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by Ichirodow

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The Shattered World

Introduction

If you're viewing this I hope you find everything to your liking, I'm doing this to consolidate everything I have approved in one place for my players to access. Most of the work in here is not my own, such as spells, most classes, and races. Although I try to give credit where it belongs there will be some I miss and I do apologize.

Table of Contents

PART 1

Lore

PART 2

Additional Races

Amazon

Physical Description

Amazons are large, well-built humanoids with powerful builds. They are entirely female, and a member of any race would find them beautiful. Their skin colors are as varied as humans' are, ranging from incredibly dark-skinned to borderline transparent, and their hair usually tends to be white, black, or gray.

Amazons reproduce somewhat rarely, by praying to their gods with extravagant feasts and revels. The morning after a successful ceremony, a baby amazon will be found somewhere nearby, in a cradle-shaped tree or shrub of golden leaves and vines, apparently sprung from out the ground. Leaves from these Vinecradles are often kept by the amazon throughout their lives, whether sewn into clothes, worn in their hair, or gilded to weapons. There is also a myth among amazons, that those sisters of gloomy temperament are first found on rainy or overcast mornings. Typically, an amazon will have two or more volunteer-mothers, but in truth are raised by the whole tribe together. Rarely, amazons can also be born from relationships with other races, though they will often face mild prejudice from their sisters. Indeed to this day, no known Amazonian Queen has been born this way.

Personality

Amazons are a very proud but kindhearted sharing race. They often spend their time together crafting or decorating their armor, making food, and most commonly playing sports such as goatball which they took from their goliath allies. Amazons also love to hunt for sport and pull the occasional prank.

Society

Amazons love to interact with other races, most commonly trading and adventuring. They can get along with almost all races, excluding most evil races since those races tend to be extremely self-interested. Most amazons are not attracted to men, but the rare love interest does arise. Most races are fond of the amazons for their smithing abilities that are good enough to rival even the dwarves in most respects. Though amazonian craftsmanship more commonly has elaborate designs and is often decorated with pelts or feathers of monsters they have slain.

Amazonian Names

Amazonian names draw primarily from the ancient Greek and as such Latin naming schemes. Xanathar's Guide to Everything has a section that gives the player a rollable table of 50 female Greek names on page 186.


Names: Aello, Ainia, Ainippe, Alcinoe, Alkaia, Bremusa, Celaneo, Clete, Clyemne, Deianeira, Diana, Doris, Echephyle, Eumache, Euryleia, Harmothoe, Iphito, Kydoime, Lykopis, Lysippe, Molpadia, Okyale, Prothoe, Pyrgomache, Tecmessa, Thraso, Toxaris, Valasca, Xanthippe.

Amazon Traits

A race of warrior women.


  • Ability Score Increase. Your Strength, Constitution, and Charisma scores each increase by 1.
  • Age. Amazons reach adulthood in their mid-teens, and usually, live to be just over 200 years old. Their body's showing no sign of age until their final years.
  • Alignment. Amazons usually tend toward lawful alignments, as their outlook takes influence from their goliath allies.
  • Size. Amazons typically stand roughly between 6 and 8 feet tall and weigh between 200 and 340 pounds. Your size is Medium.
  • Speed. Your base walking speed is 35 feet.
  • Amazon Weapon Training. You have proficiency with spears, glaives, shortbows, longbows, and shields.
  • Earthborn. Amazons, being sculpted and born from the ground are said to be as strong and as resilient as the earth. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
  • Powerful Build. Your peoples emphasize on self-betterment and your naturally adept body causes you to be significantly stronger than most races your size. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Rugged Grace. Amazons have an inherent, nigh-deific, yet somewhat uncivilized presence that other races take note of. Whether this takes the form of noble gesture, bombastic charm or feminine sway, their unusual mannerisms, intentionally or otherwise, fill others' perceptions with warm feelings and clouded judgment. Whenever you make an Charisma (Persuasion) or an Charisma (Intimidation) check against a humanoid creature, you are considered proficient in the Persuasion or Intimidation skill and if you are already proficient you may add double your proficiency bonus to the check, instead of your normal proficiency bonus.
  • Languages. You can speak, read, and write Common and Giant.
Amazon Builds

Though you can play any race with any class, Amazons tend to excel with classes such as the Barbarian, the Fighter, and the Ranger.

Also keep in mind the most Amazon tribes do not tend to get involved in social aspects that others races get involved with, they are generally unknowledgable about most town settings and heirarchies.

Awakened

This cat was different from most Meira met in her travels. It spoke Elvish and understood the magical arts on a level a Human adult could. Its fur was tinged with a darkness that could only be from a small fire. A tiny light manifested in front of it, illuminating its golden eyes as they widened at the sight of it.

"Did you make that, beast?" Meira said in astonishment. The cat merely let out a meow and batted the light with its paws. "Typical of a creature of your kind," she sighed.

"Don't be so dismissive, Elf," the cat said with a tinge of annoyance. It then shot a burst of flame at the light with its paws and walked away as if it had no care in the world. Meira laughed to herself and followed after as they returned home for the night.

Curious and changed from compared to their wildered brethren, Awakened are brought into a world they thought they understood. After their minds are awakened through powerful magic, experimentation, or a stroke of luck, Awakened are introduced to customs they never knew and people they may have never met. Aiding those they meet or who can win their trust first, an Awakened is a powerful ally to have in a world full of dangers.

Small in Size, Large in Mind

An Awakened is nearly indistinguishable from normal animals, nearly. Despite still being quite small compared to most races, Awakened stand nearly 3ft tall and barely weigh more than 50 pounds on average. Whether of feather, fur, or scale, Awakened have a glint of wonder in their eyes that match their attitude towards things as they wander around the vast new worlds now open to them.

Assistants and Explorers

Awakened are eager to learn and explore the world. After being awakened, new experiences are abound for them. They may take time to explore these new experiences and form bonds with humanoids from all walks of life.

Awakened rarely form communities together due to their small numbers. Instead they take residence with humanoids they meet and befriend. They live among them or help with arcane practices, which they find they have a strong attunement too. Others may aid druids and rangers in their quest to protect the wilds, while others are beholden to the divine. A few are even known to be accomplices to those in more unsavoury practices, such as assassination and thievery.

Awakened Names

Awakened take names from those who influenced them or from humanoids they've had a particular bond with and tend to have a pet name from their companion.


  • Pet Names: Belle, Drake, Fluffles, Kaya, Littlefoot, Mr. Bumpkins, Peckers, Rose, Shadow, Wolfsbane, Zadie

  • Male Names: Bodram, Demesk, Fren, Gosem, Hugin, Iep, Kindroth, Lathyll, Tiew, Vaalyun, Zunod

  • Female Names: Ayda, Che, Daethie, Fren, Gosem, Lonal, Nuruh, Mai, Shadil, Vaeri, Zachi

Awakened Traits

Awakened tend to have similar traits among each other no matter their awakening.


  • Ability Score Increase. Your Intelligence score increases by 2, and one other ability score of your choice increases by 1.

  • Age. As an animal, you mature at a far different rate than most other races. Most Awakened are mature after the first year awakened and live a little longer than other animals. They live around 20 years.

  • Alignment. Awakened prefer to take no side unless convinced to, leaning towards neutral alignments.

  • Size. Awakened are typically a little over 2 - 3 feet tall and weigh under 50 pounds on average. The magic infusing you makes them larger you typical creatures of their species. Your size is small.

  • Speed (badger, cat, lizard, weasel). Your base walking speed is 25 feet.

  • Speed (eagle, hawk, owl, raven). Your base walking speed is 0 feet and you have a flying speed of 25 feet. To use this speed, you can’t be wearing medium or heavy armor.

  • Awakened Form. When you pick this race, choose badger, bat, cat, eagle, hawk, lizard, owl, raven, or weasel. This determines your appearance and speed.

  • Beastial Sense. You gain proficiency in the Nature and Perception skill.

  • Cantrip. You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.

  • Fumbling Grasp. You can only wield simple weapons with the light property and only one at a time.

  • Tooth and Claw. You are proficient with unarmed strikes, which deal your choice of 1d4 slashing or piercing damage on a hit.

  • Languages. You can speak, read, and write Common and one extra language of your choice.

Kaldt

Far to the north - beyond the world's spine in the frozen tundra of the Coldlands - dwell the forgotten Kaldt. As most cannot survive in the extreme cold temperatures, their small fortress of Kaldulv remains largely unknown, with the only regular visitors being the inhabitants of the world spine, the frost giants, and perhaps the scarce goliath. The Kaldt, however, revel in the cold and claim the north as their refuge from the politics of the civilized and the in-fighting of the barbarians, living only to hunt and survive in their harsh habitat.

The Kaldt are closely related to wolves, mirroring the ambivalent state of nature. Their bodies are as white as snow, with unique markings covering their bodies and their eyes shimmering in the color of ice or water. Their eyes glow in a green, blue or grey sheen, and their hair is usually white, and occasionally black or red. Their skin might be frighteningly cold, but they share a great warmth in their hearts, sharing sympathy with all natural beings. They care for the clans and friends as if they were part of themselves, for what is life without companionship?

Hunter's Blood

As the gods carved out the races who dominate the world of Toril, the likes of humans, elves, orcs and dwarves, Skaði, goddess of hunting, winter and mountains, was unhappy with the ways of her kin, the frost giants, so she handcrafted a people in her own image, with her blood as their source of strength.

She named them the Kaldt, meaning "cold ones" in Ulvan, an ancient Giant dialect of her design. They would embody the hunt in its purest form, but not sway from honor and duty to their clan. They shall serve nature undetected, inhabit the tundras and drive away evil from the north.

Untainted Innocence

The Kaldt have little interaction with other parts of the world, and rarely every see other creatures, places and sights. The common sense of humans, elves, halflings and dwarves are therefore a curiosity of great value. Many things that their southern neighbors find self-explained or are taken for granted are exotic and unknown to the Kaldt, and one can often gain the trust of a Kaldt with small commodities, hand-crafted trinkets and other small odd valuables.

In exchange, a Kaldt might share their bounty with them, tell of stories of the Kaldt of old or gift them a fur coat to signify their newfound bond. The Kaldt no nothing of politics, culture or religion of the outsiders, and are easily perplexed when visiting settlements and cities, having never seen large amounts of people in one place. Few Kaldt learn Common, and few speak it without flaw, though they will go to great lengths to paraphrase when at a loss for words. They tend to be direct, though they can be tactful. They just happen to be honest, sometimes most brutally so.

Mountain Fortress

The fortress of Koldulv is their only refuge, with few Kaldt ever leaving its borders. It lies on the northern side of the great spine of the world, surrounded by an unnaturally large forest, hard up against the endless ice to the north and bounded on its other side by hundreds of miles of the great mountains. The surrounding land is ruled by the frost giants, with whom the Kaldt are allied to. They live in relative harmony, exchanging knowledge and food on a regular basis.

Koldulv has a temple called the Wolf's Den - deep in the mountain fortress, built out of stone ages ago by the Kaldt of old - which functions as a place of worship to Skaði, where they raise and train their young to this day.

The Wolf's Den is comparable to large hall from the outside, with a throne room bejeweled with the Hunter Queen's throne, made of white dragon bones and the dust of ancient diamonds, assumed to be from an ancient foe slain long ago.

Fronting it is the Table of Spears in the entrance hall, used for celebrations and feasts in peace and meetings in war. The hall also encompasses underground sleeping areas and an enclosed training area to the back of the hall, and functions as the center of Kaldulvian culture.

Naturebound

The Kaldt, or Wolfkin as they are sometimes called, are naturally gifted nomadic hunters, living off the wild. All animals raised and trained by the Kaldt learn Ulvan. The Koldulven wolves live alongside the Kaldt, as part of their family and clan.

Each clan embodies different aspects of nature, from brute force to peaceful growth, which is mirrored in their fighting styles and hunting techniques. All Kaldt are sworn at a young age to be honorable, careful and be true to their word. Once a Kaldt becomes of age, some choose to leave their clan they were born in to join another clan, though such a occurrence being a rarity.

They revere nature, and see the hunt as a ritual to ensure the circle of life continues. Before each hunt, they prey for success to Skaði, and after the Hunt, the unused parts are burned as a sacrifice to honor the goddess and the bones are buried to pay respect to the creature.

The Kaldt are reclusive, slow to trust those outside of their race, but are fierce and loyal allies if you manage to win one over. Just remember to never insult their wolf pets or clan.

Kaldt Names

Every kaldt has two names: a birth name assigned by the clan mother, and the clan name, which they use as their surname outside of Kaldulv. The birth names are often chosen from the name of prominent ancestors, recent deceased relatives, or the name of a god, slightly altered to symbolize the resemblance in spirit. Clan Names are usually two similar or opposite elements which symbolize the ideals of the clan and its members, with the exception of the Helder, the first and eldest clan.


  • Male Birth Names: Agni, Anvindr, Arvid, Asger, Asmund, Bjorn, Brandr, Brynjar, Calder, Colborn, Fiske, Fritjof, Halvar, Hjalmar, Hjotr, Ivar, Leif, Oddr, Ove, Ragnar, Rannulfr, Sigurd, Skari, Sten, Stigandr, Stigr, Sven, Trygve, Vali, Vidar

  • Female Birth Names: Astrid, Audhid, Birghild, Brenna, Brynhild, Dagmar, Eerika, Eira, Gudrun, Gunhild, Helga, Hertha, Hilde, Hillevi, Ingrid, Iona, Kari, Ragna, Ranveig, Rea, Runa, Saga, Sigrid, Signe, Sigrunn, Solveg, Thora, Ylva

  • Clan Names: Ashbolder, Brightwood, Drakespear, Helder, Hornraven, Frosthale, Shieldbeast, Stormwind, Thunderkin, Wolfhide, Icepike, Ringbearer, Firekeeper

Kaldt Traits

Skaði's people are pale-skinned with markings on their entire bodies. Their eyes glow in a green, blue or grey sheen, and their hair is usually white, and occasionally black or red. Typically, they are very solemn and quiet, but you will find them to be quite caring, once you get to know them.


  • Ability Score Increase. Your Constitution and Wisdom scores each increase by 1, and you can increase your Strength or Dexterity score by 1.
  • Age. Kaldt reach maturity around age 20 and live up to 200 years.

  • Alignment. Kaldt are generally lawful neutral, and believe in the honorable traditions of their clans, though they do value personal freedom, and urge each member to develop their own personal code, never to stagnate and dwindle in the process.
  • Size. Kaldt are taller and lighter than humans, standing well over 6 feet and averaging around 110 pounds. Your size is Medium.
  • Speed. You base walking speed is 35 feet.
  • Darkvision. You have superior vision in dark and dim conditions. You can see 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.
  • Arctic Resistance. You have resistance to cold damage.
  • Camouflage. As an action, your skin and equipment can take on the color and texture of nearby objects, including floors and walls. As long as you remain still, you count as heavily obscured and gain a +10 bonus to Dexterity (Stealth) checks made to hide. The effect wears off when you take an action, move or end it yourself as a bonus action on your turn.
  • Bestial Trainer. You gain proficiency in the Animal Handling skill.
  • Languages. You can speak, read and write Common and Ulvan, an archaic, soft-spoken and whispered form of Giant. It is laced with subtle magic of Skaði, making wolves and giants understand the speaker.

Traveling Kaldt

The Kaldt seldomly travel outside of Kaldulv, and therefore usually require a decisive reason for doing so. Perhaps a god has returned to the material plane and threaten Skaði's people, or Skaði herself has gifted an exceptional hunter a dream or vision that calls their presence in foreign lands. Maybe a lost or stolen kaldulvian artefact that is rumored to have been found may move them abroad, a frost giant from the world spine has gone rogue and needs to be put down, or they may send ambassadors to the south to represent their interests.

A travelling Kaldt is a rare sight, and often instigates curiosity and tumult among common folk. A kaldt tends to sleep outside of cities, and generally stays to themselves. They keep to themselves, keeping focused on the objective at hands. If one of your comrades manage to break the ice and a kaldt warms up to you, you have gained a loyal friend for life.

Kri

Physical Description

Kri are the embodiment of unbridled strength. Each one stands 10-12 feet tall and weighs 600-900 pounds. Their skin varies from dark gray to almost white, with the females being on the lighter side of the scale and the males shifting more to the darker hues. Their blood is almost translucent, making it seem like they don't bleed, but their blood will fade to a grayish red after several hours exposed to air. Both male and female kri are normally hairless, but males grow short horns around the jawline. These hairs can mimic bristles in texture.

History

The kri were the product of an egotistical higher race, believed to be one of the creator races. They were modeled to be dull, stupid brutes, the perfect slave and warrior. The creator race fancied itself the more advanced, more civilized one in the relationship. Kri were patronized and taught lowly subjects like they were children. In truth, it is true their minds were underdeveloped, and they could never get past a few words before flubbing it with a thick tongue. However, a rage began to boil up after generations of derision and mistreatment. One kri was bold enough as his rage boiled over. He took up arms and called for a rally of his brothers and sisters to rise against their tyrant overlords. This unnamed rebellion was brutally put down, and the slaughter struck a cord in the kri. Even those content to serve so long as they spilled blood were shaken. They wanted to escape.

For the longest time in the later era of their glorious creator race's reign, the kri spent a good few generations smuggling their own out of the clutches of slavery. Many a coyote was caught and publicly punished and executed. There were kri who sought to reason with their masters. It was amusing to watch a kri try and negotiate with limited vocabulary before a court, only to be ridiculed as a jester act. One day, the kri wish came true, in the cruelest way possible. Their creators found an apt substitute for the services of the kri. They were tossed aside as these replacements took place. The creators ejected them from their haven and left them to wallow in the muds and filth to eke out a living among the most wretched lands.

Society

Kri are a rare race. They understand their bonds of history between them and respect the scars they share. However, most end up taking up isolation, preferring to hunt for their own survival. To a kri, becoming a liability is great shame, and shame is the one thing that they have yet to fully accept. Their pride in their race, scarred history and all, is a source of strength. For it to be marred by weakness and shame is tantamount to death. Kri also believe in honor, being simple people with simple words. They are willing to fight along valiant friends and dedicate their lives to what they hold dear. Kri lack written languages, and so cannot read either. They were barely even taught vocations, instead just sent out often to maul enemies. Even now, their focus is on fighting and survival rather than the art of speaking and other arts.

Kri Names

Kri take their names from broken Common and something like Orcish, with lots of grunts and harsh sounds. Their names have virtually no distinction between gender that one can tell, but they are fiendishly angry when one mixes them up.


  • Male: Dugor, Dushnab, Umar, Aughor
  • Female: Durza, Shagob, Uloth, Bogdor

Kri Traits

Kri are large and incredibly strong creatures but lack any mental strength.


  • Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
  • Age. Kri reach maturity at age 15 and live around 80 years
  • Alignment. Kri consider themselves honorable and tend more towards lawful and good alignments.
  • Size. An average kri is 10-12 feet tall and weighs 600-900 lbs. Your size is Large.
  • Speed. Your base walking speed is 30 feet.
  • Destructive Strength. You have advantage on Strength checks made to break structures and other objects.
  • Leap. Your superior strength allows you to jump twice the distance you would usually be able to.
  • Huge Frame. Your powerful muscles allow you to push further beyond what most creatures your size are capable of. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. However, you require twice as much food and water per day as a normal creature your size, and you have disadvantage on Dexterity (Stealth) checks.
  • Languages. You can speak but not read or write Common.

Siren

Sirens are creatures of the water who are cousins to mermaids and nymphs. They are amphibious and can live above or below water, transforming to suit their environment; in the water they have mermaid-like tails, and above the surface they walk on humanoid legs. Their relation to nymphs gives them this ability. Sirens rarely visit the surface. They live mostly in watery areas prone to storms and that are overhung by cliffs or rocks to create shade. While sirens are seen as creatures of legend, they are very real and have gained their reputation from rumours, as anyone who sees an undisguised siren is almost sure to parish. Sirens are fueled with an instinct to kill that they can either feed or choose to ignore. If it is left too long unsatisfied, however, a weak-minded siren will go mad. Most sirens guiltlessly fuel their bloodlust, and some believe that their siren song makes a worthy spectacle before the end of a creature's life. The sirens who successfully evade their instincts usually need to focus their energy elsewhere, such as an artistic pursuit or through devotion to a god. Sirens who do not hunt are sometimes outcasts in their communities and are rarely seen above the surface unless disguised or exiled.

Appearance

Sirens are always beautiful and can be male or female, with females being more common and more powerful within their societies. In the water, sirens have large fish tails that some may mistake for a mermaid's, but they lack scales and are textured more like an eel or shark. Tails can have almost limitless paterns and vary widely, but tend to not be brightly coloured. Both male and female sirens have long hair that hangs at least past their shoulders. In human form, their legs often bear resemblance to their tails. Their skin is paler than a mermaid's and sometimes enters into hues of blue and purple. Other than these features, they look most similar to elves or humans, but have been spotted with webbed hands and fish-like faces as well.

Siren Culture

Sirens are fascinated with art. They often sing to each other in the deep, showing off their voices to one another. The deep parts of their watery habitats are riddled with complex coral or woven water-weed architecture and shining treasures. If anyone were to live long enough to get a glimpse at the inside of a saltwater siren's home, they would see irridescent pearl walls covered in skillful carvings along with furniture made from jewel-toned seaweeds and corals. Freshwater (lake and swamp) sirens live in hive-like structures woven out of aqautic plants. They decorate their homes with wood carvings, stone decorations, and fabrics woven from mossy algae or lily pads. Sirens take pride in beauty of all kinds, which has made them vain.

Although sirens can transform to live on land, they tend to avoid it, as they are accustomed to living in tight underwater communities. However, they are fascinated with the land, and many dream to conquer it for themselves so that their communities may live above the surface without hiding from trouble. Sirens are vain and tend to take their "legend" status as a token of pride, and therefore remain out of sight. Many sirens choose to stay off of land because the bloodlust would be too tempting for them, and so they stay in the water. Others simply do not care for the other races living on land and refuse to trod there until their race reigns over the others. There are several more motivations for sirens to remain underwater.

The languages of sirens vary depending on subrace, and sometimes even area. Sirens tend to mimic the other humanoids they hear, and can thus learn several languages rather quickly. All sirens know Common, however, as the inevitability of hearing it spoken/passed down is practically 100%.

Sirens live longer than many races, but do not live remarkably long. The average lifespan of a siren is 200 for males and 250 for females of all subraces. They reach maturity at the age of 40 and age no further past this point in matters of appearance. Sirens see no value in age, and therefore do not keep track of birthdays or even how old they are.

Sirens have no common religion and religion in general is fairly unpopular within their circles. Occaisionally, a siren will resort to worship to avoid their bloodlust or to find purpose within their generally restrictive communities, but the gods they choose to worship are no more particular than the languages they speak; it all depends on what they are exposed to by other races.

Male sirens and female sirens are similar in temperment and values, but have very different roles in a community. The females tend to be the huntresses, satisfying their bloodlust regularly and bringing back food for everyone. The males stay below the surface more often, only hunting when absolutely necessary. Females compose most of the government, but it is not prohibited for men to participate. Child rearing is done similarly to ants or bees, except a new queen is chosen each time an offspring is to be raised. One child is raised at a time, and all males are devoted to caring for and teaching the child all it needs to know until it matures. The chosen queen acts as the child's guide while hunting if it is female, but is otherwise uninvolved after its birth.

Sirens in Malgathia

See the Lore section for descriptions on the differences.

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Quick Helpers for Playing a Siren

Sirens are natural bards, but also lend themselves to being rogues or clerics (if religious).

There are three subraces of siren: saltwater, lake, and swamp. Each subrace has a different appearance and slightly different skillsets.

Siren Names

Sirens do not have last names and their family ties do not matter to them. They can have an emotional bond with others, but familial bonds are unrecognized.


  • Child nicknames (Saltwater): Cuda, Glo, Dunne, Shil, Weri, Aqai, Nimmi, Junti
  • Female Adult names (Saltwater): Lorm, Berress, Pars, Shillow, Corra, Entra, Faae, Kish, Jolie
  • Male Adult names (Saltwater): Glos, Dunneiri, Jundonti, Mers, Wogen, Aatri, Len, Dhevu
  • Child nicknames (Swamp): Poh, Mimi, Welli, Faen, Borsh, Quna
  • Female Adult names (Swamp): Mimin, Qunarri, Desha, Blaer, Duravi, Maema, Cif
  • Male Adult names (Swamp): Perras, Wellinor, Pohw, Azul, Khide, Brun, Daun, Liech
  • Child nicknames (Lake): Reed, Jun, Cae, Prip, Nerri, Zazi
  • Female Adult names (Lake): Caefess, Arratta, Vidlavi, Pynya, Natt, Saung, Reva, Helgirth, Thromia
  • Male Adult Names (Lake): Rud, Junterri, Priptun, Waijo, Aotin, Tive, Lentin, Murch, Wallin, Zashruzi

Siren Traits


  • Bloodlust: Once per day, a siren can recover hit points from a fallen creature that they or their party killed.

This is achieved by the siren drinking the enemy's blood. The player then rolls 1d20 to determine the number of the creature's HP they take (not surpassing the creature's max HP while alive).

A siren dedicated to fighting their bloodlust may not want to use this ability often, but this is more an RP suggestion than a rule.


  • Watervision: Sirens can see perfectly underwater and they 20ft of darkvision.
  • Desperate Bite: Sirens can bite in combat if unarmed or can utilize this ability while bound. They may also use this if desperate for blood, but this will not satisfy their bloodlust (AKA restore HP).

Player rolls a d20 to determine whether they hit (as per usual), and then roll 1d4 to deal damage. The player must be within 5 feet or must use an action to move closer.


  • Siren Song: Casting time: 1 action

Range: 30 ft

Duration: 1 hour

A humanoid you can see must succeed on a Wisdom saving throw, with advantage if you are currently fighting it, or it becomes charmed by you until the spell ends or someone in your party harms it. It will know it has been charmed when the spell ends. When higher level spell slots become available, you may charm one extra creature per level. Does not use a first level spell slot, but uses all higher level slots required when used at higher levels.


  • Language Proficiency: Depending on subrace, sirens are proficient in Common as well as at least one other (usually primary) language.

Saltwater Siren: Choose from Elvish, Aquan, or Primordial.

Lake Siren: Choose from Sylvan, Elvish, or Aquan.

Swamp Siren: Sylvan.

Lake Siren

Lake Sirens are evidently the subrace which make their homes in lakes. Although more common than swamp sirens, lake sirens will not dwell in every lake in the land, and are the most selective with their habitat of all the siren subraces. Unlike swamp sirens, lake sirens did not start in freshwater areas. At their origins, they were tribes of saltwater sirens who had been outcast due to their more argumentative nature and less vicious bloodlust. They therefore spread over land long ago to discover new homes for themselves, a task they took very seriously. They chose to make communities only in very large lakes with few fishermen, scouting the perfect locations for months before sending a couple or trio of sirens to settle there. They have the artisan skills from their previous saltwater knowledge, and make homes from lily pads, weeds, and rocks.

Over time, lake sirens adapted in appearance to resemble swamp sirens more closely. However, they still bear some traits resemblant of slatwater sirens as well. Their tails are commonly of a fish variation, usually having a large fin at the end with smaller fins along the sides. Some lake sirens have shark tails or alligator gar-like tails, but if examined, will not yield an exact match to other subraces. They almost always have pale white skin, sometimes tinged yellow or blue. They are the least likely siren subrace to have extra fish features, and therefore look very human when on land. However, some lake sirens will have brightly coloured hair passed down from their saltwater ancestors.

Lake sirens are the least affected by bloodlust, but not noticeably when compared to swamp sirens. They still hunt regularly and they enjoy fulfilling their primal instincts as much as the other sirens. However, it is more acceptable in the lake siren culture to refrain from hunting for bloodlust: exiles are non-existent and outcasting is less prominent. They still, however, frown upon religion and are very vain when it comes to skill, appearance, and traditions.

They have a respect for authority while maintaining a democratic society and, while hotheaded, reach consensus often. They tend to be less charismatic than the other subraces because of their quirky and polarized nature as well as their tendency to confuse others with their quietness one moment and raging anger the next. They are the most emotionally versatile siren subrace.


  • Once a Master: Lake sirens were once the same as the educated saltwater sirens. Their people have passed down several skills to their offspring.

Lake sirens gain proficiency in any skill of their choice as well as a modifier of +1 to that skill.


  • Ability Score Increase: Lake sirens are not quite as charismatic as their swampy or saltwater bretheren, but they still captivate humanoids with their beauty and siren song.

Lake sirens are more careful when making big decisions than other races. They consider the positives and negatives, choosing the best route in the end, even if they have to argue about it furiously for a bit first.

Charisma +1

Wisdom +1


  • Constitution Hit: Lake sirens, like all other sirens, suffer from bloodlust, thus impacting their overall ability to remain unpersuaded, etc.

Constitution -2

Saltwater Siren

Saltwater Sirens make their homes in seas and oceans. Of the siren subraces, saltwater sirens are the most common and tend to have a higher percentage of males in their communities. Their homes are located in deep parts of the ocean overhung by cliffs, shipwrecks, rocks, or underwater trenches. Saltwater sirens have the largest communities and are known for burrowing underneath of coral reefs for camoflage. However, due to their large populations of around 50-75 sirens, they often build onto reefs or wreckage by carving coral pieces into homes or common areas. The quickest way to spot these sirens is to look for shinier coral, intricate designs, or to note where there are an abundance of ruins. Their artistry is more elaborate than the other subraces and they are more dedicated to the education of their young, resulting in higher intelligence.

Saltwater sirens are the most vain of the subraces and, some would say, the most beautiful. They are almost always shades of blue and purple, or are pearly white in complexion. Their tails have the widest variation of shape and colour. Some common tails of saltwater sirens are shark tails, lionfish tails, mermaidic (but unscaled) fish tails, and more rarely octopus and squid tails. Black, grey, silver, orange, white, and brown are very common colourations on their tails, but some saltwater sirens are known for brighter tails than other subraces. Their eyes and hair can be almost limitless in colour, but white hair is very common. Outside of the water, more colourful sirens are easy to spot due to their radiance and jewel-toned skin. Some still have fish features such as webbed hands and ears.

Saltwater sirens are more common, but fewer of them choose to ignore their bloodlust. They hunt in large parties of up to 20 females a trip, and can sink up to five ships per population per year. They believe that they offer sailors a dignified and worthy death. Saltwater sirens mostly hunt humanoids for sport and eat fish, but they have been known to eat their humanoid victims on special occaisions or to boost community morale.

Those who do not hunt or give in to bloodlust among saltwater siren communities often find themselves not only outcast, but exiled entirely, as it is a larger part of their culture to embrace their nature as part of their identities, and they vainly accept every part of their identities as perfect.

Saltwater sirens all know how to speak Common, but their primary languages are usually one of Aquan, Elvish, or, less commonly, Primordial.


  • Skill Bonuses: Saltwater sirens are very charismatic, manipulating and luring sailors to their deaths on a regular basis.

They pride themselves in the education of their young on topics such as languages, artistry, magic, and siren history.

Charisma +2

Intelligence +1


  • Constitution Blow: Saltwater sirens are raised in an environment where their bloodlust is expected to be exercised. Therefore, they find resistance and discipline are difficult tasks.

Constitution -3


  • Language Proficiency: Saltwater sirens learn an extra language in addition to Common and Aquan, Elvish, or Primordial.

Sirens are most likely to learn languages they have heard others speak, or which have been passed down from previous generations.


  • Feat: Saltwater sirens get the choice of any feat they meet the requirements for.

Suggested feats: Skilled, Diplomat, Actor, Performer, or Silver-Tongued. Obviously, any can be chosen, but the ones listed fit best with this race's history and profile.

Swamp Siren

Swamp Sirens, as their name suggests, dwell in swamps. This is the rarest subrace of siren, as swamp siren communities were often driven to mass hysteria if they could not satisfy their primal urge to lure creatures to their deaths; many communities were too isolated from intelligent races. Their communities are very small, sometimes consisting of as little as four members. Because the swamps are not very deep, siren homes can sometimes be seen poking out of the water, and can be identified by the braided hive-like pattern formed from water weeds. These sirens are limited in their ability to create art also due to the shallower waters and are slightly less vain than the other subraces.

Swamp sirens speak a different language than the other subraces. Because of their proximity to fey, they have learned to primarily communicate in Sylvan, although they are certainly no strangers to Common. A siren will almost always sing in their dominant language.

Swamp sirens vary in appearance to other subraces of siren; they are less commonly blue or purple-skinned, and sometimes can be born more tanned than other sirens. Their hair is usually a shade of brown, green, or black, and is thicker than most sirens. The males are smaller than other subraces and the females are more plain, often mistaken for bathing farmgirls. The tails of swamp sirens are commonly resemblant of an eel or alligator gar and are most often silver or brown with black spots.


  • Ability Score Increase: Swamp sirens gain charisma buffs from their legendary reputation as well as their striking beauty.

Their dexterity is improved from manuevering in tight underwater spaces and from hunting prey.

They are stealthy creatures who are only seen when they wish to be, although they don't often use this ability unless they feel threatened.

Charisma +2

Dexterity +2

Stealth +1


  • Constitution Hit: All sirens experience a primal instinct to hunt and kill other humanoid creatures. Although they can resist if they are stalwart enough, their general constitution is lowered as a result, requiring higher levels to compensate for their blood lust.

Constitution -2

Tamarinian

Relatively new to the world, Tamarinians rose to sentience from the jungle-covered islands of the central seas. At the dawn of their existence, Tamarinians lived apart from one another in segregated tribes, where the strong survived by preying on the weak. After several centuries, their people were united by a clever and wise Tamarinian who dramatically changed their culture. Wisdom became valued over strength, causing young Tamarinians to venture the world as a rite of passage to explore and gain life lessons through difficult experiences.

Wise and Respected

The world has quickly become aware of the emphasis that Tamarinians hold on gaining wisdom. Because of this, people of all races tend to listen when a Tamarinian is sharing his/her opinion. Tamarinians can be found as advisors to kings and nobles anywhere from underground Dwarven strongholds to the esteemed high courts of Elven royalty.

The ultimate goal for almost all Tamarinians is to become as wise and clever are their beloved Uniter. Precious little is known about this individual, with his name and village of origin being forgotten over the course of time. Some Tamarinians mourn at the loss of this information, feeling as if they have lost an essential part of their history, and thus part of who they are. Others view it as a final lesson left behind by the Uniter. That lesson being that wisdom isn't measured by one's name or upbringing, nor one's identity. Rather, wisdom is measured by deeds, and the mark one leaves on the world.

Godless

Due to their young history, Tamarinians have yet to find the cause of their mental uplifting. Most races of the world know where they come from, which deities claimed them, and who they worship. The Tamarinias do not have this luxury. Lost on this topic, most have made the conclusion that their race exists in this world merely by chance.

THe closest thing Tamarinians have to organized religion is the respect they hold for their ancestors. When a Tamarinian accomplishes something grand in their life, his/her children and grandchildren will forever honor them and revere them for their wisdom. Tales of ancestors are passeddown from generation to generation, in the hopes that young Tamarinians may learn from examples of those that came before them. It is every Tamarinian's dream to accomplish something so wonderous that their story will be told long after their name has been forgotten.

THough it is uncommon, some Tamarinians occasionally find faith in the Gods and Goddesses worshiped by the other denizens of the world. Behind every religious Tamarinian is a compelling story, usually containing multiple life-changing experiences that led too the individual to go against their culture and suffer ridicule from their race given only to those deemed hopelessly foolish. Willingly turning away from their people, these Tamarinians are known to have unshakable faith and stalwart resilience to criticism.

The Rite of Passage

Tamarinians are not found commonly in the mainlands of the world. The few that are seen are almost always travelers, staying in a settlement for only a few days at a time before moving on in an effort to feed their endless quest for wisdom. For a Tamarinian to be respected by their people, they're expected to go through the notorious Rite of Passage. Tamarinians leave their jungle homes to venture the world, typically right as they reach physical maturity. Theyre given a list of tasks as they leave, usually full of fairly straight-forward assignments, such as traveling to the far north, or visiting several dozen cities. Once this passage has been accomplished, a Tamarinian is welcomed back to his homeland as a respected adult.

Some Tamarinians set their ambitions higher than the simple duty of seeing the world. These determined Tamarinians request a rite of passage far more difficult than what is given to most. The tasks assigned to such a passage range from slaying dragons within their lairs to pacifying wars between clans or kingdoms. Only through wit and foresight may a Tamarinian accomplish these goals, and return to his/her people to be esteemed as one comparable to the great Tamarinian Uniter. These talented Tamarinians are acknowledged as the wisest of the wise, and are given the highest honor their race can bestow; The Duty of Leadership.

However, this advanced rite of passage comes with a significant risk. It is considered foolish in Tamarinian culture to attempt to take on a burden greater than one can bear. Those that fail in their assignments after they have promised to complete them will be shamed, and will forever be viewed as outcasts by their people.

Tamarinian Names

Tamarinians always have two names. One is given to them by their parents at birth, while the other is a family name passed on to all children. Family names are usually regionally based, with an entire or village having the same name. In Tamarinian culture, it is custom to go by one's family name first, given name second. Also, due to their remote civilization, Tamarinian are usually very similar in style.


  • Family Names: An, Bai, Bo, Cao, Duan, Gong, Gu, Hu, Lei, Lu, Meng, Kong, Qui, Shao, Song, Su, Xaio, Yu, Zhao, Zhong
  • Male Names: Ah, Chin, Dong, Fang, He, Jai, Jun, Mu, Peng, Lan, Liang, Rong, Shui, Tai, Tao, Wei, Wuhan, Xue, Yazhu, Yi, Zhenya
  • Female Names: Chen, Fen, Fu, Guanyu, Guo, Hua, Hui, Lia, Lin, Ming, Ning, Qui, Ru, Shu, Wen, Wuying, Xinyi, Yahui, Yun, Zexi, Zhelan

Tamarinian Traits

Your Tamarinian character has a variety on natural abilities. Some were refined over thousands of yearsthat they lived as feral creatures in the wild, while others have been developed since their rise to sentience.


  • Ability Score Increase: Your Wisdom score increases by 2.
  • Age: Tamarinians reach physical maturity very quickly compared to humans, reaching adulthood by the age of 10. They're considered mentally immature until they complete their rite of passage, which could take as long as 100 years. Tamarinians can live to be 500 years old.
  • Alignment: Almost all Tamarinians are of the chaotic alignment. They see freedom and adventure as essential aspects of life, and consider no Tamarinian to be an adult until he/she has seen the world.
  • Natural Athlete: You gain Proficiency in Athletics and Acrobatics.
  • Bestial Origins: You have claws which deal 1d6 slashing damage when using unarmed attacks, and you are proficient with them.
  • Skilled Flingers: You are proficient with javelins, spears, and nets.
  • Languages: You can speak, read, and write Tamarinian and Common.
  • Subrace: Two very different breeds of Tamarinians grew to sentience simultaneously in their remote jungles. Although two races are technically different species, they can still coexist in their united nation.

Swiftling Tamarinian

As a Swiftling Tamarinian, your reflexes are second to none. You've spent your life dangling from vines and jumping from tree top to tree top.

Swiftling Tamarinians usually have colorful skin, mostly covered in equally colorful fur. Their skin can be shades of blue, gray, black, pink, or red. Their fur can be orange, red, yellow, white, or black.


  • Ability Score Increase: Your Dexterity score increases by 1.
  • Speed: Your base walking speed is 35.
  • Size: Swiftling Tamarinians stand between 3 and 4 feet tall and average about 60 pounds. Your size is small.
  • Swiftling Climbing Prowess: You can climb heights at the same speed you can walk, and you can use your action to essentially spring upward on whatever you're climbing to double your climbing speed. Unless you're climbing a ledge that is slippery or has loose handholds, you don't require an Athletics check to successfully scale it. This trait only works for surfaces that are reasonably climbable, like trees or walls. It does not work for smooth surfaces.

Strongling Tamarinian

As a Strongling Tamarinian, you still value wisdom over strength, but it still helps to know that you're the mightiest creature in the jungle. When you're not busy discussing various theologies with your fellow Stronglings, you're prone to participate in wrestling matches or learning new forms of combat.

Strongling Tamarinians typically have bland colors of skin and fur when compared to their Swiftling cousins. Their skin is usually black, gray, or white, with shades of blue or red being very rare.Strongling fur is almost always black or gray, but may also be found in shades of white or dark blue.


  • Ability Score Increase: Your Strength score increases by 1.
  • Speed: Your base walking speed is 30 feet.
  • Size: Strongling Tamarinians stand between 5 and 6 feet tall and average about 450 pounds. Your size is medium.
  • Ape Fury: You may add +2 to hit to one of attack of your choice. If this attack hits, you may add +2 bonus damage to the attack. This may be used once per short rest.

Part 3

Classes

Blood Knight

Blood is life, blood is death, blood is power. More blood, for more power.

A human stands, clad in a set of blood-rusted plates, as four orcs surround him, grunting, ready to charge. The first orc let out a low roar as it charges toward the human, but even before its greataxe lands a blow upon the human's plate armor, its body is split into pieces, bursting into a mixture of blood and gore. The other three orcs hesitated their moves as the human withdraws his greatsword, covered in the orc's blood. Without any warning, the human stretched his arms, and a bolt of crackling, blood-red energy burst from the tip of his fingers to strangle one of the orcs. As the strangled orc comes to its feet, the human took a deep breath, and glared at the other two. The orcs were not known for their brilliance or cowardice, but with one of their kin slaughtered and another restrained, they had no choice but to flee. As the orcs dropped their weapons and ran on their feet, there was a sweep, and there were two beheaded body stumbling upon the earth as the human shake the blood off his greatsword.

The blood knights are, contrary to the word that defines them, not properly knighted by kings or nobles. Instead, they are chosen by a sinister, often supernatural, entity, who grants them an immense resolve of power in exchange for a price - blood. The intent behind this exchange is unknown to most of the living souls, including the blood knights themselves, and the rumor has it that only the most evil and treacherous would suggest such bargain in the first place, but the power bestowed upon them are worth the risks they take, the risk of slaughtering most of the living souls they meet, and the risk of getting slaughtered themselves. Although their existence is not welcomed by most of the civilizations, but those in need of urgent help would not hesitate for an assistance from a shady men and women clad in blood-rusted armors.

Quick Build

You can make a blood knight quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Constitution is always a good ability score too. Second, choose the soldier background.

Class Features

As a Blood Knight, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Blood Knight level
  • Hit Points at 1st Level: 10 + Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per blood knight level after 1st

Proficiencies


  • Armor: All Armors
  • Weapons: Simple Weapons, Glaives, Greatswords, Halberds, Longswords, Mauls, Pikes
  • Tools: None

  • Saving Throws: Constitution and Charisma
  • Skills: Choose two from Athletics, History, Insight, Intimidation, Medicine, Persuasion, or Survival

Equipment

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

  • (a) a glaive, (b) a longsword, (c) a maul, or (d) a pike
  • (a) a dungeoneer's pack, or (b) an explorer's pack
  • Chain mail two Javelins, and five Vials of Blood

Bloodlust

Starting at 1st level, your body and mind are heightened by the scent and taste of blood. As a bonus action, you can drink a vial of blood to enter the bloodlust for 1 minute. You start with 5 vials of blood and can purchase more for 1 gold each by any means determined by the DM. While you are in the bloodlust, you have advantage on all Strength checks and Strength saving throws, you cannot be charmed or frightened until the bloodlust wears off. Additionally, when you enter the bloodlust on your turn, you have advantage on the next weapon attack roll you make. The bloodlust ends early if you are knocked unconscious. You may enter the bloodlust this way a number of times equal to your Proficiency bonus. Once you use this feature that many times, you regain all uses after you finish a long rest.

Whenever you roll a 20 with a melee weapon attack, or reduce a creature to 0 hit points with a melee weapon attack, you automatically enter the bloodlust, except if the creature is a construct, undead, or otherwise incapable of shedding blood. If you are already in bloodlust, your 1 minute duration restarts.

Eldritch Power

As a blood knight, you serve a sinister entity that grants you a power at a cost of bloodshed and carnage. The entity bestows upon a number of powers of eldritch origins, which you can utilize in your adventures.

At 1st level, you know one of the following powers. You learn another power when you reach 9th level, and again at 17th level.

Some of your powers require your target to make a saving throw to resist its effect. The saving throw DC is calculated as follows:

Blood Knight
Level Proficiency Bonus Features
1st +2 Bloodlust, Eldritch Power (1 power)
2nd +2 Blood for the Blood God!
3rd +2 Blood Knight Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Blood Knight Archetype feature
7th +3 Bloodthirsty Stride
8th +3 Ability Score Improvement
9th +4 Eldritch Power (2 powers)
10th +4 Blood Knight Archetype feature
11th +4 Blood in the Air (10 ft.)
12th +4 Ability Score Improvement
13th +5 Bloodthirsty Awakening
14th +5 Blood Knight Archetype feature
15th +5 Eldritch Resilience
16th +5 Ability Score Improvement
17th +6 Eldritch Power (3 powers)
18th +6 Blood in the Air (30 ft.)
19th +6 Ability Score Improvement
20th +6 Appetite for Destruction

  • Eldritch Power Save DC = 8 + Proficiency Bonus + Charisma Modifier

  • Decaying Strike While you are in the bloodlust, when you hit a target creature with a melee weapon attack, you can use a bonus action to channel a jolt of eldritch energy to wither its defense. The target must succeed a Constitution saving throw or its AC is decreased by your Charisma modifier (minimum 1) until the start of your next turn.
  • Eldritch Shackle When you hit a target creature with a melee weapon attack, you can use a bonus action to conjure a blood-red noose made of eldritch energy to capture it. The target must succeed a Dexterity saving throw or is shackled. While the target is shackled, its movement speed is halved, and the target may not move more than 15 feet away from you. On its turn, the target can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check to break free of the shackle. The target is automatically freed from the shackle when you move more than 15 feet away from the target. You can maintain only one shackle at a time, and you can dismiss the shackle as a bonus action.

  • Sinister Vigor Whenever you enter the bloodlust, or whenever you start your turn while in the bloodlust, you regain hit points equal to your Charisma modifier (a minimum of 1).
  • Intimidating Presence You gain proficiency in the Intimidation skill, if you have not gained it already. Additionally, You add twice your proficiency bonus to Charisma (Intimidation) checks instead of your normal proficiency bonus.
  • Uncanny Reflex While you are in the bloodlust, you add your Charisma modifier(minimum 1) to the Dexterity saving throws against effects that you can see. You cannot gain benefit from this feature if you are blinded or deafened.
  • Withering Aura While you are in the bloodlust, whenever a hostile creature starts its turn within 10 feet from you, it must succeed on a Constitution saving throw or they take necrotic damage equal to your Charisma modifier + half your blood knight level rounded down. This feature has no effect on constructs and undeads.

Blood for the Blood God!

Starting at 2nd level, you have a pool of sinister power bestowed upon you by the entity you serve. With that power, you can channel more carnage than usual upon hitting with your melee weapons.

Whenever you hit a creature with a melee weapon attack, you can choose to deal additional damage with the attack equal to 1d6 + half your blood knight level. The added damage is of the same type dealt by the weapon to the target. You cannot use this feature if the creature is a construct, an undead, or any other creature which is incapable of shedding blood and may only use it once per attack.

You may use this feature a number of times equal to your Charisma modifier (minimum of one) and you regain all uses of this feature after you finish a long rest.

Blood Knight Archetype

Starting at 3rd level, you choose an archetype that you face the bloodshed and carnage of the battlefield. choose either the Blood Guardian or the Savage Knight, both detailed at the end of the class description. Your choice grants you features at 3rd level, 6th level, 10th level, and 14th level.

Ability Score Improvement

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

Extra Attack

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

Bloodthirsty Stride

Starting at 7th level, when you start your turn while you are in the bloodlust, your walking speed is increased by 10 feet and moving through nonmagical difficult terrain costs you no extra movement.

Blood in the Air

Starting at 11th level, whenever you enter the bloodlust, you and a number of friendly creatures within 10 feet of you up to your Charisma modifier(minimum 1) gain the following benefit. Until the start of your next turn, you and the chosen creatures gain a +2 bonus to attack and damage rolls with melee weapons that do not have the finesse property. This feature remains active until your bloodlust ends or an affected creature leaves the area of its influence.

At 18th level, the range of this feature increases to 30 feet.

Bloodthirsty Awakening

Starting at 13th level, whenever you are reduced to 0 hit points whilst in the bloodlust, but not killed outright, you can drop to 1 hit point instead. You regain use of this feature after you finish a long rest.

Eldritch Resilience

Starting at 15th level, as long as you are not incapacitated or Stunned, you gain a bonus equal to your proficiency bonus on your Strength and Constitution saving throws.

Appetite for Destruction

Starting at 20th level, your desire for bloodshed and carnage is intense enough to fuel your bloodlust without the actual presence of blood. As a bonus action, you can enter the bloodlust without any prerequisites.

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

Blood Guardian

The blood guardian stands at the thin line between novelty and barbarism. Clad in blood-covered set of armors, the blood knights hold the ground in order to take the harms from foes and enemies on themselves instead of their allies and comrades.

Bloodthirsty Defender

Starting at 3rd level, while you are in the bloodlust, other creatures within your range provoke an opportunity attack from you when they attack a target other than you that is within 5 feet of you. You make this opportunity attack before the creature makes an attack.

Masochistic Bloodlust

Starting at 6th level, whenever a creature you can see damages you while you are in the bloodlust, you can extend the duration of your bloodlust until the end of your next turn.

Resiliant Bloodlust

Starting at 10th level, while you are in the bloodlust, you gain advantage on saving throws from magic. Also, while you are in the bloodlust and you are damaged by a melee attack, you may use your reaction to decrease the damage dealt to you by 1d10 + your blood knight level.

Bloodthirsty Sentinel

Starting at 14th level, while you are in the bloodlust, you can use your reaction to make an attack or spell targeted at a friendly creature target you instead if you are within range of the attack or spell.

Savage Knight

The savage knight is an oxymoron, but it nonetheless best defines the blood knights who is frenzied at the slightest touch of blood in the air. Reckless, relentless, and merciless, the blood knights tremble with the joy of slaughter in the battlefield, craving blood and gore to the glory of the entity they serve.

Bloodthirsty Destroyer

Starting at 3rd level, while you are in the bloodlust, you can make a single melee weapon attack as a bonus action.

Sadistic Bloodlust

Starting at 6th level, whenever you hit a creature with a melee weapon attack while you are in the bloodlust, you can extend the duration of your bloodlust until the end of your next turn. You cannot use this feature if the creature is a construct, an undead, or otherwise incapable of shedding blood.

Mindless Bloodlust

Starting at 10th level, while you are in the bloodlust, you have resistance to piercing, bludgeoning, and slashing damage from nonmagical attacks, and you cannot be shoved or knocked prone by creatures less than one size larger than you.

Bloodthirsty Juggernaut

Starting at 14th level, when you hit a creature with a melee weapon attack while you are in the bloodlust, you can add one additional damage die to the damage roll.

Death Knight

An elf in half-plate strides toward an orc warchief. His spear lashes out and keeps the orc distracted while his mount, a great wyrm of lightless scales, flies down to take the orc from behind.

A brass dragonborn sits in meditation as she focuses upon inscribing a new rune upon her warhammer, which will grant her the edge in her upcoming battle.

Two heavily armored knights face off: one a half-orc bound by a Solar, the other an aasimar assassin of Asmodeus. Their weapons glow with runes of green flames and which flare with flashes of energy as they clash, each intent on their opponents doom.

Death knights are attuned to death in an intimate manner. Each death knight has died, then brought back to life by their patron. Sometimes these resurrections were part of a bargain struck, sometimes an act of necessity, sometimes as spite, and on rare occasions the long deceased are brought back to serve a new purpose. The ritual used to create death knights is taxing upon the patron, but each one is a powerful avatar, whether they are willing or not.

Returned from Death

The experience of being brought back to life is often a difficult one. Some suffered in their final moments, and the thought of reliving it can break some, resulting in an insane weapon for their patron to wield. Others have been returned from another era, and they must learn of the new world that has passed them by as they lay in the ground. Whatever the cause of their death, one thing remains certain: a death knight is changed from their first life.

Warriors of their Patron

Death knights are created when an entity needs a hitman. Whether they are bargained for it or were forced into it, death knights serve as the hand of their patron. When there is a threat, they strike out. When there is an insult, a blade of necrotic magics corrects the slight.

Death knights are rare and meeting another is rarer still, but often when two meet it is with weapons drawn and spells ready. This is due to the wide range of patrons who create death knights. Often times the purposes of one is counter to the other, so it is rare for both parties to walk away unscathed from even a casual meeting.

Disciplined and Patient

As ones who have experienced death and usher others into its embrace, death knights learn that being at peace with one’s lot is important. The purest expression of this attribute is their rune-scribing. The focus and time needed to properly write a single rune is both soothing and demanding. The trance they enter to attune their emerald focus and use it to imbue their inks with the energy needed to inscribe a rune of power brings a tranquility that lets them cope with their nearness to death.

Creating a Death Knight

As you design a death knight, contemplate how they became a servant of their patron. Was it a mutual agreement? Was it for revenge? Or was it a deception? Consider how they act on their patron’s behalf. Do they act as a proper knight, or are they a scoundrel, doing as they wish until their next target?

Quick Build

You can make a death knight quickly by following these suggestions, First, Strength should be your highest ability score, followed by Charisma. Second, choose the soldier background

Patron

Each death knight has a patron, and they determine the goals and targets for their death knight.

Patrons Table
d6 Patron
1 Fiend
2 Fey
3 Celestial
4 Great Old One
5 Deity
6 Dragon

Manner of Death, Circumstances of Resurrection

The variety of ways beings can die is staggering. Each one unique in time and circumstance, and it can cause their return to life to be complicated. This can be as simple as getting used to a new era, or dealing with the consequences of your previous lifetime.

Manner of Death, Circumstances of Resurrection Table
d6 Manner of Death, Circumstances of Resurrection
1 You were executed as a traitor to your country, and you were returned to life to save it, though they could very well kill you again.
2 Once a war hero who died in battle, you have returned after more than a century and feel out of place.
3 You made a bargain to become a death knight and chose to drift into servitude with a cup of nightshade tea. You awaken moments later filled with new power.
4 You were murdered by a corrupt lord, and your patron granted you the ability to seek justice.
5 You were a paladin in life, but were returned to serve your archnemesis. You cannot refuse, but you seek to take them down.
6 You were a criminal brought to the noose. Now, you are a criminal with powers from beyond the grave. You shall have your vengeance.
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The Death Knight
Level Proficiency Bonus Features Spells Known Spell Slots Slot Level Inscribed Runes
1st +2 Rune Weapon, Knightly Order, Pact Magic 2 1 1st
2nd +2 Fighting Style, Necrotic Strike 2 1 1st
3rd +2 Rune Scribe 3 2 1st 1
4th +2 Ability Score Improvement 3 2 1st 1
5th +3 Extra Attack 4 2 2nd 1
6th +3 Order Feature 4 2 2nd 2
7th +3 Knightly Discernment 5 2 2nd 2
8th +3 Ability Score Improvement 5 2 2nd 2
9th +4 6 2 3rd 2
10th +4 Order Feature 6 2 3rd 2
11th +4 Runic Recovery 7 2 3rd 3
12th +4 Ability Score Improvement 7 2 3rd 3
13th +5 8 2 4th 3
14th +5 Disciplined Mind and Body 8 2 4th 3
15th +5 Order Feature 9 2 4th 3
16th +5 Ability Score Improvement 9 2 4th 4
17th +6 10 2 5th 4
18th +6 Order Feature 10 2 5th 4
19th +6 Ability Score Improvement 11 2 5th 4
20th +6 Avatar of Death 11 2 5th 4

Rival

Death knights rarely live long without creating enemies. It is part of the job, but some become more than an enemy. They may be a thorn in your side or perhaps a tool to measure your own growth.

Rivals Table
d6 Rival
1 A paladin who feels they must constantly try to thwart you.
2 A fellow death knight serves your patron's arch nemesis. You will never have peace as long as they draw breath.
3 A noble escaped you and is constantly sending assassins to kill you while they hide.
4 A warrior of unmatched skill bested you. You now seek to surpass him, not to kill, but to prove to them and yourself that you are the better fighter.
d6 Rival
5 A mage who aided in your demise, so your patron could have you and reminds you of their power at every opportunity.
6 An assassin who intentionally tries to kill your targets before you, and they do this just to get on your nerves.

Class Features

As a death knight, you gain the following class features

Hit Points


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


  • Armor: All armor, shields
  • Weapons: Simple and Martial weapons
  • Tools: Calligrapher's supplies
  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Athletics, Animal Handling, Deception, Intimidation, Persuasion, Survival

Equipment

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

  • (a) A martial weapon and a shield, or (b) two martial weapons
  • (a) leather armor, or (b) scale mail, or (c) chain mail
  • (a) Dungeoneer's pack, or (b) Explorer's pack
  • Calligrapher's supplies and 4 javelins

Multiclassing

Prerequisites. To multiclass into or out of the death
knight class, you must meet these prerequisites:
Strength 13 and Charisma 13


Proficiencies. When you multiclass into the death knight class, you gain the following proficiencies: light and medium armor, shields, all simple and martial weapons, and calligrapher's supplies.


Pact Magic. If you multiclass into or out of Warlock,
you calculate your spell slots using the method below:

Your Pact Magic is not split, instead you add your
levels of warlock and half of your levels of death knight
(rounded down), the total combined level is then used to determine spell slots as written on the warlock class table.

Rune Weapon

As a death knight, your weapon is your calling card.
No matter its form, you can imbue it with a measure
of your power, which in turn empowers yourself. Over the course of a short rest, you can inscribe runes of necrotic energy upon up to two weapons. The runes glow with a green-white fire and mark it as your own.

While wielding a rune weapon, you cannot be disarmed unless you are incapacitated, and as long as you have at least one rune weapon, you age at the rate of 1 year for
every 10 years that passes. Additionally, if the
weapon is on the same plane of existence, you can summon
it to your hand as a bonus action.

You can have up to two rune weapons at once. If you
imbue a third rune weapon, you must choose one of
the other two to lose its power.

Knightly Order

Upon becoming a Death Knight, you join an order of
knights that shape your methodology for handling
situations in and out of combat. You may choose the order that best fits your philosophy on matters of conflicts. Each order has an extraplanar place to train in the art of being a death knight.

Your order grants features at 1st level, and again at 6th, 10th, 15th, and 18th level.


















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Fighting Style

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

Defense

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

Dueling

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

Great Weapon Fighting

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

Two-Weapon Fighting

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

Pact Magic

By 1st level, your patron's hand in returning you to life grants you pact magic and allows you to cast death knight spells.

Spell Slots

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

Spells Known of 1st Level and Higher

At 1st level, you know two 1st level spells of your choice from death knight spell list. The Spells Known column of the death knight table shows when you learn more death knight spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level.

Additionally, when you take a long rest you can choose to sacrifice hit dice that you would regain in order to remove a spell you know and replace it with another spell from the death knight spell list, which also must be of a level for which you have spell slots. Spells cost 1 hit die per level to replace.

Spellcasting Ability

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

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier
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Spell attack modifier = your proficiency bonus +

your Charisma modifier

Spellcasting Focus

You use your rune weapon as a spellcasting focus for your spells.

Necrotic Strike

At 2nd level, you can wreath your weapon with deadly power drawn from your runes. when you hit a creature with a melee weapon attack using a rune weapon, you can cause green-white fire to erupt dealing an additional 1d10 necrotic damage. The number of uses and damage dealt is determined by your death knight level. The damage dealt increases to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level

At 2nd level, you can use this feature 2 times per long rest. You gain 1 additional use at 3rd, 5th, 10th, and 15th level.

Rune Scribe

Starting at 3rd level, you learn to ritualistically imbue your weapons and armor with runes of power. These special runes add unique features allowing death knights to be more adaptable. The ritual takes two hours per rune inscribed, and you can change a previously inscribed rune to a different one over the course of one hour. Once a rune has been inscribed, you must complete a long rest in order for the magic to take effect, and only you can benefit from inscribed runes.

The ritual requires an emerald valued at 100 gp or more to use as a focus. The emerald is not consumed by the ritual.


You can only have a number of inscribed runes equal to the amount shown on the Inscribed Runes column of the death knight table. A list of runes is provided at the end of this document.


By 6th level, your rune scribed weapons are infused with enough magic to act as a magical weapon. If you break your connection with a rune scribed weapon, the runes fade, and, if it was a non-magical weapon, it ceases to act as one.

Ability Score Improvement

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

Extra Attack

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

Knightly Discernment

At 7th level, the magics granted by your raw personality can be focused to give you clarity. When you make a Wisdom (insight) or Wisdom (perception) check. You can add your Charisma modifier to the total.















Greater Necrotic Strike

At 11th level, you are capable of drawing out more power from your rune weapon. The damage dealt by necrotic strike ignores resistance to Necrotic damage and treats immunity as resistance by drawing energy off of such beings rather than directly damaging them.

Additionally, once per long rest, when you roll initiative and have no uses of necrotic strike, you regain 1 use.

Disciplined Mind and Body

At 14th level, you have transcended the need for extensive sleep. You only need to sleep for half the time to benefit from a long rest and may spend the rest of the time doing light activity such as reading, keeping watch, or rune scribing.

Avatar of Death

At 20th level, once per long rest, as an action, you can become an Avatar of Death for one minute. While in this form, you gain resistance to all damage types, and you cannot be charmed or frightened. Your movement speed is doubled, and you are unaffected by both magical and non-magical difficult terrain.

Knightly Orders

Order of Cavaliers

In Ysgard, the cavaliers train to become warriors of honor and valor. The Mithril Citadel, the sprawling castle of the cavaliers, is the center of their training. Here they learn to bond with the beasts they can summon and are trained in the best tactics to employ with their loyal ally.

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Bound Mount

When you become a cavalier, as
a 1 hour ritual, you can summon a mount.
While you ride your mount, you can take the
dash action as a bonus action. If you are not
riding your mount in combat, it moves on your
turn, and you can spend a bonus action to
command it to take an action.

Your mount has the statistics of a riding horse or another CR 1/4 creature that can be ridden (at your DM's discretion), though it is a celestial, fey, or undead (your choice) instead
of its normal type, and if your mount has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand any language that you speak; you can also communicate with it telepathically as long as it is on the same plane of existance as you.

Your mount also uses your proficiency bonus instead of its own, and it has a bonus to its Hit Points equal to twice your death knight level. Additionally, while on your mount, you can make any spell you cast that targets only you also target your mount.

At 5th level you can alter it's form and statistics to that of a war horse or another creature of CR 1/2 or less that can be ridden. The limit increases to CR 1 at 9th level and CR 2 at 13th level.

Knightly Demeanor

At 1st level, your training as a cavalier imparts a refined air to your countenance.

You can give yourself advantage on Charisma (intimidation) checks a number of times equal to your Charisma modifier per long rest. You regain all uses of this feature at the end of a long rest.

Skilled Rider

At 6th level, you become a dangerous foe to face while mounted. While you are mounted and are not incapacitated, you gain the following benefits:

  • While mounted, you have immunity to the surprised condition.
  • You gain proficiency with Animal Handling, or if you are already proficient, you can choose a skill from the death knight skill list and gain proficiency with it.
  • You have advantage on checks to stay mounted against non-magical and magical effects.

Cavalier Variant Rules

Skilled Rider Variant

If your campaign does not allow feats, you can choose to gain the following benefits instead:

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

If your DM approves, instead of summoning a creature, you can attempt to tame a creature you meet in your travels. The DM can choose to require Animal Handling checks to succeed. In this case, you must complete an hour long bonding ritual with the creature. Creatures bonded in this way could potentially exceed the standard CR limits at the DM's discretion.

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Courtly Aptitude

At 10th level, your extensive experience has made you a superior diplomat. When you make a Charisma (persuasion) check or an Intelligence (history) check, your proficiency bonus is doubled.

Combat Instincts

Upon reaching 15th level, your summoned mount has become just as much of a force on the battlefield as you have. Any of your bound mounts gain instincts honed to the point that you have advantage on initiative rolls atop your mount.

Additionally, your can now telepathically direct your mounts to take actions (no action required).

Dragonkin Mount

At 18th level, when you use your bound mount feature, you can now summon a Shadow Wyrm Mount (stats at the end of the list of runes). Alternately, you can summon a Nightmare or another CR 3 creature that can be ridden.

Order of Ebon Blades

The ebon blades have the entrance to their headquarters in the first layer of the plane Acheron, Avalas. Through a rift accessible only to death knights and their patrons, lies the Adamant Bastion where ebon blades undergo their transformation from swordsman to swordmaster and from fearsome to terrifying.

Evoke Fear

Your training as an ebon blade has imparted the ability to cause even the most stalwart to cower before you. You can give yourself advantage on Charisma (intimidation) checks a number of times equal to your Charisma modifier per long rest and regain all uses of this feature at the end of a long rest.

Ebon Armaments

At 1st level, you learn to use weapons with skill beyond the grasp of others. Choose up to two melee weapons to become ebon armaments, you can use Dexterity for attack and damage rolls using them, even if it does not have the finesse property.

At 10th and 15th level, you can select an additional weapon to become an ebon armament.

Weapon Arts

At 6th level, you gain an additional way to use your ebon armaments. You learn the following weapon arts, and can use them when you wield the appropriate weapon. You can use weapon arts a number of times equal to your Charisma modifier per long rest.


  • Blade Swarm. When you miss an attack with an ebon armament in your off-hand, you can make a second attack as part of the same bonus action.

  • Reaping Swipe. Before you make an attack with a two-handed ebon armament, you can choose to make it a cleaving attack. Make a single attack roll against a target creature, if the total is greater than or equal to the AC of a second creature within your melee attack range, the second creature takes damage equal to half the damage dealt the first creature.

  • Overwhelm. When you hit with an attack while wielding an ebon armament in one hand and no other weapons, you can attempt to batter an enemy to the ground. The target creature must make a Strength saving throw DC = 8 + your Strength or Dexterity modifier (your choice) + your proficiency bonus or be knocked prone.

Superior Awareness

At 10th level you have learned to apply your force of personality into a state of pure focus, ensuring you do not get surprised. You can add your Charisma modifier to your passive perception and passive investigation scores.

Improved Weapon Arts

At 15th level, you have improved upon your skills with weapons.


  • Improved Blade Swarm. When you use this feature to make a second attack, you gain advantage on the second strike.

  • Improved Reaping Swipe. When you use this feature, you can target a third creature.

  • Improved Overwhelm. When you use this feature, when the target is one size larger than you or smaller, they are knocked prone and cannot make a save against it.
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Undying Swordsman

Starting at 18th level, if you take damage that would reduce you to 0 hit points but does not kill you outright, you can move up to your walking speed and make a single weapon attack. If you hit, you regain hit points equal to the damage dealt.

Order of Magi

The Umbra Spire, headquarters of the magi located in the Shadowfel, is a place of arcane learning and deadly intrigue. The location within the Shadowfel is ever shifting, and part of one's initiation is to find it before the natives find you, and of those who do only those of great wit can survive the machinations of the masters and students of the spire.

Keeper of Secrets

At 1st level, as a result of your training, hiding the truth has become second nature. You can give yourself advantage on Charisma (deception) checks a number of times equal to your Charisma modifier per long rest. You regain all uses of this feature at the end of a long rest.

Expanded Spell list

You learn additional spells when you reach certain levels in this class, as shown in the Magi Spells table. The spell counts as a death knight spell for you, but it doesn't count against the number of death knight spells you know.

Magi Spells
Death Level Spells
2nd False Life, Ray of Sickness
5th Blindness/Deafness, Ray of Enfeeblement
9th Life Transference, Vampiric Touch
13th Blight, Shadow of Moil
17th Danse Macabre, Negative Energy Flood

Mage Adept

When you choose this order at 1st level, you can learn cantrips from the Magi Spell list. At 1st level, you choose two cantrips. At 10th level you can learn one additional cantrip.

Additionally, you can cast the spell find familiar as a ritual, but you can only use it to create a crawling claw. This spell does not count toward your spells known.

Initiate Necromancer

At 6th level, once per long rest, you can cast the spell Animate Dead at 3rd level without expending a spell slot.

Forbidden Lore

At 10th level, you have unlocked many secrets of the multiverse. When you make an Intelligence (arcana) check or an Intelligence (religion) check, your proficiency bonus is doubled.

Adept Necromancer

At 15th level, undead you create gain the following benefits:

  • Your undead minions are created with temporary hit points equal to half your death knight level
  • Your undead minions weapon attacks score a critical hit on a roll of 19 or 20.
  • Your undead minions weapon attacks deal additional necrotic damage equal to your proficiency bonus.

Master Necromancer

At 18th level, once per long rest, you can cast Create Undead at 6th level without expending a spell slot.







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List of Runes


Some runes require a prerequisite to be met before they can be inscribed. Any rune that lists a level requirement refers specifically to death knight levels.

Rune of the Arcanist

Prerequisite: Order of Magi


You can add your Charisma modifier to the damage you deal with any magi cantrip, and you can learn one additional magi cantrip.

Rune of the Clouds


This rune allows you to draw a shrouding mist around yourself. As an action, you create a 10ft radius circle of fog centered on yourself that follows you. The area around you is treated as heavily obscured, but you can see through it. The fog lasts for 1 minute, or until you dismiss it as a bonus action.


You can use this feature once per short or long rest.

Rune of the Crusader

You can use the necrotic energy of your runes to heal yourself. When you hit with a rune weapon while necrotic strike is active, you can roll a number of hit dice equal to your Charisma modifier and heal for the total rolled.


You can only use this rune once per short or long rest.

Rune of the Death Ward

Prerequisite: 13th level


When you take damage that would reduce you to 0 hit points, you instead drop to 1 hit point.


This rune can only be activated once per long rest.

Rune of Defense

Prerequisite: 13th level


Whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1).

Rune of the Frozen Grasp


Once on each of your turns, when you hit a creature with a melee weapon attack, you can reduce that creature's speed by 10 feet until the end of your next turn.

Rune of the Gargoyle

Prerequisite: Order of Ebon Blades


When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total.


You can use this rune once per short or long rest

Rune of Hellfire

Prerequisite: 17th level


This rune allows you to hurl a magical ball of fire fueled with energies derived from your rune weapon.

As an action, you choose a point you can see within 120 feet. Each creature in a 20-foot-radius sphere centered on that point must make Dexterity saving throw. The sphere spreads around corners. A creature takes 6d6 fire damage and 6d6 necrotic damage on a failed save, or half as much damage on a successful one.


You can use this rune once per long rest

Rune of Lethality

Prerequisite: 17th level


This rune lets you cause your enemies to whither under the effects of necrotic energy. You can use your reaction to cause a target creature to become vulnerable to a single instance of necrotic damage.


This rune can only be used once per short or long rest.

Rune of the Lightning Mount

Prerequisite: Order of Cavaliers; 9th level


While mounted, you can use your action to cast haste on yourself without expending a spell slot.


You can use this rune once per long rest.

Rune of Necrotic Strike Mastery

When you use necrotic strike, and you roll a 1 or 2 for necrotic damage, you can reroll the dice once and take the second roll.

Rune of Retribution

While this rune is inscribe, when you take damage from a creature within 60 feet of you, you can use your reaction to deal 3d10 necrotic damage to the creature that damaged you.


You can use this rune a number of times equal to a third of your death knight level (rounded down) per long rest.

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Rune of the Owl

You gain darkvision and 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. If you already have darkvision, then your darkvision intervals increase to 120 feet.


You also have advantage on stealth checks while in darkness.

Rune of the Legendary Mount

Prerequisite: Order of Cavaliers; 13th level


This rune grants your any creature created using your bound mount feature resistance to all damage, and when it deals damage, you can add your proficiency bonus to the damage dealt.


The additional damage is of the same type as the mount's attack, if the attack deals more than one type of damage, the damage bonus is applied to only one type. You choose which type.

Rune of Skill

You can use this rune to add your proficiency bonus to a skill you do not have proficiency in. This feature can be used before or after the roll, but it must be used before the result.


This rune can only be used a number of times equal to your Charisma modifier per long rest.

Rune of the Slayer

Prerequisite: Order of Ebon Blades; 13th level


This rune lets you channel the death of an opponent into a surge of adrenaline. Once per turn, when you reduce an enemy creature to 0 hit points, you can make an additional attack as part of that attack action.

Rune of Spellbinding

Prerequisite: Order of Magi; 13th level


This rune channels additional magical energy that can be used to fuel your powers. You gain 1 additional spell slot equal to the level of your other death knight spell slots.

