Archon's Supplement

by ArchonErikr

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Welcome to my campaign supplement!

This supplement is designed for a campaign that I intend to run when I get back from my mandatory Pacific pleasure cruise. In the meantime, feel free to read through this and build your characters. Not all of these classes are my own, original creations, but I have tweaked all of them in some way.

I will release .json files for those of you who use the Fifth Edition Character Sheet app (the one with the green d20 on as the icon) when I am able.

Enjoy!


Table of Contents

Rules Adjustments

  • Dodge Reaction ................................................................ 2
  • Called Shots ...................................................................... 2

New Backgrounds

  • Cultist ................................................................................. 3

New Classes

  • Blood Hunter .................................................................... 6
  • Cultist .............................................................................. 18
  • Harlequin ........................................................................ 28
  • Pugilist ............................................................................. 43
  • Slayer ............................................................................... 48

New Archetypes

Barbarian

  • Path of the Abomination ............................................... 57
  • Path of the Brute ............................................................ 57

Bard

  • College of Necrodancy ................................................... 59
  • College of Song ............................................................... 59

Cleric

  • Darkness Domain ........................................................... 60
  • Eldritch Domain .............................................................. 60
  • Occult Domain ................................................................ 61
  • Sun Domain .................................................................... 62

Druid

  • Circle of Spirits ................................................................ 64

Fighter

  • Dragoon ........................................................................... 65
  • Gunslinger ....................................................................... 66
  • Witcher ............................................................................ 68

Monk

  • Way of Motion ................................................................ 69
  • Way of the Scattered Sands .......................................... 69

Paladin

  • Oath of Ash ..................................................................... 71
  • Oath of Cinders .............................................................. 72

Ranger

  • Abysswalker .................................................................... 74

Rogue

  • Sawbones ........................................................................ 75

Sorcerer

  • The First Flame ............................................................... 76
  • The Crushing Deep ......................................................... 76
  • The Monolith ................................................................... 77
  • The Primal Gale .............................................................. 78
  • Hemomancy .................................................................... 78
  • Vampiric Bloodline ......................................................... 79
  • Expanded Bloodline Spell Lists ..................................... 80

Warlock

  • Patron: The Blood .......................................................... 81
  • Patron: The Trickster ...................................................... 81
  • Patron: The Void ............................................................ 82
  • New Invocations ............................................................ 84

Wizard

  • Diabolist .......................................................................... 87

New Feats

  • Akimbo Shooting ............................................................ 88
  • Beastflight ....................................................................... 88
  • Blood Bullets ................................................................... 88
  • Cruel ................................................................................. 88
  • Dracolich Affinity ............................................................ 88
  • Dual-Focused .................................................................. 88
  • Firearm Master ............................................................... 88
  • Flash Recall ..................................................................... 88
  • Gambler ........................................................................... 89
  • Gunslinging Adept .......................................................... 89
  • Gun Parry ........................................................................ 89
  • Intensified Dragon's Breath .......................................... 89
  • Lone Blade Master ......................................................... 89
  • Mending Affinity ............................................................. 89
  • Mutable Form ................................................................. 89
  • Mystic Conflux ................................................................ 89
  • Rally ................................................................................. 90
  • Rapid Drinker ................................................................. 90
  • Scatter Shot .................................................................... 90
  • Spelldriver ...................................................................... 90
  • Thrown Arms Master .................................................... 90
  • Unarmored Defense Master ........................................ 90
  • Vampire Speed Boost ................................................... 90
  • Visceral Attack ............................................................... 90
  • Weapon Finesse ............................................................ 90

New Spells ................................... 91

New Options

  • Arcane Research .......................................................... 104
  • Trick Weapons .............................................................. 106
  • Armory .......................................................................... 106

Rules Adjustments

Dodge Reaction

As a Reaction to being attacked, you can try to dodge an enemy's attack. If you choose to try to dodge, you must make a Acrobatics check against the enemy's passive Attack. If you succeed, you take half damage from that attack. If you succeed by 5+, you instead take no damage from the attack.

If you fail, you take damage as normal. If you fail by 5+, you are also stunned until the end of your next turn. You may move up to 5 feet in any direction, regardless of the outcome.

You may attempt to dodge in this way a number of times per round equal to your Dexterity modifier.

Whenever you use this reaction, your movement speed is halved until the end of your next turn. Additionally, if you take the Attack action, you reduce the number of attacks made by 1 for each dodge attempted (to a minimum of 1). If you choose to cast a spell, you may only cast cantrips until the end of your next turn.

If you took the Dodge action on your turn, the DC for the Acrobatics check equals 5 + the enemy's attack bonus.

Called Shots

When you attack, before you roll to hit, you can choose to target a specific body part. Roll an additional d20 as if it were an attack. If the second roll also hits, then you hit the desired body part. If it misses, you still hit your target, but not exactly where you intended. If the second result is a critical hit, then the effect's duration is maximized.

Location Effect
Head (general) Consitution save or have disadvantage on attack rolls for 1 round
Head (eye)* Disadvantage on attack rolls for 1 minute, and Perception checks until healed.
Torso Target pushed up to 10 feet away from you.
Arm Strength save or drop the item in the hand you targeted.
Leg/Wing Strength save or get knocked prone.

*Hitting the eye is only possible if you take an action to aim beforehand, if the eye large enough to be targeted like a head, or if the second d20 is a natural 20. If you don't successfully hit the eye but would hit a headshot, resolve that effect instead.

Backgrounds

Cultist

You are a worshiper of a dark power, dragon, elemental, or even a person with significant power. Your adventures are primarily to further the aims of your cult, perhaps seeking out new sources of power for your master, or to find more recruits to swell the ranks. Due to the odious reputation of cult faith, you are adept at concealing the true nature of your beliefs.

Skill Proficiencies: Persuasion, Religion, your choice of Insight or a disguise kit

Languages: Determined by your cult

Equipment: A set of common clothes, a set of ritual robes in the pattern and style of your cult, a small cult icon (which counts as a holy symbol), a book of cult teachings, and a belt pouch containing 15 gp

Feature: Cult Membership

As an active member of a cult, you know the signs, passwords, and goals of your cult that a regular member would know. If you're still in the cult's good graces, you can find lodging and rumors, and other members of your cult regard you favorably once they know you're a fellow cultist. Members of other cults treat you in accordance with their cult's views of your cult once they know you're a member.

Alternate Feature: On the Run

As a former member of a cult, you know signs, passwords, and goals of your cult that a regular member would know. Given your disaffection for the cult you were a part of, they may be hunting you, and current members look on you disfavorably. Members of other cults and societies dedicated to combating cults like yours, however, are willing to provide shelter and safety for you in exchange for information.

Feature: Cult Type

There are myriad varieties of cults, but they all venerate some being that normal religions shun. Some of them venerate ancient beings, while others seek powers from fiends. Choose one of the following cults to join if you are not already a full-fledged member of a cult.

Aboleth.

You have been corrupted by an aboleth's touch, and now seek to spread its goals and influence on the surface. You learn Aklo and Deep Speech if you did not know either already.

Abyssal.

You have joined a cult that has fallen under the influence of a demon lord from the Abyss in exchange for power, literally selling your soul for worldly gain. When you join this cult, you learn Abyssal if you did not know it already. Additionally, choose a Demon Lord from the following list:

  • Baphoment, Lord of the Hunt
  • Demogorgon, the Two-Headed Lord of Violence and Rage
  • Fraz-Urb'luu, the Lord of Deception
  • Graz'zt, the Lord of Hedonism
  • Juiblex, the Lord of Oozes
  • Lolth, the Lady of Spiders
  • Orcus, the Lord of Undeath
  • Yeenoghu, the Beast of Butchery
  • Zuggtmoy, the Queen of Fungus and Rot

Beholder.

You serve a beholder, probably out of fear. You learn Deep Speech if you did not know it already.

Dragon.

You worship the destructive power of dragons, or the terrifying power of dracoliches. When you join this cult, you learn Draconic if you did not know it already.

Elder.

You have seen the truth written in ancient texts, and have given worship to ancient beings who walked the planet long before even the ancient elves and who, even now, sit in a state of sleeping death outside our reality. You learn Aklo and Deep Speech if you did not know either already. Choose an Elder God from the following list:

  • Cthulhu, High Priest of the Elder Gods
  • Yog-Sothoth, the Gate
  • Yig, the Father of Serpents
  • Azathoth, the Seething Nuclear Chaos
  • Father Dagon and Mother Hydra, Gods of the Deep Ones
  • Shub-Niggurath, the Black Goat with a Thousand Young
  • Nyarlathotep, the Crawling Chaos
  • Tsathoggua, the Sleeper of N'kai
  • Abhoth, the Protean Progenitor
  • Ithaquaa, the Wind Walker
  • Atlach-Nacha, the Spider God
  • Chaugnar Faugn, the Horror from the Hills
  • Cthugha, the Living Flame
  • Cyaegha, the Eye in Darkness
  • Daoloth, the Render of Veils
  • Eihort, the God of the Labyrinth
  • Ghatanothoa, Lord of the Volcano
  • Gla'aki, the Dreamer in the Lake
  • Hastur, the Unnameable
  • The King in Yellow, Lord of Carcosa
  • Nodens, Lord of the Great Abyss
  • Nyogtha, That Which Should Not Be
  • Rhan-Tegoth, Terror of Hominids
  • Shudde-M'ell, the Burrower Beneath
  • Tulzscha, the Green Flame
  • Ubbo-Sathla, the Unbegotten Source
  • Y'Golognac, the Hand that Feeds
  • Yibb-Tstll, the Patient One
  • Zoth-Ommog, Child of Cthulhu

Elder Evil.

You worship a power from the Far Realms, creatures not quite gods but almost. You learn Aklo and Deep Speech if you did not know them already. Choose a being from the list below:

  • Atropus, the World Born Dead
  • Bolothamogg, Who Watches from Beyond the Stars
  • Borem of the Lake of Boiling Mud
  • Camnod, the Unseen
  • Dendar, the Night Serpent
  • Father Llymic, the Alien Thought Given Flesh
  • Haask, the Voice of Hargut
  • Hawmnathuun, the Blood Lord
  • Hargut of the Grey Pestilence
  • Holashner, the Hunger Below
  • The Hulks of Zoretha
  • Ityak-Ortheel, the Elf-Eater
  • Kezef, the Chaos Hound
  • Kyuss, the Worm that Walks
  • The Leviathan, the Dragon in the Abyss
  • Maram of the Great Spear
  • Miska, the Wolf Spider
  • Pandorym, the Utter Annihilation
  • Piscaethces, the Blood Queen
  • Ragnorra, the Mother of Monsters
  • The Queen of Chaos
  • Sertrous, the Dead Serpent
  • Shothotugg, the Eater of Worlds
  • Tharizdun, the Elder Elemental Eye, the Chained God
  • Tyranthraxus, the Flamed One
  • Y'chak, the Violet Flame
  • Zargon, the Returner

Elemental Evil.

You worship the power of the elements in the form of their pure destructive potential, perhaps formed from the scattered remnants of the elemental cults that once plagued the world. You learn an elemental language based on your chosen element in the list below:

  • Air. You know Auran.
  • Earth. You know Terran.
  • Fire. You know Ignan.
  • Water. You know Aquan.

Infernal.

You have joined a cult that has made a bargain with a devil from the Nine Hells in exchange for power, literally selling your soul for worldly gain. When you join this cult, you learn Infernal if you did not know it already. Additionally, choose an Archdevil from the following list:

  • Asmodeus, Lord of the Nine
  • Baalzebub, Lord of Deception
  • Dispater, Lord of Secrets
  • Fierna and Belial, Lord and Lady of Laws and Loopholes
  • Geryon, Lord of Revolutions
  • Glaasya, Lady of Chains
  • Levistus, the Trapped Lord
  • Mammon, Lord of Greed
  • Mephistopheles, Lord of Arcana
  • Zariel, Lady of Ruin

Kraken.

Whether rescued from a death at sea or spared during a town's rampage, you have started giving worship to a kraken, an ancient, evil beast from the depths of the sea. You learn Aquan if you did not know it already.

Mind Flayer.

You were brought down before an elder brain in a mind flayer colony, and infected as one of their spies. Your will is not your own, and you are their eyes and ears on the surface. You can read and write Deep Speech, including the tactile language of the mind flayers.

Serpent.

You worship the ancient snake gods of the Yuan-ti, or perhaps merely the form of the serpent, as cults did in ancient times. Either way, you learn Draconic if you did not know it already.

Strahd.

You seek to advance the powers and goals of the vampire lord Strahd von Zarovich (or other vampire lord). You learn another language of your choice, and perhaps will be spared from the horrors in the mists in his domain.

Vestige.

