The Explorer

by Akiir

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The Explorer

Explorer

Torch in hand, a human explores a long lost underground city. He comes across a massive stone door with runes carved into it. After solving the puzzle he opens the door to see a massive treasure hoard full of gold, gems and one sword stuck in a pedestal in the center of the room. He picks up the sword and is immediately overwhelmed with the power the sword holds. He has stumbled across an ancient artifact of immense power and his soul is now bound to it.

Treasure Hunters

Artifacts are powerful one of a kind magic items that can not be created by mortal hands. Artifacts can not be destroyed except by very specific means. Some artifacts are too powerful for mortals to wield and can corrupt their very soul for trying. Explorers are normal individuals who gain all of their power from their artifact. Whether you found the artifact in an ancient ruin or it was passed down your family tree for generations before finally awakening in your hands, your soul is now intertwined with the artifact. You and your artifact are inseparable.

Weapons of Legend

Explorers are typically either folk heroes, heroes of legend, or hermits who keep to themselves. Normally, possessing an artifact would put a huge target on your back. But explorers can not be separated from their artifact, even in death. If an explorer dies while bonded to their artifact, the artifact disappears into the void, reappearing in in a new location later.

Creating an Explorer

When making an explorer. consider how your character came across your artifact. Why were they exploring the ancient ruins, or why did your family have this powerful magic item. Perhaps you are an archaeologist who was uncovering an ancient civilization for study.

Now that you have this artifact, why are you adventuring? Are you trying to look for answers about the artifact or have you always been an adventurer?

Quick build

You can make an explorer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by constitution. Second. choose the folk hero background.

Class Features

As an explorer, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per explorer level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons
  • Tools: One type of artisan's tool of your choice

  • Saving Throws: Intelligence, Constitution
  • Skills: Choose three from Athletics, Acrobatics, Arcana, History, Investigation, Perception, Religion, Survival

Equipment

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

  • (a) a dagger or (b) any simple weapon
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) leather armor or (b) scale mail
  • One artisan tool of your choice, explorers pack

Artifact

At 1st level, you have discovered an ancient artifact, a powerful magic item of your choice: The Inferno Ring, The Exalted Blade, The Tyrant's Crown, The Tri-bone Amulet, The Astral Bow, The Aberrant Eye, each of which are detailed at the end of the class description. Your choice grants you features at 1st level, and again 6th, 10th, 13th, and 17th. You always know where your artifact is and if the artifact is more than 10ft away from you it magically reappears on your person. If an explorer dies while bonded to their artifact, the artifact disappears into the void.

Ancient Magic

At 1st level, your artifact allows you to access ancient magic. See chapter 10 for general rules of spellcasting. Your spell slots are replaced with charges similar to some magic weapons. To cast a spell you must expend charges equal to the spell's level. (0 charges for cantrips). You regain all expended charges at the end of a long rest.

Image Credit

Explorer
Level Proficiency Bonus Features Alterations Charges Max Charge Level
1st +2 Artifact, Ancient Magic 2 1
2nd +2 Soul Alterations 2 3 1
3rd +2 Expertise 2 8 2
4th +2 Ability Score Improvement 2 10 2
5th +3 3 16 3
6th +3 Artifact feature 3 19 3
7th +3 4 23 4
8th +3 Ability Score Improvement 4 27 4
9th +4 5 36 5
10th +4 Artifact feature, Expertise 5 41 5
11th +4 5 47 6
12th +4 Ability Score Improvement 6 47 6
13th +5 Artifact feature 6 54 7
14th +5 Living Construct 6 54 7
15th +5 7 62 8
16th +5 Ability Score Improvement 7 62 8
17th +6 Artifact feature 7 71 9
18th +6 Living Construct 8 71 9
19th +6 Ability Score Improvement 8 77 9
20th +6 Extension of Yourself 8 81 9

Charges

The Explorer table shows how many charges you have. The table also shows the max amount of charges you can spend at once, as denoted by the Max Charge Level column.

For example, when you are 5th level, you have 16 charges and can expend a maximum of 3 in one action. This grants you the ability to cast the third level spells you know or spend 3 charges to upcast a spell to third level

Spells known

Unlike most spellcasters, your spells are given to you by your artifact. You are given a spell list at first level and you know all of them. You can expend a number of charges equal to the spell's level to cast that spell as normal.

