in Appendix A.

WOTC Optional Rules

Players Handbook

The following optional rules from the PHB are being used.

  • Skills with Different Abilities*
  • Playing on a Grid
  • Multiclassing (No Prerequisites)
  • Feats
  • Equipment Sizes
  • Customizing Ability Scores (Point Buy)

Tasha’s Cauldron of Everything

  • Falling into Water*
  • Falling onto a Creature*
Customizing your Origin

While the option to customize your racial traits is in use minor alterations to the rule are set out below.

Ability Score Increase Instead of simply swapping your ASIs to a diffirent ability instead replace the ASIs with a +2 and a +1 in two diffirent ability scores. For an elf this rule change would make no diffirence but for a mountain dwarf their +2 Str and +2 Con would become +2 and +1.

Languages When replacing a language with another you should replace standard languages with standard languages, exotic languages with either standard or exotic languages. If you character has a reason for speaking an exotic language and you have no easy means of starting with it speak with your GM about other means to gain an exotic language.

Proficiencies This is unchanged from how it is presented in Tasha's.

Custom Lineage

While custom lineage is a available option it may be a better option to talk to your GM about creating a custom race and balancing it on a case by case basis.

Xanther's Guide To Everything

All of the optional rules from chapter 2 of XGE are being used. A select few are altered and listed below.

Tying Knots

Only critical moments and knots called for checks by the DM will require checks.

Spellcasting - Identifying a Spell

Spells can be identified as per the rule in XGE but with the addition: after identifying a spell the identifier may use the same reaction to cast Counterspell if they are able following normal rules.

Sleep - Sleeping in Armor

Sleeping in medium only causes problems if the wearer lacks proficiency. Sleeping in heavy armor causes problems if the wearer lacks proficiency or the armor is not custom built for the user.

Falling

The following replaces falling rules in the PHB and XGE.

at the end of a fall, you take 1d8 bludgeoning damage for every 10 feet you fell, to a maximum of 150d8.

When you fall from a great height, you instantly descend up to 250 feet. If you're still falling on your next turn, you descend up to 500 feet at the end of that turn. This process continues until the fall ends, either because you hit the ground or the fall is otherwise halted.

A flying creature in flight falls if it is knocked prone, if its speed is reduced to 0 feet, or if it otherwise loses the ability to move, unless it can hover or it is being held aloft by magic, such as the fly spell. Subtract the creature's current flying speed from the distance it fell before calculating falling damage. Simulating the creature flapping its wings furiously or taking similar measures to slow the velocity of its fall. If that creature starts any of its later turns still falling and is prone, it can halt the fall on its turn by spending half its flying speed to counter the prone condition (as if it were standing up in midair).

Dungeon Masters Guide

The following optional rules from the DMG are being used.

  • Spell Points (See Sorceror changes)
  • Action Options* (Combat Actions)

House Rules

Casting From A Scroll

Scroll Act as RAW, with the exception: If the spell is not on your class’s spell list, you must make an ability check using your Spellcasting ability to determine whether you cast it successfully. The DC equals 9 + the spell’s level. If you have no spellcasting ability you make the check with no modifier. On a failed check, the spell disappears from the scroll with no other effect.

Delay

At the start of your turn you may choose to delay. By choosing to delay, you take no action and then act normally on whatever initiative count you decide to act. When you delay, you voluntarily reduce your own initiative result for the rest of the combat. When your new, lower initiative count comes up later in the same round, you can act normally. You can specify this new initiative result or just wait until some time later in the round and act then, thus fixing your new initiative count at that point.

You never get back the time you spend waiting to see what’s going to happen. You also can’t interrupt anyone else’s action or turn.

Familiars, Companion Animals & More Attunement

A Familiar, Companion Animal, or a NPC with 7 or less Intelligence may only attune to 1 magic item. Normal attunement rules still apply alongside this.

Hitpoint Rolling

If you choose to roll for hitpoints, when rolling for hitpoints during level up on a roll of 1 you always reroll the die.

