Revised Exandria Subclasses

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Revised Exandria Subclasses

Barbarian:

Path of the Juggernaut

When the Herd of Storms led their terrible raids across Tal'Dorei under the leadership of Kevdak, tales spread of their bloodlust, brutality, and nigh unstoppable strength. Walls crumbled and legions fell to but a handful of fearsome warriors as they cut a path for the herd to charge in and take what they wished before vanishing back into the Dividing Plains. These fearsome barbarians that would break through the shields and towers of nearby townships became known as the Juggernauts.

While the Herd of Storms is no more, the lineage of trained juggernauts that survived to join the Rivermaw still teach the ways of their unbreakable rage. Honed to assault the lairs of powerful threats to their way of life, or defend against armed hordes of snarling goblinoids, the juggernauts represent the finest of frontline destroyers within the primal lands of Tal’Dorei and beyond.

Path of the Juggernaut Features
Barbarian Level Feature
3rd Demolishing Might, Thunderous Blows
6th Stance of the Mountain
10th Overwhelming Cleave
14th Unstoppable

Demolishing Might

3rd-level Path of the Juggernaut feature


You can muster destructive force with your assault, shaking the core of even the strongest structures. All of your melee attacks deal double damage to objects and structures.

Additionally, you have a Siege Die, which is a d4. This die changes as you gain levels in this class. The die becomes a d6 at 6th level, a d8 at 10th level, and a d12 at 14th level. When you hit with a melee attack, you can roll your Siege Die
and add it to the damage roll.

You can add your siege die to a damage roll a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Thunderous Blows

3rd-level Path of the Juggernaut feature


Your rage instills you with the strength to batter around your foes, making any battlefield your domain. When you damage a creature with a melee attack while raging, you can use a bonus action to force the target to make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failure, you push the target 10 feet away from you, and you can choose to immediately move 10 feet towards the target without expending any movement. Whenever you shove or push a creature into an
obstacle, roll your Siege Die and add your
Strength modifier. Both the creature and the
obstacle take bludgeoning damage equal to half the
result of your roll.

Stance of the Mountain

6th-level Path of the Juggernaut feature


You harness your fury to anchor your feet to the earth, shrugging off the blows of those who would topple you. You cannot be knocked prone or moved against your will while raging unless you become unconscious. If you haven't moved more than half your movement speed during your turn, you gain +1 bonus to your AC until the start of your next turn.

Overwhelming Cleave

10th-level Path of the Juggernaut feature


You wade into armies of foes, great swings of your weapon striking any who threaten you. When you make a weapon attack while raging, you can make another attack as a bonus action with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Unstoppable

14th-level Path of the Juggernaut feature


You can become unstoppable when you enter a rage. For the duration of the rage your speed cannot be reduced, and you are immune to the frightened, paralyzed, and stunned conditions. If you are frightened, paralyzed, or stunned, you can still take your bonus action to enter your rage and suspend the effects for the duration of the rage.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you gain one level of exhaustion when your rage ends.

Barbarian: Path of the Totem Warrior

If you follow the Path of the Totem Warrior from the Player's Handbook, you have access to the options presented here when you choose a totem animal.

Totem Spirit

3rd-level Path of the Totem Warrior feature


Duck. While raging, when an attacker that you can see targets you with an attack, you can use your reaction to impose a penalty to the attack roll equal to your Constitution modifier, helping you shrug off the blow like water off a duck's back. You can take this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Aspect of the Beast

6th-level Path of the Totem Warrior feature


Duck. You gain resistance to acid damage, as the liquid mostly slides off your strangely waxy exterior. In addition, you gain a swimming speed equal to your walking speed.

Totemic Attunement

14th-level Path of the Totem Warrior feature


Duck. If you hit a creature with a melee attack on your turn while raging, you can use your bonus action to flap your arms while honking and flailing at the same target. The creature must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or be frightened of you until the end of your next turn.

Bard:

College of the Maestro

Music is a powerful thing. It can bolter a burning passion, inspire the meek to bravery, and sooth a cluttered mind. With a wave of a wand or a strum of an instrument, a maestro listens to for the clang of arms on armor, the heavy footfalls of a giant, the crackle of a bolt of lightning, and catches them, crafting them into a symphony of rousing musical movements. They conduct the sounds of the battlefield like an orchestra, empowering the blows of their allies, altering the minds and moods of their opponents, and changing the pace of the fray in their favor.

The College of the Maestro calls to those who enjoy enabling their companions to become even more adept, working in unison with your sonata. It refines those of raw talent into majestic performers who can pluck the thoughts from a mind like a musical note, amplify the fears of lesser being through ominous tones, and seemingly stretch time by commanding the tempo of a heartbeat. Maestros become heroes who can take the chaos of the world and carve it as they see fit by controlling the vibrations of music that subtly guide the realm.