Rune of Spellbreaking

Prerequisite: 9th level


You can use this rune to attempt to disrupt a spell. As a reaction to a creature within 30 feet of you casting a spell, you make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.


You can use this rune a number of times equal to a quarter of your death knight level (rounded down) per long rest.

Rune of Spellstriking

Prerequisite: Order of Magi; 9th level


When you cast a spell, you can use a bonus action to make a spell attack with advantage, or you can impose disadvantage on the saving throw of a single creature affected by your spell.


You can use this rune a number of times equal to a quarter of your death knight level (rounded down) per long rest.

Rune of the Summoner

Prerequisite: Order of Cavaliers


You can use this rune to instantly bring your Bound Mount to your location. You can decide whether it appears next to you, or if it appears under you, allowing you to become instantly mounted.


If there is not enough room for your mount, the summoning fails and your mount takes 4d6 force damage.


You can use this rune once per short or long rest.

Rune of the Weapon Master

Prerequisite: Order of Ebon Blades; 9th level


You regain all uses your of weapon arts on a short or long rest.

Dragoon

A half-elf man approaches the mouth of a dark cave. He shouts loudly, drawing out the monster within. The allosaurus charges out, mouth open to devour the intruder. Focusing his mind, the half-elf sends a surge of magic through his body to jump high out of the way, over the creature's head. Turning in midair, he uses the same magic to come plunging down on top of the allosaur's neck with his spear. He has hit just the right spot to make the monster start bleeding out. All that remains is to finish the beast off.

A tiefling woman finds herself surrounded by gnoll slave traders. The horde plans to add her to their stock of slave inventory. Unknown to them, they deal with a dragoon. The tiefling jumps high into the air, and rains a hail of metal stars onto her aggressors. The gnolls barely have time to realize what has just happened, before the tiefling lands with her spear stuck through one's head. The gnolls attack, and are effortlessly parried and cut down. Soon, they are all dead, and the tiefling goes to free the captured slaves.

What is a Dragoon?

A Dragoon is someone who has been gifted with arcane magic. Instead of using this to become a traditional magic user, the individual uses it to increase their physical prowess. This magical energy fuels their powerful leaps and precise attacks. The Dragoon’s place is not in the heat of battle, but rather it is soaring above in leaps and bounds, usually picking foes one at a time and rocketing down with deadly precision.

Creating a Dragoon

Quick Build

You can make a Dragoon quickly by following these suggestions. First make Strength your highest ability score. Your next highest ability score should be Dexterity. Second, choose the soldier background.

Class Features

As a Draggoon, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light and Medium Armors
  • Weapons: Simple Weapons, and Polearms
  • Tools: None

  • Saving Throws: Strength and Dexterity
  • Skills: Choose two from Athletics, Acrobatics, Survival, Intimidation, Performance, or Perception

Equipment

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

  • (a) a Halberd or (b) a Quarterstaff
  • (a) a dungeoneer's pack, or (b) an explorer's pack
  • (a) a Chain Shirt, (b) Scale mail, or (c) Leather armor
  • (a) 20 Darts(Shurikens) or (b) a Polearm of your choice
Dragoon
Level Proficiency Bonus Features Dragoon Weapon
1st +2 Dragoon Weapons, Enhanced Jump, Jump Attack 1d10
2nd +2 Dragoonic Resilience 1d10
3rd +2 Dragoon Archetype 1d10
4th +2 Ability Score Improvement 1d10
5th +3 Extra Attack, Limber Vaulting 1d10
6th +3 Dragoon Archetype Feature 1d12
7th +3 Aerial Evasion 1d12
8th +3 Ability Score Improvement 1d12
9th +4 Crippling Strike 1d12
10th +4 Dragoon Archetype Feature 1d12
11th +4 First Strike 2d6
12th +4 Ability Score Improvement 2d6
13th +5 Skyfall 2d6
14th +5 Dragoon Archetype Feature 2d6
15th +5 Aerial Takedown 2d6
16th +5 Ability Score Improvement 2d8
17th +6 Elemental Polearm 2d8
18th +6 Elemental Takeoff 2d8
19th +6 Ability Score Improvement 2d8
20th +6 Windfury 2d8

Dragoon Save DC

Some Dragoon features require an enemy to make a saving throw. The formula for determining the Dragoon’s saving throw DC = 8 + STR + Proficiency

Dragoon Weapons

When you start, you are specially trained to make maximum use of polearms. Polearm weapons are defined as quarterstaffs, halberds, pikes, glaives, and lances. When wielding any polearm, the damage die for the weapon is determined by the dragoon weapon chart above.

Additionally, using a lance while on foot and within 5 feet of your target no longer imposes disadvantage when making a Jump Attack, and quarterstaves gain the benefit of 10 foot reach while you are wielding them with 2 hands as you have specially trained in reach combat to make the most of anything with a long handle.

Enhanced Jump

A Dragoon’s base jump height is equal to 10 + 5 x Dragoon LVL in ft. The Dragoon takes no falling damage from 10 + 5 x Dragoon LVL in ft while performing a jump. Jumping does not require movement and can only be done once per turn.

Jump Attack

The Dragoon may choose to perform a Jump Attack Takeoff in place of one of their attacks. The Dragoon leaps into the air instead of attacking. On the Dragoons following turn, they may make a melee weapon attack with advantage on their first strike. The dragoon lands within 20 ft of the initial takeoff spot. The target of this attack must be within reach of where the dragoon lands. The higher the dragoon jumps the more damage it deals. For leaping 15 ft you deal an extra 1d6 damage. For leaping 35 ft you deal an extra 2d6 damage. For leaping 55 ft you deal you deal an extra 3d6 damage. For leaping 75 ft you deal an extra 4d6 damage. For leaping 95 ft you deal an extra 5d6 damage. The dragoon may not take actions while in the air, unless specifically stated otherwise. (You can cancel the Jump Attack and drop down as a bonus action if you do not want to complete it. This can be done on either turn, and completes instantaneously whenever the bonus action is used.)

Dragoon Resilience

Starting at 2nd level, because of your trained control of the innate arcane energy in your own body, you've learned to specialize in one of the chromatic elements. You may choose one of the following damage types to become resistant: Fire, Cold, Lightning, Acid, Poison

Dragoon Archetype

Starting at 3rd level, the Dragoon may choose between the Monster Hunter and the Breaker archetypes. The Dragoon gains archetype features at 3rd, 6th, 10th, and 14th level. The features gained from these archetypes are described at the end of this page.

Ability Score Improvement

When you reach 4th level, you can increase one ability score of your choice by two or two ability scores of your choice by one. You may do so again at 8th, 12th, 16th, and 19th level.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Initiating a "Jump Attack Takeoff" as well as finishing a "Jump Attack" both count as 1 attack, so you may perform a jump attack in one turn if you devote both of your attacks to do so.

Limber Vaulting

Starting at 5th level, you have learned to maneuver through the battlefield better without needing to attack in the process. You can now use your movement to move through enemies' and allies' spaces alike by pole-vaulting over them. This costs the same amount of movement as it normally would, and requires an adequate amount of vertical space, at least 10 feet higher than you stand. Any creature that does not want to allow you to move around or past them may attempt to prevent you from doing so as a reaction by making an STR (Athletics) check contested by your DEX (Acrobatics). If multiple creatures are trying to prevent your vault, they each make separate contest rolls, stopping you if any of them roll higher than your initial roll.

Aerial Evasion

You are now trained in aerial maneuvers, using your flexibility, agility, and sheer jump height to weave in and out of danger on the battlefield.

Starting at 7th level, the Dragoon has learned to perform aerial maneuvers to avoid harm. While in the air, if the Dragoon is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage upon success and half damage upon a fail. Additionally, if you succeeded on the saving throw while you are on the ground, you may use your reaction to make a Jump Attack Takeoff without provoking any opportunity attacks. If you are able to make this Jump Attack Takeoff you take no damage instead of half as if you were in the air.

Crippling Strike

Starting at 9th level, whenever the Dragoon lands a successful Jump Attack, they may inflict one of the following effects on the target:

  • The target must succeed on a DEX saving throw against the Dragoon’s save DC or be knocked prone.
  • The target must succeed on a STR saving throw against the Dragoon’s save DC or be disarmed.
  • The target must succeed on a CON saving throw against the Dragoon’s save DC or have their movement speed cut in half until the end of their next turn.

First Strike

Starting at 11th level, the Dragoon has learned to leap into action at any moment. You gain advantage on initiative checks.

Skyfall

Starting at 13th level, you've finally perfected the art of jumping, and have reached the point where you can finally safely tap into your remaining hidden potential when you leap. You gain a significant boost to jump height. Your base jump height is doubled, still using the same formula, and the Dragoon becomes completely immune to falling damage.

Aerial Takedown

Starting at 15th level, when a fighting a flying creature, the Dragoon may choose to execute an Aerial Takedown. Make a melee weapon attack against the creature. On a hit, the creature must succeed on a Strength save or have its fly speed reduced to 0 ft until the end of its next turn. If it hits, whether the flying creature passes the save or not, the Dragoon still lands on the flying creature. In order to stay on the flying creature, the Dragoon needs to make an Athletics check every round after his turn, against an opposing grapple check of the flying creature.

Elemental Polearm

Starting at 17th level, when you successfully attack a creature with a Jump Attack, you can choose to convert the Jump Attack's extra damage to the damage type of your Dragoonic Resilience.

Elemental Takeoff

Starting at 18th level, when you initiate a Jump Attack, you can choose to release a shock-wave of channeled elemental power, which is the same as your Dragoonic Resilience. When you use your jump attack, each creature within 10 feet of you must succeed on a DEX or CON saving throw (dependent on the type of damage you're doing) or take 5d6 damage of the Dragoonic Resilience element, and be knocked prone. On a success, the creature takes half damage and is not knocked prone. After using this feature, the Dragoon must finish a short or long rest before using it again.

Windfury

Starting at 20th level, you can temporarily enter a state of heightened physical prowess. For 2 turns you may channel the same force of momentum as a finished Jump Attack without leaping into the air. Your normal attacks have advantage, and you add your Jump Attack dice to them on a successful hit. After using this feature, you must finish a long rest before using it again. If you attempt this again without completing a long rest it will cause heavy strain on your body, inflicting your current Jump Attack damage in force damage to yourself and a level of exhaustion, each turn that you are in your Windfury state.

Monster Hunter

Monster hunters strive to rid the world of the beasts that plague the material world. Your skills are put to use to fight creatures larger than yourself.

Precise Leap

Starting at 3rd level, when fighting a creature sized large or larger, you may make a Jump Attack in a single attack, gaining all the normal benefits, and landing on the creature itself. This feature only works if you are on the ground when you begin the attack. Once on a creature, you must return to the ground before making another Precise Leap. When you leap off of a creature, you use half of your movement.

You may perform a Jump Attack Takeoff while atop a creature that is large or bigger, but it will still take 2 attacks in order to complete it and gain the benefits of your Jump Attack.

Pressure Point

Starting at 6th level, when fighting a creature sized large or larger, you score a critical hit with a d20 roll of 19-20. Starting at 17th level, a you score a critical hit with a d20 roll of 18-20 against creatures sized large or larger.

Arterial Destruction

Your training and experience hunting giant animals and monsters has taught you how to take advantage of the fact that many of them have to pump gallons of blood to maintain their massive bodies.

Starting at 10th level, when you succeed on a jump attack against a creature sized large or larger, you can attempt to sever an artery of the creature. The creature must succeed on a Constitution saving throw or start bleeding out. On a failed save, at the start of each of the creature’s turns, the creature takes 1d10 damage from bleeding out. This effect can end early if the target clots by succeeding a CON saving throw against the Dragoon's spell save DC 3 times total which the target makes at the end of its turns. Additionally, the creature can choose to apply pressure to the wound and attempt to stop the bleeding as a full action, on top of its normal saves. After using this feature, the Dragoon may not do so again until finishing a short or long rest. Starting at 17th level, this bleeding damage increases to 2d10 each turn.

Note: If the creature does not have blood, or their veins are extremely difficult to find access to your DM may exercise discretion to disallow or limit this ability for certain encounters. Creatures with natural regenerative abilities such as Trolls may also be granted advantage on their CON saving throws, and constructs will likely be immune.

Ruthless Critical

Starting at 14th level, when you score a critical hit against a creature sized large or larger, you may reroll any 1’s or 2’s on all damage dice, and must use the new results.

Breaker

Weapon combat is the forte of the Breaker, especially aerial. The focus on skills with their weapon, and jump attacks are their most formidable weapons in their arsenal.

Comet Landing

Starting at 3rd level, upon landing a jump attack, you may choose to execute the Comet Landing. All creatures within 10ft of where you land take 1d6 bludgeoning damage, and they must succeed on a CON save against the Dragoon’s save DC. On a failed save they are pushed 10ft away and are knocked prone. On a successful save they take half damage, are only pushed 5ft away, and are not knocked prone. This feature can be used a number of time equal to your strength modifier (minimum of 1), and you regain expended uses upon finishing a short rest. At 6th level, the damage increases to 2d6, at 10th level it increases to 3d6, and at 14th level it increases to 4d6.

Elemental Breath

Starting at the 6th Level, You take the power of you chosen resistance, and flow it through your body. Upon using the Jump Attack Initiate, you can use your bonus action to unleash a wave of dragoonic breath as you ascend. In a 15 foot vertical cone all creatures must make a Dexterity save or take elemental damage based on your Dragoonic Resilience equal to your jump attack dice. This feature can be used 2 times at 6th level and 3 times at the 10th level, 4 times at the 14 level, and 5 times at the 18th level. You regain 1 charge during a short rest, and all charges from a long rest.

Chromatic Spiral

Starting at the 10th level, you have trained yourself well enough in generating momentum with your arcane fueled movements to generate an elemental whirlwind rather than striking with your weapon. As an action, you can begin spinning with reckless abandon. Your speed is halved, as you gyrate rapidly a radius of 10 feet spiraling around you, and 5 feet higher than your normal height. Any creature that enters this area for the first time on their turn, or ends their turn inside it must make a STR saving throw, being pushed back 10 feet and taking 1d8 bludgeoning damage and elemental damage of your Dragoonic Resilience type equal to your current jump attack dice. On a successful saving throw, they take half as much damage and are not pushed back. You cannot take any actions or reactions other than ending this effect as an action until you stop, and cannot do anything else except move at half speed in a straight line while channeling this effect.

For the duration of the channeling you are considered to be heavily obscured by the elemental energy swirling around you. You can maintain this form for up to 1 minute as if concentrating on a spell. Though if your speed is reduced to 0 this ends early. If you are stopped early in a way that would not normally cause you to lose concentration, you do not become lethargic and can act normally.

When you stop spinning, either voluntarily or by losing concentration, you become lethargic. Until the end of your next turn you are unable to move or take any actions or reactions. Once you use this feature, you cannot do so again until you finish a short or long rest.

Critical Thrust

Starting at the 14th level, When you hit with a successful Jump Attack, you may choose to gain the benefits of a critical strike on the attack. This effect also causes a bleed effect, to which the target takes half of the damage you dealt on the end of it's next turn. Once you use this feature you must finish a long rest before you can use it again.

Frost Bringer

Class Features

As a Frost Bringer, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light and Medium Armor, and Shields
  • Weapons: Simple and Martial Weapons
  • Tools: None

  • Saving Throws: Dexterity and Constitution
  • Skills: choose 3 from Intimidation, Insight, Arcana, Athletics and Nature

Equipment

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

  • (a) Simple weapon and a shield or (b) a Martial weapon and a shield
  • (a) Explorer’s pack or (b) Dungeoneer’s pack
  • (a) Leather Armor, or (b) a Chain Shirt

Icy Weapon

While using a melee weapon the Frost Bringer can Chanel cold through their weapon and deal bonus cold damage on successful hits

Cold Blooded

At 1st level, your blood becomes imbued with crystals of ice that begin manifesting as abilities. You become more comfortable in cold climates and are no longer negatively affected by cold environments. Additionally, you gain resistance to cold damage. The ice within you begins to manifest itself by affecting the world around you. Your class abilities that you cast have a DC of (8 + your CON bonus + your Prof).

Class Name
Level Proficiency Bonus Icy Weapon Frostfell Aura Uses Features
1st +2 1d4 Icy Weapon, Cold Blooded
2nd +2 1d4 1 Frostfell Aura
3rd +2 1d4 1 Archetypes of IceCloak of cold
4th +2 2d4 2 Ability Score Improvement
5th +3 2d4 2 Cloak of Cold, Extra Attack
6th +3 2d4 3 Consuming Cold
7th +3 3d4 3 Control the Cold
8th +3 3d4 4 Ability Score Improvement
9th +4 3d4 4 Archetype Feature
10th +4 4d4 5
11th +4 4d4 5 Cryogenics
12th +4 4d4 6 Ability Score Improvement
13th +5 5d4 6
14th +5 5d4 7 Body of Ice
15th +5 5d4 7 Archetype Feature
16th +5 6d4 8 Ability Score Improvement
17th +6 6d4 8
18th +6 6d4 9 Roar of Winter
19th +6 7d4 9 Ability Score Improvement
20th +6 7d4 10 Archetype Feature

Frostfell Aura

At 2nd level the Frost Bringer gain enough control over the cold to start affecting the world around them. As an action they can turn the ground within a 5 foot radius of you into difficult terrain for other creatures. This feature lasts for up to (2d4 + Frost Bringer level) rounds unless deactivated. This terrain follows you as you move.

Additionally, any other creature that is already in the radius when you use this feature must make a Dex save against the cold blooded DC. On a failed save, the creatures' feet are frozen over, and they are restrained until they break free, with a Str check against the cold blooded DC.

If a creature is prone within the radius and fail their Dex save they are frozen over and paralyzed for 1 round, and take the Icy weapon cold damage. Targets affected by this feature can make a Str check of (8 + Con + Prof) to break free as their action. This feature requires concentration. You can use this feature once per every 2 levels in Frost Bringer. You regain expended uses when you finish a long rest

The area increases to 10 ft radius at 5th level, 15 ft at 10th level, 20 ft at 15th level, and 25 ft at 20th level

Archetypes of Ice

At 3rd level, you chose an archetype. Choose between Binder of Winter or, Walking Storm detailed at the end of the class description. Your choice grants you features at 5th level and again at 10th, 15th, and 20th

Ability Score Increase

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

Extra Attack

At 5th level, you can attack twice instead of once when you take the attack action.

Cloak of cold

At 5th level the Frost Bringer can coat their armor or body in dense sections of ice giving them a +1 to AC this increases to +2 at 9th level to +3 at 15th level

Consuming Cold

At 6th level, your enemies' life forces turns to your whim. As a bonus action, you can envelop all enemies that are inside your Frostfell Aura in tendrils of ice, enemies must make a constitution save against your cold blooded DC or take cold damage equal to your icy weapon bonus, granting you temporary hit points equal to the cumulative damage dealt.

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

Control the Cold

At 7th level you have gained enough control over your abilities that your Frostfell Aura no longer affects your allies

Cryogenics

At the 11th level you can as a reaction cover your self in ice or as a bonus action cover another creature in ice. the creature covered in ice is treated as petrified, and gains 6d8 points of temporary hit points if the creature was dying it is stabilized and after 2 rounds regains hit points equal to the Frost Bringer's level. this can be dispelled as a free action You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain expended uses when you finish a long rest.

Body of Ice

At 14th level the Frost Bringer Becomes immune to cold and poison damage and resistant to slashing damage

Roar of Winter

At 18th level, as an action, you may exhale a blast of cold air exhausting a number Frostfell Aura uses. Each creature in a 60-foot cone must make a Constitution saving throw against your cold blooded DC. A creature takes cold damage equal to (Icy weapon damage X number of exhausted Frostfell Aura uses) on a failed save, or half as much damage on a successful one; if the result is higher than the creatures hit current HP, they enter a deep freeze. They cannot move or take any actions. The deep freeze lasts for 1 hour, or until the caster dispels it. Any creature that isn't put into a deep freeze is restrained and has to use an action to break out using a str check against your cold blooded DC

Walking Storm

The Walking Storm archetype focuses the Frost Bringer’s power into making their Frostfell Aura into a localized storm that spells death for all enemies that enter it

Potency of the storm

At 3rd level The Frost Bringer’s Frostfell Aura now produces freezing rain and sleet. The area of the the Aura’s radius is increased by 5ft, and exposed flames in the area are doused.

The ground in the aura is becomes slick with ice, it remains difficult terrain, and When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw against the cold blooded DC. On a failed save, it falls prone.

Frozen Tempest

At 9th level the Frostfell Aura now produces a swirling vortex of hail and snow Making it’s area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it so that when a creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw against your cold blooded DC. On a failed save, it falls prone. At the start of your turn creatures inside the Frostfell Aura take cold damage equal 1d4 per turns they have been inside the Frostfell Aura.

Blessing of the storm

At the 15th level While inside your Frostfell Aura allies gain 2d4 bonus cold damage on melee weapons and +1 to their AC

Avalanche

At 20th level the Frost Bringer can channel vast amounts of cold magic to bury their enemies. When this ability is used the Frost Bringer forms an ice dome around themselves with 10d8 hit points and their Frostfell Aura’s radius increases to 60ft this takes up a full turn of actions. On the next Turn of the Frost Bringer if their concentration was not broken since their last turn they release an avalanche of ice and snow across their expanded Frostfell Aura. Bury zone is = 0ft to 30ft away from the Frost Bringer Slide zone is = 35ft to 60 away from the Frost Bringer Characters in the bury zone always take damage from the avalanche; characters in the slide zone may be able to get out of the way. Characters in the bury zone take 8d6 points of damage, or half that amount if they make a DC 15 Reflex save. They are subsequently buried (see below). Characters in the slide zone take 3d6 points of damage, or no damage if they make a DC 15 Reflex save. Those who fail their saves are buried. Buried characters take 1d6 points of nonlethal damage per minute. If a buried character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead. The ability cost 3 uses of Frostfell Aura and can’t be used again until after a long rest

Binder of Winter

The Binder of Winter archetype allows the Frost Bringer to bind themselves to a weapon and use class abilities through that weapon

Weapon of Winter

At 3rd level the ice of your soul now is able to bind a weapon to you, and infuses it with your power, granting you the ability to use your class features through the weapon and the ability to recall the weapon to you as a bonus action, as long as it is in the same plane. If anyone but the owner picks it up, they take 1d12 cold damage. You may have one bonded weapon at a time, and can bond with a different weapon over a short or long rest. The bonded weapon can also act as a Spiritual Weapon and float around and attack on its own.

Frozen Arsenal

At 9th level by expending a use of Frostfell Aura, you can summon an ice copy of your bound weapon that acts as a spiritual weapon

Frostbite Armor

At 15th level the Frost Bringer can now form a spectral frost that covers Them and their gear. They gain 10 temporary hit points and +1 to AC. If a creature breaks the Frost with a melee attack they take 10 cold damage. This armor reforms 3 turns after it breaks

Judgment of the Ice Drake

At 20th level when this ability is activated you summon The Ice Drake’s Fang a +5 great sword made of ice that deals 3d8 slashing damage. When you hit a creature with The Ice Drake’s Fang it shatters and it’s shards pierce the creature. On that creature’s next turn they become restrained as 2 huge ice claws smash out of the ground and grab them each claw has 10d6 hit points and a giant dragon head made out of ice forms far above their head and starts falling toward them. If by the end of the creature’s next turn after they were restrained they haven’t broken free from the ice claws and traveled 35 ft away the ice dragon head lands on them consuming them and taking them to the realm of cold.

Kage

Literally translating to “shadow”, Kages are unstoppable assassins who exploit every opportunity they get to surprise their foes from the shadows.

A group of bandits are ravaging the poor area of a city, robbing and murdering the citizens there. A good-willed Kage sees a group of these bandits in an alley attacking a mother and her children. He swiftly shadow steps in, takes out a few before the rest start running away saying, "M'lady". Before the mother starts screaming for help looking at this shadowy scene he disappears with no witness. This is what a Kage is capable of.

Creating a Kage

Are you a mercenary, just looking for money, or a psychopath, who kills for the fun of it? Or are you a hero, who kills the corrupt and wealthy to help the poor, or tyrants oppressing the people? Are you possibly a revolutionist,or just an arse who cant keep friends longer than a prostitutes relationship, who wishes for a new government? Do you do this for yourself, or for others, or maybe both? Are you part of a guild, a party, a private organization, a hound for the government, or nobody but yourself? Why did you turn to the art of shadows? These are all questions you should consider when making a Kage.

Quick Build

You can make a Kage quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Criminal Background. Third, choose Thieves' tools.

Class Features

As a Kage, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light Armor
  • Weapons: Finesse Weapons, Ranged Weapons
  • Tools: Thieve's Tools

  • Saving Throws: Dexterity and Wisdom
  • Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Sleight of Hand, and Stealth

Equipment

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

  • (a) Longbow with 20 arrows or (b) Hand crossbow with 20 bolts
  • (a) (2) scimitar or (b) Hand Crossbow with 20 bolts
  • (a) Burglar's pack or (b) Explorer's pack or (c) Dungeoneer's pack -Reaper's Dojigiri, Thieves' tools, Cloak of Midnight, Leather Armor

Sneak Attack

You are able to strike subtly to exploit a foe's distraction. When you have advantage on the attack roll, are attacking an opponent that is surprised, or an enemy is within 5 feet of an ally, you deal extra damage as shown on the table. In order to deal this extra damage, you must be wielding a ranged weapon, a finesse weapon, or your Reaper’s Weapon. You may only deal this extra damage once per turn.

Thieves’ Cant

You have learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a criminal guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for criminals on the run.

Reaper’s Dojigiri

You have been given a special katana from the reaper himself, as proof of your killing prowess. This is a magical melee weapon that deals 1d10 slashing damage and has the finesse property. This weapon is constantly emitting shadows, no matter the light, which gives advantage on intimidation checks towards anyone who can see the weapon and doesn’t know you personally. While wielding this, you gain advantage on saving throws against being frightened. While wielding this, you may use your Intelligence modifier on intimidation checks. While wielding this, you can’t be holding any other weapon or a shield, and if you do for more than 20 seconds, that weapon or shield bursts into shadows and is destroyed. You can’t cast any spells while wielding this weapon. If this weapon is destroyed, lost, or wielded by another creature, your weapon will burst into shadows, and reappear after a long rest.

Cloak of Midnight

You have a cloak made of the pure darkness of the night. This cloak allows you to blend in very well in the darkness. When you are in dim light or darkness, you gain +2 to all stealth checks. You gain darkvision to 60ft. If you have already darkvision, it is increased by 30ft. This cloak is bonded to you and cannot be removed against your will. At level 10, the cloak increases in power to benefit a circumstance. You choose one cloak archetype.

Cloak Archetypes

  • Covert: Your cloak can blend into almost anything. You gain your Cloak of Midnight stealth bonus even in bright light. Additionally, this bonus increases to +4, and you gain this bonus when making sleight of hand checks, and checks with your thieve's tools.

  • Shadow's Guard: While you are wearing this cloak, you gain a bonus to AC equal to 1/2 of your Wisdom modifier (rounded down).

  • Shadow Recovery: The cloak fills you with an ability of restoring. When you deal sneak attack damage to a target, you regain health equal to 1/2 of the sneak attack damage dealt.

Expertise

At 1st level, you may choose any two skills that you are proficient in, or your thieves' tools and one skill. Your proficiency bonus for the selected items are doubled.

At 6th level, you may choose two more skills, or your thieves' tools and one skill, to double your proficiency bonus for those skills.

Shadow Step

At level 2, you have learned to walk in and out of shadows. While you are in an area of dim light or darkness, you may use your bonus action or reaction to teleport into another area of dim light or darkness within 60 ft.

After you have used this feature a number of times equal to double your proficiency bonus, you must finish a short or long rest to regain all expended uses.

Kage
Level Proficiency Bonus Features Sneak Attack Damage
1st +2 Reaper’s Dojigiri, Sneak Attack, Thieves Cant, Cloak of Midnight, Expertise 1d6
2nd +2 Shadow Step, Acute Deceit 1d6
3rd +2 Life and Death, Dark Path 2d6
4 +2 Ability Score Improvement, Expertise 2d6
5 +3 Slay, Swift Reaction 3d6
6 +3 Ability Score Improvement 3d6
7 +3 Evasion, Dark Path feature 4d6
8 +3 Ability Score Improvement, Advanced Shadowstep 4d6
9 +4 Life and Death 2 5d6
10 +4 Ability Score Improvement, Reaper's Muramasa, Cloak Archetype 5d6
11 +4 Reliable Talent 6d6
12 +4 Ability Score Improvement, Life and Death 3 6d6
13 +5 Dark Path feature 7d6
14 +5 Shadow Body 7d6
15 +5 Shadow Speed 8d6
16 +5 Ability Score Improvement 8d6
17 +6 Dark Path feature 9d6
18 +6 Absolute Shadow Step, True Death 9d6
19 +6 Ability Score Improvement 10d6
20th +6 Reaper's Masamune 10d6

Acute Deceit

At level 2, you've gotten deceit down to a formula. When making a deception check, you may choose to make it with your Wisdom modifier instead of your Charisma modifier.

Life and Death

At level 3, you have sacrificed durability for attack power. Your constitution score is permanently reduced by 1, but you gain +1 to all attack and damage rolls.

Dark Path

At level 3, you choose an archetype to focus your skills as a master of the shadows. At level 3, choose Path of the Ken Sai, Path of the Shikaku, or Path of the Kesshin. These paths grant you features at level 3, as well as levels 7, 13, and 17.

Ability Score Increase

When you reach 4th level, and again at 6th, 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature.

Slay

At level 5, when you attack a surprised creature and the attack hits, that attack is an automatic critical.

Swift Reaction

At level 5, your base movement speed is increased by 10 and you have advantage on initiative rolls. Also, on your first turn during combat, you have advantage on attack rolls and deal +4 damage with your Reaper's Dojigiri against creatures that have not yet made an action.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Advanced Shadow Step

At level 8, your Shadow Step improves. When you use Shadow Step, You can now teleport to a dark area, area with dim light, or something that casts a shadow, even if you are not in shadow. You can use this feature an unlimited amount of times.

Life and Death 2

At level 9, you have further increased your attack power, in exchange for durability. Reduce your Constitution score by another 1, and add an extra +1 to all attack and damage rolls.

Reaper’s Muramasa

At level 10, your Reaper’s Dojigiri has evolved into a more powerful blade: the Reaper’s Muramasa. This weapon retains all of the features of the Reaper’s Dojigiri, except its damage is increased to 1d12 slashing damage, it gets a critical on a roll of 19-20, and it gains the reach.

Reliable Talent

At level 11, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Life and Death 3

At level 12, your ability to attack in exchange for weakened defenses increases further. Add another +1 to attack rolls and +1 to damage rolls, but decrease your Constitution score by another 1.

Shadow Body

At level 14, your body has further merged with the shadows, making it so you don’t experience the frailty of old age, and you can’t be aged magically. In addition, you no longer need food or water. You do not age, and you can’t be aged magically

Shadow Speed

At level 15, you have become even more merged with shadows which make you harder to hit. Your AC increases by +2. You can only gain this benefit when you are wearing light or no armor, and you are not incapacitated.

Absolute Shadow Step

At level 18, you have mastered the art of the Shadow Step. The range you can Shadow Step is increased to 90 ft. You no longer need to teleport into dim light or darkness.

True Death

At level 18, your ability to disregard defense in exchange for offense has capped. You gain +2 to all attack and damage rolls, but your constitution score is permanently decreased by 1.

Reaper's Masamune

At level 20, your Reaper’s Weapons has evolved into its final form. This weapon retains all of the features of the Reaper's Muramasa, but its damage is increased to 2d8 slashing. When you this weapon is on you, you gain +4 to your Dexterity score and the maximum for your Dexterity score is increased by the same amount. You get a critical on a roll of 18-20. Now you can summon this weapon into your hand at any time as a bonus action.

Dark Paths

Path of the KenSai

Choosing this path means devoting yourself entirely to the sword. Your goal is to become a more skilled user of the blade, by any means necessary. You focus almost entirely on improving your skills in duels and fighting multiple opponents.

Sonic Slash

At level 3, your attacks with your blade have become so fast, it almost becomes hard to see them, making them nearly impossible to dodge. When you make an attack with your Reaper’s Blade as an action, you gain +2 to your attack and damage rolls, provided your dexterity score is higher than your target’s.

Unholy Avoidance

At level 3, you have mastered avoiding your opponent’s attacks in battle while you aren’t weighed down. When you are attacked by an opponent you can see, and you aren’t surprised, you are wearing your Cloak of Midnight you gain an unarmoured AC of 10 + your Dexterity modifier + your Wisdom modifier.

Extra Attack

At level 7, you may attack twice, instead of once, when you take the attack action on your turn.

Crescent Blade

At level 13, you have learned a sword technique that strikes in a large area in front of you. As an action, you may choose to make an attack against every creature in front of you within 10 ft. This attack deals normal damage, and you must make a separate attack roll against each creature.

The Occult

At level 17, you have learned the greatest sword technique you can master - The Occult. As an action, you may perform the Occult. You make 7 separate attack rolls against the target. Each attack must be performed consecutively, and if you kill your target while using this feature, your turn ends. You hit a critical on a roll of 17-20, and you may add an additional damage dice to your critical rolls. You have 2 uses for this feature, and you must finish a long rest to regain all expended uses.

Path of the Shikaku

By taking this path, you are choosing the path of the shadows, the path of assassination, and the path of death. By choosing to go this way, you are likely condemning yourself to a path of darkness and bloodshed.

Shadow Execution

At level 3, you have learned to slay an enemy using the powers of the shadows themselves. When you are in darkness or dim light and you hit a creature with an attack roll, you deal bonus damage equal to 1d6 necrotic damage. This increases to 2d6 necrotic damage at level 11.

Swiftness

At level 3, you've learned to be fast to avoid prolonged conflicts. Increase your movement speed by 15 feet while you aren't wearing medium or heavy armor. Additionally, you can take the disengage, dash, and hide actions as bonus actions.

Into the Darkness

At level 7, you've mastered the ability to hit and retreat without being seen. If you kill an enemy during the first round of combat, you may immediately move up to your movement speed without activating opportunity attacks. Additionally, if you end your turn in darkness, you can immediately attempt to hide. If this is not within the first turn of combat, you make your hide attempt with disadvantage.

Invoke Shadows

At level 13, you have learned to manifest shadows into a visible form. As a bonus action, you can cast the spell Darkness, dispelling any light created by a spell 5th level or lower. You also gain the ability to see in magical darkness as if it were dim light. You may use this feature a number of times equal to 2 + your Wisdom modifier, minimum of 3 uses. After you have finished a long rest, you regain all expended uses of this feature.

Lethality

At level 17, you have become the perfect assassin. When you hit a creature with an attack while you or the target is in dim light or darkness, or the target is surprised, poisoned or charmed, or you have another ally within 5 feet of the target who is not incapacitated, you may force the creature to make a Constitution saving throw with a DC of 8 + your Dexterity modifier + your proficiency modifier. If the target fails this saving throw, the damage of the attack is multiplied by 2.

Path of the Kesshin

By choosing this path, you are going down the path of the defender and the path of resilience. You must be able to dodge or take almost any attacks, as well as know healing techniques to stay alive.

Shadow’s Safeguard

At level 3, you’re able to take more punishment than usual. When you gain the features Life and Death, Life and Death 2, Life and Death 3, and True Death, you don’t lose any points to your Constitution Score

Vanguard of Death

At level 3, you’re experienced with using the shadows to protect yourself and your allies. As a reaction, you may impose disadvantage on an attack roll against you or any ally within 10 feet of you. You must be wielding your Reaper’s Dojigiri to use this feature

Shadow’s Protection

At level 7, you have the blessing of the shadows to avoid danger. When you are not wearing medium or heavy armor blinded, deafened, or incapacitated, you gain advantage on all Dexterity and Constitution saving throws.

Reap

At level 13, you can use your blade to absorb the essence of other creatures and restore your own health. When you attack a creature with your Reaper’s Muramasa, after the attack roll but before the damage roll, you may choose to regain hit points equal to half the damage dealt from the attack. You have 3 uses of this feature. After you have finished a long rest, you regain all expended uses.

Grim Resolve

At level 17, you have learned to always maintain your skill, even in the direst of circumstances. When you are below 50% of your maximum hit points, you gain a +3 bonus to your AC and saving throws, and a +5 bonus to your attack and damage rolls.

Malefactor

“Fate… destiny… luck… these are philosophical concepts that many know, but few are able to truly explain or prove. If destiny is predetermined, inevitable and unchangeable, is there any hope for we mortals to set our own paths? What of those that seem to be damned by fate, always at the mercy of a higher power? Is there any hope for us at all? It is rumored that some mortals can choose their own fate by selecting the correct paths as they walk through life. Others think that all of life’s events are predestined. There are rumors of those who understand fate’s cruel whims can free themselves and no longer be slaves to that harsh mistress. I can tell you those rumors are true… I have lived through perils that would kill even the most steeled warriors. I have slain many a fool that thought to prey upon me. I have danced with fate itself, and taken the lead.

What was once my misery is now my salvation, and your damnation. I am an accursed, a doomgiver — I am a malefactor.”

Some children begin life cruelly afflicted. Soon after birth, they and their families are beset by random misfortune, injury, and loss.

Frequently they are abandoned by their communities for being born under an inauspicious sign, or sacrificed to allay curses seemingly brought down by dark gods. In reality, the birth of these unfortunates was attended by intangible chaos-spirits known as Yla (EE-la). While the Yla are not inherently evil, they are prone to destruction, and ignorant of the pain and misfortune that they cause those whom they bond with. Sages do not know what causes the Yla to seek out an individual, but as of yet, no known spell or prayer can separate them from their chosen. Many afflicted by these spirits live lives of sorrowful destitution, sometimes taking their own lives in misery.

A choice few however, realize that while their affliction cannot be suppressed, it can be commanded. Whether through study or epiphany, these few learn to channel and command the devious spirits that surround them, turning their hardship into a powerful weapon. These few are known as malefactors.

In order to preserve their own lives, they willingly bring misfortune and woe to those around them.

They are dangerous to their allies and even more so to their adversaries. A malefactor that has mastered the ability to transfer his own ill fate to others is truly a dangerous opponent.

Role: Malefactors are potent, if haphazard, forces on the battlefield. While malefactors are not the most practiced warriors, their ability to efficiently attenuate the skill, power, and luck of their foes can turn almost any tide. If they can avoid hampering their allies, they can bring a battle to a quick and successful end.

While not inherently evil, good alignments find it problematic to willingly harm allies. The gifts of the Yla are a double-edged sword.

Adventurers: The life of a malefactor tends to be that of a drifter. Once too many coincidences and ill omens are connected to their presence, they move on (usually with great haste). By their intrinsic natures, adventure seems to find them.

Alignment: While malefactors have more pull on the strings of fate than most, they are also, ironically, more tightly bound than most others. As this is not a path that one gets to choose, it isn’t surprising that their alignments run the gamut between law and chaos, and good and evil.

Religion: Most malefactors feel they have overcome fate itself and wonder what good the gods could do for them. They find no need for them in their lives, as their destiny is their own to steer.

While some become aware of the Yla spirits that surround them, some are ignorant as to precisely how their ability to cause misfortune functions at all. Since many malefactors were persecuted in their youth by misguided zealots, they are frequently distrustful of priests and shamans.

Class Features

As a Malefactor, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light and Medium Armor
  • Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
  • Tools: None

  • Saving Throws: Wisdom and Charisma
  • Skills: Choose any three from Acrobatics, Arcana, Athletics, Deception, Insight, Intimidation, Perception, Persuasion, Sleight of Hand, Stealth and Survival.

Equipment

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

  • (a) a rapier, (b) a longsword, or (c) any simple weapon
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • Leather armor and a dagger

Aura of Misfortune

At 1st level, all creatures coming within 10 ft. of you suffer a -1d4 penalty on all saving throws.

This ability functions only while you are conscious, not if you are unconscious or dead.

You also suffer this effect, but as long as you have one strife point, the penalty is negated for yourself.

Malefactor
Level Proficiency Bonus Bonus Strife Maledictions Known Features
1st +2 2 1 Aura of Misfortune, Maledictions
2nd +2 2 1 Harrowing Strike, Strife Surge
3rd +2 2 2 Luck of the Damned, Accursed Archetype
4th +2 3 2 Cursebreaker, Ability Score Improvement
5th +3 3 3 Harrowing Strike (damage rolls)
6th +3 3 3 Cursebound
7th +3 4 4 Archetype Feature
8th +3 4 4 Harrowing Strike (bypass concealment), Ability Score Improvement
9th +4 4 5 Curse Sense
10th +4 5 5 Discord, Archetype Feature
11th +4 5 6 Harrowing Strike (1d8 necrotic)
12th +4 5 6 Ability Score Improvement
13th +5 6 7 Dire Displacement
14th +5 6 7 Harrowing Strike (second strike)
15th +5 6 8 Reject Defeat, Archetype Feature
16th +5 7 8 Ability Score Improvement
17th +6 7 9 Harrowing Strike (advantage)
18th +6 7 9 Great Discord, Archetype Feature
19th +6 8 10 Ability Score Improvement
20th +6 8 10 Ruinous Ascension, Harrowing Strike (2d8 bleed)

Strife Pool

At 1st level, Yla spirits provide you with a supply of supernatural chaotic energy called strife, which you can use to twist luck in a variety of ways. You gain a number of strife points based on your level. You regain any expended points when you finish a short rest.

As long as you have at least one strife point, you are immune to the effects of your own Aura of Misfortune.

Maledictions

Your most potent power lies with the ability to place your own misfortune upon others. These powers are called maledictions and are powered by your strife points.

At 1st level, you gain one malediction of their choice. You learn additional maledictions as you level when noted.

You cannot select an individual malediction more than once. Any malediction that mimics a spell uses your level as your effective caster level.

Unless otherwise noted, using a malediction is an action that does not provoke an opportunity attack. The save to resist a malediction = 8 + your proficiency bonus + your Wisdom modifier. At first level, maledictions have a range of 20 ft. This range increases to 40 ft. at 9th level and to 60 ft. at 15th level. The duration for these abilities is equal to your Wisdom modifier (minimum of 1 round), unless specified otherwise.

Harrowing Strike

As an Attack action, you can spend one of your strife points to make a special attack called a Harrowing Strike. This melee attack has special effects usable only against targets currently suffering from a curse effect (curse spell, item, hex, or malediction).

At 2nd level, when you make a Harrowing Strike you may add your Wisdom bonus as a bonus to attack rolls.

At 5th level, you can add your Wisdom bonus to damage rolls.

At 8th level, you ignore cover bonuses with your Harrowing Strike.

At 11th level, your Harrowing Strike deals +1d8 extra necrotic damage, as a semi-tangible Yla spirit claws and tears at the target.

At 14th level, you may make a second Harrowing Strike as a bonus action, against any eligible target.

At 17th level, your Harrowing Strike are made with advantage.

At 20th level, your Harrowing Strike deals an extra +2d8 necrotic damage.

Strife Surge

Whenever a creature within your Aura of Misfortune rolls a “natural 1” on a saving throw, skill check or attack roll, your Yla spirits become energized. You gain one strife point, up to your normal maximum.

Luck of the Damned

Your experience avoiding the caustic whims of the Yla enable you to subtly step between the jagged tendrils of misfortune. You gain proficiency with Dexterity saves. If you already have proficiency with Dexterity saves, you gain a bonus equal to half your proficiency bonus instead.

Cursebreaker

You can break curses by drawing them into yourself. At will, you can target a creature with remove curse, using your malefactor level as your caster level. You must then attempt a save against the curse’s effects with advantage (at the original DC) each time you use this ability, suffering the effects yourself if the save is failed.

Cursebound

You may now choose to become immune to cursed items and can use the items without suffering any ill effects.

You can use any beneficial properties the item possesses, but are not hindered by the item’s detrimental properties. Once the item is no longer in you possession, it reverts back to its normal, cursed state. You are never hindered in any way by a cursed item, and can always remove them from your possession if you desire to do so.

Example: You pick up a helm of opposite alignment. It functions as a standard helm for you, with no hindrance to your alignment. If that item is then given to another person, it then takes full effect.

Additionally, as long as you have at least one point of strife, you gain advantage on any save against any type of curse attempted against you, such as a bestow curse spell or from an item.

Curse Sense

At 9th level, you gain a precise awareness of the subtle auras given off by a cursed object or creature. You also automatically detect cursed creatures and objects within 30 ft. In addition, you can automatically determine if a magical item is cursed by sight, without the need for a spell or skill check.

Discord

At 10th level, creatures that team up to attack you find that they impede each other more than they help. If more than one opponent threatens you, they all suffer disadvantage on attack rolls made against you.

Dire Displacement

As a bonus action, you may spend a point of strife to gain displacement, causing all attacks against you to suffer disadvantage for one round and allowing you to make Stealth checks even when observed, as the Yla spirits shroud your whereabouts.

Reject Defeat

With this ability, you may spend a point of strife whenever you roll a “natural 1” on a saving throw in order to immediately attempt a new saving throw. This ability does not let you use your Strife Surge class feature.

Great Discord

Creatures near you become even more inept.

All creatures within your Aura of Misfortune automatically suffer disadvantage when attacking or making saving throws.

Ruinous Ascension

At 20th level, you undergo a perfect apotheosis of misfortune. You are permanently immune to any spell or effect with the curse descriptor.

Any creature attempting to affect you with a curse effect must also make a save against their own curse, as it targets them instead.

Maledictions

Aged Bones

The target of this malediction suddenly feels all the weight of their life and age in one moment. Their limbs become heavy, and their energy is sapped. The target must make a Constitution save or suffer one level of exhaustion.

You may spend one point of strife to give the target an additional point of exhaustion.

Apt Curse

The target of this malediction must make a Wisdom save or suffer a 50% chance of taking no action for one round. Otherwise, the target may act normally.

You can spend 2 points of strife to increase the duration to 1 minute.

Bad Footing

The target of this malediction finds themselves awkwardly off-balance. They must make a Dexterity save or all attacks against them gain advantage until the start of your next turn.

Bane

Up to three creatures of your choice that you can see within 30 ft. must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. This effect lasts until the target can make a successful Charisma save at the beginning of their turn.

You can affect an additional target for each additional strife point spent.

Beloved of the Yla

This malediction causes the Yla spirits to gather around you and shield you from blows.

You may add your Charisma bonus to your AC for a number of minutes equal to your Wisdom modifier (minimum 1).

An additional point of strife spent increases the duration to a number of hours instead of minutes.

Bleeder

The target of this malediction becomes highly susceptible to blood loss. The target must make a Constitution save or all attacks that damage the creature for the duration of this effect also deal 1d4 extra damage.

An additional point of strife spent increases the duration to one minute.

Clouded Eyes

The target of this malediction is suddenly affected by dirt or debris in their eyes, causing them to become blinded. The target must make a Constitution save or become blinded for 1 minute.

An additional point of strife spent also deals 1d4 points of damage if the target fails to save.

Crossed Paths

You may target a creature with this malediction as a bonus action whenever you pass through the creature’s threatened area. If the target fails a Wisdom save, opponents gain advantage on attack rolls against until the target until the end of that creature’s next turn.

An additional point of strife spent increases the duration of the effect to the end of your next turn.

Curse of Ineptitude

The target of this malediction must make a Wisdom save or become stunned for a round as they fumble around with their words and actions until they can make a successful Wisdom save, ending the effect. The saving throw is made at the beginning of the target’s turn as a free action.

You can expend a strife point to increase the DC by +2.

Curse of Biting Blades

The target of this malediction finds his movements buffeted by unseen forces, and even glancing blows dig deeply. If the target fails a Constitution save, all attacks against the target deal +1d6 damage for a number of rounds equal to the malefactor’s Wisdom bonus (minimum 1).

You can expend an additional point of strife to increase the duration to a number of minutes.

Curse Weapon

With this malediction, you may suppress the enhancement of, or even curse a weapon.

Targets are entitled to a Charisma save to resist the effect. If the target fails its save, a magic weapon they are wielding temporarily loses its magical effects (enhancement bonus and special properties). If it is non-magical (or struck with this power again), it becomes cursed, causing its wielder disadvantage on all attack rolls for the duration.

Deflect Weapon

As a reaction, when you are struck by an enemy wielding a manufactured melee weapon, you may use this malediction to lessen its effectiveness, as Yla spirits cling to the weapon’s striking surface and cushion its blows. You gain resistance to bludgeoning, piercing, and slashing damage against that attack.

An additional point of strife spent increases the duration of the resistance to the beginning of your next turn.

Deafening Din

A loud noise such as a weapon strike leaves the target’s hearing damaged, suffering the deafened condition (a –4 penalty on initiative checks, automatically fails Perception checks based on sound, a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components) for a number of minutes equal to your Wisdom modifier.

An additional point of strife spent increases the duration of the deafness to a number of hours.

Dolt’s Grace

The target of this malediction must make a Wisdom save or suffer disadvantage on all physical skill checks for a number of minutes equal to your Wisdom bonus (minimum 1).

You may expend an additional point of strife to increase the save DC by +2.

Eye of the Storm

This malediction reduces the effectiveness of damaging area effect spells and effects, such as breath weapons. For the duration of this malediction, the target must make a Wisdom save each time he uses an area effect ability (spell, breath weapon, etc.) that causes hit point damage, or all targets automatically suffer half damage and no damage if they make their successful saving throw against the effect.

You can spend a point of strife to also reduce the damage dice inflicted by 1 die size.

Feast of Fate

The target of this malediction must make a Wisdom save, or be unable to benefit from natural or magical healing for a number of rounds equal to your Wisdom bonus (minimum 1) and you gain 5 temporary hit points for each of their healing attempts that fail.

You can spend one point of strife to double the duration.

Feast of Flame

The target of this malediction is plagued by fire. Any fire source near them seeks them out and they burn as easily as witches on a pyre.

The target must make a Wisdom save or gain weakness to fire (suffering 50% more damage from fire sources) and if they are within 30 ft.

of a fire source, they must make Dexterity saves each round to avoid catching fire as embers float on the wind, seeking them out.

You may spend a point of strife to increase the DC by +2 and the duration to 24 hours.

Foolschant

This cacophonous, nonsensical malediction takes the form of an emanation from you, permeating the extent of its range. Until the end of your next turn, all spellcasters within this emanation must make an Intelligence save or lose concentration and be unable to cast spells until they can make a successful Intelligence save.

Fray

This subtle malediction breaks down and destroys fibrous materials like cloth, ropes, webs, and vines. Attended objects and magical effects are entitled to a wielder’s Charisma save to resist the effect.

Otherwise, the targeted object (or 5 ft. square of fibrous material) takes 5 points of damage per round, bypassing DR, for the duration of the effect, as Yla spirits pick it apart.

At the cost of one point of strife, your destructive energy can be expended in a single round, in the form of an attempt to burst, shred, or break the obstruction. This works similarly to the area effect function of a shatter spell (centered anywhere within the malediction’s range), only targeting fibrous materials.

Graven Step

Choose 1d6 squares within 60 ft. These squares become difficult terrain.

You can expend an additional point of strife to gain an additional 1d6 squares of effect.

Heart Grip

The target of this malediction is plagued with an internal injury, such as a small heart attack or palpitation, minor brain aneurism or other traumatic mishap. The target must make a Constitution save or suffer damage equal to 1d6 + your Wisdom bonus.

For each additional point of strife consumed (up to your Wisdom modifier), you may increase the base damage by +1d6.

Hesitation

The target of this malediction must make a Wisdom save or suffer a -5 penalty to his initiative, immediately lowering his position in the initiative count. If the target has already acted in the round this takes place, he does not act again until the next round. Depending on the initiative count, this may have no effect upon the initiative order.

You may spend one point of strife to increase this penalty to -10.

Ill-Fated

You can expend a point of strife as an action and gain a number of d6s equal to your Charisma bonus (minimum of 1). You may place them on any number of targets’ actions that you predetermine (attacks, saves, skills, etc.) as a luck penalty. The target(s) must take the specified action in order to suffer the penalty, and no more than a single die can apply to the action each time. Multiple ill-fate dice can affect a target’s actions for several rounds however.

Each additional point of strife spent gains an additional d6 for this ability.

Itembreaker

An object you target suffers from an unforeseen internal fracture. The wielder of the object must make a Wisdom save or the object suffers 2d6 damage. Unattended objects do not gain a saving throw unless magical.

For each additional point of strife consumed (up to your Wisdom modifier), you may increase the base damage by +1d6.

Last Call

Targets of this malediction that are stable and at 0 hit points lose their battle with mortality and begin to die. The target must make a Constitution save or begin dying (making death saves as normal). Note that this ability only works on creatures at 0 hit points.

At the cost of 1 point of strife, the target also gains 1 failed death save.

Leadened Limbs

The target of this malediction must make a Constitution save or be unable to take any reactions or bonus actions for the duration of this ability.

By expending an additional point of strife, the target’s movement is also halved.

Lightning Rod

Upon invoking this malediction, you becomes supernaturally attractive to spells and effects that deal electricity damage. For the duration of the effect, any creature that attempts to use an electrical attack that takes the form of a line or bolt (including lightning bolt, call lightning, the breath weapon of a blue dragon, and other, similar effects) must make a Wisdom save, or choose to place you within the area of effect, if possible. You are treated as having resistance versus the effects for the duration of this malediction, and if you makes a successful saving throw, the effect terminates at your square, regardless of its normal range dealing no damage.

By spending an additional point of strife, you become immune to electrical attacks.

Oafstep

You cause a single foe to suddenly lose his footing. Choose a target. They are knocked prone unless they make a successful Dexterity save.

You may expend one point of strife to increase the DC by +2.

Paper Flesh

The target must make a Constitution save or become more susceptible to critical hits. All attacks deal critical hits on one number less (20 becomes 19, etc.) against the target for 1 minute.

Paralyzing Fear

The target of this malediction finds that all of their fears are magnified tenfold. Even the slightest sensation of fear becomes crippling.

The target must make a Wisdom save or become frightened of you for 1 minute.

Squirming Grip

Choose an object held by a target within 60 ft.

You attempt to disarm the target from a distance. The DC to resist is equal to 8 + your proficiency bonus + Wisdom bonus.

If within 30 ft., you can spend a strife point to cause the object to fly to your hand (if you have a free hand).

Steal Victory

You can stifle the luck of an opponent. As a reaction, whenever a target within 30 ft. rolls an attack roll, you may force the target to suffer disadvantage unless they can make a successful Wisdom save.

You can spend one point of strife to increase the DC by +2.

Taboo

With an imperious warning, you can decree a single creature within the range of this malediction to be taboo. Creatures that attempt to make a melee attack against, touch, or pass through the square occupied by a taboo crea-ture must make a Wisdom save or become stunned until the end of their turn. You can also make a Large or smaller unattended object taboo (malefactors frequently use this malediction to cut off escape routes). Once a creature successfully saves against the taboo, he cannot be affected by it again for 24 hours (though they can fail against it multiple times until saving). You can only have one taboo active at a given time.

Tanglefoot

The target of this malediction finds themselves caught up or otherwise tangled up in debris, causing them to be entangled momentarily.

The target must make a Strength save or Dexterity (Acrobatics) check with a DC of 15 to remove the entangled condition.

You may expend 1 point of strife to increase the DC by +2.

Ungainly Lunge

The target of this malediction must make a Will save or lose 10 ft. of their movement and be unable to take bonus actions until their next turn.

Unwilling Bodyguard

A creature within range of your Aura of Misfortune may be targeted with this malediction and must make a Wisdom save or become irresistibly attractive to ranged attacks. While this malediction is in effect, any ranged attacks that target you suffers disadvantage. If they miss, they instead attack the unwilling bodyguard using the better die on the attack. You can only have one creature under the effects of unwilling bodyguard at a time.

Vile Sickness

The target of this malediction is suddenly affected by illness causing fever, dizziness and vomiting. The target must make a Constitution save or gain the poisoned condition for 1 round.

Malefactor Archetypes

Curse-Eater

A Curse-Eater draws forth foul magics and consumes them as others would eat honeyed bread. She fears no curse and gains strength from the destruction of curses and dark magic.

Devour Curse

At 3rd level, as part of a full-round action when you successfully use the Cursebreaker ability, you gain a +1 bonus to attack rolls and temporary hit points equal to the caster level of the broken curse. These abilities last for one hour or until the temporary hit points are depleted.

Transfer Curse

At 7th level, instead of devouring a curse, as a standard action you can instead spit it forth to a new target within 30 feet. The new target is allowed a saving throw at the original curse DC to avoid the effects.

Cursed Resilience

At 10th level, when you successfully use the Cursebreaker ability you temporarily gain advantage on all saves against spells. This ability lasts for a number of rounds equal to your Constitution bonus.

Improved Devour Curse

At 15th level, your Devour Curse ability grants you a +2 bonus to attack rolls and twice the spell’s level in temporary hit points.

Curse Destruction

At 18th level, curse effects within 30 ft. of the curse eater that are not created by her are automatically subjected to her Cursebreaker class feature.

Doom Herald

The Doom Herald spells out the doom of others and it becomes truth. They are grand proselytizers who foretell the coming of great events and tragedies. Their words leave the listener more susceptible to ill fate.

Doomspeaker

At 3rd level, you gain the tongues ability. In addition, you add half your proficiency bonus to all Persuasion and Intimidate checks.

Utterance of Damnation

At 3rd level, you can speak of doom and your enemies will become hopeless and more susceptible to curses. As an action, you speak words of conviction and all enemies within 60 ft. who are capable of hearing (and comprehending) your speech must make Wisdom saves equal to 8 + 1/2 your level + your Charisma modifier or be forced to suffer disadvantage for all saving throws related to curses or hexes.

Impending Doom

At 7th level, your words carry powerful portents of doom. You gain proficiency in the Charisma (Intimidate) skill. If you are already proficient, you gain expertise instead.

Divine Will

At 10th level, your conviction is greater than most, and you shrugs off mental attacks with ease. You add a bonus equal to your proficiency bonus to all Wisdom saving throws.

Sow Fear

At 15th level, as an action, you can cause fear in your enemies. To be affected, an enemy must be able to hear your voice and be within 30 feet. Each enemy within range receives a Wisdom save (DC 8 + 1/2 your proficiency bonus + your Charisma modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target gains the frightened condition.

Taste of Fear

At 18th level, you add your Charisma bonus on attacks and damage against any creature with the frightened condition.

Kismet

The Kismet are pleasant folk that attempt to twist away the misfortune of others and bend it to provide benefits to those deserving around them.

Karmic Blessing

At 3rd level, you may choose any ally within 30 ft. As a reaction, you may grant them a luck bonus equal to your Charisma modifier for a single roll. You may use this ability a number of times each day equal to your Charisma modifier (minimum 1). You regain all uses after a long rest.

Kismet’s Ward

At 7th level, as a reaction, the kismet can grant a creature advantage on any saving throw against an effect they are attempting to save against. The target creature also gains a bonus equal to the kismet’s Charisma bonus on the save. You may use this ability a number of times each day equal to your Charisma modifier (minimum 1). You regain all uses after a long rest.

Fortuitous Action

At 10th level, as a reaction, you can grant a creature advantage on any skill check. The target creature also gains a bonus equal to your Charisma bonus on the attempt. You may use this ability a number of times each day equal to your Charisma modifier (minimum 1).

You regain all uses after a long rest.

Hand of Fate

At 15th level, as a reaction, you can grant a creature advantage on any attack roll. The target creature also gains a bonus equal to your Charisma bonus on the attack. You may use this ability a number of times each day equal to your Charisma modifier (minimum 1).

You regain all uses after a long rest.

Perfect Opening

At 18th level, as a reaction, you can cause any one target to provoke an opportunity attack after its next attack. You may use this ability only once per long rest.

Moirae

The Moirae are those Malefactors that understand destiny to such a degree that they can weave the unescapable tapestry of fate around them and cut short the threads of others. The ancients knew them as the Fates.

Weave Threads of Fate

At 3rd level, you gain the ability to glimpse into the future to see what fate has in store for them and weave those threads to their own benefit.

At the beginning of your turn, you may, as a bonus action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Verum Fatis

At 7th level, you speak prophetic words and your visions become truth. As an action, you may speak of an action by an ally. The ally is then fated to succeed at this task. When the ally targeted attempts this single action (skill check, attack roll, etc.) as defined by you, they are treated as if they rolled a 20 on the roll.

Using this ability on an attack roll does not produce a critical hit.

You can perform this ability a number of times per day equal to your Wisdom modifier (minimum of 1). You can only affect a single target with this ability once per 24 hour period.

Shear the Threads of Fate

At 10th level, you grow in their powers of fateweaving and can affect the fates of those around you. This ability functions as Verum Fatis, but allows you to change the results of an action of any creature within 30 ft. to that of a “natural 1” on a failed Charisma save. This ability cannot affect a single target more than once in a 24 hour period.

Weal or Woe

At 15th level, as an action, you may gaze upon the tapestry of fate to determine if a particular action will result in benefit or hazard. The player asks a question and the GM must answer weal or woe. You may use this ability a number of times per day equal to your Wisdom modifier, and this ability is renewed after a long rest.

Divergent Fate

At 18th level, when a purely random roll (critical hit/fumble chart, rod of wonder, confusion, prismatic effect etc.) or card (deck of many things, critical/fumble card, plot card etc.) is drawn in relation to yourself, you roll twice or draws two cards, and select the roll or card of your choice to actually affects you.

Reaver

Reavers are those malefactors that specialize in crippling their opponents with their dangerous powers and then quickly eliminating them in their weakened states.

They are a scourge to all of mankind, seeking to bring only destruction and ruin.

Heavy Armor Proficiency

At 3rd level, you are fully capable of donning heavy armor and going face to face with the toughest of opponents. You gain proficiency with heavy armor.

Cursed Blade

At 3rd level, whenever you use a melee weapon against a cursed opponent, they take +1d6 points of bonus damage. Each time you can choose an additional malediction, you can instead elect to add an additional +1d6 of damage to your Cursed Blade attacks.

Calamitous Strike

At 7th level, whenever you score a critical hit you may enact a malediction as a reaction.

Bloody Intent

At 10th level, you may perform maledictions as a bonus action. However, in order to perform this, you must strike a target with a melee attack.

Reaving Strike

At 15th level, your attacks deal critical hits on 19 and 20 against cursed foes.

The Cruelest Cut

At 18th level, the reaver increases his Cursed Blade damage from d6s to d8s.

Myrmidon

A man in heavy plate launches from the thin branch on which he was perched. A leather-clad dwarf below him dodges the first strike, but the knight follows through gracefully and brings a second strike down with remarkable speed. Off balance, the dwarf desperately attempts to parry the overhead blow with his buckler, but the staggering force of the blow pushes him to his knees and into the soft earth. The sound of bones shattering crackles through the forest, and the latest of many guild assassins sent to end the vigilante passes out.

A tall elf strides forward calmly as a horde of skeletons charges down the tunnel toward her. The first skeleton swings wildly, but the elf dodges easily, flowing past the dilapidated saber. Her polished cuirass glimmers in the torchlight as she thrusts her hand above her head. The skeletons are suddenly pulled into the air, slamming against the low vaulted ceiling. She pulls her hand down, and the skeletons burst against the stone floor. The clattering of rusty swords echoes through the catacombs.

The warlord and his entourage march up the narrow mountain path. Across the cliffside trail stand two sentries in thick bronze armor. Each has an unadorned zweihänder resting on a pauldron. The warlord takes a step in front of his flanking bodyguards, points at the bronze sentries, and demands, "Stand aside! I have taken this region and I intend to taste of all its fruits!" Motionless, one sentry speaks, "The wellspring is off-limits. Another step forward and your life is forfeit." Frowning, the warlord steps back and motions to his troops, who lower shields and spears into a phalanx. The phalanx begins to advance. The sentry who had spoken raises his sword to the sky while adopting a wide stance. He traces a spiral in the air with tip of his sword and then lowers it, pointing not at the advancing phalanx but to a space beside the trail. A dark speck appears in the air, surrounded by a shimmering distortion like a mirage. The phalanx is pulled off their feet and towards the speck. Their bodies collide and squeeze around the dark speck with a cacophony of folding steel, snapping bones, and shouts of pain. The warlord has grabbed a root and is holding on with both hands while his legs flail uselessly, like a flag in a gale. The second sentry launches into an arc, severing both the warlord’s hands with a single blow. With a gasp, he is pulled away and smashes into the sphere of metal and viscera that was once his most elite fighting force. The first sentry re-shoulders his sword and the ball of trespassers falls into the valley far below. The second sentry pulls her sword from the ground and tosses the two severed hands over the cliff's edge. Taking up her position again she asks, “Who was that?” The first sentry merely shrugs.

The Myrmidon is a martial class that augments traditional combat techniques by manipulating gravity through a specialized type of magic. Myrmidons train body and mind to fight with vigor and elegance, while relying on disciplines to control the battlefield and keep themselves highly mobile even in heavy armor.

Of Ants and Warriors

Myrmidon translates to "ant people" from the ancient tongue in which the name originates. The unusual moniker likely came from a poetic observation of the traditional heavy bronze armor of most Myrmidon enclaves, or perhaps the mythic feats of strength performed by early Myrmidons. One account attributes the name to lines of pupils carrying heavy burdens moving around a Myrmidon school - a common sight in enclaves even today. In any case, the name masks the speed and agility of these warriors. Likewise, the mild bite of an ant is hardly comparable to the fury of a strike from a committed Myrmidon. These warriors tend to refer to themselves as "disciples" or, more often, as "guardians" because enclaves are almost always found on or near a site of importance.

Enigmatic and Resolute

Their training is strict and ascetic, with masters often using seemingly-unrelated tasks or nonsense riddles to train their pupils in non-linear thinking so they can untangle the knots of the natural laws in unnatural ways. However, the exact nature of the training, tenets, and the structure of the group is kept a mystery to outsiders. Even the most gregarious disciples quiet when asked about these things, and speculation is often a favorite topic of conversation in pubs near enclaves. New disciples are usually adopted from orphans or unwanted children left at the gates, and most enclaves rarely accept older neophytes. However cryptic they may be, no one denies the combat efficacy of a Myrmidon.

Creating a Myrmidon

When making your Myrmidon, one key question is why did you leave your enclave to go adventuring? Was your enclave dedicated to guarding an important site? Talk with your DM about an appropriate site. Are Myrmidons well known, exotic or even unique within your setting? How did you come to train at the enclave? If you were orphaned and adopted by the enclave, who were your parents and what happened to them? Even if you never knew your parents, they still existed and that affects who you are. Or perhaps your parents disowned you or you were otherwise forced to take refuge in the enclave. How did you convince the enclave to accept you? What did you do to require that refuge in the first place? Who were your teachers? Who were your friends? Did anyone leave the enclave with you? Are you still welcome there? If you are starting at 1st level and you have been at the enclave your entire life, why are you still 1st level? What is holding you back? If you are starting at higher levels, or you have not been training for particularly long, why are you advanced compared to your peers? Finally, consider the appearance of your disciplines and fighting style. Do your disciplines appear fluid and graceful as a martial artist practicing forms? Do they appear as an actor gesturing broadly on a stage, or perhaps simply as attacks and parries with your sword without making contact?

Quick Build

You can make a Myrmidon quickly by following these suggestions. First, Strength should be your highest ability score. Your next highest ability score should be Constitution, or Intelligence if plan to focus on disciplines. Next, choose the Folk Hero background.

Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose Myrmidon as one of your classes.

Ability Score Minimums. As a multiclass character, you must have Strength and Intelligence scores of at least 13 to take a level in this class, or take a level in another class if you are already a Myrmidon.

Proficiencies Gained. If Myrmidon isn't your initial class, here are the proficiencies you gain when you take your first level as an Myrmidon: All armor, simple weapons, martial weapons

Paint me like one of your WotC girls.

This class is still being formatted and edited for clarity and flavor, and obviously has no artwork yet, but should be fully-featured and balanced enough for full play-testing within 5e D&D (with the exception of the Skirmisher subclass recently added.) This link will be periodically updated as I update the class and will thus sometimes be exceptionally messy in formatting.\columnbreak

Class Features

As a Myrmidon, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: All armor
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Strength, Dexterity
  • Skills: Acrobatics, Athletics; plus choose one additional skill.

Equipment

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

  • (a) chain mail or (b) scale mail
  • (a) two martial weapons or (b) one martial weapon and five javelins
  • (a) dungeoneer's pack or (b) explorer's pack
The Myrmidon
Level Proficiency Bonus Features Focus Points
1st +2 Crushing Blow, Focus Pool 2
2nd +2 Lightness 4
3rd +2 Tier 1 Disciplines, Paradigm 6
4th +2 Ability Score Improvement 8
5th +3 Extra Attack 10
6th +3 Ability Score Improvement 12
7th +3 Tier 2 Disciplines, Combined Attack, Paradigm Feature 14
8th +3 Ability Score Improvement 16
9th +4 Improved Lightness 18
10th +4 Paradigm Feature 20
11th +4 Tier 3 Disciplines 22
12th +4 Ability Score Improvement 24
13th +5 Extreme Lightness 26
14th +5 Ability Score Improvement 28
15th +5 Tier 4 Disciplines, Paradigm Feature 30
16th +5 Ability Score Improvement 32
17th +6 Weightlessness 34
18th +6 Paradigm Feature 36
19th +6 Ability Score Improvement 38
20th +6 Cynosure 40

Focus Pool

Your training allows you to harness and shape the force of gravity through tremendous mental focus. Your ability to maintain this effort is represented by focus points. You have a number of focus points equal to twice your Myrmidon level, as shown in the Focus Points column of the Myrmidon table. You can spend these points to fuel various class features and you regain all focus points on a long rest.

Ascetic Recovery

You can tap into the reservoirs of your psyche, for a price. As a bonus action, you can spend one Hit Die to regain a number of focus points equal to the number rolled on the die plus your Intelligence modifier. At the end of your turn, you suffer one level of exhaustion. This exhaustion cannot be prevented by any means. You cannot exceed your maximum number of focus points by gaining surplus points in this way.

Crushing Blow

You can empower your attacks with increased ferocity by channeling gravity into the swing to increase its momentum. When you make a melee attack using Strength, you can expend one or more focus points to deal additional damage. You can spend a total number of focus points equal to half your Myrmidon level (minimum of one) to deal an extra 1d6 damage per focus point spent. You can only use this feature once per turn, and you must choose how many focus points you want to expend before rolling for the attack.

If you spend four or more focus points in this way, the target must succeed on a Strength saving throw (DC 10 + the number of focus points spent) or the target is knocked prone. Huge or larger creatures automatically succeed on the saving throw.

Lightness

At 2nd level, you have begun to learn how to dissociate yourself from the force of gravity. While you are conscious, your body's weight, the weight of any weapon you are wielding, and the weight of any armor or clothing you are wearing, is reduced by one-quarter. You may choose to ignore this feature at any time, quickly returning to your natural weight. Your sensitivity to natural gravity means that you always know which direction is up, unless magically disoriented. Unencumbered by weight, your speed increases by 5 feet.

As you are less hindered by weighty armor, you are able to move adroitly even while wearing medium or heavy armor. When you wear medium armor and are not wielding a shield, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher. When you wear heavy armor and are not wielding a shield, you can add 1, rather than zero, to your AC if you have a Dexterity of 12 or higher.

This feature gains additional benefits at 9th, 13th, and 17th levels.

Improved Lightness

At 9th level, your understanding of gravity improves, so your segregation from the natural law also improves. While you are conscious, your body's weight, the weight of any weapon you are wielding, and the weight of any armor or clothing you are wearing, is reduced by one-half. You can sense minute changes in gravity, allowing you to discern your elevation above or below sea level, to within 30 feet. Further unencumbered by weight, your speed increases by an additional 5 feet, for a total increase of 10 feet.

You are even less impeded by the weight of your armor. When you wear medium armor and are not wielding a shield, you can add 4, rather than 3, to your AC if you have a Dexterity of 18 or higher. When you wear heavy armor and are not wielding a shield, you can add 2, rather than 1, to your AC if you have a Dexterity of 14 or higher.

Extreme Lightness

At 13th level, your divorce from gravity increases again. While you are conscious, your body's weight, the weight of any weapon you are wielding, and the weight of any armor or clothing you are wearing, is reduced by three-quarters. You can sense the texture of the gravity around you, which is unique to each plane of existence. If you have visited a plane before, you can always identify when you are back there. If you are on a plane you have never visited before, you can sense that you are on an unfamiliar plane. While the texture of the gravity may offer some clue to your location, you do not otherwise gain special knowledge of that plane. Your speed is increased by an additional 5 feet, for a total increase of 15 feet.