Spellcasting Ability

Intelligence is your spellcasting ability for your explorer 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 an explorer 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

Soul Alterations

Your soul has further intertwined with your artifact. You can force your artifact to express different abilities. These abilities are represented as Alterations. Starting at 2nd level, you gain two alterations of your choice. Your alteration options are detailed at the end of the class description. When you gain certain explorer levels, you gain additional alterations of your choice, as shown in the alteration column on your class list.

Additionally, when you gain a level in this class, you can choose one of the alteration you know and replace it with another alteration that you could learn at that level.

Expertise

A 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, you can choose another two skills proficiencies to gain this benefit.

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.

Living Construct

Your body has begun to merge with your artifact. Starting at 14th level, you can choose two effects from the list. You can choose two additional effects at level 18.

  • You can choose to ignore effects that would alter your form.
  • You gain immunity to poison damage.
  • You don't need to sleep, and magic can't put you to sleep.
  • You don’t need to eat, drink, or breathe.
  • You advantage on saving throws against spells and other magical effects.
  • You have resistance to psychic damage. If you already have resistance you gain immunity instead.
  • You gain resistance to Bludgeoning, Piercing, and Slashing From Nonmagical weapons.

Extension of Yourself

Starting at 20th level, you can change any number of your Soul Alterations at the end of a long rest. Additionally, you can create a copy of your artifact. While another person is holding the copy of your artifact, you can cast spells as if you were in their space.

Artifact

Different explorers claim different artifacts from which they gain their powers. You can choose from a number of artifacts including: The Inferno Ring, The Exalted Blade, The Tyrant's Crown, The Tri-bone Amulet, The Astral Bow and The Abberant Eye.

The Inferno Ring

Infernal Magic

Starting at 1st level, you gain access to The Inferno Ring. You an use this ring to cast spells as noted in the item description below. When casting a spell this way, all non-physical damage types become fire, unless the spell lists two damage types, and the spell's appearance changes as noted in the spell list. Some spells allow you to choose between options, these options are picked for you as noted next to the spell.

For example, Cone of cold will deal fire damage instead of cold damage. Fire shield allows you to pick between a warm and a cold shield, when cast this way you can only pick the warm shield.

Additionally, you also bypass a creature's fire resistance.

The Inferno Ring

Ring, artifact

Magic: While wearing The Inferno Ring you can expend charges to cast the following spells

0th- Control Flames, Create Bonfire, Firebolt

1st- Burning Hands, Hellish Rebuke, Faerie Fire, Fog cloud (Smoke instead of fog)

2nd- Aganazzar's Scorcher, Flaming Sphere, Dragon's Breath (fire), Pyrotechnics, Heat Metal

3rd- Daylight, Fireball, Gaseous form (Smoke), Melf's Minute Meteors

4th- Conjure minor elemental (Fire), Elemental Bane (Fire), Fire Shield (Warm), Wall of Fire

5th- Conjure Elemental (fire), Flame Strike, Immolation, Cone of Cold (Fire instead of cold)

Fire Adept

Staring at 6th level, you can ignore a creature's fire immunity. If a creature has fire absorption, your spell deals necrotic damage instead.

Additionally, you gain resistance to fire damage.

Punishing Flame

Starting at 10th level, you can reroll damage dice from fire spells cast from your ring. You can reroll a number of dice equal to your intelligence modifier (minimum 1).

Controlled Burn

Starting at 13th level, when you cast a spell that affects other creatures, you can choose any number of creatures within the spell's range, these creatures automatically succeed the saving throw against the spell.

Additionally, you can spend 7 charges to cast firestorm from your artifact. Once you use this feature you can't use it again until you finish a long rest.

Fire Mastery

Starting at 17th level, you gain immunity to fire damage.

The Exalted Blade

Holy Warrior

Starting at 1st level, you gain access to The Exalted Blade. You can use this blade to cast spells listed in the item's description. When you cast spells this way, the appearance of these spells change as noted next to the spell in the spell list.

Additionally, you are considered proficient with The Exalted Blade and you can use your intelligence modifier, instead of strength, for the attack and damage rolls made with this weapon.