Identifying

A character can focus on one magic item or potion during a short rest, while being in physical contact with the item. At the end of the rest, the character makes a skill check to attempt to identify some of item's properties, as well as how to use them.

Joining Initiative

If an NPC or PC takes an action or bonus action outside of the initiative order, prompting the initiation of a new initiative roll or joining an existing initiative, the action (or bonus action) resolves before rolling for initiative. However, this consumes the corresponding action or bonus action, which would have been taken on their subsequent turn.

Object Interact Rules

You can interact with one object or feature of the environment for free using each hand or limb capable of performing the interaction such as a prehensile tail. This interaction can occur during either your movement or your action. For instance, you could open a door with one hand as you approach an enemy, draw your weapon with another hand, and then make an attack with the weapon, all within the same turn.

Psionic Skill

Psionics a new Intelligence based skill that serves to understand things of a Psionic nature as Arcana might understand things of an arcane nature. It is a skill to help you identify Psionic objects, phenomena and creatures.

Appendix A: Rules From Other Books

Falling

Falling onto a Creature

If a creature falls into the space of a second creature and neither of them is Tiny, the second creature must succeed on a DC 15 Dexterity saving throw or be impacted by the falling creature, and any damage resulting from the fall is divided evenly between them. The impacted creature is also knocked prone, unless it is two or more sizes larger than the falling creature.

Falling into Water

A creature that falls into water or another liquid can use its reaction to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to hit the surface head or feet first. On a successful check, any damage resulting from the fall is halved.

Skills with Different Abilities

Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in Athletics, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the DM might ask for a check using an unusual combination of ability and skill, or you might ask your DM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your DM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your DM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check. So if you're proficient in Athletics, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check. Similarly, when your half-orc barbarian uses a display of raw strength to intimidate an enemy, your DM might ask for a Strength (Intimidation) check, even though Intimidation is normally associated with Charisma.

Action Options

This section provides new action options for combat.

Climb onto a Bigger Creature

If one creature wants to jump onto another creature, it can do so by grappling. A small or Medium creature has little chance of making a successful grapple against a Huge or Gargantuan creature, however, unless magic has granted the grappler supernatural might.

As an alternative, a suitably large opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. After making any ability checks necessary to get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target's Dexterity (Acrobatics) check. If it wins the contest, the smaller creature successfully moves into the target creature's space, the smaller creature moves with the target and has advantage on attack rolls against it.

The smaller creature can move around within the larger creature's space, treating the space as difficult terrain. The larger creature's ability to attack the smaller creature depends on the smaller creature's location, and is left to your discretion. The larger creature can dislodge the smaller creature as an action—knocking it off, scraping it against a wall, or grabbing and throwing it—by making a Strength (Athletics) check contested by the smaller creature's Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which ability to use.

Disarm

A creature can use a weapon attack to knock a weapon or another item from a target's grasp. The attacker makes an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.

The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.

Overrun

When a creature tries to move through a hostile creature's space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature's Strength (Athletics) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature's space once this turn.

Shove Aside

With this option, a creature uses the special shove attack from the Player's Handbook to force a target to the side, rather than away. The attacker has disadvantage on its Strength (Athletics) check when it does so. If that check is successful, the attacker moves the target 5 feet to a different space within its reach.

Tumble

A creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature's Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature's space once this turn.

Variant: Spell Points

With this variant system, a character who has the Spellcasting feature uses spell points instead spell slots to fuel spells. Spell points give a caster more flexibility, at the cost of greater complexity.

In this variant, each spell has a point cost based on its level. The Spell Point Cost table summarizes the cost in spell points of slots from 1st to 9th level. Cantrips don't require slots and therefore don't require spell points.

Instead of gaining a number of spell slots to cast your spells from the Spellcasting feature, you gain a pool of spell points instead. You expend a number of spell points to create a spell slot of a given level, and then use that slot to cast a spell. You can't reduce your spell points total to less than 0, and you regain all spent spell points when you finish a long rest.

Spells of 6th level and higher are particularly taxing to cast. You can use spell points to create one slot of each level of 6th or higher. You can't create another slot of the same level until you finish a long rest.