When you wear medium armor and are not wielding a shield, you can add 5, rather than 4, to your AC if you have a Dexterity of 20 or higher. When you wear heavy armor and are not wielding a shield, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.

Weightlessness

At 17th level, you can almost completely isolate yourself from the force of gravity. While you are conscious, your body, any weapon you are wielding, and any armor or clothing you are wearing is effectively weightless. You can walk and run as normal, but you do not exert enough pressure on the ground to cause any effect other than sound, including sinking in liquids. You no longer count against the number of creatures or objects you can isolate from the effects of your disciplines. Additionally, you may spend a number of focus points equal to the spell level to ignore the effects of any spell which alters the effect of gravity (such as Levitate or Reverse Gravity, at the DM's discretion.)

Who wants to carry this for me?

Note that your Lightness feature does not effect objects you are carrying. For example, even with your 17th level Weightlessness feature, a heavy backpack could cause you to sink in water. Consider using a Reduce Gravity discipline on those objects when necessary - or just hand things to a companion, they love holding things for you!

Paradigm

At 3rd level, you choose a paradigm for your advancement. Choose from Vanguard, Centurion or Skirmisher, each detailed at the end of the class description. The paradigm you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Disciplines

Starting at 3rd level, you have access to trained forms that bend gravity to your will. These disciplines are, in essence, variations on a specialized, psionic spell which requires a somatic component to translate the energy and to intensify your focus. This somatic component involves the entire body, as in a dance or martial arts form. Unlike normal spellcasting, you do not require a free hand to perform the somatic component, but you are unable to cast a discipline if you are Grappled, Prone, Restrained, or otherwise unable to freely move your body. While these conditions do not break concentration on disciplines already cast, all the normal rules for concentrating on spells apply to your disciplines. When you use a discipline that affects an area or volume, you may choose a number of creatures or objects equal to 1 + your Intelligence modifier to isolate from the effects of the discipline. This number includes yourself. The chosen creatures or objects are unaffected by the discipline for the duration, though you may choose different objects or creatures at the end of each of your turns for as long as you maintain concentration on the discipline.

The effects of your disciplines are always limited by your range and if an affected creature moves out of your range the effect is ended immediately. For disciplines affecting an area, that area is a circle centered on you with a radius equal to your range. For disciplines affecting a volume, that volume is a sphere centered on you with a radius equal to your range. Your Myrmidon level determines the range of your disciplines and the highest tier which you can utilize. When you gain access to higher tier disciplines at 7th, 11th, and 15th level, you gain access to all disciplines at that tier.

Level Max Tier Range
3rd 1 20 ft.
7th 2 30 ft.
11th 3 35 ft.
15th 4 40 ft.

Some of your disciplines require your target to make a saving throw to resist the ability's effect. The saving throw DC is calculated as follows:

Discipline save DC = 8 + your proficiency bonus +

your Intelligence modifier

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

At 5th level you can make two weapon attacks when you take the Attack action on your turn.

Combined Attack

At 7th level, when you use your action to activate a discipline, you can make a single melee weapon attack as a bonus action.

Cynosure

At 20th level, you reach the epitome of mental fitness. Tier 1 disciplines no longer require a somatic component, and Tier 1 disciplines with a casting time of 1 action can instead be cast as a bonus action. If you have half or less of your focus points remaining when you roll initiative, you can spend one Hit Die to regain a number of focus points equal to the number rolled on the die plus your Intelligence modifier.

Paradigms

Myrmidons embrace different paradigms to hone their skills, each choosing to emphasize different aspects of the art. These paradigms may represent personal choices in study or different schools of thought from different Myrmidon enclaves, depending on how you choose to present Myrmidons in your game.

Vanguard

Myrmidons who embrace the paradigm of the Vanguard emphasize close combat over their disciplines. Vanguards tend to fight on the front line and hold their ground when pressed.

Fighting Style

At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style more than once, even if you later get to choose again.

Defense

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

Dueling

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

Great Weapon Fighting

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

Two-Weapon Fighting

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

Mitigation

At 7th level, you have learned to channel gravity into a protective buffer. You can use your reaction and a number of focus points to cushion the blow when you are hit by an attack. When you do so, the damage you suffer is reduced by 1d6 per focus point spent. The maximum number of focus points you can spend is equal to your Intelligence modifier.

Improved Crushing Blow

At 10th level, you gain a +1 bonus to the DC of your Crushing Blow. Additionally, a Huge creature no longer automatically succeeds on the saving throw when you use five or more focus points, but instead makes the saving throw with advantage.

At 18th level, this bonus is increased to +2.

Extra Attack

At 15th level, the number of attacks you can make with the Attack action is increased to three.

Centurion

Myrmidons who follow the paradigm of the Centurion emphasize their disciplines over close combat. Centurions often function just behind the front line, controlling the battlefield and aiding allies.

Mental Resilience

At 3rd level, once per day when you have finished a short rest, you can regain a number of focus points equal to half your level plus your Intelligence modifier. You cannot exceed your maximum number of focus points by gaining surplus points in this way. Additionally, you gain resistance to Psychic damage.

Nimble Intuition

At 7th level, you have learned to intuitively anticipate and react to circumstances far quicker than others. You get a special reaction that you can use once on every round. You can only use this special reaction to use a discipline with a casting time of 1 reaction, and you can't use it on the same turn that you take your normal reaction.

Guile

At 10th level, you gain a +1 bonus to the DC of your disciplines. Additionally, when a Huge creature would automatically succeed on its saving throw against your discipline, it instead makes the saving throw with advantage.

At 18th level, this bonus is increased to +2.

Nonlinear Multiplication

At 15th level, when you activate a discipline that targets only a single creature or object, you may expend additional focus points to target a second creature or object as well. The number of additional focus points required is equal to half of the original discipline's cost, rounded up.

Caveat Emptor

The Skirmisher subclass is not yet fully vetted or play-tested!

Skirmisher

Myrmidons who embrace the paradigm of the Skirmisher emphasize mobility and adaptability over raw offensive capability. Skirmishers generally employ hit-and-run tactics to harass the enemy while keeping themselves out of harm's way.

Agile Sprint

Starting at 3rd level, you can spend 2 focus on your turn to bestow the following benefits on yourself until the beginning of your next turn:

  • You can take the Dash action as a bonus action.
  • You ignore difficult terrain.
  • You have advantage on Dexterity (Acrobatics) checks.
  • You do not provoke opportunity attacks from creatures you have hit with a melee attack this turn.

Surging Strike

At 7th level, you can deliver overwhelming attacks even from a distance. When you make an attack using Crushing Blow, you can make a long jump towards your target to close the distance. The maximum number of feet you can jump in this way is equal to five times the number of focus spent on Crushing Blow. See Chapter 8 of the Player's Handbook (page 182) for more information on jumping.

Field Improvisation

By 10th level, you have learned how to improvise new tactics by redirecting and reshaping some of the energy you use to alter gravity. When you activate a discipline on your turn, you receive different benefits depending on the type of discipline used. These benefits increase in potency at 18th level.

  • When you use an Increase Gravity discipline, you exploit the altered gravity to solidify your own footing. Until the beginning of your next turn, if you are moved against your will, you can reduce the distance you are moved by up to 15 feet. At 18th level, you can instead reduce the distance you are moved by up to 30 feet.

  • When you use a Decrease Gravity discipline, you can deflect some of the trimmed gravity to immediately move an object or creature 5 feet in any direction. This movement does not provoke opportunity attacks, and if a creature is unwilling it can make a Strength saving throw to resist the effect. If that creature was affected by a Decrease Gravity discipline this turn, it has disadvantage on the roll. At 18th level, the distance you can move an object or creature is increased to 10 feet.

  • When you use a Redirect Gravity discipline, you can commit some of the unleashed gravitational energy to immediately move yourself up to 15 feet without provoking opportunity attacks. At 18th level, you can move yourself up to 30 feet instead.

  • When you use a Manipulate Gravity discipline, you harness the dynamic energies to give yourself a +2 bonus to AC until the beginning of your next turn. At 18th level, you also do not provoke opportunity attacks with your movement until the beginning of your next turn.

  • When you use an Implosive Gravity discipline, you funnel some of the force to shore up your physical frame. You gain a number of temporary HP equal to the number of focus used to cast the discipline. At 18th level, you can add your Intelligence modifier to the number of temporary HP you gain in this way.

Mercurial Assault

At 15th level, you learn how to utilize your skills to attack from a distance. When you take the Attack action on your turn, you can use 2 focus to give your weapon the thrown property, with a normal range of 20 feet and a long range of 40 feet, until the end of your turn. If you hit with the attack, you can instantly reverse the force to return the weapon to your hand.

If you miss the attack, your weapon clatters to the ground 40 feet away, but you may use another 1 focus to recall the weapon to your hand as a bonus action. As part of this bonus action, you can make an attack against any one creature within a 5 foot wide line between you and where your weapon landed. You make this attack with disadvantage.

Disciplines

Although the energy for creating the following effects is psionic, Myrmidons use trained motions to facilitate their casting, much like traditional magic users use somatic components. Myrmidon magic is highly specialized in gravity control, but very versatile in the specific effects it can produce. The list below provides examples of the myriad ways gravity can be harnessed by a skilled Myrmidon.

Increase Gravity

These disciplines involve increasing local gravity to impose difficulties on your opponents.

Impede - Tier 1


  • Cost – 2 Focus
  • Casting Time – 1 Action
  • Duration – Concentration, up to 1 minute
  • Effect – You increase the weight of an object or creature within range by twice normal. A targeted creature must succeed on a Strength saving throw or its movement speed is halved until the effect ends.
  • At higher levels – At Tier 2 you can spend an additional 2 Focus to apply the effect to the entire volume encompassed by your range.

Stagger - Tier 2


  • Cost – 4 Focus
  • Casting Time – 1 Action
  • Duration – Concentration, up to 1 minute
  • Effect – You increase the weight of an object or creature within range by four times normal. A targeted creature must make on a Strength saving throw. On a failed save, it takes 1d6 bludgeoning damage and its movement speed is reduced to zero until the effect ends. On a successful save, its speed is reduced by half instead.
  • At higher levels – At Tier 3 you can spend an additional 2 Focus to apply the effect to the entire volume encompassed by your range.

Crush – Tier 3


  • Cost – 6 Focus
  • Casting Time – 1 Action
  • Duration – Concentration, up to 1 minute
  • Effect – You increase the weight of an object or creature within range by eight times normal. A targeted creature takes 3d8 bludgeoning damage and must succeed on a Strength saving throw or be restrained and knocked prone. For every 1 foot an affected creature moves, it must spend 4 feet of movement.
  • At higher levels – At Tier 4 you can spend an additional 4 Focus to apply the effect to the entire volume encompassed by your range.
You want to do... what?

While your disciplines are given specific effects below, you may be able to use the effects in other ways if your DM allows it. For example, you might use the Redirect Gravity disciplines to attempt to run along a vertical wall like the spell Spider Climb.

Decrease Gravity

These disciplines involve reducing local gravity to aid allies or immobilize enemies.

Bounce – Tier 1


  • Cost – 1 Focus
  • Casting Time – 1 Reaction, which you take when you or a creature within range of you jumps or falls
  • Duration – 1 Turn
  • Effect – You decrease the weight of a creature within range to one-third normal, tripling their jump distance and reducing fall damage by two-thirds until the end of their turn.

Float – Tier 2


  • Cost – 4 Focus
  • Casting Time – 1 Action
  • Duration – Concentration, up to 1 minute
  • Effect – An object or creature within range becomes essentially weightless, and floats just above the ground. The target can move only by pushing or pulling against a fixed object or surface within reach. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach.
  • At higher levels – At Tier 3 you can spend an additional 2 Focus to apply the effect to the entire volume encompassed by your range.

Soar – Tier 3


  • Cost – 6 Focus
  • Casting Time – 1 Action
  • Duration – Concentration, up to 1 minute
  • Effect – You give an object or creature a flying speed of 20ft. You control the movement during your turn. An unwilling creature that succeeds on a Constitution saving throw is unaffected. Creatures that already have a fly speed automatically succeed on the saving throw.
  • At higher levels – At Tier 4 you can spend an additional 4 Focus to apply the effect to the entire volume encompassed by your range.

Manipulate Gravity

These disciplines involve manipulating local gravity dynamically, causing it to fluctuate chaotically, finessing it deliberately, or quickly alternating its direction.

Brace – Tier 1


  • Cost – 1 Focus
  • Casting Time – 1 Reaction, which you take when you or a creature within range makes a Strength or Dexterity ability check
  • Duration – Instantaneous
  • Effect – You can roll an additional d20. You can choose to use Brace after the die has been rolled, but before the outcome is determined. You choose which of the d20s is used.

Shape – Tier 2


  • Cost – 2 Focus
  • Casting Time – 1 Reaction, which you take when you or a creature within range makes an Attack roll or a Dexterity saving throw
  • Duration – Instantaneous
  • Effect – You can roll an additional d20. You can choose to use Shape after the die has been rolled, but before the outcome is determined. You choose which of the d20s is used.

Tremblor – Tier 2


  • Cost – 4 Focus
  • Casting Time – 1 Action
  • Duration – Concentration, up to 1 minute
  • Effect – The area within your range becomes difficult terrain as the ground trembles and quakes. Each creature in the affected area must make a Dexterity saving throw. On a failed saved, any additional Dexterity saving throws the creature makes while in the affected area are made with disadvantage.

Gravity Hammer – Tier 3


  • Cost – 6 Focus
  • Casting Time – 1 Action
  • Duration – Instantaneous
  • Effect – You reverse and intensify gravity on a creature or in a 5 foot wide column, pulling the target 15 feet up and then slamming it back into the ground, knocking it prone and dealing 4d8 bludgeoning damage, or half as much on a successful Dexterity save, and it is not knocked prone. If a creature fails the save and hits a solid object (like a ceiling) on the way up, it takes an additional 1d6 bludgeoning damage. Creatures Huge or larger automatically succeed the saving throw.
  • At higher levels – At Tier 4 you can spend an additional 4 Focus to apply the effect to the entire volume encompassed by your range or to deal an additional 4d8 bludgeoning damage to a single creature.

Redirect Gravity

These disciplines shift the orientation of local gravity.

Push/Pull - Tier 1


  • Cost – 2 Focus
  • Casting Time – 1 Action
  • Duration – Instantaneous
  • Effect – You redirect gravity in a 5 foot wide line the length of your range. Creatures and objects within the line are pulled toward you, or pushed away from you (your choice) by 10 feet. A creature which succeeds on a Strength saving throw is unaffected. Creatures Huge or larger automatically succeed the save. If pulled towards you, creatures and objects stop 5 feet away from you.
  • At higher levels – At Tier 2 you can spend an additional 2 Focus to apply the effect to the entire volume encompassed by your range.

Throw/Yank – Tier 3


  • Cost – 6 Focus
  • Casting Time – 1 Action
  • Duration – Instantaneous
  • Effect – You redirect and amplify gravity in a 10 foot wide line the length of your range. Creatures and objects within the line are pulled toward you, or pushed away from you (your choice) by 30 feet and take 2d8 force damage. A creature which succeeds on a Strength saving throw is moved only 15 feet and takes half damage. Creatures Huge or larger automatically succeed the save. If pulled towards you, creatures and objects stop 5 feet away from you. If the creature fails the save and hits a solid object which stops its movement early (such as a wall,) it takes an additional 1d6 bludgeoning damage.
  • At higher levels – At Tier 4 you can spend an additional 4 Focus to apply the effect to the entire volume encompassed by your range.

Overturn – Tier 3


  • Cost – 6 Focus
  • Casting Time – 1 Action
  • Duration – Concentration, up to 1 minute
  • Effect – Reverse gravity in a 10 foot wide cylinder to a height within your discipline range. All creatures and objects that are not anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures take an additional 1d6 bludgeoning damage. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. At the end of the duration, affected objects and creatures fall back down.
  • At higher levels – At Tier 4 you can spend an additional 4 Focus to apply the effect to the entire volume encompassed by your range.

Implosive Gravity

These disciplines involve creating a small volume of intense gravity to tug everything around it inwards.

Choke – Tier 1


  • Cost – 2 Focus
  • Casting Time – 1 Action
  • Duration – Instantaneous
  • Effect – You constrict the lungs or throat of a creature with concentrated, localized gravity. A creature targeted by this ability must make a Constitution saving throw. A creature takes 1d6 force damage on a failed save, or half as much damage on a successful one. Huge or larger creatures automatically succeed on the saving throw. On a failed saved, the target is considered choking. A target which is choking may repeat the saving throw at the end of each of their turns. For more information about choking, see Chapter 8 of the Player's Handbook (page 183.)
  • At higher levels – At Tier 2 you can spend additional 2 Focus to apply the effect to the entire volume encompassed by your range.

Implode – Tier 2


  • Cost – 4 Focus
  • Casting Time – 1 Action
  • Duration – Instantaneous
  • Effect – A creature targeted by this ability must make a Constitution saving throw. It takes 4d6 force damage on a failed save, or half as much damage on a successful one.
  • At higher levels – At Tier 3 you can spend additional 2 Focus to increase the damage by 2d6. At Tier 4 you can spend another additional 2 Focus to increase the damage by another 2d6, to a maximum of 8d6 force damage.

Singularity – Tier 4


  • Cost – 10 Focus
  • Casting Time – 1 Action
  • Duration – Concentration, up to 1 minute
  • Effect – Gravity is greatly amplified and concentrated on a point you can see within range, within a 30ft radius (but still within your range). In this volume, for every 1 foot a creature moves, it must spend 4 feet of movement. Any creature that starts its turn within the affected area must succeed on a Strength saving throw or be pulled 15 feet toward the center. If this moves a creature to within 5 ft. of the center point or the creature starts its turn within 5 ft. of the center point, it takes 8d8 force damage. Huge or larger creatures automatically succeed on the saving throw.

Necromancer

Robes billowing around him, a human stands atop a hill watching legions of unholy march towards a city in the dead of a night. As the front lines reach the gates an alarm goes off within the city, but it was too late. The city is surrounded, and there’s no help coming.

With her scythe cutting through the last stalk of wheat, an elf wipes the sweat from her brow and takes a moment to observe her undead friends in front of her, all with scythes cutting wheat themselves. Out of the corner of her eye, she notices a ghoul shambling over a nearby hill. With a quick glare from the elf, the ghoul stops and turns around, reporting to her that there is an army following it. The elf takes off running with what wheat she has and the skeletons follow her.

A halfling kneels behind a column at the dead body of his best friend, a dwarf. Crying, he reaches out to the body and mutters disdainfully. He asks out loud if his friend would lend him his strength so that one of them might be able to live. After a few seconds, his friend stands up once again and charges a nearby goblin, buying the halfling just enough time to get away. He runs back to town just in time to warn them of the coming goblin horde.

Necromancers channel the power of life and death. They may be weak themselves, but they make up for it by surrounding themselves with undead minions that they control as if they were an extension of the necromancer’s own body. Necromancy is not something people undertake lightly, as a false step in the wrong company may cause one to lose their head.

Undead Minions

Necromancers exert control over undead creatures as if they were part of the same creature. Unlike hordes of wild undead, the undead controlled by a necromancer act as one unit, often running or shambling to each other’s aid when a member of the horde is injured or destroyed.

A Life of Consequences

Necromancers doesn't have the best history with people. Though the large majority of necromancers merely want to help people, whether it be in communicating with dead family members or overthrowing tyrannical kings, evil necromancers are by far more well known for the occasional invasion of a peaceful city, which people do not tend to take kindly to. A necromancer must always be careful of his company, because while some people will seek to understand his intentions, just as many will ignore them altogether in the assumption he is pure evil.

Creating a Necromancer

The most important thing to consider when creating a necromancer are the reasons you became a necromancer. Were you driven to the edge when someone you love was killed or did an oppressive government lead to your seeking rebellion? Either way, a necromancer is often misunderstood by those around them. Necromancers must usually hide their abilities to avoid persecution.

Quick Build

You can make a Necromancer quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Constitution, and Strength or Dexterity after that if you plan on taking the Reaper Archetype. Second, choose the Sage background.

Class Features

As a Necromancer, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: No armor
  • Weapons: Simple weapons
  • Tools: Poisoner's Kit

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

Equipment

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

  • (a) Darkened robes and two daggers or (b) a light crossbow, simple clothes and 20 bolts
  • (a) An arcane focus and poisoner's kit
  • (a) a dungeoneer’s pack or (b) a scholar’s pack

Necromancer
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Arise and Obey 3 2
2nd +2 Voice of the Damned 3 3
3rd +2 Necromantic Aspiration 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Aura of Undeath 4 4 3 2
6th +3 Aspiration Feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Aspiration Feature 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Aspiration Feature 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 5 4 3 3 3 2 1 1 1 1
18th +6 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Unholy General 5 4 3 3 3 3 2 2 1 1

Spellcasting

As a adept of dark arts, you have a grimoire that is your spellbook which is containing spells that show the first glimmerings of your true power. See chapter 10 for the general rules of spellcasting. You can find a list of Necromancer Spells at the end of the document.

Cantrips

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

Grimoire

At 1st level, you have a grimoire containing six 1st-level necromancer spells of your choice. Your grimoire is the repository of the necromancer spells you know, except your cantrips, which are fixed in your mind.

Spells Known of 1st Level and Higher

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

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

For example, if you're a 3rd-level necromancer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your grimoire. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of necromancer spells requires time spent studying your grimoire and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Learning Spells of 1st Level and Higher

Each time you gain a necromancer level, you can add two necromancer spells of your choice to your grimoire. Each of these spells must be of a level for which you have spell slots, as shown on the Necromancer table. On your adventures, you might find other spells that you can add to your grimoire

Ritual Casting

You can cast a necromancer spell as a ritual if that spell has the ritual tag and you have the spell in your grimoire. You don't need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus (found in chapter 5) as a spellcasting focus for your necromancer spells.

Spellcasting Ability

Intelligence is your spellcasting ability for your Necromancer Spells, so you use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when Setting the saving throw DC for a Necromancer spell you cast and when Making an Attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Arise and Obey

Starting at 1st level you may use your own life force to animate recently slain corpses and control the undead. Using your action, you may touch a creature that has died in the last minute and raise it as an undead creature controlled by you. You must spend an hour raising a creature if it has been dead for longer than one minute.

You may also attempt to bind a wild undead creature to your control. As an action, uncontrolled undead creature you can see within 30ft of you must make a Charisma saving throw against your Spell Save DC. If it fails, the creature is brought under your control indefinitely; if it succeeds, you cannot use this feature on it again for the next 24 hours. You cannot bind a creature to your control that is already controlled by someone, or something else.

Whatever the means, when you successfully gain control of an undead creature by this feature, your current and maximum hit points are reduced by the amount shown on the Life Sacrifice Table based on the CR of the creature.

You may control any amount of undead creatures equal to your Intelligence modifier plus half of necromancer level (minimum one), but may only control undead creatures that have a CR up to 1\2. At 5th level, you can control creatures with CR up to 1. At 9th level, you can control creatures with CR up to 2.

In combat, roll initiative for controlled creatures. If you are controlling identical creatures, you can roll their initiative as a group. You may direct the actions of any amount undead creatures that is under your control and that you can see as an action on your turn, and they will attempt to execute your last orders to the best of their ability. You also innately know the general direction and distance of all your undead minions. You can maintain control of your minions as long as they are within 1 mile of you. If they leave this 1 mile radius, they leave your control and act as a wild undead creature.

Optional Feature (if your DM allows) - If you want to raise a creature as its undead variant, it is recommended to use the Undead Creature Template at the end of this document to represent the creature's changes after becoming undead.

Life Sacrifice Table

Whenever you gaining control over Undead by necromancer class features, you take damage and your maximum Hit Points is reduced by an equal amount, The Damage and Health reduction is based on creature's CR. This Damage and Hit Point reduction cannot be reduced by any means. Your maximum Hit Points are restored as the controlled undead dies or leaves your control. You are not healed when the maximum HP restored.

CR Health Reduction
0 1
1\8 1
1\4 2
1\2 4
1+ 8 x CR
Notes For DM and Player

Turning creature into its Undead Variant - As a Player, you are not restricted by only just zombies or skeletons to rise as your undead minions, but DM is allowed to provide some restrictions whom you can rise or control, because some of the undead creatures (or other types of a creatures) can be incredibly strong and dangerous both for DM's campaign and for the Party (For example: Banshee and her Banshee's Scream ability).

Optional Feature - If you want to rise, for example, a Griffon as its undead variant, both DM and a Player should talk about how rising it would change that creature not only visually, but also mechanically - Would it lose its multiattack, because of a slow rotten body, that isn't that fast to attack so many times, or perhaps the creature would receive some typical undead feats, for example poison immunity.

You can use general templates that will help you transforming creature to its undead variant in the end of this document It is up to DM to say a final word, but collaboration of a DM and a Player is the key for a balanced and fun game!

Voice of the Damned

At 2nd level, you gain the ability to feel if the undead creature is under of someone's control.

You gain advantage on Charisma checks when you are interacting with undead or determining if it is under someone's control. If they are under someone's control, You can also try to understand their simple tasks or goals given to them by making Charisma Check with a DC equal to 10 + half of target's CR, rounded down. If creauture has control over undead, you know its type, for example celestial, fiend, or undead, but not its identity (the vampire Count Strahd von Zarovich, for instance).

Necromantic Aspiration

At 3rd level choose a Necromantic Aspiration: Overlord, Reaper, or Lich. All detailed information is at the end of the class description. Your choice grants you features at 3rd level, and again at 6th, 10th, and 14th level.

Ability Score Improvement

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

Aura of Undeath

Starting at 5th level, you learn how to release a flow of necrotic energy, that can infuse your undead minions. You can use a bonus action to activate one of auras you know and you can turn it off as a free action on your turn. Your Aura of Undeath has a radius of 30 ft and affects all undead creatures under your control within the radius. Aura exists 1 minute or until you fall unconscious.

You learn one of the following auras when you gain this feature, and again at 11th and 18th levels.

If a Aura of Undeath and a Holy Aura overlap, creatures in the overlapping areas get none of the benefits of either Auras.

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

Aura of Ferocity

Affected creatures can add your Intelligence modifier to their damage rolls with weapon attacks.

Aura of Resilience

Affected creatures can add your Intelligence modifier to any saving throws they make.

Aura of Retaliation

Requires 11th level
Affected creatures can make an attack of opportunity against any creature that attacks them within 5 feet.

Aura of Tenacity

Requires 11th level
Affected creatures take less damage from non magical bludgeoning, piercing, and slashing damage equal to your Intelligence Modifier.

Aura of Terror

Requires 18th level
Affected creatures become more menacing. Any creature other than you that starts its turn within 5 feet of them must make a Wisdom saving throw against Spell save DC or become frightened for 1 minute. They can repeat this saving throw at the end of each of their turns. If they succeed on their saving throw, they become immune to this effect for 24 hours. Any creatures that are frightened when this aura ends stops being frightened.

Unholy General

At 20th level, your soul becomes partially bounded to necrotic energy itself, which transforms into your own lifeforce.

Whenever you gain control over undead creature of CR 1 or less, your current and maximum hit points are not reduced. Furthermore, you can control any amount of undead creatures that are 1\2 CR or less and they doesn't count against the number of creatures that can be under your control.

Necromantic Aspirations

Necromancers share their affinity with undead, but how they treat their undead often varies. A Necromancer that minds their undead carefully is very different from a Necromancer that sits back while his army wages war, and both of these are very different from a Necromancer that fights on the front line with their undead as their leader.

Overlord

You have aspiration leads you to care for your Undead, as if there where your child or servant. Show the world who is the true Lord by creating most devarstating armies of undead, that world have never seen before.

Unrelenting Servants

Starting at 3rd level, you found new formula of rising and controlling the Undead, making them more efficient and powerful.

Whenever you use Rise and Obey feature, you now can control the undead with a CR equal to half of your necromancer level, rounded down. Creatures under your control can't use their lair actions, legendary resistances or legendary actions.

Unholy Escort

Starting at 6th level, you have mastered the talents of manipulating with your lifeforce when you are taking control of the Undead.

Whenever you rise the undead creature with CR no more than 1 by your Rise and Obey feature, you can choose it to be your Unholy Escort. Unholy Escort creatures does not require lifeforce to be maintained under your control. You can have no more than 2 Unholy Escort creatures at the same time. Their Intelligence, Charisma and Wisdom scores rises to 8 if it had less, and can learn 1 language known by you (your choice) and also can speak, if it couldn't before.

Absolute Control

At 10th level, Your abilities of taking control over the undead became almost absolute, Even most powerful Undead beings can kneel before your might.

You now can take control under intelligent Undead creatures. Intelligent undead are harder to control if you are trying to bind them to your own will. If the target has an Intelligence of 8 or higher, it gains advantage on the saving throw against your Arise and Obey feature. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

You can also rise undead creatures with your Rise and Obey feature with intelligence of 11 or less.

Lord's Reach

At 14th level, you now can take control over the undead creature that is under control by someone else. As an action you can initiate a contest against targeted creature. Both of you and target that has control under this creature, rolls 1d20 and add your Proficiency and Intelligence modifiers. If have higher result, you win the contest and the targeted undead is brought under your control. but if the result is a tie or if you lose, nothing happens.

Once an undead has been contested by this feature, it can not be contested again for 1 hour. If the undead has an Intelligence of 8 or higher, it can grant advantage in this contest to either necromancer or its own master.

Also, you further infuse your Escort with necromantic pattern, making them more dreadful for the enemy. Attacks of your Unholy Escort creature are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Reaper

Your aspiration leads you to crush the enemy by your own dark powers, tearing them apart by your Scythe, imbued with necrotic energy. Such necromancers often leads the army of undead, armored in half-plates, like messiahs of pure Undeath.

Bonus Proficiencies

At 3rd level, you gain proficiency in Light and Medium Armor and one Martial melee Weapon of your choice.

Vampiric Strike

Starting at 3rd level, your melee weapon attacks deal bonus necrotic damage equal to your Proficiency bonus once per turn. When you deal damage with this feature to a creature with blood, you are healed for an amount equal necrotic damage dealt.

Extra Attack

Starting at 6th level, you may make an additional attack when you take the attack action.

Unholy Might

At 10th level you gain the ability to infuse yourself with unholy strength.

You can use your bonus action to empower your vitality with unholy strength - choose your undead minion that is no more than 30ft away from you. This minion crumbles into pile of bones or rotten flesh, transferring you part of their life force.

For the next minute, you gain advantage on Strength checks and saving throws an Constitution saving throws, and you receive temporary hit points equal to your necromancer level.

You regain ability to use this feature after completing a long rest.

Sanguine Feast

Starting at 14th level, you found a way to rip off lifeforce of nearest enemy, fufilling your own, dark hunger.

While wielding a weapon, you can use an action to force all creatures within 5 feet of you to make a constitution saving throw against your spell save DC. On a failure, creature takes necrotic damage equal to your necromancer level and if it has blood, you regain hit points equal to half of damage dealt, up to your maximum. If succeed, creature only takes half of the damage dealt by this feature.

You regain ability to use this feature after completing a long rest.

Lich

The lich is one of the most powerful magical creatures in all of the realms. It has a masterful knowledge over spells, and it can utilize the innate magic within to overcome its foes, and a lot of necromancers searching for such powers.

Dark Lore

Starting at 3rd level, due to your extensive learning of Necromancy, you gain advantage on any Religion or Arcana checks related with Necromancy spells, rituals or undead creatures.

Moreover, you can learn 2 spells of necromancy school from any class, the level of which does not exceed the current maximum possible level of spells that you can learn. These spells doesn't when calculating the number of spells you know and are considered Necromancer spells for you.

You can learn 1 additional spell of the Necromancy School at 5th, 9th, 14th and 17th levels. You cannot learn Animate Dead and Create Undead spells this way.

Undying Nature

At 6th level, the time you've spent wielding necrotic energy has made itself a part of you. You age only 1 year for every 10 years that pass and cannot be aged magically. You also gain resistance to necrotic damage.

Soul Cicle

Beginning at 10th level, when a creature within 30ft of you died, you can use reaction to capture a part of the creature’s escaping soul. This fragment of lifeforce that the creature once had can be used to empower yourself. You receive 1 Soul Fragment per 2 Hit Die of a died creature. You may store a number of Soul Fragments equal your necromancer level.

As an action on your turn, you may transform all your stored soul fragments into life force for all of your allies and undead within 15ft of you, healing them on the amount equal amount of the soul fragments collected.

Alternatively, you can use your stored Soul Fragments as a magical resource that fuels your spells. as a 1 minute ritual you can choose expended spell slots to recover, devouring all collected soul fragments. For each recovered spell slot level you must spent 1 collected soul fragment up to a maximum collected. The spell slots can have a combined level that is equal to or less than half your necromancer level (rounded up), and none of the slots can be 6th level or higher.

Whenever you spend your Soul Fragments you can't do so again until you will finish a long rest.

Gaze of Death

Starting at 14th level, you are able to project the fearsome gaze of a lich.

As an action choose a creature within 30 feet that you can see. The target must succeed on a Wisdom saving throw against your Necromancer spell save DC or become frightened for 1 minute. The frightened target can repeat its saving throw at the end of each of its turns. On a success the target suffers no effects and is immune to this feature for next 24 hours.

Optional Feature

Becoming a Lich

If a player would like to become Lich to represent his character progression, here is Mechanic that will allow you to become Lich, without ruining DM's balance. Still, it is strongly recommended to provide this feature as a late-game ability.

To become a Lich, You must complete a 24 hour ritual, concentrating on it as if you where concentrated on a spell. For this ritual you will need to create Phylactery at first, that is needed for your further existence. As a ending part of a ritual, you can cleanse yourself of the flesh, that will be transformed into a life force which infuses your Phylactery.

Whenever you are done the ritual, you undergone significant changes, gaining such benefits:

  • Your type changes to undead. All spells and effects that would apply to undead creatures apply to you. As an undead, you do not need to breathe or sleep, you cannot suffocate, and you do not age.
  • You gain immunity to poison damage. You are also immune to diseases, and the poisoned condition.
  • You gain immunity to Charmed, Frightened and Exhaustion conditions
  • You gain advantage to all saving throws against any effect that turns undead.
  • you gain darkvision to 60 feet, or if you already have darkvision, its range increases by 30 feet.
  • You can cast any known spell of 1st level at will

If you infused your Phylactery with your own flesh, you can cast on yourself disguise self spell at will and without concentration, but you make yourself look only exactly you looked like before the ritual. You cant cast this spell, if your Phylactery was destroyed.

Phylactery

Your phylactery is a special object which holds and safeguards a lich’s soul. In order to craft this wondrous item, you must spend 1d10+2 days and 6,000 gp. This cost covers the gems, precious metals, incense, and alchemical reagents needed in crafting the phylactery and brewing the Potion of Transformation.

Your phylactery can be a small jewel-encrusted box, a gemstone with pulsating runes, one of the other items mentioned above, or any other treasure a lich can dream up for their eternal existence.

After creating it, you may not travel to the outer planes as your soul is tethered by your phylactery.

Should you be reduced to zero hit points and die, your lich body crumbles to dust and, in 1d10 days, it reforms within 10 feet of your phylactery. Your phylactery must be intact in order for you to return. If your phylactery has been destroyed, you do not reform and you cannot be brought back only by a Wish Spell.

Similarly, a phylactery caught in an area of antimagic, such as one created by the Antimagic Field spell, cannot reform its lich. That lich is trapped inside their phylactery until it is removed or the field dissipates.

Your phylactery is tiny, has 40 hit points, it is immune to poison and psychic damage, and it has resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.

Whenever the Phylactery is destroyed, you can survive for 1d10+10 days, before your lich body will be turned to ashes. In such way, you can only be ressurected by a Wish spell.

Lich Form and Phylactery

Changing creature type of a PC can be greatly unbalanced in some Campaigns. Speak with DM, will there be any problems with changing the type? Also, your DM can make couple of quests to achieve required ingredients for the Ritual, instead of a gold price.
Remember, Liches are dangerous, vile creatures. They are the strongest undead being, if someone will recognize you as a Lich, bewaree, as you will be hunted almost everyone, especially Paladin Orders, such as Silver Flame or others.
DM Note - You can ignore or change the effect, that restricts Lich Player traveling through other planes, if it is necessary for you campaign

Rune Fury
Level Proficiency Bonus Features Runic Tattoos Fury Uses Fury Output
1st +2 Fury, Runic Tattoo 1 1 1
2nd +2 Fighting Style, Outrageous Might 1 1 1
3rd +2 Rune Fury Archetype, Runic Enchantment 1 2 2
4th +2 Ability Score Improvement 1 2 2
5th +3 Extra Attack 2 3 2
6th +3 Rune Fury Archetype Feature 2 3 3
7th +3 Ruthless Headbutt 2 3 3
8th +3 Ability Score Improvement 2 4 3
9th +4 Anger Rising 2 4 4
10th +4 3 4 4
11th +4 Rune Fury Archetype Feature 3 4 4
12th +4 Ability Score Improvement 3 4 5
13th +5 Charge Breaker 3 5 5
14th +5 Ruin of Runes 3 5 5
15th +5 4 5 6
16th +5 Ability Score Improvement 4 5 6
17th +6 Rune Fury Archetype Feature 4 5 6
18th +6 Wide Swing 4 6 7
19th +6 Ability Score Improvement 4 6 7
20th +6 Colossus 5 6 7

The Rune Fury

Quick build: First, your highest score should be strength or dexterity. Second should be constitution. Finally choose the soldier background

Class Features

As a Rune Fury, you gain the following class features

Hit Points


  • Hit Dice: 1d12 per Rune Fury level
  • Hit Points at 1st Level: 12 + constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + constitution modifier per Rune Fury level

Proficiencies


  • Armor: All Armors
  • Weapons: All Melee Weapons
  • Tools: Tattoo Tools

  • Saving Throws: Choose (Strength or Dexterity) and Constitution
  • Skills: Choose two from Athletics, Acrobatics, Intimidation, Perception, and Survival

Equipment

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

  • a) One simple melee weapon or b) One martial melee weapon
  • a) Half-plate and a shield or b) Chainmail
  • a) A dungeoneers pack or b) An explorers pack
  • Tattoo Tools

Fury

Starting at 1st level you have the ability to control your inner anger. As a Bonus Action you can enter Fury, and it lasts for 1 minute. After the duration is over, and the Fury Use is expended, the Rune Fury gains 1 level of exhaustion .See the Rune Fury Class Table for how many times you can use Fury and the additional damage you deal when in Fury. You regain all Fury Uses once you complete a long rest.


  • Fury Save DC = 8 + constitution modifier + proficiency bonus

Runic Tattoo

As part of your teachings you are gifted with tattoos that grant different effects and abilities. Starting at 1st level you are given a tattoo to signify your beginning journey as a Rune Fury. Consult your class table for when you gain additional tattos. Some tattoos have requirements that must be met in order to be obtained, while all tattoos have ingredient that must be supplied by you in order for you to gain them.

tattoos available at 1st level


  • Fury Defense: You take half damage from slashing, piercing, and bludgeoning damage while in Fury.
  • Ingredients: Mortar & Pestle, Kingsage, Water

  • Storm Fist: Your unarmed strikes deal 1d8 + str/dex (whichever is higher) Lightning Damage.
  • Ingredients: Mortar & Pestle, Piece of a Tree Struck by Lightning, Tiger Blood

  • Runic Sight: You can see in darkness if you couldn't before, as well as magical darkness. If you already have Darkvision then you increase its range by 20 feet.
  • Ingredients: Mortar & Pestle, Raven Beak, 2 Owl Eyes

  • Sure Grip: You become immune to being disarmed
  • Ingredients: Mortar & Pestle, Bone Powder, Blood

  • Destroyer: You now critically hit on a natural 19
  • Ingredients: Mortar & Pestle, Behemoth Fang, Wolf Blood

tattoos available at 5th level


  • Outrageous Skill: Add your Fury Output to both skills from your Outrageous Might Feature
  • Ingredients: Mortar & Pestle, Toenail of a Giant (a creature of the giant type), Tiger Blood
  • Requirements: Outrageous Might Class Feature

tattoos available at 10th level


  • Tough Skull: You can now use your Ruthless Headbutt ability twice per short rest
  • Ingredients: Mortar & Pestle, Bone Powder, Potion of Regeneration
  • Requirements: Ruthless Headbutt Class Feature

tattoos available at 15th level


  • Double Time: You can now use your Charge Breaker ability twice per long rest, but if you use it the second time you gain one level of exhaustion
  • Ingredients: Mortar & Pestle, Bull Horn, Tiger Blood
  • Requirements: Charge Breaker Class Feature

  • Readied Charge: So long as you have a use of your Charge Breaker ability, you gain advantage on initiative
  • Ingredients: Mortar & Pestle, Bull Horn, Potion of speed
  • Requirements: Charge Breaker Class Feature

  • Wind Soul: So long as you have a use of your Charge Breaker ability your movement speed is increased by 10 feet
  • Ingredients: Mortar & Pestle, Wind Dragon Scale, Potion of Speed
  • Requirements: Charge Breaker Class Feature

  • Rune Circle: Increases the size of your Ruin of Runes ability by 10 feet.
  • Ingredients: Mortar & Pestle, Honeydew, Thornvine, Saliva
  • Requirements: Ruin of Runes Class Feature

tattoos available at 20th level


  • Greater Colossus: Increases the additional damage of your Colossus to 2d8
  • Ingredients: Mortar & Pestle, Your Blood, Frost Bloom
  • Requirements: Colossus Class Feature

Outrageous Might

Starting at 2nd level, you have learned to focus some of your fury into a skill. Add your Fury Output into one of the following skills, based on the saving throw you chose. Athletics if you chose the Strength Savinng Throw, or Acrobatics if you chose the Dexterity Saving Throw. This feature is active at all times.

Fighting Style

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


  • Defense: While you are wearing armor you gain a +1 bonus to AC.
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damagerolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon you are wielding with two hands, you can reroll the die and you must take ue the new roll, even if the new roll is a 1 or 2. The weapon must have the two-handed property for you to gain this benefit.

  • Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack rool. You must be wielding a shield.
  • Two-Weapon Fighting: WHne you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Rune Fury Archetype

Starting at 3rd level, your inner anger has manifested itself in a way that allows you to best rid your enemies of their lives. Choose from Ravager, Storm Bringer, or Radiant Mind. All Archetypes and their features are listed at the end of this section.

Runic Enchantment

Starting at 3rd you are able to place runes upon items to grant minor buffs to the object. You can place up to 2 runes at a time per long rest. the following is a list of runes you can place on objects:


  • Rune of Movement: Increase movement speed by 5 feet so long as this rune is active. (distance increases to 10 feet at level 6, 15 feet at level 11, and 20 feet at level 17) \page

  • Rune of Elements: This rune placed on a piece of armor with grant resistance to that type of damage, This rune placed on a weapon turns the damage type to that type of damage.

  • Rune of Proficiency: Grants proficiency in a skill, armor, weapon, or tool.

  • Rune of Freedom: Grants immunity to to difficult terrain

  • Warding Rune: Choose a creature type, Creatures of that type can't sense you and you know the location of the closest creature of that type.

Ability Score Improvement

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

Extra Attack

Starting at 5th level, you can attacl twice, instead of once, whenever you take the Attack Action on your turn.

Ruthless Headbutt

Beginning at 7th level, once per short rest and as an action you can headbutt one target you can see, within 5 feet of you. The target must succeed a Constitution saving throw against your ability save DC. on a failed save the target takes 1d8 + str/dex (whichever is higher) bludgeoning damage and is stunned until the end of your next turn. on a success they take half as much damage and aren't stunned.

Anger Rising

At 9th level, you anger is quick to manifest, as a free action and at the start of combat you may choose to enter Fury but will suffer 2 levels of exhaustion at the end of its duration.

Trap Rune

Starting at 10th level, you can imbue your runes to lay traps for your enemies. You can only have 1 trap rune active at a time. You can use this feature a number of times up to your Constitution Modifier (minimum of 1) per long rest. Runes require a DC 15 investigation check to spot.

  • Slow Rune: A creature who steps on this rune has their movement speed reduced to half for 30 seconds. Creatures within 5 feet of the rune must succeed a Constitution Saving throw or have their speed reduced as well.

  • Exploding Rune: All creatures within a 10 foot radius centered at this rune must succeed a Dexterity Saving throw against your Rune Save DC or take 8d8 fire damage, or half as much on a success.

  • Freezing Rune: All creatures within a 10 foot radius centered at this rune must succeed a Strength Saving throw against your Rune Save DC or have their movement speed reduced to 0 for 1 round and take 8d8 cold damage, on a success they take half as much damage and do not have their movement speed reduced. Targets killed with this rune are frozen solid.

  • Blindness/Deafness Rune: A creature that sets off this rune must succeed a Constitution Saving throw or become blind or deaf for 1 minute.

  • Stunning Rune: A creature who steps on this rune must succeed a Conitution Saving throw against your Rune Save DC or be stunned for 1 minute. A creature stunned this way, can make a Constitution Saving throw at the end of each of their turns to end the effect.

Charge Breaker

Beginning at 13th level, Once per long rest, when you move your full movement in a round you can use your action to make a melee attack, if the attack is successful the target is knocked prone.

Ruin of Runes

At 14th level and once per long rest you can designate an area no larger than a 30 foot circle. the edges of this area glow with runes, enemies in the area when it is set and at the start of each turn they are inside it, takes damage equal to your Fury Output in necrotic damage. This area is concidered difficult terrain for targets you see as enemies.

Wide Swing

at 18th level, you've all but mastered your anger. Once per long rest and only when you land a hit, you can choose to maximise weapon damage and deal double your Fury Output bonus damage.

Colossus

You've finally fully mastered your anger. at level 20, you can enter an enlarged state as a bonus action. This enlarged state lasts for 1 minute and can only be used once per long rest. during the duration you gain the following benefits:

  • Your size is doubled, as is your lifting, pushing, dragging, and carrying capacities.
  • Entering Fury while in Colossus does not grant a level of exhaustion when its finished.
  • You deal 1d8 additional damage.
  • You gain resistance to all damage except Psychic.
  • You gain advantage on Constitution saving throws while in this form.

Archetypes

Ravager

When you choose this archetype at level 3 you gain the following features:

Crazed Killer

At level 3, when you kill a target you gain hitpoints back equal to your Fury Output times 2. you cannot exceed your maximum hit point total and they do not carry over to temporary hitpoints,

Blood Frenzy

At level 6, when an enemy hits an ally while within melee range of you, you make use your reaction to make a single attack.

Ravaging runes

At 11th level, you are able to expend a ue of your Fury to place one of the following runes on your target:

  • Rune of Hunting (hunter's mark)
  • Rune of Vulnerability (grant vulnerability for 1 attack)
  • Rune of Slow (half movement)
  • Rune of Death (death of the target with grant 1d12 + runebreaker con mod to 4 allies)

Runes last for 1 minute unless stated otherwise. Requires a bonus action to place.

End Bringer

at 17th level, when a "bloodied" target leaves melee and provokes an attack of opportunity, if the attack hits it is treated as a critical.

Ravager tattoos

tattoos available at 5th level


  • Blood Thirsty Killer: Upon killing an enemy you now gain hitpoints back equal to 3 times your Fury Output
  • Ingredients: Mortar & Pestle, Blood, Healing Potion
  • Requirements: Ravager Archetype, Crazed Killer Feature

  • Magic Dabbler: You may choose one cantrip from the Storm Bringer or Radiant Mind Spell Lists and may cast it at will
  • Ingredients: Mortar & Pestle, Firespindle Wood Bark, Potion of Clairvoyance
  • Requirements: Ravager Archetype

tattoos available at 15th level


  • Prolonged Runes: Increases the duration of your Ravaging Runes by two times its original duration
  • Ingredients: Mortar & Pestle, Haste Potion, Fermented Mushrooms
  • Requirements: Ravager Archetype, Ravaging Runes Feature
The Storm Bringer
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 3 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3
14th 3 10 4 3 2
15th 4 10 4 3 2
16th 4 11 4 3 2
17th 4 11 4 3 3
18th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Storm Bringer

Spellcasting

Upon reaching level 3 your anger grows exponentially, manifesting itself as magic. See Chapter 10 for general rules on spellcasting and the end of this feature for the Storm Bringer Spell List.


  • Cantrips You learn 2 cantrips of your choice from the Storm Bringer Spell List, you learn additional cantrips at levels 9 and 15.
  • Spell Slots The Storm Bringer Spell Casting Table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells you must expend a slot of the spells level or higher. you regain all expended spell slots when you finish a long rest.
  • Spell Casting Ability: Constitution
  • Spell Casting Ability Save DC = 8 + Constitution Modifier + Proficiency Bonus
  • Spell Attack Modifier = Constitution Modifier + Fury Output

Spell List


  • Cantrip: Chill Touch, Frostbite, Lightning Lure, Ray of Frost, Gust, Shape Water, Shocking Grasp, Thunderclap
  • 1st Level: Armor of Agathys, Create or Destroy Water, Ice Knife, Thunderous Smite, Thunderwave, Zephyr Strike, Witch Bolt
  • 2nd Level: Gust of Wind, Misty Step, Snilloc's Snowball Storm, Dust Devil, Levitate
  • 3rd Level: Call Lightning, Elemental Weapon, Gaseous Form, Lightning Bolt, Sleet Storm, Thunder Step, Tidal Wave, Wall of Water, Water Breathing, Waterwalk, Wind Wall
  • 4th Level: Control Water, Ice Storm, Storm Sphere, Watery Sphere

Fury Overcharge

At 6th level, you can expend uses of your Fury to restore spellslots up to the number of Fury Uses you choose to expend, this counts as a bonus action and does not grant levels of exhaustion.

Rage of the Tempest

Starting at 11th level, your anger can be sent through your spells. When you cast a damaging spell that adds your constitution modifier to damage, you may also add your Fury Output.

Storm Incarnate

At 17th level, your ability to control the storm has been mastered. You can now take on the physical appearance of an Ascended Rune Fury when you enter Fury. You can add another one half of your Fury Output (total of 1.5x) rounded up to your damaging spells. In addition you gain a flying speed equal to your movement speed in your Ascended form.

Storm Bringer Tattoos

tattoos available at 5th level


  • Fire Storm: You can now learn and use spells involving fire from the list below:
  • Cantrip: Control Flames, Create Bonfire, Fire Bolt, Gree-Flame Blade, Produce F Blood, Healing Potionlame, Sacred Flame
  • !st Level: Burning Hands, Searing Smite
  • 2nd Level: Aganazzar's Scorcher, Continual Flame, Flame Blade, Heat Metal, Scorching Ray, Flaming Sphere
  • 3rd Level: Fireball
  • 4th Level: Fire Shield, Wall of Fire
  • Ingredients: Mortar & Pestle, Firespindle Wood Bark, Potion of Fire Resistance
  • Requirements: Storm Bringer Archetype

tattoos available at 20th level


  • Storm Lord: While in your Ascended form you Fury Output can be doubled on your damaging spells
  • Ingredients: Mortar & Pestle, Lightning Fish Scales, Eel Blood
  • Requirements: Storm Bringer Archetype, Storm Incarnate Feature
The Radiant Mind
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 3 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3
14th 3 10 4 3 2
15th 4 10 4 3 2
16th 4 11 4 3 2
17th 4 11 4 3 3
18th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Radiant Mind

spellcasting

Upon reaching level 3 your anger from seeing your allies take damage has evolved into a way to heal them. See Chapter 10 for general rules on spellcasting and the end of this feature for the Radiant Mind Spell List.


  • Cantrips You learn 2 cantrips of your choice from the Radiant Mind Spell List, you learn additional cantrips at levels 9 and 15.
  • Spell Slots The Radiant Mind Spell Casting Table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells you must expend a slot of the spells level or higher. you regain all expended spell slots when you finish a long rest.
  • Spell Casting Ability: Constitution
  • Spell Casting Ability Save DC = 8 + Constitution Modifier + Proficiency Bonus
  • Spell Attack Modifier = Constitution Modifier + Fury Output

Spell List


  • Cantrips: Guidence, Light, Mending, Spare the Dying, Word of Radiance
  • 1st Level: Bless, Ceremony, Cure Wounds, Detect Good & Evil, Goodberry, Guiding Bolt, Healing Word, Protection from Good & Evil, Sanctuary
  • 2nd Level: Augury, Detect Thoughts, Healing Spirit, Lesser Restoration, Prayer of Healing
  • 3rd Level: Aura of Vitality, Clairvoyance, Crusader's Mantle, Daylight, Life Transference, Mass Healing Word, Revivify
  • 4th Level: Aura of Life, Aura of Purity, Death Ward, Divination, Guardian of Faith

Radiant Soul

Starting at 6th level, you may add half your Fury OUtput (rounded up) to your healing spells.

Damage Absorbtion

Starting at 11th level, if an ally within 5 feet of you is hit with a critical, you can use your reaction to have the hit redirected towards you. You can only use this ability once per short rest.

Lazarus Effect

At level 17, if you are reduced to 0 hit points you can instead choose to expend a use of your Fury to roll a hit die. for each Fury Use you expend you gain 1 hit die. This feature can be used so long as you have Fury Uses to expend. You gain 1 level of exhaustion for every 2 Fury Uses you expend using this feature. Once you use up all your Fury you must complete a long rest before gaining this feature back. Hit dice rolled using Lazarus Effect count against your total hit dice you can roll in a short rest

Radiant Mind Tattoos

tattoos available at 5th level


  • Necrosis: You can now learn and use spells from the following list:
  • Cantrip: Chill Touch, Toll the Dead
  • 1st Level: Cause Fear, False Life, Hellish Rebuke, Inflict Wounds, Ray of Sickness
  • 2nd Level: Blindness/Deafness, Darkness, Ray of Enfeeblement, Shadow Blade
  • 3rd Level: Animate Dead, Bestow Curse, Feign Death, Speak with Dead, Vampiric Touch
  • 4th Level: Blight, Shadow of Moil, Sickening Radiance
  • Ingredients: Mortar & Pestle, Flesh of a Rotting Body, Brain Matter
  • Requirements: Radiant Mind Archetype

tattoos available at 10th level


  • Powerful Radiance: You may add your full Fury Output to your healing spells
  • Ingredients: Mortar & Pestle, Fairy Glitter, Unicorn Milk
  • Requirements: Radiant Mind Archetype, Radiant Soul Feature

tattoos available at 15th level


  • More Absorbtion: Your Damage Absorbtion ability can now be used twice between long rests.
  • Ingredients: Mortar & Pestle, Beetle Carapace, Health Potion
  • Requirements: Radiant Mind Archetype, Damage Absorbtion Class Feature

The Shaman

A wild looking half-orc lumbers through the forest, his arcane tattoos glistening in the light that penetrates the forest canopy. A child from his tribe had reportedly seen a group of goblins cutting down ceremonial trees in their sacred grove. Slicing his hand the half-orc smeared his blood on a the hilt of his heartwood maul. His weapon now pulsed with a deep green energy as he ventured forth to deal with the fools that would dare profane their grove. They would pay for desecrating the resting place of his ancestors.

A hunched over, elderly halfling grips his necklace as he faces down the leader of the hobgoblin war-band. The necklace, made from the finger bones of the previous shamans of his tribe, allows their spirits to take charge of his body. With their aid his life force is enhanced by theirs and he moves with the vigor of youth. Quick as lightning, he strikes at the hobgoblin’s head with his ancient club. As his foe slumps to the ground, he reflects on his time defending his people as their champion. Soon his time would end, and his body would die, but his spirit would join the previous shamans, aiding the next champion of their tribe.

A hunched over elvish woman uses her primal connection to life-magic to conduct an ancient ritual on a stolen lock of hair. Far across town, the village fool comes down with a mysterious illness, and within hours he succumbs to the strange pox. The townsfolk suspect dark magic was at play, but after a few days they bury the fool and move on. The man who had dared to insult the old elf had paid for the transgression with his life.

Conduits of Natural Energy

Shamans are the rare few that learn to open themselves to the natural energy that exists in all living things. Using their connection to this power, they are able to use primal energy to enhance their bodies, place curses on foes, or heal the sick. Shamanistic magic is ancient in its origins, and the teachings of shamans that are passed from one generation to the next trace their beginnings to the dawn of the world. Most Shamans embrace the old ways. They find civilized society uncomfortable, instead preferring to spend time in the wild.

Overwhelming Power

Shamans don’t come to learn their magic by study, but through meditation and introspection they learn to channel the raw power innate in all living things. Their connection to the natural world is intense, and they have little control over the flow of energy once they open themselves up to the primal powers of creation. Many who seek become shamans are overwhelmed and consumed by the life-energies around them, turning into large trees or stone statues vaguely reminiscent of humanoids. But, for the few that survive the initiation rituals, they become conduits able to channel the primal energy of creation to perform powerful and overwhelming feats of magic.

Creating a Shaman

When creating your Shaman consider how you came to be a conduit for the power of nature. Were you chosen from birth to be the champion of your tribe, destined to bear the power that comes with the spiritual support of your ancestors? Did a terrible hag steal you away and raise you in her ways, teaching you the secrets of curses and hex magic? Or did you study under an ancient hermit, learning to manipulate the primal forces present in all things to heal the broken?

Whatever your origin, consider how your relationship to the natural world effects your character. Do you gently beseech the power of nature? Or do you violently wrest control of the primeval creative energies around you?

Quick Build

You can make a Shaman quickly by following these suggestions. First, make Wisdom your highest ability score followed by Constitution. Second choose the hermit background. Third select the shillelagh and vicious mockery cantrips along with the 1st-level spells entangle and heroism.

Class Features

As a Shaman, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor, shields
  • Weapons: Simple weapons, blow guns, and nets.
  • Tools: None

  • Saving Throws: Wisdom and Charisma
  • Skills: Choose two from Animal Handling, Arcana, Insight, Medicine, Nature, Performance, or Religion

Equipment

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

  • (a) quarterstaff or (b) any simple weapon
  • (a) a shortbow and 20 arrows or (b) 5 javelins
  • (a) an explorer's pack or (b) a priest's pack
  • Leather armor and a druidic focus
Shaman
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Totems
1st +2 Spirituality, Primal Magic 2 2 1 1st
2nd +2 Totems 2 3 2 1st 2
3rd +2 Spirituality Feature 2 4 2 2nd 2
4th +2 Ability Score Improvement 3 5 2 2nd 2
5th +3 3 6 2 3rd 3
6th +3 Spirituality Feature 3 7 2 3rd 3
7th +3 3 8 2 4th 4
8th +3 Ability Score Improvement 3 9 2 4th 4
9th +4 3 10 2 5th 5
10th +4 Spirituality Feature 4 10 2 5th 5
11th +4 Primeval Conduit (6th) 4 11 3 5th 5
12th +4 Ability Score Improvement 4 11 3 5th 6
13th +5 Primeval Conduit (7th) 4 12 3 5th 6
14th +5 Spirituality Feature 4 12 3 5th 6
15th +5 Primeval Conduit (8th) 4 13 3 5th 7
16th +5 Ability Score Improvement 4 13 3 5th 7
17th +6 Primeval Conduit (9th) 4 14 4 5th 7
18th +6 4 14 4 5th 8
19th +6 Ability Score Improvement 4 15 4 5th 8
20th +6 Totemic Mastery 4 15 4 5th 8

Spirituality

At 1st level, you choose your Spirituality, the way that you interact with the primal forces of nature. Choose between the Curse-Binder, Spirit-Warrior, or Witch-Doctor, each of which is detailed at the end of this class description.

Primal Magic

The Shaman table shows how many spell slots you have to cast your shaman spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your shaman spells of 1st-level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell heroism you must spend one of those slots, and you cast it as a 3rd-level spell.

Cantrips

You know two cantrips of your choice from the shaman spell list. You learn additional shaman cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shaman table.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the shaman spell list, which is detailed below. The Spells Known column of the Shaman table shows when you learn more shaman spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new shaman spell, which can be 1st, 2nd, or 3rd level.

Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the shaman spell list. The new spell must be the same level as the spell you replace.

Spellcasting Ability

so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a shaman spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack bonus = your proficiency bonus + you Wisdom modifier

Spellcasting Focus

You can use a Druidic Focus (see the Adventuring Gear section) as a spellcasting focus for your Shaman spells. A shaman's spellcasting focus is often an item of great personal or tribal significance, like the bone of an ancestor, the branch from a sacred tree, or a small doll made in the likeness of their spirit animal.

Ritual Casting

You can cast a shaman spell as a ritual if that spell has the ritual tag. The spell does not need to be one of your known shaman spells to be cast as a ritual.

Totems

You insight into the natural world has given you the ability to enhance your own body with the forces of nature. Special Totems allow you to tap into primeval power without the risk of overwhelming your body and soul. Your Totems could be carved from wood, tattooed onto your body with magical inks, or made from the shrunken heads of your enemies.

At 2nd level, you gain two Totems of your choice. When you gain certain shaman levels, you gain additional totems of your choice, as shown in the Totems column of the Shaman table. Additionally, when you complete a long rest, you can swap out one of the Totems you have selected for another.

Ability Score Improvement

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

Primeval Conduit

At 11th level, your spiritual connection with the natural world deepens, and you gain the ability to directly channel the raw power of nature. Choose one 6th-level spell from the Shaman spell list. You can cast your Primeval Conduit spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more shaman spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Primeval Conduit spells when you finish a long rest.

Totemic Mastery

At 20th level, you can draw the natural energy of the world around to regain expended spell slots. As an action, you can regain one expended spell slot. You can use this ability a number of times equal to your Constitution modifier. You regain all uses when you finish a long rest.

Spirituality

For Shamans, their spirituality is their way of life. Each shaman learns to approach the world by way of contemplation and simplicity. They must rid their minds of all things in order to tap into to the primeval forces of creation. Once they have established this link, their bodies become channels of immense natural power.

Curse-Binder

You have attuned yourself to the foul side of shamanism. Often learned from hags and other less-then-savory spell casters, the way of the Curse-Binder uses the magic of nature to hinder and hurt their foes. Your familiarity with dark magic also provides you with certain measures of protection against curses and foul magic targeted at yourself.

You trap the life-magic of others in cursed objects and twist their own innate life force against them. With careful preparation and planning, you can take down your enemies before they come to face you on the field of battle.

Curse-Binder Features
Shaman Level Features
1st Expanded Spell List, Minor Hex, Spiritual Analyst
3rd Primal Curse
6th Inscrutable Mind
10th Shamanistic Ward
14th Foul Summoner

Expanded Spell List

The Curse-Binder Spirituality grants you additional spells known when you gain certain shaman levels. The following spells are added to your spell list, but don't count against your number of spells known.

Curse-Binder Spells
Slot Level Spells
1st bane, hex
2nd blindness/deafness, ray of enfeeblement
3rd bestow curse, vampiric touch
4th blight, phantasmal killer
5th contagion, enervation

###3 Minor Hex Starting at 1st level you gain the ability to inflict minor hexes upon your enemies. When a creature that you can see within 60 ft. has advantage on an attack roll or saving throw, you can use your reaction to cancel their advantage, and they must make the roll as normal.

You may use this ability a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.

Spiritual Analyst

Also at 1st level you gain insight into curses and other effects. If you spend one minute observing a creature, you can determine the source and school of magic of any malady or curse currently afflicting them.

Primal Curse

At 3rd level your ability to place curses on the living grows. If you gain a sample of a creatures blood, some of their hair, or an item of great importance to them you can create a special cursed totem at the end of a short or long rest.

Once you create this cursed totem, that creature has disadvantage on saving throws against your spells as long as you are in possession of the cursed totem, or until the cursed totem is destroyed. You can only have one of these cursed totems created at a time, once you create another the magic in the first one dissipates.

At 10th level you can have two cursed totems active at once, and at 15th level you can have up to three active.

Inscrutable Mind

Starting at 6th level, your work manipulating the natural forces of the world to cause maladies has given you insights into warding your own mind against such misfortunes. You are immune to having your emotions or thoughts read by magic. Creatures that make Wisdom (insight) checks against you do so with disadvantage.

Shamanistic Ward

Starting at 10th level, you can ward your body with magic to resists specific types of attacks. At the end of each short or long rest, you choose one damage type to gain resistance to. Damage with silvered weapons ignores this resistance.

Foul Summoner

At 14th level, you can cast the spell create undead at 6th level without providing any of the material components or using a spell slot. Spirits of long dead creatures rise out of the ground in the shape of the undead you summon. They are under your control until the end of your next long rest, or they are destroyed.

Once you use this ability you must complete a long rest before you can use it again.

Spirit-Warrior

As a Spirit-Warrior, you allow the spirits of the natural world to flow into you and enhance your physical and mental abilities. Once enhanced, these champions act as protectors of ancient temples, sacred groves, and burial grounds.

With their impressive martial prowess, Spirit-Warriors make stalwart allies and terrible foes. Woe to those who would rouse these ancient protectors to action.

Non-Metal Weapons & Armor

Despite their refusal to use weapons and armor forged from metal, Spirit-Warriors find other ways to arm themselves. Some use stone mauls carved with druidic runes, or battleaxes with a blade made of sharpened flint.

Talk to your Dungeon Master about creating weapons from alternate materials, like volcanic glass or the wood of a heartwood tree.

Spirit-Warrior Features
Shaman Level Feature
1st Expanded Spell List, Spirit Guide, Warrior's Proficiencies
3rd Primal Weapon
6th Eyes of the Spirit World
10th One Foot in the Grave
14th Possessed Warrior

Expanded Spell List

The Spirit-Warrior Spirituality grants you additional spells known when you gain certain shaman levels. The following spells are added to your spell list, but don't count against your number of spells known.

Spirit-Warrior Spells
Slot Level Spells
1st compelled duel, wrathful smite
2nd branding smite, magic weapon
3rd blinding smite, spirit guardians
4th guardian of faith, staggering smite
5th banishing smite, steel wind strike

Spirit Guide

Starting at 1st level, your connection to the spirits of the world prevent you from becoming lost. Thanks to the aid of local spirits, you have perfect recall of any path that you have traveled and cannot become lost, even by magical means.

Warrior's Proficiencies

Additionally, at 1st level when you adopt this spirituality, you gain proficiency with medium armorand martial weapons.

Shamans are particular about what weapons and armor they choose to use. Many frown upon the use of things forged by industry, claiming that these unnatural processes hamper their power.

Primal Weapon

At 3rd level, you can construct a Primal Weapon inscribed with special totemic glyphs, granting you special abilities while wielding the weapon. Your Primal Weapon can be any weapon you have proficiency with, as long as it contains no metal. At the end of a long rest, choose one of the following totemic glyphs to inscribe into your primal weapon.

Glyph of Aggression. While wielding this weapon you can use a bonus action on your turn to move up to your movement speed towards an enemy creature that you can see. You must end your turn closer to the enemy creature.

Glyph of Binding. You have advantage on Strength (athletics) checks to grapple creatures, and advantage on attack rolls against creatures currently grappled by you.

Glyph of Draining. When you hit a creature with a melee weapon attack, you gain temporary hit points equal to your proficiency bonus + your Wisdom modifier.

Eyes of the Spirit World

Starting at 6th level, your bond with the spiritual world grants you enhanced sight. You have advantage on saving throws and skill checks to see through illusions. This sight also allows you to see 60 ft. into the ethereal plane when you are on the material plane, and vice versa.

One Foot in the Grave

When you draw close to death your connection to the spirits strengthens as your own life force wanes. At 10th level, when have 10 hit points or fewer (this does not include temporary hit points), you gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons. You have advantage on melee attack rolls, and your melee weapon attacks deal an extra 2d6 of their damage type on hit.

Possessed Warrior

At 14th level you can allow the spirits of the natural world to take control of your body. As a bonus action on your turn, you enter a possessed state that lasts for one minute, or until you are reduced to 0 hit points. While in this state your movement speed is doubled, and your melee weapon attacks deal an additional 2d6 necrotic damage on hit.

Additionally, your body becomes semi-corporeal, allowing you to move through other creatures and objects as if they were difficult terrain. If you end your turn inside an object, you are shunted to the nearest open space and take 1d6 force damage for every 5 ft. you are forced to move.

Once you use this ability you must complete a long rest until you can use it again.

Witch-Doctor

When all other options for help have been exhausted, nobles and peasants alike will turn to the medicine men of old, the Witch-Doctors. They are practitioners of ancient healing ceremonies and traditional herbal remedies.

As a Witch-Doctor, your connection to the life-energy that flows through all things allows you to manipulate that energy to mend the spiritual and physical ailments of those around you. You channel the primal magic of creation to enhance your allies, and heal those marred by the foul touch of evil.

Witch-Doctor Features
Shaman Level Feature
1st Expanded Spell List, Ancient Medicine, Vibrant Life Force
3rd Primal Blessing
6th Potent Life Force
10th Improved Primal Blessing
14th Conduit of Creation

Expanded Spell List

The Witch-Doctor Spirituality grants you additional spells known when you gain certain shaman levels. The following spells are added to your spell list, but don't count against your number of spells known.

Witch-Doctor Spells
Slot Level Spells
1st bless, cure wounds
2nd enhance ability, lesser restoration
3rd beacon of hope, revivify
4th aura of life, death ward
5th creation, greater restoration

Ancient Medicine

Starting at 1st level, you gain proficiency with the herbalism kit if you are not already, and you may add double your proficiency bonus to any ability check you make with it.

Additionally, whenever you use your action to restore hit points or stabilize a friendly creature, you are under the effects of the Dodge action until the start of your next turn.

Vibrant Life Force

At 1st level when you adopt this spirituality, you gain insight in how to manipulate the life energy that flows through all creatures. As an action, you can touch one creature, enhancing their life energy. They have advantage their next ability check or saving throw.

You may use this ability a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.

Primal Blessing

At 3rd level, your ability to enhance your allies increases. At the end of a long rest you may bless a friendly creature with the benefits of one of your Totems that you have prepared for the day. Upon blessing a friendly creature with this power, you lose any abilities gained from the Totem.

You may distribute a number of your Totems equal to half of the number you have (rounded up). A friendly creature may only be under the effects of one of your Totems at a time.

Potent Life Force

Starting at 6th level, your knowledge of your own body and soul grants you abilities beyond that of a normal mortal. Any time you gain hit points you gain additional hit points equal to your Wisdom modifier (this does not include temporary hit points).

Improved Primal Blessing

At 10th level, your spirit is enhanced when you grant blessings to your allies. For each Totem granted to an allied creature through your Primal Blessing feature you gain a +1 bonus to each of your saving throws.

Conduit of Creation

At 14th level, the line between your own life energy and that of the lives around you has blurred. You can choose to fall unconscious and distribute your life force among creatures within 60 ft. As an action, you distribute all of your remaining hit points among allied creatures, and if you have any spell slots remaining, you can use them to restore an allied creature's spell slot of that level or lower.

Upon using this action you immediately fall unconscious, but stabilized. You do not need to make death saving throws. Once you use this feature, you cannot use it again until you complete a long rest.

Totems

If a Totem has prerequisites, you must meet them to learn it. You can learn the totem at the same time that you meet its prerequisites. A level prerequisite refers to your shaman level. The Totems presented here are in alphabetical order.

Totem of the Avalanche

Prerequisite: 5th level, Spirit-Warrior Spirituality

You may cast the 'enlarge' version of the enlarge/reduce spell on yourself, without using a spell slot, a number of times equal to your Wisdom modifier. You regain all uses when you finish a long rest.

Totem of the Beast

You gain proficiency in the perception skill if you do not already have it, and you have advantage on perception checks that rely on sight or smell.

Totem of Bloodlust

Prerequisite: 9th level, Curse-Binder Spirituality

You have advantage on attack rolls against enemy creatures that are not at their maximum hit points.

Totem of the Cave

Prerequisite: 5th level

As long as part of your body is touching the ground, you have tremorsense with a radius 30 ft. At 9th level the radius of your tremorsense increases to 60 ft.

Totem of Darkness

Prerequisite: 9th level You gain blindsight with a radius of 30 ft. At 15th level the radius increases to 60 ft.

Totem of the Dawn

Prerequisite: 7th level, Witch-Doctor Spirituality

You have advantage on all Charisma, Intelligence, and Wisdom saving throws against magic.

Totem of the Earthquake

Prerequisite: 6th level, Spirit-Warrior Spirituality

When you hit an enemy creature with a melee attack you deal an additional 1d4 of the weapons damage type on hit. This additional damage increases to 1d6 at 11th level, and 1d8 at 16th level.

Totem of the Eclipse

Prerequisite: 9th level, Curse-Binder Spirituality

You have advantage on saving throws to resist spells and other magical effects. Additionally, at 16th level you gain resistance to damage from spells.