The Exalted Blade

Weapon (longsword), artifact

Magic: While wielding The Exalted Blade you can expend charges to cast the following spells

0th- Booming Blade, Green-Flame Blade, Sword Burst

1st- Ensnaring Strike, Healing Word, Shield, Zephyr Strike

2nd- Branding Smite, Find Steed, Misty Step, Spike Growth (Caltrops), Warding Bond

3rd- Aura of Vitality, Blinding Smite, Haste, Spirit Guardians

4th- Find Greater Steed, Guardian of Faith, Staggering Smite, Stoneskin

5th- Banishing Smite, Hallow, Holy Weapon, Steel Wind Strike

6th- Blade Barrier, Heal, Investiture of Stone, Sunbeam

7th- Mordenkainen’s Sword, Regenerate

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Radiant Light

Starting at 10th level, as an action you can start producing holy light from your body. Any creature within 10ft of you has disadvantage on attack rolls against you. This ability lasts for a number of round equal to your intelligence modifier (minimum 1).

Once you use this feature you can't use it again until you finish a long rest.

Holy Force

Starting at 13th level, whenever you hit a creature with a melee weapon attack, you can expend one charge to deal an additional 1d8 radiant damage. You can expend additional charges to increase the damage by 1d8 for each charge spent up to a maximum of 6 charges.

Rejuvenating Light

Starting at 17th level, when you use your Radiant Light feature, you can designate any number of creatures within 30 feet. When each creature regains hit points from a spell you cast, they regain additional hit points equal to your Intelligence modifier.

The Tyrant's Crown

The Tyrant's Crown

Wondrous Item, artifact

Magic: While wearing The Tyrant's Crown you can expend charges to cast the following spells

0th- Friends, Toll the Dead, Vicious Mockery

1st- Cause Fear, Command, Inflict Wounds, Tasha's Hideous Laughter

2nd- Crown of Madness, Hold Person, Mind Spike, Ray of Enfeeblement, Suggestion

3rd- Animate Dead, Bestow Curse, Enemies Abound, Vampiric Touch

4th- Blight, Compulsion, Confusion, Phantasmal Killer, Shadow of Moil

5th- Contagion, Danse Macabre, Dominate Person, Geas

6th- Circle of Death, Create Undead, Mass Suggestion

Unholy Rule

Starting at 1st level, you gain access to The Tyrant's Crown. While wearing this crown you can cast spells listed in the item's description. When you cast spells this way, the appearance of these spells changes as noted next to the spell.

Additionally, while wearing this crown you have advantage on Charisma (Intimidation) and Charisma (Persuasion) checks.

Undead Mastery

Starting at 6th level, when you create an undead using a necromancy spell, it has the following benefits:

  • The creature gains a number of temporary hit points equal to your intelligence modifier.
  • The creature deal additional necrotic damage equal to your proficiency bonus.

Herd Mentality

Starting at 10th level, when a creature you can see is under the affect of an enchantment spell you cast on them, as a bonus action you can spend a number of charges equal to the spell's level to spread the effect to any creature within 10 feet of the original target of the spell, forcing them to make a save as if they were targeted by the spell. The new target makes the save with disadvantage.

Once you use this feature you can't use it again until you finish a long rest.

Long Live The King

Starting at 13th level, when you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a Long Rest.

Absolute Power

Starting at 17th level, as an action you can spend 9 charges to cast Psychic Scream.

Once you use this feature you can't use it again until you finish a long rest.

The Tri-bone Amulet

Unnatural Bond

Starting at 1st level, you gain access to The Tri-bone Amulet. While wearing this amulet you can cast spells listed in the item's description.

Additionally, you gain a Chimera Familiar as an ally. See this creature's game statistics in the Chimera Familiar's stat block. In combat, your Chimera 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. While your Chimera Familiar is within 60ft of you, you can spend 1 charge as an action to heal them by 2d6.

If your familiar has died, you can expend 1 charge to return it to life after 1 minute with all of its hit points.

