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\pagebreak # Table Of Contents
##### Table Of Contents - **[01 Race Changes pg. 3](#p3)** - **[02 Class Changes pg. 9](#p9)** - [2.1 Artificer](#p9) - [2.2 Barbarian](#p9) - [2.3 Bard](#p9) - [2.4 Cleric](#p9) - [2.5 Druid](#p10) - [2.6 Fighter](#p10) - [2.7 Monk](#p10) - [2.8 Paladin](#p11) - [2.9 Ranger](#p12) - [2.10 Rogue](#p12) - [2.11 Sorcerer](#p13) - [2.12 Warlock](#p15) - [2.13 Wizard](#p23) - [2.14 Homebrew Classes](#p24) - **[03 Equipment pg. 25](#p25)** - **[04 Feats pg. 26](#p26)** - **[05 Spells pg. 32](#p32)** - **[06 Other Rule Changes pg. 39](#p39)** - **[07 Appendix A: Rules From Other Books pg. 42](#p42)** - **[09 Appendix B: Deities pg. 43](#p43)** - **[10 Appendix C: Full Change Log pg. 44](#p44)**
### The Compendium of Forgotten Secrets: Awakening Throughout this document reference is made to the feats, spells, invocations and other options found within this book. For ease of access the book is linked [here](https://drive.google.com/file/d/1vogvtBG_9TvWJzZ_ftsVaNBqEf2H3KcR/view?usp=drivesdk). Any spell, feat or other reference to the Compendium is marked by a †. ### Recent Changes **2.7** Assorted other, still ongoing.
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# 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, replaced by the new aven race. - Kobold, replaced by new kobold race. - Ratfolk, new race added. - Tiefling, the following tiefling subraces have been removed, Tiefling of Fierna, Tiefling of Glasya, Tiefling of Levistus, Tiefling of Zariel. The following tiefling subraces have been added, Tiefling of Belial, Tiefling of Moloch, Tiefling of Geryon, Tiefling of 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.
#### Dragonborn - **Breath Weapon** replaced with: You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 3d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 5d6 at 6th level, 8d6 at 11th level, and 10d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest. #### 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. #### Human - You may choose to be either standard or variant human. #### Kenku - You are not restricted to only communicating with the mimicry trait. \columnbreak #### 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](#p32) \pagebreakNum
## 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. 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. \pagebreakNum
## 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. \columnbreak
### 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. \pagebreakNum ## Kolbolds ### 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. You can select, roll, or adapt a kobold-specific quirk from the Kobold Quirks table. 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 \columnbreak #### 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.
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## 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. \columnbreak **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. \pagebreakNum ## 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.
\columnbreak ### 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. \pagebreak
# 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. ## Artificer ### Artificer Specialist | Subclass | Location | |:---:|:-----------:| | Alchemist | Tasha's Cauldron of Everything | | Armorer | Tasha's Cauldron of Everything | | Artillerist | Tasha's Cauldron of Everything | | Battle Smith | Tasha's Cauldron of Everything |
## Barbarian ### Barbarian Paths | Subclass | Location | |:---:|:-----------:| | Accursed | Compendium of Forgotten Secrets | | Ancestral Guardian | Xanathar's Guide to Everything | | Battlerager | Sword Coast Adventurer's Guide | | Beast | Tasha’s Cauldron of Everything | | Berserker | Player's Handbook | | Mercurial | Compendium of Forgotten Secrets | | Storm Herald | Xanathar's Guide to Everything | | Totem Warrior | Player's Handbook | | Wild Magic | Tasha’s Cauldron of Everything | | Zealot | Xanathar's Guide to Everything | Additional and Optional Class features found in Tasha’s Cauldron of Everything. Additional Totem Warrior options found in Sword Coast Adventurer's Guide. #### Subclass Alterations **Berserker: Mindless rage.