You venerate one of the Dark Vestiges of Ravenloft. How their cult left the demiplane, no one knows, but its influence has still spread. You learn another language of your choice. Choose a Dark Vestige from the following list:

  • Fekre, Queen of Poxes
  • Zrin-Hala, the Howling Storm
  • Sykane, the Soul Hungerer
  • Savnok, the Inscrutable
  • Tarakamedes, the Grave Wyrm
  • Shami-Amorae, the Lady of Delights
  • Drizlash, the Nine-Eyed Spider
  • Dahlver-Nar, He of the Many Teeth
  • Zantras, the Kingmaker
  • Delban, the Star of Ice and Hate
  • Khirad, the Star of Secrets
  • The Evening Glory, the Love Eternal
  • Yrrga, the Eye of Shadows
  • Great Taar Haak, the Five-Headed Destroyer
  • Yog, the Invincible
  • Norganas, the Finger of Oblivion
  • Vaund, the Evasive
  • Seriach, the Hell Hound Whisperer
  • Drakul, the Vampyr
  • Tenebrous, the Archlich
  • Zhudun, the Corpse Star

Suggested Characteristics

At first glance it might seem like cultists are all evil, serving destructive patrons and performing rituals that signal the end of the world. Certainly, this is true for some cults, but many are more benign. What unites all cults is their collective strength, not their propensity for evil or chaotic acts.

d8 Personality Trait
1 I always case the room out, looking for potential converts or cult allies.
2 I keep secrets to myself as long as it doesn’t disadvantage my allies.
3 I seek out as much hidden knowledge as I can get my hands on.
4 I’m interested in advancing my status.
5 I’ve been in the cult all my life and find it difficult to deal with outsiders.
6 I view non-cult members as outsiders and regard them with suspicion unless I really know them.
7 I had a special role while still at the cult base and try to use that skill whenever applicable on the outside.
8 When I hear views that are opposed to those of my cult, I refuse to listen.
d6 Ideal
1 Hopeful. I believe my cult will bring good to the world. (Good)
2 Ambitious. Eventually I will be the ruler of not only my cult, but the world. (Neutral)
3 Studious. I must know everything I can about whatever interests me. (Neutral)
4 Abiding. I strictly follow the doctrines of the cult. (Lawful)
5 Manipulating. I will do whatever it takes to get more members into the cult. (Evil)
6 Naive. I trust my cult and others to a fault. (Any)
d6 Bond
1 My cult is my family and I will do what I must for them.
2 My cult has been wronged and I seek to make that right.
3 I need to meet with the patron/leader/deity of my cult.
4 There is a spell/artifact/item of great power and I will get it for the glory of my cult.
5 I maintain loyalty outside of the cult of some kind.
6 I have a secret that my cult can’t find out about.
d6 Flaw
1 I’m prone to get obsessed about magical things.
2 I rarely forgive, but never forget.
3 I’m a recruiter for the cult, so I’m good at talking to people, but I’m so used to it that I rarely act genuine.
4 I’m used to the cult members doing various things for me, so I don’t like to help out much.
5 After years of following orders, I am more likely to agree with the group even if it is against my own interests.
6 I enjoy the feeling of power I get from ordering others around.

Blood Hunter

In a landscape tormented by all manner of beasts, devils, and abominations from beyond the veil, most live in fear of the dark, of superstition, and of the unknown. Some grow hardened by this experience, instead choosing to stand up and fight against the tide of shadow. These folk are called "heroes".

Some, however, are so fanatical and bent on destroying the anathema that they embrace dark, forbidden knowledge, seeking to destroy darkness with darkness. They sacrifice some of their own vital force in dubious, forgotten blood rituals to better understand their enemies. Their methods sometimes blur the line between themselves and the evils they hunt, often calling their own humanity into question.

These "heroes" are known as Blood Hunters.

Become the Enemy to Understand the Enemy

These warriors have chosen to merge the martial pursuit of deadly weapon play with elements of vicious blood magic to create impressively effective combat techniques. They surrender their own vitality to form a bond with their weapon, allowing them to harness the elements in a whirlwind of dangerous strikes. Their deep knowledge and unnatural connection with wicked creatures allows them an advantage in tracking, hunting, and destroying even the most resilient or abhorrent of prey. By mastering control over their own lifeblood and the lifeblood of others, they gain insight into their foes and the ability to manipulate them from the inside. Some brew crude, poisonous alchemical tonics from the harvested organs of felled monsters, mutating their blood and bodies to be even further in tune with their quarry, becoming something other than human themselves. Others go further still, reaching out and making a pact with lesser dark entities in hopes of using their grim gifts against greater evils. Many blood hunters push too far for their goals, falling to their own hubris and becoming the monsters they've chosen to hunt. This is the greatest fear of a blood hunter, and of the societies that shun them.

Almost as Feared as their Prey

The nature of their abilities and training has bred many rumors across the lands, some of which are not too far from the truth. Common folk consider them cursed, often turning them away at the door. Nobles see them as occasionally convenient, but a generally reviled nuisance. Mages find them useful allies if kept at arm's length, while pious clerics and paladins keep their distance with a watchful eye. Warlocks and slayers often welcome them with understanding, having made similar sacrifices themselves, but still often keep a respectful distance. To be a blood hunter is to accept a life of solitude until proven trustworthy and dependable.

The Blood Hunter
Level Proficiency Bonus Crimson Rite Damage Die Features Blood Curses Known
1 +2 1d4 Hunter's Bane, Crimson Rite -
2 +2 1d4 Fighting Style, Blood Maledict 1
3 +2 1d4 Blood Hunter Order 1
4 +2 1d4 Ability Score Improvement 1
5 +3 1d6 Extra Attack 2
6 +3 1d6 Blood Maledict Improvement 2
7 +3 1d6 Order feature 2
8 +3 1d6 Ability Score Improvement 2
9 +4 1d8 Grim Psychometry 3
10 +4 1d8 Dark Velocity 3
11 +4 1d8 Order feature, Blood Maledict Improvement 3
12 +4 1d8 Ability Score Improvement 3
13 +5 1d10 - 4
14 +5 1d10 Hardened Soul 4
15 +5 1d10 Order feature 4
16 +5 1d10 Ability Score Improvement 4
17 +6 1d12 Blood Maledict Improvement 5
18 +6 1d12 Order feature 5
19 +6 1d12 Ability Score Improvement 5
20 +6 1d12 Sanguine Mastery 6

Creating a Blood Hunter

As you create your blood hunter, keep in mind how your character relates to society and why they have taken to a life of monster hunting. Do they wish to protect society and as such have paid the ultimate price? Do they have a family they wish to protect at all costs? Did they make a mistake that cost them greatly, and wish to make amends for their folly? Or are they bent on vengeance for some past wound or loss that drove them to choose this dark warrior's path?

While a blood hunter begins their journey alone, they also acknowledge the strength in numbers and the benefits of trusted companions. Many blood hunters keep allies to both ensure that they succeed at their hunts and to keep a watchful eye on them to prevent them them from losing touch with their humanity. A blood hunter without conviction is lost, and an honest friend is often enough to keep them from straying too far from the borders of sanity.

Quick Build

You can make a blood hunter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or ranged or finesse weapons. Make Wisdom your next highest score if you plan to focus on the potency of blood curses and mystical power. Choose a higher Constitution next if you wish to use Crimson Rite on multiple weapons or want to have extra hit points to burn on amplifying blood curses. Then, select the Haunted One or Acolyte background.

Class Features

As a blood hunter, you gain the following class features:

Hit Dice: 1d10

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per blood hunter level after the 1st.

Proficiencies

Armor: Light Armor, Medium Armor, Shields

Weapons: Simple Weapons, Martial Weapons

Tools: Alchemist's tools

Saving Throws: Strength, Wisdom

Skills: Choose two from Athletics, Acrobatics, Arcana, Insight, Investigation, and Survival.

Equipment

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

  • (a) a martial weapon or (b) two simple weapons
  • (a) a light crossbow and 20 bolts or (b) a hand crossbow and 20 bolts
  • (a) leather armor or (b) scale mail armor
  • an explorer's pack

Alternatively, you could begin with starting wealth of 4d4 x 10 gp and purchase starting items of your choice.

Hunter's Bane

Beginning at 1st level, you have survived the imbibing of the Hunter's Bane, a poisonous alchemical concoction that alters your life's blood, forever binding you to the darkness and honing your senses against it.

You have advantage on Survival checks to track Fae, Fiends, and Undead, as well as on Intelligence checks to recall information about them. If you are actively tracking one of these creature types, you cannot be surprised by any creatures of that type. You can only be tracking one type of creature at a time.

Upon reaching 11th level, you can flare the internal toxic scars from the ritual, using the pain to give clarity or promote anger. You can choose to suffer damage equal to a roll of your crimson rite damage die to gain advantage on an Insight check or an Intimidation check.

Crimson Rite

At 1st level, you learn to invoke a rite of blood magic within your weapon at the cost of your own vitality. You learn one rite from the Primal Rites list below. You cannot change this choice.

As a bonus action, you imbue a single weapon with the elemental energy of a known rite until your next short or long rest. While active, attacks from this weapon deal an additional 1d4 rite damage of the chosen elemental type. Rite damage is considered magical. The rite damage die changes as you gain blood hunter levels, as shown in the crimson rite damage die column of the blood hunter table. Should your weapon leave your grip, the rite fades immediately. An active rite on a thrown weapon fades after the attack is complete if it is not recovered by the end of your turn.

When a crimson rite is activated, you suffer damage equal to your character level, and you reduce your maximum hit points by an amount equal to your character level. These lost maximum hit points return once the rite fades and cannot be restored otherwise. No current hit points are regained when a rite fades.

Crimson rites can be used on multiple weapons, each costing additional hit point loss. Most weapons can only be subject to a single rite at any given time. Each end of a polearm or quarterstaff may be treated as a separate weapon for the purposes of this feature. A rite can be allowed to fade at any time on your turn, as a free action.

You gain access to an additional Primal Rite at 6th level and 11th level. You may learn an Esoteric Rite at 14th level.

Primal Rites

Choose from the following:

Rite of the Flame. Your rite damage is fire type.

Rite of the Frozen. Your rite damage is cold type.

Rite of the Storm. Your rite damage is lightning type.

Rite of the Ruined. Your rite damage is acid type.

Esoteric Rites

Choose from the following:

Rite of the Roar. Your rite damage is thunder type.

Rite of the Oracle. Your rite damage is psychic type.

Rite of the Dead. Your rite damage is necrotic type.

Fighting Style

At 2nd level, you adopt a 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.

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 non-rite damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die, but 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.

Blood Maledict

At 2nd level, you gain the knowledge to further channel, and sacrifice, a part of our vital essence to curse and manipulate your enemies. You gain one blood curse of your choice, detailed in the "Blood Curses" section below. You learn one additional blood curse of your choice, and you can choose one of the blood curses you know and replace it with another blood curse, at 5th, 9th, 13th, 16th, and 20th levels.

When you use your Blood Maledict, you choose which curse to invoke. While invoking a blood curse, but before it affects the target, you may choose to amplify the curse by suffering damage equal to a roll of your crimson rite damage die. An amplified curse gains an additional effect, as noted in the curse's description. Creatures that do not have blood, or a blood analogue, in their bodies are immune to blood curses (at your DM's discretion).

You can use this feature once, and gain an additional use at 6th, 11th, and 17th levels. You regain all expended uses after completing a short or long rest.

Blood Curses

The blood curses are presented in alphabetical order.

Blood Curse of Binding. As a bonus action, you can attempt to bind an enemy within 30 feet that is no more than one size larger than you. The target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or have its speed reduced to 0 until the end of your next turn.

Amplify. This curse becomes ongoing, and can affect a creature regardless of their size category. At the end of each of its turns, the cursed creature can make another Strength saving throw. On a success, this curse ends. You can end the curse at will, no action required.

Blood Curse of the Eyeless. When an enemy within 60 feet who is not immune to blindness makes a weapon attack, you can use your reaction to impose disadvantage on their attack rolls and Dexterity saves until the start of your next turn.

Amplify. Following the triggering attack, the affected enemy has the Blindness condition until the end of your next turn.

Blood Curse of The Fallen Puppet. The moment a creature falls unconscious or dies within 30 feet of you, you can use your reaction to give that creature a final act of aggression. That creature immediately makes a single weapon attack against a target of your choice within its attack range. After the attack, the creature returns to being unconscious or dead.

Amplify. You grant a bonus to the attack roll and damage roll of the cursed creature's attack equal to your Wisdom modifier (minimum 1).

Blood Curse of Fending Rite. When an enemy casts a spell that requires a Dexterity saving throw, you can use your reaction to deflect the spell with your crimson rite. You gain a bonus to the initial saving throw against that spell equal to your Wisdom modifier (minimum 1). This curse is invoked before the saving throw is rolled.

Amplify. You also grant all allies within 5 feet of you this bonus to their saving throw against the triggering spell.

Blood Curse of the Marked. As a bonus action, you can mark an enemy within 60 feet. Until the end of your next turn, all crimson rite damage you deal to the target is doubled.

Amplify. You cause the Marked target to also lose resistance to your rite damage type until the beginning of your next turn.

Blood Curse of Mutual Suffering. As a bonus action, you can link to a creature you can see within 30 feet for up to one minute, forcing them to share in the pain inflicted upon you. Whenever you suffer damage, this curse deals Necrotic damage to the cursed creature equal to half of the damage you suffered. This curse requires Concentration as if you were concentrating on a spell.

Amplify. This curse instead deals damage equal to the damage you suffered, and it ignores resistance to Necrotic damage.

Blood Curse of Purgation. As a bonus action, you can manipulate the vitality of a creature you can see within 60 feet to expunge a corruption of their blood. The target creature can immediately make a saving throw against a poisoned or frenzy condition afflicting it.

Amplify. Your target can instead immediately make a saving throw against one other condition afflicting it. This condition can be blinded, deafened, or paralyzed.

Blood Curse of Spell Sunder. When an enemy you can see casts a spell within 60 feet of you that requires a spell attack roll and targets you, you can use your reaction to rend the spell from the air, imposing disadvantage on the spell attack roll.

Amplify. You make a Wisdom ability check. The DC equals 10 + the spell's level. On a success, the creature's spell misses you automatically. You suffer no effects from it.

Blood Hunter Order

At 3rd level, you commit to an order of blood hunter martial focus. You may choose the Order of the Ghostslayer, the Order of the Profane Soul, the Order of the Mutant, or the Order of the Dragon, all detailed at the end of the class description. The order you choose grants you features at 3rd, 7th, 11th, 15th, and 18th 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 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.

Grim Psychometry

When you reach 9th level, you can take 10 minutes to meditate on an object to discern vague details regarding any lingering evil or wicked past surrounding it. Make a Wisdom check; based on the result, the DM may reveal an obscure piece of information about dark events that may have previously surrounded the object, or hints toward a sinister purpose. This feature has no effect on objects untouched by evil. An object can only be targeted by this feature once, and future attempts reveal no further details. You cannot use this feature again until you finish a short or long rest.

Dark Velocity

Upon reaching 10th level, you beckon the surrounding shadows to grant you unnatural swiftness on the battlefield. You gain darkvision out to 30 feet, or if you have darkvision, it increases by 30 feet. While in dim light or darkness, your speed increases by 10 feet, and attacks of opportunity made against you have disadvantage.

Hardened Soul

When you reach 14th level, you can no longer become Frightened, and you have advantage on saving throws against magical Charm effects.