Totem of the Forest

You gain proficiency in the stealth skill if you do not already have it, and you have advantage on stealth checks made to hide in natural environments.

Totem of the Hunt

Prerequisite: 7th level

You have advantage on melee attack rolls against enemy creatures that are within 5 ft. of a friendly creature.

Totem of the Hurricane

Prerequisite: 7th level

You gain the Long-Limbed trait. When you make a melee attack on your turn, your reach increases by 5 ft.

Totem of Light

Prerequisite: 6th level, Witch-Doctor Spirituality

When you hit an enemy creature with a melee attack, you deal an additional 1d6 radiant damage. The additional radiant damage increases to 2d6 at 11th level, and 3d6 at 16th level.

Totem of the Moon

Prerequisite: 16th level, Witch-Doctor Spirituality

You may add your Wisdom modifier to your armor class as long as you are conscious.

Totem of the Mountain

While not wearing armor or using a shield your armor class is equal to 13 + your Constitution modifier.

Totem of the North Wind

Your base movement speed is increased by 5 ft. This increases to 10 ft. at 5th level, 15 ft. at 11th level, and 20 ft. at 16th level.

Totem of the Oak

Prerequisite: Witch-Doctor Spirituality

You have advantage on saving throws to resist the frightened and charmed conditions.

Totem of the Ooze

Prerequisite: 7th level, Curse-Binder Spirituality You can move through a space as narrow as one inch wide without squeezing.

Totem of the Pond

You can hold your breath for up to 1 hour, and you gain a viscous coating on your skin that gives you advantage on skill checks to escape the grappled condition.

Totem of the Rainstorm

You gain resistance to acid and poison damage, and have advantage on saving throws to resist being poisoned.

Totem of the River

Prerequisite: 7th level You gain a swimming speed equal to your movement speed, and you can breathe both air and water.

Totem of the Rockslide

Your unarmed attacks deal bludgeoning damage equal to 1d6 + your Strength modifier on hit. At 6th level, your unarmed attacks count as magical for the sake of overcoming resistances.

Totem of the Sapling

Prerequisite: 9th level, Witch-Doctor Spirituality As a bonus action on your turn you grant yourself temporary hit points equal to your Wisdom modifier + your proficiency bonus.

Totem of the Skies

Prerequisite: 16th level, Spirit-Warrior Spirituality You gain a flying speed equal to your movement speed, and as a reaction you can reduce any falling damage you take by an amount equal to your shaman level.

Totem of the Stars

Prerequisite: 5th level When you roll a 1 on an ability check, attack roll, or saving throw, you may re-roll the die, but you must use the new roll.

Totem of the Storm

Prerequisite: 5th level, Spirit-Warrior Spirituality You can attack twice, instead of once, whenever you take the attack action on your turn.

Totem of the Sun

Prerequisite: 9th level When you fail a saving throw, you may choose to succeed instead. Once you use this ability you must complete a long rest before you can use it again. Starting at 16th level, you can use this ability twice per long rest.

Totem of the Swamp

Prerequisite: 5th level, Curse-Binder Spirituality As an action, you force every creature within 15 ft. of you to make a Constitution saving throw. On a failure, they are poisoned until the end of your next turn. On a save, the creature is immune to this effect for 24 hours.

Totem of Twilight

Prerequisite: Curse-Binder Spirituality You gain Superior Darkvision. You can see in dim light within 120 ft. as if you were in bright light, and in darkness as if it were dim light.

Totem of the Whirlwind

When you score a critical hit on a weapon attack you may roll an addition damage die of the weapons damage type.

Totem of the Waves

When an enemy creature hits you with a critical hit, you can use your reaction to change it into a regular hit. Once you use this ability, you must finish a short or long rest before you can use it again.

Soul Binder

Loneliness. Weakness. The call to adventure. For most people these are passing moments, a part of the ups and downs of everyday life. There are those however, who are defined by these feelings. Whether feeling alone in a crowd, powerless to get what they deserve or eager to see all things the world has to offer, soul binders have taken a drastic step to solve their problems. Unable to meet the demands of the world alone they choose to give up a piece of their soul to bond with another creature and face life's challenges together.

A Companion for Life

When soul binders bind themselves to another creature, they do so for life. They will stand together, always, two against the world. They will always look out for each other, because in the end, they need each other. Whether they like it or not. The companion will often be the stronger of the pair, but without the binder to guide it, the companion is nowhere near its full potential.

Split Soul

The process of binding your soul with another creature can be quite taxing, especially if the creature isn't willing at first. Some people disappear into the wild to find a forest animal willing to bind, and return months later with a beast by their side willing to do anything for them.

While others would rather summon a creature untold horror, and force it into submission, then bind the creature to follow their command. However, having your soul bound to another creature means that your soul will never be full again. There is always something missing. It gets even more apparent for the soul binder when their companion is far away from them. It can sometimes be physical painful for them to be a great distance from their companion.

Creating a Soul Binder

When making your soul binder you must consider how you got your companion. Did you travel the world to seek a companion, was it easy for you, or was it a life goal, was it even your choice to bind your soul? Maybe you were captured by cultist, that forced you to bind with a creature against your and the creatures will.

What kind of relationship do you have with your companion? Are you two inseparable friends? Or is it more of a master and servant relationship. Sometimes a Soul Binder might regret the act of soul binding and want to undo it, though it is a hard and lengthy process.

Soul Binders are in contact with their companion like no other two being will ever be, and when you play as a Soul Binder you can describe how you and your companion act. Maybe your feelings toward your companion changes over times as you travel together, for better or worse.

Quick Build

You can make a Soul Binder fast by following these suggestions. First, Charisma should be your highest ability modifier, followed by Constitution or Dexterity, depending if you need need more hit points or AC. Second, you should take the Hermit background.

CHAPTER 2 | CLASSES

Class Features

As a soul binder, you gain the following class features.

  • Hit Dice: 1d6 per level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: Choose one type of artisan’s tools or one musical instrument

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Animal Handling, History, Nature, Insight, Arcana, Persuasion, Intimidation.

Equipment

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

  • (a) two daggers (b) any simple weapon or (c) any martial weapon (if proficient)
  • (a) a priest's pack or (b) a scholar's pack
  • (a) a set of leather armor or (b) a set of scale mail (if proficient)
  • (a) a set of tools of your choice

Soul Bond

At 1st level you have chosen to give a piece of your soul to gain the aid of a creature stronger than you. You can choose one of several bonds detailed at the end of the class description. Your choice grants you additional features when you reach 3rd level and again at 7th, 11th and 15th levels.

The Soul Binder
–Spell Slots per Spell Level–
Level Proficiency
Bonus
Features Soul Points 1st 2nd 3rd 4th 5th
1st +2 Soul Bond, Bonded Companion,
Magic Item Absorption
-
2nd +2 Spellcasting, Edict, Soul Points 2 2
3rd +2 Bond Feature, Hidden Form 3 3
4th +2 Ability Score Improvement 4 3
5th +3 Companion Extra Attack , Soul Linked Casting 5 4 2
6th +3 Companion's Protection 6 4 2
7th +3 Bond Feature 7 4 3
8th +3 Ability Score Improvement 8 4 3
9th +4 9 4 3 2
10th +4 Countermeasure 10 4 3 2
11th +4 Bond Feature 11 4 3 3
12th +4 Ability Score Improvement 12 4 3 3
13th +5 13 4 3 3 1
14th +5 Soul Purification 14 4 3 3 1
15th +5 Bond Feature 15 4 3 3 2
16th +5 Ability Score Improvement 16 4 3 3 2
17th +6 17 4 3 3 3 1
18th +6 Infused Energy 18 4 3 3 3 1
19th +6 Ability Score Improvement 19 4 3 3 3 2
20th +6 Quick Renewal 20 4 3 3 3 2

CHAPTER 2 | CLASSES

Bonded Companion

At 1st level, you gain a companion that will serve and aid you in every way it possibly can. The companion gets some bonuses from being linked to your essence. In combat, the companion moves and acts on your turn in initiative. You can tell it what to do verbally (no action needed) and if you are incapacitated, it will do its best to protect you and itself from harm. Your companion needs your guidance in combat to thrive, and it can be tasking to control it and act yourself. If you take the Attack action or cast a spell with a casting time of one action, your companion can't take the Attack action this turn, and if your companion takes the Attack action, you can't take the Attack action or cast a spell with a casting time of one action this turn.

It gains proficiency in two skills of your choice. In areas where it would use its proficiency bonus, it uses your proficiency bonus instead. It also adds your proficiency bonus to its AC. Your companion will always use Strength for it's attack and damage rolls (unless otherwise specified), and its damage dice is shown in the Companion Damage Die column of the Soul Binder table. If a feature for you or your companion requires another creature to make a saving throw, the DC is equal to your Spell Save DC.

If your companion is reduced to 0 hit points, it falls unconscious and makes death saving throws. When it is reduced to 0 hit points, the soul binder will take any excess damage from the attack. If it is killed, you can return it to life as part of a long rest. The process of reviving can be very hard for your soul, and you gain one level of exhaustion at the end of the rest when you revive your companion. The companion has its own hit die, and can spend them during a short rest.

Whenever you gain the Ability Score Improvement class feature in this class, your companion’s abilities also improve. You can increase one of its ability scores of your choice by 2, or you can increase two of its ability scores of your choice by 1, at the DM's discretion you can forgo increasing the companions ability scores and instead give it a feat that would make sense for it (Like Mobile or Tough). As normal, you can’t increase an ability score above 20 using this feature unless its description specifies otherwise. Whenever you gain a level in this class, your companion also levels up, and it can increase its hit point maximum using its hit die normally. At first level, its hit points will be equal to the maximum value of its hit die + its Constitution modifier.

Magic Item Absorption

At level 1, the Soul Binder can perform a special ritual to merge a magic item into its companion during a short rest. Merging with an item requires being in physical contact with the soul binder, item, and companion. Certain items have prerequisites. The companion must meet any prerequisite for the item to successfully merge. Your companion cannot merge with items requiring a class prerequisite. If the short rest is interrupted, the merging fails. Otherwise, at the end of the short rest, the item merges into the companion.

While merged, the companion gains an intuitive understanding of how to activate any magical properties of the item, including any necessary Command words. Your companion can use the magical properties of the item and apply the effects to its natural weapons and natural armor, but doesn't get the benefit of the armor or weapon itself. It can only have one weapon merged at a time, and one piece of armor.

Example: if you bind a +1 Plate armor to your companion it gains +1 to its AC, but not the benefits of wearing Plate armor

Each merged item within the creature counts as an attunement for the soul binder, regardless if whether the item required attunement. Attempting to merge with more than three items fails automatically. The soul binder can voluntarily end the merge by spending another short rest focused on the item, unless the item is cursed.

If the companion dies, all the merges items are expelled from its corpse on the ground around it.

Soul Points

You have 2 soul points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more soul points than shown on the table for your level. You regain all spent soul points when you finish a long rest.

Spellcasting

By 2nd level you are now more used to being bonded to a magical creature, and have started to be able to use some magic to help your allies or bolster your companion. See Chapter 10 in the Player's Handbook for the general rules of spellcasting and Chapter 11 for the soul binder spell list.

Preparing and Casting Spells

The Soul Binder table shows how many spell slots you have to cast your soul binder spells. To cast one of your soul binder spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

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

For example, if you are a 5th-level soul binder, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell heroism, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

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

Spellcasting Ability

Charisma is your spellcasting ability for your soul binder spells, since the power of your magic relies on you being able to communicate with your companion and the bond that you share. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a soul binder spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +
your Charisma modifier
Spell attack modifier = your proficiency bonus +
your Charisma modifier

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your soul binder spells.

Edict

You have gotten better control over your companion and can give it more complicated commands. As an action you can spend 1 soul point to speak an edict to your companion. It must be able to hear you for the edict to take effect.

At 2nd level, you learn and can use the four following edicts:

  • Strike. You command your companion to attack with extra ferocity. The next time your companion hits another creature with an attack this turn, that attack deals an extra amount of damage equal to 1d10 + Charisma modifier.

  • Toughen Up. You command your companion to toughen up and be ready to withstand even more blows. Your companion gains temporary hit points equal to 1d10 + your Charisma modifier, these hit points last for 1 minute.

  • Block. You command your companion to evade or block incoming attacks rather than taking them. The companion's AC is increased by an amount equal to half your Charisma modifier (rounded up), until the end of your next turn.

  • Move. You tell your companion that it needs to move fast, or move safely. When given this command your companion can take the Disengage or Dash action as a bonus action on this turn.

CHAPTER 2 | CLASSES

Hidden Form

You have learned how to reduce your companion's size or hide them on another plane for an easy way to hide or carry it. When you reach 3rd level you learn one of the following features:

  • Shrink. You can use your bonus action to change your companion's size to Tiny or back to its full size if it is within 30 feet of you. If there isn't enough space for it to grow to its original size, it will instead take 1d10 force damage and stay Tiny. While in Tiny form, the companion can't attack in any way.
  • Pocket Dimension. As an action, you can temporarily dismiss your companion as long as it is within 5 feet of you. It disappears into a pocket dimension where it awaits your summons. As an action, while it is dismissed, you can cause it to reappear in any unoccupied space within 5 feet of you. If you go unconscious while your companion is in its pocket dimension, it will reappear within 5 feet on you.

Ability Score Improvement

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

Companion Extra Attack

At 5th level your companion can attack twice instead of once, whenever it takes the Attack action on its turn.

Soul Linked Casting

You and your companion are of the same soul, and you can channel your magic through your link.

At 5th level when you cast a spell targeting yourself, you can also affect your beast companion with the spell if the beast is within 60 feet of you. If you lose concentration on the spell, you both lose the effect. You also have advantage on saving throws for keeping concentration on spells that affect both you and your companion.

Companion's Protection

When you reach 6th level your companion's defense is better than ever, and it is better at avoiding everything from traps to spells. It gains proficiency in all saving throws. Additionally, it has advantage on Intelligence and Charisma saving throws when you are within 100 feet of it and it can see you.

Countermeasure

At 10th level, your companion is very protective of you and will harm anyone who seeks to hurt you. When you become the target of an attack, you can spend 1 soul point and have your companion take one of the following reactions::

  • Revenge. The companion can use its reaction to make one attack against the enemy if it is within range.

  • Roar. If your companion is within 30 feet of an enemy that is making the attack against you, it can use its reaction to let out a frightful roar to impose disadvantage on the attack roll as long as the attacker is not deafened.

  • Body Shield. If your companion is within 5 feet of you when the attack is made, it can use its reaction to redirect the attack to hit it instead.

Soul Purification

When you reach 14th you can use your Soul Energy to flush out any bad effects currently impeding your companion.

If your companion is within 30 feet you can use an action and spend 1 soul points to allow it to repeat any saving throw on an effect that would allow it to repeat the saving throw at the end of it's turn, when your companion makes a saving throw because of this feature, it can add your Charisma modifier to the roll.

Infused Energy

At 18th level you can channel your energy though the link that binds you and your compainon, to empower your companions attacks.

As an action you can spend 3 soul points to infuse your companion with energy for 1 minute, when they are infused they can add your Charisma modifier to their damage rolls.

Quick Renewal

When you reach 20th level, you are so closely connected with your companion that you can feel their very life force as easy as feeling the wind blow. You have also learned to empower their essence in a burst of energy. As an action, you can fill your companion with renewed life if they are within 120 fgeet of you. Your companion regains all of its hit points. If it is dead, it is returned to life with all of its hit points.

Once you use this feature, you can't use it again until you finish a long rest.

Soul Bonds

Different Soul Binders bond with different types of creatures. Each creature offer different things to the Soul Binder both in and out of combat, and the bonds can affect the Soul Binder in different ways such as giving them more magical powers, or making the Soul binder a powerful force when it comes to combat.

Name Link Creature Type Description
Wild can be found here Beast Make a bond with a beast companion who focuses on their natural senses and physical attacks to navigate the wilds. Flexible in its build, the beast is a master of survivability and physical adaptation.
Unknown can be found here Aberration Bond with an aberration who will let you fuse bodies with them to become an altogether stronger individual with improved combat and casting abilities as well as greater endurance thanks to life transfusion abilities.
Dragonkin can be found here Dragon A gift from a powerful dragon, this guard drake is made to protect. It challenges enemies around, and will always protect you and your allies.
Elements can be found here Elemental You attune to the elements of natures and gain the aid of an elemental avatar who can take different shapes. Shake the earth, blow your enemies away, wash out the evil and rain fire upon your enemies.
Dirge can be found here Undead By some unholy ritual you have bonded with a corpse and infused it with necromantic energy. It will follow you in an eternal march to do your command.
Divine can be found here Celestial A gift from the gods this Guardian will follow you everywhere and protect you and those you care about, and together you will be able to face anything.
Playful Fey can be found here Fey A playful spirit, animal or other type of creature have made a bond with you and will always be by your side to pull pranks and tricks on people.
Demonic pain can be found here Fiend A demon of the abyss is at your command. You can whip your demon to enrage it and causing it to deal more damage.
Stitcher can be found here Monstrosity Stitch together your own creation and modify it to suit your needs, then bind your soul to it so that it may live and serve you.

CHAPTER 2 | CLASSES

Bond of the Wild

You have been in touch with nature itself and have offered something of yourself to it. In return, you are given a trusty animal companion that will protect you and carry out your orders. You and the beast will form a bond that will make you inseparable.


Beast Companion

Medium Beast, unaligned


  • Armor Class 11+ Its Dexterity modifier + your proficiency bonus
  • Hit Points (5 (or 1d8) + Its Constitution modifier) x your Soul Binder level
  • Hit Die: 1d8 per Soul Binder Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (0) 10 (0) 10 (0) 3 (-4) 12 (+1) 10 (+0)

  • Languages Understands the Soul Binder's languages, but can't speak.

Actions

Claws. Melee Weapon Attack: (your proficiency modifier + Its Strength modifier) to hit, reach 5ft., one target. Hit (1d10 + Its Strength modifier) slashing, piercing or bludgeoning damage.


Warrior of the Wild

When you choose this Bond at 1st level, you gain proficiency with martial weapons and shields, medium armor. Additionally your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Beast Companion

At 1st level, you gain the company of a loyal beast. You choose what kind of beast it is as long as you use the "Beast Companion" stat block. You get to allocate some stats to your beast. You can get: 16, 14, 12. You can place them into the beasts Strength, Constitution or Dexterity.

The beast does not speak, But it will understand all of your languages, and you can communicate basic ideas to with the ease of a few hand signs and head nods.

Its also get two Beast Trait, you can pick two traits for your beast from the following:

  • Keen Hearing and Smell. The beast has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Sneaky. The beast has expertise in Stealth.
  • Beast of Burden. The beast is considered to be one size larger for the purpose of determining its carrying capacity.
  • Nocturnal. The beast has darkvision with a range of 60 feet.
  • Amphibious. The beast can breathe air and water. It also gains a swimming speed equal to its walking speed.
  • Leaper. The beast's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
  • Spider Climb. The beast can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Big Boned. The beasts size is large.

Run With the Pack

When you reach 3rd level, you and your beast are bonded closer than most family and you perform best in combat when you are together. When you and your beast are within 10 feet of each other, and neither of you are incapacitated, you gain the following benefits:

  • When your beasts hit a creature with an attack, you can use your reaction to make an attack against the same creature.

  • If one of you is prone, it only takes 5 feet of movement to stand up again.

Beastial Evolution

At 7th level, your beast is infused with magic via your bond and can evolve itself in different ways. You can pick one of the following feature to grant to your beast:

  • Fast Flyer: Your beast gains a flying speed equal to double its walking speed. It also gains Flyby witch means that it doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
  • Fast Charger: Your beast gains an extra 15 feet walking speed. Additionally, If the beast moves at least 20 feet straight toward a target and then hits it with an attack on the same turn, the target takes an extra 11 (2d10) damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.
  • Relentless Rampager When the beast is reduced to 0 hit points but not killed outright, it can drop to 1 hit point instead. it can't use this feature again until you finish a long rest. Additionally when the beast reduces a creature to 0 hit points with a melee attack, the beast can use its reaction to move up to half its speed and make one attack. If it hits with that attack, it gains half of the damage dealt as temporary hit points.

You also get to pick an additional Beast Trait from the "Beast Companion" feature.

Natures Edict

At 11th level, you can command your beast with the guidance of nature itself. You learn two edicts. These edicts functions like your "Edict" and will follow the same rules. You learn two new edicts which do not count toward your total known edicts:

  • Tooth and Nail: Your beast can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.
  • Dodge and Evade Until the end of your next turn, whenever an attacker that your beast can see hits it with an attack, it can use its reaction to half the attacks damage against it.

Ultimate Evolution

When you reach 15th level, your beast has surpassed any limits you could imagine, and your soul is bonded so closely with it that you are able to push it to the limit with energy, and its uses this energy to evolve itself.

You can pick another feature from the "Beastial Evolution" and two new Beast Traits from "Beast Companion".

Additionally the range of "Run with the Pack", that you and your beast have to be within to get the benefits, is now increased to 20 feet.

Bond of the Unknown

By means of some sort of unnatural ritual you have been able to summon a aberration, and have bound it to your command. You might have captured one yourself even, or maybe you had to make a great sacrifice in order to get this unholy being under your command.


Aberration Companion

Medium Aberration, Neutral evil


  • Armor Class: 11 + Its Dexterity modifier + your proficiency bonus
  • Hit Points: ( 6 (or 1d10) + Its Constitution modifier) x your Soul Binder level
  • Hit Die: 1d10 per Soul Binder Level
  • Speed: 30ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 7 (-2)

  • Condition Immunities Frightened
  • Senses Darkvision 60ft
  • Languages Understand its summoner's languages, but cant speak any

Actions

Claws. Melee Weapon Attack: (your proficiency modifier + Its Strength modifier) to hit, reach 5ft., one target. Hit (1d10 + Its Strength modifier) slashing, piercing or bludgeoning damage.

Tentacles. Melee Weapon Attack: (your proficiency modifier + Its Strength modifier) to hit, reach 10ft., one target. Hit (1d6 + Its Strength modifier) slashing, piercing or bludgeoning damage.

Controlled Evil

At 1st level you gain the servitude of an aberration. The Aberration is always under your control and you can speak with it telepathically as long as you are within 100 feet of it..

The Aberration can look how you want it, as long as it still looks like an Aberration and follows the given stat block above.

Expanded Spell List

As you bind with this magical being, you are able to have more spells available, these spell are always prepared and don’t count towards your maximum number of prepared spells.

Bond of the Unknown Spells
Spell Level Spells
1st Cause Fear
2nd Crown of Madness
3rd Fear
4th Confusion
5th Dominate Person

Morph

Beginning at 3rd level, you can use an action to touch your aberration and become absorbed, morphing together as one unit for 1 minute. While you are morphed with your Aberration it will gain several benefits:

  • It gains an additional 10 feet of movement.
  • The damage of its Claws deals an additional 1d6 damage. this becomes 2d6 at 11th level, and 3d6 at 18th level.

  • The reach of its Tentacles becomes 20 feet.

  • It gain temporary hit points equal to half of the soul binder’s maximum hit points (it will lose these when morph ends).
  • Its size becomes one size category larger.

While you are morphed with your aberration you cant take any actions, reactions, bonus action or move unless specified. The only thing you can do is use a bonus action to leave the creature and thereby ending the morph. When you are morphed you can also still command your companion and use your Edict telepathically. When you morph each of your Aberrations ability scores becomes the highest of either it's or yours, for the duration of morph.

If you are concentrating on a spell while morphed, you must make a concentration check when the aberration is hit, using the aberrations Constitution save.

Morph will end after 1 minute, when the aberration is incapacitated, or if you choose to end it as a bonus action. When morph ends, the soul binder will emerge from the aberration at an unoccupied space within 5 feet. The morphing process is hard for the soul binder’s body, The first time you exit morph since your last long rest, nothing will happen, but each use after that will give the soul binder one level of exhaustion.

Otherworldly Grasp

When you reach 7th level your aberration has learned to pull creatures closer using either tentacles or telekinesis and show them images that can drive mere mortals mad.

As an action your aberration can force up to 6 creatures of its choice within 30 feet of it to make Strength Saving Throws, if a creature fails the Saving Throw it is pulled to an unoccupied space within 5 feet of the aberration.

After doing this your aberration can immediately spend it bonus action to attempt to grapple one of the creatures that failed the Saving Throw. If a creature is being grappled by your aberration, through the use of this feature, it is frightened until the grapple ends.

Once your aberration uses this feature, it must complete a short or long rest before it can do so again.

Unnatural Edict

Starting at 11th level, you gain access to give out edicts for your aberration to do things that will surprise anyone. You learn two edicts. These edicts functions like your "Edict" and will follow the same rules. You learn two new edicts which do not count toward your total known edicts:

  • Toxic Spit: You command your aberration to spit a glob of toxin at an enemy within 30 feet of the aberration. The aberration can use its bonus action and spit at that enemy. The enemy must succeed on a constitution saving throw, or be poisoned for 1 minute. The enemy can repeat the save at the end of its turn, ending the effect on a success.
  • Horrifying Form: You command your aberration to twist it form and instill fear in your foes, the next time it hits a creature with an attack on this turn, the creature that got hit must make a wisdom save against your Soul Binder spell save DC, on a failed save the creature is frightened until the end of your next turn.

Improved Morph

When you reach 15th level, your body has become more acceptant of your aberration, and you are much more potent at morphing together, whenever you morph together with your aberration it now gains additional benefits:

  • While you are morphed, you can still cast spells through the aberration. The aberration will still be the one casting the spells, with your spell slots, but you are the one concentrating on them, and they use your spell save DC and spell attack modifier.
  • When you morph you can choose to increase its size by two size categories instead of one.
  • Its Armor Class increases by 2 for the duration.
  • At the start of the aberrations turn it can roll 1d6, on a 6 it regains the use of "Otherworldly Grasp".

Additionally you can now stay morphed for longer. You can retain your morphed state for 1 hour. You body also has an easier time being morphed. When you end your morph, you can choose to forgo the exhaustion once per short rest.

Bond of the Dragonkin

You have been chosen by a dragon to receive a gift. It have made a Guard Drake especially for you, and you have bonded your soul with that Guard Drake that will now follow you everywhere, and protect you at all cost.


Chromatic Guard Drake

Medium Dragon, Unaligned


  • Armor Class 14 + it's Dexterity modifier + your proficiency modifier
  • Hit Points (6 (or 1d10) + its constitution modifier) x your soul binder level.
  • Hit Die: 1d10 per Soul Binder Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 16 (+3) 4 (-3) 12 (+1) 7 (-2)

Senses: Dakvision 60ft

Languages Draconic, but can’t speak.


Actions

Attack. Melee Weapon Attack: (your proficiency modifier + Its Strength modifier) to hit, reach 5ft., one target. Hit (1d8 + Its Strength modifier) slashing, piercing or bludgeoning damage.

_---

Tongue and Scales of the Drake

When you take this Bond at 1st level you learn to speak draconic, in order to talk with your drake.

Additionally you gain proficiency with medium armour and martial weapons.

Guardian of the Dragon

At 1st level you have been given a Chromatic Guard Drake and bonded with it. The Drake will use the stat block above. When you get the drake you also choose what color you want it to be, you can choose one of the following colors:

  • Black Guard Drake. A black guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to acid damage.
  • Blue Guard Drake. A blue guard drake has a burrowing speed of 20 feet and resistance to lightning damage.
  • Green Guard Drake. A green guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to poison damage.
  • Red Guard Drake. A red guard drake has climbing speed of 30 feet and resistance to fire damage.
  • White Guard Drake. A white guard drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage.

A Drake's Challenge

At 3rd level your drake is a force to be reckoned with, and it will happily stand at the front line and take many blows for its teammates. Whenever your drake hits a creature, it also challenges that creature to fight the drake. The drake marks the creature. The creature has disadvantage to attack other creatures than the guard drake.

The drake can only have one creature marked at a time, and if a new creature is marked the old mark is removed.

Magic Infused Blood

When you reach 7th level your drake have gotten more used to magic as it have been bonded to you, and effected by your magic. Whenever you target your drake with a spell, it will gain the following benefits untill the end of your next turn:

  • It adds your proficiency bonus to its Attack rolls twice instead of once.
  • It adds your proficiency bonus to its Damage.

Edict of the Dragonkin

At the 11th level you can command your guard drake with the fury of a dragon. You learn two edicts. These edicts functions like your "Edict" and will follow the same rules. You learn two new edicts which do not count toward your total known edicts:

  • Harden Scales: untill your next turn, your drake has resistance to bludgeoning, slashing, piercing and it has immunity to the damage type it got resistance to from the "Guardian of the Dragon" feature.
  • Draconic Leap: You point your finger at a target within 60 feet of you. If your drake is within 30 feet of that target, it can use its bonus action to leap to that target, If it does so, the target must succeed a strength saving throw or be knocked prone and take 2d8 bludgeoning damage.

Dragons Blessing

When you reach 15th level, you have been bonded so long with your drake and have learned more about its draconic powers that you can empower it to transform in to a dragon for a short while. As an action, you can spend 2 soul points and cause your drake to grow wings and transform into a dragon for 1 minute. While transformed it get the following benefits:

  • It has a flying speed of 60 feet.
  • Its size category becomes one larger.
  • It has 10 feet reach on all its attacks.

  • It is under the effect of the "Dragon's Breath" spell, as if it were cast at 7th level, the spell uses your Soul Binder spell save DC, and the damage type is the same as the resistance it got from "Guardian of the Dragon".

  • As a bonus action, it can let out a terrifying roar. Each creature of its choice that is within 120 feet of the drake and aware of it, must succeed on a Wisdom saving throw or become frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.

The transformation ends after 1 minute, or if the drake uses its bonus action to end it. It can transform once per long rest.

Bond of the Elements

You are in balance with the world, and the elements that surround you. You are so closely bonded with them that you can manifest an elemental avatar, and you have bound your soul to that avatar.


Elemental Avatar

Large Elemental, Unaligned


  • Armor Class 11 + it's Dexterity modifier + your proficiency modifier
  • Hit Points (6 (or 1d10) + its constitution modifier) x your soul binder level.
  • Hit Die: 1d10 per Soul Binder Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 6 (-2)

Senses Darkvision 60 ft

Languages Understands the Soul Binder's languages, but can't speak.

Damage Resistance: elemental type


Actions

Attack. Melee Weapon Attack: (your proficiency modifier + Its Strength modifier) to hit, reach 5ft., one target. Hit (1d12 + Its Strength modifier) elemental type damage.

Expanded Spell Options

As you bind with the elements and nature itself, you are able to have more spells available, these spell are always prepared and don’t count towards your maximum number of prepared spells.

Bond of the Elements Spells
Spell Level Spells
1st Absorb Elements
2nd Gust of Wind
3rd Protection from Energy
4th Elemental Bane
5th Conjure Elemental

Aid of the Elements

At 1st level the elements themselves have granted you the aid of an Elemental avatar, the avatar can take different shape dependent on which element you are attuned to.

At level 1 you pick one of the following elements: Fire, Cold, Lightning or Bludgeoning, that is your attuned elemental type. On your turn you can change the attuned elemental type of your avatar as an action.

Each element will also give your Avatar a passive and a cantrip that it can cast, that is unique to each element. The different elements can be found below.

Elemental type Passive Cantrip
Fire The Avatar sheds bright light in a 30-foot radius and dim light in an additional 30 feet Control Flames
Cold The Avatar have a swimming speed equal to its walking speed, and can breathe underwater. Shape Water
Lightning The Avatar has a flying (hover) speed equal to its walking speed. Gust
Bludgeoning The Avatar can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. Mold Earth

Elemental Burst

At 3rd level your Avatar have learned to harness it's elemental powers with great fury. As an action, it can spend 1 soul point to burst elemental force all around it. Every creature of its choice within 10 feet of it will have to make a saving throw (the save is different for each element), or take 3d8 elemental type damage, and half if they made the save. Additionally, they suffer one of the following effects, dependent on what element type you are attuned to:

  • Fire (Dexterity saving throw) : Any hit target that fails it's saving throw they get charred, and they have disadvantage on their next attack.
  • Bludgeoning (Strength saving throw) : Any hit target that fails it's saving throw is knocked prone.
  • Cold (Constitution saving throw) : Any hit target that fails it's saving throw, have their movement speed reduced to 0 feet, until the end of your next turn.
  • Lightning (Strength saving throw) : Any hit target that fails it's saving throw is pushed 15 feet away from the avatar.

The damage of this feature increases by 1d8 as you gain levels in this class: 6th level (4d8), 11th level (5d8), 15th level (6d8), 18th level (7d8).

Your Avatar can use this feature twice and regains all uses on a long rest.

Boon of Nature

When you reach 7th level, you and your avatar are so close, that you can call down a boon from nature itself. As an action, you can spend 3 soul points and use the power of the elements to buff up your Avatar. It will keep this boon for 1 minute. What the boon does is different depending on what element you are attuned to, and the boon will not change if you change it's elemental type:

  • Fire: Your Avatar strikes with precision, and it can add your Charisma modifier to its attack rolls.
  • Bludgeoning It will toughen up its rocky outside and gain temporary hit points equal to double your Charisma modifier at the start of its turn.
  • Lightning your avatar runs swift like the lightning, it gains +60 feet movement speed, and opportunity attacks against it has disadvantage.
  • Cold The avatar can freeze enemies into place. The Avatar can do a grappling attempt at a creature within 5 feet as a bonus action, while grappled by this feature, the grappled creature is also restrained. The Avatar can only have one creature grappled like this at a time.

Edict of Elements

At the 11th level you can command your Avatar with the power of the earth itself. You learn two edicts. These edicts functions like your "Edict" and will follow the same rules. You learn two new edicts which do not count toward your total known edicts:

  • Elemental Bolt: You command your Avatar to hurl a bolt of elemental energy. The elemental must use its reaction to send a bolt flying in a direction of your choice. The bolt will fly in a 30 ft long and 5 ft wide line, when its hits an enemy make a ranged attack roll, on hit, it will deal 3d8 elemental type damage, and the bolt will disperse. If the attack miss, the bolt will keep flying until it hits a target.
  • Punch of the Elements: Your avatar will gather elemental energy in its hand, and strike at a nearby foe. It’s it hit with a melee attack this turn, the creature hit will take an additional 1d8 elemental type damage and will have to make a saving throw. The saves are the same as the "Elemental burst" and functions the same way, but only for the effect not for damage.

Multi Attunement

When you reach 15th level you have learned to adapt your Avatar to different situations. You can now attune to two elemental types at once. your Avatar will get resistance to both damage types, and when it attack it can choose between the two what the damage type for its attack should be. When it uses any of it's edict or Elemental Burst, it can also choose between the two it has attuned to, it also can use both cantrips and get both passives. When you use "Boon of Nature" it will get the effects from both elements.

When you use an action to change it's elements you can choose both of them at once.

Bond of the Divine

Sometimes The gods grant gifts to worthy mortals, they can take all shapes and forms, but sometimes they offer a friend and protector for life.

Soul Binders that make a bond with a celestial are often followers of the god that the celestial used to serve, and they make a bond to travel the world and spread the word of that god.

Guardian of the Heavens

At 1st level you bind your soul with a celestial creature, the creature can look how you want it to, as long as it follows the stat block below.

Additionally, you gain proficiency with medium armor and Martial Weapons. You can also read, write and speak celestial.


Holy Guardian

Medium Celestial, Lawful Good


  • Armor Class 13 + it's Dexterity modifier + your proficiency modifier
  • Hit Points (6 (or 1d10) + its constitution modifier) x your soul binder level.
  • Hit Die: 1d10 per Soul Binder Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 8 (-1) 12 (+1) 9 (-1)

Senses: Dakvision 60ft

Damage Resistance. Radiant, Necrotic

Languages Celestial and Common, but can’t speak.


Actions

Attack. Melee Weapon Attack: (your proficiency modifier + Its Strength modifier) to hit, reach 5ft., one target. Hit (1d10 + Its Strength modifier) slashing, piercing or bludgeoning damage.

Gift of Life

When you reach 3rd level your companion has learned to be selfless and giving, to heal you or your companions.

Your companion can use an action to deal an amount of damage to itself that can be up to its current health, this damage ignores temporary hit points, the companion then chooses a creature within 5 feet of it, that creature then heals for an amount of hit points equal to the damage.

Inspiring Heal

At 7th level you know how to mend wounds and inspire your Guardian to perform better in combat.

You learn the "Healing Word" Spell and always have it prepared, it counts as a Soul Binder spell for you.

Additionally, whenever you cast "Healing Word" on your Guardian, it can use its reaction to make a melee attack.

Edict of Radiance

At the 11th level you can command Guardian with a voice that can pierce the heavens. You learn two edicts. These edicts functions like your "Edict" and will follow the same rules. You learn two new edicts which do not count toward your total known edicts:

  • Blinding Light: You command your Guardian to shine the light of radiance. On this turn it can use its action to force any creature of its choice within 10 feet of it to make a Dexterity saving throw, any creature that fails the saving throw is blinded until the end of your next turn.
  • Mending Voice: Your voice channels the powers of the divines to heal your Guardian. If your Guardian uses their "Gift of Life" feature, the target also gets 1d12 + your Charisma Modifier as temporary Hit Points, these hit points lasts for 1 minute.

Death Prevention

When you reach 15th level Your Guardian have gain the powers to protect people from the grasps of death.

Whenever a creature within 60 feet of your companion drops to 0 hit points your Guardian can use its reaction to spend 2 soul points and teleport to an unoccupied space within 5 feet of that creature and heal it for 10d10 hit points.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Bond of the Playful Fey

Somewhere there are places where the barrier between the material plane and the fey wilds are thin, and sometimes creatures from the one plane end up in another.

Some soul binders have found that creatures from the fey wild make excellent companions and friends. Maybe you got your companion as a gift from an arch fey or maybe the two of you became friends naturally and made a bond.

Trickster Spirit

At 1st level you make a bond with a playful creature from the fey wilds.

The Fey creature can look how you want it to as long as it follows the "Fey Companion" stat block listed below.

Additionally As your soul is bonded with the creature you learn to speak its language, you can speak, read and write sylvan.


Fey Companion

Medium Fey, Chaotic Neutral


  • Armor Class: 11 + Its Dexterity modifier + your proficiency bonus
  • Hit Points: ( 6 (or 1d10) + Its Constitution modifier) x your Soul Binder level
  • Hit Die: 1d10 per Soul Binder Level
  • Speed: 30ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 12 (+1) 8 (-1) 10 (+0) 13 (+1)

  • Condition Immunities Charmed
  • Senses Darkvision 60ft
  • Languages Sylvan, Understand its summoner's languages, but can’t speak any

Actions

Attack. Melee Weapon Attack: (your proficiency modifier + Its Strength modifier) to hit, reach 5ft., one target. Hit (1d12 + Its Strength modifier) slashing, piercing or bludgeoning damage.

Expanded Spell List

As you bind with this magical creature from another plane, you are able to have more spells available, these spells are always prepared and don’t count towards your maximum number of prepared spells.

Bond of the Playful Fey
Spell Level Spells
1st Charm Person
2nd Enthrall
3rd Major Image
4th Hallucinatory Terrain
5th Dream

Tricksters Dance

At 3rd level your companion has learned to use the magical powers that it channels from the fey wild to confuse and play trick on its enemies.

Whenever your companion is hit with a melee attack, it can use its reaction to reduce the damage of the attack by 1d8 + your Charisma modifer + your Soul Binder level.

If the damage is reduced to 0 or less, your companion can spend 1 soul point to force the enemy to make a Wisdom Saving throw, on a fail the creature takes damage equal to the original amount of damage the attack would have dealt.

It activate this feature a number of times equal to your Charisma modifier (minimum 1), regaining all uses on a long rest.

Magic Evasiveness

When you reach 7th level you have learned to channel the powers from the fey wild and can use that energy to form a protective veil over your companion.

Whenever your companion is forced to make a saving throw due to a spell or another magical effect, you can use your reaction to give your companion advantage on the saving throw if you are within 30 feet of it.

A Jesters Edict

At 11th level, you can command your companion to pull playful manoeuvres. You learn two edicts. These edicts functions like your "Edict" and will follow the same rules. You learn two new edicts which do not count toward your total known edicts:

  • Hide and Seek: You command your companion to hide itself from preying eyes. On its next turn it can use a bonus action to turn itself invisible until the start of its next round, the invisibility is broken if the companion attack or otherwise harms another creature.

  • Hop and Skip: You command your companion to blink in and out of the fey wild to jump to a different position. On this turn your companion can use its bonus action to teleport up to 30 to a point that it can see.

Fooling Copycat

When you reach 15th level your companion has started to like you, and have learned how to mimic you.

As a bonus action your companion can spend 2 soul points to create an illusion over itself so that it looks just like you, with all the cloth and equipment you are currently wearing. The illusion last for 10 minutes or until the companion ends it as a bonus action. While the illusion is active, the companion gets the following benefits.

  • On its turn it can cast the "Soul Switch" Soul Binder spell without needing components or a spell slot.

  • While the two of you are within 5 feet of each other, you both have advantage on attack roll, and creatures has disadvantage on attacks against the two of you (unless the a creature has true sight).

  • The companion can speak any of your languages, in your voice.

  • You and your companion can speak with each other telepathically as long as you are on the same plane.


Blood Demon

Medium Fiend (Demon), Chaotic Evil


  • Armor Class 12 + Its Dexterity modifier + your proficiency bonus
  • Hit Points (6 (or 1d10) + Its Constitution modifier) x your Soul Binder level
  • Hit Die: 1d10 per Soul Binder Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 6 (-3) 9 (-1) 12 (+1)

  • Languages Abyssal, Understands the Soul Binder's languages, but can't speak.

Demonic Skin: If the demon took any damage since its last turn, it gains temporary hit points equal to your proficiency modifier at the start of its turn.

Actions

Attack. Melee Weapon Attack: (your proficiency modifier + Its Strength modifier) to hit, reach 5ft., one target. Hit (1d12 + Its Strength modifier) slashing, piercing or bludgeoning damage.

Bond of Demonic Pain

Friend from the Abyss

At 1st level you have made a bond with a demon from the depth of the abyss. The demon can look like any demon you want, as long as it uses the stat block above. As you bind your soul with this demonic being, you learn to speak with its tongue and can speak, read and write abyssal.

Whip Master

When you choose this bond at level 1 you gain proficiency with Whips, additionally when you use a whip it have special properties:

  • You can extends the reach of the whip with demonic fury, the whip gain an additional 5 feet reach, to a total of 15 feet.
  • The whip is even deadlier in your hands and brings more pain. The whips damage die increases to 1d6. This damage increases to 1d8 when you reach 6th level.

Pain Powered Killing Machine

At 3rd level your demon loves the pain, and it evokes a burning rage within it. As a bonus action on your turn you can make one attack against your companion, this attack always hit, and the demon takes the damage and gains advantage on it's next attack roll this turn.

The demon also gains and amount of "pain" equal to the damage it took, and the next time the demon hits a creature with a melee attack it can add the damage an amount equal to its stored pain, and all the pain is then gone. All stored pain is lost at the end of each of it's turns.

Bloody Veins

when you reach 7th level your demons fights best when it is covered in blood. Whenever your demon is below half of its maximum hit points, it gain several benefits:

  • It gains double the amount of temporary hit points from the its "Demonic Skin".
  • When it is hit with your whip, it now gains twice the amount of pain as the damage it took.
  • It can choose to make its melee attacks deal fire damage instead of its normal type.

Painful Edict

Starting at level 11, you can command your demon to inflict pain to both its enemies and itself. You learn two edicts. These edicts functions like your "Edict" and will follow the same rules. You learn two new edicts which do not count toward your total known edicts:

  • Painful Retaliation: You command your demon to remember the damage that foes around it inflict on it. Until the end of your next turn, all damage that the demon takes, gets stored as pain as per the use of the "Pain Powered Killing Machine" feature.
  • Sucker for Pain With this edict your demon looses all care for its own health and goes for an all out offensive. Until the start of your next turn your demon deals double damage with all its melee attacks, it also becomes vulnerable to all damage.

Share the pain

When you reach level 15th level your demon is in love with all pain, and wants to share it with others. As an action your demon can spend 1 soul point and try and make a blood bond with a creature within 10 feet of it. The target have to make a Constitution saving throw or be bound by blood to the demon for 1 minute or until one of them reaches 0 hit points. Whenever the demon takes any kind of damage, the target takes half of that damage. All damage the demon takes from the target for the duration of the bond is stored and can be be used as the "Pain Powered Killing Machine" feature.

The affected target can use its action to repeat the saving throw, ending the effect on a success. The demon can only bond with one creature at a time.

Bond of the Stitcher

Where some Soul Binders turn to nature or living creatures, others use science and magic to create life on their own, and infuse their own soul into their creations to keep them alive and stable. They often will also stitch on new parts to their creation to improve it.


Monster Companion

Medium Monstrosity, unaligned


  • Armor Class 11 + Its Dexterity modifier + your proficiency bonus
  • Hit Points (6 (or 1d10) + Its Constitution modifier) x your Soul Binder level
  • Hit Die: 1d10 per Soul Binder Level
  • Speed 30ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 2 (-4) 9 (-1) 7 (-2)

  • Languages Understands the Soul Binder's languages, but can't speak.

Actions

Arms. Melee Weapon Attack: (your proficiency modifier + Its Strength modifier) to hit, reach 5ft., one target. Hit (2d6 + Its Strength modifier) slashing, piercing or bludgeoning damage.

Bite. Melee Weapon Attack: (your proficiency modifier + Its Strength modifier) to hit, reach 5ft., one target. Hit (1d12 + Its Strength modifier) piercing damage.

Your Creation

At 1st level you have managed to create your own creature from different parts and infused it with your soul. You can a Monster Companion, the monster can look how you want as long as it follows the Monster Companion statblock above. As a base for your creation you must also pick one of the following options to serve as a chassis:

  • Muscly. Your Monster get +2 to its Strength score, and its size is now Large.

  • Feline. Your Monster get +2 to its Dexterity score, and it gains additional 10 feet walking speed, and a climbing speed equal to it's walking speed.

  • Chitinous. Your Monster get +2 to its Constitution score, and it get +1 to its AC.

Expanded Spell List

As you bind and use your magic on your Monster you get a better understanding of the arcane and can have more spells available, these spell are always prepared and don’t count towards your maximum number of prepared spells.

Bond of the Sticher Spells
Spell Level Spells
1st Ray of Sickness
2nd Ray of Enfeeblement
3rd Protection from Energy
4th Giant Insect
5th Creation

Modified Arms

When you reach 3rd level, you have managed to switch out the arms of your monster to something more interesting, pick one of the following options to give to your Monster:

  • Tentacles. The monsters Arms now have 5 feet additional reach. additionally, whenever your Monster hits a creature with a Arms attack it can make an attempt to grapple that creature as a bonus action.

  • Multiple Arms. Whenever your Monster takes the attack action, it can choose to forgo adding its proficiency bonus to all its attacks, if it does so, it can make one extra attack as part of that action.

  • Blunt Fists. When the monster hits a creature with its Arms, it can use its bonus action to make a shove attempt. Additionally, your monster deals and additional 1d6 with its Arms when attacking prone creatures.

Modified Head

At 7th level, you have experimented with trying new things and changes for your Monsters head, and you have finally managed to implement it. You choose one of the following options to give to your Monster:

  • Poisonous Teeth. When the Monster hits a creature with a Bite, that creature must succeed a Constitution saving throw or be poisoned for 1 minute, the target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success. If a target succeds on the save they are immune to this effect for 24 hours.

  • Big Mouth. When your Monster makes a Bite against a creature that is smaller than its size and that it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the Monster, and it takes (2d4) acid damage at the start of each of the Monster's turns. The Monster can have only one target swallowed at a time. If the Monster dies or goes unconscious, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 ft. of movement, exiting prone.

  • Lightning Breath. As an action your Monster can exhale a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a Dexterity saving throw, taking 8d6 lightning damage on a failed save, or half as much damage on a successful one. When the Monster has used its lightning breath, it needs to take a short rest to recharge it.

Monstrous Edict

Beginning at 11th level, you have taught your Monster commands that will help it in combat. You learn two edicts. These edicts functions like your "Edict" and will follow the same rules. You learn two new edicts which do not count toward your total known edicts:

  • Stomp! Your Monster can use its action to stomp the ground, each creature within 10 feet of it, must make a Strength Saving throw, on a failed save the creature is knocked prone and takes 4d8 bludgeoning damage.

  • Stay Safe! You command your Monster to be ready for anything. until the start of your next turn, your Monster can add your charisma modifier to any saving throw it has to make.

Final Modification

When you reach 15th level you have been working a long time on your Monster and thinking of ways to improve it, and now you are finally ready to make your final and most powerful modification. Pick one of the following options to give to your Monster:

  • Strong Legs. If the Monster jumps at least 10 ft. as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a Strength or Dexterity saving throw (target's choice) or be knocked prone and take 6d10 bludgeoning damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 ft. out of the Monster's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the Monster's space.

  • Big Wings. Your Monster gains a flying speed equal to twice its walking speed. Additionally, it Can use its action to make a wing attack, when it does so any creature of its choice within 10 feet of it must make a Strength saving throw or take 6d8 bludgeoning damage and be knocked prone. On a success a creature takes half damage and isn't knocked prone.

  • Displacement. The Monster projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the Monster is incapacitated or has a speed of 0.

Soul Binder Spells

As a soul binder, when you prepare your spell list you can choose form the following list of spells.

1st Level Spells
  • Alarm
  • Beast Bond
  • Bane
  • Bless
  • Comprehend Languages
  • Charm Person
  • Cure Wounds
  • False Life
  • Grease
  • Heroism
  • Jump
  • Longstrider
  • Sanctuary
  • Soul Switch SB
  • Soul Punch SB
  • Shield of Faith
  • Silent Image
  • Thrashing Tether SB
2nd Level Spells
  • Aid
  • Arcane Lock
  • Animal Messenger
  • Blur
  • Barkskin
  • Beast Sense
  • Blind/Deafness
  • Continual Flame
  • Calm Emotions
  • Darkvision
  • Earthbind
  • Energy Eruption SB
  • Enlarge/Reduce
  • Guiding Direction SB
  • Invisibility
  • Knock
  • Misty Step
  • Pass Without Trace
  • See invisibility
  • Spider Climb
  • Rope Trick
  • Warding Bond
3rd Level Spells
  • Blink
  • Clairvoyance
  • Catnap
  • Dispel Magic
  • Fly
  • Fear
  • Gaseous Form
  • Magic Circle
  • Slow
  • Stinking Cloud
  • Sending
  • Tongues
4th Level Spells
  • Aura of Life
  • Arcane Eye
  • Bonded String SB
  • Confusion
  • Compulsion
  • Death Ward
  • Fire Shield
  • Greater Invisibility
  • Hallucinatory Terrain
  • Locate Creature
  • Leomund’s Secret Chest
  • Stone Shape
  • Stoneskin
5th Level Spells
  • Awaken
  • Control Winds
  • Creation
  • Dispel Evil and Good
  • Dream
  • Far Step
  • Teleportation Circle
  • Temporal Skin SB
  • Tree stride
  • Telekinesis
  • Skill Empowerment
  • Scrying
  • Planar Binding

SB Spells can be found on the next page

Multiclassing

The prerequisites for multiclassing into a Soul Binder is a Charisma score of 13. When you multiclass into a Soul Binder, you gain proiciency in light armor and simple weapons. When determining your total spell slots, you add one half of your Soul Binder levels (rounded down) to the total.

Soul Binder Specific Spells

The bond you share with your companion allows you to cast spells unknown to other spellcasters, your bond allows to tug on the weave and create spells to benefit you and your companion.

Soul Switch

1st-level conjuration


  • Casting time: 1 bonus action
  • Target: Your companion
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

You and your companion switch positions. You appear where your companion was and the companion appears in your place.

At higher levels When cast at higher levels the range of the spell increases by 30 feet for each level above the first.

Soul Punch

1st-level Transmutation


  • Casting time: 1 reaction (which you take when your companion attacks a creature within range)
  • Range: 5 feet
  • Components: V, S
  • Duration: Instantaneous

After your companion attacks a creature, you are ready to follow through with a infused punch that the target will feel in their very Soul.

You make a melee spell attack against a creature your companion have just hit, on hit you deal 2d8 Force damage to the target.

At higher levels When cast at higher levels the damage increase by 1d8 for each level above the first..

Thrashing Tether

1st-level Evocation


  • Casting time: 1 action
  • Target: Your companion
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You Send a pulse of energy through the bond that links you and your companion, damaging any enemy that stands between you.

Any creature caught in a 5 feet wide line that goes from you to your companion must make a Dexterity saving throw or take 1d12 force damage, taking half damage on a success.

On subsequent turns while the spell is spell active, you can use an action to send another pulse though the tether, and repeat the effect from when the spell was cast.

If you or your companion gets more than 30 feet apart when the spell is active, the spell ends.

At higher levels When cast at higher levels the damage increase by 1d12 for each level above the first.

Energy Eruption

2nd-level Evocation


  • Casting time: 1 action
  • Target: Your companion
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You flush the area around your companion with soul energy damaging any creature too close.

Any creature of your choice within 10 feet of your companion must make a Dexterity saving throw or take 3d10 force damage, taking half damage on a success.

At higher levels When cast at higher levels the damage increase by 1d10 for each level above the first.

Guiding Direction

2nd-level divination


  • Casting time: 1 action
  • Target: Your companion
  • Range: 3 Miles
  • Components: V, S, M (a old and rusty compass)
  • Duration: 1 Hour

You attune your soul to detect the position of your companion. When this spell is active you know in what direction your companion is, but not the distance.

Bonded String

3rd-level conjuration


  • Casting time: 1 bonus action
  • Target: Your companion
  • Range: 30 feet
  • Components: V, S, M (a piece of rope woven from wolfs fur)
  • Duration: 1 hour

You create a soul string between you and your companion that is tougher than most materials. While this spells is active, you and your companion can't unwillingly be pulled farther than 30 feet away from each other. If one of you have to make a Strength saving throw or ability check to avoid being moved beyond that distance, you get advantage while this string is active. You can dispel the string as a bonus action on your turn.

Temporal Skin

5th-level abjuration


  • Casting time: 1 bonus action
  • Target: Your companion
  • Range: 60 feet
  • Components: V, S, M (a stone of obsidian worth at least 200g)
  • Duration: 1 round.

You cover your companion with a thin and impenetrable layer of magical infused obsidian. Until the end of your next turn, your companion is immune to all damage.

Sovereign Knight


A dragonborn stands by his liege as thugs move to surround them. When they grin, surprised by their newfound prey, the dragonborn returns the favor with a wave of freezing cold, their faces frozen in terror.

As usurpers hunt their former king, his confidante leads him through the canals under their newfound prison home. After uttering an arcane chant in the bowels of the fortress that was once their, only silence remained in the night, the hunt for the ousted king not yet over.

Sovereign knights are divine servants of their lord, mortal or not. As varied as the person they serve, sovereign knights strive to embody the ideal servant of their lord, their faithful custodian. No ordinary knights, sovereign knights are gifted with divine might to supplant their arcane arts and martial prowess.

Personal Bodyguard

Sovereign knights serve as the personal bodyguard of royalty and other powerful figures. Though vast numbers ensure the safety of the mighty, sovereign knights serve as another layer of security for the wary queen. Even alone, sovereign knights are powerful enough to match the martial prowess of several soldiers. Sovereign knights aren't afraid in battles where they are outmatched five to one - they come alive in the thrilling dance that is the hero against the vile army that comes to claim the king's head.

Sovereign knights combine their martial prowess with magic and the blessings provided by their oath, divine in nature, and threaded by the gods; unbreakable except by forming another oath without the knowledge of their former liege. Enforced by the laws of magic, breaking an oath is often the beginning of personal disaster and self fulfilling prophecies. No sovereign knight dares to break their oath with their own volition lest they dare face the consequences, and they depend on it to carry them through thick and thin.

Arcane Protector

Sovereign knights are versed in a broad variety of magic, fro-m control over fire to healing chants. They use it to complete their role as protectors of the most powerful figures of their kingdom.

In addition to traditional magic, sovereign knights form ar-cane bonds with the weapon of their choice. When it is nigh impossible to use magic, it is up to their bonded weapon (or weapons) to accomplish their duty.

Quick Build

You can create a sovereign knight quickly by following these suggestions. First, make Strength and Charisma your highest ability scores. Second, make your character's background sol-dier, or acolyte if they are intent on protecting a religious figu-rehead.

Hit Points


  • Hit Dice : 1d10 per sovereign knight level
  • Hit Points at 1st Level : 10 + your Constitution modifier
  • Hit Points at Higher Levels : 1d10 (or 7) + your Constit-ution modifier per sovereign knight level after 1st level
Sovereign Knight
The Sovereign Knight
Level Proficiency Bonus Features Oath Ward Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th
1st +2 Bonded Weapon 2
2nd +2 Sworn 1 2 3 2
3rd +2 Archetypal Knight, Provoke 1 3 4 2
4th +2 Ability Score Improvement 1 3 5 3 2
5th +3 Archetypal Knight Feature 1 3 6 3 2
6th +3 Extra Attack 2 3 7 4 3
7th +3 Archetypal Knight Feature 2 3 8 4 3 2
8th +3 Ability Score Improvement 2 4 9 4 3 2
9th +4 Evasion 3 4 10 4 3 3
10th +4 3 4 11 4 3 3 2
11th +4 Archetypal Knight Feature 3 4 12 4 3 3 2
12th +4 Ability Score Improvement 4 4 12 4 3 3 3
13th +5 4 4 13 4 3 3 3 1
14th +5 Retaliation 4 4 13 4 3 3 3 1
15th +5 Archetypal Knight Feature 5 4 14 4 3 3 3 2
16th +5 Ability Score Improvement 5 4 14 4 3 3 3 2
17th +6 5 4 15 4 3 3 3 2 1
18th +6 Archetypal Knight Feature 6 4 15 4 3 3 3 2 1
19th +6 Ability Score Improvement 6 4 16 4 3 3 3 2 1
20th +6 Prime Protector 6 4 16 4 3 3 3 2 1

Proficiencies


  • Armor : Light armor, medium armor
  • Weapons : Simple, martial weapons
  • Tools : None

  • Saving Throws : Strength, Charisma
  • Skills : Choose two from Acrobatics, Arcana, Intimidation, Investigation, Medicine, Perception, Persuasion and Su-rvival

Starting Equipment

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

  • (a) a longsword or (b) a rapier
  • (a) a shortsword or (b) a mace
  • two throwing axes
  • an explorer's pack

Spellcasting

As a practitioner of magic, you draw your power from your w-ill to protect others. Your unyieldingness to preserve the lives of others, no matter how it came to be, has given you the abi-lity to cast spells.

Cantrips

At 1st level, you know two cantrips of your choice from the so-vereign knight spell list. You learn additional sovereign knight cantrips of your choice at higher levels, as shown in the Cant-rips Known column of the Sovereign Knight table.

Spell Slots

The Sovereign Knight table shows how many spell slots you have to cast your sovereign knight spells of 1st level and hig-her. To cast one of these sovereign knight spells, you must e-xpend a slot of the spell’s level or higher. You regain all expe-nded spell slots when you finish a long rest.

For example, if you know the 1st-level spell healing word and have a 1st-level and a 2nd-level spell slot available, you can cast healing word using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice from the sov-ereign knight spell list when you reach 2nd level as a sover-eign knight.

Sovereign Knight

The Spells Known column of the Sovereign Knight table sho-ws when you learn more sovereign knight spells of your choi-ce. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 4th level in this cla-ss, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can ch-oose one of the sovereign knight spells you know and replace it with another spell from the sovereign knight spell list, whi-ch also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your sovereign knight spells, since the power of your magic relies on your will to defend the one you are sworn to. You use your Charisma wh-enever a spell refers to your spellcasting modifier. In addition, you use your Charisma modifier when setting the saving thro-w DC for a sovereign knight spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Bonded Weapon

You learn a ritual that creates a magical bond between yours-elf and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. It must be wit-hin your reach throughout the ritual, at the conclusion of wh-ich you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be d-isarmed of it unless you are incapacitated. If it is on the same plane of existence as you, you can sum-mon it as a bonus act-ion, causing it to teleport instantly to your hand.

You can have up to two weapons bonded to you, but can sum-mon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break your bond with one of the other two.

Sworn

At 2nd level, you learn a ritual to bind yourself to another, be it mortal or not, pledging your servitude until one of you dies. It takes 2 hours to perform the sacred rite, or 4 hours instead if it is not done properly or preparations aren't made. Due to the magnitude of the ritual, it cannot be done over the course of a long or short rest. The partner must also be willing to be bound to you.

Once you have pledged yourself to a creature (or object or divine figure), you and it can speak to each other as if you b-oth had telepathy as long as you are no more than 1000 feet apart. You can also cast locate creature once per day targeti-ng it without expending a spell slot or components; in addit-ion the spell also tells you if you are on two different planes.

You cannot pledge your servitude to more than one creatur-e at a time. If you attempt to perform the ritual again, you mu-st break the original pledge, which the figure you were sworn to becomes aware.

The pledge ends once either of you dies. When the figure you are sworn to dies, trace magic from the ritual lingers, forcing you to become incapable of performing the ritual for a period of 14 days and physically exhausting you, decreasing all of your ability scores except Constitution by 2 for 7 days.

The materials necessary to perform the ritual vary depend-ing on who (or what) you are pledging your servitude to. For example, you may need a large amount of gold and other rich-es to performing the ritual if you are binding yourself to a kin-g, contraband and various stolen goods if you devote yourself to a criminal mastermind, or sacred artifacts if you pledge yo-urself to the head of a religious organization.

Your pledge grants you and the figure you are sworn to ad-ditional features as you gain more levels in this class. The fir-st feature imparted upon the one that you have pledged your life to is Oath Shield. Features that are granted to the one w-ho you have pledged your eternal servitude to are only active while both of you are on the same plane of existence, or both of you are aware of the plane that the other is on. Otherwise, only you benefit from those features.

Oath Ward

The figure you have pledged your eternal servitude is blessed by an arcane shield. As long as the two of you are on the same plane of existence, or are aware of the plane the other is on, it takes 1 less damage whenever it is dealt damage, to a minim-um of 1, which increases as you gain more levels in this class, as shown in the Oath Ward column of the Sovereign Knight table.

Archetypal Knight

When you reach 3rd level, you choose an archetype to suppl-ant your abilities, detailed at the end of the class description. The archetype you choose grants you features when you cho-ose it at 3rd level and again at 5th, 7th, 11th, 15th, and 18th level. In addition, your chosen archetype expands your sover-eign knight spell list.

Provoke

Starting at 3rd level, you can use your bonus action to provok-e your enemies. Choose any number of creatures you can see within 30 feet of you. Each target makes a Wisdom saving th-row. On a failed save, a target can't attack or inflict harmful e-ffects on other creatures for one minute. At the end of each of its turn, it can make another saving throw to end the effect on a successful save. The save DC for this feature is the same as your spell save DC

If a creature's saving throw is successful or the effect ends for it, that creature is immune to the Provoke feature for the next 24 hours.

You can use this feature a number of times per rest equal to your Charisma modifier. It increases by 1 when you reach 8th level, 13th level, and 18th level. You regains all expended uses of this feature when you finish a long or short rest.

Sovereign Knight

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on each of your turns.

Evasion

Starting at 9th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Infused Attack Damage Type
Knight Archetype Damage Type
Argent Archknight Cold
Vermillion Knight Fire

Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Prime Protector

At 20th level, you have become unparalleled in combat. Your Strength and Charisma scores each increase by 4, and your maximum for those scores each increase to 24.

Spell List

Cantrips
  • Blade Ward
  • Mage Hand
  • Mending
  • Message
  • Sword Burst
  • True Strike
1st Level
  • Alarm
  • Bane
  • Bless
  • Command
  • Compelled Duel
  • Cure Wounds
  • Detect Magic
  • Healing Word
  • Magic Missile
  • Sanctuary
2nd Level
  • Arcane Lock
  • Calm Emotions
  • Enhance Ability
  • Find Steed
  • Find Traps
  • Healing Spirit
  • Hold Person
  • Knock
  • Locate Object
  • Magic Mouth
  • Misty Step
  • Rope Trick
  • Suggestion
  • Warding Bond
3rd Level
  • Clairvoyance
  • Counterspell
  • Dispel Magic
  • Enemies Abound
  • Glyph of Warding
  • Hypnotic Pattern
  • Magic Circle
  • Nondetection
  • Sending
  • Tiny Hut
  • Tongues
4th Level
  • Arcane Eye
  • Banishment
  • Compulsion
  • Death Ward
  • Dimension Door
  • Dominate Beast
  • Locate Creature
  • Private Sanctum
  • Resilient Sphere
5th Level
  • Antilife Shell
  • Arcane Hand
  • Hold Monster
  • Passwall
  • Steel Wind Strike
6th Level
  • Arcane Gate
  • Blade Barrier
  • Contingency
  • Disintegrate
  • Find the Path
Sovereign Knight

Archetypal Knight

Sovereign knights take up arcane arts to uphold their sacred oath. Because of the flexibility required, each sovereign knig-ht also must dabble in magic outside of the normal structure of accepted magic that is used by them. Some might partake in necromancy or pyromancy, or illusion magic, but regardle-ss who, each sovereign knight also finds a knack for a small subset of magic.

Argent Archknight

Argent archknights are versed in divine magic and chants th-at move ice and water. They exemplify shining knights whose courage is unmatched, talented in both the arcane and marti-al.

Divine Protection

When you first choose this archetype at 3rd level, you and the one you are sworn to each get +1 to Armor Class and spell sa-ving throws. In addition, you get a +1 bonus to Arcana checks you make.

Argent Adept

When you reach 5th level, you can perform a minor magical f-eat befitting of an argent archknight, shown below. You have a number of uses per rest of these magic abiliti-es equal to your Charisma modifier + 1, and regain all uses of your magical fe-ats when you finish a long or short rest.

Healing. You touch an injured creature as a bonus action, healing it for a number of hit points equal to 1d4 + your Cha-risma modifier. This feature has no effect on a creature with full hit points or that is a construct or undead. The hit points restored increases to 2d4 at 9th level, 3d4 at 13th level, and 4d4 at 17th level.

Shining Bond

Starting at 7th level, your bonded weapons radiate bright ligh-t, emitting bright light out to 5 feet and dim light another 5 fe-et, and deal an additional point of radiant damage. In additio-n, you and the one you are sworn to are resistant to necrotic damage now.

Grasp of Winter

Starting at 11th level, whenever a creature hits the one you're pledged to with a melee attack, the attacker must succeed on a Constitution saving throw or its speed is reduced by 10 feet until the end of its next turn. The save DC for this feature is the same as your spell save DC.

In addition, you learn another magical feat, shown below.

Wave. You summon a wave of water as an action. Choose a direction. Each other creature of your choice in a square 30 f-eet long on each side centered on you must succeed on a Str-ength saving throw or be pushed 15 feet in the chosen direct-ion. The save DC for this feature is the same as your spell sa-ve DC.

Silvery Resilience

When you reach 15th level, you gain resistance to fire damag-e. In addition, when you would fail a saving throw, you can ch-oose to succeed it instead. When you succeed on a saving thr-ow this way, you can't do so again until you finish a long rest.

Unyielding Archknight

When you reach 18th level, your Constitution score increases by 2 and the maximum for it becomes 22, and you can succe-ed on saving throws twice instead of once per long rest with silvery resilience.

Expanded Spell List

Cantrips
  • Ray of Frost
  • Sacred Flame
  • Shape Water
  • Spare the Dying
1st Level
  • Armor of Agathys
  • Guiding Bolt
  • Ice Knife
  • Shield of Faith
2nd Level
  • Misty Step
  • Moonbeam
  • Prayer of Healing
  • Zone of Truth
3rd Level
  • Remove Curse
  • Sleet Storm
  • Tidal Wave
  • Wall of Water
4th Level
  • Control Water
  • Faithful Hound
  • Ice Storm
  • Watery Sphere
5th Level
  • Cone of Cold
  • Maelstrom
  • Wall of Light
6th Level
  • Freezing Sphere
  • Sunbeam
  • Wall of Ice
Classes: Sovereign Knight

Vermillion Knight

Vermillion knights wield flame alongside their weapon, passi-onate in their duty and unwavering. They are unafraid to ven-ture into combat, always the first to enter the fray.

Fiery Evocation

When you first choose this archetype at 3rd level, attacks m-ade with your bonded weapon deal 2 additional points of fire damage weapon, and attacks made by the one you are sworn to deal 2 additional points of fire damage.

Pyromantic Initiation

When you reach 5th level, you learn to perform a minor mag-ical feat that is befitting of a vermillion knight, shown below. You have a number of uses per rest of these magic abilities equal to your Charisma modifier + 1, and regain all uses of your magical feats when you finish a long or short rest.

Heat Blast. As an action, you unleash a wave of fire, cente-red on yourself. Each other creature within 10 feet of you mu-st make a Dexterity saving throw. A creature takes 1d10 fire damage on a failed save and half as much damage on a succe-ssful one. The damage increases to 2d10 at 9th level, 3d10 at 13th level, and 4d10 at 17th level. The save DC for this featur-e is the same as your spell save DC.

Vermillion Crest

When you reach 7th level, the damage from fiery evocation increases to 1d4 for both you and the one you are sworn to. Additionally, you both gain resistance to cold damage.

Fiery Retribution

Starting at 11th level, whenever a creature hits the one you're sworn to with a weapon attack, they make a Dexterity saving throw. A creature takes 1d8 fire damage on a failed save and half as much damage on a successful save.

In addition, you learn another magical feat, shown below.

Lava Lance. You launch of stream of liquid magma as an action. A line of burning hot material erupts from your hand that is 10 feet wide and 30 feet long. Each creature in the a-ffected area must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save and half as much da-mage on a successful save. The damage increases to 4d6 at 15th level and 5d6 at 19th level. The save DC for this feature is the same as your spell save DC.

Phoenix Soul

When you reach 15th level, you gain the ability to sprout flam-ing wings, gaining a flying speed equal to your current speed. You can summon them as a bonus action during your turn. T-hey last until you dismiss them as a bonus action during your turn.

The flames can incinerate clothes that are susceptible to c-atching fire, and don't grant you a flying speed if you are wea-ring heavy armor.

Crimson Proctor

When you reach 18th level, the damage bonus from fiery evo-cation increases to 1d6 for both you and the one that you are sworn to. In addition, whenever a creature succeeds on a sav-ing throw made to resist a sovereign knight feature or the eff-ects of a sovereign knight spell, you can choose to have it fail that saving throw instead. Once you use this feature, you can't use it again until you finish a long rest.

Expanded Spell List

Cantrips
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Fire Bolt
1st Level
  • Absorb Elements
  • Burning Hands
  • Grease
  • Searing Smite
2nd Level
  • Aganazzar's Scorcher
  • Continual Flame
  • Pyrotechnics
  • Scorching Ray
3rd Level
  • Daylight
  • Fireball
  • Flame Arrows
  • Haste
4th Level
  • Elemental Bane
  • Fire Shield
  • Freedom of Movement
  • Wall of Fire
5th Level
  • Banishing Smite
  • Flame Strike
  • Immolation
6th Level
  • Investiture of Flame
  • Scatter
  • Word of Recall
Sovereign Knight

Werewolf

As the Full Moon rises high into the night sky it illuminates the fields, forests, and creeks of the countryside. For some, it means a time of rest, but for you, it means a fight, whether it's against your own demons, or anything foolish enough to cross your path during your "time of the month". For you, it means a long night, for you are a werewolf.

You either chose or have been cursed with this burden, but it can make you a favor. When your enemies are too great in strength and number you can turn into a beast that can turn the situation to better, but also to worse.

Creating a Werewolf

Quick Build

You can make a Werewolf quickly by following these suggestions. First choose Strength to be your highest ability score, followed by Constitution, then Wisdom as a close third. Then choose the Outlander background. Third, choose A spear, Longbow with a Quiver and 30 Arrows, and An Explorer's Pack

Class Features

As a Werewolf, you gain the following class features

Hit Points


  • Hit Dice: 1d12 per Werewolf level
  • Hit Points at 1st Level: 12 + Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Werewolf level after 1st

Proficiencies


  • Armor: Light Armor
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: Herbalism Kit

  • Saving Throws: Strength and Constitution
  • Skills: Choose 3 from the following: Animal Handling, Athletics, Intimidation, Nature, Perception, Stealth, and Survival

Equipment

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

  • (a) a Simple Weapons or (b) a Shortsword
  • (a a Longbow with a Quiver and 20 Arrows or (b a Heavy Crossbow with a Boltcase and 20 Bolts or (c) a Martial Weapon
  • (a) an Explorer’s Pack or (b) a Dungeoneer’s Pack
  • a Herbalism kit

Werewolf Transformation

From 1st level on, you can use your given abilities to turn into a werewolf as an action a number of times as shown in the Werewolf Transformation chart in the classes table. You stay transformed for 10 minutes per Werewolf level, unless you choose to end it early as a bonus action. You also revert your human form when you drop to 0 hitpoints. You will have Your armor and equipment meld into you when you transform, becoming useless for the duration. You regain all transformations after a long rest. By level 3 you regain one use of transformations after a short rest back. Transforming takes your full turn to do after you dedicate your action to doing so. In Werewolf form, you cannot take long rests, you may take short rests however.