** Now also includes "You ignore the effects of Exhaustion while raging.". \columnbreak
## Bard ### Bard Colleges | Subclass | Location | |:---:|:-----------:| | Creation | Tasha’s Cauldron of Everything | | Eloquence | Tasha’s Cauldron of Everything | | Glamour | Xanathar's Guide to Everything | | Harbingers | Compendium of Forgotten Secrets | | Lore | Player's Handbook | | Portraiture | Compendium of Forgotten Secrets | | Swords | Xanathar's Guide to Everything | | Valor | Player's Handbook | | Whispers | Xanathar's Guide to Everything | Additional and Optional Class features found in Tasha’s Cauldron of Everything. ## Cleric ### Divine Domains | Subclass | Location | |:---:|:-----------:| | Arcana | Sword Coast Adventurer's Guide | | Death | Dungeon Master's Guide | | Forge | Xanathar's Guide to Everything | | Grave | Xanathar's Guide to Everything | | Knowledge | Player's Handbook | | Life | Player's Handbook | | Light | Player's Handbook | | Nature | Player's Handbook | | Order | Tasha’s Cauldron of Everything | | Peace | Tasha’s Cauldron of Everything | | Tempest | Player's Handbook | | Trickery | Player's Handbook | | Twilight | Tasha’s Cauldron of Everything | | War | Player's Handbook | Additional and Optional Class features found in Tasha’s Cauldron of Everything. \pagebreakNum ## Druid ### Druid Circles | Subclass | Location | |:---:|:-----------:| | Dreams | Xanathar's Guide to Everything | | Moon | Player's Handbook | | Land | Player's Handbook | | Shepherd | Xanathar's Guide to Everything | | Spores | Tasha’s Cauldron of Everything | | Stars | Tasha’s Cauldron of Everything | | Wildfire | Tasha’s Cauldron of Everything | Additional and Optional Class features found in Tasha’s Cauldron of Everything.
## Fighter ### Martial Archetypes | Subclass | Location | |:---:|:-----------:| | Arcane Archer | Xanathar's Guide to Everything | | Banneret | Sword Coast Adventurer's Guide | | Battle Master | Player's Handbook | | Cavalier | Xanathar's Guide to Everything | | Champion | Player's Handbook | | Discordant | Compendium of Forgotten Secrets | | Echo Knight | Explorer's Guide to Wildemount | | Eldritch Knight | Player's Handbook | | Psi Knight | Tasha’s Cauldron of Everything | | Rune Knight | Tasha’s Cauldron of Everything | | Samurai | Xanathar's Guide to Everything | | Timeless Monumental | Compendium of Forgotten Secrets | Additional and Optional Class features found in Tasha’s Cauldron of Everything. \columnbreak ## Monk ### Monastic Traditions | Subclass | Location | |:---:|:-----------:| | Astral Self | Tasha’s Cauldron of Everything | | Black Star | Compendium of Forgotten Secrets | | Drunken Master | Xanathar's Guide to Everything | | Four Elements | Player's Handbook | | Kensei | Xanathar's Guide to Everything | | Long Death | Sword Coast Adventurer's Guide | | Mercy | Tasha’s Cauldron of Everything | | Noble Serpent | Compendium of Forgotten Secrets | | Open Hand | Player's Handbook | | Shadow | Player's Handbook | | Sun Soul | Sword Coast Adventurer's Guide | Additional and Optional Class features found in Tasha’s Cauldron of Everything. ### 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*. \pagebreakNum ### 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*. \columnbreak #### 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.