The number of spell points you have to spend is based on your level as a spellcaster, as shown in the Spell Points by Level table. Your level also determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can't do so.

The Spell Points by Level table applies to bards, clerics, druids, sorcerers, and wizards. For a paladin or ranger, halve the character's level in that class and then consult the table. For a fighter (Eldritch Knight) or rogue (Arcane Trickster), divide the character's level in that class by three. For an Artificer, add half your levels (rounded up) in the artificer class to to determine your available spell points.

Spell Point Cost
Spell Level Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
6th 9
7th 10
8th 11
9th 13
Spell Points by Level
Class Level Spell Points Max Spell Level
1st 4 1st
2nd 6 1st
3rd 14 2nd
4th 17 2nd
5th 27 3rd
6th 32 3rd
7th 38 4th
8th 44 4th
9th 57 5th
10th 64 5th
11th 73 6th
12th 73 6th
13th 83 7th
14th 83 7th
15th 94 8th
16th 94 8th
17th 107 9th
18th 114 9th
19th 123 9th
20th 133 9th

Appendix B: Deities

Core Deities Of Karne
Deity Alignment Areas of Concern Symbol Worshipers
Erastil, Old Deadeye LG Family, farming, hunting, trade Bow and arrow Farmers, hunters, tradesmen
Iomedae, The Inheritor LG Honor, justice, rulership, valor Sword and sun Paladins, knights, warriors
Torag, Father of Creation LG Forges, protection, strategy Iron hammer Dwarves, Blacksmiths
Sarenrae, The Dawnflower NG Healing, honesty, redemption, the sun Angelic ankh Healers, farmers, redeemed evil-doers
Shelyn,The Eternal Rose NG Art, beauty, love, music Multicolored songbird Artists, poets, lovers
Cayden Cailean, The Drunken Hero CG Ale, bravery, freedom, wine Tankard Brewers, vintners, barkeeps, innkeepers, good adventurers
Desna, Song of the Spheres CG Dreams, luck, stars, travelers Butterfly Travelers, astronomers, gamblers, Varisians, musicians
Abadar, The Gold-Fisted LN Cities, laws, merchants, wealth Golden Key Judges, merchants, lawyers, aristocrats
Irori, Master of Masters LN History, knowledge, self-perfection Blue hand Monks, Zehynians, Green dragons, Dwarves
Green Faith, The Old Faith N Air, beasts, earth, fire, water None Druids, Wood-Elves
Nethys, The All-Seeing Eye N Magic Two-toned mask Wizards, Mystic Theurges
Pharasma, Lady of Graves N Birth, death, fate, prophecy Spiraling comet Midwives, pregnant women, morticians
Calistria, The Savored Sting CN Lust, revenge, trickery Three daggers Prostitutes, wronged lovers, Those seeking revenge
Gorum, Our Lord in Iron CN Battle, strength, weapons Sword in mountain Soldiers, mercenaries, brigands, bloodthirsty savages; half-orcs, barbarians
Asmodeus, The Archfiend LE Contracts, pride, slavery, tyranny Red pentagram Slavers, bureaucrats, tyrants
Zon-Kuthon, The Midnight Lord LE Darkness, envy, loss, pain Chained skull Sadists, masochists
Norgorber, Reaper of Reputation NE Greed, murder, poison, secrets One-eyed mask Thieves, assassins, murderers, spies
Urgathoa, The Pallid Princess NE Disease, gluttony, undeath Skull-decorated fly Cultists, Sadists
Lamashtu, Mother of Monsters CE Madness, monsters, nightmares Three-eyed jackal Gnolls, medusas, harpies, goblins, minotaurs, hidden human cults, the insane, bugbears, derros, lamias, morlocks, ogres
Rovagug, The Unmaker CE Destruction, disaster, wrath Fanged spider Orcs, gnolls, savage tribes