Sanguine Mastery

When you reach 20th level, your ability to harness your pain, and that of your foes, is perfected. When you are below one fourth of your current maximum hit points, all of your crimson rite damage dice are maximized.

In addition, when you critically hit with a weapon attack that bears your crimson rite, you regain a use of your blood maledict feature.

Blood Hunter Orders

There are a handful of secretive orders of blood hunters that guard their cryptic techniques and blasphemous rituals. One must adhere to one of these orders to even be granted access to the Hunter's Bane rite that starts their journey, and only once they've proven their ability will the secrets of the order begin to be revealed. Some even wait a few years before they are sure they want to continue down this cursed path. Either or, it's within these small, enigmatic sects that the real power of a blood hunter is learned.

Order of the Ghostslayer

The Order of the Ghostslayer is the oldest and most driven of the Blood Hunter Orders, having rediscovered the secrets of blood magic and refined them for combat against the scourge of undeath. Ghostslayers seek out and study the moment of death, obsessing over the mysteries of the transition. Some will sit with the terminally diseased to closely witness their passing, while others go so far as to deliberately have a near-death experience, allowing them to tune their body and senses to the ethereal realms beyond. Darker few seek to inflict death upon other creatures, to better capture the wider breadth of mortality.

Rite of the Dawn

When you join this order at 3rd level, you learn the esoteric rite Rite of the Dawn (detailed below). Rite of the Dawn. Your rite damage is radiant type. The damage you suffer from activating this rite is halved.

If you hit an Undead creature with your Rite of the Dawn, it suffers additional radiant damage equal to your Wisdom modifier.

Upon reaching 11th level, any creature you hit with your Rite of the Dawn suffers this additional radiant damage, and Undead creatures are treated as having vulnerability to it.

Hallowed Veins

Beginning at 7th level, your blood curses become honed to the fabric of a creature's essence. Your blood curses can now affect any creature, regardless of form or lack of blood. In addition, when you amplify a use of your Blood Maledict feature, you may choose to reroll the amplify damage die, but must use the new roll.

Supernal Surge

Upon reaching 11th level, you've learned to briefly step into the spirit world, enabling a swift and deadly strike. When you use the Attack action on your turn, you can expend a use of this feature to make an additional attack, and you temporarily become spectral. Until the end of your next turn, you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. If you are inside an object when you become no longer spectral, you are immediately shunted to the nearest unoccupied space and suffer force damage equal to twice the number of feet moved. You may expend this a use of this feature as a bonus action instead of making an attack.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and regain all expended uses after you complete a short or long rest.

Gravesight

You can see in magical darkness up to 30 feet or half the range of your darkvision, whichever is greater. You can see invisible creatures and objects within 30 feet.

Vengeful Spirit

Upon reaching 18th level, you learn to project your spirit to fight on while on the edge of death. Whenever your hit points drop to 0, you can choose to let your soul emerge from your body and fight on. Your body remains unconscious and subject to death saving throws as normal. At the beginning of your next turn, you manifest a spirit form in your space that picks up your weapons and continues fighting, acting on your turn. Your spirit form has your physical and mental attributes and armor class, and can move through other creatures and objects as if they were difficult terrain. This form is immune to cold, necrotic, and non-magical damage. Your spirit form has access to all of your abilities and suffers no damage from your Crimson Rite feature.

If your spirit form suffers any damage, your body dies, or you regain any hit points, your spirit form vanishes, dropping your weapons in its space.

Order of the Profane Soul

The magics adopted by the wayward blood hunter prove formidable against the many evils across the realms. However, the darkest of abominations draw from an ancient well of cruel, unfathomable power. These terrors can control shadows to do their bidding, hide in plain sight amongst the noblest of nobles, and bend the minds of the most stalwart warrior with but a glance. These fiends are far trickier to hunt, and many have lost their lives in pursuit of such wickedness. A small sect of blood hunters had finally had enough and delved into this save well of corrupting arcane knowledge, making pacts with lesser evils to better combat the greater. While they may have lost a part of themselves, the power they gained far outweighed the price they paid, for even devils now quake when they know they've drawn the attention of the Order of the Profane Soul.

Otherworldly Patron

At 3rd level, you strike a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or a Great Old One, (each detailed on page 109 of the PHB), an Undying (detailed on page 139 of the Sword Coast Adventurer's Guide), a Hexblade or Celestial (detailed on page 54 of Xanathar's Guide to Everything), a Genie or the Fathomless (detailed on page ## of Tasha's Cauldron of Everything), or the Blood, the Trickster, or the Void (detailed later in this supplement). Your choice augments some of your order features.

Pact Magic

When you reach 3rd level, you can augment your combat techniques with the ability to cast spells. See Chapter 10 (PHB) for the general rules of spellcasting and chapter 11 (PHB) for the Warlock spell list.

Cantrips. You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.

Spell Slots. The Profane Soul Spellcasting table shows how many spell slots you have. The table also shows the level of those slots. All of your spell slots are the same level. To cast one of your warlock 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 8th 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. You can always use a higher-level spell slot to cast a lower-level spell, but may not use a lower-level spell slot to cast a higher-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 Profane Soul 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 is shown in the table's Slot Level column for your level. When you reach 11th level, for example, you learn a new warlock spell which may be of 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class and order, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list. This new spell must also be of a level for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your warlock spells, 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 warlock spell you cast and when making a spell attack roll with one.

Spell Save DC= your proficiency bonus + your Wisdom modifier

Spell Attack Modifier= your proficiency bonus + your Wisdom modifier

Rite Focus

Beginning at 3rd level, your weapon becomes core to your pact with your chosen patron. While you have an active rite, you can use your weapon as a spellcasting focus (found in chapter 5, PHB) for your spells. Your chosen pact also enhances your rite, as outlined below.

The Archfey. If you deal rite damage to a creature, that creature loses any half or three-quarters cover bonuses, as well as bonuses from invisibility, until the end of your next turn.

The Fiend. While using Rite of the Flame, if you roll a 1 on your rite damage die, you may reroll the die. You may only reroll once per attack. If your chosen fiend is associated with a different element (such as an Ice Devil), then this applies to damage done with the rite dealing damage of the appropriate element.

The Great Old One. Whenever you deal a critical hit to a creature, that creature must make a Wisdom saving throw against your spell save DC. On a failure, that creature is frightened of you until the end of your next turn.

The Undying. Whenever you reduce a hostile creature to 0 hit points with a weapon attack, you regain hit points equal to your crimson rite damage die.

The Celestial. You can expend a use of your Blood Maledict feature as a bonus action to heal one creature you can see within 60 feet of you. They regain hitpoints equal to your crimson rite damage die rolled twice + your Wisdom modifier (minimum 1).

The Hexblade. Whenever you target a creature with a blood curse, your next attack against the cursed creature is a critical hit on a roll of 19 or 20 on the d20.

The Genie. Whenever you target a creature with a blood curse, you can also choose to force the target to make a Charisma saving throw or be restrained until the end of your next turn.

The Fathomless. As a bonus action, you can expend a use of one of your blood maledict features to summon a tentacle and have it grapple a creature. Make a contested Athletics check using your spellcasting ability. If you win, you can throw the target a number of feet in any direction equal to 10 + 5x your Wisdom modifier.

The Blood. When you hit a creature with an active crimson rite, you gain temporary hit points equal to the damage dealt. These temporary hit points last for 1 minute.

The Trickster. When you hit a creature with an active crimson rite, you can use your bonus action to switch places with another creature within 15 feet of you.

The Void. Whenever you deal a critical hit to a creature, it must make a Charisma saving throw. On a failure, it is banished to a null zone (as per the spell) until the end of your next turn.

Profane Soul Spellcasting
Blood Hunter Level Cantrips Known Spells Known Spell Slots Slot Level
3rd 2 2 1 1st
4th 2 2 1 1st
5th 2 3 2 1st
6th 2 3 2 1st
7th 2 4 2 2nd
8th 2 4 2 2nd
9th 2 5 2 2nd
10th 3 5 2 2nd
11th 3 6 2 2nd
12th 3 6 2 2nd
13th 3 7 2 3rd
14th 3 7 2 3rd
15th 3 8 2 3rd
16th 3 8 2 3rd
17th 3 9 2 3rd
18th 3 9 2 3rd
19th 3 10 2 4th
20th 3 11 2 4th

Mystic Frenzy

Beginning at 7th level, when you use your attack action to cast a cantrip, you can make one weapon attack as a bonus action.

Revealed Arcana

At 7th level, your patron grants you the rare use of a dangerous arcane spell based on your pact.

The Archfey. You can cast blur once without using a Profane Soul spell slot. You regain the ability to do so again once you complete a long rest.

The Fiend. You can cast scorching ray once without using a Profane Soul spell slot. You regain the ability to do so again once you complete a long rest.

The Great Old One. You can cast detect thoughts once without using a Profane Soul spell slot. You regain the ability to do so again once you complete a long rest.

The Undying. You can cast blindness/deafness once without using a Profane Soul spell slot. You regain the ability to do so again once you complete a long rest.

The Celestial. You can cast lesser restoration once without using a Profane Soul spell slot. You regain the ability to do so again once you complete a long rest.

The Hexblade. You can cast branding smite once without using a Profane Soul spell slot. You regain the ability to do so again once you complete a long rest.

The Genie. You can cast phantasmal force once without using a Profane Soul spell slot. You regain the ability to do so again once you complete a long rest.

The Fathomless. You can cast gust of wind once without using a Profane Soul spell slot. You regain the ability to do so again once you complete a long rest.

The Blood. You can cast spider climb once without using a Profane Soul spell slot. You regain the ability to do so again once you complete a long rest.

The Trickster. You can cast alter self once without using a Profane Soul spell slot. You regain the ability to do so again once you complete a long rest.

The Void. You can cast moonbeam once without using a Profane Soul spell slot. You regain the ability to do so again once you complete a long rest.

Diabolic Channel

At 11th level you can temporarily infuse your rite with the seed of a powerful spell. As an action, you can expend a Profane Soul or warlock spell slot to imbue your rite-enhanced weapon with one warlock spell you can cast or is already active, then make a single attack with that weapon. The spell must use a warlock or profane soul spell slot. If the attack hits, the target is also automatically affected by the spell and is considered part of the single weapon attack. The target takes weapon damage, and is subject to the effects of the spell, being treated as if it was hit or failed the saving throw. If the attack had advantage, the next saving throw against the spell has disadvantage.

If the attack misses, the spell has no effect, but is stored in the weapon until the end of your next turn. Any hit with that weapon releases the spell at that moment. Spells with an area of effect originate from the target's space.

Unsealed Arcana

At 15th level, your patron grants you the rare use of an additional arcane spell, based on your pact.

The Archfey. You can cast haste or slow once without using a Profane Soul spell slot. You regain the ability to do so again once you complete a long rest.

The Fiend. You can cast fireball or Melf's minute meteors once without using a Profane Soul spell slot. You regain the ability to do so again once you complete a long rest.

The Great Old One. You can cast haste once without using a Profane Soul spell slot. You regain the ability to do so again once you complete a long rest.

The Undying. You can cast bestow curse or vampiric touch once without using a Profane Soul spell slot. You regain the ability to do so again once you complete a long rest.

The Celestial. You can cast revivify or spirit guardians once without using a Profane Soul spell slot. You regain the ability to do so again once you complete a long rest.

The Hexblade. You can cast blink or bestow curse once without using a Profane Soul spell slot. You regain the ability to do so again once you complete a long rest.

The Genie. You can cast counterspell or reshape destiny once without using a Profane Soul spell slot. You regain the ability to do so again once you complete a long rest.

The Fathomless. You can cast lightning bolt or crushing tide once without using a Profane Soul spell slot. You regain the ability to do so again once you complete a long rest.

The Blood. You can cast gaseous form or vampiric touch once without using a Profane Soul spell slot. You regain the ability to do so again once you complete a long rest.

The Trickster. You can cast fox's fangs or hypnotic pattern once without using a Profane Soul spell slot. You regain the ability to do so again once you complete a long rest.

The Void. You can cast creeping dark or hunger of Hadar once without using a Profane Soul spell slot. You regain the ability to do so again once you complete a long rest.

Soul Siphon

When you reach 18th level, you learn to sacrifice the souls of powerful foes to your patron in exchange for immediate power. When you reduce a creature of challenge rating 15 or higher to 0 hit points with an attack, you recover an expended spell slot.

Order of the Mutant

The process of consuming the Hunter's Bane is a painful, scarring, and often fatal experience. Those who survive find themselves irrevocably changed, enhanced. Some found this experience exalting, embracing the ability to alter one's own physiology through corrupted alchemy and blood transfusions.

Over generations of experimentation, a splinter order of blood hunters began to emerge, one that focused on brewing toxic elixirs to modify their capabilities in battle, altering their blood and over time becoming something beyond human. They called themselves the Order of the Mutant.

Formulae

You begin to uncover forbidden alchemical formulas that temporarily alter your mental and physical abilities.

Beginning at 3rd level, you learn three mutagen formulas, choosing from the list below. You gain an additional formula at 7th level, 11th level, 15th level, and 18th level.

Additionally, when you gain a new mutagen formula, you can choose one of the formulas you already know and replace it with another mutagen formula for which you meet the prerequisites.

Mutagen Craft

At 3rd level, you can take a short rest to concoct a single mutagen. Consuming a single mutagen requires a bonus action and the effects (and side effects) last until you complete a short or long rest, or spend an action to focus and flush the toxins from your system.

Mutagens are designed for your biology, and the biology of fellow blood hunters. They have no effect on large or larger creatures, and only impart the side effects on medium or smaller creatures that drink the entire mutagen. They are also unstable by nature, losing their potency over time and becoming inert if not consumed before you finish your next short or long rest.

Your body will begin to better utilize the toxins and bloods you instill it with as you grow in power and experience. These advancing mutations may be signified by a Mutation score.

Mutation Score= your blood hunter level divided by 4, rounded up

Advanced Mutagen Craft

Upon reaching 7th level, you've gained enough experience in mutagen crafting that you can now create two at one time. Mutagens must be different formulas, and can be ingested with overlapping effects that last until you finish your next short or long rest. Each mutagen takes a separate bonus action to imbibe, and only one may be consumed per turn.