You get the following benefits in your werewolf form:

  • +Your unarmed damage equals the Werewolf Claw Damage damage die in the Werewolf class table and it deals slashing damage.
  • +Your AC equals 13 + your Dexterity modifier.
  • +Your Speed increases by 10 feet.
  • +Your Hitpoint-maximum and hitpoints double.
  • +You gain Darkvision out to 60 feet. If you already had Darkvision, it increases by 10 feet
  • +You can communicate basic thoughts and emotions with animals
  • +Your Strength is 15 if your human Strength score is lower than 15. Your strength is unchanged if it is higher.
  • +Your Dexterity is 13 if your human Dexterity score is lower than 13. Your Dexterity is unchanged if it is higher.
  • +Your Perception skill increases by 4, as does your passive perception.
Werewolf
Level Proficiency Bonus Features Werewolf Transformations Werewolf Claw Damage
1st +2 Werewolf Transformation 2 1d8
2nd +2 Bite Attack, Fighting Style 2 1d8
3rd +2 Wolfpacts 2 1d8
4th +2 Ability Score Improvement, Uncontrollable Urges 2 1d8
5th +3 Wild's Leap, Extra Attack 2 2d6
6th +3 Wolfpack feature, Werewolf Claws 3 2d6
7th +3 Keen Senses, Wolf's Calling 3 2d6
8th +3 Ability Score Improvement, Were-Strength 3 2d6
9th +4 Werewolf Hide 3 2d6
10th +4 Wolfpact feature, Werewolf Thirst 3 2d6
11th +4 Easier Burden 4 2d8
12th +4 Ability Score Improvement, Cursed Defense 4 2d8
13th +5 Stronger Bond(1) 4 2d8
14th +5 Wolfpact feature 4 2d8
15th +5 Quick Transformation 4 2d8
16th +5 Ability Score Improvement, Physically Supernatural 5 2d8
17th +6 5 2d10
18th +6 Stronger Bond(2) 5 2d10
19th +6 Ability Score Improvement 5 2d10
20th +6 Bloodmoon's Blessing unlimited 2d10

When in werewolf form you are the same size creature as your humanoid form. E.g Small creature stays a small creature

Wolves won't attack you and will respect you as if you are a pack member.

However, you also get the following restrictions in your Werewolf-form:

  • -You can't use any weapons except your unarmed strike.
  • -You can't wear armor.
  • -You can't eat fruits nor vegetables.
  • -You take double damage to silver weapons.
  • -You are incapable of speaking any other language than beast.
  • -You can't use skills that require tools.

Anyone or anything which considers it their duty to slay the undead (Such as a Oath of Devotion Paladin) will consider you an enemy. This only carries over to your humanoid form if they witness your transformation first-hand. Additionally, your presence is detected by effects such as Detect Good and Evil, registering as Undead.

When turning back into your humanoid form you lose all benefits and restrictions you get in your werewolf form.

You also get the following features in humanoid form:

  • You gain an extra attack only in humanoid form that deals 1d4+Strength.
  • On nights of a full moon your inner beast becomes restless. Not only are you unable to sleep but the sight and smell of blood makes your character feral. Roll a Constitution saving throw (DC 12). If you pass the roll you control yourself for the night. If you fail the con throw, your beast takes over and attacks anything in a 10 foot radius. If that isnt the case, the beast will run into the nearest area of wildlife and hunt animals for the night until sunrise.
  • Wolves won't attack you and will respect you as if you are a pack member.
  • You gain the ability to befriend wolves (animal handling check DC15 per wolf), you can have a maximum of 3 wolves for 1d12 hours, they will warn you of danger and fight along side you until they reach half their maximum hit points.
  • You gain the ability to speak to animals in your human form

Unarmored Agility

Gaining 1st level, you are naturally defensive, thanks to your Werewolf abilities. You gain +1 AC when you take the dodge action and your AC equals 10 + your Dexterity modifier + your Constitution modifier in your humanoid form.

Bite Attack

At 2nd level, your fangs grow stronger and your bloodlust rises. As an action, you can bite one enemy in your reach of 5 feet. The attack deals 1d8 + your Strength modifier piercing damage. The damage increases to 1d10 at 5th level, 2d6 at 8th level and 2d8 by 14th level. If you successfully bite a target, you may attempt to grapple them as a bonus action.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options:

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

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

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

Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. This does not apply to the unarmed strikes of your werewolf form.

Hand-to-Hand: You gain proficiency in unarmed strikes, and your unarmed strikes deal 1d6 + strength in your humanoid form only.

Wolfpacks

When you reach 3rd level you choose one of four paths. A werewolf can take the Path of the Furious Claw, the Monstrous Brawler, the Thick Hide, or the Natural Howler. Also at level 3 you gain the ability to turn an enemy into a werewolf, only under the following circumstance: bite them when their hit points are at 0.

Ability Score Increase

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

Uncontrollable Urges

By the 4th level, you are at your strongest when someone forces you to act. When your hit point drops below 1/2 of your max hit points rounded down, you can use your reaction to gain extra damage to all melee attacks you make. The extra damage equals the transformations you have (4 transformations= 4 extra damage). This ability lasts for one minute, and you gain the ability to do so again after completing a long rest. This may be done in any form.

If you use it in humanoid form, roll a d20 at the beginning of your next turn. If you roll a 9 or lower you turn into a werewolf, at the cost of one Werewolf Transformation point. If you have no Transformation points left you still turn into a werewolf and you get a level of exhaustion.

Extra Attack

Beginning at level 5, you can attack twice, whenever you take the attack action.

Wild's Leap

At 5th level, you can leap in a straight line for a third of your movement to pounce on a target. This may also be used to traverse difficult terrain. You can use this feature in all forms.

Werewolf Claws

From 6th level on, your attacks as a werewolf count as magical for the sake of overcoming resistances.

Hybrids

Your "Werewolf" can be any form of hybrid. like a "Werebear" for example.

Keen senses

When you reach 7th level, you gain advantage in Perception (Wisdom) checks in werewolf form.

Wolf's Calling

From level 7 on, the wolves you are bound to can assist you when you need them. You can summon 1d4 dire wolves. This skill can only be used when you are fighting in a wild area, such as forest or mountain (DMs discretion). They arrive within 1d4+1 rounds. You can only use the wolves to attack a target, and after battle the wolves will leave the area. You regain the use of this ability after completing a long rest.

Were-Strength

At 8th level, you gain +1 on attack and damage rolls to all melee attacks while you are in your urge.

Werewolf Hide

When you reach 9th level, your fur becomes resistant to bludgeoning, piercing, and slashing damage as a werewolf.

Werewolf Thirst

At 10th level, you can transform once per long rest without using a Werewolf Transformation point. Instead, you get a level of exhaustion.

Easier Burden

From 11th level on, you can transform into a werewolf as a bonus action instead of an action.

Cursed Defense

When you reach 12th level your curse defends you from death. When you are in your werewolf form and get hit by an attack that would let you drop to 0 hitpoints you can use your reaction to instead turn into a human again. This puts you at 1 hitpoint in your human form

Once you use this feature you can't turn into a werewolf again and you can't use this feature until you finish a long rest.

Stronger Bond

At the 13th level, you gain the ability to apply the powers of your werewolf form in human form. When you complete a long rest, choose one ability, such as claws which grants a bonus 1d6 to unarmed strikes or increased AC of +2. You retain this benefit until your next long rest, where you can choose it again or pick a different ability. You gain two benefits at 18th level.

Quick Transformation

With reaching 15th level, you can shift into your Werewolf form as a free action instead of a bonus action.

Physically Supernatural

Starting at 16th level, your Strength and Dexterity score increase by 4 as do their maximums by that amount

Bloodmoon's Blessing

Upon reaching 20th level, once you choose this feature it is permanent you now gain the following passive boons and banes in all your forms.

  • Your werewolf bite attack is now infectious you can choose who you infect with Lycanthropy. It's a con save of 10+ proficiency bonus + your con modifier.

  • You can pass your curse to other willing creatures if they choose to fail the con save.

  • You do double damage to vampires with your biting attack, and take double damage from vampires biting attacks. Any melee attacks you make against such creatures is done so with advantage.

  • You do double damage to non-werewolf werebeasts.

  • You are immune vampirism.

  • You cannot die by hot climates.

  • You cannot die by cold climates.

  • You gain resistance to all damage types excluding by silver weapons.

  • You now have passive regeneration of 1d4 if you make a successful werewolf bite attack and choose to rip the flesh from your victim's bones and swallow it.

  • You cannot even touch silver or anything coated with silver.

  • Any children you have from this point forward will be born natural werewolves and cannot be cured of their Lycanthropy without killing them.

  • You must successfully hunt and devour at least 5 living creature or 2 humans every full moon or you will lose control of your transformations for the following week until you have done so.

Wolfpacts

Furious Claw

As a werewolf of the Furious Claw Wolfpack you gain the following advantages and disadvantages:

  • ++you gain a bonus +10 speed in werewolf form at 4th, 7th, 12th, 16th, and 20th level.

  • ++your Dexterity is 15 in werewolf form and higher if your Dexterity in human form is lower than 15.

  • ++your proficient in the stealth skill in werewolf form and it increases by 2.

  • --your Strength is 15 and can't be higher in werewolf form.

  • --your AC equals 12 + your Dexterity modifier in werewolf form.

  • --the time you are transformed into a werewolf is halved.

Furious Ferosity

From 3rd level on, your teeth and claws grow longer, but a bit thinner in werewolf form. You can choose your Dexterity modifier instead of the Strength modifier in all attacking actions.

Also once per long rest you can poison an attack you make with your unarmed strike. You choose so before you attack and it lasts for one round. It ends also at the first hit you make during that round. When you make such a hit you get additional poison damage on the hit. The damage is your unarmed strikes damage die(ce) + 1 and the damage type is poison. The creature you hit with this attack makes a constitution saving throw with the DC of 13 and if it fails it is poisoned for one minute. If it succeeds it is not poisoned, but still takes the damage. You can use this feature part twice between long rests at from 11th level on.

Critical Claws

By 6th level, in werewolf form, your unarmed strikes (and only the unarmed strikes) can hurt your enemies more deeply depending on your luck. Your Claws do triple damage on a scored critical instead of double damage.

Furious Defense

Also from 6th level on, your unarmored defense AC equals 12 + your Dexterity modifier + Constitution modifier.

Sharpened Claws

When you reach 10th level, all your attack action rolls count as a critical hit on a rolled 19 and 20 in both forms. You may choose to deal poison damage instead of slashing damage with your claws. You can choose which type of these two you take every time before you make an attack.

Furious Beast

Once you reach 14th level, your abilities got their best. If you score the highest score on both of your Claw damage dies it counts as a critical. Also, if you score a critical hit by rolling a 19 or a 20 you deal four times the damage instead of three times.

Monstrous Brawler

As a werewolf of the Monstrous Brawler Wolfpack, you gain the following advantages and disadvantages:

  • ++you can use your bonus action to intimidate one creature you can see within 60 feet of you in werewolf form. The DC on the saving throw is 8 + your proficiency modifier + your Strength and it is a Charisma saving throw.

  • ++you count as one size larger when you determine your carrying and lifting capacity in your human and hybrid forms.

  • ++you gain proficiency with medium armour. Also, your unarmored defence as a werewolf is 13 + your Dexterity modifier + your Constitution modifier.

  • --your speed is halved for the rest of your turn after you take an attack action in both forms.

  • --in human form, you can't use weapons with the finesse property, but you can still use ranged weapons.

  • --your stealth skill decreases in werewolf form by 2.

Angry Transformation

At 3rd level, you gain the ability to use two instead of one of your Werewolf Transformation points to make an Angry Transformation. When you make an Angry Transformation the time you are transformed remains the same as a normal transformation. You can't make a short rest in this werewolf form.

When using this kind of transformation you gain the following benefits:

  • You gain another damage die of the kind of die damage you do, in every action that makes damage. (For example, you use your unarmed strike and you normally do 1d8 + your Strength modifier damage, but instead, you do 2D8 + your Strength modifier)

  • You can make one attack action as a bonus action.

  • You gain advantage on Strength checks and Strength saving throws.

  • You gain advantage on the first attack you make on your first turn as a werewolf.

  • When you are hit by a melee attack you can use your reaction to make one unarmed strike against the attacker.

Strengthened Jump

When you reach level 6, you gain the benefit of jumping higher than you could before. You may now, whenever you are in werewolf form, jump for the half of your movement instead of one-third of your movement with your Wild Leap feature.

Exhausting Anger

From 10th level on, you can make another action your turn in werewolf form. After using this feature you gain one level of exhaustion and you can't use this feature again until you finish a long rest.

Burnout Strength

By 14th level, you can use one action to make yourself stronger. When you take this action your strength increases to 25 for one minute. You can only use this feature in your Angry Transformation werewolf form. Once you use this feature you revert back to your human form after the minute runs out and you can't turn back into a werewolf until you finish a long rest.

Thick Hide

As a member of the Thick Hide Wolfpact, you are more human than wolf in werewolf form. You gain the following advantages and disadvantages:

  • ++You can use Great Weapons in werewolf form which are: Greatswords, Greataxes, and Mauls. You apply either your Werewolf Claw Damage die or the weapons damage die, depending on which is higher. Your weapon does not benefit from the Werewolf Claw feature you get with level 6. If you have the Great Weapon Fighting Style it applies to your werewolf Great Weapon attacks.
  • ++You gain proficiency with medium and heavy armor and you can wear special medium werewolf armor. Your unarmored defense AC as a werewolf equals 11 + your Dexterity modifier + your Constitution modifier. You can now use tool proficiencies in werewolf form.

  • ++You can speak in all of your humanoid known languages. Additionally your Werewolf Tranform time is increased to 1 hour per Werewolf level instead of 10 minues per Werewolf level. This is the only way you can speak formal languages in werewolf form

  • --You lose your proficiency with light armor. You also have disadvantage with Dexterity based weapons.

  • --Your speed doesn't increase when you transform.

  • --Your werewolf form darkvision is 30 feet and does not increase if your humanoid darkvision is higher.

Hunters Sense

Around 3rd level, your werewolf abilities are now starting to expand under your control. In werewolf form, you can track a creature which leaves traces and concentrate on it for 10 minutes. After that, you can follow the tracks of the creature without losing it even when the creature tries to hide its traces. You and all allies in your reach of 5 feet can't be surprised by the creature while you track it. Every time you take an action or a bonus action or when you take damage you must roll a constitution save as if maintaining concentration on a spell. You can't use this feature again until you make a short or a long rest.

Magic Hide

From 6th level on, you gain an additional resistance against fire, cold, lightning, thunder, poison, acid and force damage in your werewolf form. You choose one when you gain this ability.

Hybrid Life

At your 10th level, you start getting comfortable in your werewolf form. The time you can stay in your werewolf form is doubled and you can now take both long- and short- rests in Werewolf form and gain all the benefits from doing so.

Relentless

From 14th level on, you can expend one Werewolf Transformation point to cast Hunter's Mark as a bonus action. It lasts for the duration of one minute, but it does not requires concentration. You also have advantage with attacks on an enemy tagged with Hunter's Mark. You can also expend one Werewolf Transformation point to heal yourself as a bonus action. You can roll up to half your hit dice.

From now on all opportunity attacks you make have advantage.

Wind Blade

There are people who have trained with swords to be strong and powerful, but there are others who have trained to be the fastest. These warriors have honed their blades and can do magnificent feats of speed with their blades. Some have even been able to move so fast, that the winds and air around them seem to bend to their will. These wandering warriors rarely stay in one place, always looking for a new challenge. However, some are known to settle down as protectors of a village, town, or ruler. Some even open up a training dojo to teach others the way of the wind blade.

Wind Blades in Malgathia

See the Lore section for information on how Wind Blades came to be.

Creating a Wind Blade

Most people who have taken up the path of the wind blade usually have a reason that has changed their life and has caused them to seek this path. They could be seeking revenge against someone who murdered their family or destroyed their town. They could be looking for information about the life they no longer remember. It is always important to think of a reason for your character to use these skills, since it is a vital part of what it means to be a wind blade warrior.

Quick Build

You can make a wind blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Constitution is always a good ability score too. Second, choose the Outlander background.

Class Features

As a Wind Blade, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light and Medium Armor
  • Weapons: Simple Weapons, shortswords, scimitars, longswords, rapiers, greatswords, and katanas
  • Tools: Choose one type of artisan's tools or one musical instrument.

  • Saving Throws: Strength and your choice of Dexterity or Wisdom
  • Skills: Acrobatics and choose two from Insight, Nature, Perception, Persuasion, Survival, and Stealth.

Equipment

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

  • (a) A shortsword, (b) a Longsword, or (c) a Katana
  • (a) Scale Mail or (b) Leather
  • (a) A light crossbow with 20 bolts or (b) Any simple weapon

Swift Blade

Over the course of your training, you have been able to master quick maneuvers with the mightiest of blades. Starting at 1st level, all weapons that deal slashing damage and do not have the heavy property are treated as finesse weapons for you.

You also learn one of the following fighting styles:

  • Dueling: When you are wielding a melee weapon in one hand and no other weapons you gain a +2 bonus to damage rolls with that weapon
  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.

Fleet of Step

Your control over winds allows you to move slightly faster than you normally would. As a bonus action, you can double your movement speed for one round. This feature does not stack with any other feature that allows your movement speed to be increased. You must finish either a short or long rest to regain this feature again.

Wind Blade
Level Proficiency Bonus Tempest Points Features
1st +2 Swift Blade, Fleet of Step
2nd +2 2 Tempest Points, Tempest Powers, Tempest Spells
3rd +2 4 Tempest Focus
4th +2 6 Ability Score Improvement
5th +3 7 Extra Attack
6th +3 9 Ride the Currents
7th +3 10 Tempest Focus Feature
8th +3 12 Ability Score Improvement
9th +4 13 Sight of the Tempest
10th +4 15 Cloud Copy
11th +4 16 Tempest Focus Feature
12th +4 18 Ability Score Improvement
13th +5 19 One with the Currents
14th +5 21 Tempest Focus Feature
15th +5 22 Vacuum Dome
16th +5 24 Ability Score Improvement
17th +6 25 Immovable Mind
18th +6 27 Wispy Body
19th +6 28 Ability Score Improvement
20th +6 30 Tempest Focus Feature

Tempest Points

The wind blade's training has allowed them to gain access to a reservoir of power known as Tempest Points. At 2nd level, you gain 2 Tempest points and you gain additional Tempest Points every level. These Tempest Points can be used to activate your Tempest Powers and cast impressive Tempest Spells. You must finish a long rest in order to regain all used Tempest points.

Tempest Powers

The combination training with your blade and the winds has allowed you to combine these two abilities together or to use your connection to nature to empower yourself and others during and outside of combat. You can spend your Tempest Points to use these features. For Tempest Powers that require the use of a weapon, you must be wielding a finesse weapon or a sword that deals slashing damage in order to use these features. You unlock each feature when you reach the listed wind blade level next to each feature.

(2nd Level) Quickened Breeze (1 point) - You can use the winds around you to move at a quickened pace. As a bonus action, you can take the dash or disengage actions.

(2nd Level) Wind Jump (1 point) - You can use the winds to give you a burst of movement. As a bonus action, you can make a DC 12 Strength (Athletics) or Dexterity (Acrobatics) check. If you succeed, you jump 15 feet in any direction horizontally without using any of your movement and avoiding any opportunity attacks. If you fail, you move 5 feet and fall prone. You can only use this feature once per round.

(3rd Level) Windy Step (2 points) - You control the air around you to envelop your feet and legs in gusts of winds. You can use your action to increase your movement speed by 10 feet for 1 hour. This does not stack with itself or Mass Windy Step.

(3rd Level) Winds of Clarity (3 points) - Sometimes, taking a deep breath is a great way to calm yourself in the most stressful of situations. As a bonus action, your mind becomes perfectly clear and focused. If you are making an attack roll, ability check, or saving throw with disadvantage, you can roll the ability check, saving throw, or one of your attacks normally. You must use a short or long rest in order to use this feature again.

(5th Level) Strength of the Tempest (2 points) - Your control over the air allows you to envelop your blade with powerful winds. When you make an attack roll with a finesse weapon or a sword that deals slashing damage, you can make that weapon deal an additional 2d8 slashing damage. You can spend additional Tempest Points to increase the damage by 1d8 per Tempest Point you use for this feature, up to a maximum of 5d8. You may only use this feature once per round.

(7th Level) Vortex Slam (4 points) - Through your training, you have learned to not rely solely on your blade for power and to use any methods necessary for victory. As a bonus action, if you have a free hand, you can envelop your fist in hurricane-strength winds to cripple your opponents to strike a target within 5 feet of you. The target must make a Strength saving throw versus your spell save DC. On a failure, they take 2d6 bludgeoning damage and, if the creature is Large or smaller, the creature is knocked prone. On a success, the creature takes half damage and remain standing.

(9th Level) Mass Windy Step (5 points) - You and your allies become cloaked in whirling winds that give you a boost to your speed. As an action, you and up to 3 other allies within 30 feet of you have their movement speed increased by 10 feet for 4 hours. You must use your movement to go and touch each person. This does not stack with itself or Windy Step.

(11th Level) Invigorating Winds (6 points) - Your spirit can be energized from the winds around you and reinvigorate you to continue the fight. As a bonus action, you can use this feature to take another action on your turn. This action can be used to take any action listed in the "Actions in combat" section of the PHB, activate one of your Tempest Powers, or cast one of your Tempest Spells. However, you cannot take the attack action a second time or cast a spell a second time if you have already done one of those once this round. You must finish a long rest before you can use this feature again.

(13th Level) Step of the Currents (7 points) - As an action, you can touch one willing creature, and they become enveloped in fast-moving currents that allow them to move at incredible speeds. The person effected by this feature gains the benefits of the haste spell. A currently hasted individual can not be hasted again by this effect or any other effect that grants haste. You must finish a long rest before using this feature again.

(15th Level) Wind Slash (8 points) - You can use your action to make a violent crescent shaped wind erupt in front of you originating from the tip of your blade. The crescent is 15 feet wide and travels for 40 feet straight in the direction you choose. Each creature hit by the crescent must make a Dexterity saving throw versus your spell save DC. On a failed save, a creature takes 8d8 slashing damage and is pushed by the crescent for the remainder of its distance if they are a Large or smaller creature. On a successful Dexterity saving throw, they take half damage and are not pushed by the crescent. You must finish a long rest before using this feature again.

Tempest Spells

Your speed and mastery with your blade has allowed you to conjure winds and control the air around you. When you reach 2nd level, you can spend Tempest Points to cast certain wind and air based spells. Wisdom is your spellcasting ability for these spells. You unlock these spells when you reach the spell's listed wind blade level. You cannot spend more Tempest Points to cast these spells at a higher level then the one listed. You can only cast each spell once, and you must complete a long rest in order to cast each spell again, even if you have enough Tempest Points to cast it again.

Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus: If you are wielding weapon that deals slashing damage, you can use that weapon as an arcane focus, which means you do not need to provide material components for your spells, even if they require items that have a monetary value to cast.

(2nd Level) Breath of Zephyr (0 points) - You can cast the gust cantrip at will

(2nd Level) Ride Like The Wind (1 point) - You can cast feather fall as a 1st-level spell.

(4th Level) Wind Strike (2 points) - You can cast gust of wind as a 2nd-level spell.

(4th Level) Shield of Zephyr (2 points) - You can cast warding wind as a 2nd-level spell.

(6th Level) Wind Barrier (3 points) - You can cast wind wall as a 3rd-level spell.

(8th Level) Partner of the Wind (4 points) - You can cast dust devil as a 4th-level spell.

(10th Level) Current Mastery (5 points) - You can cast control winds as a 5th-level spell.

(12th Level) Winds of Guidance (6 point) - You can cast commune with nature as a 5th-level spell

(14th Level) Crown of the Tempest (7 points) - You can cast investiture of wind as a 6th-level spell.

(16th Level) Rage of the Tempest (9 points) - You can cast whirlwind as a 7th-level spell.

Tempest Focus

At 3rd level, you chose a focus. Choose between blade arts, and spell arts, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 7th, 11th, 14th, and 20th levels.

Ability Score Improvement

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

Extra Attack

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

Ride the Currents

As a wind blade, you are used to being a lone warrior. But now that you are with a group, you feel obligated to help them out in battle in any way you can, even if that means hurting yourself in the process. Beginning at 6th level, if an ally within 10 feet of you is about to be hit with an attack, you can use your reaction to blow them 5 feet to an adjacent free space, causing the attack to automatically miss. You can use this feature after the attack is declared to hit, but before damage is dealt. However, if you are within melee range of a creature, they can make an attack of opportunity against you, as you have taken your focus off of your opponent to help you ally, leaving you vulnerable. You must complete a short or long rest in order to use this feature again.

Sight of the Tempest

Beginning at 9th level, your speed and nimbleness give you a better chance at reacting to the environment around you, and your affinity with winds allows you to sense things most would not. You can sense the presence of any creature within 10 feet of you, even if you are blinded, deafened or the creature is invisible. Therefore, you do not have disadvantage on attacks when you are blinded, deafened, or against creatures that are invisible if the target is within 10 feet. You must be conscious and not incapacitated in order to gain this effect.

Cloud Copy

Beginning at 10th level, you can use your action to conjure a cloud that takes on the exact image as you that lasts for 1 minute. The cloud moves with you and mimics your movements and actions. You can disperse the cloud with an action. If a creature targets you with an attack, you must roll 1d20. If you roll an 8 or higher, then the attack hits the cloud instead of you. The cloud's AC is the same as your current AC. If the cloud is hit by the attack, then it disperses. If the cloud takes more than 10 points of damage outside of an attack, then the cloud is also dispersed. You must complete a long rest in order to use this feature again.

At 14th level, you create an additional cloud when using cloud copy, making the total 2 clouds. At 18th level you create another cloud when using cloud copy, bringing the total to 3 clouds.

One with the Currents

At 13th level, your connection to the winds has allowed you to also gain a connection to nature. Your movement speed increases by 10 feet. You also gain proficiency in the Nature or Survival skill. If you already have proficiency in the skill you choose, you can double your proficiency bonus for that skill.

Vacuum Dome

Your control over the winds allows you to create vacuums in targeted areas. Beginning at 15th level, You can use your action to create a 10 foot sphere centered at a point within 30 feet of you. The sphere lasts for one minute and can be removed with an action. All fires that are not magical are extinguished and any creatures that are made of gas or air are immediately expelled from the sphere to the closest space from them. Any other creatures that are caught within the sphere are considered restrained and, if they are fully submerged and need to breathe, will begin to suffocate. Any creature stuck within the sphere can make a Strength saving throw against your spell save DC at the end of their turn. If they succeed, they can move 5 feet in any direction away from the center of the sphere. You must complete a long rest before you can use this feature again.

Immovable Mind

Your training as a wind blade has allowed your mind to become unmovable by even the strongest of winds. Beginning at 17th level, you are immune to being charmed and frightened, and you gain advantage on your next attack roll against the creature that attempted to charm or frighten you.

Wispy Body

Your body has become attuned to the winds you control, to the point where your enemies have a hard time discerning your true presence. Beginning at 18th level, after you finish using the dash action or using the Wind Jump feature, any attacks made against you have disadvantage against hitting you. This effect fades if you take damage before the beginning of your next turn. Otherwise, The effect ends at the beginning of your next turn.

Blade Arts

For wind blades who wish to make themselves master fighters with the blade, they choose to study the Blade Arts. The techniques learned by this school not only will make them a master with the sword, but will also make them faster and harder to hit. The Blade Arts will make a wind blade a deadly fighter in close quarters that any warrior would be scared to go up against.

Flash Strike

During your training, you learned that the first strike in combat is the most important attack, and that initial strike can carry you through the battle. Beginning at 3rd level, you have advantage on the first attack you make in the first round of combat, and if you hit your target, the attack deals an additional 1d6 slashing damage. Also, when you dash or use Wind Jump on your turn, your first weapon attack that hits for that round deals an additional 1d6 slashing damage. You must be wielding a finesse weapon or a weapon that deals slashing damage to gain this effect.

Additionally, whenever you spend Tempest Points to activate you Tempest Powers or cast a Tempest Spells, your next melee weapon attack within 1 minute of spending the points deals additional slashing damage equal to the number of Tempest Points spent, up to a maximum of 5.

Flash Step

Beginning at 7th level, You can use the winds that boost you to dodge out of the way of attacks. When you move in a way that would provoke an opportunity attack from a creature, you can use your reaction to make a DC 15 Acrobatics check. If you succeed, the opportunity attack fails against you. You may only do this once per round. You are also not hindered by difficult terrain when you dash during your turn.

Blade of the Tempest

Beginning at 11th level, you have mastered the movements of your blade to sync them with the currents, allowing you to strike faster and more often. If you are wielding a finesse weapon or a sword that deals slashing damage, you may attack three times, instead of twice, whenever you take the attack action on your turn.

Mastery of The Blade

Your adventure has finally allowed you to master the blade you have trained so long to use. By 14th level, you have become completely in sync with your blade and can use it to counter your opponents moves and exploit their weaknesses. If you are engaged in combat with a creature and none of your allies are within melee range of the creature, you can use your bonus action to learn one fact about your opponent. This fact could be their current hit point amount, resistances, immunities, weaknesses, or any other question your DM approves of. You regain use of this feature when you take a short or long rest.

Additionally, When you take the attack action on your turn, you can use your bonus action to take a defensive stance in order to counter your opponent. This effect lasts until the start of your next turn. If you are hit with a melee attack, you can halve the damage of the attack and you can use your reaction to make one of these actions.

  • Surprise Attack: You can make one melee attack on the creature.
  • Disarm: If the creature is wielding a weapon, you can force the target to make a Strength saving throw against your spell save DC. On a failure, the weapon is thrown out of their hand onto the ground next to them.
  • Trip: If a Large or smaller creature is on the ground, you can force the creature to make a Dexterity saving throw against your spell save DC. On a failure, the target is knocked prone.
  • Dirty Blow: Using underhanded tactics, you can force a creature to make a Constitution saving throw against your spell save DC. On a failure, the target has disadvantage on their next attack roll until the start of your next turn.

You can use this feature a number of times equal to your Wisdom modifier(minimum of one), and you regain all uses of this feature at the end of a long rest.

Champion of The Wind

Your adventure has allowed you to master the winds and bend them to your will. Beginning at 20th level, your jump distance is tripled and your movement speed increases by 15 feet.

Also on your turn, you can use your bonus action to enter an adrenaline-fueled state of zen for one minute where you only have one goal: defeat your opponents. In this state, you can make a fourth attack action, you are immune to certain debilitating effects like being grappled, paralyzed, prone, and stunned, and if you were inflicted by any of these before entering this state, they are removed. While in this state, you may also use a bonus action to walk your movement speed in the air and stay suspended in the air. After you exit this state, you suffer one level of exhaustion, and if you are in the air when you exit this state, you slowly fall down to the ground and take no damage. You must complete a long rest in order to use this feature again.

Spell Arts

Through their training, some wind blades have gained a closer connection to nature, and therefore have the potential to go beyond normal air manipulation and learn even more powerful spells. This connection in made stronger through studying Spell Arts, allowing those chosen wind blades to unlock their hidden potential, and sometimes even go beyond that to become powerful spellcasters that would impress even the finest of wizards.

Spell Arts Spells

At 3rd level, you gain access to the Spell Arts spell list with the same spell save DC and spell attack modifier as Tempest Spells. All of the rules for the Tempest Spells also apply to your Spell Arts

(3rd Level) Blade Flurry(1 point) - You can cast zephyr strike as a 1st-level spell.

(3rd Level) Cloudy Cover(1 point) - You can cast fog cloud as a 1st-level spell.

(5th Level) Nature Glide(2 points) - You can cast levitate as a 2nd-level spell.

(7th Level) Solid Air(3 points) - You can cast water walk as a 3rd-level spell.

(9th Level) Gale Wings(4 points) - You can cast freedom of movement as a 4th-level spell.

(11th Level) Chaos of the Tempest(5 points) - You can cast storm sphere as a 5th-level spell.

(13th Level) Swamp Fog(6 points) - You can cast cloudkill as a 6th-level spell.

(15th Level) Zephyr Blade(7 points) - You can cast steel-wind strike as a 5th-level spell.

(17th Level) Typhoon Commander (8 points) - You can cast control weather as a 8th-level spell.

(19th Level) War of the Tempest(11 points) - You can cast storm of vengeance as a 9th-level spell.

Nature's Warrior

Since you have trained with both your spells and your weapon, you have learned to use them both simultaneously. Beginning at 3rd level, whenever you use your action to cast a Tempest Spell or Spell Arts spell, you can make one melee weapon attack as a bonus action.

Calm Before the Storm

At 7th level, when you finish a short rest, you may restore Tempest Points equal to half your wind blade level rounded down. You regain use of this feature after you finish a long rest.

Cutting Winds

At 11th level, when you cast a spell from the Spell Arts Spell List or Tempest Spells, and the effect of the spell makes contact with at least one creature, you can add slashing damage equal to your Wisdom modifier(minimum of 1) to the effect of the spell.

Weapon of the Tempest

At 14th level, you can use your bonus action to summon a bladed weapon made out of harsh and forceful winds within 30 feet of you. The weapon lasts for one minute and has a range of 60 feet. As a bonus action, you can move the weapon up to 30 feet in any direction and command it to do one of three attacks:

  • Slash: The weapon does a diagonal slash on a creature you chose within 5 feet of the weapon. Make a melee spell attack roll. On a hit, the weapon deals 2d8 slashing damage + your spellcasting ability modifier.
  • Wind Beam: The weapon thrusts forward and shoots a concentrated force of wind towards any creature within 60 feet of the weapon. Make a ranged spell attack against the creature. On a hit, the target takes 2d6 force damage + your spellcasting ability modifier.
  • Whirlwind: The weapon does a spin attack to hit every creature within 5 feet of it. All Large or smaller creatures hit by the whirlwind must make a Dexterity saving throw against your spell save DC. On a failure, the creature is knocked back 5 feet and knocked prone.

You regain use of this feature after you finish a short or long rest.

Cyclone

At 20th level, you may use an action to summon a cyclone that lasts for 1 minute that engulfs your body. The cyclone can be dispersed with an action. While the cyclone is in effect, you gain a flying speed of 50 feet, you are immune to ranged weapon attacks, and the surrounding 30 feet area around you becomes difficult terrain. Any creature that starts their turn within the cyclone must make a Dexterity saving throw against your spell save DC. On a failure, the creature takes 3d6 slashing damage and falls prone if they are a Large or smaller creature. On a success, they take half the damage and do not fall prone. You regain use of this feature after you finish a long rest.

Witch

Witches are a bridge between the supernatural and the mundane. They are just as quick to curse a creature as to summon the spirits to aid them. They are a link between the ancient secrets of nature and civilization.

Covens, Hexes and Secrets

A witch utilizes the divine magic of nature to fuel their spells and their fearsome hexes, but they aren't alone. In order to delve deeper into the lost magic of nature, they form covens. These covens guide new witches to become more powerful, and if it is required, to keep their members in check.

Each witch is on their own personal journey, and most of them are seeking forgotten knowledge lost to the ancient spirits of old. They form covens, not only to help share forbidden information, but also as protection against a world that misunderstands them.

Hexes, an ancient style of magic, are a powerful suggestion that can cause intense pain, heal the injured or protect those that a witch holds dear. This magic is often misunderstood and outright banned in the more civilized lands, forcing covens to operate in the secret and in dark forests.

As a witch, you gain the following class features.

Hit Points


  • Hit Dice: 1d6 per witch level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per witch level after 1st

Proficiencies


  • Armor: None
  • Weapons: Blowguns, daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: Alchemist's Supplies or Herbalism Kit

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Equipment

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

  • (a) a quarterstaff or (b) a dagger
  • (a) a component pouch or (b) a witch's focus
  • A light crossbow and 20 bolts and an explorer's pack

Witch

Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Hexes Known
1st +2 Spellcasting, Hexes 2 3 2 1
2nd +2 Witch's Familiar 2 4 3 2
3rd +2 Dark Coven 2 5 4 2 3
4th +2 Ability Score Improvement 3 6 4 3 3
5th +3 Major Hex 3 7 4 3 2 4
6th +3 Dark Coven Feature 3 8 4 3 3 4
7th +3 3 9 4 3 3 1 4
8th +3 Ability Score Improvement 3 10 4 3 3 2 5
9th +4 Major Hex (2) 3 11 4 3 3 3 1 5
10th +4 4 12 4 3 3 3 2 5
11th +4 4 13 4 3 3 3 2 1 6
12th +4 Ability Score Improvement 4 13 4 3 3 3 2 1 6
13th +5 Major Hex (3) 4 14 4 3 3 3 2 1 1 6
14th +5 Dark Coven Feature 4 14 4 3 3 3 2 1 1 7
15th +5 4 15 4 3 3 3 2 1 1 1 7
16th +5 Ability Score Improvement 4 15 4 3 3 3 2 1 1 1 7
17th +6 Grand Hex 4 16 4 3 3 3 2 1 1 1 1 8
18th +6 4 16 4 3 3 3 3 1 1 1 1 8
19th +6 Ability Score Improvement 4 16 4 3 3 3 3 2 1 1 1 9
20th +6 Cruel Fate,
Grand Hex (2)
4 16 4 3 3 3 3 2 2 1 1 9

Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to inflict powerful hexes. See chapter 10 for the general rules of spellcasting and directly after this feature for the witch spell list.

Cantrips

You know two cantrips of your choice from the witch spell list. You learn additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch table.

Spell Slots

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

For example, if you know the 1st-level spell faerie fire and have a 1st-level and a 2nd-level spell slot available, you can cast faerie fire using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice from the witch spell list.

The Spells Known column of the Witch table shows when you learn more witch spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the witch spells you know and replace it with another spell from the witch spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your witch spells. Your magic comes from the spirit of the forests, the pacts you make with powerful entities, and the dark powers that reside in the world. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a witch spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier

Ritual Casting

You can cast any witch spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use a witch's focus (see the sidebar for more information) as a spellcasting focus for your witch spells.

Witch Spell List

Here's the list of spells you consult when you learn a witch spell. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name.

These spells are from the Player's Handbook. If a spell's name is followed by an asterisk (*), the spell is instead from Xanathar's Guide to Everything. If a spell's name is followed by two asterisks (**), the spell is instead from Elemental Evil's Player Guide. If a spell's name is followed by a circumflex (^), the spell is instead introduced at the end of this class description in the New Spells section.

Cantrips

Chill Touch
Control Flames*
Create Bonfire*
Dancing Lights
Guidance
Infestation*
Light
Prestidigitation
Poison Spray
Thorn Whip
Toll the Dead*

1st Level

Bane
Cause Fear*
Charm Person
Detect Evil and Good
Detect Magic (ritual)
Detect Poison
      and Disease
(ritual)
Disguise Self
Faerie Fire
Feather Fall
Hex


Identify (ritual)
Inflict Wounds
Ray of Sickness
Sleep
Softwood^
Unseen Servant (ritual)
Witch Bolt

2nd Level

Alter Self
Animal Messenger (ritual)
Augury (ritual)
Blindness/Deafness
Darkness
Enhance Ability
Heat Metal
Hold Person
Insect Spies^
Invisibility
Levitate
Locate Animals
      or Plants
(ritual)
Moonbeam
Protection from Poison
Ray of Enfeeblement
See Invisibility
Silence (ritual)
Spider Climb
Web

3rd Level

Bestow Curse
Blink
Clairvoyance
Counterspell
Dispel Magic
Enemies Abound*
Fear
Feign Death
Fly
Gaseous Form
Glyph of Warding
Leomund's Tiny Hut (ritual)
Lightning Bolt
Magic Circle
Remove Curse
Sending
Speak with Dead
Summon Lesser Demons*
Turn to Frogs^
Vampiric Touch

4th Level

Banishment
Blight
Compulsion
Confusion
Conjure Minor Elementals
Conjure Woodland Beings
Divination (ritual)
Giant Insect


Greater Invsibility
Locate Creature
Polymorph
Sickening Radiance*
Summon Greater Demon*

5th Level

Animate Objects
Awaken
Cloudkill
Conjure Elemental
Contact Other Plane (ritual)
Contagion
Dream
Geas
Infernal Calling*
Insect Plague
Legend Lore
Modify Memory
Planar Binding
Scrying
Skill Empowerment*
Teleportation Circle

6th Level

Chain Lightning
Circle of Death
Conjure Fey
Eyebite
Find the Path
Guards and Wards
Scatter*
Soul Cage*
True Seeing

7th Level

Etherealness
Finger of Death
Mordenkainen's Magnificent
      Mansion
Plane Shift
Power Word Pain*
Symbol
Teleport

8th Level

Abi-Dalzim's Horrid Wilting**
Antipathy/Sympathy
Demiplane
Feeblemind
Power Word Stun
Sunburst

9th Level

Astral Projection
Foresight
Gate
Mass Polymorph*
Power Word Kill
Time Stop

A Witch's Focus

A witch's focus can take on a variety of forms, though most are typically that of the morbid or the obscene. A witch crafts their focus from objects that are important to them and what helps draw out their power. A few examples are provided:

  • Mummified hand of a goblin
  • Varnished eye of a nothic
  • Severed finger of a hag
  • Iron pendant of a devil's face
  • Shrunken head of a humanoid
  • Withered tongue of a goat
  • Wand made of human bone
  • Mummified newt
  • Shriveled hand of a troll
  • Necklace of kobold teeth

Hexes

In your study of the dark powers, you have discovered the power of hexes, powerful curses and boons to level at your foes and allies.

Beginning at 1st level, you gain one hex of your choice. Your hex options are detailed at the end of the class description. When you gain certain witch levels, you gain additional hexes of your choice, as shown in the Hexes Known column of the Witch table.

Additionally, when you gain a level in this class, you can choose one of the hexes you know and replace it with another hex that you could learn at that level.

If a hex has prerequisites, you must meet them to learn it. You can learn the hex at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Witch's Familiar

At 2nd level, you gain the aid of a familiar that helps you unlock the secrets of your power. The familiar is bound to you and will obey all your commands. You gain one of the following familiars of your choice. While your familiar is alive and within 30 feet of you, you gain additional benefits detailed below.

In combat, the familiar shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you use a bonus action on your turn to command it to take an action in its stat block or the Dash, Disengage, Help, Hide, or Search action.

If your familiar dies, you can perform a special ritual over the course of a long rest, regrowing their bodies and inviting their spirit back.

As you grow more powerful, so does your familiar. Your familiar gains an additional number of Hit Points equal to your witch level times two and its attack and damage rolls, and any skills or saving throws, increase by 1 when your proficiency bonus increases by 1.

Choose one of the following familiars and you can change your familiar whenever you gain a level in this class.

Fox. Your familiar takes on the form of a fox (see sidebar for statblock) and you gain advantage on Wisdom (Perception) checks that rely on smell. All beasts have disadvantage on attack rolls made against you or your familiar as they sense you as one of their own, additionally you gain a burrow speed of 10 feet.

Imp. Your familiar takes on the form of an imp and you gain darkvision out to a range of 60 feet, if you already have darkvision, it increases it by 60 feet. Furthermore, you gain resistance to Fire damage.

Sprite. Your familiar takes on the form of a sprite and you gain proficiency on all Stealth checks, if you are already proficient in Stealth, you can double your bonus. Furthermore, a number of times equal to your Wisdom modifier per day, you can touch a creature and magically know the creature's current emotional state. The target must succeed on a Charisma saving throw against your Witch save DC and you then learn the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.

Toad. Your familiar takes on the form of a toad (use the giant frog statblock) and your jump distance is doubled and you do not need a running start. Furthermore, you have the ability to breathe air and water.

Dark Coven

Starting at 3rd level, your power as a witch has grown to be noticeable by the coven that has granted you your power. The coven could be made with any of your choice: Devils, Dreams, The Forest, or Spirits, each of which is detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.

Coven Spells

Each coven has a list of spells-its coven spells-that you gain at the witch levels noted in the coven description. Once you gain a coven spell, you always have it known, and it doesn't count against the number of spell known. If you have a coven spell that doesn't appear on the witch spell list, the spell is nonetheless a witch spell for you.

Ability Score Improvement

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

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Major Hex

Beginning at 5th level, you have discovered a more powerful hex that you can level at your enemies. At this level, you can learn a Major Hex as a new hex or replace a hex you know with a Major Hex. You can only select 1 Major Hex until you reach 9th and 13th level when you gain an additional Major Hex known. A Major Hex is counted as part of the Hexes Known column of the Witch table.

If a Major Hex has prerequisites, you must meet them to learn it. You can learn the hex at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Grand Hex

Beginning at 17th level, you have discovered a long lost hex so powerful that it was hidden away from the world. At this level, you can learn a Grand Hex as a new hex or replace a hex you know with a Grand Hex. You can only select 1 Grand Hex until you reach 20th level when you gain an additional Grand Hex known. A Grand Hex is counted as part of the Hexes Known column of the Witch table.

If a Grand Hex has prerequisites, you must meet them to learn it. You can learn the hex at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Cruel Fate

At 20th level, you have become a master of hexes and inflicting torment on other creatures. If a creature succeeds on a saving throw against one of your hexes, you can use your reaction to immediately force them to reroll the saving throw, they must use the second result. You can use this feature a number of times equal to your Intelligence modifier, regaining all spent uses on a long rest.

Dark Covens

Every witch must pledge themselves to a coven for these covens share knowledge on magic, hexes, and, above all else, keep track of their members from wandering too far from the pact. Members of covens often keep their membership a secret for covens, and witches, are greatly distrusted by society at large. Here are coven options you can choose from at 3rd level.


Fox

Small beast, unaligned


  • Armor Class 12
  • Hit Points 13 (3d6 + 3)
  • Speed 30 ft., burrow 10 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 2 (-4) 12 (+1) 5 (-3)

  • Skills Survival +3
  • Senses darkvision 30 ft., passive Perception 11
  • Languages --
  • Challenge 1/4 (50 XP)

Keen Smell. The fox has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

Coven of Devils

Devils offer a quick path to power, and unholy contracts have created many of the most powerful witches to walk the world, unfortunately they often require a heavy price few are willing to pay when it comes time for it. Witches who join this Coven are often after power - terrible and destructive power that allows them to crush their opponents.

Devil Coven Spells
Witch level Spells
3rd Aganazzar's Scorcher, Scorching Ray
5th Fireball, Protection from Energy
7th Ice Storm, Wall of Fire
9th Cloudkill, Cone of Cold

Devilish Curse

Starting at 3rd level, your hexes have been made cruel by a fiendish touch. Whenever you place a hex on a creature, even if they are your ally, you deal 1d6 fire damage to them, even if the hex doesn't normally cause damage. If they save against the hex, they do not take any damage. If you place a Major Hex on a creature, the damage increases to 2d6, and increases to 4d6 for a Grand Hex.

You can choose to take this damage instead of the target creature.

The Devil's Tongue

Also at 3rd level, you learn the language of Devils. You know Infernal and can speak, read, and write it.

Deliverance of Souls

At 6th level, if you knock a creature to 0 Hit Points you can use your reaction to cause demonic flames to swirl around their body, turning it, and any non-magical items on them, to ash. You gain a number of Temporary Hit Points equal to three times your Witch level. You can use this feature once per short or long rest.

This has no effect on Undead or Constructs, though you gain twice as many Temporary Hit Points if they are celestial.

Devilish Power

At 14th level, you can bring out the full power of your coven. When you cast a witch spell that is between 1st and 5th level, you can double the amount of fire damage that it deals.

You can use this ability once per long rest.

Coven of Dreams

This coven is focused on learning all there is to know about the Realm of Dreams, a strange reflective plane of the Material World. There, in this plane of dreams, are hidden secrets, fantasies, and so much more just waiting to be discovered. These witches can call on nightmares and illusions to confuse and thwart their enemies, ripping their wants and desires and twisting it against them.























Dream Coven Spells
Witch level Spells
3rd Suggestion, Zone of Truth
5th Feign Death, Hypnotic Pattern
7th Confusion, Hallucinatory Terrain
9th Dream, Seeming

Constant Dreamer

At 3rd level, you know the sleep spell and it doesn't count against the number of spells known.

Fitful Dreams

Also at 3rd level, you can enter a trance like state and invade the Plane of Dreams, allowing you to enter the dreams of a creature you are familiar with. You gain some minor insight on their motives and desires and have advantage on any Charisma checks to interact with them during the next 24 hours. You can only visit the dreams of one creature each night, and you do not gain any new information about them, but rather a general sense of their desires and motivations.

You can not enter the dreams of a creature who doesn't sleep, like an elf or warforged, or if they are under the effects of a mindblank spell or similar. You can only enter the creature's dreams if they are currently asleep and you have some familiarity with them, like you have met them or observed them. This trance like state lasts for 10 minutes and the creature must be asleep for the full 10 minutes for you to gain this insight.

Restful Dreams

At 6th level, you can no longer be forced to fall asleep against your will and you have advantage on Investigation checks when perceiving or seeing through illusions.

Furthermore, when you finish a long rest, you regain all your spent Hit Dice instead of only half your level.

Waking Dreams

At 14th level, you can draw on the Plane of Dreams and cause the worst nightmares of a creature to spring forth in front of them. You target a creature within 60 feet of you and they must succeed on a Wisdom saving throw or find their worst nightmare standing before them, causing them to be frightened of it. You can decide where this nightmare appears and mentally move it up to 30 feet in a direction of your choice as a bonus action, it must remain within 120 feet of you.

While this nightmare is active, you can use your action to perform one of two actions:

  • It grows more horrible and frightening and the target creature suffers 10d10 psychic damage as the nightmare cripples their mind.
  • You can ask the nightmare to reveal a dark and true secret of the creature it is haunting.

After you use your action to command it to take one of those actions, the nightmare dissipates into nothing. If you use neither option, the nightmare remains for 1 minute or dissipates immediately if the target creature dies. Once you use this feature, you must finish a long rest before you can use it again.

The nightmare created by this feature reflects what truly horrifies and scares the target creature, though if a creature is under the effects of a mindblank spell or is immune to the frightened condition, the creature automatically succeeds on the saving throw.

Coven of the Forest

The witches who join this coven are focused on nature and their relationships to beasts. They learn the secrets of summoning creatures to their aid, of making pacts with the nature itself and becoming a beast themselves.

As these witches grow ever closer towards nature, many find these witches to be terrifying beasts. Rumors swirl that these witch can grow wicked claws, blood-stained fangs, they can control entire forests, and that they have become beasts.

Forest Coven Spells
Witch level Spells
3rd Animal Messenger, Pass Without Trace
5th Conjure Animals, Speak with Plants
7th Conjure Woodland Beings,
Freedom of Movement
9th Awaken, Commune with Nature

Natural Instincts

At 3rd level, you gain proficiency in your choice of two of the following skills: Animal Handling, Insight, Medicine, Perception, or Survival.

Your proficiency bonus is doubled for any ability you make that uses either of those skills.

Beastly Nature

At 6th level, you are so in tune with the natural beasts, you begin taking on their aspects. As a bonus action, you can force your body to morph and shape to become more like that of a beast. Choose one of the following options below:

  • Your fingers twist into vicious claws like that of a wolf and you become proficient with your unarmed strikes and they have the finesse property. When you take the Attack action, you can attack twice instead of once with your claws. On a hit, your unarmed strikes deal 1d10 slashing damage.
  • You grow hollow needles across your skin like that of a porcupine and when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d6 piercing damage.
  • Your ears grow double their size like that of a bat and you gain blindsight to a range of 60 feet. If you are deafened, you lose your blindsight.
  • You grow webbed hands and feet like that of a frog and you gain a swim speed equal to your walk speed.
  • You sprout small hairs across the palm of your hands like that of a spider and you gain a climb speed equal to your walk speed. You must always keep one hand on the climbing surface in order to not fall.

This transformation lasts for 1 minute, and once you use it, you must wait until you finish a short or long rest to use it again.

Forest Nature

At 14th level, the forest follows your every command and you can control the forest to aid you. Over the course of 10 minutes, and you are in a location with twigs, trees, shrugs or similar terrain, you can summon forth up to 8 twig blights, 4 needle blights or 2 vine blights.

On each of your turns, you can use a bonus action to mentally command your blights so long as they are within 60 feet of you, giving the same command to each of them. You decide what action the blights will take and where they will move during their next turn, or you can issue a general command, such as to guard a particular location. If you issue no commands, the blights only defend themselves against hostile creatures. Once given an order, the blights continue to follow it until their task is complete.

The blights are under your control until you finish a long rest, after which they crumple into twigs, vines and other natural debris. Once you use this feature, you can't use it again until you finish a long rest.

Coven of Spirits

Reaching out to the forces of death and life, you can touch the spirits of those who have come before you. These spirits guide you, teach you, and help you to protect those who are important to you. Witches who make this coven are often called White Witches, their healing magic is said to be blessed by the gods and that they have power over death itself.

Spirit Coven Spells
Witch level Spells
3rd Healing Spirit, Spiritual Weapon
5th Animate Dead, Mass Healing Word
7th Death Ward, Guardian of Faith
9th Commune, Mass Cure Wounds

Healing Touch

Beginning at 3rd level, you know the cure wounds spell, this does not count against the number of spells known and is a witch spell for you.

Blessed Hex

Also at 3rd level, your allies benefit even more from your hexes. When you place a hex on an ally, you can choose to also give them a bonus 1d4 die on their next ability check, attack roll or saving throw within the next minute. If you place a Major Hex on an ally, the bonus is 2d4, while a Grand Hex provides a bonus of 4d4.

You can aid your allies in this manner a number of times equal to your Intelligence modifier, regaining spent uses on a long rest.

Brave Spirit

At 6th level, your ties to the spirit world has infused you with the essence of great heroes. You have advantage on saving throws against being charmed or frightened.

Warrior Spirit

At 14th level, you can summon the spirits around you and channel them into a creature of your choice that you can touch. When you do so, the creature is fortified by the spirits and gains the following benefits:

  • They are immune to being charmed or frightened.
  • At the start of their turn, they gain a number of temporary hit points equal to your Witch level.
  • When they make an ability check or attack roll on their turn, they can roll a 1d8 and add it to the roll. They must do this before they know whether they succeed or fail, and they can only use this feature once per turn.
  • If they fall unconscious, they gain advantage on death saving throws.

These spirits reside in the target for 1 minute, offering their advice and strength. Once you use this ability, you must wait until you take a short or long rest to use it again.

Hexes

If a hex has prerequisites, you must meet them to learn it. You can learn the hex at the same time that you meet its prerequisites. Certain hexes can only be learned when you gain access to a Major Hex or a Grand Hex. You can not learn a hex multiple times.

Hex

Cackle

As a bonus action, you can cackle maddeningly and all creatures within 30 feet who can hear you take a 1d4 penalty on their saving throws against your hexes until the start of your next turn. If a creature can't hear you or is immune to being charmed, this feature has no effect.

Commune with Spirits

Prerequisite: Coven of Spirits, Coven of the Forest
You invoke the spirits and gain proficiency with any skill that requires Charisma, Intelligence or Wisdom. You can invoke a different spirit over the course of a long rest to change the skill to another.

Evil Eye

As an action, you can glare at a creature within 30 feet of you, and if they can see you, you place a powerful hex on them. Choose one of the following features: Ability Checks, Armor Class, Attack Rolls, Damage Rolls, or Saving Throws.

The targeted creature must succeed on a Wisdom saving throw or they take a penalty to the feature you chose equal to half your Proficiency bonus. This penalty lasts for 1 minute, or if they succeeded on their saving throw, until the end of their next turn. They can repeat the saving throw at the end of each of their turns, ending the effect on a success. This ability has no effect if a creature can't be charmed.

You can only target a creature once per day with this ability and you can use this feature a number of times equal to your Intelligence modifier, regaining all spent uses on a long rest.

Familiar Rituals

Your familiar becomes a way for you to store certain spells into them. Over the course of a short rest, you can feed a spell scroll containing a witch's spell, and is a ritual, to your familiar. They then consume the scroll, destroying it, and they learn the spell. You can then cast that spell as a ritual so long as you have this hex active and your familiar stays within 5 feet of you over the course of casting the spell. You must be able to cast the same level spells as that spell in order to feed it to your familiar.

If you lose this hex, you lose any ritual spells stored in your familiar. If you later gain this hex again, you must re-feed your familiar any lost ritual spell scrolls before you can use them again.

Fiendish Appendage

Prerequisite: Coven of Devils
As a bonus action, you can transform your arm into a horrifying limb, it appears as if it is blackened by fire and ends in twisting claws. As a bonus action, you can hurl flames at a creature of your choice that is within 30 feet of you. Make a ranged spell attack, on a hit you deal fire damage equal to a number d6s equal to your proficiency bonus.

You can use this a number of times equal to your Intelligence modifier, regaining all spent uses on a long rest. Your arm only returns to normal after you use all available uses.

Good Fortune

As a bonus action, you can bestow good fortune on the tasks of others. You touch a creature and they have advantage on all ability checks, attack rolls and saving throws until the end of their next turn. A creature can only benefit from this once per day.

If a creature is immune to being charmed, they are not affected by this ability.

Lodestone

As an action, you choose a target within 30 feet of you and you begin weighing their muscles down with supernatural forces. They must succeed on a Strength saving throw or become encumbered and their speed decreases by 10 feet. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is heavily encumbered and their speed is reduced by 20 feet and they have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.

This effect lasts for a minute and the creature can repeat the saving throw at the end of their turn, ending it on a success. A creature can only be affected by this ability once per day.

Misfortune

As an action, you make an unholy sign and target a creature within 30 feet of you. That creature must succeed on a Charisma saving throw or they have disadvantage on all ability checks, attack rolls and saving throws until the end of their next turn. A creature can only be targeted by this effect once a day.

On a successful save, they suffer disadvantage on their next ability check, attack roll or saving throw only. If a creature is immune to being charmed, they are not affected by this ability.

Poisoned Heart

As an action, you wrap poison around the heart of your foe, targeting a creature within 30 feet of you. They must succeed on a Constitution saving throw or they take 2d6 poison damage and they have disadvantage on their first attack roll each round as the poison begins seeping into their heart. On a success, they take half damage and the effect ends immediately. If a creature is immune to being poisoned, they automatically succeed on the saving throw and nothing happens.

This feature lasts for 1 minute and the targeted creature can repeat their save at the end of each of their turns, ending it on a success. You can use this feature once per short or long rest.

The damage increases to 4d6 at 9th level, and to 6d6 at 17th level.

Twist of Fate

When you see an ally within 30 feet of you is struck by an Attack of Opportunity you can see, you can use your reaction to force the enemy to reroll the attack roll, they must then use that second roll. If the creature still hits, your ally only takes half damage from the attack.

Once you use this feature, you must wait until you finish a short or long rest to use it again.
































Warded

As an action, you touch one creature and ward them from harm for the next hour. While a creature is warded, you are aware of where they are so long as they stay within a mile of you and you know their emotional state.

The next time the creature takes damage in the next hour, the ward explodes around them and they gain a number of temporary hit points equal to five times your proficiency bonus. Once the ward is activated, you can no longer locate them or sense their emotions.

You can only have one creature warded at a time and a creature can only benefit from this hex once per day.

Wrath of Winter

As an action, you call down on the spirits of winter, targeting a creature within 30 feet of you who is on the ground. They must succeed on a Strength saving throw or ice forms around their form and they are covered in ice, unable to break free and are restrained.

This feature lasts for 1 minute and the targeted creature can repeat their save at the end of each of their turns, ending it on a success. You can use this feature once per short or long rest.

If the target creature is standing on ice, snow or water, they have disadvantage on the saving throw.

Major Hex

Agony

As an action, you target a creature within 30 feet of you and twist their innards. They must succeed on a Constitution saving throw or become wracked with pain and they suffer one level of exhaustion. On subsequent turns, you can continue to use your action to twist their guts and they must continue to make Strength saving throws, suffering additional levels of exhaustion on a failed save.

On a successful save, the creature loses all levels of exhaustion and is no longer affected by this hex. A creature immune to being charmed automatically succeeds on this saving throw. A creature can only be targeted by this ability once per day.

Blessing of Mother Night

Prerequisite: 13th level
You become shielded from divination magic as if you are under the protection of a nondetection spell.

Curse of the Therianthrope

Prerequisite: 9th level
You have undergone the curses of therianthropy and as an action, you can morph into a were-creature. Choose one of the following shapes when you change. This form lasts for 1 hour or until you are knocked unconscious. Once you use this ability, you must wait until you take a long rest before you can use it again.

Bear. Your Constitution increases to 19 and if an attack knocks you to 0 hit points, you are instead reduced to 1 hit point, you can use this feature once per long rest. If your Constitution score is higher, this change has no effect.

Rat. Your Dexterity increases to 19 and you gain expertise in the Stealth skill, even if you are not proficient in it normally. If your Dexterity score is higher, this change has no effect.

Wolf. Your Strength increases to 19 and you gain a claw attack that you are proficient with and that you can use twice when you take the Attack action and deals 2d8 slashing damage on a hit. You have advantage on all melee attacks if your target is within 5 feet of an ally. If your Strength score is higher, this change has no effect.

While in this form, you gain immunity to all non-magical bludgeoning, piercing and slashing weapon attacks unless it is silvered. If the remove curse spell is cast on you while you are in this form, you must succeed on a Wisdom saving throw against the caster's spell save DC or this form ends early. You can still cast spells and hexes like normal while in this new hybrid form.

Devil's Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Fade Away

As a bonus action, you can fade into the Ethereal Plane for 1 minute. You can return to the Material Plane as a bonus action on a subsequent turn or return back to the Ethereal Plane. If you are still on the Ethereal Plane after 1 minute, you return to the Material Plane. If you are inside of an object, like a wall or statue, you are deposited at the nearest empty location you can occupy, taking force damage equal to twice the number of feet you are moved.

After you use this ability, you must wait until you finish a long rest to use it again.

Hag's Eye

As an action, you can remove one of your eye. You can be up to 1 mile away from your eye and still be able to see through it as if you were there. You can look through this eye for 1 hour, at that point it dissolves into a white goo and you grow a new eye in your eye socket. Your eye has a 5 foot walk speed, though it can only roll along the ground and has no ability to climb stairs or roll up moderate to steep inclines, per DM's discretion.

You can use this feature once per day.

Improved Evil Eye

Prerequisite: Evil Eye hex
You regain all uses of your Evil Eye hex on a short or long rest and you can target creatures within 60 feet of you with this hex.

Improved Familiar

Your Witch Familiar supernaturally grows more powerful and now gains an additional number of Hit Points equal to your witch level times three. Additionally, it no longer needs your bonus action to take the Attack action and can choose to use your Strength or Dexterity modifier when it makes an attack or damage roll.

Also, if your familiar dies, you can choose to expend a spell slot of 3rd level or higher to resurrect them with all their hit points after 1 minute instead of taking a long rest.

Improved Ward

Prerequsite: Ward hex
Your wards have grown in power and while a creature is warded by you, you are aware of their location while they are within 10 miles of you and can talk to them telepathically while they remain within that range.

When your ward is activated, all creatures of the warded creature's choice within 10 feet of them must succeed on a Constitution saving throw or take force damage equal to five times your proficiency bonus. They take half damage on a successful save.

Summon Locusts

As an action, you can summon a swarm of insects to coalesce at a point of your choice within 30 feet. The swarm acts as your ally and remains until you dismiss it as an action, they fall to 0 hit points, you take a short or long rest, you fall unconscious or you summon another swarm using this feature.

You can use this ability a number of times equal to your Intelligence modifier, regaining all spent uses on a long rest.

Witch Sight

Prerequisite: 13th level
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Grand Hex

Arcane Study

Choose a 1st-level spell on the Witch's spell list, you can now cast this spell at 1st level once per short or long rest without expending a spell slot. You can change this spell over the course of a long rest.

Black Night

You can target a creature within 60 feet of you and they must succeed on a Wisdom saving throw or become permanently blind or deaf, your choice. A greater restoration spell or wish spell is required to remove this condition.

You can use this feature once per long rest.

Flight

You gain a fly speed equal to twice your walking speed.

Greater Familiar

Prerequisite: Improved Familiar Your Witch Familiar has grown far more powerful and now gains an additional number of Hit Points equal to your witch level times five. Additionally, you can cast your hexes through your familiar as if you were standing in its location and as a reaction when you, or the familiar, takes damage you can split the damage in half between you and the familiar.

Waxen Form

As an action, you create a crude and disturbing waxen doll of a creature you can see within 60 feet of you. They must succeed on a Charisma saving throw, or you gain a modicum of control over them. On subsequent turns, you can use an action to cause one of the following effects. This waxen doll is destroyed after a hour, or you use the doll a number of times equal to your Intelligence modifier.

Attack Self. You cause the target to strike itself with a weapon it is wielding. This attack automatically hits.

Attack Other. You cause the target to strike another creature within their range. Make a melee spell attack against the creature's AC, on a success the target hits the creature.

Drop Equipment. You cause the target to drop everything it is holding.

Forced Movement. You cause the target to walk up to its speed in a direction of your choice, if it can fly you can cause it to take off and fly or stop its wings from moving, plummeting it to the ground.

Pain. You can rip at the waxen figure, causing great tides of pain to course through the creature. You deal 6d10 necrotic damage to the figure, they can make a Constitution saving throw to take half.

You can use this feature once per long rest and you need 5 gp worth of special wax per use of this feature. A creature that is immune to being charmed automatically succeeds on their saving throw.

Witch Spells

Softwood

1st-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a wood chip and a drop of water)
  • Duration: concentration, up to 1 minute

Choose a wooden object that is no more than 6 lbs, such as a quarterstaff or a bow or a wooden shield, that you can see within range. You cause the object to become soft and limp. Until the spells ends, this object is extremely weak and has no integrity.

If a creature is wielding the object, it provides no benefit and deals no damage if used as a weapon. If the object is an important piece of a structure or vehicle, like a wagon wheel, it might break or cause structural damage (at the DM's discretion). The wooden object then stiffens back to its original form, if it is able too, at the end of the spell.

Insect Spies

2nd-level divination


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a wing of a fly)
  • Duration: concentration, up to 1 hour

You summon insect spirits and they manifest as a tiny beetle that has limited intelligence. While you can see the beetle and they are within 30 feet of you, you can command them telepathically, issuing orders as a bonus action. It can not respond to you.

This insect can travel up to 20 feet a round and makes an unassuming spy, though it is limited by its intelligence. While it is in physical contact with you, it can answer simple questions through the telepathic connection, it is limited by its intelligence and can offer limited information it was able to perceive. As an action, you can sense their specific distance and direction they are from you.

An insect spy can answer that a room has two creatures, though it has no ability to identify them. It can also describe a room with food and that it was very loud, which you could take to mean it is very loud. It has no ability to repeat speech and can not read.

The insect uses the Swarm of Insects (Wasps) statblock with these changes: it is a single tiny beast, 1 hit point, lacks the Swarm feature, and has no bite attack.

At Higher Levels. When you cast this spell using certian higher-level spell slots, you can summon additional beetles: two with a 4th-level slot, three with a 6th-level slot, and four with a 8th-level slot. You can, on separate rounds, give each beetle it's own command that it must follow.

Turn to Frogs

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a frog leg)
  • Duration: concentration, up to 1 hour

This spell transforms a creature that you can see within range into a frog, the DM has the creatures' statistics. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The target's game statistics, including mental ability scores, are replaced by the statistics of the frog. It retains its alignment and personality.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.

The target's gear melds into the new form. The frog can't activate, use, wield, or otherwise benefit from any of its equipment.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of creatures you can target with this spell increases by 1 for each slot level above 3rd.

PART 4

Sub-classes

Welcome to the Sub-Classes section, this section I filled with additional subclasses I have approved to be used in my world. The following sub-classes are split up by class in alphabetical order, and are for the preexisting classes released by Wizards of the Coast.

Each one has been read through and meticulously picked through to ensure that they are not completely overpowered. should something be overpowered to you, feel free to make some tweaks to it. Game Masters have the ultimate say in all things that are allowed in their game, so be sure to show your choices to you GM and discuss with them that what youre wanting will work.

Primal Path

At 3rd level, a barbarian gains the Primal Path feature. The following options are available to a barbarian, in addition to those offered in the Player's Handbook: the Path of the Brute, the Path of the Juggernaut, and Additional Animal Totems for the Path of the Totem Warrior.

Path of the Beast

Many have looked upon the fury of a barbarian and called them a raging beast. In most cases, this is a metaphor; for a select few, it is all too literal.

The curse of lycanthropy is old, and stories of its origin are innumerable. Some say it was originally a curse from a god, others say the result of a bad deal made with ancient fiends, still others the result of shamanistic powers gone awry. No matter the curse's origin, those afflicted with lycanthropy make formidable warriors indeed, transforming into monsters of fang and claw that can rend organ from flesh.

Transforming Rage

Starting when you choose this path at 3rd level, the nature of your rage changes. When you rage, you transform into one of two forms - your werewolf form, or your wolf form. Your werewolf form is roughly humanoid in shape, but with powerful claws, a wolf's head, and dark fur all over your body. Your wolf form has the appearance of a medium-sized wolf. You choose which form to transform into. Your statistics remain the same in each form, except for the following changes:

  • The resistances granted by your rage can be circumvented by attacks from silvered weapons.
  • You gain two new natural weapons while raging - claw, which deals slashing damage equal to 1d6 + your Strength modifier, and bite, which deals piercing damage equal to 2d4 + your Strength modifier.
  • When you take the Attack action on your turn while raging and attack only with your natural weapons, you can make one claw attack as a bonus action.
  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Your werewolf form can use armor, equipment, and weapons designed for conventional humanoids, but your wolf form cannot. When you rage, you choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Your equipment doesn't change to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Hunter's Senses

At 3rd level, you gain the keen nose of the wolf. You have advantage on all Wisdom (Perception) checks relying on smell.

Predator's Charge

At 6th level, you gain the ability to knock your foes prone with a charging strike. If you move at least 15 feet straight towards a Large or smaller creature and hit them with a melee weapon attack, they must make a Strength saving throw or else be knocked prone. The saving throw DC is equal to 8 + your proficiency modifier + your Strength modifier.

Moon Strikes

The curse within you is growing more powerful. Beginning at 6th level, your claw and bite attacks count as magical for the purposes of overcoming resistances.

Curse Bringer

At 10th level, you are so suffused with the curse of lycanthropy that you gain the ability to spread it. When you successfully bite a humanoid, you can choose to have them make a Constitution saving throw or else be afflicted with the curse. The DC equals 8 + your proficiency modifier + your Constitution modifier. Your DM can choose to have a cursed humanoid either gain levels in this class and subclass (potentially replacing existing class levels, if the humanoid has any) or follow the rules for gaining lycanthropy found on page 207 of the Monster Manual.

Blood Feast

Beginning at 14th level, you can attempt to rip an opponent's heart out with your teeth and consume it. When you attempt to make a bite attack against a prone opponent, you can forgo doing damage and instead attempt to tear their heart out directly. You must declare this before making the attack roll. If the bite successfully hits and the target has 20 hit points or less, it instantly dies as you tear its heart out with your bite. If you succeed, you can choose to consume the heart as part of the same attack. If you choose to consume the heart, you regain hit points equal to the number of hit dice the creature had. This ability does not work on creatures that do not have a heart or other similar organ for you to eat.

Other types of Lycanthropes

Not all lycanthropes in Dungeons and Dragons are Werewolves. Here are some variant features you can use to play other types of lycanthropes.

Bear:

  • Transforming Rage grants you a werebear form and a bear form instead of the wolf forms granted to werewolves.
  • You can replace the fourth bullet point in Transforming Rage with the following: when you rage, you count as one size larger for the purposes of grappling and shoving.