For More Information

Appendix C: Full Change Log

Change Log

  • 2.11 C3 Update Resist The Call Feat Updated. Descendent Of The Wyrm and Ancients Breath feats updated. Pact Of The Grave Updated. Marrow Titan Invocation removed and replaced with Necrotranscendence Feat. Gemstone Dragonborn added to the Reincarnate spell. Images Added and covers updated. Fluff increased in places. Wild Magic extended spell list added, spells potential to be improved.
  • 2.10 Updated Spell Point option for Sorcerer, to make a note for Magical Guidance. Spell Point full rules added to Appendix A. Two new Wall spells from Jonathan. Added Joining Initiative house rule. Removed the removal of the restriction on casting more than 1 leveled spell on a turn. Added Gemstone Dragonborn created by Will. Added Gemstone Dragonborn Empowered Crystal Psionics Feat. Inventive Approach Feat added. Removed Homebrew/Third party classes section.
  • 2.9 Moonshot Pistol and Musket damage reduced by d4 each. Campaign specific section removed. Resurrection Check rules removed. Object Interact rules adjusted.
  • 2.8 Proficiency clarified in the equipment section regarding guns and shield.
  • 2.7 Formating updates. Please excuse empty gaps on pages images to fill said gaps coming soon.
  • 2.6 Additional art and descriptions added. Tower shield altered. Part 5 Spells rearranged and now includes table for reincarnate. Ancients Breath and Descendent Of The Wyrm feats reworked. Ancestors Horns feat prerequisite altered. Minor addition to living storm feat. Heavy weapon property strength score requirement changed from 14 to 13. Feats Crossbow Expert(PHB) and Gunner(TCE) replaced with new Ranged Weapon Specialist feat.
  • 2.5 Tiefling subraces removed and added to better reflect the setting.
  • 2.4 Added flavour text in some of the places it was missing. Added Feat table. Wording improved on Lingering Invisibility feat. Metallic Ancestry Prerequisite removed from Minor Polymorph. Ancestors Horns damage die decreased one step. Life’s Blood feat added +1 Wis option. Roll with it feat added +1 Con option. Added Delay to house rules to clarify the option. Altered Spells changed to all have full text rather than just the altered text. Reincarnate spell altered minorly to clarify ability score and altered table. Reincarnate Table replaced. As normal minor spelling, grammar and ordering fixes.
  • 2.3 References to The Compendium of Forgotten Secrets: Awakening made clearer. Added Warlock Invocation Otherworldly Blade. Class sections shuffled around abit. Added Sorceror additions. Contents table links fixed and added. Ancients Breath and Descendent Of The Wyrm Feats altered.
  • 2.2 Kobold ASI updated to include +1 to a mental stat. Kobold Age trait adjusted. Windcaller feat has had dex added as an ASI option and spellcasting ability has been altered to reflect this change. Blood Vengeance feat duration altered to scale with proficiency bonus. New elemental disciplines added, Release Inner Rage, Open Clouds Closed Fist, Desert Moon Descends, Kiln of Creation. Part 1 race page redone to be cleaner. Minor Spelling and grammar updates. Renamed Kibbles Artificer to Inventor and removed summoner. Added WOTC Artificer to Class Section.
  • 2.1 Noted the additional optional rules from Tasha's. Eldritch Revelation feat minor addition.
  • 2.0 Tasha's Update. Removed Warlock Invocations Book Bound and Chain Master's Fury as replaced by Invocations in Tasha's. Added Invocation Table before Warlock Invocations. Warlock Invocations Cook's Cauldron and Dead Walk Altered. Entire core class section reworked. Optional and additional class features updated for Tasha's. Now includes locations of options for each class. Old options removed which appear in a better state in Tasha's. Orc ASI changed to remove Int negative. Rules for race traits ASI swapping added to Part 6 Other Rule Changes. Added character creation rules for specific campaigns to part 6.
  • 1.19 Minor reordering of items. Other Rule Changes Overhaul. Full Change Log changed to Appendix D. Added Appendix C: Rules From Other Books.