College of the Maestro Features
Bard Level Feature
3rd Battle Muse, Symphony of Conflict
6th Frenetic Crescendo
14th Virtuoso of Captivation

Battle Muse

3rd-level College of the Maestro feature


When you join the College of the Maestro, you gain one additional use of Bardic Inspiration.

You gain another use of Bardic Inspiration at 6th level, and again at 14th level.

Symphony of Conflict

3rd-level College of the Maestro feature


You've been trained in the bardic art of magically manipulating the sounds of combat into a concert of powerful melodies that can alter the very battlefield around you. You can use a wand as a spellcasting focus for your bard spells.

You also learn three conducting techniques of your choice, which are detailed under "Conducting Techniques" below. All techniques require a free hand and an instrument or a wand. For these techniques to function, you must be able to see your target, and they must be able to hear you.

You learn two additional conducting techniques of your choice at 6th and 14th level. Each time you learn a new technique, you can also replace one technique you know with a different one.

If the conducting technique requires a saving throw, the DC equals your spell save DC.

Frenetic Crescendo

6th-level College of the Maestro feature


You can harness the beat of battle, whipping it into a frenzy of drums, chants, and glory. You can use your action to expend any number of uses of your Bardic Inspiration feature. For each expended use, you can immediately grant a Bardic Inspiration die to a creature other than yourself within 60 feet that you can see. A creature can have only one Bardic Inspiration die at a time.

Once you use this feature, you must finish a long rest before you can use it again.

Virtuoso of Captivation

14th-level College of the Maestro feature


You can begin conducting a mystical symphony as an action, distracting and capturing the minds of nearby creatures. For up to 10 minutes, any number of creatures you choose within 60 feet who can hear you have disadvantage on Wisdom (Perception) checks that rely or sight or hearing, as well as attack rolls against creatures other than you.

You must use your bonus action on subsequent turns to continue the performance or the effect ends. Once you use this ability, you must finish a short or long rest before you can use it again.

Conducting Techniques

Aria of Suspense (Ansia). You build an air of tension and paranoia with subtle, droning tones. As an action, you expend and roll a Bardic Inspiration die. For the next 10 minutes, any creature of your choice within 60 feet can't be surprised, and gains a bonus to saving throws against traps and environmental hazards equal to your Bardic Inspiration die roll.

Crash (Marcato). You harness and amplify the roar of a well-placed blow into a violent explosion of sound. When another creature within 60 feet of you hits with an attack, you can use your reaction to force the target of the triggering attack to make a Strength saving throw. Unless it succeeds on the saving throw, the creature takes thunder damage equal to one roll of your Bardic Inspiration die and is knocked prone.

Dirge of Dread (Finale). You play a terrifying dirge to accompany a deathblow, striking fear into the hearts of your nearby enemies. When an ally reduces a creature within 60 feet to 0 hit points, you can use your reaction to expend and roll a Bardic Inspiration die. A number of creatures you choose up to half the number rolled must make a Wisdom saving throw. On a failure, the creature becomes frightened of the triggering ally until the end of your next turn.

Feat: Journeyman Conductor

You have spent some time in the bardic teachings of a maestro, granting you command over the music of combat. You gain the following benefits

  • You learn two conducting techniques of your choice from among those available to the College of the Maestro in the bard class. If a technique requires a saving throw to resist the technique's effects, the saving throw DC equals 8 + your proficiency bonus + your Charisma modifier.
  • If you already have Bardic Inspiration dice, you gain one more; otherwise you have one Bardic Inspiration die, which is a d6. This die can be given to others as a bonus action (per the Bardic Inspiration bard feature), or can be used to fuel your techniques. A Bardic Inspiration die is expended when you use it. You regain this expended Bardic Inspiration die when you finish a short or long rest.

Dissonance (Discordia). Summoning a harsh, discordant tone, you muddle the mind of an opponent, lessening their defenses. When a creature within 60 feet is forced to make a saving throw, you can use your reaction to expend and roll a Bardic Inspiration die. You apply a penalty to the creature's saving roll throw equal to half the number rolled. You can use this feature after the creature makes its saving throw, but before the DM determines a success or failure.

Guiding Tone (Fermata). You drag a sharp, powerful chord through the mind of a creature, forcing it to suddenly stumble in a direction you wish. As a bonus action, you expend a Bardic Inspiration die and select a creature other than yourself within 60 feet. The target must succeed on a Wisdom saving throw. On a failure, the creature must use its reaction to move up to 10 feet in a direction you choose. The target can choose to fail its saving throw if it wishes.