Boar:

  • Transforming Rage grants you a wereboar form and a boar form instead of the wolf forms granted to werewolves.
  • Your bite weapon is replaced by tusk weapons which deal slashing damage equal to 2d4 + your Strength modifier, and your claw weapons are replaced while in your boar form by hoof weapons which deal bludgeoning damage equal to 1d6 + your Strength modifier.

Rat:

  • Transforming Rage grants you a wererat form and a giant rat form instead of the wolf forms granted to werewolves.
  • You can use Dexterity instead of Strength for the attack and damage rolls of the natural weapons granted by your Transforming Rage feature. The restrictions of your Rage feature remain unchanged, however.

Tiger:

  • Transforming Rage grants you a weretiger form and a tiger form instead of the wolf forms granted to werewolves.

Path of the Beast Quirks

The following table offers some quirks that Barbarians of this path might exhibit. You may pick one or several, and they can be quirks you gain upon adopting this subclass or ones that you have always exhibited.

d10 Quirk
1 You're unnaturally hairy by the standards of your race.
2 You're a night owl, and find it easier to sleep while the sun is out than the moon.
3 You like your meat so rare that some would call it raw.
4 You have a habit of staring at little animals - and sometimes little people - with hunger.
5 You feel an instinctual urge to howl whenever your blood gets pumping.
6 You literally lick your wounds when you get injured.
7 You can't help but play with every dog you come across.
8 You growl under your breath at people you don't like.
9 You are deathly afraid of water.
10 You have a pair of wolf ears which poke through your hair even when you aren't transformed.

Path of the Brute

While most barbarians hail from the wild places of the world, you found your rage in the underbelly of civilization. Your abilities come from a combination of determination, grit, and street smarts. Brawler's like you have existed as long as cities have been around, and you all have one thing in common, you prefer to settle things with your fists.

Path of the Brute Features
Barbarian Level Feature
3rd The Wrong Crowd, Unarmed and Dangerous
6th Concussive Blows
10th Iron Grip
14th Brutish Determination

Unarmed and Dangerous

Starting when you take this path at 3rd level, your time spent in the seedy underbelly of civilization has honed your body into a deadly weapon. Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.

Your time fighting and carousing in the sleazy places of the world has honed your rage, making you body even deadlier. While you are raging, you gain the following features:

  • You add your Rage Damage bonus to both your attack and damage rolls for your unarmed strikes.
  • When you deal damage to a creature with a two-handed unarmed strike, you can use your bonus action to automatically grapple the creature, as long as you can grapple a creature of it's size. You can only grapple one creature at a time this way.
  • When you deal damage with an unarmed strike to a creature that is grappled by you, you deal an additional 1d6 bludgeoning damage to the target. This additional damage increases to 2d6 at 10th level.

The Wrong Crowd

Also at 3rd level, drinking, causing trouble, gambling, and other types of tasteless hedonism count as light activity for you. When you take a long rest, as long as you sleep for at least four hours, you can spend the remaining duration of your rest carousing and gain the full benefits of your long rest.

Concussive Blows

At 6th level, your fists rival the most famous of masterwork weapons. Your unarmed strikes count as magical for the sake of overcoming resistances.

Additionally, when you hit a creature with an unarmed strike, instead of dealing damage, you can instead force that creature to make a Constitution saving throw. The DC is equal to 8 + your proficiency bonus + your Strength modifier. On a failure, the creature is stunned until the beginning of your next turn. You may use this ability a number of times equal to your Constitution modifier. You regain all uses when you finish a long rest.

Iron Grip

Starting at 10th level, once you have a hold of something it is near impossible for it to escape. Whenever you make a Strength (athletics) check, you can treat a d20 roll of 9 or lower as a 10, and you count as one size larger for the purposes of grappling.

Brutish Determination

At 14th level, your toughness allows you to shrug off assaults that would devastate others. Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. This bonus also applies to death saving throws, and if the total of the rolls is above a 20, it has the same effect as rolling a natural 20 on a death saving throw.

Additionally, at the beginning of each of your turns in combat, while you are raging, you gain temporary hit points equal to 5 + your Constitution modifier (minimum of 1).

Path of the Dragon Shaman

Draconic Ancestry

When you choose this subclass at 3rd level, choose one type of dragon. The damage type associated with each dragon is used by features you gain later.

Draconic Ancestry
Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

Draconic Attunement

Starting from when you choose this subclass at 3rd level, while raging, your weapon attacks deal additional damage equal to the number in the Rage Damage column of the Barbarian table, of the damage type associated with your chosen dragon.

Additionally, you have resistance to the damage type associated with your chosen dragon, regardless of whether or not you are raging.

Dragon Breath

By 6th level, you have gained the ability to use your action to exhale destructive energy. Your chosen dragon determines the size, shape, damage type, and saving throw of your breath weapon.

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.

This breath weapon deals more damage as you reach higher levels. Your breath weapon's damage increases to 4d6 when you reach 10th level, and 5d6 when you reach 14th level.

Once you use your breath weapon, you can't use it again until you complete a short or long rest.

Draconic Ancestry
Dragon Damage Type Breath Weapon
Black Acid 5 by 60 ft. line (Dex. save)
Blue Lightning 5 by 60 ft. line (Dex. save)
Brass Fire 5 by 60 ft. line (Dex. save)
Bronze Lightning 5 by 60 ft. line (Dex. save)
Copper Acid 5 by 60 ft. line (Dex. save)
Gold Fire 30 ft. cone (Dex. save)
Green Poison 30 ft. cone (Con. save)
Red Fire 30 ft. cone (Dex. save)
Silver Cold 30 ft. cone (Con. save)
White Cold 30 ft. cone (Con. save)

Draconic Affinity

Starting from 10th level, when you make an ability check using a Charisma-based skill when interacting with a dragon, or make a Wisdom (Perception or Survival) check to locate a dragon or its lair, you are considered proficient in the relevant skill if you aren't already, and you add double your proficiency bonus to the check, instead of any proficiency bonus you would normally apply.

Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your walking speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Path of the Forge

While many Barbarians are hardened by battle or the harsh conditions of the wilderness, some are instead hardened by years of metalworking, channeling their rage and passion into the metal they mold. Whether driven into battle by forces threatening their home or seeking glory, those that walk the Path of the Forge entwine the flames of metalwork with the rage of a Barbarian.

Artisan's Passion

Years of working the forge have granted you a hardiness few can match. Starting when you choose this path at 3rd level, you gain proficiency with Smith's Tools if you don't already have it. Additionally, while wearing medium armor, you may use your Constitution modifier in place of your Dexterity modifier when calculating your armor class.

While the Iron is Hot

Starting at 3rd level, you can channel the heat of the forge into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra fire damage equal to 1d6 + half your Barbarian level rounded down.

Heat of the Forge

At 6th level, your passion for battle and for your craft have lit a fire in your belly, granting you the following benefits:

  • You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master's Guide.
  • You gain the ability to forge magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. Once you use this feature, you can’t use it again until you finish a long rest.

Touched by Flames

At 10th level, you have mastered your manipulation of metal. As an action, you may touch a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, causing the object to glow red-hot until the start of your next turn. Any other creature in physical contact with the object takes fire damage equal to 2d8 + half of your Barbarian level. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. The DC for this saving throw is equal to 8 + your proficiency modifier + your Strength modifier. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

You may use this ability up to three times and regain all expended uses upon completing a long rest.

Molten Core

At 14th level, you become the embodiment of the forge, molten metal coursing through your veins as you rage. While raging, you gain complete immunity to fire damage. Additionally, whenever you suffer damage while raging, each creature within 5 feet of you immediately takes 1d4 fire damage.

Path of the Juggernaut

Some barbarian’s rage goes deeper than their emotions and taps into their very soul. Some who draw their rage from these depths find something lying dormant within them, the blood of giants. Those whose ancestry is mingled with giants may be unaware of the blood that flows in their veins. Unusually tall or strong for their race, those of giant blood are fairly obvious once you know what to look for.

You are one such descendant of a giant. As someone who follows the path of the juggernaut, you seek to embrace the power of your ancestors that lies deep within your soul. Only pure rage can unlock these long dormant powers.

Path of the Juggernaut Features
Barbarian Level Feature
3rd Gigantic Heritage
6th Titanic Vitality
10th Giant-Blood
14th Wrath of the Juggernaut

Gigantic Heritage

At 3rd level, your rage allows you to tap into the giant blood that lies dormant in your veins. When you rage, you can choose to grow one size category - from medium to large, for example. Your size doubles in all dimensions, and your weight is multiplied by eight. While enlarged in this way, your weapon attacks deal 1d4 extra damage.

The extra damage on your weapon attacks increases to 1d6 at 9th level, and 1d8 and 17th level.

Titanic Vitality

At 6th level, you draw even more of your bloodlines power to the forefront when you rage. While raging, you can use a bonus action to gain temporary hit points equal to your Constitution modifier.

Giant-Blood

At 10th level, your giant heritage manifests differently depending on the type of giant ancestor in your bloodline. Choose one of the following giant types that best reflects your heritage and gain the abilities detailed for that type. Once you make this choice it cannot be changed.

Lesser Giant. Lesser giants include stone giants, hill giants, ogres, and all other half-giant kin. When you select this option you gain a portion of their physical resilience. At the end of each long rest choose bludgeoning, piercing, or slashing damage. You gain resistance to that damage type until the end of your next long rest. While raging you gain immunity to the damage type you selected.

Greater Giant. Greater giants include frost, fire, cloud, and storm giants. When you select this option you gain a portion of their elemental resistance. At the end of each long rest choose cold, fire, lightning, or thunder damage. You gain resistance to that damage type until the end of your next long rest. While raging you gain immunity to the damage type you selected.

Wrath of the Juggernaut

At 14th level, you strike with the ferocity of a full-blooded giant. When you hit a creature with a melee weapon attack, you can use your reaction to expend one of your hit dice to enhance the damage you deal. Roll the hit die and you deal additional damage equal to the roll of the damage type from your giantsblood feature.

Path of the Raging Dragon

Note: This barbarian subclass is only available to Dragonborn.

Elemental Reserves

Starting at 3rd level, you can use your breath weapon a number of times equal to your Constitution modifier (minimum 1), instead of just once, and you regain all uses at the end of a short or long rest.

Continuous Assault

At 3rd level, while you are raging, you can use your breath weapon as a bonus action. While raging your breath weapon gains a recharge of 4-6. This effect only applies if you have no uses of your breath weapon remaining, and a usage gained by this feature is lost when the rage ends.

Frightful Presence

At 6th level, your presence emits a primal fear in those around you. As an action, each creature of your choice that is within 30 ft. of you must succeed on a Wisdom saving throw or become Frightened for 1 minute. The DC is outlined below. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your Frightful Presence for the next 24 hours. Once you use this feature you cannot use it again until you finish a short or long rest.

Frightful Presence Save DC = 8 + your proficiency bonus + your Strength modifier

Draconic Flight

At 10th level, your draconic traits become more prominent, and a pair of wings resembling a dragon’s sprout from your back. You gain a fly speed equal to your movement speed. While you are raging, this speed is doubled.

You do not benefit from this trait if you are wearing armor (except a shield); however, clothing can easily be altered to accommodate your wings.

Dragon Form

Beginning at 14th level, as an action, you may expend two uses of your rage and assume the form of a young dragon of the type related to your draconic ancestry. At 20th level, this transformation becomes an adult dragon.

Your in-game statistics, including mental ability scores, are replaced by the statistics of the new form. You retain your alignment and personality. You assume the hit points of your new form, and when you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. You do not gain the legendary actions of your new form.

You are limited in the actions you can perform by the nature of your new form, and you can’t cast spells or take any other action that requires hands or speech unless your new form is capable of such actions. You cannot rage while transformed, and your new form does not gain the benefits of your fast movement and primal champion traits. Your other barbarian traits can be used.

Your gear melds into the new form. You can’t activate, use, wield, or otherwise benefit from any of your equipment. Equipment designed to accommodate shape-changing is exempt from this caveat.

This transformation lasts for up to a minute, or until you return to your normal form as an action.

Once you use this feature, you cannot use it again until you finish a long rest.

Path of the Strongest

Become the strongest warrior of all times! A barbarian who dedicates his life to become unrivaled. You have spent your life to master a melee weapon of your choice. This is your favorite weapon.

Master of Your Weapon

When you choose this subclass at 3rd level, you get to choose a "favorite weapon" which can be any melee weapon with the two-handed property. You can now use it with one hand as if you were wielding it two-handed. If it also has the versatile propriety, you use the damage given in parentheses even when you use it single-handed. If you choose to wield a two-handed favorite weapon with both hands, you may make one melee attack as a bonus action. At 14th level, choose another weapon to be a favorite weapon.

Expert in Two-Weapon Fighting

Starting at 6th level, you gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. When you take the Attack action, you can use a bonus action to attack with the weapon you're holding with the other hand. You add your ability modifier to the damage roll of the bonus action attack. You only gain this benefits if you're holding your favorite weapons.

Spirit of the Weapon

Beginning at 10th level, you can use your action to materialize one or two of your favorite weapons. The weapons lasts for 10 minutes and they have the same proprieties your weapons have, except they deal psychic damage. If you let go of the weapons, they disappear, but you can evoke the weapons in your hands again as a bonus action.

Brute force of the Strongest

At 14th level you have become so strong that you count as one size larger when determining the weight you can carry, push, drag, or lift. In addition, your Strength modifier to the attack roll and the damage roll of an attack you make that uses Strength is doubled.

Path of the Totem Warrior

At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object- an amulet or similar adornment that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit.

Saving Throws If a totem warrior feature forces a creature to make a saving throw, the save DC is equal to 8 + your proficiency bonus + your Strength modifier.

Totem Spirit

Choose a totem spirit and gain its feature.

The Anaconda

You move with the grace of a serpent. While raging you may pass through the square occupied by a friend or enemy as part of your movement with no penalty as long as you can reach an empty space.

The Caiman

When you attack a surprised creature in melee while raging and score a hit it is automatically a critical hit

The Cheetah

While you're raging, you do not provoke attacks of opportunity when you move. Additionally, you gain 10 feet to your walking speed.

The Crocodile

While you are raging you may attempt to grapple a creature as a bonus action. A grappled creature takes damage equal to your Strength modifier plus your rage damage. Each turn you have a creature grappled you may use your bonus action to damage them in such a way again.

The Flamingo

While raging, you cannot be knocked prone or put to sleep by magical means.

The Jaguar

While raging, you do not suffer disadvantage when attacking a creature you cannot see, and creatures do not gain advantage on attacks against you.

The Lion

You have advantage on Intimidation rolls. You may use either your strength or charisma modifier.

The Ram

While raging, in combat you can charge as your attack action.

  • As long as you move 10ft in a straight line towards a target, you make an attack roll and do 1d8 + your Strength modifier in bludgeoning damage to the target.
  • If you hit with your charge attack, and the creature is large or smaller, you can force the creature to make a strength saving throw or be knocked prone.
  • Charge damage increases to 2d8 at 6th level, and 3d8 at 14th level as long as you select the Ram as your totem animal at those levels.
The Shark

While you're raging, the smell of blood heightens your brutality. When you hit a creature with a melee weapon attack on your turn, you may double your rage bonus to the damage if it's below its hit point maximum.

The Tyrannosaurus

When you enter a rage, you gain temporary hitpoints equal to half you proficiency bonus (rounded up) x your Hit Die (12). These temporary hit points last until your rage ends or until you finish a short or long rest.

Aspect of the Beast

At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.

The Anaconda

You can manipulate your spine and ribs much like a snake can. You can fit through tight spaces that normally require someone one size category smaller to fit through. This includes slipping between bars or out of manacles. You gain advantage on ability check to escape being restrained.

The Caiman

Your swim speed is the same as your movement speed as long as you are not in medium or heavy armor. You gain advantage on ability checks made to swim.

The Cheetah

Your base walking speed increases by 20 feet and you gain a climbing speed equal to your walking speed. Your long and high jumps become 15 and 10 feet respectively without a running start.

The Crocodile

You may use an Action or Bonus Action to knock an opponent prone that you have grappled.

The Flamingo

You gain proficiency in the performance skill if you do not already have it. You can also cast the spell Enthrall a number of times per day equal to your Constitution modifier. Constitution is your spellcasting ability for this spell.

The Jaguar

You gain advantage on stealth checks at night or in dark areas so long as you are not wearing heavy armor.

The Lion

While raging, any friendly creatures within 30ft of you that can see you have advantage on saving throws versus being frightened.

The Ram

While you are raging, you ignore difficult terrain. You also have advantage on saving throws against effects that would force you to move.

The Shark

You gain a swim speed of 30 feet and you can cast Underwater Breathing on yourself once a day, without expending a spell slot or material components.

Additionally, you have advantage on all Constitution Saving throws to avoid exhaustion due to physical activity.

The Tyrannosaurus

As a Reaction to being targeted by any type of attack, if the creature can see or hear you it must succeed on a Wisdom Saving throw (DC = 8 + proficiency bonus + Strength modifier) or become stunned until the end of your next turn.

A creature is immune to this ability for 24 hours if it succeeds its saving throw against it. You may use this ability once per short or long rest. You regain a use of this ability anytime you reduce a creature to 0 hit points.

Totemic Attunement

At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.

The Anaconda

If you succeed in a grapple check you may use your Bonus Action to constrict the target for 1d6 + Strength modifier + Rage bonus damage. On any subsequent rounds where you are still grappling your target at the start of your turn you may use your Bonus Action to deal the constrict damage again.

The Caiman

When you cause damage to a creature while raging you gain a taste for their blood and become even more vicious. All subsequent melee attacks against that creature deal 1d8 additional damage as you thrash and maul them viciously.

The Cheetah

While raging, your base movement speed increases by 20 feet and you may dash as a Bonus Action. As a reaction to being damaged by a weapon or spell attack, you may move up to half your movement speed and make an attack against a creature.

The Crocodile

While you're raging, you may grapple creatures of huge size or smaller. Additionally, your expertise in the art of grappling makes you immune to being grappled by creatures of large size or smaller.

The Flamingo

While you are raging, you can use your action to do a somewhat erotic dance. Enemy creatures within 30 ft., that can see you, must make a Wisdom saving throw or be charmed for one minute. They can use their action to reattempt the saving throw, ending the effect on a success. If an enemy creature's saving throw is successful or the effect ends, they are immune to this charm effect for the next 24 hours.

The Jaguar

While raging you gain an extra 10 feet on your long jump distance and 3 feet to your high jump distance. Also, while raging if you move at least 20 feet in a straight line towards an enemy, declare an attack action and hit with at least one attack, you may make an additional attack as a Bonus Action.

The Lion

While raging, you can use your action to let out a fearsome roar. Enemy creatures within 30 ft., that can hear you, must make a Wisdom saving throw or be frightened for one minute. They can use their action to reattempt the saving throw, ending the effect on a success. If a enemy creature's saving throw is successful or the effect ends, they are immune to this fear effect for the next 24 hours.

The Ram

When you take damage from a melee attack, you can use your reaction to reduce the damage by an amount equal to 1d8 + you Constitution modifier.

The Shark

While raging, you may use your Reaction to make a single melee attack against a target that becomes prone, grappled, or restrained.

The Tyrannosaurus

While you're raging, each time you deal damage to a living creature you heal by an amount equal to your rage damage bonus.

Bardic Colleges

At 3rd level, a bard gains the Bardic College feature. The following options are available to a bard, in addition to those offered in the Player's Handbook: the College of Drama and the College of Revelry.

College of Comedy

Those who follow this college's teachings know many problems can be overcame with a good, hearty laugh. Jesters and punsmiths alike revel in the teachings of this bard college.

College of Comedy Features
Bard Level Feature
3rd Sidesplitting, Stand-Up Routine
6th Inside Joke
14th Poor Taste

Sidesplitting

At 3rd level, you learn the Tasha’s Hideous Laughter spell if you don’t know it already. When you cast this spell, you can cast it without needing to concentrate. You must complete a long rest before you can cast it in this way again.

Stand-Up Routine

At 3rd level, as an action, all creatures of your choice within 30ft. of you must make an Wisdom(Insight) check contested by your Charisma(Performance) check. If you win the contest, all targets who rolled lower than your check are subject to the effects of the Tasha’s Hideous Laughter spell until the start of your next turn.

Inside Joke

Sometimes your jokes affect your friends in the best of ways. Starting at 6th level, when a friendly creature uses a die granted by your Bardic Inspiration ability, they add your Charisma modifier to the roll as well. You must complete a short or long rest before using this ability again.

Poor Taste

Sometimes, your jokes, aren’t everyone’s cup o’ tea. At 14th level, as an action, all creatures within 30ft. of you must make a Wisdom saving throw against your spell save DC. On a failed save, those affected have disadvantage on attacking all creatures other than you for one minute. Additionally, for one minute when you use this feature, you are considered to be under the effects of the Sanctuary spell. You must complete a long rest before you can use this feature again.

The College of Drama

Long have the performing arts been a favorite pastime of nobles and peasants alike. Actors and thespians perform stories that while fictional, reveal great truths about life, death, and the struggles in between. The Muse, the ancient spirit of inspiration, moves the hearts of actors, great and small, to give their all while performing for others.

As a Bard of the College of Drama, you have dedicated your life to performing for others. Whether you use your abilities to uplift the weary, or strike fear into the haughty, the Muse will guide your voice.

College of Drama Features
Bard Level Feature
3rd Actor's Proficiencies, Channel the Muse
6th Soliloquy
14th Final Curtain

Actor's Proficiencies

Starting at 3rd level, you gain the skills necessary to dazzle an audience from the stage. You gain proficiency with the performance skill and the disguise kit.

Channel the Muse

When you join the College of Drama at 3rd level, the Muse drives you to craft two masks. One, a laughing Mask of Comedy, the other, a weeping Mask of Tragedy. At the end of a long rest, you choose which mask you wish to wear, gaining abilities based on your choice. Once you choose a mask you cannot change it until you complete another long rest.

If either of the masks are destroyed, you can magically create a replacement at the end of a short or long rest.

Mask of Comedy

You use your talent for the dramatic to inspire your allies in combat. As a reaction, when a friendly creature within 30 ft. is forced to make a saving throw, you can expend a use of your bardic inspiration. Roll your bardic inspiration die and add the amount to the result of the saving throw.

Mask of Tragedy

Your flair for the tragic allows you to use your abilities to bring sorrow to your foes. As a reaction, when an enemy creature within 30 ft. is forced to make a saving throw, you can expend a use of your bardic inspiration to detract from their result. Roll your bardic inspiration die, and subtract the amount from the result of the saving throw.

Soliloquy

At 6th level, your stage presence and ability to deliver passionate performances empowers your Countercharm. In addition to it's regular effects, your Countercharm gains additional effects depending on which of your masks you are wearing.

Mask of Comedy

Your Countercharm inspires those that hear it to perform great deeds. Friendly creatures under the effect of your Countercharm add 1d4 to their attack rolls and ability checks. Additionally, friendly creatures effected by your Countercharm gain temporary hit points equal to your Charisma modifier.

Mask of Tragedy

Your Countercharm not only emboldens your allies, but it undermines your enemies resolve. Enemy creatures within 30 ft. of you when using your Countercharm subtract 1d4 from their attack rolls and ability checks, as long as they can hear you. Additionally, enemy creatures within 30 ft., that can hear you, have disadvantage on saving throws against being charmed or frightened.

Final Curtain

At 14th level, the Muse grants you the ability to give such a rousing performance that you enthrall death itself.

Mask of Comedy

As an action, you can expend a use of your bardic inspiration to attempt to bring a friendly creature back from the brink of death. As an action, target a friendly creature that is unconscious and expend a use of your bardic inspiration. Make a Charisma (performance) check, and add the bardic inspiration to the result of the roll. If the total result is a 20 or higher, the targeted friendly creature regains hit points equal to your Bard level.

Mask of Tragedy

As a reaction, when you would fall to 0 hit points, you can expend a use of your bardic inspiration to attempt to stave off death. Make a Charisma (performance) check, and add the bardic inspiration to the result of the roll. If the total result is a 20 or higher, you fall to 1 hit point instead of 0.

The College of Revelry

Some bards have a way of becoming the center of attention wherever they go. They enjoy the after parties more than their actual performances, and it is rare that they turn down an invitation for a good time. Bards of the College of Revelry live for celebrations, and hedonistic gatherings of all kinds.

Their honeyed words have a way of convincing anyone to let loose and have a good time. However, some bards of this college have a dark side, influencing others to become so carefree that they will compromise their long held values.

College of Revelry Features
Bard Level Feature
3rd Charming Presence, Depraved Enchantments
6th Stirring Performance
14th Hedonistic Trance

Charming Presence

At 3rd level, your natural charismatic aura makes other people strangely comfortable around you. If you are carousing with another creature, you have advantage on all deception, insight, persuasion, and sleight of hand checks directed at that creature. You may use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all expended uses when you finish a long rest.

Drinking, dancing, feasting, partying, and gambling, all count as carousing for the purposes of this feature.

Depraved Enchantments

Also at 3rd level, your words are dripping with debilitating pleasure. When you force a creature to make a saving throw against an enchantment spell, you can expend one use of your bardic inspiration to give them disadvantage on the roll.

If the creature fails the saving throw they gain a level of exhaustion in addition to the effects of the enchantment spell.

Stirring Performance

At 6th level, your presence during rests enlivens your allies to achieve impressive feats worthy of the greatest performances. Your Song of Rest improves, any creature that effected by it has advantage on their next ability check, attack roll, or saving throw following your short rest.

Hedonistic Trance

At 14th level, you gain the ability to send creatures into a state of ecstasy. As an action you expend a use of your bardic inspiration and touch a creature. That creature must then make a Wisdom saving throw. On a failure, the creature is stunned and sent into a trance for up to one minute. If the creature takes damage, they may repeat the saving throw. This ability counts as an enchantment spell for the purposes of your Depraved Enchantment ability.

You determine what this trance looks like. It could be a drunken stupor, uncontrollable laughter or dancing, sensual hallucinations, or overwhelming pleasure.

Dragon Domain

Flair can be added to your Dragon Domain Clerics. Like scales around their eyes, or atop their hands. Possibly just having eyes like a dragon.

your players can be set to one type of dragon, limiting their resistance and dragon breath to one singular type.

Divine Domain

At 1st level, a cleric gains the Divine Domain feature. The following domain options are available to a cleric, in addition to those offered to those in the Player's Handbook: Dragon, Hearth, Luck, and Shadow

Dragon Domain

Followers of Dragons, especially those of Bahamut and Tiamat are the more common clerics of this domain, though lesser deities have been know to have followers of this domain.

Dragon Domain Features
Cleric Level Feature
1st Extra Language, Draconic Resilience, Domain Spells
2nd Channel Divinity: Dragon Breath
6th Channel Divinity: Draconic Presence
8th Potent Spellcasting
17th Dragon Wings
Dragon Domain Spells
Cleric Level Spells
1st Burning Hands, Shield
3rd Dragon's Breath, Gust of Wind
5th Fear, Fly
7th Fire shield, Stoneskin
9th Cloudkill, Cone of Cold

Extra Language

You can speak, read, and write Draconic.

Draconic Resilience

At 1st level, your hit point maximum increases by 1, and it increases by 1 again each time you gain a level in the cleric class.

Additionally, when you complete a long rest, you can choose one damage type, choosing from acid, cold, fire, lightning, or poison. You gain resistance to that damage type until you choose a different one with this feature.

Channel Divinity: Dragon Breath

You can use your Channel Divinity to expel elemental energy. The shape, damage type, and saving throw required of your breath weapon depends on the damage resistance chosen for your Draconic Resilience trait. If you chose acid or lightning, your dragon breath affects creatures in a 30-foot long, 5-foot wide line. If you chose cold or poison, your dragon breath affects creatures in a 15-foot cone. If you chose fire, you can choose whether to affect a line or a cone.

Creatures in the affected area must make a saving throw. If you chose acid, fire, or lightning, creatures in the affected area must make a Dexterity saving throw. If you chose cold or poison, creatures in the affected area must make a Constitution saving throw. Creatures take 2d6 damage of your chosen damage type on a failed saving throw, or half as much damage on a successful one.

This Channel Divinity option deals more damage as you gain levels in the cleric class. Your Dragon Breath's damage increases to 3d6 when you reach 5th level, 4d6 when you reach 9th level, 5d6 when you reach 13th level, and 6d6 when you reach 17th level.

Channel Divinity: Draconic Presence

Starting from 6th level, you can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Dragon Wings

At 17th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to twice your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Hearth Domain

Gods of the Hearth are the patrons of all those who offer shelter to others. Followers of these gods are selfless individuals that put the comfort of their companions before all else. They seek to provide shelter to the weak, and bolster their allies. Hearth Clerics see themselves as the first line of defense against those that seek to destroy the warm, safe places of the world.

Hearth Domain Features

Cleric Level Feature
1st Bonus Proficiencies, Blessing of the Hearth, Domain Spells
2nd Channel Divinity: Restful Sojourn
6th Selfless Healer
8th Divine Strike
17th Master of Hospitality

Bonus Proficiencies

A host has certain obligations to their guests. You should be able to provide warm food, rest, respite, and safety. When you select this domain at 1st level you gain proficiency with the Herbalism Kit, Cook's Utensils, and Heavy Armor.

Blessing of the Hearth

When you choose this domain at 1st level your warm and calming presence during respites from danger allows your companions to rest as if they were in their own bed. Once per long rest you may remove one level of exhaustion from a number of friendly creatures equal to your Wisdom modifier.

In addition, you learn the Create Bonfire cantrip, which doesn't count against the number of cleric cantrips you know.

Hearth Domain Spells
Cleric Level Spells
1st Goodberry, Sanctuary
3rd Healing Spirit, Warding Bond
5th Beacon of Hope, Plant Growth
7th Guardian of Faith, Mordenkainen's Hound
9th Greater Restoration, Hallow

Channel Divinity: Restful Sojourn

Starting at 2nd level, you gain this additional channel Divinity option. As an action, you may cast the spell Leomund's Tiny Hut, without using a spell slot or any material components. Upon first entering the hut, a number of friendly creatures equal to your Wisdom modifier regain health equal to your cleric level + your Wisdom modifier.

Selfless Healer

At 6th level, when you use your action to stabilize a downed ally or use your action to cast a spell that causes an ally to regain hit points, you are under the effects of the Dodge action until your next turn.

Divine Strike

Beginning at 8th level, you learn to channel the warmth of the Hearth into your weapon's strikes. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to do an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Master of Hospitality

Starting at 17th level a number of friendly creatures, equal to your cleric level, that complete a long rest with you gain the following benefits:

  • They are cured of any poisons or disease.
  • Their level of exhaustion is reduced by two.
  • They regain their maximum amount of hit dice.
  • They gain temporary HP equal to your cleric level.
  • They make their first saving throw of the day with advantage.

Luck Domain

The deities of luck are patrons of those who embrace chance. All those who leave their lives in the hands of fate all garner favor from such gods. Clerics that belong to this domain barely resemble clerics at all, and their holy symbols are often pieces of gaming sets or lucky charms. When you embrace the ways of the luck domain, gambling with your life brings you great joy, and as a representative of the forces of chance you encourage rash decisions and actions everywhere you go.

Luck Domain Features

Cleric Level Feature
1st Bonus Proficiencies, Domain Spells, Tip the Scales
2nd Channel Divinity: Stroke of Luck
6th Lucky Streak
8th Potent Improvisation
17th Arcane Roulette!

Bonus Proficiencies

At 1st level, you learn that life is a game of chance; sometimes you win, and sometimes you need to improvise. When you select this domain you gain proficiency with one gaming set of your choice and improvised weapons.

Additionally, if you spend at least one minute observing a game you are not familiar with you can add your proficiency bonus to rolls related to that game. You can only be proficient with one game in this way at a time.

Luck Domain Spells
Cleric Level Spells
1st Bane, Bless
3rd Enhance Ability, Rope Trick
5th Bestow Curse, Remove Curse
7th Banishment, Dimension Door
9th Reincarnate, Skill Empowerment

Tip the Scales

When you choose this domain at 1st level, your luck begins to rub off on those you touch. When you cast a spell of 1st level or higher that targets a friendly creature, they have advantage on their next ability check, attack roll, or saving throw.

Channel Divinity: Stroke of Luck

Starting at 2nd level you gain this channel divinity option. As a reaction, when a friendly creature within 30 ft. of you is forced to make a saving throw, you grant a number of friendly creatures equal to your Wisdom modifier advantage on that saving throw.

Lucky Streak

Starting at 6th level, your deity blesses your attacks with a strange luck. Your weapon attacks and spell attack rolls score a critical hit on a roll of 7 or 20, but rolls of 13 and 1 are both considered critical failures. Good luck!

Potent Improvisation

At 8th level, you may use Wisdom modifier for attack and damage rolls with improvised weapons, and improvised weapon attacks count as magical for the sake of overcoming resistances. Additionally, once on each of your turns when you hit a creature with an improvised weapon attack, you can cause the Attack to deal an extra 1d8 damage of the weapons type to the target. When you reach 14th level, the extra damage increases to 2d8.

Arcane Roulette

At 17th level, you can push your luck to its absolute limits. Once per long rest you can use your action and roll on the Arcane Roulette table. Roll twice on the table below, and choose which of the two results takes effect. The 9th level spell of your choice immediately takes effect as if cast as a cleric spell by you. You may choose the target of the spell after you choose which of the results you will use.

d10 Spell
1 No Effect
2 Imprisonment
3 Invulnerability
4 Mass Heal
5 Power Word Heal
d10 Spell
6 Power Word Kill
7 Time Stop
8 True Polymorph
9 Weird
10 Wish

Shadow Domain

Deities of shadow are often worshiped by cults and creatures that live deep underground. Almost entirely evil, their followers and cultists look to sow fear and confusion throughout the world by blotting out light and destroying the hope that comes with it.

As a cleric of shadow, what do you hope to accomplish for your deity? Why do you choose to walk in darkness? Do you revel in sowing fear, or do you view it as a necessary evil?

Shadow Domain Features

Cleric Level Feature
1st Extinguishing Blow, Eyes of the Underdark, Domain Spells
2nd Channel Divinity: Inspire Terror
6th Heart of Darkness
8th Potent Spellcasting
17th Primordial Fear
Shadow Domain Spells
d8 Loot
1st Arms of Hadar, Cause Fear
3rd Darkness, Spider Climb
5th Bestow Curse, Hunger of Hadar
7th Evard's Black Tentacles, Shadow of Moil
9th Dream, Enervation

Extinguishing Blow

When you select this domain at 1st level, you gain the ability to extinguish the light of others. When you deal damage to an enemy creature, any conventional light source they are carrying, or cantrip that produces light, is extinguished.

If the light source is magic in origin, the spellcaster concentrating on the spell producing the light has disadvantage on the Constitution saving throw to maintain concentration.

Eyes of the Underdark

Additionally, at 1st level, your deity enhances your senses so that you may serve them in the darkness. You can see normally in darkness, both magical and nonmagical, to a distance of 120 ft.

Channel Divinity: Inspire Terror

Starting at 2nd level you gain this Channel Divinity option. As an action, you hold aloft your holy symbol and force each creature of your choice that you can see within 30 ft. of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

The creature has disadvantage on the saving throw if they are in darkness.

Heart of Shadow

Starting at 6th level, being submerged in darkness enhances your connection to your deity, granting you enhanced senses. While in darkness, you have advantage on Dexterity (stealth) and Wisdom (perception) checks.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Primordial Fear

At 17th level, your darkness inspires a deep instinctual fear in your victims. When you cast a spell or use a class feature that imposes the frightened condition on an enemy creature, it instead imposes the paralyzed condition.

Druidic Circle

At 2nd level, a druid gains the Druidic Circle feature. The following options are available to a druid, in addition to those offered in the Player’s Handbook: the Circle of the Ancients, the Circle of the Deep Woods, and the Circle of Witchcraft.

Circle of the Ancients

Far to the south of civilized lands, deep in the unexplored jungles and swamps of the world, lizardfolk are led by a feared circle of druids. They worship large reptiles that are now extinct in most of the world, the terrifying dinosaurs.

As a member of this ancient and feared Circle of Druids how do you use your power? Do you give in to the primal desire to hunt? Do you use your terrible forms to strike fear into the hearts of your enemies? Or are you a scholar of the long forgotten creatures of the past?

Circle of the Ancients Features
Druid Level Feature
2nd Ancients Spells, Prehistoric Forms, Primitive Adaptation
6th Primal Strikes
10th Dreadful Wild Shape
14th Monstrous Form

Ancients Spells

Your link with the great lizards of the past grants you access to certain spells. When you reach certain levels in this class, you gain access to the spells listed for that level in the Ancients Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

Ancients Spells
Druid Level Spells
3rd Alter Self, Enlarge/Reduce
5th Fear, Haste
7th Dominate Beast, Freedom of Movement
9th Commune with Nature, Tree Stride

Prehistoric Forms

Starting at 2nd level, your wild shape ability is restricted to reptilian beasts. Examples are provided at the end of this class description. All other wild shape restrictions apply.

You also gain the ability to wild shape into these prehistoric reptiles as a bonus action. You do not need to have seen them before, as their memory flows in your veins. You can use your wild shape to change into any dinosaur with a CR as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

Starting at 6th level, you can transform into a dinosaur with a challenge rating as high as your druid level divided by 3, rounded down.

Prehistoric Forms Table

Listed below are example Dinosaur Forms from The Monster Manual and Volo's Guide to Monsters.

CR Dinosaur
1/4 Dimetrodon, Hadrosaurs, Pteranodon, Velociraptor
1 Deinonychus
2 Allosaurus, Plesiosaurus, Quetzalcoatlus
3 Ankylosaurus
4 Stegosaurus
5 Brontosaurus, Triceratops
8 Tyrannosaurus Rex

Primitive Adaptation

When you join this circle of druids at 2nd level, your body is permanently enhanced by the ancient creatures whose power you draw upon. You gain climb and swim speeds equal to your movement speed. Additionally, you have advantage on perception checks that rely on smell.

Primal Strikes

At 6th level, your attacks in your Prehistoric Forms count as magical for the sake of overcoming resistances.

Dreadful Wild Shape

Beginning at 10th level, you can expend two uses of your wild shape at the same time to transform into a dinosaur with a CR equal to your druid level divided by 2, rounded down.

Wild Shape Restrictions

Druids of the Circle of the Ancients use their wild shape ability to access the forms of rare and terrible reptiles. In doing so, their wild shape abilities have become restricted creatures with reptilian blood.

The ability to wild shape into dinosaurs is a potent ability for an already strong class. Druids of this circle intentionally have their wild shape options limited to prevent them from outshining other player characters. They are specialized in their wild shape, restricted to only reptile and amphibious beasts. Some examples from The Monster Manual of what would be considered "reptilian" beasts would be a Giant Frog, Crocodile, or Constrictor Snake.

Restriction: Lizardfolk Only

Only the wisest lizardfolk are admitted to the Circle of the Ancients. Tribes of lizardfolk with access to this primal magic will guard this secret power with their lives. Your Dungeon Master can lift this restriction to better suit the campaign. The restriction reflects the story of Ancients Druids in my setting, but it may not apply to your own game.

Circle of the Deep Woods

While all Druids draw their power from forces of nature, those that draw their power from the primordial forests of the world are few and far between. These rare druids are often found guarding Feywild Crossroads or ancient forests. They care not for balance or the circle of life, they only wish to preserve the primordial groves that they serve.

Circle of the Deep Woods Features
Druid Level Loot
2nd Deep Woods Spells, Guardian of the Forest, Take Root
6th Extra Attack
10th Old Growth
14th Grasp of the Deep Woods

Deep Woods Spells

Your link with the ancient forests of the world grants you access to certain spells. When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of the Ancients Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

Deep Woods Spells
Druid Level Spells
3rd Barkskin, Earthbind
5th Plant Growth, Speak with Plants
7th Aura of Life, Grasping Vine
9th Commune with Nature, Tree Stride

Guardian of the Forest

Starting at 2nd level, your body becomes tough and hardy like the eldest trees of the forest. When you are not wearing any armor, your Armor Class equals 10 + your Constitution modifier + your Wisdom modifier. You can use a shield and gain this benefit.

Additionally, when you attack with an unarmed strike, you deal 1d8 bludgeoning damage, and you can use your Wisdom modifier, instead of your Strength modifier, for the attack and damage rolls.

Take Root

At 2nd level, your connection to the primordial forests allows you to transform. As a bonus action on your turn, you expend a use of your Wild Shape to Take Root. This transformation lasts for 1 hour, unless you are incapacitated or end it as a bonus action. You gain the following properties when you transform:

  • At the start of each of your turns you gain temporary hit points equal to your level in this class.
  • Your arms grow elongated like vines and your unarmed strikes gain the reach property.
  • As a bonus action when you hit an enemy creature with an unarmed strike, you can make a Wisdom (athletics) check to attempt to grapple the creature.

Extra Attack

At 6th level, your role as a protector of the ancient affords you skill in battle. You can attack twice instead of once when you take the attack action on your turn.

Additionally, your unarmed strikes count as magical for the sake of overcoming resistances.

Old Growth

At 10th level, when you expend a use of your Wild Shape to Take Root, you gain resistance to bludgeoning, piercing, and slashing damage for the duration of your transformation.

Grasp of the Deep Woods

At 14th level, your connection to ancient forests of the world allows you to stimulate plant growth around you. You can cast the ensnaring strike and entangle spells once per long rest, without expending a spell slot.

Circle of Witchcraft

In protecting the wilds some druids aren't satisfied with the traditional methods. Some of these druids looking for the power to defend turn to the dark arts of witchcraft in their hunger for power. For them, the ends justify the means, and they are willing to give anything, even their soul, to protect the flora and fauna of the natural world.

Druids of the Circle of Witchcraft reject traditional druidic teachings. They seek out beings from the lower planes or creatures from the Shadowfell in order to learn otherworldly black magics to better defend the natural world.

Circle of Witchcraft Features
d8 Loot
2nd Obscene Familiar, Witchcraft Spells
6th Profane Conjuration
10th Bewitching Mantle
14th Heart of Darkness

Obscene Familiar

At 2nd level, you gain the ability to summon a fiendish spirit that assumes an animal form. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the obscene familiar stat block.

As an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components. When you cast the spell, you can choose one of the normal forms for your familiar or one of the form of a small demon. The familiar disappears after a number of hours equal to half your Druid level.

In combat, the obscene familiar shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on it's own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide or Search action. If the obscene familiar forces a creature to make a saving throw they make it against your druid spell save DC.

Witchcraft Spells

Your time studying the dark arts grants you access to certain spells. When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of the Ancients Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

Witchcraft Spells
Druid Level Spells
3rd Blindness/Deafness, Crown of Madness
5th Fear, Summon Lesser Demon
7th Evard's Black Tentacles, Summon Greater Demon
9th Contact Other Plane, Infernal Calling

Profane Conjuration

At 6th level your deep connection to the lower planes strengthens the creatures you summon to aid you. When you are forced to make a Constitution saving throw to maintain concentration on a spell from your witchcraft spells list, you may add your Wisdom modifier to the saving throw.

Bewitching Mantle

By 10th level, your familiarity with forbidden things and dark places has granted you the ability to hide yourself from other spellcasters. You are constantly under the effects of the Nondetection spell unless you wish to reveal yourself to divination magic.

Heart of Darkness

By 14th level you've given yourself completely over to the study of dark magic. As you fully embrace the wicked methods of witchcraft you gain the ability to draw power from death. When you use a spell to kill an enemy creature, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast to kill the creature.

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


Obscene Familiar

Small Fiend, Chaotic Evil


  • Armor Class 13
  • Hit Points equal to your Wisdom modifier + five times your druid level
  • Speed 40 ft

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

  • Saving Throws Dex +5, Con +2, Wis +2
  • Skills Perception +2, Stealth +5
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 120 ft., passive Perception 12
  • Languages Abyssal, Common

Shapechanger The obscene familiar can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Magic Resistance. The obscene familiar has advantage on saving throws against spells and other magical effects.

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d4 + 3) piercing damage plus (2d4) poison damage. The target must succeed on a Constitution saving throw, or take the poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Scare. (1/day). One creature of your choice within 20 ft. of the obscene familiar must succeed on a Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the obscene familiar is within line of sight, ending the effect on itself on a success.

Invisibility. The obscene familiar magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the obscene familiar wears or carries is invisible with it.

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The following options are available to fighters, in addition to the options offered in the Players Handbook: The Gunslinger, The Phalanx, the Quartermaster, The Scout, and the Seeker.

Gunslinger

The old world was full of wondrous technology. Gunslingers are experts with its most dangerous invention: the firearm.

In the hands of most, guns are clumsy, inaccurate weapons prone to misfire. But through extensive training, gunslingers turn these relics into some of the most lethal weapons available, using them in combination with lightning reflexes and sheer determination to bring down their foes.

Gunslinger Features
Fighter Level Feature
3rd Gunsmith, Grit
7th Gunslinger's Creed
10th Fast Hands
15th True Grit
18th Death, But Not For You, Gunslinger

Gunsmith

At 3rd level, you gain proficiency with firearms and tinkerer’s tools, if not already proficient. When you use these tools to craft guns and ammunition, you do so in one quarter of the usual time and at half the usual cost.

Grit

When you choose this archetype at 3rd level, you learn special tricks of daring and sharpshooting which are fueled by your grit.

Grit Points. You gain a pool of grit points equal to 2 + your Wisdom modifier. You regain all your expended grit when you finish a short or long rest. You gain 1 additional grit at 7th and 15th level.

Gunslinger Deeds. You learn 3 deeds of your choice, which are detailed under “Deeds” below. You learn 2 additional deeds of your choice at 7th, 10th, and 15th level. Each time you learn new deeds, you may also replace one you know with a different one.

Saving Throws. Some of your deeds require your target to make a saving throw to resist the effect. The saving throw DC is equal to 8 + your proficiency bonus + your Wisdom modifier.

Gunslinger's Creed

At 7th level, you develop a personal creed or mantra to calm your nerves and focus your wits. When you fail an ability check or saving throw made with disadvantage, you may, as a bonus action on your turn, recite your creed and attempt the check or saving throw again, this time without disadvantage. One you have used this ability a number of times equal to your Wisdom modifier (minimum 1), you may not use it again until you complete a long rest.

Fast Hands

At 10th level, you may forgo movement on your turn to reload a firearm. In addition, you add your proficiency bonus to your initiative, and you may stow a firearm and draw another firearm as a free action once per turn.

True Grit

At 15th level, whenever you spend a grit point, you may gain temporary hit points equal to 5 + your Wisdom modifier.

Death, But Not For You, Gunslinger

At 18th level, when you would be reduced to 0 or fewer hit points, you may expend all your remaining grit (minimum 1) to instead be reduced to 1 hit point.

Deeds

At 3rd level, you gain access to deeds which represent your expertise with firearms. Whenever you learn a new deed, you may choose from any deed listed below, so long as you meet the level requirement (listed in parentheses). The deeds are listed by level, then alphabetically.

Deadeye Shot (3rd level). When you make an attack roll, you may spend 1 grit to ignore partial or three-quarter cover. On a hit, this attack deals bonus damage equal to your Wisdom modifier.

Disarming Shot (3rd level). When you make an attack against a creature, you may spend 1 grit to attempt to shoot an item out of the creature’s hands. If your attack hits, it deals damage to one held item of your choice, and the target must make a Strength saving throw or drop the item. If the item is dropped, you may also push it up to 10 feet.

Mancato! (3rd level). When you would be hit by a ranged attack, you may use your Reaction and spend 1 grit to force the attacker to reroll the attack, keeping the lower result. As part of this Reaction, you may also move 5 feet in any direction without provoking attacks of opportunity.

Run and Gun (3rd level). As a full-round action, you may spend 1 grit to make a ranged firearm attack and move up to twice your speed. During this movement, attacks against you have disadvantage.

Warning Shot (3rd level). You may as an action spend 1 grit to fire a warning shot past a creature. This shot deliberately misses the target, but the target must make a Wisdom saving throw or be immobilized until the end of its next turn.

Cover Fire (7th level). You may as a bonus action spend 1 grit to provide cover fire for your allies. Choose one creature. Until the start of your next turn, if that creature attacks one of your allies, you may make a ranged attack with a firearm against that creature as a Reaction. If this attack hits, it deals damage as normal and the creature has disadvantage on its attack roll.

Ricochet (7th level). When you make an attack roll, you may spend 1 grit and take disadvantage on the attack to bounce the shot off of a firm target (such as a stone wall or a piece of metal) before it reaches its destination, allowing you to attack creatures you otherwise couldn’t. If you don’t know where the creature is, you must also correctly guess the creature’s location in order for the attack to hit.

Volatile Shot (7th level). When you make an attack, you may spend 1 grit to overload your weapon. Increase the firearm’s misfire value by up to 3. If the attack hits, it deals an additional weapon die of damage for each added point of misfire. These additional dice are rolled again on a critical hit. The weapon’s misfire value returns to normal after you complete a short rest.

The Phalanx

The elite forces of the dwarven kingdoms are known as Phalanx warriors. Skilled with weapons of all types, but specializing in a protective style of fighting using heavy armor and shields. They combine their elite training and skills as blacksmiths to become impenetrable walls of flesh and steel. If such a Phalanx warrior is determined to block your path, you had best find a different route.

Phalanx Features
d8 Loot
3rd Defensive Tactics, Shield Warrior
7th Reinforced Armor
10th Immovable
15th At the Ready
18th Bastion

Defensive Tactics

At 3rd level you have learned to execute a number of defensive stances. As a bonus action on your turn, you can assume a defensive stance, as long as you are wielding a shield and no other weapons. While in a defensive stance your armor class increases by 2 in addition to any other effects the stance has. The stance lasts as long as you are conscious and do not move more then 10 ft. on your turn. You learn two defensive stances of your choice, which are detailed below. When you gain a level in this class you can replace one defensive stance you know with a different one.

You may enter a defensive stance a number of times equal to half your fighter level (minimum of 1). You regain all uses when you finish a short or long rest.

You learn an additional defensive stance of your choice at 7th, 10th, and 15th level. Each time you learn a new defensive stance, you can also replace one defensive stance you know with a different one.

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

Defensive Stance save DC = 8 + your proficiency bonus + your Strength modifier

Shield Warrior

At 3rd level your training with shields allows you to use them offensively in addition to defense. You are able to wield a shield as a weapon, and are considered proficient for attacking with it. Your attacks with a shield deal damage equal to 1d8 + your Strength modifier. If you attack with your shield using two hands the d8 becomes a d10.

Reinforced Armor

At 7th level you gain proficiency with blacksmith’s tools and leather worker’s tools. You can use these tools to make temporary adjustments to one set of armor. At the end of each short or long rest, as long as you have the correct tools available, choose one of the effects below to impart on a set of armor of your choice. The effect lasts until the end of your next short or long rest.

Modified Armor (heavy, medium). Using your leather worker's tools you modify one set of medium or heavy armor. For the duration this armor no longer imposes a penalty to Dexterity (stealth) checks.

Modified Armor (light). Using your leather worker's tools you modify one set of light armor. For the duration, the user of this armor gains a +5 bonus to Dexterity (stealth) checks.

Reinforced Armor (heavy, medium). Using your blacksmith's tools you reinforce one set of medium or heavy armor. For the duration this armor grants it's wearer an additional +1 to their armor class.

Reinforced Armor (light). Using your leather worker's tools you reinforce one set of light armor. For the duration this armor grants it's wearer an additional +1 to armor class.

Immovable

At 10th level, your continued training has made you nearly impossible to move against your will. You have advantage on saving throws against effects that would force you to move or knock you prone.

At the Ready

At 15th level when you roll initiative with no defensive stance uses left, you regain one use.

Bastion

At 18th level you become an impenetrable wall on the battlefield. As a reaction you can increase your Armor Class by 5, this increase lasts until the beginning of your next turn. You must complete a short or long rest before you can use this ability again.

Defensive Stances

The defensive stances are presented in alphabetical order.

Block. You assume this stance, holding your shield with two hands. Any creature directly behind you and within 5ft gains the benefits of full cover.

Dig In. You assume this stance, bracing yourself. When you take damage in this stance, you can use your reaction to expend a hit die and reduce the damage by double the amount you roll plus your Constitution modifier.

Repulse. You assume this stance, preparing to counterattack with your shield. When a creature makes a weapon attack against you while you are in this stance, you can use your reaction to force them to make a Strength saving throw. On a failure they are knocked prone.

Shield Wall. You assume this stance, holding your shield in line with your allies, instructing them to do the same. While in this stance, any allied creatures adjacent to you that are using a shield gain the benefits on three-quarters cover.

Taunt. You assume this stance, drawing the attention of enemy creatures. While in this defensive stance, enemy creatures within 10 ft. of you have disadvantage on attack rolls made against creatures other then you.

Wall. You assume this stance, grasping your shield with both hands, so that you may shield your allies from danger. While in this stance, any creature in a 15 ft cube originating from your back gains the benefits of half-cover.

Quartermaster

The Quartermaster is a fighter that focuses less on their own martial prowess, and more on enabling the other members of their adventuring party to rise to their fullest potential. With a slew of prepared rations, they help their allies stay in top condition, always ready to face to the next challenge.

Quartermaster Features
d8 Loot
3rd Ever-ready, Workhorse
7th Dependable
10th Improved Rations
15th Resourceful
18th Iron Will

Ever-ready

At 3rd level, your training allows you to prepare rations that keep your allies in top condition. At the end of a long rest, you prepare a number of rations equal to your Constitution modifier. You may select any of the rations from the list at the end of this subclass description to prepare, as long as you meet the level prerequisite. In combat, you can use your action to either feed yourself, or a friendly creature within 5 ft. one ration.

Friendly creatures can only be under the effect of one ration at a time, and consuming a new ration immediately ends any current ration effects. Rations lose their potency and expire at the beginning of your next long rest. Rations can be distributed to the party at any point during the adventuring day, and require an action to consume.

Workhorse

Also 3rd level, you gain abilities to help shoulder your allies burdens. You gain proficiency in the animal handling skill, land vehicles, and your choice of either carpenter's tools or cook's utensils. If you already have proficiency in these skills or tools, you may add double your proficiency bonus to any ability check you make with them.

Additionally, you count as one size category larger when determining your carrying capacity.

Dependable

Your party is counting on you! Beginning at 7th level, you can use a bonus action on your turn to take a few special actions.

Aid. You can administer a single potion or ration to a friendly creature within 10ft of you.

Arm. You can give a weapon to a friendly creature within 10ft of you. They can equip the new weapon and stow any weapon they are currently carrying as a free action.

Handiwork. You can use any tool you have proficiency with to interact with a creature or object.

Over There! You point to an enemy creature that you can see. The next attack against that creature can ignore up to three-quarters cover.

Restock. You can give a friendly creature within 10ft of you any amount of ranged ammunition you are carrying.

Smelling Salts. You can allow a friendly creature within 5ft of you to re-attempt a saving throw to end a condition currently effecting them.

Improved Rations

At 10th level, you've greatly improved your process for supplying an adventuring party. When you prepare your rations at the end of a long rest, you now prepare the improved version of each. The improvements to your rations have made them much smaller, without losing any of their potency. Your rations can now be consumed by friendly creatures as a bonus action on your turn.

Resourceful

By 15th level, you're always ready to support those who travel with you. You now prepare a number rations equal to your Constitution modifier at the end of every short rest. These rations expire at the beginning of your next short or long rest.

Additionally, if you roll initiative with no rations remaining, you immediately prepare one ration of your choice.

Iron Will

Your close work with your rations and supplies has toughened your body and soul to a point only few have reached. At 18th level your Constitution score increases by 2, and your maximum Constitution score is now 22.

Additionally, you are always under the effect of one ration of your choice. The ration must have a duration longer then instantaneous. You can change this effect at the end of every short or long rest.

Rations

If a ration has level prerequisites, you must meet them to prepare it. You can prepare the ration at the same time that you meet its level prerequisites.


Adrenaline Ration.

Prerequisite 15th level (duration, instantaneous)

This ration shocks the adventurer's system back to life. They regain hit points equal to your fighter level and may take immediately take one action. After they take the action granted by this ration they immediately gain two levels of exhaustion.


Berserker Ration.

Prerequisite 15th level (duration, 1 hour)

When consumed, this ration allows the adventurer to push beyond the limits of normal mortals. While under the effects of this ration you do not fall unconscious when you drop to 0 hit points. You still continue to make death saving throws, however, they are at disadvantage.


Energizing Ration.

(duration, instantaneous)

When consumed, this ration helps adventurer power through their struggles. Their level of exhaustion is reduced by 1.

Improved Ration: Exhaustion level is reduced by 2


Enchanted Ration.

Prerequisite 7th level (duration, 1 minute)

When consumed, this ration enchants the adventurer's body. They gain resistance to your choice of acid, cold, fire, poison, lightning, or thunder damage for the duration.

Improved Ration: Effect duration increases to 1 hour.


Fortifying Ration.

(duration, 1 minute)

When this ration is consumed, the adventurer's body becomes extremely resilient. They gain advantage on your choice of Constitution, Dexterity, or Strength checks and saving throws for the duration. Improved Ration: Effect duration increases to 1 hour.


Healing Ration.

(duration, instantaneous)

When consumed, this ration soothes the weary adventurer. They regain hit points equal to 1d6 + your fighter level.

Improved Ration: hit points regained increases to 3d6 + your fighter level.


Heightening Ration.

Prerequisite 7th level (duration, 1 minute)

When consumed, this ration enhances the adventurer's mind and their ability to process the world around them. They gain advantage on your choice of Charisma, Intelligence, or Wisdom checks and saving throws for the duration.

Improved Ration: Effect duration increases to 1 hour.


Invigorating Ration.

Prerequisite 5th level (duration, 1 hour)

When consumed this ration fortifies the adventurer's body. They gain temporary hit points equal to your Constitution modifier plus your proficiency bonus.

Improved Ration: The temporary hit points are equal to your Constitution modifier + your proficiency bonus + your fighter level.


Limbering Ration.

Prerequisite 7th level (duration, 1 minute)

When consumed, this ration enhanced the muscles of the adventurer. Their speed is increased by 10 ft.

Improved Ration: Their speed is increased by 20 ft.


Rejuvenating Ration.

Prerequisite 15th level (duration, instantaneous)*

When consumed, this ration stretches the adventurer beyond his normal limits. They immediately gain the effects of a short rest and two levels of exhaustion. After consuming this ration, a creature cannot consume another ration until they complete a long rest.


Satisfying Ration.

(duration, instantaneous)

When consumed, this ration allows the adventurer to get the most out of any respite. They have advantage on any hit die rolls during their next short rest.

Improved Ration: When consumed treat all hit die as their maximum roll during the next short rest.


Tenacious Ration

Prerequisite 9th level (duration, 1 minute)

When consumed, this ration increases the adventurer's grit. They are immune to either the charmed, frightened, or paralyzed conditions.

Improved Ration: Effect duration increases to one hour.


Thickening Ration.

Prerequisite 5th level (duration, 1 minute)

When consumed, this ration causes the adventurer's skin to thicken enough to deflect some blows. They gain resistance to your choice of bludgeoning, piercing, or slashing damage.

Improved Ration: the adventurer gains resistance to two of the damage types of your choice


Warding Ration.

Prerequisite 9th level (duration, 1 minute)

When consumed, this ration wards the adventurer's body. They gain resistance to your choice of force, necrotic, psychic, or radiant damage.

Improved Ration: Effect duration increases to 1 hour.

Scout

The archetypal scout excels at finding safe passage through dangerous regions. Scouts usually favor light armor and ranged weapons, but they are comfortable using heavier gear when faced with intense fighting.

Scout Features
Fighter Level Feature
3rd Bonus Proficiencies, Combat Superiority, Natural Explorer
7th Hunter of the Woods
10th Improved Combat Superiority
15th Relentless
18th Hunter's Anatomy

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency in three of the following skills of your choice: Acrobatics, Athletics, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You can choose to gain proficiency with thieves’ tools in place of one skill choice.

Combat Superiority

At 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a long or short rest.

You gain another superiority die at 7th level and one more at 15th level.

Using Superiority Dice. You can expend superiority dice to gain a number of different benefits:

  • Survival Superiority. When you make a check that allows you to apply your proficiency in Athletics, Nature, Perception, Stealth, or Survival, you can expend one superiority die to bolster the check. Add half the number rolled on the superiority die (rounding up) to your check. You apply this bonus after making the check but before learning if it was successful.

  • Precision Attack. When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.

  • Scout’s Evasion. If you are hit by an attack while wearing light or medium armor, you can expend one superiority die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it.

Natural Explorer

At 3rd level, you are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:

  • You ignore difficult terrain.

  • You have advantage on initiative rolls.

  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:

  • Difficult terrain doesn’t slow your group’s travel.

  • Your group can’t become lost except by magical means.

  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

  • If you are traveling alone, you can move stealthily at a normal pace.

  • When you forage, you find twice as much food as you normally would.

  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Hunter of the Woods

Your life of scouting and tracking has taught you how to blend into your environment, and to remain hidden. Starting at 7th level you gain the following benefits:

  • You can try to hide when you are lightly obscured from the creature from which you are hiding.

  • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesnt reveal your position.

  • Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.

Improved Combat Superiority

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

Hunter's Anatomy

Survival is not your only skill, taking down your prey is a big part as well. Starting at 18th level you can spend superiority dice to make some of the following shots:

  • Head Shot. Roll your superiority die, that number is added to the damage of the attack. A target hit with a Head Shot must succeed a Constitution Saving throw or become stunned until the end of your next turn. (DC = 8 + Proficiency Bonus + your Constitution Modifier)

  • Hemorrhaging Shot. Roll your superiority die, that number is added to the damage of the attack. A creature hit with a Hemorrhaging Shot takes half the damage of the shot at the start of its next turn. This effect is negated if the creature is an undead or construct, or otherwise incapable of bleeding.

Seeker

In every line of work there are professionals, the best of the best. Seekers are one such professional. They are masters at retrieving lost items, delving into dangerous and forgotten temples, and overcoming traps, magical and mundane alike. Unknown to most of the world their uncanny abilities stem from otherworldly sources.

You are one such Seeker. You come from a prestigious line of adventures, with techniques and secrets passed from master to apprentice throughout the centuries. You have undergone secret esoteric rites, bonding you to an Eldritch Power that grants you otherworldly abilities.

Seeker Features
d8 Loot
3rd Disarm, Eldritch Influence, Occult Magic
7th Relic Hunter
10th Eldritch Bond
15th Improved Disarm

Disarm

At 3rd level, your experience retrieving forbidden and protected treasures had granted you a level a familiarity with traps that few possess. You gain proficiency with thieves’ tools, and you may add your Intelligence modifier to any thieves’ tools’ check you make to disarm a trap.

Eldritch Influence

Starting when you adopt this archetype at 3rd level, you undergo a secret ritual or rite, bonding you to an Eldritch Power. Choose from the Otherworldly Patron options below, once you choose your Eldtrich Power you cannot change it.

When you select your Eldritch Power, you gain proficiency in one skill and learn one cantrip, as indicated in the table below. Intelligence is your spellcasting ability for the cantrip.

Eldritch Power Cantrip Proficiency
Archfey friends Nature
Celestial toll the dead Religion
Coven primal savagery Arcana
Fiend infestation Religion
Great Old One message Arcana
Hexblade sword burst Arcana
Titan magic stone History
Sapphire Rose ... Persuasion
Undying chill touch History
Wild Hunt minor illusion Nature

Occult Magic

Your time spent in ancient and forbidden temples combined with the secret rites of Seeker initiation have granted you the limited ability to cast spells.

Spell Slots

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

For example, when you are 7th level, you have two 2nd-level spell slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher

At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Seeker table shows when you learn more warlock spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 7th level, for example, you learn a new warlock spell, which can be 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

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

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Relic Hunter

By 7th level your time spent in forbidden shrines and abandoned temples has granted you insight into ancient and forgotten things. You know the identify spell, and you can cast it as a ritual without expending a spell slot. It counts as a seeker spell for you. It does not count against your number of spells know.

Eldritch Bond

Beginning at 10th level, the bond with your Eldritch Power has grown in strength and it grants you additional minor abilities. You gain one eldritch invocation of your choice from the warlock class. Any time you gain an eldritch invocation from this class feature you must choose from the eldritch invocations that do not have a warlock level prerequisite.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

At 18th level, gain one additional eldritch invocation

Improved Disarm

At 15th level, due to your line of work, you have a certain familiarity with traps enhanced by arcane curses and spells. You learn the dispel magic spell if you do not know it already, and you have advantage on the spellcasting ability check to dispel magic. It counts as a seeker spell for you, but it does not count against your number of spells know.

Seeker Spellcasting
Level Spells Known Spell Slots Slot Level
3rd 2 1 1st
4th 2 2 1st
5th 3 2 1st
6th 3 2 1st
7th 4 2 2nd
8th 4 2 2nd
9th 5 2 2nd
10th 5 2 2nd
11th 5 2 2nd
12th 5 2 2nd
13th 6 2 3rd
14th 6 2 3rd
15th 6 2 3rd
16th 6 2 3rd
17th 7 2 3rd
18th 7 2 3rd
19th 7 2 4th
20th 7 2 4th

Monastic Tradition

At 3rd level, a monk gains the Monastic Tradition feature. The following options are available to a monk, in addition to those offered in the Player's Handbook: The Way of the Bloodied Fist The Way of the Boulder, and The Way of the Inner Gates.

Way of the Bloodied Fist

Monks of The Way of the Bloodied Fist follow a tradition that teaches them to control their own life force, as well as the life force of their foes. By focusing their ki, they exert control over blood - a powerful tool that is not to be underestimated. Their monasteries prectice in secret in dark caves and high mountains, out of the eye of the common people, and their members only leave for the rare missions ordered by only the most desperate.

Many Monks of this tradition are covered in scars - some self inflicted in their training, others earned in battle. The monks often use their mystic energies to manipulate these scars, forming them into complex designs and symbols to represent their unique ki powers.

Bloodied Fist Features
Monk Level Feature
3rd Sanguine Arts
6th Toll of the Mystic
11th Transfusion
17th Dominion of Blood

Sanguine Arts

Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells. As an Action you can spend 2 ki points to cast Bloodburn, Blood Seal, or Vampire's Kiss without providing material components. Additionally, you gain the Bloodletting cantrip if you don't already know it. You must still pay the Hemomancy costs associated with each spell.

Toll of the Mystic

At 6th level, you gain the ability to convert your life force into ki. as a bonnus action on your turn, you can convert your hit points into ki, with 4 hit points equaling 1 ki point. You can spend a maximum of 12 hit points at one time, gaining 3 ki points.

Transfusion

Beginning at 11th level, whenever you score a critical hit with a melee attack or reduce a creature to 0 hit points with a melee attack, you regain 1d6 hit points.

Dominion of Blood

At 17th level, you can take complete control of a creature by manipulating its blood. when you hit a creature with an unarmed strike, you can spend 3 ki points to attempt to grasp control over that creature. The creature must succeed a Constitution saving throm or fall under your control.

On every subsequent turn after assuming control, you must use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can cause the creature to use a reaction, but this requires you to use your own reaction to do so. If you do not take this action at the start of your, the control ends prematurely. This control can last for up to 1 minute.

Each time the target takes damage, it makes a new Constitution saving throw against the effect. If the saving throw succeeds the effect ends.

Way of the Boulder

Boulder Monks are as old as the mountains themselves. Dwelling on high peaks and in deep caverns, monks of this tradition focus on becoming as large and immovable as the mountains that surround them. They seek to grow in girth, and use their weight to land devastating blows in combat.

As a practitioner of the Way of the Boulder, you seek to become solid like a stone, imposing like a mountain peak, unmoving like bedrock, and fruitful like fertile soil. Stone monks are often stubborn and inflexible in their thinking, but once won over to your cause they will stand at your side as a stalwart defender.

Way of the Boulder Features
Monk Level Feature
3rd Solid Body
6th Rebounding Defense
11th Thick Fat
17th Mighty Form

Solid Body

At 3rd level, you have learned to use your body weight to empower your strikes. You may use your Constitution modifier in place of your Dexterity modifier when calculating your Unarmored Defense and for both the attack and damage rolls for any Martial Arts attacks.

Additionally, as a reaction you can spend a ki point to grant yourself advantage on Strength (athletics) checks to resist being grappled or moved against your will.

Rebounding Defense

At 6th level, you can use your reaction to absorb or reflect an incoming melee attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Constitution modifier + your monk level.

If you reduce the damage to 0, you can rebound the attack back at the enemy creature. If you rebound in this way, you can spend 1 ki point to force the enemy creature to make a Strength saving throw. On a failure, they take the full damage of their own melee attack.

Thick Fat

At 11th level, your dense physical form lets you resist physical and elemental assaults. As a reaction to taking bludgeoning, slashing, acid, cold, fire, poison, lightning, or thunder damage you can spend 1 ki point to gain resistance to that damage type for the next minute. You can only be resistant to one damage type at a time in this way, and if you use this ability again to gain resistance to a different damage type, the first damage resistance immediately ends.

Mighty Form

At 17th level your body has surpassed the normal mortal limits of density and mass. Your Constitution score increases by 2. You maximum Constitution score is now 22.

Additionally, you now count as a large creature for the purposes of everything except physical size.

Way of the Inner Gates

All monks focus on mastering their bodies, but a select few train themselves to push their bodies beyond their physical limits. These solitary warriors focus on controlling their inner Ki network, specifically the Inner Gates that limit the flow of Ki throughout the body.

When these warriors are angered, they can overexert their body, forcing Ki to empower their strikes beyond what normal mortals are capable. These powerful martial artists are always seeking a new challenge to test their abilities against. As you advance through your training, you gain the ability to use your Ki to open the Inner Gates within your own body.

Way of the Inner Gates Features
Monk Level Feature
3rd Inner Gate of Life, Lotus Strike
6th Inner Gate of Pain, Peacock Lotus
11th Inner Gate of Wonder, Tiger Lotus
17th Inner Gate of Death, Dragon Lotus
Inner Gates

As you advance in monk levels, you will learn to unlock the various Inner Gates that limit your Ki, and the potential of your mortal body. Once you have opened an Inner Gate it's effects last for 10 minutes, unless you choose to end it's effects as a bonus action, or you are reduced to 0 hit points.

When you open a higher level Inner Gate all previous Inner Gates are considered to be opened as well.

Inner Gate of Life

Starting at 3rd level, you can manipulate the Ki within your body to surpass the first limiter to your potential, the Inner Gate of Life. Located in your brain, opening this Inner Gate removes all mental limitations that your brain places on your body, and sends a surge of healing Ki throughout your body, repairing minor injuries.

As a bonus action on your turn, you spend 2 Ki points to open your Inner Gate of Life granting you the following effects:

  • Advantage on all Strength checks and saving throws.
  • Your movement speed increases by 10 ft.
  • You gain temporary hit points equal to your monk level.
  • You ignore the effects of any levels of exhaustion you have.

When the effects of the Gate of Life end, you immediately gain two levels of exhaustion.

Lotus Strike

Also at 3rd level, you learn a special technique only available to those who have begun to master their Inner Gates, the Lotus Strike. When you hit an enemy creature with an unarmed strike, and you are under the effects of one or more Inner Gates, you can spend 1 Ki point to deal an additional 3d6 bludgeoning damage to the target. The enemy creature must make a Strength saving throw. On a failure, they are knocked prone.

Inner Gate of Pain

At 6th level, your control of your body allows you to open the second of your Inner Gates, the Inner Gate of Pain. Located in your spinal cord, activating this gate releases a wave of energy pushing your physical body to its absolute limits, causing your muscles to tear under the strain of your blows.

As a bonus action on your turn, you spend 4 Ki points to open your Inner Gate of Pain You gain the following benefits while this Gate is active:

  • All the effects of the Inner Gate of Life
  • Your movement speed increases by an additional 10 ft.
  • You add both your Strength and Dexterity ability score modifiers to attack and damage rolls for your Martial Arts attacks.

When the effects of the Inner Gate of Pain end, you immediately gain three levels of exhaustion.

Peacock Lotus

While your Inner Gate of Pain is opened you can use an improved version of the Lotus Strike. When you hit an enemy creature with an unarmed strike, you can spend 2 Ki points to deal an additional 6d6 fire damage. The enemy creature must make a Strength saving throw. On a failure they are knocked back 15 ft. and fall prone.

Inner Gate of Wonder

Beginning at 11th level, your mastery over your body is unparalleled. You gain the ability to unlock the Inner Gate of Wonder located in your abdomen. When you unlock this gate, the energy of your Ki burns through your veins and evaporates out of your skin, causing damage to those who strike you in this form.