The Tri-bone Amulet

Wonderous item, artifact

Magic: While wearing the Tri-bone Amulet you can expend charges to cast the following spells

0th- Acid Splash, Mage Hand, Poison Spray

1st- Chromatic Orb, Disguise Self, Shield of Faith, Thunderwave

2nd- Alter Self, Enhance Ability, Enlarge/Reduce, Maximilian's Earthen Grasp, Melf's Acid Arrow

3rd- Erupting Earth, Fly, Hunger of Hadar, Water Breathing

4th- Elemental Bane, Giant Insect, Polymorph, Mage Hand, Vitriolic Sphere

5th- Animate Objects, Awaken, Insect Plague, Reincarnate

6th- Bones of the Earth, Create Homunculus, Disintegrate, Tenser's Transformation

Magical Nature

Starting at 6th level, your Chimera Familiar's attacks count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Excess Energy

Starting at 10th level, when you or your Chimera Familiar expends a charge, you can choose one of you to gain 1d4 temporary hit points for each charge spent.

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

Adaption

Starting at 13th level, as an action you can spend 3 charges to temporarily grant your Chimera Familiar the benefit of one Soul Alteration that targets them. This benefit lasts for 1 minute. You can not choose an alteration that you already have.

Synchronous Shift

Starting at 17th level, you can pick two Soul Alterations that effect your Chimera Familiar. You gain the benefits of both of these alterations with the following changes.

  • Any effect that references your Chimera Familiar applies to you instead.
  • You use any abilities granted by this feature as an action instead of a bonus action.

You can change these alterations following the same rules as other alterations.


Chimera Familiar

Medium, Neutral


  • Armor Class 13
  • Hit Points equal the beast’s Constitution modifier + your Intelligence modifier + five times your explorer level
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14(+2) 14(+2) 15(+2) 8(-1) 14(+2) 11(+1)

  • Saving Throws Dex +4, Con +4, Wis +4
  • Skills Perception +4, Stealth +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages understands the languages you speak

Might of the Master: The following numbers increase by 1 when your proficiency bonus increases by 1: the chimera’s skill and saving throw bonuses and the bonuses to hit and damage.


Actions

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

The Astral Bow

Magical Archery

Starting at 1st level, you gain access to The Astral Bow. While wielding this bow you can cast spells listed in the item's description.

Additionally, you are considered proficient with The Astral Bow and you can use your intelligence modifier, instead of strength or dexterity, for the attack and damage rolls made with this weapon.

The Astral Bow

Weapon (Longbow), artifact

Magic: While wielding The Astral Bow you can expend charges to cast the following spells

0th- Firebolt, Light, Ray of Frost

1st- Burning Hands, Entangle, Ice Knife, Ray of Sickness

2nd- Cordon of Arrows, Melf's Acid Arrow, Misty Step, Pace Without Trace, Shatter

3rd- Conjure Barrage, Lightning Bolt, Thunder Step, Wind Wall

4th- Conjure Woodland Beings, Dimension Door, Grasping Vine, Ice Storm

5th- Cone of Cold, Conjure Volley, Far Step, Swift Quiver

6th- Chain Lightning, Investiture of Wind, Wall of Thorns

Spell Storing Arrow

Starting at 6th level, when you cast an instantaneous spell, you can choose to make a ranged weapon attack. On hit you deal your weapon's damage and then the spell's effect resolves starting from the creature.

Evasion

Starting at 10th level, 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.

Untouchable

Starting at 13th level, once per turn when you attack or cast a spell, you can use your reaction to teleport 10 ft in any direction before you attack.

Prismatic Arrow

Starting at 17th level, as an action you can spend 7 charges to cast Prismatic Spray.

Once you use this feature you can't use it again until you finish a long rest.

The Aberrant Eye

Abnormal Magic

Starting at 1st level, you gain access to The Abberant Eye. While wielding this staff you can cast spells listed in the item's description. When you cast spells this way, the appearance of these spells changes as noted next to the spell.

Twisted Barrage

Starting at 1st level, you can expend 1 charge as an action to create three shards of magical force. Each shard targets a creature of your choice that you can see within 120ft. Make a ranged spell attack for each shard, on hit the shard deals 1d8 force damage. You can apply invocations to this ability as if it were a spell of 1st level. You can expend additional charges to create 1 additional shard for each charge you spend.

Deviated Power

Starting at 6th level, when you cast your twisted barrage you can choose one of the following effects:

  • If each shard targets a different creature, you can add your Intelligence modifier to each damage roll.

  • If each shard targets the same creature, you can reroll any number of damage dice.