Hasten Tempo (Accelerando). Your manipulation of tempo and song can inspire others to act more quickly. You can use your bonus action to choose another creature within 60 feet. Expend and roll a Bardic Inspiration die, adding the number rolled to the creature's initiative and moving them up the initiative order accordingly. If this would move the creature's initiative higher than you, it immediately takes its turn after you this round. A creature can't be affected by Hasten Tempo again until it finishes a short or long rest.

Hymn of Harmony (Armonia). The melodies surrounding your allies promote rapid recovery. When a creature that has a Bardic Inspiration die from you regains hit points, they can expend and roll their Inspiration Die to regain additional hit points equal to the number rolled.

Majestic Anthem (Maestoso). Pulled from the chaos, you muster an uplifting melody that bolsters the resolve of your allies. As an action you expend and roll a Bardic Inspiration die, and all other creatures of your choice within 60 feet gain temporary hit points equal to the number rolled plus your Charisma modifier (minimum of 1). These temporary hit points last for 1 minute.

Resonance (Risonanza). You shape the harmonic vibrations of a weapon's movements into a dangerous, sonic enhancement. As a bonus action, you expend a Bardic Inspiration die, choosing one weapon within 60 feet of you. Until the start of your next turn, all attacks with that weapon deal addition thunder damage equal to half of one roll of your Bardic Inspiration die (minimum of 1).

Sprint (Presto). The song you conjure can stir the winds, pushing along those who require expedient travel. A creature that has a Bardic Inspiration die from you can expend and roll their Inspiration Die to increase their speed for that turn. A roll of 1-4 increases their speed by 10 feet, a roll of 5-8 increases their speed by 15 feet, and a roll of 9-12 increases their speed by 20 feet.

Blood Hunter: Order of the Profane Soul

If you are a member of the Order of the Profane Soul for the Blood Hunter class, you have access to the options presented here.

Otherworldly Patron

3rd-level Order of the Profane Soul feature


You strike a bargain with an otherworldly being of your choice. You can now also choose the Fathomless or Genie from Tasha's Cauldron of Everything and the Undead from Van Richten's Guide to Ravenloft. Your choice augments some of your order features.

Rite Focus

3rd-level Order of the Profane Soul feature


You gain a specific benefit based on your chosen pact.

The Fathomless. While you have an active Crimson Rite, your reach with the weapon increases by 5 feet, as spectral tentacles carry your weapon to it's target.

The Genie. You learn an additional Crimson Rite based on the nature of your genie patron, as shown on the Genie Rite table below. If you already know this rite, you learn a different Primal Rite of your choice. When you deal damage with the rite associated with your patron, you can roll your hemocraft die twice and choose which result to use.

Genie Rite
Genie Rite
Dao Rite of the Boulder
Djinni Rite of the Roar
Efreeti Rite of the Flame
Marid Rite of the Frozen
Esoteric Rite

Rite of the Boulder. Your rite damage is bludgeoning damage.

The Undead. Once during each of your turns when you hit a creature with a weapon attack roll while you have an active Crimson Rite, you can force it to make a Wisdom saving throw against your hemocraft save DC. If the saving throw fails, the target is frightened of you until the end of your next turn.

Revealed Arcana

7th-level Order of the Profane Soul feature


Your dark patron grants you the use of a dangerous arcane spell based on your pact.

The Fathomless. You can cast warding wind once using a pact magic spell slot. You can't do so again until you finish a long rest.

The Genie. You can cast phantasmal force once using a pact magic spell slot. You can't do so again until you finish a long rest.

The Undead. You can cast ray of enfeeblement once using a pact magic spell slot. You can't do so again until you finish a long rest.

Unsealed Arcana

15th-level Order of the Profane Soul feature


Your patron grants you the rare use of an additional arcane spell based on your pact.

The Fathomless. You can cast tidal wave once without expending a spell slot. You can't do so again until you finish a long rest.

The Genie. You can cast protection from energy once without expending a spell slot. You can't do so again until you finish a long rest.

The Undead. You can cast animate dead once without expending a spell slot. You can't do so again until you finish a long rest.

Cleric: Blood Domain

Originally developed in Wildemount by the Claret Orders, the Blood domain centers around the understanding of the natural life force within one’s own physical body. The power of blood is the power of sacrifice, the balance of life and death, and the spirit’s anchor within the mortal shell. The Gods of Blood seek to tap into the connection between body and soul through divine means, exploit the hidden reserves of will within one’s own vitality, and even manipulate or corrupt the body of others through these secret rites of crimson. Almost any neutral or evil deity can claim some influence over the secrets of blood magic and this domain, while the gods who watch from more moral realms shun its use beyond extenuating circumstance.