As a bonus action on your turn, you spend 6 Ki points to open your Inner Gate of Wonder You gain the following benefits while this Gate is active:

  • All the effects of the Inner Gate of Pain
  • Your movement speed increases by an additional 10 ft.
  • Attacks of opportunity against you have disadvantage.
  • You exude an aura of Ki, and any enemy creature that hits you with a melee attack immediately takes force damage equal to your martial arts die + your Wisdom modifier.

When the effects of the Inner Gate of Wonder end, you immediately gain four levels of exhaustion.

Tiger Lotus

While your Inner Gate of Wonder is opened you can enhance your Lotus Strike with the deadly force and precision of the tiger. As an action on your turn, you spend 3 Ki points and strike the air with your fist. A concussive blast of air rockets forward from you in a 15 ft. wide, 60 ft. long line. Creatures in the area of effect must make a Dexterity saving throw. On a failure they take 9d6 thunder damage, are thrown back 30 ft. and fall prone. On a successful save, they take half damage and do not move.

Using the Tiger Lotus consumes all the energized Ki in your body. When you use the Tiger Lotus all Inner Gate effects immediately end.

Inner Gate of Death

At 17th level, you have achieved perfect mastery over your body, a feat only a legendary few have done before. You can open the final Inner Gate, the Inner Gate of Death, located in your heart. When you activate this gate, your blood boils out of your body, surrounding you with red steam. Once you open the Inner Gate of Death, there is no going back.

As a bonus action on your turn, you spend 8 Ki points to open your Inner Gate of Death You gain the following benefits while this Gate is active:

  • All the effects of the Inner Gate of Wonder.
  • You movement speed increases by an additional 10 ft.
  • You are immune to all hostile conditions.
  • You regain hit points equal to your monk level at the start of each of your turns.
  • Your Martial Arts attacks deal additional force damage equal to your proficiency bonus.

When the effect is ended, you immediately suffer six levels of exhaustion and die, crumbling to ash. Only divine intervention or Wish spell can bring you back.

Dragon Lotus

Your mastery of your Inner Gates allows you to channel the essence of your entire body, mind, and soul into a final devastating strike. As an action, you spend 4 Ki points and fly forward in a 50 ft. line, striking through anything in your path with the fury of an ancient dragon. As you rip through the air it bursts into flames with a sonic boom that can be heard up to a mile away. Any creature in the line must make a Dexterity saving throw. On a failure, the creature takes 25d6 thunder damage and 25d6 fire damage. On a successful save they take half damage.

Using the Dragon Lotus consumes your entire essence. All of your remaining Ki and your body are consumed by this attack. When you use the Dragon Lotus all Inner Gate effects immediately end.

Sacred Oaths

At 3rd level, a paladin gains the Sacred Oath Feature. The following options are available to a paladin in addition to the ones in the Player's Handbook: the Oath of the Corsair, the Oath of the Dragon, the Oath of Purification, the Oath of Solidarity, and The Oath of War.

Oath of the Corsair

Not all those who swear oaths do so for upstanding reasons. The fearsome warriors of the high seas, Corsair Paladins, swear an oath to themselves and their crew. They will do whatever it takes to maintain their freedom, their fortune, and the favor of their shipmates. Chaotic by nature, these scallywags abhor any laws that aren't their own.

As a Corsair Paladin you are loyal to yourself, and those who have sworn loyalty to you, above all else. While most paladins seek to follow the laws of the land or the tenets of their deity, you only follow laws that you have personally agreed to, or have put in place yourself.

Tenants of the Corsair

Corsairs follow a strict code, and in order to earn their trust, their allies and followers must swear to the Corsair's Code.

Freedom. Above all else, people are meant to be free. Like the birds of the air and fish of the sea, no one should be forced to follow any rules that they did not agree to or have a hand in deciding.

Loyalty. Those that betray their allies are the lowest of low creatures. Treachery shall be repaid with death, and loyalty rewarded with an equal share of treasure and fortune.

Bravery. Cowards are a liability and are not to be tolerated. If you won't defend yourself you deserve whatever comes to you. Live in such a way that the bards will sing of your deeds.

Oath of the Corsair Features
Paladin Level Feature
3rd Oath Spells, Channel Divinity
7th Aura of Gallantry (10ft.)
15th Strength of the Seas
18th Aura of Gallantry (30ft.)
20th Grand Captain

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Corsair Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Corsair Spells
Paladin Level Spells
3rd Fog Cloud, Zephyr Strike
5th Arcane Lock, Warding Wind
9th Thunder Step, Tidal Wave
13th Control Water, Storm Sphere
17th Control Winds, Maelstrom

Channel Divinity

When you take this oath at 3rd level you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

All Hands on Deck. As a bonus action on your turn, a number of allied creatures equal to your Charisma modifier, that can hear you can use their reaction to immediately move full move speed without provoking opportunity attacks.

Wrath of the Sea. When you use your Divine Smite feature, you can invoke this Channel Divinity. Choose either cold, lightning, or thunder damage. All damage done by your Divine Smite, changes to the chosen type and deals its maximum damage roll.

Aura of Gallantry

Starting at 7th level, your presence inspires your allies to stand and fight. You, and all friendly creatures within 10ft. of you cannot be knocked prone and have advantage on Strength (Athletics) and Dexterity (acrobatics) checks to resist being grappled or moved against their will.

At 18th level the range of this aura increases to 30ft.

Strength of the Seas

Beginning at 15th level, those who dare to strike you are punished by the seas for their mutinous actions. Whenever a creature hits you with a melee attack, that creature takes your choice of cold, lighting, or thunder damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.

Grand Captain

At 20th level, you can become an embodiment of the high seas. You become a terrible, yet inspiring, sight to behold as the wind and waters of the high seas swirl around you. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits.

Oath of the Dragon

For as long as Dragons roamed the Material Plane, there were mortals who took up arms in their name. Sometimes called Dragon Knights, Metallic Knights, or Chromatic Knights, those who swear upon the Oath of the Dragon do so in the name of the Dragon Gods, such as Bahamut or Tiamat, or swear to defend Dragonkind

Tenets of the Dragon

Duty. Defeat the Enemies of your god, and show them NO mercy.

Service. Protect and Serve the Dragons of your god.

Honor. Take pride and show honor and worth to the name of dragonkind.

Reverence. Respect the Draconic race and hold them in the Highest Regard.

Oath of the Dragon Features
Paladin Level Feature
3rd Oath Spells, Channel Divinity, Aura of the Dragon
7th Dragon's Wings
15th Draconic Resistance
18th Aura of the Dragon (30ft.)
20th Dragon Champion

Oath of the Dragon Spells

You gain oath spells at the paladin levels listed in the Oath of the Dragon Spells table. See the Sacred Oath class feature for how oath spells work.

Paladin Level Spells
3rd Chromatic Orb, Disguise Self
5th Detect Thoughts, Hold Person
9th Fear, Waterbreathing
13th Locate Creature, Polymorph
17th Hold Monster, Geas

Channel Divinity

When you take this Oath at 3rd level, you gain the following two Channel Divinity options.

Draconic Breath. All creatures within a 15 foot cone originating from you must make a Dexterity Save, or take damage (of fire, cold, lightning, thunder, poison, or acid- your choice) equal to 2d10 + Your Paladin Level on an failed roll, or half as much on a successful roll. This attack feature can only be used once until you take a Long rest. At the 15th level, your draconic breath does 4d10+Your Paladin Level.

Aura of the Dragon

When you take this oath you and any friendly creatures within 10 feet may deal an additional 1d6 damage (of fire, cold, lighting, thunder, poison, or acid- your choice) with weapon attacks, but only once per round, this last for 1 min. After completing a short or long rest, you may choose a different damage type, and this is the damage type that is dealt until your next rest.

At the 11th level, this aura's damage increases to 2d6. At 18th level, this aura's range increases to 30 feet, and the damage increases to 3d6.

Dragon's Wings

At 7th level you gain the ability to Fly by channeling the Divine energy of Bahamut or Tiamat. For a bonus action, you can summon a set of Dragon's wings. The color of these wings are based on the alignment you are, and they match up with the dragon with the same alignment as you. Once you summon the wings, They become permanently attached and if you summon them while wearing armor, they rip holes through them exactly big enough for the wings but not enough to damage the integrity of the armor. The wings have a 30 feet flight speed. This increases to 60 upon reaching level 15.

Draconic Resistance

From 15th level, you within your Aura of the Dragon immune to the damage type selected for your Aura of the Dragon.

Dragon Champion

At 20th level, you can assume the form of an draconic avatar. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • You grow scales giving you a natural armor bonus of +2.
  • You channel the strength of the dragons, your strength score changes to 26.
  • Enemies within your Aura of the Dragon take damage equal to your Charisma Score of its damage type when they enter or start their turn in the Aura, bypassing all resistances and immunities to that damage type and any friendly creatures within your Aura of the Dragon become resistance to the damage type selected for your Aura of the Dragon.

Once you use this feature, you can’t use it again until you finish a long rest.

Oath of Purification

The oath of Purification requires a steadfast commitment to truth, regardless of what others, including those in positions of authority, view to be right and just. Paladins who dedicate themselves to this oath believe in revealing the truth by any mean necessary , and purging the world of those who would obscure it.

Sometimes referred to as Truth Knights, Sanctifiers, or Emberblades, those who swear this oath seek first to offer their foes a chance of redemption - often via a fiery penance. All beings can make amends for their past nefarious deeds and come to the light, attest such paladins, and the world is better off the more in it that are committed to that ideal.

Tenets of Purification

Paladins who take this oath often emblazon the tenets of purification upon their shield or weapon as a forthright display to others of what they fight for.

Bring the Truth to Light. Be not clouded by the laws and expectations of others. You seek truth, no matter how challenging.

Purify the Wicked. Rehabilitation is preferred. A fiery death for the unrepentant is an acceptable alternative.

Defend the Undefiled. Those who remain clean from the toxic path of evil are worth you protection. Safeguard their purity.

Oath of Purification Features
Paladin Level Feature
3rd Oath Spells, Channel Divinity
7th Aura of Cleansing (10ft.)
15th Agonizing Retribution
18th Aura of Cleansing (30ft.)
20th Paragon of Purification

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Purification Spells table. See the Sacred Oath class feature for how oath spells work.

Paladin Level Spells
3rd Burning Hands, Faerie Fire
5th Calm Emotions, Moonbeam
9th Clairvoyance, Fireball
13th Fire Shield, Wall of Fire
17th Dawn, Flame Strike

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options:

Trial by Fire. As an action, you present your holy symbol and censure your foe, using your Channel Divinity. Choose one creature with 60 feet of you that you can see. That creature must make a Dexterity Saving throw. Good aligned creatures have advantage on this saving throw.

That target takes fir damage equal to 2d10 + your paladin level on a failed save, and half as much on a successful one. On a failed save, the target also burns for up to 1 minute. The burning creature sheds bright light in a 20 foot radius and dim light for an additional 20 feet.

While burning, all fire and radiant damage ignores resistances to those types, including against the initial fire damage dealt by this Channel Divinity. At the end of each of its turns, the target repeats the saving throw. It takes fire damage equal to your Charisma modifier on a failed save, and the effect ends on a successful one.

These magical flames can't be extinguished by nonmagical means. If damage from this effect kills a target, it has been deemed unclean and is turned to ash.

Oculus of Truth. You can use your Channel Divinity to enhance your intuition and discerning eye. As an action, you grant yourself a +5 bonus to Intelligence (Investigation) and Wisdom (Insight) checks for the next 10 minutes.

Aura of Cleansing

Beginning at 7th level, while you are conscious, you radiate a purifying aura within 10 feet of you. at 18th level, the range of this aura increases to 30 feet.

The range of your Lay on Hands feature extends to match the range of this aura. In addition, as an action, you can expend 5 points from your pool of healing to end one effect causing a creature within this aura to be blinded, deafened, or paralyzed. You can cure multiple effects, neutralize mulitple poisons, and multiple effects causing blindness, deafness, or paralysis with a single use of Lay on Hands, expending points from your pool of healing separately for each one.

Agonizing Retribution

Starting at 15th level, whenever a creature hits you or an ally in your Aura of Clensing with an attack, you can use your reaction to conjure a brief conflagration dealing fire damage equal to half your paladin level (rounded down) to that creature.

Paragon of Purification

At 20th level, you gain resistance to fire damage. In addition, as an action, you can become an avatar of sanctifying fire, gaining the following benefits for 1 minute:

  • You gain immunity to fire and radiant damage.
  • As a bonus action, you can purge all diseases and poisons from a creature that you can see within 60 feet.
  • Once on each of your turns, you can deal extra fire damage to one target when you damage it with an attack or spell. The extra fire damage is equal to your paladin level.
  • Whenever you deal fire or radiant damage to a creature, it ignores the target's resistance or immunity to those types of damage.

Oath of Solidarity

The Oath of Solidarity calls paladins to use their power to stand with the oppressed against tyranny. It is not enough for them only to enact justice, but to see that justice is fairly applied to all people. Despised by those who have seized power through unjust means, Paladins who have taken this oath are seen as threats to the established order, and are often persecuted by the nobility.

Tenants of Solidarity

A paladin of solidarity often emblazons this oath, or symbols representing it, upon their armor or shield. They refuse to hide who they are, or what they stand for.

Dignity. Every living being has intrinsic value that cannot be taken from them, or reduced in any way. Show respect to life in all it's forms, and punish those who do not respect it.

Equality. Birth, wealth, and status do not matter. Everyone is equal before your eyes, the mighty should be made low, and the lowly raised up. All people should have access to basic needs regardless of their wealth or family ties.

Justice. Station in life should not determine how you are treated before the law. Bring justice to those who are marginalized and to those who abuse their power.

Oath of Solidarity Features
Paladin Level Feature
3rd Oath Spells, Channel Divinity
7th Aura of Solidarity (10ft.)
15th Shelter the Innocent
18th Aura of Solidarity (30ft.)
20th One With the People

Oath Spells

You gain Oath Spells at the levels listed in the Oath of Solidarity Spells table. See the Sacred Oath class feature for how Oath Spells work.

Paladin Level Spells
3rd Heroism, Shield of Faith
5th Prayer of Healing, Warding Bond
9th Life transference, Revivify
13th Aura of Purity, Freedom of Movement
17th Mass Cure Wounds, Skill Empowerment

Channel Divinity

When you take this oath at 3rd level you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Shield the Meek. You can use your channel divinity to shield an ally from danger. As a reaction you can grant an ally within 30ft a +5 bonus to their AC. This effect lasts until the beginning of their next turn, or until you are incapacitated.

Rebuke the Tyrannical. You can use your channel divinity to strike down those who abuse their authority. As an action you can target one enemy creature of a non-good alignment, they have disadvantage on attack rolls against anyone but you for the next minute.

Aura of Solidarity

Starting at 7th level, your mere presence is enough to bolster your allies resolve in battle. When an allied creature within your 10ft of you is hit with an attack or spell, the damage taken is reduced by your charisma modifier.

At 18th level the range of this ability increases to 30ft.

Shelter the Innocent

Beginning at 15th level, your very soul cries out to give aid to those around you. As a bonus action on your turn, you can use the help action on a creature within your Aura of Solidarity.

One With the People

At 20th level, you gain the ability to enact the ultimate sacrifice for those you protect. As an action, you can distribute your remaining hit points and spell slots among allies within 30ft of you. In order for an ally to receive one of your spell slots, they must have the ability to cast a spell of that level, it then becomes a spell slot of their respective class. Any hit points you give creatures that go over their hit point maximum become temporary hit points.

After using this ability, you immediately fall to zero hit points, becoming unconscious but stabilized. If you are revived after using this ability you gain two levels of exhaustion. Once you use this ability you cannot use it again until you complete a long rest.

Oath of War

Whether they fight for tyranny or freedom, justice or power, life or death, all combatants have something that binds them all together: a cause to fight for. Something to ignite their passions and convince them that something is worth giving their life for. By swearing this oath, you exist to create great battles and moments of glory. Because, in war, true heroes emerge and bring great honor to all those around them.

Tenets of War

Violence Versus War. War is grand and glorious. Killing someone in an alley or poisoning their wine is not. Know the difference, and ensure you do not cross the line.

The Front Lines Await. There is no honor in waiting behind a barricade. Wade into battle and let your foes taste your fury.

Always Be Prepared. Those who let their guard down die before they find glory. Always be ready to fight.

Fight Only The Worthy. You seek opponents, not victims. Your weapon should only bathe in the blood of the strong.

Oath of War Features
Paladin Level Feature
3rd Oath Spells, Channel Divinity
7th Aura of Glory (10ft.)
15th Tides of Battle
18th Aura of Glory (30ft.)
20th Angel of Honor

Oath Spells

You gain Oath Spells at the levels listed in the Oath of War Spells table. See the Sacred Oath class feature for how Oath Spells work.

Paladin Level Spells
3rd Shield of Faith, Zephyr Strike
5th Magic Weapon, Spiritual Weapon
9th Crusader's Mantle, Enemies Abound
13th Freedom of Movement, Guardian of Faith
17th Holy Weapon, Steel Wind Strike

Channel Divinity

Starting at 3rd level, you gain the following Channel Divinity options.

Improved Warfare. As an action, you can use your Channel Divinity to glean information on a target within 30 feet of you. The creature must make an Intelligence saving throw. On a failed save, you learn the creature's type (fiend, celestial, undead, etc) and what damage resistances, immunities or vulnerabilities it has, if any.

Champion of War. As a bonus action, you can use your Channel Divinity to bless a creature within 30 feet of you with the power of battle. The creature has advantage on attack rolls until the end of its next turn

Aura of Glory

Starting at 7th level, you and friendly creatures within 10 feet of you gain a +1 bonus to weapon damage rolls for every creature in the aura.

At 18th level, the aura's range extends to 30 feet.

Tides of Battle

Starting at 15th level, When you use your Divine Smite using a spell slot of 3rd level or higher, you can regain one expended spell slot. The slot you regain must be of a level lower than the spell slot you use and can't be higher than 5th level.

Angel of Honor

At 20th level, you can use your action to take the form of an avatar of battle. For 1 minute, you gain the following benefits:

  • You gain 20 temporary hit points at the start of each of your turns.
  • You can make an additional attack whenever you take the Attack action.
  • Your Strength score increases by 4, to a maximum of 24.

Once you use this ability, you can't do so again until you finish a long rest.

Ranger Conclaves

At 3rd level, a ranger gains the Ranger Conclave feature. The following options are available to a ranger, in addition to those offered in the Player's Handbook: The Bounty Hunter, the Spellbreaker, and the Stargazer.

Bounty Hunter

Bounty hunting has existed as a profession since the dawn of civilization, and there have always been those who are willing to do anything, so long as the price is right. Bounty hunters are solitary mercenaries who specialize in tracking down very specific, humanoid, prey. While most rangers are at home in the wilds, bounty hunters thrive in the seedy underbellies of civilization where the law cannot operate.

Bounty Hunter Features
Ranger Level Feature
3rd Bounty Hunter Magic, Ear to the Ground, Focused Pursuit
7th Unwavering Focus
11th Dead or Alive
15th The Most Dangerous Game

Bounty Hunter Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spell
3rd Entangle
5th Hold Person
9th Haste
13th Locate Creature
17th Far Step

Ear to the Ground

At 3rd level when you become a Bounty Hunter you learn to hunt in urban areas as well as the wild. you gain proficiency in the Perception and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies while you are in an urban environment.

Relentless Pursuit

At 3rd level, your ability to hunt down your targets is second to none. You know the hunter's mark spell. It doesn't count against your number of spells known. If you already know hunter's mark you learn an additional ranger spell.

You can cast hunter's mark at the level of your highest spell slot, without consuming a spell slot, as long as your target is a humanoid creature. Once you cast hunter's mark this way you must finish a short or long rest until you can cast it this way again.

Unwavering Focus

At 7th level, in your dedication to the pursuit of your quarry, you have familiarized yourself with their fighting styles and techniques, granting you defensive advantages against them. When you take damage from an enemy creature that is the target of your hunter's mark you reduce the damage by an amount equal to your Wisdom modifier.

Dead or Alive

At 11th level, once you have your bounty in your sight, there is little chance they escape while you draw breath. While the target of your hunter's mark is within 60 ft. of you, and you can see them, you can use a bonus action on your turn to move up to your movement speed and make one attack targeting the creature.

The Most Dangerous Game

At 15th level your skills at hunting down your fellow humanoids are peerless. You learn to redirect their attacks and knock them off balance. When a humanoid creature within 5 ft. misses you with a melee attack, you can use your reaction and force them to make a Dexterity saving throw against your ranger spell save DC. On a failure they are knocked prone, and if you have a free hand you can choose to restrain the creature.

Spellbreaker

Where there is power, there are those that abuse that power. Spellbreakers are a small, but dedicated, fraternity of rangers who specialize in taking down spell casters that abuse their arcane power. While most pursue the life of a Spellbreaker for noble reasons, there are some who seek to destroy any who wield the weave. Most Spellbreakers operate in the shadows, only revealing themselves when the time is right and they are certain of success. When one wrong move can end in disintegration, there is no room for error.

Spellbreaker Features
Ranger Level Feature
3rd Mirrorblade, Spellbreaker Magic, Spellsight
7th Arcane Defense
11th Disrupting Strike
15th Spellbreaker Mantle

Spellbreaker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spell
3rd Bane
5th Blindness/Deafness
9th Counterspell
13th Otiluke's Resilient Sphere
17th Wall of Force

Mirrorblade

At 3rd level you gain the ability to construct the signature weapon of a Spellbreaker, the mirrorblade. At the end of a long rest you can perform a special ritual to create a mirrorblade, as long as you have a non-magical bladed weapon available to you. The mirrorblade is considered a magic weapon and contains a number of charges of the absorb elements spell, equal to your Wisdom modifier. It regains charges equal to your Wisdom modifier if you perform the ritual again at the end of a long rest.

As a reaction you can use your mirrorblade to cast absorb elements at first level, consuming one charge. Each additional charge you consume allows you to cast absorb elements one level higher. If you use your mirrorblade to cast absorb elements, and your next attack is against the creature that cast the triggering spell, you treat the additional damage from absorb elements as it's maximum roll.

Spellsight

Also at 3rd level, your training as a Spellbreaker has given you the unique ability to detect the magical ability of other creatures. As an action choose one creature you can see within 60 ft. of you. You immediately learn its spellcasting ability (if it has one), and the level of the highest spell the creature can cast.

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

Arcane Defense

At 7th level your experience in combat against spellcasters grants you increased resistance to spells and other magical effects. When you are forced to make a saving throw for a spell or other magical effect, you gain a bonus to the roll equal to your Wisdom modifier.

Disrupting Strike

At 11th level, your lightning fast reflexes allow you to disrupt enemy spell casters. As a reaction, when a creature you can see within 60 ft. casts a spell, you can make an attack targeting that creature. If your attack hits, the creature must make a Concentration saving throw. On a failure, the spell they are attempting to cast immediately fails.

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

Spellbreaker Mantle

At 15th level, your training as a Spellbreaker has reached its apex, and your blood has developed into a magical ward. As a reaction when you take damage from a spell or other magical effect, you can grant yourself resistance to the damage.

Stargazer

Throughout time, mortals have looked to the stars for guidance. You take this devotion to the celestial bodies above and use it as a basis for radiant magic. As a Stargazer, you've spent your life studying the night sky, you know how to read fate by observing the stars. Their positions allow you to see possible futures, however obscure.

How will you use this esoteric knowledge? As a fountain of guidance and support for your allies? Or, will you become a source of radiant wrath for your foes?

Stargazer Features
Ranger Level Feature
3rd Celestial Guidance, Luminous Mark, Stargazer Magic
7th Cloak of Light
11th Starlight Strikes
15th Resplendent Flare

Celestial Guidance

When you select this conclave at 3rd level, your ability to navigate using the stars becomes supernaturally accurate. You cannot become lost, even by magical means, as long as you can see the night sky.

Additionally you learn the guidance cantrip. It counts as a ranger cantrip for you, and Wisdom is your spellcasting modifier for it.

Luminous Mark

At 3rd level, you gain the ability to mark your enemies with starlight. When you land an attack on an enemy creature you can choose to mark them with starlight. The enemy creature glows with starlight and sheds dim light in a 5 ft. radius. The next attack roll against that creature has advantage.

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

Stargazer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spell
3rd Bless
5th Mind Spike
9th Clairvoyance
13th Divination
17th Scrying

Cloak of Light

Starting at 7th level, your knowledge of the stars has given you keen insight into bending light. As an action you bend the light around you, and cast the invisibility spell without needing any of the material components.

You may use this feature a number of times equal to your wisdom modifier. You regain all expended uses when you finish a long rest.

Starlight Strikes

At 11th level, your deep connection to the stars allows you to enter a temporary trance where the celestial bodies guide your actions. As a bonus action you can enter a trance, your eyes fill with starlight, and any time you make an attack roll you can treat a roll on the d20 or 9 or lower as a 10.

The trance lasts for up to 1 minute or until you are knocked unconscious. Once you use this ability you must finish a long rest before you can use it again.

Resplendent Flare

At 15th level, you can use the starlight built up in your own body to blind your foes. When an enemy creature within 30 ft. hits you with an attack, you can use your reaction to release a targeted flash of blinding light. The enemy creature must make a Constitution saving throw. On a failure they are blinded until the start of your next turn.

Roguish Archetypes

At 3rd level, a rogue gains the Roguish Archetype feature. The following options are available to a rogue, in addition to those offered in the Player's Handbook: The Daredevil, the Justicar, and the Saboteur.

Daredevil

Where most people avoid danger, there are some that seek it out at every opportunity. Daredevils are those that relish the change to risk their lives, either by attempting dangerous stunts or putting themselves in harms way. From young ages, daredevils would rather be maneuvering through treetops or leaping from roof to roof. Daredevils have a knack for avoiding what for most would be certain death.

As a daredevil, what is it that drives you to perform these airborne feats of acrobatics? Is it a drive to push yourself to your absolute limits? The fame and attention it brings? Or just the adrenaline rush of risking life and limb?

Daredevil Features
Rogue Level Feature
3rd Fearless, High-Flying
9th Slow Fall
13th Airborne Strike
17th Death from Above

Fearless

As a daredevil you never feel quite comfortable unless you are dangling from perilous heights. At 3rd level you gain proficiency in the acrobatics skill, and you can add double your proficiency bonus to any Dexterity (acrobatics) skill check you make to climb or maneuver yourself while not touching the ground.

If you already have proficiency in acrobatics, you instead gain proficiency in your choice of athletics or stealth.

High-Flying

At 3rd level, you've honed your skills in such a way that when you move, you almost appear to by flying. If you move 10 ft. in a straight line, as a bonus action you can use the rest of you movement (after the 10 ft.) to fly. You gain a temporary flying speed equal to the rest of your movement speed that lasts until the end of your current turn. This flying speed can only be used to fly in straight lines. If you wish to change directions you must come into contact with a solid surface.

If you are wearing heavy armor or using a weapon with the heavy property this ability fails. If you end your movement midair you fall to the ground and take appropriate falling damage.

Slow Fall

At 9th level your... unfortunate experience falling from heights has made you an expert in landing without hurting yourself. While falling, you can use your reaction to stick your landing and reduce any falling damage you take by an amount equal to five times your rogue level.

Airborne Strike

At 13th level, you can use your maneuverability and momentum to turn your body into a projectile. If you move through the air and end your movement by landing on top of, or next to, an enemy creature you can attempt to strike the creature and knock them prone.

The creature must make a Strength saving throw, the save DC is equal to 8 + your proficiency bonus + your Dexterity modifier. On a failure, the creature is knocked prone and bludgeoning damage equal to your sneak attack roll. On a success, the creature remains upright and takes no damage.

Death From Above

At 17th level, you can maneuver yourself while airborne to strike at your enemies in unexpected ways. You have advantage on any attack roll you make while airborne.

Justicar

Where there is divine worship there are rules and laws, and for every organized religion there are those they consider heretics. Justicars are the secret hands of the church, operating in the shadows to snuff out heresy and dissent. They excel at neutralizing threats to their church and deity. Often unacknowledged or flat out condemned by the magisterium, Justicars operate with ruthless dedication to seeing the will of their deity enacted in the world.

You are a living personification of your deity's judgment and wrath in the world. Do you use this power to destroy evildoers, or protect your church's flock?

Justicar Features
Rogue Level Feature
3rd Spellcasting, Divine Judgment
9th Zealot's Eye
13th Consecrated Strikes
17th Anointed Inquisitor

Spellcasting

Starting at 3rd level your deity grants you the ability to channel their power directly into the world. You gain the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting, and chapter 11 for the paladin spell list.

Justicar Spellcasting
Rogue Level Spells Known 1st Level 2nd Level 3rd Level 4th Level
3rd 3 2
4th 4 3
5th 4 3
6th 4 3
7th 5 4 2
8th 6 4 2
9th 6 4 2
10th 7 4 3
11th 8 4 3
12th 8 4 3
13th 9 4 3 2
14th 10 4 3 2
15th 10 4 3 2
16th 11 4 3 3
17th 11 4 3 3
18th 11 4 3 3
19th 12 4 3 3 1
20th 13 4 3 3 1

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

For example, if you know the 1st-level spell wrathful smite and have a 1st-level and a 2nd-level spell slot available, you can cast wrathful smite using either slot.

Spells Known of 1st Level and Higher. You know three 1st-level paladin spells of your choice, two of which you must choose from the divination and evocation schools on the paladin spell list. The Spells Known column of the Justicar Spellcasting table shows when you learn more paladin spells of 1st level or higher. Each of these spells must be an divination or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the paladin spells you know with another spell of your choice from the paladin spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability. Wisdom is your spellcasting ability for your paladin spells, since you learn your spells through prayer and meditation. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Divine Judgment

Starting at 3rd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to change your sneak attack's damage type to radiant, and deal additional radiant damage depending on the spell slot you expend.

The extra damage is 1d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 4d6. The damage increases by 1d6 if the target is an undead or a fiend, to a maximum of 5d6.

Zealot's Eye

At 9th level, you are blessed with enhanced senses so that you may better seek out heretics and blasphemers. You have advantage on any Wisdom (insight) or Wisdom (perception) check you make related to fiends and undead creatures.

Additionally, you learn the detect evil and good spell if you do not already know it already. It does not count against your numer of spells known, and you may cast it without expending a spell slot a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.

Consecrated Strikes

At 13th level you strikes are blessed by your deity that you may destroy unbelievers with greater ease. As a bonus action on your turn, you can grant yourself advantage on an attack roll against a an enemy creature. You can grant yourself advantage in this way a number of times equal to your Wisdom modifier. You regain all uses at the end of a long rest.

Anointed Inquisitor

At 17th level, your deity has anointed you as their divine hand, a direct representative of their desires in the world. They grant you additional protection against magic that would prevent you from serving their will. Whenever you are forced to make a saving throw, you gain a bonus to the saving throw equal to your Wisdom modifier (with a minimum bonus of +1). You must be conscious to gain this bonus.

Saboteur

In secret workshops and arcane laboratories throughout the realms, there has been a breakthrough in alchemical science. A small few have discovered a specific mixture of mundane substances that explode with massive force when ignited. Those who specialize in the creation of this substance, known as smokepowder, are called saboteurs.

Saboteurs may specialize in many things; demolition, siege warfare, or entertainment. They are a rare, solitary, type of person with an inquisitive mind, and a natural aptitude for alchemy. Because of their rare talents, they are either seen as great assets on the battlefield, or terrible foes.

Saboteur Features
Rogue Level Feature
3rd Saboteur's Proficiencies, Explosives
9th Advanced Alchemy
13th Arcane Fuse
17th Master Saboteur

Saboteur's Proficiencies

As a Saboteur you have an in-depth knowledge of alchemical powders and concoctions, and how they interact when when mixed together. At 3rd level you gain proficiency with alchemist's supplies and can add double your proficiency bonus to any check that uses them.

Explosives

At 3rd level you dedicate yourself to the extremely dangerous study of creating explosive substances.

Smokepowder. At the end of each long rest, as long as you have access to your alchemist's supplies, you create a number of pounds of smokepowder equal to the amount indicated in the Explosives table below. You then use your smokepowder to prepare explosives for the day, choosing from the list below. Any smokepowder not used to prepare an explosive becomes inert and unusable.

For example, at level three you create 2 pounds of smokepowder at the end of a long rest, and use it to prepare one hand bomb.

Explosives. The Explosives table shows how many pounds of smokepowder you have to prepare explosives at the end of each long rest. To prepare one of the explosives you use the number of pounds of smokepowder that are indicated in the explosive's description. You can prepare any amount or combination of explosives as long as you meet the level prerequisite and have enough smokepowder. Both are indicated in the description for each explosive. All explosives are detailed at the end of this subclass description.

Explosive Save DC. The creation of explosives is a delicate art that requires extensive alchemical knowledge. When calculating the spell save DC for explosives you use your Intelligence modifier.

Attacking with Explosives. Some of your explosives will require an attack roll. Hitting your targets with explosives requires careful aim and a delicate touch. You use your Dexterity modifier for any attack rolls you make with your explosives.

Sneak Attack. Certain explosives can trigger your sneak attack bonus as long as they only effect one enemy creature and all other conditions for sneak attack are met.

Explosive save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Dexterity modifier

Advanced Alchemy

At 9th level, your mastery of alchemical explosives allows you to alter your explosives in the following ways:

  • Appearance: You may alter the outward appearance of your explosives. When unlit, a creature must succeed on a successful Intelligence (Investigation) against your Explosive save DC to recognize them as explosives.
  • Color: You may alter the color of the smoke and the explosion produced by your explosives.
  • Damage Type: You may change the damage type of any explosive you craft to bludgeoning, piercing, fire, thunder, or lightning. This choice must be made when you craft your explosives at the end of a long rest.

Arcane Fuse

When you reach 13th level, you can set your explosives to detonate remotely. As an action, you can place your explosive on the ground, and as long as it does not move, you can set it to detonate when one of the following conditions are met:

  • Arcane Detonation. You create a rudimentary arcane remote to trigger the explosive from range. You can trigger the explosive as an action as long as you are within 100 ft.
  • Arcane Timer. You set your explosive device to detonate after an amount of time that is determined at it's creation. It can be no longer then 24 hours.
  • Arcane Trigger. You set your explosive to detonate when an enemy creature comes within a certain distance (maximum of 10 ft.)

Master Saboteur

At 17th level, if you begin combat with no explosives remaining, you can quickly create one explosive of your choice.

Explosives
Rogue Level Smokepowder lbs.
3rd 2
4th 4
5th 6
6th 8
7th 10
8th 12
9th 14
10th 16
11th 18
Rogue Level Smokepowder lbs.
12th 20
13th 22
14th 24
15th 26
16th 28
17th 30
18th 32
19th 34
20th 36

Explosives

If an explosive has level prerequisites, you must meet them to prepare it. You can prepare the explosive at the same time that you meet its level prerequisites. Explosives are presented in alphabetical order.

Acidic Charge

Prerequisites: 6 lbs of smokepowder, 19th level

As an action you can ignite and throw the explosive. This charge has the same effect as casting the spell vitriolic sphere.

Arcane Charge

Prerequisites: 6 lbs of smokepowder, 19th level

As an action you can ignite and throw the explosive. This charge has the same effect casting the banishment spell.

Demolition Bomb

Prerequisites: 2 lbs of smokepowder

As an action you can ignite and throw the explosive. This bomb has the same effect as casting the earth tremor spell. It does maximum damage to structures.

Demolition Charge

Prerequisites: 5 lbs of smokepowder, 13th level

As an action you can ignite and throw the explosive. This bomb has the same effect as casting the erupting earth spell. It does maximum damage to structures.

Eldritch Charge

Prerequisites: 6 lbs of smokepowder, 19th level

As an action you can ignite and throw the explosive. This charge has the same effect as casting the sickening radiance spell.

Flare

Prerequisites: 3 lbs of smokepowder, 7th level

As an action you can ignite and throw the explosive. This explosive has the same effect as casting the pyrotechnics spell.

Grease Bomb

Prerequisites: 2 lbs of smokepowder

As an action you can ignite and throw the explosive. This bomb has the same effect as casting the grease spell.

Incendiary Charge

Prerequisites: 5 lbs of smokepowder, 13th level

As an action you can ignite and throw the explosive. This charge has the same effect as casting the fireball spell.

Noxious Charge

Prerequisites: 5 lbs of smokepowder, 13th level

As an action you can ignite and throw the explosive. This charge has the same effect as casting the stinking cloud spell.

Hand Bomb

Prerequisites: 2 lbs of smokepowder

As an action you can ignite the explosive and throw it up to 60 ft. at an enemy creature. They must make a Dexterity saving throw. On a failed save they take 2d10 fire damage, and half as much on a success.

At 7th, 13th, and 19th level the damage increases by 1d10, and requires an additional pound of smokepowder to create.

Sensory Bomb

Prerequisites: 3 lbs of smokepowder, 7th level

As an action you can ignite and throw the explosive. This bomb has the same effect as casting the blindness/deafness spell.

Smoke Bomb

Prerequisites: 2 lbs of smokepowder

As an action you can ignite and throw the explosive. This bomb has the same effect as casting the fog cloud spell.

Sticky Bomb

Prerequisites: 3 lbs of smokepowder, 7th level

As an action you can ignite and throw the explosive. This bomb has the same effect as casting the web spell.

Sorcerous Origin

At 1st level, a Sorcerer gains the Sorcerous Origin feature. The following options are available to a sorcerer, in addition to those offered in the Player's Handbook: The Siren-Touched

Siren-Touched

Ancient predators from the ocean depths, sirens use their bewitching song and alluring bioluminscent crystals to lure their prey close enough to devour it whole. Sirens particularly enjoy the taste of merfolk and aboleth, but their appetite sometimes drives them to the surface, where their melodious singing can lure in unsuspecting ships from dozens of miles away. Typically, the surface-dwelling victims of the siren's song suffer the same grisly fate as any other prey. However, on rare occassions a siren will take interest in its catch. If so, the siren may breathe some of its power into the creature.

Your innate magic comes from such an encounter. Most likely, you were but a young child when the siren imbued you with your gift, but adults have also been known to acquire the power as well. Regardless, the signs of such a gift are obvious. Siren-touched creatures develop crystals similiar to their "parent" on their bodies, which glow with an eery dim light. Every word spoken by a siren-touched sorcerer drips with magical energy. Their voices become utterly enchanting when formed into song.

However, a siren transfers only a fraction of its magic. A siren-touched sorcerer soon learns that their powers are raw and unrefined. Reckless use of the siren song can create unrestrained chaos. Thus, a siren sorcerer must harness their power with caution. Still, a siren sorcerer's haunting voice can be a powerful addition to any adventuring party.

Siren-Touched Features
Sorcerer Level Feature
1st Alluring Adagio, Siren's Call
6th Slumbering Sonata
14th Agonizing Aria
18th Dazzling Transformation

Siren’s Call

Starting at 1st level, you gain proficiency in the Performance skill if you don't already have it. Your proficiency bonus is doubled for any ability check that you make using it.

Alluring Adagio

Starting at 1st level, you can use your action to enthrall those around you with a magical siren song. A number of creatures less than or equal to your Charisma modifier within 60 feet of you that can hear the song must succeed on a Charisma saving throw against your spell save DC or be charmed until the song ends. You must use your action on your subsequent turns to continue singing. You can stop singing at any time, and the song ends if you are incapacitated.

While charmed by you, a target has disadvantage on attack rolls. If a charmed target is more than 5 feet away from you, the target must move on its turn towards you by the most direct route. It doesn't avoid opportunity attacks, but can repeat the saving throw before it moves into damaging terrain or whenever it takes damage. A charmed target can also repeat the saving throw at the end of each of its turns. If a creature succeeds on its saving throw, the effect ends on it. A target that successfully saves is immune to the effect for the next 24 hours.

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

Slumberous Sonata

Starting at 6th level, you can now weave hypnotic magic into your song, lulling those around you to sleep. You can spend 1 sorcery point as an action to choose one creatures that can hear you within 10 feet of you. The target must make a Constitution saving throw against your spell save DC. On a failed save, the target falls unconscious until the it takes damage or until someone uses an action to shake or slap the sleeping target awake.

A target that is charmed by you has disadvantage on its saving throw against this ability.

Agonizing Aria

Starting at 14th level, you can instinctively twist your siren magic into a discordant psychic shriek that savages your attacker's mind. When you lose concentration on a spell or your siren song due to taking damage from an attack or spell, you can use your reaction to deal psychic damage to the attacker. The damage is equal to the amount of damage it just dealt + half your sorcerer level (rounded down).

When you use this ability, you can spend 1 sorcery point to also reduce the attacker's speed to 0 until the end of its next turn.

Dazzling Transformation

Starting at 18th level, you can use a bonus action to transform yourself into a form more like your siren "parent", gaining a flying speed of 10 feet and a swimming speed of 90 feet. While transformed, you are also immune to the charmed and frightened conditions.

The transformation lasts until you are incapacitated, you die, or you dismiss it as a bonus action.

Otherworldly Patron

At 1st level, a warlock gains the Otherworldly Patron feature. The following options are available to a warlock, in addition to those offered in the Player's Handbook: The Coven, the Sapphire Rose, the Titan, and the Wild Hunt.

The Coven

Witch, medicine woman, grandmother; hags are known by many names. Their motivations are vile and their goals are mysterious. When three exceptionally powerful hags gather and form a Coven, they gain access to powers beyond what any of them could hope to achieve individually, augmenting their ability to sow pain and discord.

Your patron is a powerful group of hags, vile spellcasters that perform strange rituals. What are the alien motivations of the Coven you serve? Good? Evil? Somewhere in between?

Coven Features
Warlock Level Feature
1st Expanded Spell List, Servant of the Coven
6th Wicked Resistance
10th Weird Magics
14th Visage of Terror

Expanded Spell List

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

Coven Expanded Spells
Warlock Level Spells
1st Identify, Ray of Sickness
2nd Alter Self, Locate Object
3rd Bestow Curse, Nondetection
4th Dominate Beast, Polymorph
5th Insect Plague, Skill Empowerment

Servant of the Coven

At 1st level, the Coven that you serve has enhanced your body so that you may serve them better. You learn the primal savagery cantrip, it counts as a Warlock cantrip for you, but doesn't count against the number of cantrips you know.

Additionally, while you are not wearing any armor, your armor class equals 10 + your Charisma modifier + your Constitution modifier.

Wicked Resistance

Starting 6th level, your Coven warded your body against certain harmful magic. You gain resistance to one of the following damage types; acid, cold, fire, lightning, poison, or thunder. At the end of a long rest you can change the resistance out for a different type from the list.

Weird Magics

At 10th level, spending so much time with foul spellcasters has granted you the ability to resist some magical effects. As a reaction you can choose to succeed on a saving throw against a spell. Once you use this ability you must complete a long rest before you can use it again.

Visage of Terror

Your Coven has granted you the ability to momentarily take on a monstrous form in order to better sow discord and fear. Starting at 14th level, as an action, you momentarily take on a grotesque form, and force a number of enemy creatures equal to 1 + your Charisma modifier, within 30 ft., to make a Wisdom saving throw. On a failure they are frightened of you for 1 minute. They can attempt this saving throw again at the end of each of their turns, and on a success they are no longer frightened of you.

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

The Sapphire Rose

You have made a pact with the Sapphire Rose, a devilish seductress whose ethereal allure has captured the hearts of both men and woman alike-- figuratively, and literally. Fueled by her salacious passions, the Sapphire Rose wants nothing more than to spread her sinful nature as far and wide as she can. The pleasures she offers are subtle at first, but grow in lechery and lustfulness with every slow cycle of the hourglass. You've offered both body and soul to the Sapphire Rose in exchange for even just a moment of her eternal bliss.

Patron Magic

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

Spell Level Spells
1st Command, Double Entendré
2nd Mind Spike, Phantasmal Force
3rd Draining Kiss, Sending
4th Phantasmal Killer, Evard's Black Tentacles
5th Risqué Allure, Synaptic Static

Wicked Wiles

Starting at 1st level, you learn to use your patron's beguiling charm to your advantage. On your turn, you may use your action to seduce a humanoid creature within 15 feet of you. The target creature must succeed on a Charisma saving throw against your Warlock spell save DC or be magically charmed for 1 day. While the target is charmed, you have a telepathic link with it as long as you two are on the same place of existence. The charmed target obeys your verbal or telepathic commands to the best of its ability, but will refuse to perform a command that involves harming itself. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. If the charmed target suffers any harm, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or the effect on it ends, the target is immune to your Wicked Wiles for the next 24 hours, and the creature knows it was charmed by you.

You can only have one target charmed using this feature at a time. If you charm another creature with this feature, the effect on the previous target ends.

Demonic Temptress

Starting at 6th level, your body has grown accustomed to the lascivious emotions that flow through it. When a creature within 5 feet of you makes a melee attack against you, you can use your reaction to force the attacking creature to succeed on a Strength saving throw, with a DC equal to your warlock spell save DC. On a failed save, the target creature is grappled by you. A creature grappled in this way has disadvantage on saving throws made to resist being charmed by your Wicked Wiles.

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

Carnal Desires

Starting at 10th level, you've learned to control your patron's carnal desires that simmer within your soul. You gain resistance to psychic damage and immunity to being charmed. In addition, whenever you charm a creature with your Wicked Wiles, you gain temporary hit points equal to your warlock level.

Sapphire Visage

Starting at 14th level, your body has become so heavily tainted by the Sapphire Rose's desires that you've begun to resemble her somewhat. You gain the following physical attributes:

  • You gain a pair of curved, demonic horns if you do not already have them. If you already have horns, you gain a second set just above the first.
  • You gain a pair of leathery, bat-like wings from your back, gaining a fly speed of 40 feet. If you already have wings, they become bat-like instead. To use this speed, you can't be wearing medium or heavy armor.
  • You gain a long, spaded, and barbed tail that can be used as a natural weapon with the Finesse and Reach properties. When you hit a target with your tail, you deal 5 (2d4) piercing damage.
  • Your creature type changes to Aberration.
  • Your skin takes on a light, sapphire blue hue.

In addition, your Wicked Wiles have become so alluring that they affect all creature types, rather than only humanoids.

Demonic Arcanum

Starting at 11th level, when choosing a Mystic Arcanum, the following spells are added to the warlock spell list for you. These spells are in addition to those normally found on the warlock spell list.

Spell Level Spells
6th Mental Prison
7th Femme Fatale
8th Maddening Darkness
9th Psychic Scream

The Titan

Before the dawn of men, the creation of the dwarves, or the coming of the elves, the world was ruled by the mystical and mighty giants. These imposing titans dominated the world and shaped it in their image. They ordered themselves in a hierarchy known as the Ordning. With the great storm giants at the top, down through cloud, fire, and stone giants, and ending with the dull hill giants and other giant-kin.

Most giants that are powerful enough to perform pacts are hundreds of years old and are adept users of powerful elemental magic. You have pledged yourself to the service of one of these great titans, to serve their whim and will. What are the goals of your patron? To reestablish the dominance of giant-kin, or something more mysterious?

Titan Features
Warlock Level Feature
1st Expanded Spell List, Giant's Endurance, Mark of the Ordning
6th Titanic Form
10th Stalwart Blood
14th True Giant

Expanded Spell List

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

Titan Expanded Spells
Spell Level Spells
1st Catapult, Earth Tremor
2nd Augury, Enlarge/Reduce
3rd Call Lightning, Protection from Energy
4th Stoneskin, Storm Sphere
5th Maelstrom, Transmute Rock

Giant's Endurance

At 1st level, you gain the ability to channel the resilience of giants to reduce incoming damage. You have a pool of d6s that you spend to fuel this damage reduction. The number of dice in the pool equals 1 + your warlock level.

When you take damage, you can use your reaction to roll a number of d6's from your pool. Add your Constitution modifier to the number rolled, and reduce the damage you would take by that total. The maximum number of dice you can spend at once equals your Constitution modifier (minimum of one die).

You regain all expended dice when you finish a long rest.

Mark of the Ordning

At 1st level when you form your pact with a titan, they impress a small amount of giant magic upon your soul. Your body is made more resilient, your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.

You also learn to speak, read, and write giant, and whenever you make a Charisma check when interacting with giants or giant-kin, your proficiency bonus is doubled if it applies to the check.

True Giant

Your service to your giant master has earned you the rank of a true giant in the Ordning. At 14th level you can use your standing among the giants to summon the lowest ranking giant-kin to serve you.

As an action on your turn you can summon an Ogre (see the Ogre stat block in the Monster Manual for statistics). In combat, the Ogre shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on it's own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide or Search action.

Once you use this ability you must complete a long rest before you can use it again. If you use this ability and you already have an Ogre under your command, they instead are restored to full hit points. You cannot have more then one Ogre under your command at a time.

The Wild Hunt

During the full moon, raiding parties from the feywild make their way onto the material plane. Packs of ghostly hounds and terrifying fey can be seen racing across the countryside. Led by a mysterious fey of the Winter Court, the Wild Hunt will stop at nothing to capture or kill their quarry. Mortals who stray too close to the hunt will either be killed or pressed into service, only to find themselves miles from home, unaware of how they ended up there. A rare few are deputized to carry out the Wild Hunt's will until it returns.

Wild Hunt Features
Warlock Level Feature
1st Expanded Spell List, Huntsman, Mark of the Hunt
6th Call of the Wild Hunt
10th Ward of the Winter Court
14th Master of the Hunt

Expanded Spell List

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

Wild Hunt Expanded Spells
Spell Level Spells
1st Beast Bond, Hunter's Mark
2nd Beast Sense, Find Steed
3rd Conjure Barrage, Haste
4th Find Greater Steed, Locate Creature
5th Conjure Volley, Tree Stride

Huntsman

At 1st level you acquire the skills necessary to track your master's quarries. You gain proficiency with medium armor, shields, and martial weapons.

Additionally, you gain proficiency in the survival skill. If you already have proficiency in survival, you instead gain proficiency in your choice of nature or animal handling.

Mark of the Hunt

Also at 1st level, you gain the ability to mark a creature as a quarry of the Wild Hunt. As a bonus action, choose one creature you can see within 30 feet of you. The target is marked for 1 minute. The mark ends early if the target dies, you die, or you are incapacitated. Until the mark ends, you gain the following benefits:

  • You gain a bonus to attack rolls against the marked target. The bonus equals your proficiency bonus.
  • Any attack roll you make against the marked target is a critical hit on a roll of 19 or 20 on the d20.
  • If the marked target dies, you regain hit points equal to your warlock level + your Charisma modifier.

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

Call of the Wild Hunt

Starting at 6th level, you can bind the soul of a person you slay, temporarily drawing it into your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a spectral Dire Wolf (see the Dire Wolf stat block in the Monster Manual).

When the Dire Wolf appears, it gains temporary hit points equal to half your warlock level. The spectral Dire Wolf shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on it's own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide or Search action. It gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).

The spectral Dire Wolf remains in your service until the end of your next long rest, at which point it vanishes. Once you bind a person with this feature, you can't use the feature again until you finish a long rest.

Ward of the Winter Court

At 10th level, your patron wards you against the attacks of your quarry. When a creature that is the marked by your Mark of the Hunt feature attacks you, you gain a bonus to your Armor Class equal to your Charisma modifier.

Master of the Hunt

At 14th level, you can briefly assume your patrons role as master of the hunt. When you hit a creature with an attack, you can use this feature to instantly transport the target to your master in the Winter Court of the feywild. The creature disappears and hurtles through a frostbitten landscape.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. It takes 5d10 cold damage and 5d10 magical piercing damage from being ravaged by the hounds of the Winter Court. If the target is a fey creature they take half damage.

Once you use this feature, you can't use it again until you finish a long rest.

Pact Boons

At 3rd Level, your otherworldly patron bestows a gift upon you for your loyal service. The following options are available to you in addition to the options presented in the Player's Handbook: Pact of the Claw and Pact of the Runestone.

Pact of the Claw

Your patron enhances your unarmed fighting abilities. For example, the Fiend may cause you to grow wicked claws, or the Great Old One may cause you to grew unnatural tendrils. When you select this Pact Boon, you choose weather your unarmed strikes deal bludgeoning, piercing, or slashing damage. Once selected you cannot change the damage type.

Your unarmed strikes count as light weapons and deal 1d6 + your Dexterity modifier damage on hit.

Pact of the Runestone

Your patron has granted you insight into the magic of Elder Runes, an ancient and mysterious form of magic. At the end of a long rest you designate a small non-magical stone of your choice turning it into a Runestone. While the Runestone is in your hand you gain a bonus to your saving throws equal to your Charisma modifier.

As an action on your turn you can cause the Runestone to fly up to 60 ft. and strike a target. Make a ranged weapon attack using your Charisma modifier in place of Dexterity for attack and damage rolls. On hit, the Runestone deals 1d8 magical bludgeoning damage, and the target must make a Strength saving throw. On a failure they are knocked prone.

You can call the Runestone back to your hand as a bonus action on your turn.

Eldritch Invocations

At 2nd level your Warlock gains the Eldritch Invocations feature. Here are new options for that feature in addition to the ones presented 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 the prerequisite. A level prerequisite refers to your level in this class.

Ancient Rune

Prerequisite: Pact of the Runestone, 5th level

The damage done by your Runestone attacks increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.

Brimstone Blast

Prerequisite: 5th level, eldritch blast cantrip

When you cast eldritch blast, you can expend a warlock spell slot. If you do, each beam of your eldritch blast cantrip deals an additional 1d6 fire damage, plus 1d6 fire damage for each level above 3rd of the spell slot expended. When a creature is hit by your eldritch blast, it must succeed on a Dexterity saving throw or become ignited.

An ignited creature takes an additional 1d6 fire damage at the start of each of its turns. This effect lasts for 1 minute or until it uses an action to put out the flames

Chill of the Grave

Prerequisite: The Undying patron

You emit a chill aura, reminiscent of the cold of a graveyard. You have advantage on Charisma (Intimidation) checks. In addition, when an undead creature makes an attack roll against you, you can use a reaction to focus your aura on that creature, imposing disadvantage on the attack roll.

Cold Comfort

You do not suffer any harm from extreme heat or cold, such as heightened exhaustion. This feature does not grant you resistance or immunity to cold or fire damage.

Elder Rune of Abjuration

Prerequisite: Pact of the Runestone, 7th level

You can cast counterspell at a level equal to your Pact Magic spell slot level. Once you use this ability you must complete a short or long rest before you can use it again.

Elder Rune of Protection

Prerequisite: Pact of the Runestone

You can cast absorb elements at a level equal to your Pact Magic spell slot level. Once you use this ability you must complete a short or long rest before you can use it again.

Eldritch Claw

Prerequisite: 5th level

When you cast a cantrip that requires one or more ranged spell attacks, you can make melee spell attacks instead.

Eldritch Plate

Prerequisites: 5th level, Pact of the Blade

As an action, you can summon a suit of unearthly armor, which fits to you perfectly and dons itself instantly; this armor can be of any type. You are considered proficient with your Eldritch Plate, though you must still meet the Strength requirements for the type of armor you summon. Your Eldritch Plate disappears if it is removed and is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the armor (no action required), or if you die.

You can transform one suit of magic armor into your eldritch plate by performing a special ritual while you wear the armor. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the armor, shunting it into an extradimensional space, and it appears whenever you summon your Eldritch Plate thereafter. You can’t affect an artifact in this way. The armor ceases being your Eldritch Plate if you die, if you perform the 1-hour ritual on a different suit of armor, or if you use a 1-hour ritual to break your bond to it. The suit appears at your feet if it is in the extradimensional space when the bond breaks.

Euphoric Elation

Prerequisite: 15th level, Sapphire Rose patron

You can cast circle of power once using a warlock a spell slot. Once you use this feature, you can't use it again until you finish a short or long rest.

Font of Energy

When you gain this invocation, select one of the following damage types: acid, cold, fire, lightning, necrotic, or radiant. When you deal damage with a warlock spell or any warlock class ability or invocation that deals damage, you can deal your chosen damage type instead of the effects normal damage type.

Frightful Blast

Prerequisite: 5th level, eldritch blast cantrip

When you hit a creature with your eldritch blast, you can force that creature to make a Wisdom saving throw or become frightened of you until the end of your next turn.

Ghoulish Mount

Prerequisite: 7th level

You can cast the spell find greater steed once using a warlock spell slot. You can't do so again until you finish a long rest.

Grasping Tendrils

Prerequisite: Pact of the Claw, 5th level

When you hit a creature with an unarmed strike, you can use your bonus action to attempt to grapple the creature. You may use Charisma (athletics) to initiate the grapple.

Hellrime Blast

Prerequisite: eldritch blast cantrip

When you cast eldritch blast, you can choose for it to deal cold damage instead of force damage. If you hit a target with an eldritch blast which deals cold damage, the target must succeed on a Constitution saving throw. On a failed save, that creature cannot take reactions until the end of your next turn.

Impactful Curse

Prerequisites: 5th level, hex spell or a warlock feature that curses

As a bonus action, you can attempt to shove a creature that is affected by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen, by blasting them with a wave of eldritch force. When attempting to shove a creature with this ability, you make a Charisma check with proficiency instead of an Strength (Athletics) check. To use this invocation, you must be able to see the cursed target and it must be within 30 feet of you.

Invisible Passage

Prerequisite: 5th level

You can cast the invisibility spell once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.

Legion Blades

Prerequisite: Pact of the Blade

You can create second pact weapon and/or bind a second weapon as your pact weapon, and can summon both as a single action.

Lust Aura

Prerequisite: 12th level, Sapphire Rose patron

Whenever you cast a spell with a range of Self using a warlock spell slot, choose one creature within 15 feet of you. The target must make a Wisdom saving throw against your warlock spell save DC. On a failed save, they are charmed by you until the end of your next turn. If a target creature is already charmed by you, they are instead stunned.

Midnight Blossom

Prerequisite: Sapphire Rose patron, Pact of the Blade feature

When you create a melee weapon with the finesse property using your Pact of the Blade feature, it emits a hazy, black and blue smoke that smells faintly of roses. While wielding this weapon, you gain advantage on initiative rolls. During the first round of combat, attacks with this weapon deal extra psychic damage equal to your Charisma modifier plus half your warlock level.

Nightmare

Prerequisites: 15th level, Ghoulish Steed invocation

When you cast the spell find greater steed, you may choose to summon a Nightmare to serve as your mount.

Noxious Blows

Prerequisite: Pact of the Claw

Once per turn, when you hit a creature with an unarmed strike, you can force them to make a Constitution saving throw against your Warlock spell save DC. On a failure the creature is poisoned until the start of your next turn.

Promise of Bliss

Prerequisite: 6th level, Sapphire Rose patron

When you aren't wearing armor or a shield, you can choose to have your AC equal 10 + your Charisma modifier + your Dexterity modifier. While you do so, whenever you cast a spell with a range of Self using a Warlock spell slot, you can choose to affect another creature within 15 feet of you as well.

Salacious Dreams

Prerequisite: 18th level, Sapphire Rose patron

You can cast dream at will, without expending a spell slot or material components. If you do, you cannot choose another willing creature to act as a messenger.

Shield of Atropos

Prerequisite: Pact of the Blade

You can create a Pact Shield in addition to your pact weapon, which appears strapped to your waiting arm. You are proficient with this shield, and you can summon both your shield and your weapon as a single action. Your Pact Shield disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the shield (no action required), or if you die.

You can transform one magical shield into your pact shield by performing a special ritual while holding the shield. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the shield, shunting it into an extra-dimensional space, and it appears whenever you create your pact shield thereafter. You can’t affect an artifact in this way. The shield ceases being your pact shield if you die, if you perform the 1-hour ritual on a different shield, or if you use a 1-hour ritual to break your bond to it. The shield appears at your feet if it is in the extra-dimensional space when the bond breaks.

Siren's Whispers

Prerequisite: 9th level, Sapphire Rose patron, Pact of the Tome feature

You can cast enthrall at will, without expending a spell slot or material components.

Strange Magic

When you cast a Warlock spell that deals acid, cold, fire, lightning, poison, or thunder damage, you can change it's damage type to another from this list. Once you use this ability you must complete a short or long rest before you can use it again.

Strength of the Ordning

Prerequisite: Pact of the Runestone

You have advantage on saving throws that would force you to move, and when an enemy creature fails the Stregth save against your Runestone they are knocked back 10 ft. in addition to the other effects.

Pale Horse

Prerequisite: 3rd level

You can cast the spell find steed once using a warlock spell slot. You can't do so again until you finish a long rest.

Retaliating Curse

Prerequisites: 5th level, hex spell or a warlock feature that curses

When you are stuck by a creature that is affected by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse and Sign of Ill Omen, you can use your reaction to deal that creature necrotic damage equal to half your warlock level (rounded down).

Searing Curse

Prerequisites: 5th level, hex spell or a warlock feature that curses

As a bonus action, you cause a creature that is affected by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen, to explode with fire. If you do so, the creature and each creature of your choice within 5 feet of it takes 1d8 points fire damage.

Shadow Warrior

Prerequisite: 5th level

You learn the shadow blade spell; this spells does not count against your total number of spells known. When you make an attack with shadow blade, you can use your Charisma modifier for the attack and damage rolls.

When you cast shadow blade, you can choose to give the weapon the two-handed property; if you do so, the damage dice of the weapon become d10s.

Vampiric Blade

Prerequisites: 15th level, Pact of the Blade

Whenever you hit a hostile creature with your pact blade, you can use a bonus action to regain a number of hit points equal to half the damage dealt (rounded down).

Vengeful Resurgence

Prerequisite: 10th level

You can cast the spell death ward on yourself once without expending a spell slot. If the spell is ended by taking damage, you explode in a surge of otherworldly energy; each creature within 5 feet of you takes force damage equal to your warlock level + your Charisma modifier, and must succeed on a Strength saving throw or be shoved 10 feet away from you in a straight line.

Once you use this ability to cast this spell, you can't do so again until you finish a long rest.

Wakeful Watch

You gain proficiency in the Perception skill. In addition, you do not need to sleep. You must still rest, but you can expend 8 hours engaged in light activity to gain the benefits of a long rest.

Witch's Haze

Prerequisite: Sapphire Rose patron, Pact of the Chain feature

Your familiar takes on a smoke-like appearance. It gains additional hit points equal to your Warlock level, and resistance to psychic damage.

Arcane Traditions

School of Battle

You use your knowledge of wizardry to supplement a fighting style that inhibits your enemies from fighting properly. Using spells that slow, confuses and moves your foes around the battlefield, you are more durable and combat oriented than your bookish colleagues. However, choosing not to specialize in one of the arcane schools and traditions, you are not as good with magic as the pure wizards. Due to this you can only choose spells from the schools of Abjuration, Conjuration, Evocation and either Transmutation or illusion.

Whenever you gain an arcane feature, you can either choose one feature from the aforementioned schools and one from the school of battle or two features from the above schools

School of Battle Features

Wizard Level Feature
2nd Arcane Warrior, Arcane Toughness
6th Arcane Attacks
10th Arcane Accuracy
14th Arcane Power

Arcane Warrior

Starting at 2nd level when you select this school, you gain proficiency in 2 martial weapons of your choice, which become your bound weapons. You may use these weapons as a spell casting focus. You also gain proficiency with light armor, medium armor and shields.

Arcane Toughness

Beginning at 2nd level, you increase your hit points by 2. Additionally you gain one additional hit point whenever you gain a level in the Wizard class.

Arcane Attacks

Beginning at 6th level, you can attack an additional time whenever you take the attack action on your turn.

Arcane Accuracy

Starting at 10th level, your can add your INT modifier to all attack rolls with your bound weapons. This bonus increases to two times the modifier at level 16.

Arcane Power

Starting at 14th level, when you hit a target with a melee attack, you can choose to expend a 1st level spell slot to cause an additional 2d6 force damage; this increases by 1d6 for every spell slot you expend beyond the first (e.g. 3d6 force damage if you expend a 3rd level spell slot, 4d6 if you expend a 4th level slot, and so on.)

PART 5

Tattoos

Magical Tattoos

Tattoo magic is an incredibly old form of magic, and is a form of art utilized by many different cultures across the multiverse. The designs and function of these tattoos varies wildly between peoples, races, species, countries, continents, and planes, from a lucky charm for sailors, to a mark for slaves.

A New Tool Proficiency

In order to create a tattoo, either mundane or magical, the artist must have proficiency with tattooist's tools, which are a type of artisan's tools. In order to ink a magical tattoo onto a wearer, the artist must have proficiency with tattooist's tools and must be able to cast at least one spell.

Whenever you would gain proficiency with a type of artisan's tools from a background, you may substitute that proficiency for proficiency with tattooist's tools instead. Your DM may allow you to gain proficiency with tattooist's tools over the course of play.

Tattooist's Tools

This kit is a sturdy briefcase which can hold a variety of hammers, needles, medical supplies needed for sterilization, and differently colored inks, all of which are necessary in the creation of magical and mundane tattoos. The kit may also include a sketchbook filled with original designs, and has space for any magical templates the owner finds during their journeys.

The Artist's Sketchbook

When an artist first gains proficiency with tattooist’s tools, their teacher gives them a sketchbook containing designs for a number of Simple or Average tattoos equal to 5 + their Intelligence modifier.

The sketchbook is a unique compilation of designs, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that they received as a gift from their teacher, a finely bound gilt-edged tome they found in an ancient library, or even a loose collection of notes scrounged together after they lost their previous sketchbook in a mishap.

Discovering new templates

Most examples of tattoo templates are exceedingly rare and either well-hidden or carefully guarded, as existing tattoos are either culturally significant or highly prized by their current owners. In rare cases, ancient tattoo templates may be found in such areas as ancient temple walls or found carved into totems. The most common way to learn a new template is to copy it from a tattooed person. Copying the design of a tattoo from another body requires the tattooist make an Intelligence check. The DC is determined by the condition of the body:

Copying Check

Condition of Subject DC
Living, willing or unconscious 5
Dead, for less than a week 10
Living, unwilling or restrained 15
Dead, for one week or more 20
Dead, tattoo design is not intact 25

The size and intricacy of tattoos will determine the amount of resources needed to copy the tattoo. An artist will need to spend 2 hours and 50 gp to copy a design into their sketchbook. This amount increases by 2 hours and gp for each size and intricacy level, to a maximum of 10 hours and 250 gp for a Large Ornate tattoo. Once a tattoo is copied into a sketchbook, a template may then be created. Creating a template costs the same amount, in time and materials, as copying the design in the first place, and each template may be used only once.

Copying your sketchbook

Artists can copy a design from their own sketchbook into another book – for example, if they want to make a backup copy of their sketchbook. This is just like copying a new template, but faster and easier, since they understand their own notation and already know how to apply the tattoo. They need spend only 1 hour and 10 gp for each size and intricacy level of the tattoo. If the sketchbook is lost, they can use the same procedure to transcribe the designs that they can remember (an amount equal to their Intelligence (History) modifier, minimum of 0) into a new sketchbook. Filling out the remainder of the sketchbook requires them to find new templates to copy, as normal. For this reason, many artists keep backup sketchbooks in a safe place.

Applying a Tattoo

In order to apply a tattoo, there must first be room to draw it into the skin. Every tattoo has a size and location. The size of the tattoo scales with the size of the creature. Because of this, a Large chest tattoo would take up the same space on a human, a halfling, or a giant, as the size of the tattoo stays proportional to the size of the creature it is applied to.

Characters are limited only by the amount of available space on their body.

Available space

Body Part Number of Tattoos
Head 1 Medium, or 2 Small
Chest 1 Large, or 2 Medium, or 4 Small
Back 1 Large, or 2 Medium, or 4 Small
Arm or Wing 1 Medium and 1 Small, or 3 Small
Leg or Tail 1 Medium and 1 Small, or 3 Small

Tattoos are either Small, Medium, or Large, and are either Simple, Average, or Ornate. You can gain additional uses of a tattoo by increasing its size or intricacy by one step, up to a max of Large size and Ornate intricacy. Tattoos that provide a constant effect are unable to be modified in this manner.

Increasing the size or intricacy of the tattoo doubles the price for each increase.

A modified tattoo counts as a different tattoo for purposes of placing it in a sketchbook, but a tattoo can be modified at the time of application by increasing the tattooist's tools DC by 5.

New Feat: Inked

Prerequisite: Constitution 13 or higher

You really enjoy the look and feeling of having tattoos. You may have more tattoos than your body would normally allow. You may either have 1 additional Large tattoo, 2 additional Medium tattoos, or 4 additional Small tattoos.

Tattooing Process

The requirements for each tattoo are different, but the general rule is that larger and more intricate tattoos require more time and ink to apply.

Applying Non-Magical Tattoos

The artist need not succeed on checks with tattooist’s tools, only spend the requisite amount of time according to the size and intricacy of the tattoo design.

Time to Apply

Tattoos take time to apply based on their size and intricacy. A large but simple tattoo may take the same amount of time to ink as it would to create a small but detailed one. Sessions may be broken into chunks of time over the course of several days, however if the tattoo is not finished within 30 days the magics of the tattoo dissipate and must be started again from the beginning. Some tattoo mages will demand full payment upfront, while others will charge a part of the price across each individual session. After the tattoo is finished, you gain the effects of it after a long rest. Use the following table to determine how long the procedure will take.

Size (intricacy) Time Application DC
Small (simple) 1+1d4 hours 10
Small (average), Medium (simple) 2+1d6 hours 12
Small (ornate), Medium (average), Large (simple) 4+1d8 hours 14
Medium (ornate), Large (average) 6+3d6 hours 16
Large (ornate) 8+3d10 hours 18

Risk of Disease

Even with sterile tools, there is still a slight chance of picking up a disease from being tattooed. The creature recieving a tattoo must make a Constitution save, the DC of which depends on how sterile the procedure was.

Cleanliness Con save DC
Appropriate medical supplies used 5
Improvised medical supplies used 10
Poorly improvised medical supplies used 12
No sterilization 15
Actively Unsanitary 20

If a disease is contracted, the DM decides what disease it is, either by choosing one from pages 256-257 of the Dungeon Master's Guide, or by making one up.

Permanence

The properties of magical tattoos permeate deep within the muscles and sinew of the body, and are in most senses permanent. Very few have ever been reported as having lost their magical properties, even if the tattoo is no longer visible on the skin. Incredibly deep burns or loss of limb removes the magically enchanted parts of the body, removing the effects of any tattoos on that body part, and possibly allowing for another tattoo to be acquired. Limbs regrown with regenerate do not grow back their tattoos. Spells such as raise dead generally keep the tattoos intact, given that the limb is still present. Reincarnation will not bring back the subject with their tattoos intact. Clones made with the clone spell do not have tattoos.

Additional Information

Both magical and non-magical tattoos should be recorded to check whether a character has room for a new tattoo. Unless specifically noted under the tattoo description, any additional applications of the same tattoo will not confer additional magical effects.

Magical tattoos dimly radiate magic under a detect magic spell. A successful DC 20 Arcana check may be made in order to discern the nature of a magical tattoo. Dispel magic will not nullify a tattoo's magic, only suppress it for 1d4 rounds. Tattoos cease to function in the area of an anti-magic field.

Available Materials
Item Cost Weight
Tattooist's tools 15 gp 5 lb
Sketchbook 25 gp 2 lb
Medical supplies 30 gp 2 lb
Ink base 5 cp 1 oz
Full ink set 200 gp 1 lb
Bestial ink 125 gp 1 oz
Black ink 15 gp 1 oz
Blue ink 15 gp 1 oz
Brown ink 15 gp 1 oz
Detection ink 600 gp 1 oz
Elemental ink 150 gp 1 oz
Glamour ink 75 gp 1 oz
Glow ink 75 gp 1 oz
Green ink 15 gp 1 oz
Metallic ink 150 gp 1 oz
Mood ink 115 gp 1 oz
Orange ink 15 gp 1 oz
Prismatic ink 125 gp 1 oz
Purple ink 15 gp 1 oz
Shifting ink 1,500 gp 1 oz
Red ink 15 gp 1 oz
Temporary ink 10 gp 1 oz
Three dimensional ink 350 gp 1 oz
White ink 15 gp 1 oz
Yellow ink 15 gp 1 oz

New Items:

One ounce of ink is sufficient to create 1 Large Simple tattoo, 2 Medium Simple tattoos, or 4 Small Simple tattoos. Average tattoos halve this number, and Ornate tattoos quarter it. In order to gain a special effect from a type of ink, the entire tattoo must be made with that type.

Tattooist's Tools Comes with one color of ink

Sketchbook Contains known tattoo designs. Each design takes up a full page. Sketchbooks have 25 pages.

Medical Supplies Used for sterilizing tattooist's tools. Contains enough materials to sterilize up to ten times.

Ink base Clear liquid that may be mixed with pigment to form 1 oz of the appropriate color.