## Paladin ### Sacred Oaths | Subclass | Location | |:---:|:-----------:| | Ancients | Player's Handbook | | Avarice | Compendium of Forgotten Secrets | | Conquest | Xanathar's Guide to Everything | | Crown | Sword Coast Adventurer's Guide | | Devotion | Player's Handbook | | Glory | Tasha’s Cauldron of Everything | | Judgment | Compendium of Forgotten Secrets | | Redemption | Xanathar's Guide to Everything | | Vengeance | Player's Handbook | | Watchers | Tasha’s Cauldron of Everything | | Oathbreaker | Dungeon Master’s Guide | Additional and Optional Class features found in Tasha’s Cauldron of Everything. \pagebreakNum
\columnbreak ## Ranger ### Ranger Conclaves | Subclass | Location | |:---:|:-----------:| | Beast Master | Player's Handbook | | Fey Wanderer | Tasha’s Cauldron of Everything | | Gloom Stalker | Xanathar's Guide to Everything | | Hunter | Player's Handbook | | Horizon Walker | Xanathar's Guide to Everything | | Hound of the Huntsman | Compendium of Forgotten Secrets | | Monster Slayer | Xanathar's Guide to Everything | | Swarmkeeper | Tasha’s Cauldron of Everything | Additional and Optional Class features found in Tasha’s Cauldron of Everything. ##### 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. ## Rogue ### Roguish Archetypes | Subclass | Location | |:---:|:-----------:| | Arcane Trickster | Player's Handbook | | Assassin | Player's Handbook | | Graverobber | Compendium of Forgotten Secrets | | Inquisitive | Xanathar's Guide to Everything | | Mastermind | Xanathar's Guide to Everything | | Phantom | Tasha’s Cauldron of Everything | | Scout | Xanathar's Guide to Everything | | Soulknife | Tasha’s Cauldron of Everything | | Spidertouched | Compendium of Forgotten Secrets | | Swashbuckler | Xanathar's Guide to Everything | | Thief | Player's Handbook | Additional and Optional Class features found in Tasha’s Cauldron of Everything. \pagebreakNum ## Sorcerer
### Sorcerous Origins | Subclass | Location | |:---:|:-----------:| | Aberrant Mind | Tasha’s Cauldron of Everything | | Ashen Lineage | Compendium of Forgotten Secrets | | Blackthorn Lineage | Compendium of Forgotten Secrets | | Clockwork Soul | Tasha’s Cauldron of Everything | | Draconic Bloodline | Player's Handbook | | Divine Soul | Xanathar's Guide to Everything | | Shadow | Xanathar's Guide to Everything | | Storm | Xanathar's Guide to Everything | | Wild Magic | Player's Handbook | A number of subclasses have additions found in the Sorceror Expanded Section. 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](https://drive.google.com/open?id=1SNztn6Sh8P0wRSBLJha29ZJKpbzERQQ2) . 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. #### 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. \columnbreak #### 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. \pagebreakNum
##### 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. ### 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. \columnbreak ### 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. ##### 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† | ##### 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† | \pagebreakNum
## Warlock ### Otherworldly Patrons | Subclass | Location | |:---:|:-----------:| | Accursed Archive | Compendium of Forgotten Secrets | | Ashen Wolf | Compendium of Forgotten Secrets | | Archfey | Player's Handbook | | Blackthorn Grove | Compendium of Forgotten Secrets | | Celestial | Xanathar's Guide to Everything | | Currency Conspiracy | Compendium of Forgotten Secrets | | Eternal Citadel | Compendium of Forgotten Secrets | | Fallen Exile | Compendium of Forgotten Secrets | | Fathomless | Tasha’s Cauldron of Everything | | Fiend | Player's Handbook | | Forbidden Graveyard | Compendium of Forgotten Secrets | | Genie | Tasha’s Cauldron of Everything | | Gelatinous Convocation | Compendium of Forgotten Secrets | | Gray Portrait | Compendium of Forgotten Secrets | | Great Old One | Player's Handbook | \columnbreak
| Subclass | Location | |:---:|:-----------:| | Hexblade | Xanathar's Guide to Everything | | Keeper of the Depths | Compendium of Forgotten Secrets | | Perfect Chord | Compendium of Forgotten Secrets | | Serpent Empress | Compendium of Forgotten Secrets | | Shadowcat | Compendium of Forgotten Secrets | | Storm Lord | Compendium of Forgotten Secrets | | Undying | Sword Coast Adventurer's Guide | | Warrior-Saint | Compendium of Forgotten Secrets | | Weaver of Lies | Compendium of Forgotten Secrets | | Wild Huntsman | Compendium of Forgotten Secrets | Additional and Optional Class features found in Tasha’s Cauldron of Everything. 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. \pagebreakNum
## 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 | | 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 |
\pagebreakNum
##### Eldritch Invocations Cont' | Name | Prerequisite | Description | |:----|:--|:-------------:| | 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 | | Marrow Titan | 5th Level, Pact of the Grave | Combine skeletons from Pact feature into a mighty marrow titan | | 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 | | 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 |
\pagebreakNum #### 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. \columnbreak #### 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. \pagebreakNum #### 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 *prerequisites: 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. \columnbreak #### 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. \pagebreakNum #### 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. #### Marrow Titan *Prerequisite: Pact of the Grave, 5th 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 minotaur skeleton. For every further skeleton you add to the abomination, it’s hit point maximum increases by your level. If a total of four skeletons are combined, the abomination can attack twice when it makes any attack action. You can only control one abomination at a time. #### 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. \columnbreak #### 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. \pagebreakNum #### 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*