Upon reaching 15th level, your skill allows you to create up to three mutagens during a short rest.

Strange Metabolism

Beginning at 11th level, you can use a bonus action to instill a burst of adrenaline to temporarily resist the negative effects of a mutagen. You can choose to ignore the side effects of one mutagen affecting you for 1 minute.

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

Robust Physiology

At 15th level, your body has begun to adapt to toxins and venoms, ignoring their corroding effects. You gain immunity to poison damage and the poisoned condition.

If you were already immune to poison damage and the poisoned condition by virtue of a racial ability, you instead regain hit points equal to half the poison damage dealt.

Exalted Mutation

At 18th level, your body has begun producing one of your toxins naturally. Choose one of your known mutagen formulas. You gain the benefits and side effects of this mutagen permanently. You cannot change this choice of formula after this feature is acquired.

Mutagens

The mutagens are presented in alphabetical order. Some mutagens require a number of levels in blood hunter before you can learn and create the formula.

Aether. Prerequisite: 11th level. You gain a flying speed of 20 feet.

Side effect: You have disadvantage on all Strength and Dexterity ability checks.

Celerity. Your Dexterity score increates by an amount equal to your mutation score, as does your Dexterity maximum.

Side effect: Your Wisdom score decreases by an amount equal to your mutation score.

Conversant. You gain advantage on Intelligence ability checks.

Side effect: You have disadvantage on Charisma ability checks.

Cruelty. Prerequisite: 11th level. You can make a single weapon attack as a bonus action on each of your turns.

Side effect: You have disadvantage on all Intelligence, Wisdom, and Charisma saving throws.

Impermeable. You gain resistance to piercing damage.

Side effect: You gain vulnerability to slashing damage.

Mobility. You gain immunity to the grappled and restrained conditions. At 11th level, you are also immune to the paralyzed condition.

Side effect: You gain a penalty to initiative equal to twice your mutation score.

Nighteye. You gain darkvision for up to 60 feet. If you already have darkvision, its range is increased by 60 feet.

Side effect: You gain sunlight sensitivity (PHB pg. 24).

Potency. Your Strength score increases by an amount equal to your mutation score, as does your Strength maximum.

Side effect: You have disadvantage on all Dexterity saving throws.

Precision. Prerequisite: 11th level. Your weapon attacks increase their critical threat range by 1. In most cases, this will mean you score a critical hit on a roll of 19-20.

Side effect: All healing received is halved.

Rapidity. Your speed increases by 15 feet. At 15th level, your speed increases by 20 feet instead.

Side effect: You have disadvantage on Dexterity ability checks.

Reconstruction. Prerequisite: 7th level. At the start of each of your turns while conscious and in combat, you regenerate hit points equal to twice your mutation score as long as you are above 0 hit points.

Side effect: Your speed decreases by 10 feet.

Sagacity. Your Wisdom score increases by an amount equal to your mutation score, as does your Wisdom ability maximum.

Side effect: Your Dexterity bonus to armor class is reduced by an amount equal to your mutation score.

Shielded. You gain resistance to slashing damage.

Side effect: You gain vulnerability to bludeoning damage.

Unbreakable. You gain resistance to bludgeoning damage.

Side effect: You gain vulnerability to piercing damage.

Wariness. You gain a bonus to initiative equal to twice your mutation score.

Side effect: You have disadvantage on Perception checks, including passive Perception.

Order of the Lycan

The Order of the Lycan is a proud order of blood hunters who undergo "The Taming", a ceremonial inflicting of lycanthropy from a senior member. These hunters then use their abilities to harness the power of the monster within, ideally without losing themselves to their inner beasthood. Through intense honing of one's own willpower, combined with the secrets of the order's blood rituals, members learn to control and unleash their hybrid form for short periods of time. But no training is perfect, and even the greatest of blood hunters can lose themselves to the bloodlust.

Heightened Senses

Starting when you choose this archetype at 3rd level, you begin to adopt the improved abilities of a natural predator. You gain advantage on any Perception checks that rely on hearing or smell.

Hybrid Transformation

Upon choosing this archetype at 3rd level, you begin to learn to control the lycanthropic curse that now lives in your blood. As an action, you can transform into your Hybrid form. This form lasts for 10 minutes. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier by using an action on your turn. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die. The benefits of this form replace the rules for Lycanthropy in the Monster Manual.

You can use this feature twice, and regain expended uses once you complete a short or long rest. While you are transformed, you gain the following features:

Feral Might. You gain a bonus to melee damage rolls equal to half your proficiency bonus (rounded down). You also have advantage on Strength checks and Strength saving throws.

Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered. While you are not wearing heavy armor, you gain a +1 bonus to your armor class.

Predatory Strikes. Your unarmed strikes are considered a single weapon in regards to your crimson rite feature and have the Finesse property. When you use the Attack action with an unarmed strike, you can make another unarmed strike as a bonus action.

Your unarmed strikes deal 1d6 slashing damage. The damage die increases to 1d8 at 11th level, and to 1d10 at 18th level.

Cursed Weakness. You have vulnerability to damage from silvered weapons.

Bloodlust. At the start of your turn, if you've taken any damage since the beginning of your last turn, you must make a Wisdom saving throw to maintain control. The DC equals 10, or half of the total damage you've taken from attacks since your last turn, whichever is greater. On a failed save, you must move directly towards the nearest creature to you and use the Attack action against that creature. If there is more than one possible target, the DM chooses the target. You then regain control for the remainder of your turn.

If you are under an effect that prevents you from concentrating (such as a Barbarian's rage feature), you automatically fail this saving throw.

Stalker's Prowess

At 7th level, your speed increases by 10 feet. You also can add 10 feet to your long jump distance and 3 feet to your high jump distance.

In addition, your hybrid form gains the Improved Predatory Strikes feature.

Improved Predatory Strikes. When you have an active rite while in your hybrid form, your unarmed strikes are considered magical for the purpose of overcoming resistances and immunities to nonmagical attacks and damage.

Advanced Transformation

Starting at 11th level, you learn to unleash and control more of the beast within. You can now transform into your hybrid form as a bonus action, and your hybrid transformation now lasts for up to 30 minutes.

In addition, your hybrid form gains the Lycan Regeneration and Beastly Precision features.

Lycan Regeneration. At the start of each of your turns, you regain hit points equal to 1 + your Constitution modifier (minimum 1) if you have no more than half of your hit points remaining. If you go unconscious as a result of reaching 0 hit points, you do not regain consciousness until you receive some other form of healing or until you reach half your maximum hit points or more.

Beastly Precision. You gain a bonus to melee attack rolls made with your unarmed strikes equal to half of your proficiency bonus (rounded down).

Iron Volition

Beginning at 15th level, you've honed your willpower to better resist the violent urges of your lycanthropic curse. Whenever you make a Wisdom saving throw to maintain control of your hybrid form, you do so with advantage.

In addition, your hybrid from gains the Pack Hunter feature.

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

Hybrid Transformation Mastery

At 18th level, you have wrestled your inner predator and mastered it. You can now use your hybrid transformation three times between rests.

You also gain the Blood Curse of the Howl for your blood malediction feature. This does not count against your blood curses known.

Blood Curse of the Howl. As an action, you howl at any number of creatures within 30 feet, chilling their blood and stunning them with fear. Any of the target creatures that can hear you must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or become frightened until the end of your next turn. If they fail their saving throw by 5 or more, they are stunned until the end of your next turn instead. A creature that succeeds on this saving throw is immune to this blood curse for the next 24 hours.

Amplify. This curse can target any number of creatures within 60 feet of you.

Order of the Dragon

The Order of the Dragon is, unsuprisingly, comprised of those who sought to turn a dragon's power against the forces of evil. As a part of their transformation ritual, they imbibe a dragon's blood along with the Hunter's Bane. Through additional magical power and alchemical concoctions, they begin to take on a more draconic aspect.

Draconic Breath

Starting at 3rd level, your transformation grants you the breath weapon from a specifc color of dragon, as shown in the table below.

Draconic Color Damage type Breath Weapon
Astral Radiant 5 by 30 ft line (Dex)
Black Acid 5 by 30 ft line (Dex)
Blue Lightning 5 by 30 ft line (Dex)
Brass Fire 5 by 30 ft line (Dex)
Bronze Lightning 5 by 30 ft line (Dex)
Copper Acid 5 by 30 ft line (Dex)
Gold Fire 15 ft cone (Dex)
Green Poison 15 ft cone (Con)
Outer Psychic 15 ft cone (Int)
Red Fire 15 ft cone (Dex)
Silver Cold 15 ft cone (Con)
White Cold 15 ft cone (Con)

You may use a bonus action to use your Draconic Breath, affecting all creatures in the indicated area. Affected creatures must make the indicated saving throw (DC = 8 + your proficiency bonus + your Wisdom modifier). Every creature in the area that fails its saving throw takes damage equal to 2d6 + half your level, rounded down.

You may use this ability a number of times equal to your Constitution modifier, and regain all uses after completing a short or long rest.

This damage increases as you level up, dealing 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

If you already have a breath weapon, your breath weapon damage increases by 1 die, and you combine the amount of uses.

Draconic Visage

Starting at 3rd level, the draconic blood you have imbibed resonates within you. You have advantage on Charisma checks when interacting with dragons, and learn Draconic.

Mingled Blood

At 7th level, the blood you have taken within you begins to mutate your physical form. You can choose two of the following mutations. You gain an additional mutation at 11th level, 15th level, and 18th level

Claws. You get a +2 bonus to damage rolls with unarmed strikes. In addition, you gain proficiency with grapple checks.

Ferocious Roar. As an action you may let loose a roar, targeting all creatures in a 30 foot cone. All creatures in the area must make a Wisdom saving throw or be frightened of you until the end of your next turn. A creature that succeeds on its save is immune to your roar for 24 hours.

Heightened Senses. You gain darkvision out to 30 feet and blindsight out to 15 feet. If you already have darkvision, it increases by 30 feet. If you have blindsight, it increases by 15 feet.

Natural Weapons. You gain natural weapons that deal damage equal to your crimson rite die and have the Finesse trait. If you choose the Attack action, you may use a bonus action to make an unarmed strike with your natural weapon.

Predatory Instinct. You may cast hunter's mark once before completing a short or long rest.

Scales. You grow small scales dotting your body, granting you a +2 bonus to your armor class while not wearing medium or heavy armor.

Wings. You gain a flying speed equal to twice your level, rounded up to the nearest multiple of five.

Draconic Rituals

Starting at 11th level, you gain two exclusive blood curses.

Blood Curse of Transmutation. As an action, you target one creature you can see within 30 feet. The target must make a Constitution saving throw as its very blood transforms, and suffers 4d8 damage on a failure or half as much on a success. The damage type is determined by your Draconic Color.

This damage increases to 4d10 at 15th level and 4d12 at 19th level.

Amplify. The target suffers 1 damage dice of persistent damage at the start of each of its turns until you stop Concentrating.

Blood Curse of Protection. As a reaction, you may draw upon the blood of a recently deceased creature to shield you. You gain resistance to the damage dealt by the triggering attack.

Amplify. You gain resistance to all damage until the end of your next turn.

Draconic Form

Beginning at 15th level, you have neared mastery over your draconic blood, allowing you to draw additional benefits from it. You gain resistance to nonmagical damage, and your unarmed strikes are considered magical for the purpose of overcoming resistances and immunities to nonmagical attacks and damage.

You also gain access to an additional mutation. Bloody Maw. You gain an additional breath weapon that is, essentially, a spray of blood. Creatures caught in the area of affect suffer necrotic damage equal to a use of your breath weapon, ignoring resistances.

Living creatures must make a Wisdom saving throw or be frightened of you until the end of your next turn.

Undead creatures and creatures without any blood in them are now treated as having blood for purposes of blood curses and other effects.

Deadly Predator

At 18th level, you gain mastery over the draconic blood in your body, and your draconic physique and reflexes allow you to dodge or endure most attacks. You gain resistance to nonmagical bludgeoning, piercing, and slashing damage. In addition, your melee attacks count as magical for the purpose of overcoming resistances and immunities to nonmagical attacks and damage.

Order of the Moon

The blood hunters of the Order of the Moon come from an unknown origin; the blood they use in their Hunter's Bane is said to have come from the depths of an ancient tomb. They call it "moonblood", and while none are certain if it came from the moon, it seems to replenish itself under the moon's silvery light. They seem to be a counterpart to the Order of the Lycan, but perhaps they are the ones who overcame what lurks deep in the hearts of sentient creatures?

Regardless of their origins, these hunters are a capable few. They stalk their prey by moonlight, favoring sudden assaults and bloody, frenzied strikes to take down their targets before they're detected.

Paleblood Draw

Starting at 3rd level, your weapons leech the blood from the bodies of your enemies and return to you, temporarily restoring your vitality. Whenever you lose hit points, on your next turn, you gain temporary hit points equal to the damage you do until the end of that turn, to a maximum of the damage you were dealt. Any extra temporary hit points are lost. These hit points do not stack, and persist until you complete a short or long rest.

Eldritch Agility

Also starting at 3rd level, your initiation into this order grants you enhanced agility. As a bonus action on your turn, you may move up to 10 feet in any direction without provoking attacks of opportunity. You can move through the space of a creature your size or smaller without needing a check, and can move through a space occupied by a larger creature by succeeding on a contested Dexterity (Acrobatics/Athletics) check.

This movement does not provoke attacks of opportunity, and the distance you move is not affected by difficult terrain, small obstacles, or gaps you could jump over without a check.

The maximum distance you can move increases to 15 feet at 14th level and 20 feet at 18th level.

Rite of the Moon

When you join this order at 3rd level, you learn the esoteric rite Rite of the Moon (detailed below). Rite of the Moon. Your rite damage is either force or psychic type. You choose the damage type when you activate the crimson rite.

If you hit an Aberration with your Rite of the Moon, it suffers additional damage equal to your Wisdom modifier.

Upon reaching 11th level, any creature you hit with your Rite of the Moon suffers this additional damage.