The Aberrant Eye

Staff, artifact

Magic: While wielding The Aberrant Eye you can expend charges to cast the following spells

0th- Eldritch Blast, Minor Illusion, Guidance

1st- Color Spray, Disguise Self, Silent Image, Sleep

2nd- Darkness, Detect Thoughts, Blur, Invisibility, See Invisibility

3rd- Clairvoyance, Hypnotic Pattern, Major Image, Summon Lesser Demons

4th- Arcane Eye, Greater Invisibility, Hallucinatory Terrain, Summon Greater Demons

5th- Conjure Shadow Demon, Creation, Seeming, Scrying

6th- Find the Path, Programmed Illusion, True Seeing

Warped Illusions

Starting at 10th level, when a creatures uses their action to make an investigation check against an illusion you created, you can use your reaction to twist the illusion to represent the creature's deepest fears. The creature must make a wisdom saving throw or become frightened of the illusion.

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

Incandescent Eye

Starting at 13th level, as an action you can expend 5 charges to fire a ray in a line 60ft long and 5 feet wide. Roll a d8 on the table below to determine the ray's effect.

d8 Loot
1 Charm Ray: The targeted creatures must succeed on a Wisdom saving throw or be charmed for 1 hour, or until you harm the creature.
2 Paralyzing Ray: The targeted creatures must make a 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.
3 Fear Ray: The targeted creatures must make 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, ending the effect on itself on a success.
4 Slowing Ray: The targeted creatures must make a Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
5 Sleep Ray: The targeted creatures must make a Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
6 Disintegration Ray: The targeted creatures must make a Dexterity saving throw or take 10d8 force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.
7 Petrification Ray: The targeted creatures must make a Constitution saving throw or have its speed reduced by half. The creatures repeat this save at the end of each of their turns, ending on a success. If a creature fails three times they are petrified.
8 Healing Ray: Each target regains 6d6 hit points.

Draconic Anomaly

Starting at 17th level, you can expend 8 charges to cast Illusory Dragon.

Once you use this feature you can't use it again until you finish a long rest.

Soul Alterations

If a soul alteration has prerequisites, you must meet them to learn it. You can learn the alteration at the same time that you meet its prerequisites.

Ancient Knowledge

You gain proficiency in History and Religion.

Ancient Savant

When you cast a spell that requires a saving throw, you can spend 2 charges to increase the saving throw by 1.

Artifice Body

You are immune to the poisoned condition and disease.

Blade of Fire

You can add Green-Flame Blade to your spell list.

Expand Spell

Prerequisites: 3rd level

When you cast a spell that targets a creature, you can expend charges equal to the spell's level to change the radius to a 30ft sphere.

Expert Diver

You gain a swim speed equal to your walking speed.

Expert Spelunker

You gain a climbing speed equal to your walking speed.

Internal Compass

You always know which way is north. Additionally, you have advantage on survival checks to avoid getting lost.

Lost Technique

You gain proficiency in Stealth and Slight of Hand.

Martial Training

You gain proficiency in martial weapons.

Nature born

You can cast Animal Messenger at will, without expending charges or material components.

Refocus

When you are forced to make a Constitution saving throw to maintain concentration on a spell you can use your reaction and spend a number of charges equal to the spell's level (rounded down) to automatically succeed on the saving throw. You can use this after you know the results of the roll.

Split Spell

Whenever you cast a spell that targets only one creature, you can spend 1 charge to target a second creature and split the damage between them.

Steady

Prerequisites: Level 9

You are immune to the frightened condition.

Stretch

When you cast a spell that affects an area, you can expend charges to increase the area of the spell by 5 feet for every charge you expend. If the spell has more than one area, you choose which one to increase.

Void Step

You can add Blink to your spell list.

Warding Protection

You can add Warding Wind to your spell list.

Will-o'-Wisp

You can add Dancing Lights to your spell list.

Conflagration

Prerequisites: 15th level, The Inferno Ring

You can expend 8 charges to cast Incendiary Cloud. Once you use this feature you can't use it again until you finish a long rest.

Fiery Avatar

Prerequisites: Level 11, The Inferno Ring

You can add Investiture of Flame to your spell list.

Fire Summoner

Prerequisites: 7th level, The Inferno Ring

Creatures you summon from your artifact gain temporary hit points equal to your intelligence modifier.

Firestorm

Prerequisites: Ring of Inferno

You learn how to alter the magic of your artifact to cast lightning spells from it. you can add the following spells to your spell list.