Blood Magic

When casting spells as a Blood Domain cleric, consider ways to flavor your spell descriptions to tailor the magic’s effect on the opponent’s blood and vitality. Hold person might involve locking a target’s body into place from the blood stream out, preventing them from moving. Cure wounds may feature the controlling of blood like a needle and thread to close lacerations. Guardian of faith could be a floating, crimson spirit of dripping viscera who watches the vicinity with burning red eyes. Have fun with the themes!

Blood Domain Features
Cleric Level Feature
1st Domain Spells, Crimson Focus, Bloodletting Magic
2nd Channel Divinity: Blood Puppet
6th Sanguine Recall
8th Divine Strike (1d8)
14th Divine Strike (2d8)
17th Vascular Corruption

Domain Spells

1st-level Blood Domain feature


You gain domain spells at the cleric levels listed in the Blood Domain Spells table. See the Divine Domain class feature for how domain spells work.

Blood Domain Spells
Cleric Level Spells
1st inflict wounds, ray of sickness
3rd crown of madness, ray of enfeeblement
5th haste, vampiric touch
7th blight, locate creature
9th dominate person, hold monster

Crimson Focus

1st-level Blood Domain feature


You gain proficiency with martial weapons. If you're proficient with a simple or martial melee weapon that deals piercing or slashing damage, you can use it as a spellcasting focus for your cleric spells.

Bloodletting Magic

1st-level Blood Domain feature


Your divine magics draw the blood from inflicted wounds, worsening the agony of your target. Once on your turn when you use a spell of 1st level or higher to deal damage to a creature, that creature takes additional necrotic damage equal to twice the spell’s level.

Channel Divinity: Blood Puppet

2nd- and 8th-level Blood Domain feature


You can use your Channel Divinity to briefly control a creature’s actions against their will. As an action, you target a Large or smaller creature you can see within 60 feet of you. That creature must succeed on a Constitution saving throw against your spell save DC. Unless it succeeds on its saving throw, it must use its reaction to move up to half its speed in any direction of your choice and make a single weapon attack against a creature of your choice within the attack's range.

Upon reaching 8th level in this class, you can target a creature that is Huge or smaller.

Sanguine Recall

6th-level Blood Domain feature


You can sacrifice a portion of your own vitality to recover expended spell slots. As an action, you recover spell slots that have a combined level equal to or less than one third of your cleric level. You then expend two hit dice per spell slot level recovered.

For example, if you're a 6th-level cleric, you can recover up to two levels of spell slots. You can recover a 2nd-level spell slot or two 1st-level spell slots. You then expend four hit dice. Alternatively, you could choose to only recover one 1st-level spell slot and expend only two hit dice.

Once you use this ability, you can't do so again until you finish a long rest.

Divine Strike

8th- and 14th-level Blood Domain feature


You gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Vascular Corruption

17th-level Blood Domain feature


As an action, you can emit a powerful aura that extends 20 feet out from you that pulses necrotic energy through the veins of nearby foes, causing them to burst and bleed.

For up to 1 minute or until your concentration ends (as if you were concentrating on a spell), any creature of your choice that enters the aura for the first time on a turn or starts its turn there immediately takes 2d6 necrotic damage. Creatures of your choice that would regain hit points while within the aura regain only half of the intended number of hit points (rounded up).

Once you use this feature, you can’t use it again until you finish a long rest, or until you expend a spell slot of 5th-level or higher.

Monk:

Way of the Cobalt Soul

Driven by the pursuit of knowledge and their worship of the Knowing Mistress, the archives of the Cobalt Soul stand as some of the most well-respected and most heavily guarded repositories of tomes, history, and information across Exandria. Here, young people seeking the clarity of truth and the strength of knowledge pledge to learn the arts of seeking enlightenment by understanding the world around them, and mastering the techniques to defend it. To become a Cobalt Soul is to give one’s self to the quest for unveiling life's mysteries, bringing light to the secrets of the dark, and guarding the most powerful and dangerous of truths from those who would seek to perverse the sanctity of civilization.

The monks of the Cobalt Soul are the embodiment of the phrase “know your enemy”. Through research, they prepare themselves against the ever-coming tides of evil. Through careful training, they have learned to puncture and manipulate the spiritual flow of an opponent’s body. Through understanding the secrets of their foe, they can adapt and surmount them. Then, once the fight is done, they return to record their findings for future generations of monks to study from.