Hunter

At 7th level, you gain the following benefits while you have an active crimson rite:

  • You gain darkvision out to 60 feet, or your darkvision improves by 60 feet.
  • You are immune to disease.
  • You can speak, read, and understand Aklo, Deep Speech, and Undercommon. Your knowledge of these languages fades after your crimson rite expires, but not the memory of what you read or talked about.

Eclipse

Starting at 11th level, your unnerving swiftness becomes outright supernatural. When you suffer damage, you can use your reaction to use Eldritch Agility. If you do so, you take half damage from the triggering attack. You may use this feature a number of times equal to your Dexterity modifier (minimum 1), and regain all expended uses after you complete a short or long rest. You also gain resistance to force and psychich damage.

Our Eyes are Opened

Beginning at 15th level, you can use an action to gain truesight out to 15 feet. Additionally, you have advantage on saving throws against being frightened, paralyzed, or stunned. If you fail a saving throw against a madness, stunned, or fear effect while you have an active crimson rite, you gain temporary hit points equal to your blood hunter level.

Fear the Old Blood

At 18th level, you can use a bonus action to give in to the eldritch nature of your blood. You transform in a gruesome explosion of blood, emerging from the spray a beast. For the next minute, you gain the following benefits:

  • You gain blindsight out to 10 feet and darkvision out to 90 feet. If you already have one or both of these senses, it improves by that amount unless it is granted by an item or potion.
  • You gain advantage on Perception checks that rely on smell or hearing.
  • Your speed increases by 10 feet, and you gain a climb speed equal to your movement speed.
  • Your size increases to Large.
  • You gain a bite attack that deals 1d6 piercing damage and has a reach of 5 feet. You may use either your Strength or your Dexterity for attack and damage rolls.
  • You gain a claw attack that deals 1d10 slashing damage and has a reach of 10 feet. You may use either your Strength or your Dexterity for attack and damage rolls.
  • You gain the multiattack feature, and can make one attack with your bite and two attacks with your claws.
  • You cannot be charmed or frightened.
  • You gain resistance to bludgeoning, piercing, and slashing damage, and immunity to psychic damage, but gain vulnerability to fire damage.

You can use your action to return to your normal form before 1 minute has elapsed.

You regain the ability to transform in this way after your complete a long rest.

Blood Hunter Multiclassing

Should you wish to multiclass into a blood hunter, the prerequisites and proficiencies gained are listed below.

Blood Hunter Multiclassing Prerequisites

Ability Score Minimum

Strength 13 or Dexterity 13, and Wisdom 13

Blood Hunter Multiclassing Proficiencies

Proficiencies Gained

Light armor, medium armor, shields, simple weapons, martial weapons, alchemist's supplies

Blood Hunter Multiclassing with Warlock or Slayer

If multiclassing Order of the Profane Soul with Warlock or Slayer levels, add a third of your blood hunter levels (rounded down) to your Warlock level and consult the Warlock progression table (pg 106 of the PHB) for total Spell Slots and Spell Slot level, or half of your blood hunter levels (rounded down) to your Slayer level and consult the Slayer progression chart in the class section of this supplement.

Cultist

The Cultist
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +2 Distracting Presence, Cult Role, Spellcasting 2 2 - - - - - - - -
2 +2 - 2 3 - - - - - - - -
3 +2 Archetypes, Path Feature 2 4 2 - - - - - - -
4 +2 Ability Score Improvement 3 4 3 - - - - - - -
5 +3 Cult Role Feature Improvement 3 4 3 2 - - - - - -
6 +3 Cult Role Feature Improvement 3 4 3 3 - - - - - -
7 +3 Cult Role Feature Improvement 3 4 3 3 1 - - - - -
8 +3 Ability Score Improvement 3 4 3 3 2 - - - - -
9 +4 Cult Role Feature Improvement 3 4 3 3 3 1 - - - -
10 +4 Archetype Feature 4 4 3 3 3 2 - - - -
11 +4 Cult Role Feature Improvement 4 4 3 3 3 2 1 - - -
12 +4 Ability Score Improvement, Cult Role Feature Improvement 4 4 3 3 3 2 1 - - -
13 +5 - 4 4 3 3 3 2 1 1 - -
14 +5 Archetype Feature 4 4 3 3 3 2 1 1 - -
15 +5 - 4 4 3 3 3 2 1 1 1 -
16 +5 Ability Score Improvement, Cult Role Feature Improvement, Archetype feature 4 4 3 3 3 2 1 1 1 -
17 +6 Cult Role Feature Improvement 4 4 3 3 3 2 1 1 1 1
18 +6 - 4 4 3 3 3 3 1 1 1 1
19 +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20 +6 Cult Role Feature 4 4 3 3 3 3 2 2 1 1

Creating a Cultist

Adventuring cultists may have left their cults or been kicked out for not adhering to certain dogma. They may also be active members, searching the world for artifacts or other items of power for their masters. While the focus of their worship is usually their driving purpose, once out in the world they’re faced with a wider range of humanity than they’re accustomed to.

Fortunately, the skills they developed in their service lend themselves well to supporting a group of adventurers. Most have spent a large portion of their lives either studying the arcane to feed their masters or martial skills to protect the enclave. Because of the communal nature of cults, a cultist’s skills are rarely on par with a fighter or magic user. Instead they focus on augmenting the abilities of each other, finding strength in the power of their numbers.

Quick Build

You can make a cultist quickly by following these suggestions. First, decide what if you want to focus on control, support, or damage. Make your respective casting ability your highest ability score. Make Constitution your next highest score to help increase your survivability, choosing a higher Constitution next if you want to have extra hit points or Dexterity if you want to get hit less. Then, select the Acolyte or Cultist background.

Class Features

As a cultist, you gain the following class features:

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

Proficiencies

Armor: Light Armor Weapons: Simple Weapons Saving Throws: Skills: Choose two skills from Arcana, Deception, History, Insight, Persuasion, Religion

Equipment

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

  • (a) a dagger or (b) a quarterstaff or (c) a censer
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) a priest's pack
  • a spellbook

Spellcasting

You have learned to untangle and reshape the fabric of reality in devotion to your cult's aims. Your spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of spellcasting and later in this supplement for the cultist spell list.

Cantrips

At first level, you know four cantrips of your choice from the cultist spell list. You learn additional cultist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cultist table.

Spellbook

You have a spellbook containing four 1st level cultist spells of your choice. You can add twp cultist spells to your spellbook each time you gain a cultist level. Each of these spells must be of a level for which you have spell slots, as shown on the Cultist table. On your adventures, you might find other spells that you can add to your spellbook (see the Wizard class in the Player's Handbook).

Preparing and Casting Spells

The Cultist 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 cultist spells that are available for you to cast, choosing from the spells in your spellbook. When you do so, choose a number of cultist spells equal to your spellcasting ability modifier + your cultist level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level cultist, you have four 1st-level and two 2nd-level spell slots. With a spellcasting ability of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 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 cultist spells requires time spent in prayer and meditation, as well as consulting your spellbook: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Your spellcasting ability depends on your role in the cult. Your magic comes from your devotion to your cult's aims, or the power you have gleaned from countless hours spent poring over ancient tomes. You use your spellcasting modifier when setting the saving throw DC for a cultist spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your spellcasting modifier

Spell attack modifier = your proficiency bonus + your spellcasting modifier

Ritual Casting

You can cast any cultist spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your cultist spells.

Cult Type

All cults serve some being, even if it's just a mortal with grand aspirations. When you take your first level in this class, choose a cult from the Cult Types list under the Cultist background if you are not already a part of a cult. If you are already a cult member, your cult type does not change.

Cult Role

Everyone has a role to play in the cult. After they pass their initiation, cultists find themselves assigned to one of three paths: the Seeker, the Devotee, or the Zealot. Each of these paths contributes something valuable to the cult, from researching the methods to succeed in the cult's goals to spreading the word of the cult to ending the lives of those who stand in the cults way.

At 1st level, choose one of the following cult roles. You must meet the associated ability requirement.

  • Seeker. Requires at least 13 Intelligence.
  • Devotee. Requires at least 13 Wisdom.
  • Zealot. Requires at least 13 Charisma.

Distracting Presence

Starting at 1st level, you are used to using your body to distract your enemies, enabling your allies to take advantage of the situation. As a bonus action, you may choose a single creature within 5 feet of you. That creature cannot use its reaction against anyone but you until the end of your next turn, and the next melee attack against that creature has advantage. You can continue your distracting presence by spending your bonus action at the start of your turn. You may use your Distracting Presence a number of times equal to your spellcasting ability modifier, and regain all expended uses after you complete a long rest.

Cult Archetype

At 3rd level, you further specialize your role in the cult. Choose an archetype applicable to your cult role.

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.

Seeker

You have spent your time in the cult mastering the arcane rituals that draw power from the subject of your worship. Whether those rituals are words from scripture or elaborate rites performed by the light of sacred candles, you’ve memorized them and can perform them at will. By conducting these rituals, you are able to draw on power that might otherwise go to strengthening your idol. In channeling it, you are able to shape that power to devastating effect.

Unseen Scribe

You know the unseen scribe cantrip. It does not count against the number of cantrips you may know.

Ritual Circle

As an action, you can create a ritual circle within the range of your unseen scribe cantrip. The ritual circle persists until you dismiss it. You may use this ability a number of times equal to your Intelligence modifier, and regain all expended uses after you complete a long rest. You learn different ritual circles at certain Cultist levels.

Basic Circle

Starting at 1st level, you can create a ritual circle with a 5 foot radius. A creature within the circle gainst a +2 bonus to all saving throws, and may make any saving throws at the beginning of its turn instead of the end.

Summoning Circle

Starting at 5th level, you can create a ritual circle capable of summoning fiends. You can expend a use of your Ritual Circle feature to cast summon lesser demon inside the circle. The circle's radius expands to accomodate the creature summoned. A creature summoned in this way may not physically cross the circle unless a creature native to the plane to which it was summoned crosses the circle first. It behaves according to its alignment, but may be convinced to aid the summoner in some way. The circle lasts for 1 round after the spell ends. At 7th level, you can cast summon greater demon with this feature. At 9th level, you can cast infernal calling and summon celestial with this feature. At 11th level, you can cast summon fiend with this feature.

Circle Training

Starting at 3rd level, your experience focusing on spells despite the chaos around you grants you a +1 bonus to Concentration checks made to maintain spells. This bonus increases by 1 at 6th, 12th, and 17th levels.

Ritual Chant

Starting at 6th level, you gain the ability to perform a ritual chant. After chanting for a full minute, any receptive creature within 15 feet of you that was able to hear you receives one of the following benefits:

  • It gains a +2 bonus to all saving throws for the next 8 hours
  • It gains 15 temporary hit points
  • It gains three temporary hit dice (d4)
  • It gains +5 feet to its movement speed for the next 8 hours.

The number of benefits a creature receives increases to two at 12th level and three at 16th level.

Spell Mastery

By 20th level, your mastery over ritual magic is nearly perfect. Choose two 1st level spells, one 2nd level spell, and one 3rd level spell. You always have these spells prepared and can cast these spells at their base level without expending a spell slot. They do not count against the number of spells you can prepare each day.

Ritualist

With relic and ritual, you bent the arcane to your will and the will of your cult's patron. A thousand hours of study and practice have perfected the art of ritual magic, and your purpose in the cult is communing with extra-planar creatures. To that end, you've delved deeply into books and dealings with fiends in search of ever more knowledge.

Soul Transference

Starting at 3rd level, you are able to tear pieces from weakened souls. As a reaction when a creature within 30 feet of you drops to 0 hit points, you can use one of the following abilities:

  • You automatically succeed on Concentration checks until the end of your next turn.
  • Choose a creature within 30 feet of you that you can see. That creature must succeed on a Wisdom saving throw against your spell save DC or have its speed halved until the end of its next turn. The creature has disadvantage on the saving throw if it shares a creature type with the creature that triggered this ability.
  • Choose a creature within 30 feet of you that you can see. That creature has advantage on its attack rolls until the end of its next turn.

You can use this ability a number of times equal to your Intelligence modifier (minimum once) and regain all expended uses after you complete a long rest.

Improved Ritual Circles

As your cultist level increases, you learn additional ritual circles. You can use one of the following circles in place of a ritual circle.

Starting at 5th level, you can create a restrainment circle, lashing out with spectral chains at any who come too close. Any creature that begins its turn in the circle or enters it on their turn must succeed on a Wisdom saving throw or have their speed reduced to 0 ft and be restrained. An affected creature can attempt a saving throw at the end of each of its turns, ending the effect on itself on a success.

Starting at 10th level, you can create a swarming circle, attracting all manner of vermin to the circle. A creature that starts its turn in the circle or enters it on its turn has disadvantage on all attack rolls and ability checks it makes until the start of its next turn.

Starting at 16th level, you can create a weakening circle, sapping the life from any who cross the circle. Until the end of its next turn, any creature that begins its turn in the circle or enters it on their turn uses their lowest saving throw modifier for any saving throws it makes.

Ritual Infusion

At 14th level, you learn a special ritual circle that lets you infuse your allies with unholy energy. As an action, you can use the unseen scribe cantrip to draw a ritual circle within a 5 foot radius anywhere within range. Any creature in the circle when it is drawn may regain one feature, ability, or spell slot they normally would regain from a short rest. You can use an additional use of this feature to draw the circle with a 10 foot radius.

You can use this ability twice, and regain all expended uses after you complete a long rest. This increases to four uses at 20th level.

Two Minds

Starting at 17th level, you have mastered the art of focusing on two separate thoughts simultaneously. You can concentrate on two spells at the same time. If you are ever required to make a Concentration check to maintain Concentration on a spell, you must make a Concentration check for both spells.

Occultist

With relic and ritual, you bent the arcane to your will and the will of your cult's patron. Countless hours pouring over eldritch tomes have yielded decisive power. Your purpose in the cult is discovering hidden lore and figuring out how it can be used against the enemies of the cult.

Weakening Hex

Starting at 3rd level, you learn the secret of draining the strength from foes. As an action, you can force a creature you can see within 60 feet to make a Wisdom saving throw. On a failure, it has disadvantage on attack rolls and ability checks that use Strength and Strength-based attacks deal minimum damage until the end of its next turn.