0th- Lightning Lure

1st- Witch Bolt
2nd- Shatter
3rd- Call Lightning
4th- Storm Sphere
5th- Destruction Wave

Know Thy Enemy

Prerequisites: The Tyrant's Crown

You have learned to tap into your foe's mind and extract information to help you cripple them. As an action, you can target one creature under the effect of an enchantment spell you have casted. When you do so, you learn the following information:
  • The creature's current hit points
  • The creature's armor class
  • One resistance or vulnerability the creature has

Mental Court

Prerequisites: 11th level, The Tyrant's Crown

You can add Mental Prison to your spell list.

Rule by Fear

Prerequisites: The Tyrant's Crown

You can add Dissonant Whispers to your spell list.

The Mad King of Darkness

Prerequisites: 15th level, The Tyrant's Crown

You can expend 8 charges to cast Maddening Darkness. Once you use this feature you can't use it again until you finish a long rest.

Blinding Light

Prerequisites: 15th level, The Exalted Blade

You can expend 8 charges to cast Sunburst. Once you use this feature you can't use it again until you finish a long rest.

Divine Protection

Prerequisites: The Exalted Blade

When you aren't wearing armor, your armor class equal 10 + your Dexterity modifier + your Intelligence modifier. You can still use a shield and get this benefit.

Empowered Blade

Prerequisites: The Exalted Blade

You can add Divine Favor to your spell list.

Holy Blade

Prerequisites: The Exalted Blade

You have learned how to bring your artifacts magic to the surface of the blade. You gain a +1 to attack and damage rolls made with The Exalted Blade.

This bonus increases to +2 when you reach 10th level in this class.

Twin Blades

Prerequisites: The Exalted Blade

You can split your artifact into two long swords. You are able to use both blades for two weapon fighting.

Behir Head

Prerequisites: The Tri-bone Amulet

Your Chimera Familiar gains a behir head in place of its old head. If it has another head alteration, this head grows along side them. As a bonus action, you can expend 1 charge and command your chimera to use lightning breath. You can expend additional charges to increase the damage by 1d6 for each charge spent.

Lightning Breath. The chimera familiar exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking (1d6) lightning damage on a failed save, or half as much damage on a successful one.

Cheetah Legs

Prerequisites: The Tri-bone Amulet

Your Chimera Familiar gains a pair of cheetah legs. Your Chimera Familiar gains flyby.

Crab Claws

Prerequisites: The Tri-bone Amulet

Your Chimera Familiar gains a pair of crab claws. These claws grants the Chimera Familiar a new attack.

Claw. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: (1d6 + 2) bludgeoning damage. The target is grappled (escape DC 13) The Chimera Familiar has two claws, each of which can grapple only one target

Dragon Head

Prerequisites: The Tri-bone Amulet

Your Chimera Familiar gains a dragon head in place of its old head. If it has another head alteration, this head grows along side them. As a bonus action, you can expend 1 charge and command your chimera to use fire breath. You can expend additional charges to increase the damage by 1d6 for each charge spent.

Fire Breath. The chimera familiar exhales fire in a 15-foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking (1d6) fire damage on a failed save, or half as much damage on a successful one.

Gecko Feet

Prerequisites: The Tri-bone Amulet

Your Chimera Familiar gains a pair of monkey paws. These paws grant your Chimera Familiar a climbing speed of 30ft.

Griffon Wings

Prerequisites: The Tri-bone Amulet

Your Chimera Familiar gains a pair of griffon wings. These wings grant your Chimera Familiar a flying speed of 30ft.

Kamadan Head

Prerequisites: The Tri-bone Amulet

Your Chimera Familiar gains a kamadan head in place of its old head. If it has another head alteration, this head grows along side them. As a bonus action, you can expend 3 charge and command your chimera to use sleep breath.

Sleep Breath. The chimera familiar exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a Constitution saving throw against your spell save DC or fall unconscious for 1 minutes. This effect ends for a creature if it takes damage or someone uses an action to wake it

Manticore Tail

Prerequisites: The Tri-bone Amulet

Your Chimera Familiar gains a manticore tail. As a bonus action, you can expend 1 charge and command your chimera to use tail spike. You can expend additional charges to increase the damage by 1d6 for each charge spent.

Tail Spike. Ranged Weapon Attack: +4 to hit, range 100/200 ft., one target. Hit: (1d6 + 2) piercing damage.