Way of the Cobalt Soul Features
Monk Level Feature
3rd Mystical Erudition, Extract Aspects
6th Extort Truth, Preternatural Counter
11th Mind of Mercury
17th Debilitating Barrage

Mystical Erudition

3rd-level Way of the Cobalt Soul feature


You've undergone extensive training with the Cobalt Soul, teaching you extensively in history or lore from the monastery's collected volumes. You learn one language of your choice, and you gain proficiency with one of the following skills of your choice: Arcana, History, Investigation, Nature, and Religion.

You gain an additional language and an additional skill proficiency from the above list at 6th, 11th, and 17th level. If you already have proficiency in one of the listed skills at 6th, 11th, or 17th level, you can instead choose to double your proficiency bonus for any ability check you make that uses the chosen proficiency.

Extract Aspects

3rd-level Way of the Cobalt Soul feature


You can strike pressure points to extract crucial information about your foe. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can learn the following attributes about the target: Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities.

Extort Truth

6th-level Way of the Cobalt Soul feature


You know how to hit a series of hidden nerves on a creature with precision, temporarily causing them to be unable to mask their true thoughts and intent. If you hit a single creature with two or more attacks in one round, you can spend 1 ki point to force them to make a Charisma saving throw. You can choose to have these attacks deal no damage. On a failed save, the creature is unable to speak a deliberate lie for 1 minute and all Charisma checks directed at the creature are made with advantage for the duration. You know if they succeeded or failed on their saving throw.

An affected creature is aware of the effect and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as the effect lasts.

Preternatural Counter

6th-level Way of the Cobalt Soul feature


Your quick mind and study of your foe allows you to use their failure to your advantage. If a creature misses you with an attack, you can immediately use your reaction to make an unarmed strike against that creature.

Mind of Mercury

11th-level Way of the Cobalt Soul feature


You've honed your awareness and reflexes through mental aptitude and pattern recognition. Once per turn, if you've already taken your reaction, you can spend 1 ki point to take an additional reaction.

Debilitating Barrage

17th-level Way of the Cobalt Soul feature


You've gained the knowledge to temporarily lower a creature’s fortitude by striking a series of pressure points. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can spend 3 ki points to cause the creature to gain vulnerability to a damage type of your choice for 1 minute, or until they take damage of that type. A creature who is affected by this feature cannot be affected by it again for 24 hours.

Paladin:

Oath of the Open Sea

The Oath of the Open Sea calls to sea-faring warriors, swashbuckling sailors, and journeying guardians who seek the thrill of an endless horizon. Driven to seek the adventure and mystery across and beneath every endless oceanic expanse, paladins who swear this oath stand against those who would deny the liberties afforded to likeminded travelers, rooting out the tyrannical and corrupt that claim any shore.

Such guardians believe in the natural beauty of the sea, often making offerings and prayers to entities or deities like the Wild Mother or Storm Lord that influence safe passage, while often feeling called to hunt those monstrosities that seek to terrorize and spoil the waters with wanton violence and ill intent.

Tenets of the Open Sea

Though the exact words and strictures of the Oath of the Open Sea vary, paladins of this oath share these tenets.

No Greater Life than a Life Lived Free. One should be free to chart their own path without oppression. Those who would exert their power to dominate others shall be smote.

Trust the Skies. The guidance of a strong breeze. The rumbling warnings of a coming storm. Nature is a source of portent and council that should be heeded.

Adapt like the Water. The waters of the ocean can shift around any obstacle or become an impassable one. They can carve around and reveal the secrets of the past or swallow the truth and hide it forever. To embrace this fluidity is to be ready for any challenge.

Explore the Uncharted. The world is filled with much mystery. Through the pursuit of these enigmatic ends, one can both uncover those who hide their dark deeds in shadow to be judged, and find the path to becoming something great.

Oath of the Open Sea Features
Paladin Level Feature
3rd Oath Spells, Channel Divinity
7th Aura of Liberation (10 ft.)
15th Stormy Waters
18th Aura of Liberation (30 ft.)
20th Mythic Swashbuckler

Oath Spells

3rd-level Oath of the Open Sea feature


You gain oath spells at the paladin levels listed in the Oath of the Open Seas Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Open Sea Spells
Paladin Level Spells
3rd create or destroy water, expeditious retreat
5th augury, misty step
9th call lightning, tidal wave
13th conrol water, freedom of movement
17th commune with nature, maelstrom

Channel Divinty

3rd-level Oath of the Open Sea feature


You gain the following two Channel Divinity options.

Marine Layer. As an action you can channel the sea to create a thick cloud of fog that surrounds you and heavily obscures the area for 20 feet in all directions, following you as you move. You and all creatures within 5 feet of you instead treat this fog as lightly obscured. This fog lasts for 10 minutes or until you end it as an action, spreads around corners and cannot be dispersed.