You can use this ability a number of times equal to your Intelligence modifier (minimum once) and regain all expended uses after you complete a long rest.

Eldritch Bombardment

Starting at 5th level, you can partially summon eldritch beings inside your ritual circles. When you create a ritual circle, you can instead summon an eldritch bombardment. Any creature within the circle when it is cast must make a Dexterity save. On a failure, it takes 3d8 magical bludgeoning damage and is restrained for 1 minute. On a success, it takes half as much damage and is not restrained.

A restrained creature can attempt a saving throw at the end of each of its turns, ending the restrained condition on itself on a success.

Eldritch Healing

Also starting at 5th level, you can attempt to radically rebuild a creature's body. You can draw a ritual circle around one creature to attempt to heal it. Roll a d20. On a 1, the creature takes necrotic damage equal to 1d4 + your character level and begins to bleed, taking 1d4 necrotic damage at the start of each of its turns for 1 minute. On a 2-5, it has no effect. On a 6-19, the target creature regains hit points as if it had rolled a number of hit dice equal to half your cultist level. On a 20, it regains the maximum possible amount of hit points.

A creature can stop the bleeding with a styptic spell or a successful application of a healer's kit (DC = 8 + half your cultist level).

Cursed Circle

Starting at 10th level, you learn how to curse those within your circles. When you create a ritual circle, you can instead create a cursed circle. Any creature that starts its turn within the circle or enters it on its turn deals half damage with all of its attacks and gains vulnerability to all damage until the end of its next turn.

Draining Hex

At 14th level, you learn a special ritual circle that lets you drain your enemies of their unholy power. As an action, you can use the unseen scribe cantrip to draw a ritual circle within a 5 foot radius anywhere within range. Any creature in the circle when it is drawn loses one use of a feature, a use of a rechargeable ability, or spell slot of 5th level or lower. You then gain a spell slot equal to half the creature's CR. You can use an additional use of this feature to draw the circle with a 10 foot radius.

You can use this ability twice, and regain all expended uses after you complete a long rest. This increases to four uses at 20th level.

Debilitating Hex

At 16th level, you can trap the mental essence of a creature within imaginary walls. When you create a ritual circle, you can imbue it with debilitating effects instead of its usual ones. Any creature that starts its turn in the circle or enters it on its turns is incapacitated. It may make a Wisdom saving throw whenever it takes damage or at the end of each minute, ending the effect on itself on a success.

Two Minds

Starting at 17th level, you have mastered the art of focusing on two separate thoughts simultaneously. You can concentrate on two spells at the same time. If you are ever required to make a Concentration check to maintain Concentration on a spell, you must make a Concentration check for both spells.

Devotee

There is no greater purpose than your cult, and you are willing to sacrifice your personal well-being to further it. Your pain and suffering can awaken a great power, which you wield to aid your allies or rend the life from your foes.

Vitality Drain

Starting at 1st level, you learn how to drain the life essence from other creatures. Whenever a creature drops to 0 hit points or dies within 30 ft of you, you may gain 1 temporary hit die. You may gain a total number of temporary hit dice equal to your Wisdom modifier before you must complete a long rest. These temporary hit dice are d4s, and increase in size as you increase in level (d6 at 3rd level, d8 at 7th level, d10 at 12th level, and d12 at 17th level).

Temporary Hit Dice

While you have one or more temporary hit dice, you may use a free action to expend any accumulated temporary hit dice and regain a number of hit points equal to the amount rolled. You may also use a temporary hit die whenever a feature or spell asks you to spend a hit die. Any unspent temporary hit dice are lost after you complete a long rest.

Bloodletting

Starting at 1st level, you have learned how to channel flowing blood into magic spells, sacrificing your vitality for the benefit of your allies. Casting these spells requires expending a number of hit dice equal to the level of the spell. You may cast any of the following spells by expending 1 or more hit dice, provided you have the spell prepared and meet the level requirement. You may not benefit from these spells unless you roll the spent hit dice and take necrotic damage equal to the amount rolled. At 3rd level, you can add your Wisdom modifier to the bonus or healing.

1st level: bless, cure wounds, healing word, inflict wounds

5th level: aid, augury, bolster, enhance ability, mass healing word, prayer of healing

9th level: commune, divination, hallow, mass cure wounds

16th level: circle of power, harm, heal

Take Affliction

At 6th level, you can transfer ill effects from another creature to yourself. As an action, you may touch a creature affected by a condition, curse, disease, or poison and end it. You then receive that condition, curse, disease, or poison at one stage lower than it was taken, but no lower than the first stage. You have advantage on saving throws against conditions, curse effects, and diseases gained in this way, and gain resistance to poison damage against poisons gained this way.

Starting at 12th level, any conditions, curses, diseases, and poisons gained with Take Affliction are cured after you complete a short or long rest.

Flagellant

You have learned how to coax the power from flowing blood, whether it be yours or your targets'. You seek pain, and the power it creates.

Scourge Expertise

Starting at 3rd level, you gain the experience required to wield a scourge with one hand.

Unarmored Defense

Also starting at 3rd level, you may add your Wisdom modifier to your AC while not wearing armor.

Exsanguinate

Starting at 5th level, you've learned to inflict grievous wounds on your foes and gain power by basking in their spilt blood. While you are at or below half your maximum hit points, you may use an action to make a single melee spell attack and roll a number of d8s equal to two-thirds of your maximum hit dice (rounding up). On a hit, the target takes that much necrotic damage. On a miss, the target takes half as much damage. You then regain hit points equal to half the necrotic damage dealt. You may attempt to exsanguinate a creature once, and regain the ability to do so after you complete a short or long rest. You gain additional uses at 10th level and 16th level.

Redeem

Also starting at 5th level, you can use the power of blood to treat an ally's wounds. While you are at or below half your maximum hit points, you may use an action to roll a number of d8s equal to half your maximum hit dice (rounding up). Up to two creatures of your choice within 30 feet of you may each recover hit points equal to the number rolled. You may choose yourself with no penalty. You may use this ability once, and regain the ability to do so again after you complete a short or long rest. You gain additional uses at 10th level and 16th level.

Starting at 10th level, you may expend an additional use of your Redeem feature to target an additional creature.

Scarred Skin

At 6th level, you may increase your AC and damage by 1 for each active condition, curse, disease, or poison you have taken with your Take Affliction ability. At 10th level, you may also add your Constitution modifier to your AC.

Share the Burden

Starting at 12th level, you gain the ability to sacrifice your vitality to restore your allies'. As an action, you may touch a creature and transfer your life energy to it. You may take any amount of necrotic damage (up to your maximum hit points), and heal the target by twice the necrotic damage you take.

Burden of Life

Also starting at 12th level, you may spend half your maximum number of hit dice to cast raise dead without requiring material components. If you do so, roll the spent hit dice. You take that much necrotic damage. At 16th level, you may use this feature and spend three quarters of your maximum hit dice to cast resurrection.

Sanguinary Guard

Starting at 16th level, your delving into the power of pain has granted you the ability to transform your body. As an action, you transform into a ghostly creature, gaining the following benefits for 1 minute:

  • You gain 60 temporary hit points.
  • You gain +3 to your AC.
  • You gain a flying speed of 90 feet.
  • You are unable to make attacks or cast offensive spells. Instead, you may use an action to roll a number of d8s equal to one-third of your maximum hit dice and deal that much necrotic damage to any creatures of your choice within 30 feet.
  • Any creature of your choice within 30 feet may take necrotic damage equal to your Wisdom modifier to increase their AC by 1d8 + your Wisdom modifier until the start of their next turn.
  • The range of your Exsanguinate and Redeem abilities is doubled.

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

Bloody Resurrection

Starting at 20th level, you may spend one-quarter of your maximum number of hit dice to cast raise dead, half of your maximum number of hit dice to cast resurrection, or three-quarters of your maximum number of hit dice to cast true resurrection. If you cast any of these spells using this feature, roll the spent hit dice. You take that much necrotic damage. Any spell cast using this feature does not require material components.

Martyr

There is no greater purpose than to sacrifice your personal well-being in order to further the will of your master. That principle has guided your time in the cult and afforded you considerable power. Your pain and suffering can awaken in you great power you can use to aid your allies or strike down your enemies. Perhaps you seek out agony, feeling that you somehow deserve it, or maybe it just seems to find you regardless of what you do. All that matters are that your strength dwells in the torment of your flesh.

Shield Expertise

Starting at 3rd level, you may wield a shield in each hand. If you do so, you gain a +1 bonus to your AC in addition to the AC bonus given by each shield.

Unarmored Defense

Also starting at 3rd level, you may add your Wisdom modifier to your AC while not wearing armor.

Vitality Transference

Starting at 5th level, you learn how to transfer some of your vitality to others. As an action, you may touch a creature and spend a hit die. The creature then regains hit points as if it had spent its own hit dice during a short rest. You can transfer 3 hit dice at 10th level and 6 hit dice at 16th level.

Sufferance

Starting at 6th level, you may increase your AC by 1 and reduce all damage you take from any source by 2 for each active condition, curse, disease, or poison you have taken with your Take Affliction ability, unless the damage is inflicted by one of your other abilities.

Scarred Skin

Starting at 10th level, you may add your Constitution modifier to your AC while not wearing armor, in addition to your Wisdom modifier.

Martyr's Sacrifice

Starting at 12th level, you learn how to heal other creatures, no matter the cost to your own wellbeing. As an action, you may touch a creature and transfer your life energy to it. Roll up to all of your available hit dice, adding your Wisdom modifier to each die. You take necrotic damage equal to the number you rolled, and the target regains hit points equal to twice the damage you took. If you take enough necrotic damage to kill you outright, you instead receive the benefits of a long rest. You may attempt a sacrifice in this way once, and regain the ability to do so again after you finish a long rest.

Martyr's Blessing

Also starting at 12th level, you may spend half your maximum number of hit dice to cast raise dead without requiring material components. If you do so, roll the spent hit dice. You take that much necrotic damage. At 16th level, you may use this feature and spend three quarters of your maximum hit dice to cast resurrection.

Ethereal Defender

Starting at 17th level, you can shift your body to an alternate reality that is a mirror to your current plane. For the next minute, you gain the following benefits:

  • You gain 60 temporary hit points.
  • You gain a flying speed of 90 feet.
  • None of your abilities or attacks are able to affect creatures on your original plane unless the spell says they may target creatures on another plane, and you may not be affected by anything on your original plane unless it can target creatures on another plane. While on this other plane, you may occupy the space of another creature, and use a bonus action to bind yourself to a willing one. While bound in this way, you lose your movement speed and move with your host, you can use actions and reactions normally and are able to target creatures on your original plane, you cannot be directly targeted but you take all damage and status effects targeted at your host, you use your host's AC and saving throw bonuses (unless yours are higher).

Any effects gained in this way count towards your Take Affliction ability.

You may transform once, and regain the ability to do so again after you finish a long rest.

Zealot

The zealot pursues a singular objective with unwaverable focus, regardless of any obstacles or creatures that may stand in the way. They willingly throw themselves through whirling blades, scorching flames, and even through the face of near-certain death, trusting in the strength of their belief to carry them through. Zealots always have some sort of obsessive focus, such as defeating the cult that abducted them as a child, finding the artifact needed to complete the ritual to bring their master into the world, or killing a particular creature.

Obsession

Starting at 1st level, you learn to channel your obsessive devotion to furthering your cult into a deadly focus in combat. Once on your turn, you may use a free action to designate a creature of your choice to be your Obsession. When you take the Attack action against your Obsession while wielding a light weapon or using an unarmed strike, you may make one additional attack against that target. While your Obsession is alive, you have disadvantage on attack rolls made against other targets, and may not cast spells that do not target your Obsession or include it in the area of effect. You may only have one Obsession at a time.

Your Obsession lasts until the target drops to 0 hit points or dies, you complete a short or long rest, or you undergo a 10-minute long meditation ritual.

Frenzy

Also starting at 3rd level, you may enter a Frenzy at the start of your turn. For the rest of the turn, when you make an attack with a light weapon against your Obsession, you may make an additional attack and all missed attacks deal half damage. You may enter a number of Frenzies equal to your Charisma modifier, and regain all spent Frenzies after you complete a short or long rest. The number of additional attacks you may make increases to 2 at 7th level.

Obsessive Focus

Starting at 6th level, while you have an active Obsession, you may reduce all incoming nonmagical bludgeoning, piercing, and slashing damage by 5. This increases to 7 at 12th level and 10 at 16th level.

Extra Attack

Beginning at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Let Not the Wicked Escape

At 12th level, your fanaticism lends you the desire to see punishment given and the speed with which to do so. You have advantage on all opportunity attacks. You may make opportunity attacks against forced movement, and opportunity attacks that hit also reduce the target's movement speed by a number of feet equal to 5 x your Charisma modifier.

Fanatic

The fanatic's methods may seem like madness to others. They go beyond the usual zealotry of their brethern, giving themselves wholly to the cause of the cult. Nothing is too far out of their reach, they believe, if they have enough faith and pure dedication to achieve it. They are often correct, and with each success, grow more and more willing to throw themselves into the inferno.

Scourge Expertise

Starting at 3rd level, you gain the experience required to wield a scourge with one hand.

Violence Paramount

Also starting at 3rd level, you may make extra attacks with your Obsession and Frenzy features using weapons without the light property, as long as it does not have the heavy property. At 7th level, you may make these extra attacks even with heavy weapons.

Mark the Prey

Starting at 5th level, you learn to direct your allies towards your target, to better focus their attacks. As a bonus action, you may call out your Obsession to your allies, marking them until the end of your next turn. All attack rolls made against a target marked in this way have advantage. You can place a number of marks equal to your Charisma modifier, and regain all expended marks after you finish a long rest.

Hunter of the Cult

Also starting at 5th level, your dedication to ferreting out the enemies of your cult has granted you latent magical powers. You always have the spells bane and compelled duel prepared, and they do not count against the number of spells you may prepare. At 7th level, you also have the spells hunter's mark and hunter's pace prepared.