  • 1.18 Goliaths gain cold resistance. Aarakocra replaced with Aven. Windcaller altered to fit with Aven. Strength beyond limitations altered. Stormblessed altered.
  • 1.17 Way of the Four Elements Update.
  • 1.16 Minor text updates. Light Sensitivity changed. Vile Consumption Invocation wording altered.
  • 1.15 Added Feat: Lingering Invisibility. Feats reordered to be alphabetical. Added Warlock Invocations: Chilling Cold and Dreadful Compulsion. Warlock Invocation Levels adjusted: Animal Skin, Ghoulcaller, Grasp of the Soul, On the Wind, Undead Mastery. Warlock Invocations minor alterations: On the wind - flight speed, Arrows of Tiamat - damage of each dart, Vile Consumption - clarification.
  • 1.14 Added feats from Artificer and Psion for easier access. Added new skill: Psionics. Added new feat
  • 1.13 Minor Polymorph Dragonborn Feat added. Cloud of Poison, Persistent Swarm, Forceful Throws, Directing Swarm, Toppling Lightning Warlock Cantrip Invocations added.
  • 1.12 Oathbound back with limited gods (for now).
  • 1.11 New Warlock Invocations: Arrows of Tiamat, Flame Of Moloch, On the Wind and Dendallen’s Influence. Alphabetized Warlock Invocations.
  • 1.10 Added Ammunition to equipment. Adjusted Moonshot pricing and damage. Moved full change log. Oathbound feat removed to be reworked. Half-Orc Ability Score Increase altered.
  • 1.09 Misc cleanup stuff. New Warlock Invocations: Stormblessed, Stormcaller, Grasp of the Soul. Aarakocra flight speed altered, Stretched Wings feat removed. Animal Skin and Beast Eye Invocations altered.
  • 1.08 Converted to GM Binder. Added link to new feat book.
  • 1.07 Added New spell Karsus's Greater Demiplane. Added New Warlock Invocations for cantrips: Fires of Avernus, Seeking Bolt, Scalding Bolt, Somber Echoes. Added New Feat, Strength beyond limitations. Modified Blood Vengeance to include constitution as a ASI. Added Druid and Ranger UA options. Modified Hit Point rolling rules
  • 1.06 Orc race altered. Orc racial feat sympathetic rage replaced with Blood Vengeance (also available to Half-Orcs) . Goliath/Firbolg racial feat Giant's Strength reworked and now is available to all Powerful Build races. Reincarnate updated to include the effects of racial feats. Added the full rules for Resurrection Checks. Altered the Book-bound invocation. Altered the properties of Tower Shields. Removed Yuan-Ti alterations and removed Yuan-Ti Feat. Updated Lizardfolk racial feat Life’s Blood.
  • 1.05 Added some of the new UA class features to class changes and updated section. UA evocations added. Descendent Of The Wrym, Dragonborn feat added. Gray Portrait feat Added. Added image to Titan Aaisimer.
  • 1.04 Dragonborn Breath Weapon altered. New Racial Feats for Dragonborn, Tiefling and Aarakocra. New Invocation and Feat for Pact of the Grave. Formatting updates across the sheet.Title Update
  • 1.03 Added Warlock Invocation: Vapors of Arad-Mal.
  • 1.02 Added Warlock Invocation: Intervene.
  • 1.01. Added Titan Aasimar and Ratfolk. Small warlock invocation additions and changes. Updated reincarnate table with new races. Added change log.

Embark on a Journey Through the Derrikverse

This collection of modifications for 5th edition is designed to elevate your experience within the expansive Derrikverse series.

Beware the Alaghast Legacy. Whether you're fleeing from their clutches, towards their mysteries, or alongside them into the fray, this guide is your indispensable ally. Unravel three riveting tales that chart the Alaghast family's destiny - a crew who confronted the encroaching darkness, strangers bound by destiny amidst the snow, and their combined forces who endured the trials of hell itself.

Let this guide be your beacon through the darkest dungeons and most perilous quests of the Derrikverse. The legacy of the Alaghast awaits. Will you confront it head-on, or will you heed the age-old advice – to avoid the Alaghast at all costs? Your choices could lead to your downfall, conscription, or an eerie revival.