Fury of the Tides. As a bonus action, you can channel the powerful might of the waves to bolster your attacks for 1 minute. Once per turn for the duration, when you hit a creature with a weapon attack, you can choose to push the target 10 feet away from you. If the target is pushed into an obstacle or another creature, the creature and the object or both creatures take bludgeoning damage equal to your Charisma modifier.

Aura of Liberation

7th- and 18th-level Oath of the Open Sea feature


You emanate an aura while you're not incapacitated. You and any creature of your choice within 10 feet of you cannot be grappled or restrained, as well as ignore penalties on movement or attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape nonmagical restraints.

When you reach 18th level in this class, the range of the aura increases to 30 feet.

Stormy Waters

15th-level Oath of the Open Sea feature


You can call crashing waters around you as a reaction whenever a creature enters or exits your melee range. The creature takes 1d12 bludgeoning damage and must succeed a Strength saving throw against your spell save DC or be knocked prone.

Mythic Swashbuckler

20th-level Oath of the Open Sea feature


You learn to channel the spirits of historic sea captains to briefly become a paragon of heroic adventure. As an action, you embrace these spirits of the sea, gaining the following benefits for 1 minute:

  • Climbing costs no additional movement, and you have advantage on Strength (Athletics) checks.
  • If you are within 5 feet of a creature, and no other creatures are within 5 feet of you, you have advantage on your attacks against that creature.
  • You can take the Dodge action as a bonus action.
  • You have advantage on all Dexterity ability checks and Dexterity saving throws against effects that you can see.

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

Sorcerous Origin: Runechild

The weave and flow of magic is mysterious and feared by many across Exandria. Some sorcerers occasionally find their body itself becomes a conduit for such energies, their flesh collecting and storing remnants of their magic in the form of natural runes. These anomalies are known in erudite circles as runechildren.

The talents of a runechild are rare indeed, and many are sought after for study by mages and scholars alike, driven by a prevalent belief that the secrets within their body can help understand many mysteries of the arcane. Others seek to enslave them, using their bodies as tortured spell batteries for their own diabolic pursuits. Their subjugation all throughout the Age of Arcanum has driven the few that exist this day into hiding their essence – a task that is not easy, given the revealing nature of their gifts.

Runechild Features
Sorcerer Level Feature
1st Runechild Magic, Essence Runes, Glyphs of Aegis
6th Impart Aegis, Manifest Inscriptions
14th Runic Torrent
18th Arcane Exemplar

Runic Magic

1st-level Runechild feature


You learn additional spells when you reach certain levels in this class, as shown on the Runic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

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

Runic Spells
Sorcerer Level Spells
1st absorb elements, identify
3rd enhance ability, spiritual weapon
5th counterspell, glyph of warding
7th death ward, elemental bane
9th circle of power, teleportation circle

Essence Runes

1st-level Runechild feature


The innate magical energies in your body begin to manifest as natural sigils, called essence runes. The number of essence runes you have on your body equals half your level in this class, rounded up. These runes can manifest anywhere on your body, though the first rune is typically on your

forehead. While inert, they can appear as markings similar to tattoos, birthmarks, scars, or be invisible. If you ever lose a part of your body bearing a rune, a new rune manifests elsewhere on your body.

You can use a bonus action on your turn to charge any number of essence runes on your body. When you do, you glow with dim light in a 5 foot radius. When you charge 5 or more runes, you emit bright light in a 5 foot radius, and dim light for an additional 5 feet. An essence rune remains charged until you expend one, fall unconscious, you die, or if you dismiss it as a bonus action.

Glyphs of Aegis

1st-level Runechild feature


You can release the arcane power within your runes to absorb or deflect threats against you. Whenever you take damage, you can use your reaction to expend a charged essence rune to reduce the damage by 1d8 plus your Charisma modifier. When you gain the Font of Magic class feature, you can also expend 1 or more sorcery points as part of this reaction to further reduce the damage by 1d8 per sorcery point spent. Once an essence rune has been expended, you cannot charge it again until you finish a long rest.

Impart Aegis

6th-level Runechild feature


You learn to extend your own magical protection to others. As an action, you touch a creature and expend a charged essence rune, transferring the rune to the creature. When you expend an essence rune in this way, you can also expend any number of sorcery points. While the creature bears an essence rune, it sheds dim light in a 5 foot radius. A creature can have only one imparted rune at a time.

The rune lasts until the creature takes a short or long rest, or until the creature takes damage. When the creature takes damage, reduce the damage by 1d8 plus your Charisma modifier, plus an additional d8 for each sorcery point spent when transferring the rune. The rune then disappears.