Ram Head

Prerequisites: The Tri-bone Amulet

Your Chimera Familiar gains a Ram head in place of its old head. If it has more than one head, this head replaces one of them. This head grants a new ability.

Charge. If the goat moves at least 20 ft. straight toward a target and then hits it with a melee weapon attack on the same turn, the target takes an extra (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Shark Fins

Prerequisites: The Tri-bone Amulet

Your Chimera Familiar gains a pair of shark fins. These fins grant your Chimera Familiar a swimming speed of 30ft.

Shifting Mastery

Prerequisites: Level 15, The Tri-bone Amulet

You can expend 8 charges to cast Animal Shapes. Once you use this feature you can't use it again until you finish a long rest.

Snake Tail

Prerequisites: The Tri-bone Amulet

Your Chimera Familiar gains a snake for a tail. As a bonus action, you can expend 1 charge and command your chimera to use poison spit. You can expend additional charges to increase the damage by 1d6 for each charge spent.

Poison Spit. Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit: (2d6) poison damage. The target must make a Constitution saving throw against your spell save DC, or become poisoned.

Spider Abdomen

Prerequisites:The Tri-bone Amulet

Your Chimera Familiar gains a spider abdomen. As a bonus action, you can expend 1 charge and command your chimera to use web. You can expend additional charges to target one additional creature for each charge spent.

Web. Ranged Weapon Attack: +4 to hit, range 30/60 ft., one creature. Hit: The target is Restrained by webbing. As an action, the Restrained target can make a Strength check against your spell save DC, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

Stallion

Prerequisites: Level 6, The Tri-bone Amulet

Your Chimera Familiar becomes Large.

Thick Hide

Prerequisites: The Tri-bone Amulet

Your Chimera Familiar gains a thick hide of fur. Your Chimer Familiar gains a +3 bonus to its natural armor.

This bonus increases to +4 at level 10.

Unicorn Head

Prerequisites: Level 6, The Tri-bone Amulet

Your Chimera Familiar gains a Unicorn head in place of its old head. If it has another head alteration, this head grows along side them. As a bonus action, you can expend 1 charge and command your chimera to use teleport.

Teleport. The Chimera Familiar magically teleports itself any space it can see within 60ft.

Arcane Archery Initiate

Prerequisites: The Astral Bow

You can choose two arcane shot options from the fighter's arcane archer subclass. You can expend 1 charge to cast an arcane shot.

Astral Crown

Prerequisites: 13th level, The Astral Bow

You can expend 7 charges to cast Crown of Stars. Once you use this feature you can't use it again until you finish a long rest.

Magical Armaments

Prerequisites: The Astral Bow

You gain a +1 to attack and damage rolls made with The Astral Bow. This bonus increases to +2 when you reach 10th level in this class.

Quick Draw

Prerequisites: 6th level, The Astral Bow

You can attack twice, instead of once, whenever you take the attack action on your turn with the Astral Bow.

Disarming Barrage

Prerequisites: The Aberrant Eye

When you hit a creature with your Twisted Barrage, the creature has disadvantage on their next attack roll made before the end of your next turn.

Distant Barrage

Prerequisites: The Aberrant Eye

The range of your Twisted Barrage increases to 300ft.

Freezing Barrage

Prerequisites: The Aberrant Eye

When you hit a creature with your Twisted Barrage, you can reduce their speed by half until the start of your next turn.

Forceful Barrage

Prerequisites: The Aberrant Eye

When you hit a creature with your Twisted Barrage, you can push the creature up to 10 ft away in a straight line.

Improved Barrage

Prerequisites: The Aberrant Eye

You can a +1 to attack rolls made with Twisted Barrage.

This bonus increases to +2 when you reach 10th level in this class.

Staggering Barrage

Prerequisites: The Aberrant Eye

When you hit a creature with your Twisted Barrage, you gain advantage on the next attack roll made against the creature before the end of your turn.

You can only gain this benefit once per turn.

Unrelenting Barrage

Prerequisites: The Aberrant Eye

Creatures you target with your Twisted Barrage gains no benefit from half or 3/4 cover.

Weird Magic

Prerequisites: The Aberrant Eye, 17th level

You can expend 9 charges to cast Weird.

Once you use this feature you can't use it again until you finish a long rest.

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