You can cast *Animate Dead* twice per-long rest using Warlock Spell-slots. #### 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 \columnbreak #### 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. \pagebreakNum #### 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 2 x your proficiency bonus d8 + your Warlock level. It adds your proficiency bonus to its weapon damage rolls. 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), after which point they crumble to dust (Leaving them unable to be reanimated again.) 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, they gain none of the additional benefits this feature grants normally. (So their hit points are not increased and they do not recieve a damage bonus). \columnbreak >##### 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. A skeleton granted by the Fiend may have ... One from the Archfey may be interlinked with vines or may have their bones stained green. Celestial... Hexblade... Great Old One... \pagebreakNum ## Wizard ### Arcane Traditions | Subclass | Location | |:---:|:-----------:| | Abjuration | Player's Handbook | | Bladesinger | Tasha’s Cauldron of Everything | | Chronurgy | Explorer's Guide to Wildemount | | Conjuration | Player's Handbook | | Divination | Player's Handbook | | Dream Cartography | Compendium of Forgotten Secrets | | Enchantment | Player's Handbook | | Esoteric Plasmology | Compendium of Forgotten Secrets | | Evocation | Player's Handbook | | Graviturgy | Explorer's Guide to Wildemount | | Illusion | Player's Handbook | | Necromancy | Player's Handbook | | Order of Scribes | Tasha’s Cauldron of Everything | | Transmutation | Player's Handbook | | War Magic | Xanathar's Guide to Everything | Additional and Optional Class features found in Tasha’s Cauldron of Everything. \pagebreakNum ## Homebrew Classes These are homebrews collected from around. Other homebrews are allowed also but message beforehand. ### Blood Hunter They sacrifice some of their own vital force in dubious, forgotten blood rituals to better understand their enemies. Their methods sometimes blur the line between themselves and the evils they hunt, calling their own humanity into question. [Click here](https://drive.google.com/open?id=1hfW9R474RJJSWGYAH4dE3uw1oTZTJREC) ### Castellan Among adventurers, castellans are best known for their ability to plan, support, and enable their allies to fight with greater skill and focus.Their strategies prior to battle are often subtle, but when the time for conflict arises, their plans flow smoothly into motion. [Click here](https://drive.google.com/file/d/1Grx3qzyOtmeh7QlGtzHN7RZ8fcW73Qnp/view) ### Inventor Makers of magic-infused objects, inventors are defined by their inventive nature. Like wizards, they see magic as a complex system waiting to be decoded and controlled through a combination of thorough study and investigation. Inventors, though, focus on creating marvelous new magical objects. [Click here](https://www.gmbinder.com/share/-LAEn6ZdC6lYUKhQ67Qk) ### Occultist Occultists are those that follow the old ways, a path of ritual and wisdom long known yet oft forgotten. Rather than force magic to obey, they bind, twist, manipulate, and compromise with it. They follow ancient agreements and techniques to produce results that few fully understand, even those that use them, but they know it will work, for it always has. [Click here](https://www.gmbinder.com/share/-M-WtrKeZNFdEXq0MKXw) ### Psion Psions are those who have tapped into a special otherworldy force, with the ability to actualize the power of their mind to accomplish impossible feats. Reading minds, lifting vast weights, and transcending physical limitations, they tend to inspire awe and terror in equal weight. [Click here](https://www.gmbinder.com/share/-LZSNMgmChWNGW979hrj) \columnbreak ### Warden No matter their duties, no matter their creed, a warden has honed their skill in battle and attuned to their innate elemental power into a force of nature. Each warden has a different perspective on the natural order of things, but they have in common a natural-born command of the elements and an aptitude for adventuring. [Click here](https://drive.google.com/file/d/1EiBzQmyPla_xW6N3k6bUw5g1BiHvbddz/view?usp=sharing) ### Weaveshaper Warriors who pursue magical and martial perfection by creating powerful weapons called threadblades. By infusing their bodies with countless fragments of arcane energy from every school of magic, they strive for perfection through cunning and study rather than meditation or exploration of the traditional arcane arts. [Click here](https://drive.google.com/file/d/1QAF5GwGjYQ2F_-klfx8SmV5vWIBlUYmH/view?usp=sharing)
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# 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 | 3d4 piercing | 5lb. | Ammunition (range 30/90), Light, Loud, Loading | | Moonshot Musket | 125 gp | 4d4 piercing | 15 lb. | Ammunition (range 60/180), Two-Handed, Loud, Loading |
### Ammunition | Name | Cost | |:---:|:-----------:| | Moonshot Ammunition (20) | 10gp | | Backstreet Ammunition (20) | 5gp | 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 made. ### 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, plant your shield into the ground and take cover behind it. While the shield 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. \columnbreak ### Weapon Properties ##### 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.