Manifest Inscriptions

6th-level Runechild feature


Your natural affinity with glyphs and markings allows you find such writings that are unseen. As an action, you can cause any hidden magical marks, runes, words, wards, or glyphs within 30 feet of you to reveal themselves. For 1 minute, such markings glow a dim light within a 5 foot radius around them.

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

Runic Torrent

14th-level Runechild feature


You can channel your innate arcane energy to instill your spells with overwhelming power, bypassing even the staunchest defenses.

Whenever you cast a sepll, you can spend 2 sorcery points to change the spell's damage type to force damage.

Arcane Exemplar

18th-level Runechild feature


You can use a bonus action to expend 6 sorcery points to transform yourself, unleashing your arcane energy within. In this form you have the following benefits:

  • You have resistance to damage from spells.
  • You have a flying speed of 40 feet and can hover.
  • When you use the reaction granted by your Glyphs of Aegis feature, you roll 3d8 rather than 1d8 (you can expend sorcery points to reduce the damage further as normal).

You remain in this form for 1 minute. It ends early if you fall unconscious, if you die, or if you dismiss it as a bonus action.

Spells

The Dunamancy spells from Explorer's Guide to Wildemount are by default only available to wizards of the Chronurgy Magic and Graviturgy Magic sublcasses. Here, they have been expanded to additional classes. Also listed below are several homebrew spells that have appeared on Critical Role, as a well as a few spells extrapolated from abilities seen on the show.

Each spell listed on the table below is from Explorer's Guide to Wildemount, unless it is marked with an asterisk, in which case it is described below.

Spells
Level Spell School Conc. Ritual Class
0 Decompose* Necromancy No No Cleric, Druid
0 Sapping Sting Necromancy No No Cleric, Druid, Sorcerer, Warlock, Wizard
0 Wristpocket* Conjuration No No Artificer, Bard, Wizard
1st Brenatto's Voltaic Bolt* Evocation Yes No Ranger, Wizard
1st Gift of Alacrity Divination No No Artificer, Bard, Cleric, Druid, Sorcerer, Wizard
1st Magnify Gravity Transmutation No No Artificer, Sorcerer, Wizard
2nd Fortune's Favor Divination No No Bard, Cleric, Sorcerer, Wizard
2nd Immovable Object Transmutation No No Artificer, Bard, Wizard
3rd Pulse Wave Evocation No No Sorcerer, Warlock, Wizard
3rd Untethered Stride* Transmutation No Yes Ranger, Wizard
4th Gravity Sinkhole Evocation No No Sorcerer, Warlock, Wizard
4th Resonant Echo* Conjuration No No Wizard
4th Widogast's Vault of Amber* Transmutaton No Yes Wizard
4th Widogast's Web of Fire* Evocation No No Sorcerer, Warlock, Wizard
5th Gravity Crush* Transmutation Yes No Sorcerer, Warlock, Wizard
5th Temporal Shunt Transmutation No No Wizard
6th Gravity Fissure Evocation No No Sorcerer, Warlock, Wizard
6th Widogast's Transmogrification* Transmutation No No Druid, Wizard
7th Tether Essence Necromncy Yes No Cleric, Druid, Warlock, Wizard
8th Dark Star Evocation Yes No Warlock, Wizard
8th Reality Break Conjuration Yes No Warlock, Wizard
9th Ravenous Void Evocation Yes No Sorcerer, Warlock, Wizard
9th Time Ravage Necromancy No No Warlock, Wizard

Spell Descriptions

The spells are presented in alphabetical order.

Brenatto's Voltaic Bolt

1st-level evocation
Casting Time: 1 bonus action
Range: Self
Components: S, M (a piece of ammunition and a bit of fur)
Duration: Concentration, up to 1 minute

You build up an electrical charge and fire it at a foe. The next time you hit a creature with a ranged weapon attack during the spell's duration, a burst of lightning discharges from the ammunition. The target of the attack takes an additional 3d6 lightning damage, and 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.

Decompose

Necromancy cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

You reach out and touch the corpse of a creature. Over the next minute, the corpse begins to rapidly decompose, sprouting fungus and moss as it begins to degrade and compost into mulch. An odd-colored flower or two may also spring from the corpse in this time. Applicable requirements for resurrection are unaffected by this decomposition.

Gravity Crush

5th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

You attempt to telekinetically restrain a Huge or smaller creature that you can see within range, crushing them with immense gravitational force.

The creature must make a Strength saving throw. On a successful save, the target takes 3d8 force damage and the spell ends. On a failed save, the target takes 6d8 force damage, begins to hover in place, and is restrained for the duration. On each of your turns until the spell ends, you can use your action to automatically deal 6d8 force damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target uses its action to repeat the saving throw and succeeds.