Malicious Obsession

At 7th level, your directed bloodthirst increases your speed as your obsessions drive you ever onwards towards your foes. If you reduce your Obsession to 0 hit points or kill it on your turn, you may use a bonus action to designate a new Obsession, move up to your speed towards it, amd make an attack roll against it with advantage. If your Obsession drops to 0 hit points or dies during another's turn, you may use your reaction to designate a new Obsession and move up to your speed towards it, but may not make an attack.

Fanatic Desperation

Starting at 10th level, the fires of faith burning inside you shield you from harsh environments and even imminent death. You have advantage on all Constitution checks for survival (ie, against suffocation, extreme cold or heat, etc) and on death saving throws.

Additionally, you do not become unconscious when you reach 0 hit points. Instead, you remain conscious until you fail a death save, at which point you fall unconscious. You have resistance to all damage and advantage on all attack rolls while at 0 hit points, but you will still die if you take enough damage to equal your maximum hit points.

You may use this ability once, and regain the ability to do so again after you finish a long rest.

Pure Focus

At 12th level, your focus on your Obsession grows to unhealthy levels. The first attack roll you make each round against your Obession is made with advantage.

Hound of the Cult

Starting at 14th level, you learn to exploit the opportunities presented when you have allies harrowing an enemy. While you have a conscious ally flanking your Obsession, you deal extra damage on your melee attacks equal to half your Cultist level.

Extorting Pressure

At 17th level, you learn to channel your unnerving focus on your target to make them focus on you. Your Obsession has disadvantage on all attack rolls made against targets other than you.

Bloody Whirlwind

At 20th level, you let your lust for blood consume you, gaining the following benefits as you give in to the violence in your soul:

  • You can attack three times, instead of twice, whenever you take the Attack action on your turn.
  • You have resistance to all damage.
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20, or improve it by 1 step, whichever is better.

Crusader

Few things are more steady than the faith of the crusader. Where the fanatic's faith is a roaring inferno, consuming all in it's path, the crusader's faith is that of the mountain: monolithic and unshakeable. It is with this confidence that crusaders stride into battle, trusting in their faith to keep them safe as much as their armor. Their conscious dedication enables them to channel their magic much as a paladin would, bringing ruin down upon their foes with each swing of the blade.

Battle Proficiency

Starting at 3rd level, you gain proficiency in heavy armor, shields, and martial weapons.

Reckless Zeal

Starting at 5th level, you learn how to focus your attention on defeating your target even at the expense of your health. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls during this turn, but attack rolls against you have advantage until the start of your next turn.

Alternatively, you may use this feature to give your allies within 5 feet advantage on attack rolls against creatures within your reach instead of giving yourself advantage. Attack rolls against you still have advantage until the start of your next turn.

Healing Strikes

Also starting at 5th level, you infuse your faith in your weapons, letting the blood they spill bind the wounds of your allies. As a bonus action on your turn, you can infuse your weapon with your force of will for 1 minute. When you hit a creature with an infused melee weapon, one creature of your choice within 15 feet of the target regains hit points equal to 1d4 + your Charisma modifier (minimum of 1). You may use this feature once, and regain the ability to do so again after you finish a short or long rest, or may expend a spell slot of 1st level or higher to do so again before taking a rest.

Clarion Call

At 5th level, you learn how to channel your magic to bolster your allies. As a bonus action, you can expend a spell slot of 1st level or higher to grant all creatures of your choice within 30 feet a bonus to their Wisdom saving throws and advantage on saving throws against fear effects for 1 minute. The bonus equals the spell slot level.

Foehammer

Starting at 6th level, your unwavering faith begins to match that of a paladin, enabling you to smite your foes in much the same manner. As an action, make a melee weapon attack and expend a spell slot of 2nd level or higher. On a hit, the target takes an additional 2d6 damage of the weapon's type. All damage from this attack ignores damage resistances, damage thresholds, and hardness values. The extra damage increases by 1d6 for each spell slot level above 2nd, and expending a spell slot of 4th level or higher means the attack deals half damage against creatures that would normall be immune to your weapon's damage type.

Battle Leader's Strike

Also starting at 6th level, you learn to use your magic to imbue your allies with unnatural swiftness at the sight of spilt blood. As an action, make a melee weapon attack against a creature and expend a spell slot of 2nd level or higher. On a hit, the target takes an additional 2d6 damage of the weapon's type, and a number of creatures within 30 feet of your choice up to the level of the expended spell slot may use their reaction(s) to move up to half their speed towards a creature and make an attack or cast a cantrip if in range.

Bastion Stance

Starting at 10th level, you have learned how to channel your magic to make yourself an immovable object. You can expend a spell slot of 3rd level or higher as a bonus action to enter a defensive stance for 1 minute. While in this stance, you cannot be moved or knocked prone against your will and you reduce damage from all sources by an amount equal to the level of the expended spell slot, but each foot of movement costs an additional foot.

Not Even Death

Also starting at 10th level, your dedication makes it much more difficult for you to die. At the start of your turn after you reach 0 hit points, if you are still alive, you may make a DC 10 Constitution saving throw. On a success, you regain 1 hit point and are conscious and may stand up. The DC for this saving throw increases by 5 for each subsequent attempt, and resets to 10 after you finish a long rest.

Thicket of Blades

Starting at 12th level, you learn how to channel your magic into your muscles to make your weapons whirl like a storm. You can expend a spell slot of 4th level or higher as a bonus action to enter a defensive stance for 1 minute. While you are in this stance, you can make an opportunity attack against any creature that enters or moves within your reach without using your reaction.

Bonecrusher

Starting at 16th level, you learn how to focus your magic towards obliterating your foes. As an action, make a melee weapon attack against a creature and expend a spell slot of 5thlevel or higher. The attack roll increases its critical hit threat range by an amount equal to half the expended spell slot level, and deals an additional 4d6 damage of the weapon's type on a hit.

Crusader's Call

At 17th level, your force of will illuminates you as a paragon of battle, even at the cost of your vitality. As a bonus action, you gain the following effects for 1 minute:

  • You gain 60 temporary hit points.
  • You gain a +3 bonus to your AC.
  • All creatures of your choice within 30 feet gain resistance to all damage types
  • All creatures of your choice within 30 feet regain 1d8 hit points at the start of each of their turns.
  • You take the same damage that a creature affected by the above two effects takes.
  • You cannot benefit from healing spells or magical effects.

You may use this feature once, and regain the ability to do so after you finish a long rest.

Cult Defender

At 20th level, you master channelling the devotion of your cult. As a bonus action on your turn, you can enter into an offensive stance for 1 minute. While in this stance, you gain the following benefits:

  • Your melee attacks deal an additional 2d8 damage of a type appropriate to your cult (work with your DM to determine the appropriate damage type)
  • Your melee attacks now affect targets 5 feet behind your initial target, or increase their reach by 5 feet (your choice when you make the attack).
  • You are immune to critical hits.
  • You are immune to charm and fear effects.
  • Your speed and maximum hit points cannot be reduced.

You may use this feature once, and regain the ability to do so after you finish a long rest.

Harlequin

The Harlequin
Level Proficiency Bonus Features Primary Cantrips Secondary Cantrips
1 +2 Harlequin's Mask, Dance of Death, Supple Defense - -
2 +2 Cantrip Casting, Discord, Fighting Style, Harlequin Troupe 3 2
3 +2 Troupe Feature 3 3
4 +2 Ability Score Improvement 3 3
5 +3 Troupe Feature 3 3
6 +3 Dance of Death (2) 4 3
7 +3 Evasion 4 4
8 +3 Ability Score Improvement 4
9 +4 Troupe Feature 4 4
10 +4 Discord (2) 5 4
11 +4 Unearthly Recovery, Supple Defense (2) 5 5
12 +4 Ability Score Improvement, Dance of Death (3) 5 5
13 +5 Troupe Feature 5 5
14 +5 - 6 5
15 +5 - 6 6
16 +5 Ability Score Improvement 6 6
17 +6 Signature Combination 6 6
18 +6 - 7 6
19 +6 Ability Score Improvement 7 7
20 +6 Troupe Feature 8 8

Each step fell as naturally as the last, the slow beat of her heart giving direction to the still rhythm. She hummed a soft tune through her lips, building the momentum with a gentle pirouette. She smiled wide under a porcelain mask of purest white, wreathed with intricate gold depictions of faerie lights. Yet spears were dropped and shields shaken loose, each lost to the song she bore.

Every hair stood on edge as ripples of energy pulsed through the air. The fabric was torn asunder, a hole in the walls of time. Stepping forward came the visage of death - a mask as black as the void.

Silent as the very breeze running across their ears, the dancer descended upon them. Not once did his feet touch earth, nor once did his blade fall short. Weapon and cloth were blown, while chaos and clamor commenced. In all the panic, in all the slaughter, not once did his laughter cease.

Comprehending the Infinite

The worlds of D&D exist within the grand scheme of an ever-expanding multiverse. Very few are ever able to slip from one plane and exist in another, and even fewer survive the attempt. The Harlequin, however, cares little for the boundaries and restrictions imposed by mortal minds, especially when dealing with concepts they could never hope to understand. While they may stumble over small and insignificant discoveries, you run your fingers across the very fabric that separates this world from the void beyond.

You don't need to understand reality in order to control it. Understanding remains within the realm of the material, and so a harlequin must work to achieve a complete material disconnect. Whatever links hold you to this plane must be severed - Whatever tethers hold you down must be released.

Each and every step away from your past extends your capabilities. Powers once thought impossible suddenly become the new reality. The infinite possibility of a million planes in a million worlds, and you will only ever experience the slightest taste. But despite all your ambition, you are yet mortal.

The Endless Dance

Very few individuals can claim to have even seen a harlequin, let alone an entire Troupe. While being inducted into a Troupe doesn't necessarily dictate what a harlequin can and cannot do, it offers the chance to further their abilities through both song and dance. Art is the purest form of expression, heightening the emotions of the harlequin, and allowing them to perform incredible feats.

This practice is known as the Endless Dance, and while it can take many forms in many different troupes, the methodology remains the same. Through both emotion and disconnect, a harlequin can truly extend their capabilities.

Creating a Harlequin

Few individuals become harlequins without good reason. Any given Troupe is likely to include criminals fleeing persecution, or perhaps nobles escaping arranged marriages. The common thread linking them together is the need to escape.

What life is your harlequin seeking to escape? Were they wrongfully accused of a crime they didn't commit, or did they suffer a tremendous loss, perhaps even as a result of your own mistake? How did they find their Troupe? Did you seek out the harlequins, or did they come looking for you? What attempts have you made to conceal your old life?

Quick Build

You can make a harlequin quickly by following these suggestions. First, make Dexterity or Charisma your highest ability score, depending on whether you want to focus on melee weapons or ranged cantrips. Make the other your next highest score. Choose a higher Constitution next if you want to have extra hit points. Then, select the Entertainer or Far Traveler background.

Class Features

As a harlequin, you gain the following class features:

Hit Dice: 1d6

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per harlequin level after the 1st

Proficiencies

Armor: shields, leather armor

Weapons: simple weapons, martial weapons

Tools: Disguise Kit, and two musical instruments of your choice

Saving Throws: Dexterity, Charisma

Skills: Choose two skills from Acrobatics, Arcana, Deception, Performance, Persuasion, and Stealth

Equipment

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

  • (a) a scimitar, (b) a rapier, or (c) two simple weapons
  • (a) a martial weapon or (b) a shield
  • (a) an entertainer's pack or (b) a scholar’s pack

Alternatively, you can ignore the equipment from your class and background and start with 2d4 x 10 gp.

Optional Feat: Pseudonym

Requirement: Harlequin class

Upon creating your harlequin, or as an Ability Score Increase at a later level, you can choose to create a persona in order to completely disguise your identity.

When you gain this feat, you can change any aspect of your character's alignment, appearance, backstory, or biography to reflect this alteration. You cannot change your physical race, but you can alter your appearance to look like a similar race of the same size category. Creatures that have previously interacted with your character will still remember your previous identity.

This feat does require a Harlequin's Mask to function. If you do not have access to one, you are considered to be under the effects of Breaking Character (see below).

With this feat, you gain access to the following benefits:

  • Increase your Charisma by 1, to a maximum of 20.
  • You learn to speak, read, and write Pantomime, along with one other language of your choice.
  • Creatures attempting to determine your intentions using a Wisdom (Insight) check do so at disadvantage.

Pantomime. Characterized by a series of fluid movements, pantomime is a language focused on communicating ideas efficiently through art. This can include rhythms, songs, or long swift movements of the quill. You are able to disguise hidden meanings into audible and visual gibberish.

Breaking Character. If at any point you are observed by another living creature without your mask equipped, you lose the Persona trait granted by this feat until you complete a long rest while wearing your mask (see Harlequin's Mask).

During this time, you have the ability to further alter your persona to prevent further exposure. You can only alter your persona in this way once every 10 days.

Dance of Death

As an action on your turn, you can draw a straight line extending from your character that is 30 feet long and 5 feet wide. You can target one creature (increasing to two at 6th level and three at 12th level) under the line with a melee weapon attack, provided that the creature is not in full cover, prone, or standing in an area of difficult terrain.

You move the furthest distance along the line physically possible without deviation or obstruction, making a single attack action as you move over a creature's space.

You can move through medium or smaller creatures without provoking opportunity attacks, but cannot end your movement in a creature's space. Otherwise, normal restrictions to movement apply.

Harlequin's Mask

Beginning when you choose this class, you gain your own personalized mask used to reflect aspects of emotion, humor, or tragedy. While you have your mask equipped, you can use it as a spellcasting focus for your Cantrip Casting (see Spellcasting).

If you are unable to recover your mask, or your mask is destroyed, you can construct and personalize a new one over the period of a short rest by expending 25gp worth of materials.

Supple Defense

While you are not wearing any armor or are in leather armor, you can add your Charisma modifier to your Armor Class. You can use a shield and still gain this benefit.

At 11th level, this bonus increases to 2 + your Charisma modifier.

Fighting Style

At 2nd level, 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.

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.

Harlequin Troupe

At 2nd level, you choose an archetype based on your own unique background and style. Choose the Cloud Dancer, the Faerie Theatre, the Mourning, the Solitaire, or the Spitting Image, all detailed at the end of the class description. The archetype you choose grants you features at 2nd level and again at 3rd, 5th, 9th, 13th, and 20th level.