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# PART 4 ##### Feats
## Feats In Other Books - COFS FEATS [Click here](https://drive.google.com/file/d/1vogvtBG_9TvWJzZ_ftsVaNBqEf2H3KcR/view?usp=drivesdk) - XGE Bonus - Racial Feats [Click here](https://drive.google.com/open?id=1Ye0mYAcc643Rx30lpQfXLJRAVTNrGb3G) - Daerdan's Class Feats I - Class Feats [Click here](https://drive.google.com/file/d/118sqmAXSyQxTTcA0aWxfbAuHWQ6_wSPj/view?fbclid=IwAR22X8rtGLTA2wos7V1F0-evAY3doTtMLXUysZt7VGRG1uVbYammMfuB-Dg) - Daerdan's Class Feats II - Class Feats [Click here](https://drive.google.com/open?id=1DECGr-ay2Mi7BLXiQ9MmTZCfH9QKJTDS) - 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 | Increase the size, uses 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, Ancients Breath Feat | Increase the DC and damage of breath attacks and gain a secondary effect, bonus effects if you have the dragon hide feat. Also +1 Str or Con or Cha score. | | Eldritch Revelation | - | Gain an Eldritch Invocation, 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 | | 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 | | 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 | | 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. |
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| Feat Name | Prerequisite | Description | |:---------:|:------------:|:-----------:| | 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* 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. - When you take the Attack action, you can replace one of your attacks with your breath weapon. Instead of using it as an Action. - 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. - After you use your breath weapon you may choose to immediately regain the use of it, no action required. When you do so roll a d6, on 1-5 you cannot regain your breath weapon on short rests till you next complete a long rest. \columnbreak ### 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). \pagebreakNum ### Descendent Of The Wyrm ###### *Prerequisite: Dragonborn, Ancients Breath Feat* 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. - In addition you can add your proficiency bonus to the damage of the breath weapon. - As you connect more with your Draconic Ancesters you discover ancient techniques. You learn a secondary option for when you use your breath weapon. See below on the Descendent Table for what you unlock from your Draconic Ancestry. - 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. - In addition, If you have the Dragon Hide Feat your claws grow in size and power, now when you hit with them , you deal slashing damage equal to 1d8 + 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. ### 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. \columnbreak ### 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. \pagebreakNum
##### Descendent Table | Ancestry | Secondary breath effect | |:----:|:-------------| |Black | You can use your action to exhale a pool of acid. When you use your breath weapon, you create an pool of acid in a 5 by 30 ft. line. Any creature that starts its turn touching the pool must makes a dexterity saving throw against your Breath weapon DC or take damage equal to your breath weapon damage. At the start of your turn, the damage is decreased by 2d6 until the result would be less than 1d6 at which point the pool dissolves away. The acid pool floats on water, and deals damage to anything on the surface. After you use your breath weapon, you can't use it again until you complete a short or long rest. | | Blue | You can use your action to exhale a storm of lightning. This functions as call lightning , but the storm only lasts 1 minute and the damage is 5d6 instead of 3d10. The save DC is equal to your Breath weapon DC. After you use your breath weapon, you can't use it again until you complete a short or long rest.| | Brass | You can use your action to exhale sleep gas in a 30-foot cone. When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw against your Breath weapon DC or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. After you use your breath weapon, you can't use it again until you complete a short or long rest. | | Bronze| You can use your action to exhale repulsion energy in a 30-foot cone. When you use your breath weapon, each creature in the area of the exhalation must make a Strength saving throw against your Breath weapon DC. On a failed save, the creature is pushed 40 feet away from you. After you use your breath weapon, you can't use it again until you complete a short or long rest.| | Copper | You can use your action to exhale slowing gas in a 30-foot cone. When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw against your Breath weapon DC. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save. After you use your breath weapon, you can't use it again until you complete a short or long rest. | | Gold | You can use your action to exhale weakening gas in a 30-foot cone. When you use your breath weapon, each creature in the area of the exhalation must make a Strength saving throw against your Breath weapon DC. On a failed save, the creature has disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. After you use your breath weapon, you can't use it again until you complete a short or long rest. | | Green| You can use your action to exhale an cloud of acid. The cloud moves with you and has a radius of 20 feet. Whenever anyone except you starts their turn inside this area they must make a Constitution saving throw against your Breath weapon DC, if they fail they take damage equal to your breath weapon damage , if they pass they take a half that. At the start of your turn, the damage is decreased by 2d6 until the result would be less than 1d6 at which point the cloud disperses. Winds of moderate or greater speed (at least 10 miles per hour) disperses the cloud. After you use your breath weapon, you can't use it again until you complete a short or long rest.| | Red | You can use your action to exhale pillars of fire. This functions as wall of fire , but the walls appear in a continuous 5 by 60 ft. line starting in a space next to you. The damage is instead equal to your breath weapon attack, at the start of your turn, the damage is decreased by 2d6 until the result would be less than 1d6 at which point the walls fade away. The save DC is equal to your Breath weapon DC. After you use your breath weapon, you can't use it again until you complete a short or long rest. | | Silver | You can use your action to exhale paralyzing gas in a 15-foot cone. When you use your breath weapon, each creature in the area of the exhalation must make a Constitution saving throw against your Breath weapon DC or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. After you use your breath weapon, you can't use it again until you complete a short or long rest. | | White | You can use your action to exhale a blizzard in the area around you. You create a 50-foot-radius sphere of spinning wind and snow for 1 minute, centered on you. The sphere spreads around corners, and its area is heavily obscured also the area is considered difficult terrain for all but you. It lasts for the minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. After you use your breath weapon, you can't use it again until you complete a short or long rest. |
\pagebreakNum ### 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](https://www.gmbinder.com/share/-M-_caEXONGVoTPzNWw4) ### 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. ### 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. \columnbreak ### 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: - Whenever you pass two death saving throws in a row you may spend a number of hit die up to your proficiency bonus and regain hit Points equal to that amount. - Once a short rest, as a reaction when an unconscious ally at 0 hit points starts their turn, you can drop to 0 hit points and begin dying. Your ally regains hit points equal to the amount you lost. - 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. \pagebreakNum ### 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. \pagebreakNum
# 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.
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 spell has been added and is shown in full further down. - Karsus's Greater Demiplane (*8-th level conjuration, Warlock/Wizard*) \columnbreak
#### 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. \pagebreakNum #### 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 | \columnbreak ##### 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 | D10 | |:--|:--:| | Dragonborn, Black | 1 | | Dragonborn, Blue | 2 | | Dragonborn, Brass | 3 | | Dragonborn, Bronze | 4 | | Dragonborn, Copper | 5 | | Dragonborn, Gold | 6 | | Dragonborn, Green | 7 | | Dragonborn, Red | 8 | | Dragonborn, Silver | 9 | | Dragonborn, White | 10 | ##### 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 | \pagebreakNum ##### 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 | \columnbreak
##### 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 - 10 | | Yuan-Ti Pureblood | 11 - 12 | ##### Shifter Table | Race | D20 | |:--|:--:| | Shifter, Beasthide | 17 | | Shifter, Longtooth | 18 | | Shifter, Swiftstride | 19 | | Shifter, Wildhunt | 20 |
\pagebreakNum ### New Spells The following sections shows new spells added. At current the only new spell is Karsus's Greater Demiplane. #### 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. \pagebreakNum - 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. \pagebreakNum **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).