If damage from this spell kills the target, the creature and any nonmagial equipment it's wearing or carrying becomes compressed into a sphere 1/8th of its original size. The sphere weighs as much as the creature did in life.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by ld8 for each slot level above 5th. Casting this spell at 8th level or higher allows you to target a Gargantuan creature.

Resonant Echo

4th-level conjuration
Casting Time: 1 action
Range: 15 feet
Components: V, S, M (a cube of obsidian worth 50 gp, which the spell consumes)
Duration: 1 hour

You tap into an unrealized timeline to create an echo of yourself in an unoccupied space within range. The echo is a translucent gray image of you that lasts for the duration, until it is destroyed, you dismiss it as a bonus action, or you cast this spell again.

The echo has an AC equal to 12 + your spellcasting ability modifier, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.

Once during the spell's duration you can use your bonus action to cause your echo to cast a spell of 3rd-level or lower with a casting time of 1 action, expending a spell slot as normal. You must have the spell prepared to cast it in this way. The spell is cast as if you were in the echo's space, though you must use your own senses. If the spell requires concentration, the echo concentrates on the spell for you. After the spell cast by the echo ends, the echo disappears.

Untethered Stride

3rd-level transmutation (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pair of magnets)
Duration: 8 hours

You touch a willing creature, who begins to levitate up to 4 inches above the ground. While levitating, the creature can move normally. Until the spell ends, the creature can walk or stand on non-solid or unstable surfaces such as water or lava. The creature also leaves no tracks, and ignores difficult terrain.

Widogast's Transmogrification

6th-level transmutation
Casting Time: 1 hour
Range: Touch
Components: V, S, M (pounds damp clay equal to the weight of the target and 150 gp worth of crushed gem dust, both of which the spell consumes)
Duration: Instantaneous

You permanently alter the physical body of another humanoid creature into a different type of humanoid body. After encasing the target in clay, you conduct a rigorous ceremony that manipulates the flesh and function of the target's body into that of another race. They lose their previous racial traits and instead gain the racial traits of another humanoid race of the target's choice, aside from their languages known (which remain unchanged). Should the target wish to alter their gender along with or instead of their race, they can choose to do so as part of the spell. When the ritual is completed, you and the target suffer one level of exhaustion.

Once a creature's race or gender has been changed via this spell, they cannot be affected again by this spell for 1 year.

Widogast's Vault of Amber

4th-level transmutation (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (5 small amber gems, one larger than the others, in total worth 200 gp)
Duration: Until dispelled

You arrange 5 small amber gems in a loose circle around any non-living material and trace transmutative sigils above each of them. All materials within the circle are pulled into the largest of the gems and stored there, in stasis. The contents do not age, weather, or rot. The gem can hold up to 500 lbs of material.

You can use an action to speak a command word chosen when you cast the spell to release the gem's contents onto the ground within 5 feet of the gem. Contents are also released if dispel magic is cast on the gem containing the materials.

Widogast's Web of Fire

4th-level evocation
Casting Time: 1 action
Range 60 feet
Components: V, S, M (a cat's cradle of thread coated in phosphorus)
Duration: Instantaneous

Striking both palms down upon the ground, a web of flame crackles out around you, causing streaks of fire to rapidly snake along the ground toward up to five creatures you can see within range, leaping towards their target and exploding into a column of flame upon reaching them. Each target must make a Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much damage on a successful one.

Alternatively, all five streaks of fire can instead converge toward a single target, dealing 12d6 fire damage on a failed save, or half as much damage on a successful one.

The fire can travel over obstacles up to 5 feet high, and ignites flammable objects along its path that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Wristpocket

Conjuration cantrip
Casting Time: 1 action
Range Self
Components: S
Duration: Instantaneous

You flick your wrist with a flourish, causing a single object that weighs no more than 5 lbs that you hold within your hand to vanish. The object is transported and stored within a small extradimensional pocket plane. The object remains there indefinitely until this cantrip is cast again, upon which it is immediately transported back into your grasp. If you die, the object reappears at your feet. You cannot store an object while one already occupies the extradimensional pocket.

Credits

Front Cover: Robson Michel

Page 2: Dmitry Burmak

Page 3, 4, 6: Joma Cueto

Page 5: Clint Cearly

Page 6: Alayna Lemmer-Danner

Page 7: Zack Stella

Page 8: Clara Daly

Page 9, 11: Linda Lithén

Page 12: Lin Romanov

Page 13: Sara Winters

Page 16: Anna Doušová

Back Cover: Caio Santos

Original subclasses created by Matthew Mercer

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

 

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