Full ink set Contains 1 oz of each color of the basic inks (black, blue, brown, green, orange, purple, red, white, and yellow).

Specialty Inks

It may be possible to aquire rare and unique inks with which one may create tattoos. These inks may have special cosmetic or magical properties. Using anything but standard ink may incur an extra cost, at the DM's discretion.

Bestial ink

Ink made from the essence of a type of creature. Evokes images of that creature in the minds of those who view the tattoo.

Detection ink

This specially prepared ink reacts to the presence of certain creatures, and glows faintly when within 100 feet of the creature in question. Each different creature type is a different type of Detection Ink.

Elemental Ink

This ink is purely cosmetic in most circumstances, coming in a variety of elemental styles. Some may make the lines of a tattoo appear to burn like molten lava, while others may cause it to appear as if cool water flows through the lines of the subject's skin. Certain earth-aligned inks will cause the lines of a tattoo to appear as if they were filled with glimmering gemstones. While this is normally cosmetic, if the appropriate elemental ink is aligned with a specific tattoo, it may amplify the effects of such a tattoo. For example, a tattoo of a fist of the elements would become much stronger if drawn using ice aligned ink.

Glamor Ink

This ink causes lines drawn with it to glitter like a thousand stars. These inks come in a variety of colors.

Glow-Ink

Tattoos inked with this concoction are pale versions of their colors while in the light, but in dim or dark conditions glow vibrantly with their appropriate color, creating dim light in a radius of 10 feet if the tattoo is uncovered.

Metallic Ink

Tattoos made with this ink make it appear as though the subject has organically-flexible metal inlays imbedded in their skin. These inks come in a variety of flavors, from gold to silver to rusty iron.

Mood Ink

While appearing as plain gray ink in a bottle, once applied to the subject, this ink changes color depending on the subject's mood.

Mood Color
Anger, Irritation Red
Nervous, Fearful Orange
Surprised, Shocked Yellow
Disgusted, Repulsed Green
Sad, Depressed Blue
Happy, Infatuated Purple

Prismatic Ink

Appearing to be a swirling mass of rainbow colors while in a bottle, this ink causes lines tattooed with it to become beautiful and iridescent in apperance.

Shifting Ink

Shifting ink is the rarest of all tattoo inks, and allows two tattoos to be placed on the same part of the body. In order for this ink to display its true power, the area to be tattooed must first be prepared with shifting ink. This process requires the same amount of ink as the larger of the two tattoos to be applied. During the application of the first tattoo, the shifting ink reacts with it and it absorbs into the wearer’s skin. The second tattoo may be applied over this. Once this is done, the wearer may choose which tattoo to manifest once per short rest.

The time taken to prepare the area with shifting ink is equal to that of the larger tattoo, but there is no associated DC. The tattoos must be applied within three days of the application of the shifting ink, before it loses its potency and binds with only the first tattoo. Artists sometimes risk exhausting themselves trying to complete their work before the shifting ink sets.

Temporary ink

This ink appears as normal black ink, only it is applied on top of the skin with a thin brush. Tattoos made with this ink last up to one week or until they are washed away with water.

Three-Dimensional Ink

This ink comes in the same standard variety of colors as normal ink. However, when applied it creates a stunning effect whereby the design of the tattoo appears to float off of the wearer’s skin and hover above it. The tattoo may also animate slightly, spinning or curling around the area.

Magical Tattoo Catalog

Name Location Size and Intricacy Cost
All Seeing Eye Head Small Average Ink + 2,500 gp
Artisan's Hands Both Arms Small Ornate Ink + 3,500 gp
Eye of Darkvision Head Small Average Ink + 2,500 gp
Eye of Truesight Head Medium Ornate Ink + 6,000 gp
Eye of the Mage Head Small Ornate Ink + 3,500 gp
Eye of the Seer Head Small Average Ink + 2,500 gp
Fist of the Elements Arm Medium Average Ink + 3,500 gp
Fortress Tattoo Anywhere Large Average Ink + 8,500 gp
Mark of the Anchor Anywhere Small Simple Ink + 1,000 gp
Mark of the Archer Arm Medium Simple Ink + 2,000 gp
Mark of the Armsman Arm Medium Simple Ink + 2,000 gp
Mark of the Armsman Arm Medium Ornate Ink + 3,500 gp
Mark of the Cheetah Leg Small Simple Ink + 1,500 gp
Mark of the Death Walker Chest Large Ornate Ink + 10,000 gp
Mark of the Driftglobe Anywhere Medium Average Ink + 3,000 gp
Mark of the Dryad Arm Medium Ornate Ink + 7,000 gp
Mark of the Elemental Anywhere Medium Ornate Ink + 7,000 gp
Mark of the Elven Anywhere Medium Simple Ink + 3,000 gp
Mark of the Flock Anywhere Medium Ornate Ink + 7,000 gp
Mark of the Frog Leg Small Simple Ink + 1,000 gp
Mark of the Ghast Arm Medium Average Ink + 3,500 gp
Mark of the Healer Anywhere Medium Ornate Ink + 3,500 gp
Mark of the Hummingbird Chest Large Simple Ink + 8,000 gp
Mark of the Kraken Anywhere Medium Simple Ink + 2,000 gp
Mark of the Ox Chest Large Ornate Ink + 10,000 gp
Mark of the Pacifist Anywhere Small Simple Ink + 1,500 gp
Mark of the Packmaster Anywhere Medium Ornate Ink + 7,000 gp
Mark of the Pit Fiend Arm Medium Ornate Ink + 7,000 gp
Mark of the Pufferfish Arm Small Average Ink + 3,000 gp
Mark of the Shadow Anywhere Small Average Ink + 2,500 gp
Mark of the Shadow Anywhere Small Ornate Ink + 4,000 gp
Mark of the Snake Charmer Arm Medium Ornate Ink + 7,000 gp
Mark of the Soulmates Arm Small Ornate Ink + 3,500 gp
Mark of the Spider Leg Medium Simple Ink + 2,000 gp
Mark of the Spiritmaster Anywhere Medium Ornate Ink + 8,000 gp
Mark of the Tarrasque Anywhere Large Average Ink + 6,000 gp
Mark of the Telepath Head Small Ornate Ink + 3,500 gp
Mark of the Viper Anywhere Medium Simple Ink + 3,000 gp

Magical Tattoo Catalog (Continued)

Name Location Size and Intricacy Cost
Mark of the Weaponmaster Arm Small Average Ink + 3,500 gp
Maw of the Dragon Head Medium Ornate Ink + 6,000 gp
Scar of Bravery Anywhere Medium Simple Ink + 3,000 gp
Shield of the Elemental Guardian Anywhere Large Average Ink + 4,000 gp
Slave's Mark Anywhere Small Simple Ink + 500 gp
Owner's Mark Anywhere Small Simple Ink + 1,000 gp
Spirit of the Bear Anywhere Large Ornate Ink + 10,000 gp
Spirit of the Bull Anywhere Large Ornate Ink + 10,000 gp
Spirit of the Cat Anywhere Large Ornate Ink + 10,000 gp
Spirit of the Eagle Anywhere Large Ornate Ink + 10,000 gp
Spirit of the Fox Anywhere Large Ornate Ink + 10,000 gp
Spirit of the Owl Anywhere Large Ornate Ink + 10,000 gp
Spirit of the Stag Anywhere Large Ornate Ink + 10,000 gp
Spirit Walker's Sigil Anywhere Medium Average Ink + 3,000 gp
Tattoo of [Ability] Chest Large Average Ink + 6,000 gp
Tattoo of Chilling Anywhere Small Ornate Ink + 3,500 gp
Tattoo of Flame Anywhere Small Ornate Ink + 3,500 gp
Tattoo of Leaping Both Legs Medium Ornate Ink + 6,000 gp
Tattoo of Major Protection Chest or Back Large Average Ink + 8,000 gp
Tattoo of Protection Chest or Back Large Simple Ink + 3,500 gp
Tattoo of Striding Leg Medium Average Ink + 3,000 gp
Tattoo of Warding Anywhere Large Average Ink + 4,000 gp
Venom Ward Anywhere Small Average Ink + 3,500 gp
Voice of Comprehension Head Small Average Ink + 3,500 gp
Wings of Ink Back Large Simple Ink + 3,500 gp

Tattoos are presented in the following format:

Tattoo Name

(Location, Size Intricacy)

Flavor Text

Rules Text

Tattoo Descriptions

All Seeing Eye

(Head, Small Average)

Your mind feels more limber, accurately discerning the opinions and intent of others.

The wearer gains advantage on Wisdom (Insight) checks.

Artisan's Hands

(Both Arms, Small Ornate)

Your hands move almost on their own, shaping the object before you as if you were a master craftsman.

The wearer gains proficiency with one type of artisan's tools. The type of tools are worked into the design of the tattoo.

Eye of Darkvision

(Head, Small Average)

Your eyes become accustomed to total darkness. You can see into the darkest corners of the world.

Once per long rest as an action, the wearer can gain the ability to see in the dark, and has darkvision out to a range of 60 feet for 8 hours. If the wearer already has darkvision, this increases the range of their darkvision by 60 feet, to a maximum of 120 feet.

An Ornate version of this tattoo exists, which applies a permanent effect, instead of a temporary one.

Eye of Truesight

(Head, Medium Ornate)

A third eye stares unblinkingly out from your forehead, seeing through illusions and observing other planes of existence.

Once per long rest as an action, the wearer gains the ability to see things as they actually are. For 1 hour, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

Truesight is a rare and powerful ability that few artists have learned to harness in their art. The artist must successfully make a DC 25 check to apply the tattoo. Please note crafting rolls must be made for each session.

An alternate version of this tattoo exists, which applies a permanent effect, instead of a temporary one.

Eye of the Mage

(Head, Small Ornate)

Brilliant purple and blue hues radiate from around your eyes, granting you sight into the arcane.

The wearer may cast the spell detect magic at will as a ritual.

Eye of the Seer

(Head, Small Average)

Your eyes feel keener, seeing your surroundings in higher definition.

The wearer gains advantage on Wisdom (Perception) checks.

Fist of the Elements

(Arm, Medium Average)

Your fist is wreathed in pure natural energy, channeling the power of the Elemental Planes. Lightning ripples through your arm as it barrels towards your opponents with the force of a tsunami.

As an action, the wearer may wreathe their fist in elemental energy, of a type chosen when the tattoo is first applied. The wearer’s unarmed strikes are considered magical, and deal an extra 1d6+1 damage of the chose elemental type. If inked with elemental ink of the same type as the damage, attacks with the fist deal 1d8+1 damage of that type instead.

If the Fist deals fire damage and targets a flammable object that is not being worn or carried, the target catches fire. Against plant-based creatures, the Fist deals 2 more points of damaage.

If the Fist deals lightning damage and targets a creature wearing metal armor, the wearer makes the attack roll with advantage. This also applies against targets made completely out of metal (e.g. metal golem).

If the Fist deals cold damage, fire-based creatures take an additional 2 points of cold damage from these attacks.

Up to three types of elemental ink may be used in the application of this tattoo, and the wearer may choose between the types each time they activate the tattoo.

When the wearer activates this tattoo, the effects persist for 1 hour or until dispelled. This tatto may be activated a max number of times equal to the wearer's Constitution modifier (minimum 1) between each long rest.\

Fortress Tattoo

(Anywhere, Large Average)

You are able to steel yourself against stronger blows, dodge faster out of the way of danger, and guard your mind against the invasion of enemy spells. Focusing a little more, you feel your blood grow hot as your constitution is bolstered by the powers of nature.

The wearer may use an action to activate the tattoo's primary effect. The wearer gains a +1 bonus to AC and all saving throws. The tattoo’s effects last for ten minutes, and may be activated once per short or long rest.

The wearer may use an additional action to activate the tattoo’s secondary effect. The wearer gains resistance to damage corresponding to the ink with which it was applied. The additional effects are concentration and last for one minute.

Once this effect is used, it cannot be used again until the wearer finishes a long rest

At least two jars of metallic ink or earth-aligned elemental ink must be used to grant the tattoo’s primary effect. Bestial or elemental ink must be used to grant the tattoo’s secondary effect.

Mark of the Anchor

(Anywhere, Small Simple)

Your body feels heavier, feet more firmly planted on the ground.

The wearer gains advantage against effects that would move them, or knock them prone.

Mark of the Archer

(Arm, Medium Average)

Your bow feels natural in your hand, and moves almost without thought to aim at your targets

The wearer has a +1 bonus on ranged attack rolls with ranged weapons they are proficient with.

Mark of the Armsman

(Arm, Medium Simple)

Your weapon seems to move itself, digging further into wounds than your strength alone can account for

The wearer has a +1 bonus on attack rolls OR damage rolls with a specific type of melee weapon (swords, axes, maces, etc), as long as they are proficient with the weapon and wielding it in the arm the tattoo is on. The type of weapon and the type of rolls are chosen when the tattoo is applied, and the weapon is pictured somewhere in the art of the tattoo.

An Ornate intricacy design exists that grants the bonus to both attack rolls and damage rolls.

Mark of the Cheetah

(Both Legs, Small Simple)

Your legs become light with the speed and agility of a cheetah.

Once per long rest as an action, the wearer may activate this tattoo. For an hour, the wearer’s speed increases by 10ft.

Mark of the Death Walker

(Chest, Large Ornate)

Potent magic in the form of protective runes and abjuration magic give the wearer the protection from the most final of endings, death.

If the wearer would drop to 0 hit points as a result of taking damage, the wearer instead drops to 1 hit point. Alternatively, if the wearer is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the wearer.

Once either effect is used, it cannot be used again for another 30 days.

Mark of the Driftglobe

(Anywhere, Medium Average)

You become as dazzling as the Sun, illuminating even the darkest of nights.

As an action, the wearer emanates a 60 ft. radius sphere of light that moves with them. The sphere is bright light and sheds dim light for an additional 60 feet. Completely covering the wearer with an opaque object, such as a bowl or a helm, blocks the light. The light lasts for 1 hour unless dispelled, and the tattoo may be activated once per long rest.

If any of this spell's area overlaps with an area of darkness created by a spell of 2nd level or lower, the spell that created the darkness is dispelled.

This tattoo also illuminates areas overlapping with darkness created by the Mark of the Kraken.

Mark of the Dryad

(Arm, Medium Ornate)

Creepers and vines swathe your arm, grasping and strangling anything and everything that draws too close.

As an action, the wearer may cast the entangle spell, using Intelligence as their spellcasting ability modifier. After using this ability, the wearer must complete a short or long rest to activate the tattoo again.

At least two jars of three dimensional ink must be used to grant this tattoo’s effects.

Mark of the Elemental

(Anywhere, Medium Ornate)

The representation of an element flows around you, granting you its protection.

The wearer gains resistance to a type of damage, chosen when the tattoo is applied.

Mark of the Elven

(Anywhere, Medium Simple)

Sylvan magic runs through your veins, granting you the most common blessing of the Feywild.

The wearer gains immunity to magical sleep, and has advantage on saving throws against being charmed.

Mark of the Flock

(Anywhere, Medium Ornate)

An unkindness of ravens take flight from your tattoo, the inky designs now taking sinister material form. The cawing birds circle around you, awaiting your commands.

Once per long rest, the wearer may activate this tattoo as an action, causing a Swarm of Ravens (MM pg 339) of the same color as the ones depicted in the tattoo to appear within 5 feet of the wearer. The ravens persist until are killed or until 10 minutes have passed, at which point they dissappear into smoke. The ravens follow the wearer's every mental command, and act on the wearer's initiative.

Any article of clothing which covers the tattoo upon activation is destroyed in the process as the ravens fly through the cloth. If the tattoo is covered by armor, the tattoo will not activate.

At least three jars of three dimensional ink must be used to grant this tattoo’s effects.

Mark of the Frog

(Both Legs, Small Simple)

Your legs become coiled springs, waiting to unleash the jumping prowess of the frog.

The wearer may activate this tattoo as an action once per long rest. For the next minute, the wearer’s jump distance is tripled.

Mark of the Ghast

(Arm, Medium Average)

This tattoo resembles swirling mist which wraps around the arm of the wearer.

The wearer may activate this tattoo as a bonus action, causing the lines of this tattoo to glow slightly and their arm to change shape for one minute. The wearer may activate this ability once per long rest.

The wearer's arm pales in color and grows into that of a ghoul, fingers sharpening and elongating into a terrible clawed hand. Any article of clothing not meant to accomodate the change in limb size is destroyed in the process. If the arm is covered in armor not meant to accomidate the change in limb size this change will not take place.

A melee attack with this arm does 1d6 slashing damage and 1d4 cold damage. If this tattoo is created using ice-aligned elemental ink, the cold damage increses to 1d6.

Any non-undead creature struck by this attack must make a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

There exists an Ornate version of the tattoo that has a saving throw of 12, instead of 10, and which may be activated once per short or long rest.

Mark of the Healer

(Anywhere, Medium Ornate)

Healing energy radiates from you in a soft golden glow.

Once per long rest, the wearer may activate this tattoo as an action. For the next minute (or until their concentration lapses), each creature (including enemies) within a 30 ft radius of the wearer regains the maximum number of hit points possible from any healing.

Mark of the Hummingbird

(Chest, Large Simple)

A curious bird darts across your chest, granting you its speed.

The wearer gains +1 to initiative rolls.

Mark of the Kraken

(Anywhere, Medium Simple)

Like the Kraken, you are able to shroud your surroundings in darkness, making your strikes all the more unpredictable.

As an action, the wearer emanates a magical darkness, which fills a 15 ft. radius sphere centred on the wearer and moves with them. Creatures with darkvision cannot see through this darkness, and non magical light cannot illuminate it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. The darkness lasts for 1 hour unless dispelled, and the tattoo may be activated once per long rest.

If any of this effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Mark of the Ox

(Chest, Large Ornate)

Your body swells with the resilience of the mighty ox

The wearer's maximum hit points are increased by 1 per character level.

Mark of the Pacifist

(Anywhere, Small Simple)

You exude calmness and serenity, discouraging even the most bloodthirsty foes from attacking you.

Once per long rest, the wearer may cast the sanctuary spell as a bonus action. The saving throw DC is 15, and the spell lasts 1 minute.

The tattoo's effects end early if the wearer makes an attack or casts a spell that affects an enemy creature.

Mark of the Packmaster

(Anywhere, Medium Ornate)

A pack of wolves leap from your tattoo, the inky designs now taking sinister material form. They shake their heads and howl to the sky, awaiting your commands.

Once per long rest, the wearer may use an action to activate the tattoo's power, causing 1d4+1 wolves (MM pg 341) of the same color as depicted in the tattoo to appear within 5 feet of the wearer. These wolves persists until killed or until 10 minutes have passed, at which point they disappear into smoke. The wolves follow the wearer's every mental command, and act on the wearer's initiative.

Any article of clothing which covers the tattoo upon activation is destroyed in the process as the wolves leap through the cloth. If the tattoo is covered by armor, the tattoo will not activate.

At least three jars of three dimensional ink must be used to grant this tattoo’s effects.

Mark of the Pit Fiend

(Arm, Medium Ornate)

This tattoo resembles hellish imagery mixed with infernal runes which cover an entire arm.

The wearer may activate this tattoo as a bonus action, causing the runes to glow and their arm to change shape for one minute. This ability may be used once per long rest.

The wearer's arm grows disproportionately larger and becomes scaly and red, their hand tipped with razor sharp, black claws. Any article of clothing not meant to accommodate the change in limb size is destroyed in the process. If the arm is covered in armor not meant to accomidate the change in limb size this change will not take place.

A melee attack with this arm does 2d8 slashing damage and 1d4 fire damage. If this tattoo is created using fire-aligned elemental ink, the fire damage increses to 1d6.

While the arm is changed, the wearer has an effective Strength modifier of +8 for anything that only uses the changed arm.

Mark of the Pufferfish

(Arm, Small Average)

Venomous spines protrude from your skin, seeking flesh to corrode and infect with the pufferfish’s natural defense.

When the wearer enters a grapple with another creature, the wearer may use their reaction to extend sharp poisonous spines from the tattooed area. If the other creature is still in physical contact with the wearer (i.e. part of the grapple) at the end of its turn, the spines deal 1d4 poison damage. The spines remain extended until the grapple ends.

Mark of the Shadow

(Anywhere, Small Average)

A veil of shadows and silence radiates from you, masking you from detection.

Once per long rest, the wearer may cast pass without trace, targeting themselves only.

An Ornate version of this tattoo exists, which removes the limit on creatures that may be targeted by the spell.

Mark of the Snake Charmer

(Arm, Medium Ornate)

A knot of snakes erupts hissing from your tattoo, the inky designs taking sinister material form. Forked tongues taste the air as they flare their hoods, awaiting your commands.

Once per long rest, the wearer may use an action to activate the tattoo's power, causing 1d6 poisonous snakes to appear, which disappear when they drop to 0 HP or when they are more than 150 ft. away. The snakes are friendly to the wearer and their companions, and act on the wearer's initiative, following the wearer's mental commands. Use the poisonous snakes statistics from the Monster Manual.

At least three jars of three dimensional ink must be used to grant this tattoo’s effects.

Mark of the Soulmates

(Arm, Small Ornate)

As the lives of two overly-attached people intertwine, you learn how to draw on each other’s strengths and shoulder their burdens.

Once per long rest as an action, the wearer may activate this tattoo when within 30 feet of the wearer of the complementary tattoo. They may activate the tattoo as a reaction, instead, when the other wearer activates theirs. The tattoo remains active for ten minutes. The wearer gains a +2 bonus to AC and saving throws while they are within 30 feet of the person wearing the complementary Mark of the Soulmates. Also, each time the wearer would take damage, they take half as much damage, and their partner takes the other half, and vice versa.

The tattoo is only effective when both wearers activate their marks.

This tattoo must be applied with metallic ink.

Mark of the Spider

(Leg, Medium Simple)

Your feet feel firmly planted on every surface they touch, allowing you to even run up vertical walls.

As an action once per long rest, the wearer gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The wearer also gains a climbing speed equal to its walking speed. These effects last for 1 hour, or until the wearer loses concentration.

Mark of the Spiritmaster

(Anywhere, Medium Ornate)

A necromantic energy ripples through your mark, extending long smoky tendrils towards the undead. The tendrils constrict the spirit, overriding their will with yours.

As an action, the wearer chooses one incorporeal undead entity within 60 feet. The target must succeed on a Charisma saving throw or become charmed by the wearer for one hour. The saving throw DC is equal to 8 + wearer’s proficiency bonus + wearer’s Charisma modifier. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If the creature is not currently controlled, the wearer instead gains control over the creature.

The tattoo may be activated once per short or long rest.

Mark of the Tarrasque

(Anywhere, Large Average)

A warmth washes over you as the fortitude of the legendary tarrasque fills your veins.

Once per long rest as an action, the wearer may activate the tattoo. Thereafter, the wearer gains 5 temporary hit points at the beginning of each round (these do not stack) for one hour. When the tattoo’s effects end, the wearer loses any remaining temporary hit points.

Mark of the Telepath

(Head, Small Ornate)

You can extend your consciousness to meet other minds, forming a mental channel. Thoughts, emotions, and images flood over the connection as your minds meld, overwhelming your senses for a few seconds.

The wearer may use the message cantrip at will without having to use any components.

Mark of the Viper

(Anywhere, Medium Simple)

Your body becomes stronger, resisting poisonous effects as if you’d become the viper.

The wearer gains advantage on Constitution saving throws made against poison, and has resistance to poison

Mark of the Weaponmaster

(Arm, Small Average)

Your weapon feels like an extension of your body, lighter, sharper, deadlier. You will strike down any who dare challenge the weaponmaster.

As an action, once per long rest, the wearer may activate this tattoo. For an hour, any weapon held by the wearer becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

Maw of the Dragon

(Head, Medium Ornate)

This tattoo imbues the wearer with the primal elemental power of a dragon's breath attack.

Once per long rest, the wearer may activate the tattoo to make a breath attack. The attack deals 3d6 damage on a failed save or half as much on a successful save. The type is determined by the type of dragon in the tattoo, as shown below. The wearer's saving throw DC for this attack is 8 + their Constitution modifier + their proficiency bonus.

Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft line (Dex save)
Blue Lightning 5 by 30 ft line (Dex save)
Green Poison 15 foot cone (Con save)
Red Fire 15 foot cone (Dex save)
White Cold 15 foot cone (Dex save)

If drawn in elemental ink corresponding to the desired element instead, this ability can be used once per short or long rest.

Scar of Bravery

(Anywhere, Medium Simple)

Your mind feels more more robust. The trauma and pain you have experienced bolsters your resolve.

The wearer gains advantage on saving throws against being frightened.

Shield of the Elemental Guardian

(Anywhere, Large Average)

A wave of elemental energy covers your body, protecting you.

When this tattoo is applied, the wearer chooses a primary and a secondary elemental type from the following: acid, cold, fire, lightning, or thunder. Both types of elemental ink must be used in the creation of the tattoo, and the wearer cannot pick the same element.

Once per long rest as an action, the wearer may activate this tattoo. For the next 10 minutes, or until dismissed, the wearer’s body is wreathed in thin and wispy expressions of the chosen primary element that shed bright light in a 10-foot radius and dim light for an additional 10 feet.

While the tattoo is active, the wearer has resistance to the secondary element.

In addition, whenever a creature within 5 feet of the wearer hits them with a melee attack, the element erupts, dealing 2d8 damage to the attacker of the primary elemental type.

Slave's / Owner's Mark

(Anywhere, Small Simple)

This tattoo is meant to be applied to a slave in order to prevent them from escaping, usually with a similar tattoo applied to the owner. The small tattoo is a sort of brand, used to keep slaves under control.

By touching both marks as an action, the wearer of an Owner's Mark may attune or unattune a Slave's Mark to their mark. Any number of Slave's Marks may be attuned to one Owner's Mark, and any number of Owner's Marks may be attuned to a single Slave's Mark.

Thereafter, as an action, the owner can activate their tattoo and the twin mark on the slave begins to glow like a burning coal, inflicting 1d4 fire damage per round onto its bearer. The owner can stop this effect at any time using an action. This damage will automatically stop and can no longer be activated if the slave has 0 hitpoints. If the owner dies, or otherwise loses their tattoo, and the slave's mark is not attuned to any other owners, the magic of the slave's mark will instantly fade, allowing them to handle the application of another tattoo.

If drawn in fire-aligned elemental ink, the mark instead inflicts 1d6 fire damage per round.

A variant exists that automatically causes the tattoo to activate if the slave moves more than 150 feet from the owner. It otherwise functions identically to this version.

Spirit of the Bear

(Anywhere, Large Ornate)

You feel blessed with the endurance of a bear.

The wearer’s Constitution score increases by +1. This tattoo will not raise the wearer’s Constitution score above 20.

Spirit of the Bull

(Anywhere, Large Ornate)

You feel blessed with the strength of a bull.

The wearer’s Strength score increases by +1. This tattoo will not raise the wearer’s Strength score above 20.

Spirit of the Cat

(Anywhere, Large Ornate)

You feel blessed with the grace of a cat.

The wearer’s Dexterity score increases by +1. This tattoo will not raise the wearer’s Dexterity score above 20.

Spirit of the Eagle

(Anywhere, Large Ornate)

You feel blessed with the splendour of an eagle.

The wearer’s Charisma score increases by +1. This tattoo will not raise the wearer’s Charisma score above 20.

Spirit of the Fox

(Anywhere, Large Ornate)

You feel blessed with the cunning of a fox.

The wearer’s Intelligence score increases by +1. This tattoo will not raise the wearer’s Intelligence score above 20.

Spirit of the Owl

(Anywhere, Large Ornate)

You feel blessed with the wisdom of an owl.

The wearer’s Wisdom score increases by +1. This tattoo will not raise the wearer’s Wisdom score above 20.

Spirit of the Stag

(Anywhere, Large Ornate)

You feel blessed with the vigilance of a stag.

The wearer gains a +2 bonus to initiative.

Spirit Walker's Sigil

(Anywhere, Medium Average)

This tattoo is a symbol of planes joining together in confluence.

Once per long rest, as a bonus action the wearer can activate the tattoo, causing their physical body to softly dissolve into an ethereal mist.

Until the end of their turn the wearer may move through solid matter as if it wasn't there. If the wearer ends their turn while still in solid matter, they are immediately ejected to the nearest open space and take 4d6 force damage. If created using three-dimensional ink, this ability can be used once per short or long rest.

Tattoo of [Ability]

(Chest, Large Average)

The wearer chooses an ability score when this tattoo is applied. Thereafter, the wearer has a +1 bonus to the chosen ability score, to a max of 20.

Tattoo of Chilling

(Anywhere, Small Ornate)

This tattoo is a whirl of snowflakes in the shape of a humanoid hand.

This tattoo enables the wearer to cast the chill touch cantrip at will, using Intelligence as their spellcasting modifier for the spell. If made with ice-aligned elemental ink, the attack roll for this spell is made with advantage.

Tattoo of Flame

(Anywhere, Small Ornate)

This tattoo is a detailed line of fire streaking out from a pointed finger.

This tattoo enables the wearer to cast the fire bolt cantrip at will, using Intelligence as their spellcasting modifier for the spell. If made with fire-aligned elemental ink, the attack roll for this spell is made with advantage.

Tattoo of Leaping

(Both Legs, Medium Ornate)

Coiled springs cover your calves, making you feel like your body is weightless.

The wearer's jumping distance is doubled.

Tattoo of Major Protection

(Chest or Back, Large Average)

A design of overlapping scales or plates, or even a design of chitinous armor, covers your torso.

The wearer has a +2 bonus to AC and to all saving throws.

Tattoo of Protection

(Chest or Back, Large Simple)

A design of overlapping chain rings, or of leather-looking patches, covers your torso.

The wearer has a +1 bonus to AC and to all saving throws.

Tattoo of Striding

(Leg, Medium Average)

A design of leaves or flowing wind spirals around your leg.

The wearer's walking speed is increased by 5 feet. This tattoo may be applied to the other leg for an additional +5 feet of movement.

If made using three-dimensional ink, the tattoo instead increases movement speed by +10 feet.

Tattoo of Warding

(Anywhere, Large Average)

A design of a shield is emblazoned across your body.

The wearer has a +1 bonus to all saving throws.

Venom Ward

(Anywhere, Small Average)

A design of interlocking fangs protect your bloodstream from toxins.

The wearer has advantage on saving throws against poison.

Voice of Comprehension

(Head, Small Average)

Marks cover your throat and surround your ears, conveying sound despite barriers of understanding.

The bearer learns one additional language of the tattoo artist's choice when the tattoo is applied. This tattoo may be taken multiple times, each time choosing a different language.

Wings of Ink

(Back, Large Simple)

Inky, rippling wings spring from your back, granting the elusive, and most coveted ability of all – flight.

**Activation Time: 1 action

Duration: Concentration, up to 10 minutes

Frequency: Once per long rest

The wearer gains a flying speed of 60 ft. for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

Armor that is not specifically designed to accommodate wings will not allow you to manifest them, and clothing that is not specifically designed to accommodate wings will be ruined.

At least two jars of three dimensional ink must be used to grant this tattoo’s effects.

PART 6

Supplemental Spells

Bard

Cantrips (0 Level)
  • Crushing Curse
  • Farron Flash Sword
  • Hoarfrost
  • Shadow Bite
  • Wind Lash
1st Level
  • Cloak in Shadow
  • Cloying Darkness
  • Undermine Armor
2nd Level
  • Hatred
  • Orb of Light
  • Shadows Brought to Light
3rd Level
  • Doom
  • Guiding Strike
  • Starlight
  • Void Strike
4th Level
  • Glitterdust
  • Nether Weapon
  • Reposition
5th Level
  • Starfall

Cleric

Cantrips (0 Level)
  • Benediction
  • Crushing Curse
  • Fist of Iron
  • Starburst
1st Level
  • Angelic Guardian
  • Cloying Darkness
  • Lance of Force
  • Thin the Ice
2nd Level
  • Blessed Halo
  • Destructive Resonance
  • Hatred
  • Lightning Spear
  • Orb of Light
  • Shadows Brought to Light
  • Shared Sacrifice
  • Shield Charge
  • Shield Toss
3rd Level
  • Blade Of Wrath
  • Doom
  • Guiding Strike
  • Starlight
  • Sudden Dawn
  • Void Strike
4th Level
  • By the Light of the Watchful Moon
  • Deva's Wings
  • Reckoning
  • Snatch Soul
5th Level
  • Blazing Chariot
  • Chains of the Goddess
  • Positive Energy Burst
6th Level
  • Drown
  • Heavenly Crown
7th Level
  • Blizzard
8th Level
  • Quintessence

Death Knight

1st Level
  • Cloak in Shadow
  • Cloying Darkness
  • Freezing Strike
2nd Level
  • Darkbolt
3rd Level
  • Gnawing
  • Lifehunt Scythe
  • Raise the Field
  • Void Strike
4th Level
  • Snatch Soul
  • Spectral Warrior
5th Level
  • Clash of Glaciers
  • Frostbite

Druid

Cantrips (0 Level)
  • Claws of Darkness
  • Hoarfrost
  • Wind Lash
1st Level
  • Breathtaking Wind
  • Cloak of Shadow
  • Flurry
  • Guiding Star
  • Thin the Ice
  • Undermine Armor
  • Wind Tunnel
2nd Level
  • Orb of Light
  • Poisoned Volley
  • Wresting Wind
3rd Level
  • Starlight
4th Level
  • Photosynthesis
  • By the Light of the Watchful Moon
5th Level
  • Acid Rain
  • Clash of Glaciers
  • Starfall
6th Level
  • Winterdark
7th Level
  • Blizzard

Necromancer

Cantrips (0 Level)
  • Claws of Darkness
  • Crushing Curse
  • Farron Flash Sword
  • Shadow Bite
1st Level
  • Cloak in Shadow
  • Cloak of Shadow
  • Cloying Darkness
  • Lance of Force
  • Repair Undead
  • Soul Arrow
2nd Level
  • Darkbolt
  • Destructive Resonance
3rd Level
  • Doom
  • Gnawing
  • Lifehunt Scythe
  • Raise the Field
  • Void Strike
4th Level
  • Nether Weapon
  • Snatch Soul
  • Spectral Warrior
5th Level
  • Acid Rain
  • Clash of Glaciers
6th Level
  • Banshee Wail
  • Winterdark

Paladin

1st Level
  • Angelic Guardian
  • Freezing Strike
2nd Level
  • Blessed Halo
  • Lightning Spear
  • Shared Sacrifice
  • Shield Charge
  • Shield Toss
3rd Level
  • Blade Of Wrath
  • Guiding Strike
  • Sudden Dawn
4th Level
  • By the Light of the Watchful Moon
  • Deva's Wings
  • Reckoning
5th Level
  • Blazing Chariot
  • Positive Energy Burst

Ranger

1st Level
  • Breathtaking Wind
  • Cloak of Shadow
  • Flurry
  • Freezing Strike
  • Guiding Star
  • Thin the Ice
  • Wind Tunnel
2nd Level
  • Shield Charge
  • Shield Toss
  • Poisoned Volley
  • Wresting Wind
3rd Level
  • Starlight
4th Level
  • Fusillade of Ice
  • Photosynthesis
5th Level
  • Frostbite
  • Starfall

Shaman

Cantrips (0 Level)
  • Claws of Darkness
  • Crushing Curse
  • Starburst
  • Wind Lash
1st Level
  • Breathtaking Wind
  • Cloak of Shadow
  • Flurry
  • Soul Arrow
  • Thin the Ice
  • Wind Tunnel
3rd Level
  • Doom
  • Starlight
4th Level
  • By the Light of the Watchful Moon
  • Fusillade of Ice
  • Photosynthesis
5th Level
  • Acid Rain
  • Clash of Glaciers
  • Frostbite
  • Starfall
7th Level
  • Blizzard

Sorcercer

Cantrips (0 Level)
  • Farron Flash Sword
  • Wind Lash
1st Level
  • Soul Arrow
  • Lance of Force
  • Thin the Ice
  • Cloak of Shadow
  • Undermine Armor
  • Cloak in Shadow
  • Breathtaking Wind
2nd Level
  • Lightning Spear
  • Lock Armor
  • Shadows Brought to Light
  • Wresting Wind
3rd Level
  • Starlight
  • Void Strike
4th Level
  • By the Light of the Watchful Moon
  • Fusillade of Ice
  • Glitterdust
  • Nether Weapon
  • Snatch Soul
5th Level
  • Clash of Glaciers
  • Frostbite
6th Level
  • Banshee Wail
  • Drown
  • Winterdark
7th Level
  • Blizzard

Soul Binder

1st Level
  • Cloak of Shadow
  • Cloying Darkness
  • Undermine Armor
2nd Level
  • Lock Armor
  • Orb of Light
  • Poisoned Volley
4th Level
  • Flame Wave
  • Snatch Soul
5th Level
  • Acid Rain
  • Frostbite

Sovereign Knight

Cantrips (0 Level)
  • Benediction
  • Fist of Iron
  • Hoarfrost
  • Shadow Bite
  • Starburst
1st Level
  • Angelic Guardian
  • Lance of Force
2nd Level
  • Blessed Halo
3rd Level
  • Blade Of Wrath
4th Level
  • Deva's Wings
  • Flame Wave
  • Fusillade of Ice
5th Level
  • Blazing Chariot
  • Chains of the Goddess
  • Clash of Glaciers
  • Positive Energy Burst

Warlock

Cantrips (0 Level)
  • Claws of Darkness
  • Crushing Curse
  • Farron Flash Sword
  • Shadow Bite
  • Wind Lash
1st Level
  • Breathtaking Wind
  • Cloak of Laryk
  • Cloying Darkness
  • Flurry
  • Repair Undead
  • Soul Arrow
2nd Level
  • Darkbolt
  • Destructive Resonance
  • Lightning Spear
  • Lock Armor
  • Shield Charge
  • Shield Toss
3rd Level
  • Doom
  • Gnawing
  • Guiding Strike
  • Lifehunt Scythe
  • Raise the Field
  • Sudden Dawn
  • Void Strike
4th Level
  • Fusillade of Ice
  • Nether Weapon
  • Reposition
  • Spectral Warrior
5th Level
  • Clash of Glaciers
  • Starfall
6th Level
  • Banshee Wail
  • Winterdark
7th Level
  • Blizzard

Witch

Cantrips (0 Level)
  • Claws of Darkness
  • Farron Flash Sword
  • Shadow Bite
  • Wind Lash
1st Level
  • Breathtaking Wind
  • Cloak in Shadow
  • Cloying Darkness
  • Guiding Star
  • Lance of Force
  • Repair Undead
  • Soul Arrow
  • Undermine Armor
2nd Level
  • Darkbolt
  • Lightning Spear
  • Lock Armor
  • Shadows Brought to Light
3rd Level
  • Gnawing
  • Guiding Strike
  • Starlight
  • Void Strike
4th Level
  • By the Light of the Watchful Moon
  • Fusillade of Ice
  • Glitterdust
  • Nether Weapon
  • Reposition
  • Snatch Soul
5th Level
  • Acid Rain
  • Clash of Glaciers
  • Frostbite
  • Starfall
6th Level
  • Winterdark
  • Banshee Wail
  • Drown
7th Level
  • Blizzard

Wizard

Cantrips (0 Level)
  • Farron Flash Sword
  • Shadow Bite
  • Wind Lash
1st Level
  • Breathtaking Wind
  • Cloak in Shadow
  • Cloak of Shadow
  • Cloying Darkness
  • Lance of Force
  • Repair Undead
  • Soul Arrow
  • Thin the Ice
  • Undermine Armor
2nd Level
  • Darkbolt
  • Lightning Spear
  • Lock Armor
  • Orb of Light
  • Shadows Brought to Light
  • Wresting Wind
3rd Level
  • Doom
  • Gnawing
  • Guiding Strike
  • Starlight
  • Sudden Dawn
  • Void Strike
4th Level
  • By the Light of the Watchful Moon
  • Flame Wave
  • Fusillade of Ice
  • Glitterdust
  • Nether Weapon
  • Reposition
  • Snatch Soul
5th Level
  • Clash of Glaciers
  • Frostbite
  • Starfall
6th Level
  • Banshee Wail
  • Drown
  • Winterdark
7th Level
  • Blizzard

Spells

Acid Rain

5th level Conjuration


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a drop of acid)
  • Duration: Concentration, up to 1 minute

You unleash a storm of swirling acid in a cylinder 20-foot wide and 30-foot high centered on a point you can see. The area is heavily obscured by driving rainfall. A creature that starts its turn in or enters the area for the first time must make a Dexterity saving throw. On a failed save, the creature takes 6d6 acid damage, or half as much damage on a successful one. When a creature leaves the area, it takes 3d6 acid damage at the start of its next turn.


At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the initial damage increases by 2d6, and the secondary damage increases by 1d6 for every two slot levels above 5th.

Angelic Guardian

1st level Conjuration


  • Casting Time: 1 action
  • Range: 30 Feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You conjure a minor celestial manifestation to protect a creature you can see within range. A faintly glowing figure resembling a human head and shoulders hovers within 5 feet of the target for the duration. The figure moves to interpose itself between the target and any incoming attacks, granting the target +2 to AC. If the target fails a Dexterity saving throw while the spell is active, it can use its reaction to roll a new save. The spell then ends.

Banshee Wail

6th level Necromancy


  • Casting Time: 1 action
  • Range: Self (30-Foot-Cone)
  • Components: V, S, M (A swatch from a death shroud)
  • Duration: instantaneous

You emit a soul-shattering wail. Every creature within a 30-foot cone who hears the wail must make a Wisdom saving throw. Those that fail lose half their remaining hit points and become frightened of you; a frightened creature repeats the saving throw at the end of its turn, ending the effect on itself with a success. Those that succeed take 3d10 psychic damage and aren’t frightened. This spell has no effect on constructs and undead.

Benediction

Abjuration Cantrip


  • Casting Time: 1 action
  • Range: 60 Feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You call down a blessing in the name of an angel of protection. A creature you can see within range shimmers with a faint white light. The next time the creature takes damage, it can roll 1d4 and reduce the damage by the result. The spell then ends.

Blistering Satire

2nd level Enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: 24 Hours

You speak poisonous words that magically demoralize a creature you can see within range. If the target can hear you (though it need not understand you), it must make a Wisdom saving throw. On a failed save, it takes 2d10 poison damage as boils and blisters cover its flesh, and it has disadvantage on Charisma checks and saving throws for the duration of the spell.


This spell has no effect on undead or constructs. A lesser restoration or greater restoration spell ends the effect.

Blade Of Wrath

3rd level Evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a rebuke of evil, written in Celestial)
  • Duration: Concentration, up to 10 minutes

You create a sword of pure white fire in your free hand. The blade is similar in size and shape to a longsword, and it lasts for the duration. If you let go of the blade it disappears, but you can call it forth again as a bonus action.


You can use your action to make a melee spell attack with the blade. On a hit, the target takes 2d8 fire damage and 2d8 radiant damage. An aberration, fey, fiend, or undead creature damaged by the blade must succeed on a Wisdom saving throw or be frightened until the start of your next turn.


The blade sheds bright light in a 20-foot radius and dim light for an additional 20 feet.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire damage or the radiant damage (your choice) increases by 1d8 for each slot level above 3rd.

Blazing Chariot

5th level Conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a small golden wheel worth 250gold)
  • Duration: 1 hour

Calling upon the might of the angels, you conjure a flaming chariot made of gold and mithral in an unoccupied space you can see within range. Two horses made of fire and light pull the chariot. You and up to three other Medium or smaller creatures you designate can board the chariot (at the cost of 5 feet of movement) and are unharmed by the flames. Any other creature who touches the chariot or hits it or a creature riding in it with a melee attack while within 5 feet of the chariot takes 3d6 fire damage and 3d6 radiant damage.


The chariot's AC 18, has 50 hit points, is immune to fire, poison, psychic, and radiant damage, and is resistant to all other nonmagical damage. The horses are not separate creatures but are part of the chariot. The chariot vanishes if it’s reduced to 0 hit points, and any creature riding it falls. The chariot has a speed of 50 feet and a fly speed of 40 feet.


On your turn, you can guide the chariot in place of your own movement. You can direct it to Dash, Disengage, or Dodge by using your bonus action. As an action, you can cause the chariot to overrun creatures in its path. For the remainder of the turn, the chariot can enter a hostile creature’s space. The creature takes damage as if it touched the chariot and must make a successful Strength saving throw or be knocked prone.

Blessed Halo

2nd level Evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A nimbus of golden light surrounds your head for the duration. The halo sheds bright light in a 20-foot radius and dim light for an additional 20 feet. This spell grants you a pool of 10 points of healing. When you cast the spell and as an action on subsequent turns during the spell’s duration, you can expend points from this pool to restore an equal number of lost hit points to one creature within the spell’s bright light that you can see.


Additionally, you have advantage on Charisma checks made against good creatures within the light shed by the halo.


If any of this spell’s area overlaps an area of magical darkness created by a spell of 2nd level or lower, the spell that created the darkness is dispelled.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell’s pool of healing increases by 5 points for each spell slot above 2nd and this spell dispels darkness spells of a level equal to the slot used in casting blessed halo.

Blizzard

7th level Conjuration


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

A howling storm of thick snow and ice crystals appears in a 40-foot wide, 40-foot high cylinder. The area is heavily obscured by swirling snow. When the storm appears, each creature in the area must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature must also make this save when it enters the area for the first time or ends its turn there.

A creature who takes cold damage from this spell has disadvantage on Constitution saving throws made to maintain concentration until the start of its next turn.

Breathtaking Wind

1st level Evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You target a creature with a blast of wintry air. That creature must make a successful Constitution saving throw or become unable to speak or cast spells with a vocal component for the duration of the spell.

By the Light of the Watchful Moon

4th-level Divination


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Regardless of the time of day or location of your battle, you command the watchful gaze of the moon to illuminate threats to your allies. Shafts of bright moonlight, each 5 feet wide, shine down from the sky (or from the ceiling if you are indoors), illuminating all threats within range, whether they’re enemies seen or unseen, or traps or hidden hazards. An enemy creature that makes a successful Charisma saving throw resists the effect and is not picked out by the moon’s soft glow.


The glow does not make invisible creatures visible, but it does mark the invisible creature’s general location (somewhere within the 5-foot beam). The light moves with targets while the effect lasts, but targets that move out of the spell’s range are no longer illuminated. New threats are not revealed as they enter the range or as you move; only those that were within 90 feet of you when the spell was cast are illuminated

Chains of the Goddess

5th level Enchantment


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (1 foot of iron chain)
  • Duration: Concentration, up to 1 minute.

Choose a creature you can see within 90 feet. he target must make a successful Wisdom saving throw or be restrained by chains of psychic force and take 6d8 bludgeoning damage. A restrained creature repeats the saving throw at the end of its turns, ending the effect on itself with a successful save. While restrained this way, the creature also takes 6d8 bludgeoning damage at the start of each of your turns.

Clash of Glaciers

5th level Evocation


  • Casting Time: 1 action
  • Range: 100 foot line
  • Components: V, S, M (a piece of cracked glass)
  • Duration: Instantaneous

Ice streaks from your fingers and forms two long blocks that smash together, crushing creatures in a line 100 feet long. Each creature in the area takes 5d6 bludgeoning damage plus 5d6 cold damage, or half damage with a successful Dexterity saving throw.


At Higher Levels When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. You decide whether each extra die does bludgeoning or cold damage.

Claws of Darkness

Evocation Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You shape shadows into claws that grow from your fingers and drip inky blackness. You can make melee spell attacks with these claws that deal 1d10 cold damage, and the claws have a reach of 10 feet.


The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Cloak in Shadow

1st level abjuration


  • Casting Time: 1 reaction
  • Range: Self
  • Components: V, S
  • Duration: instantaneous

You siphon energy from the Shadow Realm to protect yourself from an immediate threat. As a reaction, you pull shadows around yourself to distort reality. The attack against you is made with disadvantage and you have resistance to radiant damage until the start of your next turn.

Cloak of Laryk

1st level Abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a cup of blood)
  • Duration: 1 minute

A dark wavering cloak descends on you, shrouding your form nightmarishly in a black cover that seems to drip phantasmal blood. At the end of each of your turns you take 1 damage. Each time a creature hits you with a weapon attack they take 1d6 necrotic damage. You are considered immune to necrotic damage and resistant to non-magical Bludgeoning, Piercing and Slashing damage for the duration.


Casting Armour of Agathys while this spell is active or vice versa causes the spell to fail.


At Higher Levels. When you cast this spell using slots of 2nd level or higher: you take one extra point of damage, but the damage rises by 1d6 per spell slot used above 1st

Cloak of Shadow

1st level Illusion


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

You draw upon the endless night to cloak yourself in shadow, giving you advantage on Dexterity (Stealth) checks against creatures that rely on sight.

Cloying Darkness

1st level Necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 1 round

You reach out with a hand of decaying shadows. Make a ranged spell attack. If it hits, the target takes 2d8 necrotic damage and must make a Constitution saving throw. If it fails, its visual organs are enveloped in shadow until the start of your next turn, causing it to treat all lighting as if it’s one step lower in intensity (it treats bright light as dim, dim light as darkness, and darkness as magical darkness).


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Crushing Curse

Abjuration Cantrip


  • Casting Time: 1 action
  • Range: 60 Feet
  • Components: V, S
  • Duration: Instantaneous

You speak a word of void speech. Choose a creature you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or take 1d6 psychic damage and be deafened for 1 minute. A deafened creature can repeat the saving throw at the end of each of its turns, ending the deafness on a success. A creature deafened in this way can still hear void speech.


This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Darkbolt

2nd-level Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You say a quick invocation to create a black nimbus around your hand, then hurl three rays of darkness at one or more targets in range. The rays can be divided between targets however you like. Make a ranged spell attack for each target (not each ray); each ray that hits does 1d10 cold damage. A target that was hit by any number of rays must make a successful Constitution saving throw or be unable to use a reaction until the start of its next turn.


At Higher Levels. When you cast this spell at 3rd level or higher, you create one additional ray for each level above 2nd.

Destructive Resonance

2nd level


  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S
  • Duration: Instantaneous

You shout a scathing string of void speech that assaults the minds of any creatures who hear it. Each creature in a 15-foot cone who can hear you takes 4d6 psychic damage, or half damage with a successful Wisdom saving throw. Creatures damaged by this spell can’t take reactions until the start of their next turn.


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

Deva's Wings

4th level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a wing feather from any bird marked with an angelic symbol)
  • Duration: Concentration, up to 10 minutes

You touch a willing creature. The target grows feathery wings of pure white that grant it a flying speed of 60 feet (hover) for the duration. When the creature takes the attack action, it can use a bonus action to make a melee weapon attack with the wings with a reach of 10 feet. If the wing attack hits, the target takes 1d6 plus your spellcasting ability modifier in bludgeoning damage and must make a successful Strength saving throw or fall prone. When the spell ends, the wings disappear and target falls if it was aloft.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can choose one additional target for each slot level above 4th.

Doom

3rd level Enchantment


  • Casting Time: 1 action
  • Range: 60 Feet
  • Components: V
  • Duration: Concentration, up to 1 hour

You impose a sense of impending doom upon a creature of your choice within range. The target must make a Charisma saving throw. On a failed save, they take 1d10 psychic damage and are cursed for the duration. Whenever the cursed creature fails an ability check or saving throw, or misses with an attack, it takes 1d10 psychic damage. A remove curse spell ends this effect.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Drown

6th level Conjuration


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (water from the lungs of a drowned creature)
  • Duration: Concentration, up to 1 minute

Water swirls up in a sphere around a creature you can see within range, forcing itself into the creature’s mouth and nose. The creature must make a Strength saving throw. On a failed save, it is stunned until the start of its next turn by the water entering its lungs. On a successful save, the creature isn’t affected.

An affected creature can’t speak and begins to suffocate. As an action, the creature can try to cough the water out of its lungs by repeating the saving throw. On a success, the spell ends. A creature that can breathe water isn’t affected by this spell

Farron Flash Sword

Evocation cantrip


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

An ethereal blade forms and strikes your foe. Make a melee spell attack. On hit, the target takes 1d6 force damage


The amount of attacks you can make per casting of the spell increases as you level. You can make two attacks at 5th level, three attacks at 11th, and finally 4 attacks at 17th level. Make a seperate attack roll for each strike.

Fist of Iron

Evocation Cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You transform your naked hand to iron. Your unarmed attacks do 1d6 points of damage and are considered magical.

Flame Wave

4th level Evocation


  • Casting Time: 1 action
  • Range: Self (40-foot-cone)
  • Components: V, S, M (a drop of tar, pitch, or oil)
  • Duration: Instantaneous

A rushing burst of fire rips out from you in a rolling wave, filling a 40-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 6d8 fire damage and is pushed 20 feet away from you, or takes half as much damage and isn’t pushed on a successful one.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Flurry

1st level Transmutation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (a bit of ice or snow)
  • Duration: 1 round

A flurry of snow surrounds you in a 5-foot radius. While it lasts, anyone trying to see into, out of, or through the affected area (including you) has disadvantage on Wisdom (Perception) checks. The same penalty applies to attack rolls into, out of, or through the area.

Freezing Strike

1st level Evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The first time you hit with a weapon attack during this spell’s duration, frost spreads across the target, and the attack deals an extra 2d6 cold damage to the target. Additionally, the target must succeed on a Constitution saving throw or its speed is halved until the spell ends.


A creature slowed by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, the spell ends.


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

Frostbite

5th level Evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a strip of dried flesh that has been frozen at least once)
  • Duration: Concentration, up to 1 minute

You cause biting cold to settle around a creature you can see. The creature must succeed on a Constitution saving throw or take 4d8 cold damage, be reduced to half speed, and suffer disadvantage on attack rolls and ability checks. Creatures who are immune to cold damage are unaffected by this spell.

For the duration, the target must repeat the saving throw at the start of its turn. If the target passes three saving throws against the spell, the spell ends. If no targets are affected, the spell ends immediately.


At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target two additional creatures for every slot level above 5th.

Fusillade of Ice

4th level Evocation


  • Casting Time: 1 action
  • Range: 30 foot cone
  • Components: V, S, M (a dagger shaped like an icicle)
  • Duration: Instantaneous

You unleash a spray of razor-sharp ice shards. Creatures in the 30-foot cone take 4d6 cold damage and 3d6 piercing damage, or half damage with a successful Dexterity saving throw.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by your choice of 1d6 cold damage or 1d6 piercing damage for each slot level above 4th. You can make a different choice (cold damage or piercing damage) for each slot level above 4th. Casting this spell with a spell slot of 6th level or higher increases the range to a 60-foot cone.

Glitterdust

4th level Conjuration


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

A cloud of glittering multicolored particles fill the air in a 20-foot cube within range for the duration. Each object and creature in the area is unavoidable covered in the glitter, and can't benefit from being invisible for the duration. If a creature enters the area, it is also immediately covered in the glitter.


Additionally, when a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the target is blinded for the duration. At the end of each of its turns, a blinded target can make a Constitution saving throw. On a success, it is no longer blinded.

Gnawing

3rd level Necromancy


  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: V, S
  • Duration: Instantaneous

A swarm of flesh eating insects forms and hunts down your foe. One creature of your choice within range must make a Dexterity saving throw. On a failed save, they take 6d4 slashing damage. For the next minute, they take 2d4 necrotic damage at the start of each of their turns as they bleed. A creature can use an action to make a medicine check against your spell save DC to end this effect.


At Higher levels. Casting this spell at higher levels increases the initial damage and the bleeding damage by 1d4 per spell level after 3rd.

Guiding Star

1st level Divination (ritual)


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S
  • Duration: 8 hours

By observing the stars or the position of the sun, you are able to determine the cardinal directions, and the direction and distance to a stated destination. You can’t become directionally disoriented or lose track of the destination. The spell doesn’t, however, reveal the best route to your destination or warn you about deep gorges, flooded rivers, or other impassable or treacherous terrain ahead.

Guiding Strike

3rd level Divination


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The first time you hit with a weapon attack during this spell’s duration, your attack deals an extra 3d8 force damage to the target, and the next attack roll made against this target before the spell ends has advantage.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd

Hatred

2nd level Enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (the finger of an evil creature)
  • Duration: 1 minute

You touch one willing creature and invoke the feelings of pure hate that dwells within the recesses of that creature’s mind, you then bind that hate to a creature that both you and the touched creature can see. The creature you touched has advantage on all attacks against the chosen creature for the duration of the spell. If the chosen creature is reduced to 0 hit points, the spell ends. If you target yourself the spell simply fails

Heavenly Crown

6th level Enchantment


  • Casting Time: 1 action
  • Range: Self (30 foot sphere)
  • Components: V, S, M (a small golden crown worth 50 gp)
  • Duration: Concentration, up to 1 minute

A glowing golden crown appears on your head and sheds dim light in a 30-foot radius, invoking the majesty of the heavenly planes. When you cast the spell and as a bonus action on subsequent turns, you can target one willing creature within 30 feet of you that you can see. If the target can hear you, it can use its reaction to make one melee weapon attack and then move up to half its speed, or vice versa.

Hoarfrost

Evocation Cantrip


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S, M (an iron ring that has been subjected to freezing temperature for at least a day)
  • Duration: 1 minute

A melee weapon you are holding is imbued with deep cold. For the duration, a rime of frost covers the weapon and light vapor rises from it if the temperature of the surrounding area is above freezing. The weapon becomes magical and deals an additional 1d4 cold damage on a successful hit. The spell ends if you cast it again or if you let go of the weapon.


The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Lance of Force

1st level Evocation


  • Casting Time: 1 action
  • Range: 150 Feet
  • Components: S
  • Duration: Instantaneous

You cast out a line of burning energy at a target within range. Make a ranged spell attack. On a hit the target takes 1d10 force damage. If you hit a creature with this spell on your last turn you can cast it again in succession without it expending a spell slot, and if you do: increase the damage by 1d10. If you miss the spell, don’t cast it on your turn or land your fifth successive shot, the damage multiplier resets and you must expend spell slot(s) to cast it again.

Lifehunt Scythe

3rd level Necromancy


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

A dark scythe forms and strikes in a single motion. Choose up to three creatures within range, provided each one is adjacent to another target. Make a melee spell attack against each one. On hit, the target takes 4d8 Necrotic damage, and you regain hitpoints equal to half the amount of damage dealt.

Lightning Spear

2nd level Evocation


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

You summon forth a golden beam of lightning and hurl it like a spear. Make a ranged spell attack. On hit, the target takes 3d10 lightning damage.


At Higher Levels. Casting the spell at high levels increases the damage by 1d10 per spell level after 2nd.

Lock Armor

2nd level Transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pinch of rust and metal shavings)
  • Duration: Concentration, up to 1 minute.

You target a piece of metal equipment or a metal construct. If the target is a creature wearing metal armor or is a construct, it makes a Wisdom saving throw to negate the effect. If the saving throw fails, the spell makes metal cling to metal, making it impossible to move pieces against each other. This effectively paralyzes a creature that is made of metal or that is wearing metal armor with moving pieces; for example, scale mail would lock up because the scales must slide across each other, but a breastplate would be unaffected. Limited movement might still be possible, depending on how extensive the armor is, and speech is usually not affected. Metal constructs are completely paralyzed. An affected creature or construct repeats the saving throw at the end of each of its turns, ending the effect on itself with a success, though constructs make this saving throw with disadvantage. A grease spell dispels lock armor on everything in its area of effect


At Higher Levels. When casting this spell using a 3rd level slot or higher, you may target 1 additional creature or item per level.

Nether Weapon

4th level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (ink, chalk, or some other writing medium)
  • Duration: Concentration, up to 1 minute

You whisper in void speech and touch a weapon. Until the spell ends, the weapon turns pitch black, becomes magical if it wasn’t before, and it does 2d6 necrotic damage in addition to its normal damage on a successful hit. A creature that takes necrotic damage from the enchanted weapon can’t regain hit points until the start of your next turn.


At Higher Levels. hen you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Orb of Light

2nd level Evocation


  • Casting Time: 1 action
  • Range: 60 Feet
  • Components: V, S
  • Duration: 1 round

An orb of pure light the size of your hand shoots from your fingertips toward the target, which takes 3d8 radiant damage and is blinded for 1 round. A successful Dexterity saving throw halves the damage and prevents the blindness.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt by the attack increases by 1d8 for each slot level above 2nd.

Photosynthesis

4th level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: S, M (a leaf)
  • Duration: 1 minute

You touch a willing creature and cause their skin to soak up the sun's energy for the duration. When the affected creature starts its turn in sunlight, it regains 2d6 hit points.

Poisoned Volley

2nd level Conjuration


  • Casting Time: 1 action
  • Range: 60 Feet
  • Components: V, S
  • Duration: Instantaneous

Drawing back an imaginary bowstring, you summon forth dozens of glowing green arrows that shower onto your enemies. All creatures in a 20-foot square within range take 3d8 poison damage and become poisoned; creatures that make a successful Constitution saving throw take half damage and are not poisoned.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Positive Energy Burst

5th level Evocation


  • Casting Time: 1 action
  • Range: 30 Feet
  • Components: V, S
  • Duration: Instantaneous

A brilliant burst of positive energy washes out from you. Each friendly creature within range regains 2d6 hitpoints, unless it is a construct or undead. Undead within range take 4d6 radiant damage

Quintessence

8th level Transmutation


  • Casting Time: 1 action
  • Range: Self (120 foot sphere)
  • Components: V, S
  • Duration: Concentration, up to 1 minute

By calling on an archangel, you become infused with celestial essence and take on angelic features such as golden skin, glowing eyes, and ethereal wings. For the duration of the spell, your AC can’t be less than 20, you can’t be frightened, and you are immune to necrotic damage.


In addition, each hostile creature that starts its turn within 120 feet of you or enters that area for the first time on a turn must succeed on a Wisdom saving throw or be frightened for 1 minute. A creature frightened in this way is restrained. A frightened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. If a creature’s saving throw is successful or if the effect ends for it, the creature is immune to the frightening effect of the spell until you cast quintessence again.

Raise the Field

3rd level Necromancy


  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour.

You animate the corpses of those buried underneath your feet. Choose up to eight points that are on the ground that are in range. A zombie emerges half way out of the ground at each point, animated with a foul imitation of life. These zombies have the default zombie statistics found in Appendix D of the Player's Handbook, with the following changes: their speed is 0, and targets hit with their slam attack are grappled by the zombie (escape DC 13).


These zombies are hostile to all creatures. Roll initiative for the raised zombies as a group. The zombies attack the nearest non-undead to the best of their ability.


When the spell ends, all the zombies burrow back underground and disappear.


At Higher levels. When you cast this spell using certain higher-level spell slots, you can choose more points on the ground from which to summon zombies: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Reckoning

4th level Evocation


  • Casting Time: 1 action
  • Range: 15 feet
  • Components: V, S
  • Duration: Instantaneous

Divine judgment sends your foes sprawling to the ground. Each creature of your choice within range must make a Strength saving throw. On a failed save, a creature takes 5d8 radiant damage and is slammed into the ground, falling prone. On a successful save, a creature takes half as much damage, and is not knocked prone.

Repair Undead

1st level Necromancy


  • Casting Time: 1 Action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You touch an undead creature and restore to it some of the necromantic energy which animates it. The undead regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on non-undead.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Reposition

4th level Conjuration


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V
  • Duration: Instantaneous

You target up to three friendly creatures (one of which can be yourself) within 30 feet. Each target teleports to an unoccupied space of its choosing that it can see within 30 feet of itself.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell targets one additional friendly creature for each slot level above 4th.

Shadow Bite

Illusion Cantrip


  • Casting Time: 1 action
  • Range: 60 Feet
  • Components: V, S
  • Duration: Instantaneous

You create a momentary needle of cold, sharp pain in a target creature. The target must make a successful Constitution saving throw or take 1d6 necrotic damage and have its speed halved until the start of your next turn.


This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Shadows Brought to Light

2nd level Divination


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

If the target fails a Charisma saving throw, you cause the target’s shadow to come to life and reveal one of the creature’s most scandalous secrets: some fact that the target would not want widely known (GM’s choice). When casting the spell, you choose whether everyone present will hear the secret, in which case the shadow speaks loudly in a twisted version of the target’s voice, or if the secret is only whispered to you. The shadow speaks Common, unless the target does not speak Common, in which case it speaks in the target’s native language.


If the target creature does not have a scandalous secret or does not have a spoken language, the spell fails as if the creature’s saving throw had succeeded. If the secret was spoken aloud, the target takes a −2 penalty to Charisma checks with anyone who was present when it was revealed, for the remainder of the day, in addition to any information you obtain or any scandal it provokes.

Shared Sacrifice

2nd-level evocation


  • Casting Time: 1 minute
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 hour

You join your life force to that of up to five allies. Each target takes 5 necrotic damage that can’t be reduced but can be healed normally, as they channel their energy into a pool of life essence containing the donated hit points. As an action, any creature who contributed to the pool of hit points can heal another creature by touching it and channeling hit points from the pool into the injured creature. The injured creature heals hit points equal to your spellcasting ability modifier, and the hit points remaining in the pool decrease by the same amount. This can be repeated until all the hit points in the pool are gone or the spell’s duration expires.

Shield Charge

2nd level Conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a shield worth at least 10gp)
  • Duration: 1 Round

You magically charge at a creature within range, teleporting to an unoccupied space within 5 feet of it. The target must succeed on a Strength saving throw or be pushed 5 feet away from you and knocked prone. The shield used to cast the spell reverberates with a temporary magical barrier after completing the charge, granting you a +2 bonus to your AC until the start of your next turn.

Shield Toss

2nd level Transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a shield worth at least 10gp)
  • Duration: Instantaneous

You throw the shield used to cast the spell, and it bounces between creatures of your choice. Choose an initial target within range, then three additional targets. Each additional target must be within 15 feet of another chosen target. A target must succeed on a Dexterity saving throw or take 2d6 bludgeoning damage. The shield returns to you after casting the spell, and you can immediately don it (no action required).

Snatch Soul

4th level Abjuration


  • Casting Time: 1 reaction
  • Range: 30 Feet
  • Components: V, S, M, (a physical non-magical container or gem, such as a Lamp, Urn or Jewellery Box worth at least 10gp per hit dice of the target)
  • Duration: Until Dispelled

When a creature within range of you dies and you can cast this spell in response to it to snatch the escaping soul and entomb it inside the container you provided for the casting of this spell. The container can no longer be opened normally by any creature other than the caster as it seems to be locked shut. The caster can open the container freely, which ends the spell and releases the soul.


A creature can put its ear up to the container to hear the voice of the snatched creature’s soul, whom of which can hear out to a range of 30 feet of the container.


While a soul is stored inside the container, the creature who’s body the soul used to inhabit cannot be returned to life until the soul is released. A creature who is not the caster attempting to open the container must succeed an arcana check with a DC equal to 10 + the Caster’s proficiency bonus + casters spell-casting modifier.

Soul Arrow

1st level Evocation


  • Casting Time: 1 Action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous

A homing mote of energy is fired at your foe. One target of your choice must make a Dexterity saving throw, taking 4d6 Force damage on a failed save, and half as much on a successful save.

Spectral Warrior

4th level Necromancy


  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S, M (A Broken Dagger)
  • Duration: Concentration, up to 1 minute.

You summon the spirit of a dead warrior to fight for you. A Medium spectral warrior appears in an unoccupied space of your choice that you can see within range. You can choose the warrior's appearance, though it must be wielding at least one melee weapon. The warrior is translucent, meaning it does not obstruct vision, and incorporeal, meaning creatures, attacks, and effects pass harmlessly through it.


Any time a creature hostile to you moves within 5 feet of the warrior or starts its turn there, it must make a Dexterity saving throw or else take 6d6 necrotic damage, or half on a success, as the warrior attacks it.


As a bonus action on your turn, you can command the warrior to move up to 20 feet within range.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for every two slot levels above 4th.

Starburst

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 60 Feet
  • Components: V, S
  • Duration: Instantaneous

You cause a mote of starlight to appear at a point you can see within 60 feet. The mote explodes a moment later, doing 1d8 radiant damage to any creature in the mote’s 5-foot space. A successful Charisma saving throw negates the damage


This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Starfall

5th level Evocation


  • Casting Time: 1 action
  • Range: 60 Feet
  • Components: V, S
  • Duration: Instantaneous

You cause bolts of shimmering starlight to fall from the heavens, striking five targets within 60 feet of you and in your sight. Each bolt strikes one creature, doing 8d6 radiant damage, knocking the target prone, and blinding it. A successful Dexterity saving reduces damage to half and prevents blindness and being knocked prone. If there are fewer than five targets, excess bolts strike the ground harmlessly.


At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create one additional bolt for each slot level above 5th.

Starlight

3rd level Illusion


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 8 hours

A small shining star appears in a point you choose within range, which sheds dim light in a 300-foot radius.


If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

Sudden Dawn

3rd-level evocation (ritual)


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

You call upon morning to arrive ahead of schedule. With a sharp word, you create a 60-foot-diameter cylinder of light centered on a point within range. The area inside the cylinder is brightly lit. The light stretches up into the sky for 100 feet or until it reaches an obstruction, such as a ceiling.

Thin the Ice

1st level Transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a piece of sunstone)
  • Duration: Instantaneous

You target a point within range. That point becomes the top center of a cylinder 10 feet in radius and 40 feet deep. All ice inside that area melts immediately. The uppermost layer of ice seems to remain intact and sturdy, but it covers a 40-foot-deep pit filled with ice water. A successful Wisdom (Survival) check or passive Perception check against your spell save DC notices the thin ice. If a creature weighing more than 20 pounds (or a greater weight specified by you when you cast the spell), the ice gives way. Unless the creature makes a successful Dexterity saving throw, it falls into the icy water, taking 2d6 cold damage plus whatever other problems are caused by water, by armor, or by being drenched in a freezing environment. The water gradually refreezes normally.

Undermine Armor

1st level Transmutation


  • Casting Time: 1 action
  • Range: 30 Feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You unravel the bonds of reality that hold a suit of armor together. A target that’s wearing armor must succeed on a Constitution saving throw or its armor softens to the consistency of candle wax, decreasing the creature’s AC by 2.


This spell has no effect on creatures that aren’t wearing armor separate from their bodies.

Void Strike

3rd level Evocation


  • Casting Time: 1 action
  • Range: 90 Feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

With a short phrase of void speech, you gather writhing darkness around your hand. hen you cast the spell, and as an action on subsequent turns, you can unleash a bolt of darkness at a target within range. Make a ranged spell attack. If your target is in dim light or darkness, you have advantage on the roll. On a hit, the target takes 5d8 necrotic damage and is frightened of you until the start of your next turn.


At Higher Levels. When you cast the spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Wind Lash

Evocation cantrip


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S
  • Duration: Instantaneous

Your swift gesture creates a solid lash of howling wind. Make a melee spell attack against the target. On a hit, the target takes 1d8 slashing damage from the shearing winds and is pushed 5 feet away from you.


The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Wind Tunnel

1st level evocation


  • Casting Time: 1 action
  • Range: Self (60-foot line)
  • Components: V, S, M (a hollow reed or paper tube)
  • Duration: Concentration, up to 1 minute

You create a swirling tunnel of strong wind extending from yourself in a direction you choose. The tunnel is a line 60-foot long and 10-foot wide. The wind blows from you toward the end of the line, which is stationary once created. A creature in the line moving with the wind adds 10 feet to its speed, and ranged weapon attacks fired with the wind don’t suffer disadvantage due to long range. Creatures in the line moving against the wind spend 2 feet of movement for every 1 foot they move, and ranged weapon attacks fired through the line against the wind are made with disadvantage.


The wind tunnel disperses gases and vapors, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance of extinguishing them.

Winterdark

6th level Transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

This spell invokes the deepest part of night on the winter solstice. You target a 40-foot-radius, 60-foothigh cylinder centered on a point within range, which is plunged into darkness and unbearable cold. All creatures in the area when you cast the spell and at the beginning of your turn must make a successful Constitution saving throw or take 1d6 cold damage and gain one level of exhaustion. Creatures immune to cold are also immune to the exhaustion effect, as are creatures wearing cold weather gear or otherwise adapted to cold.


As a bonus action, you can move the center of the effect 20 feet.

Wresting Wind

2nd level Evocation


  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: V, S, M (a handful of paper confetti)
  • Duration: Instantaneous

By blowing a pinch of confetti from your cupped hand, you create a burst of air that can tear weapons out of the hands of your enemies. Each enemy within 20 feet of the point you target must make a successful Strength saving throw or drop everything held in their hands. The objects land 10 feet away from the creatures who dropped them, in a random direction.

 

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