\pagebreakNum
\columnbreak ##### 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. \pagebreakNum
# 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](#p38) 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. \columnbreak
##### 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) \pagebreakNum ### 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. ##### Casting Multiple Spells In One Turn No restriction on multiple spells a turn. Eg you can cast a spell with a casting time of a bonus action and a standard action on your turn. This effects both PCs and NPCs. ##### 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 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. ##### 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. \columnbreak ##### Resurrection Check - The Fading Spirit If a character is dead, and a return from death is attempted by a spell or spell effect with longer than a one action casting time, a Resurrection Challenge is initiated. Up to 3 members of the adventuring party can offer to contribute to the ritual via skill checks. The DM asks them each to make a skill check based on their form of contribution, with the DC of the check adjusting to how helpful/impactful the DM feels the contribution would be. For example, praying to the god of the devout, fallen character may require an Intelligence (Religion) check at an easy to medium difficulty, where loudly demanding the soul of the fallen to return from the aether may require a Charisma (Intimidation) check at a very hard or nearly impossible difficulty. Advantage and disadvantage can apply here based on how perfect, or off base, the contribution offered is. **Resurrection Check.** After all contributions are completed, the DM then rolls a single, final Resurrection success check with no modifier. The base DC for the final resurrection check is 10, increasing by 1 for each previous successful resurrection the character has undergone (signifying the slow erosion of the soul’s connection to this world). For each successful contribution skill check, this DC is decreased by 3, whereas each failed contribution skill check increases the DC by 1. Upon a successful resurrection check, the player’s soul (should it be willing) will be returned to the body, and the ritual succeeded. On a failed check, the soul does not return and the character is lost. Only the strongest of magical incantations can bypass this resurrection challenge, in the form of the true resurrection or wish spells. These spells can also restore a character to life who was lost due to a failed resurrection ritual, should you allow it. **Quick Resurrections.** If a spell with a casting time of 1 action is used to attempt to restore life (via the Revivify spell or similar effects), no contribution skill checks are allowed. The character casting the spell makes a Rapid Resurrection check, rolling a d20 and adding their spellcasting ability modifier. The DC is 10, increasing by 1 for each previous successful resurrection the character has undergone. On a failure, the character’s soul is not lost, but the resurrection fails and increases any future Resurrection checks’ DC by 1. No further attempts can be made to restore this character to life until a resurrection spell with a casting time higher than 1 action is attempted. \pagebreakNum ### Campaign Specific Rule Changes And Clarifications #### Saltmarsh Experience point advancement. Experience points are given out at the end of a long rest. #### Airships Uses milestone advancement instead of experience points #### Mad Mage New characters start with 1 additional feat and standard point buy. New characters start at party level. New characters start with (6d6*10)+350 gold, this gold may be spent on any item within the PHB. Also may start with 2 uncommon or common items and 1 rare item (you may choose to forgo the rare item and instead gain 2 additional uncommon or common items). These items may be from the DMG, XGE, ERLW, TCE or [The Griffons Saddlebag.](https://drive.google.com/file/d/184P-yrFGwFj-UP8CE14ZBzz6zk3jCm33/view?usp=sharing "TheGriffonsSaddlebag_BookOne") Variant Human is banned. Pre-existing PCs may join the party, if they do they may remake/update the PC as necessary but this should be discussed before hand. Experience point advancement. For ever encounter after the first of the day, experience point total is increased by 10% and every short rest decreases it by 10%. This will never result in less Experience points than normal. Experience points are given out at the end of a long rest. #### Chapter 2 Uses milestone advancement instead of experience points. \pagebreakNum # 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. \pagebreakNum
# 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](https://aonprd.com/DeitiesByGroup.aspx "Archive Of Nethys - Deities")
\pagebreakNum # Appendix C: Full Change Log ## Change Log - **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 \pagebreakNum - **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. \pagebreakNum
Sandy Deserts, Boggy Marshes, Frozen Wastes
This collection of changes to 5th edition are created to be run when playing within the Derrikverse series of games. Should you find yourself either escaping from, to or with any member of the Alaghast family let this guide assist you. Three stories tell the fate of the Alaghast family, saving the world in the north, bound by fate under snow and one yet to be told.
To be clear the best option is always to avoid an Alaghast before they kill/recruit/raise you.
[WWW.GMBINDER.COM](https://www.gmbinder.com)
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