Spellasting

Cantrip Casting

Starting at 2nd level, you gain access to a number of cantrips, in addition to those gained from your Harlequin Troupe.

These cantrips fall into two different pools: your primary cantrips and secondary cantrips. Using Discord points, you are able to morph two separate cantrips into one. This allows you to craft and create brand new cantrips based off your combinations.

When you gain a level in this class, you can choose one primary or one secondary cantrip you know and replace it with another cantrip from the corresponding list.

Charisma is your spellcasting ability for your harlequin cantrips. You use your Charisma whenever a cantrip refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a harlequin cantrip 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

Primary Cantrips

You know three primary cantrips of your choice from the table below, with further details available in the harlequin spell list. A primary cantrip is considered the default for casting time, component requirements, and range, after being combined with a secondary cantrip.

If a primary cantrip and a secondary cantrip affect a different amount of targets, resolve each targeted effect separately. A cantrip that targets only one creature cannot be used to target multiple creatures, and vice versa.

The Primary Cantrips column of the harlequin table shows when you learn additional primary cantrips. Each of these cantrips can be cast independently of a secondary cantrip.

Additionally, if you use your action to cast a Primary Cantrip, you may use your bonus action to make a melee weapon attack.

Cantrip School Casting Time Save
Acid Splash Conjuration 1 action Dexterity
Booming Blade Evocation 1 action -
Chill Touch Necromancy 1 action -
Fire Bolt Evocation 1 action -
Glacial Blade Evocation 1 action -
Green-flame Blade Evocation 1 action -
Ice Shard Evocation 1 action -
Infestation Conjuration 1 action Constitution
Poison Spray Conjuration 1 action Constitution
Primal Savagery Transmutation 1 action -
Rancorous Mistblade Conjuration 1 action -
Ray of Frost Conjuration 1 action -
Shadowthorn Conjuration 1 action -
Shocking Grasp Evocation 1 action -
Sword Burst Conjuration 1 action Dexterity
Thunderclap Evocation 1 action Constitution
Toll the Dead Necromancy 1 action Wisdom
Toxic Lash Evocation 1 action -
Venomous Strike Transmutation 1 action -
Vicious Mockery Enchantment 1 action Wisdom

Secondary Cantrips

You know two secondary cantrips of your choice from the your chosen archetype, with further details available in the harlequin spell list.

The Secondary Cantrips column of the harlequin table shows when you learn additional secondary cantrips. Each of these cantrips can be cast independently of a primary cantrip.

Spellcasting Focus

Your harlequin mask is your spellcasting focus for your cantrips. Additional spells gained from outside the harlequin class require a separate spellcasting focus.

Discord

Beginning at 2nd level, you learn how to draw upon the chaotic planes to alter the very nature of traditional magic.

You have an amount of Discord points equal to your proficiency bonus, regaining all expended uses upon completing a short or long rest.

After selecting one primary and one secondary cantrip, or one primary and two secondary cantrips at 10th level, you expend a Discord point to combine the cantrips into one. The primary cantrip is considered the default for determining the new cantrip properties (casting time, components, and range).

If the cantrips have different durations, each occurs independently. If the cantrips require an attack roll, only one attack roll is required. If the cantrips require targets to make a saving throw, you choose which saving throw the target makes. If a cantrip requires a saving throw and another requires an attack roll, the attack roll must hit first.

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.

Evasion

Beginning at 7th 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.

Unearthly Recovery

Starting at 11th level, you can offer your own vitality in exchange for a sudden boost of power.

As a bonus action, you can choose to immediately recover 2 expended Discord points, taking 2d12 psychic damage as a result. Your hit point maximum is reduced by an amount equal to the damage taken, lasting until you finish a long rest.

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

Signature Combination

Upon reaching 17th level, you pick one primary cantrip and two secondary cantrips to become your signature cantrips. Twice per long rest, you can use these specific cantrips in a combination without needing to expend a Discord point.

Harlequin Troupes

Troupe of the Cloud Dancer

These harlequins have abandoned all connection and tether to their former lives, allowing themselves to become empty - to become wind. The Cloud Dancer can draw upon the energies of the Air Elemental Plane - a primordial force capable of slowly eroding any obstacle. Much like the wind itself, they are both patient and unrelenting in nature.

Cloud Dancer Quirks

d6 Quirk
1 You often forget things as soon as they are told to you.
2 You are frequently blown away by the smallest of discoveries.
3 You absentmindedly put out fires wherever you see them.
4 The very thought of touching the ground below terrifies you.
5 You often find yourself absently spinning around in mid-air aimlessly.
6 You frequently sneeze or sigh, often to devastating effect.

Cloud Dancer Cantrips

Starting from 2nd level, you can choose your secondary cantrips from the table below.

Cantrip School Casting Time Save
Astral Glass Transmutation 1 action -
Black Breath Necromancy 1 action Constitution
Blistering Wind Evocation 1 action -
Cold Snap Evocation 1 action Strength
Puff of Purple Conjuration 1 action Constitution
Sky Fall Evocation 1 action Strength
Updraft Evocation 1 action Strength
Vacuum Transmutation 1 action Constitution

Weightless Walk

Beginning when you choose this archetype at 2nd level, your elemental connection causes you to constantly hover a few inches off the ground. You are always considered under the effects of the Feather Fall spell.

You move normally, but are never treated as being in direct contact with solid terrain, allowing you to target creatures standing in difficult terrain with Dance of Death.

Dance of Death: Rush

Starting at 3rd level, in lieu of making all attacks as part of Dance of Death, you can choose to unleash a series of forceful pushes, pulls, and jabs.

You can target up to three Medium or smaller creatures under the line, and force them to make a Strength saving throw against your spell save DC. On a failed save, a creature takes bludgeoning damage equal to your Harlequin level, and is moved 10 feet in a direction of your choosing.

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

Sudden Surge

At 5th level, you learn the Gust cantrip, which is not treated as a primary or secondary cantrip. In addition to the options available when you cast Gust, you have access to the following effects:

  • One Medium or smaller creature that you choose must pass a Strength save or immediately drop one item that it is holding. The item then lands at your feet.
  • One Medium or smaller creature that you choose must pass a Strength save or immediately fall prone.
  • One Medium or smaller creature that you choose must pass a Strength save or immediately lose one inconsequential item of clothing that it is wearing.

Momentary Flight

When you reach 9th level, you have a flying speed equal to your movement speed when you move as part of Dance of Death. At the end of your movement, you begin to fall.

Release

Upon reaching 9th level, you are always considered under the effects of the Freedom of Movement spell.

Reflexive Gust

Starting at 13th level, as a reaction, when a creature you can see within 30 feet of you makes an attack, you can force them to make a Strength saving throw against your spell save DC.

On a failed save, the target has disadvantage on the attack roll. On a successful save, the DM can instead describe the target making some form of harmless comical gaff, such as hitting themselves in the face with their own weapon.

Emptiness

At 20th level, you have released the final tether holding you to this world. Your character's base weight is reduced to 0, allowing you a flying speed equal to your movement speed while unencumbered.

Additionally, while flying at least 15 feet off the ground, you are under the effects of a material disconnect, granting you resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Troupe of the Faerie Theatre

Not all harlequins who join the Grand Theatre in the Feywild do so by choice. To some, the entrancing call to join the dance is simply too great to ignore - To others, the absurdity of the Faerie Threatre is simply preferable to the ongoing tragedy of existence. Regardless, the Theatre has a knack for sorting through the best talent on offer, for those who fail to meet expectations rarely survive the performance.

Faerie Theatre Quirks

d6 Quirk
1 Sometimes you can't help but break into song and dance.
2 You treat even the most serious of moments as an opportunity to laugh.
3 You find yourself drawn to drama, or even creating drama of your own.
4 You never simply walk from one place to another. Every step is part of an elaborate dance.
5 You often find yourself talking to fey creatures that no one else can see.
6 Your hair begins to change color depending on your mood.

Faerie Theatre Cantrips

Starting from 2nd level, you can choose your secondary cantrips from the table below.

Cantrip School Casting Time Save
Crimosn Mist Conjuration 1 action Constitution
Dusklight Evocation 1 action Dexterity
Epic Poem Enchantment 1 action Wisdom
Fey Flight Transmutation 1 action Charisma
Glimmer Glaive Conjuration 1 action -
Melodrama Enchantment 1 action Wisdom
Rose Petals Abjuration 1 action -
Transfix Enchantment 1 action Wisdom

Thespian

Beginning when you choose this archetype at 2nd level, you gain proficiency in the Acrobatics and Performance skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either proficiency.

Setting the Scene

Starting at 2nd level, the first creature you hit with an attack on your turn emits multi-colored lights until the end of your next turn. The light emitted by this feature illuminates a 10-foot radius, even while a target is invisible.

Dance of Death: Rising Action

Beginning at 3rd level, in lieu of making all attacks as part of Dance of Death, you can choose to pacify the situation with an elaborate performance.

You can target up to three creatures under the line, forcing them to make a Wisdom saving throw against your spell save DC. On a failed save, a creature deals half damage on it's next successful attack. On a successful save, a creature instead takes great offense with the performance.

After 1 minute passes and an affected creature has not made a successful attack, the effect ends. You can use this feature a number of times equal to your Charisma modifier (minimum of once), regaining all expended uses when you finish a long rest.

Turning Point

Starting at 5th level, you are able to create a dramatic turn of events to counter the hostile actions of your enemies.

As a bonus action, you can target a friendly creature within 30 feet with a Turning Point. If the target is attacked by another creature before the beginning of your next turn, the attacker takes psychic damage equal to 2d4 + your Charisma modifier, reducing the damage of the attack by the same total.

The damage increases by an additional 1d4 at 9th level (3d4) and 13th level (4d4). You can use this feature twice between rests, regaining all expended uses when you finish a short or long rest.

Denouemont

Beginning at 9th level, as the show draws rapidly towards its conclusion, you are able to adapt elements of the performance to sustain the tension.

As a reaction, when a creature you can see within 30 feet hits another creature with an attack, you can immediately force the attacker to make a Wisdom saving throw against your spell save DC. On a failed save, the creature is imposed with the effects of the Rising Action feature.

Final Resolution

Starting at 13th level, you can bring a satisfying resolution to the performance, culminating as you tie up any loose ends.

If a creature affected by your Rising Action feature has not made a successful attack after 1 minute passes, the creature takes 10d4 psychic damage.

Encore

At 20th level, as a reaction when you are brought back to consciousness from 0 hit points, you can immediately use the Dance of Death action, treating all successful attacks as an automatic critical hit.

In addition, rolling a 16 or higher on a death save automatically restores you to 1 hit point.

Troupe of the Mourning

Loss affects us all. Some can find meaning from personal suffering - some choose to wield it as a weapon. By harnessing their emotions, these harlequins can tap into the raw chaotic powers of Pandemonium to shape the very environment around them. Sadly, the fate of those who look for an end to their existence are always doomed to prolong it.

Mourning Quirks

d6 Quirk
1 You often speak to those you've lost as if they were right next to you.
2 Your skin is cold to the touch, despite being in perfect health.
3 You rarely smile, often going months without changing expression or tone.
4 You refuse to wear anything that isn't completely colored black.
5 Your emotions occasionally gather into small rainclouds that hover just above your head.
6 You often burst into tears for no apparent reason.

Mourning Cantrips

Starting from 2nd level, you can choose your secondary cantrips from the table below.

Cantrip School Casting Time Save
Dart of Dolor Necromancy 1 action -
Death in Chorus Enchantment 1 action Charisma
Gloom Shard Evocation 1 action Dexterity
Grief Necromancy 1 action Wisdom
Rain of Ashes Conjuration 1 action Constitution
Silent Word Enchantment 1 action Charisma
Storm Crow Conjuration 1 action -
Widower Necromancy 1 action -

Overwhelming Grief

Beginning when you choose this archetype at 2nd level, you frequently experience strong emotions that alter your immediate surroundings.

As a bonus action, you emanate an aura extending in a 10foot-radius from you, lasting 1 minute. If a creature moves through your aura, it does so at half its regular movement speed.

You can use this feature twice between rests, regaining all expended uses when you finish a short or long rest.

Dance of Death: Cry

Starting at 3rd level, in lieu of making all attacks as part of Dance of Death, you can choose to instead let out a piercing scream.

You can target up to three creatures under the line, and force them to make a Constitution saving throw against your spell save DC. On a failed save, a creature has disadvantage on all Constitution saving throws until the end of your next turn and takes psychic damage equal to your Harlequin level. On a successful save, a creature takes half as much damage. The sound of this feature can be heard up to 300 feet away.

Wounding Wail

Upon reaching 5th level, immediately when you take damage as the result of an attack by another creature within 10 feet of you, if your Overwhelming Grief feature is active, the creature takes psychic damage equal to half your Harlequin level (rounding up).

Love and Loss

Beginning at 9th level, immediately when an ally within visual range is reduced to 0 hit points, if your Overwhelming Grief feature is active, every creature within a 10-foot-radius of you must make a Constitution saving throw against your spell save DC.

On a failed save, a creature's movement speed is reduced to 0 until the end of their next turn, taking psychic damage equal to 4d10 + your Charisma modifier, or half as much on a success (rounding up). You can select one affected creature within 10 feet to automatically pass the saving throw.

Once this feature has been used, you can't use it again until you finish a short or long rest.

Heightened Emotions

When you reach 13th level, the effective radius of Overwhelming Grief, Wounding Wail, and Love and Loss, is increased to 20 feet. Additionally, you can now use the Overwhelming Grief feature four times between rests.

Cursed to Endure

By the time you have reached 13th level, you have survived in spite of the pain you've endured. While the irony is not lost on you, it seems that you are denied the peace you desire.

Upon gaining this feature, you are cursed to age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged. This curse cannot be removed by anything short of a Wish spell.

Purgatory

At 20th level, you have accepted the fate of all who walk the path of the Mourning - near immortality.

While your Overwhelming Grief feature is active, if you are reduced to 0 hit points, you can use your reaction to instantly restore an amount of hit points equal to half your hit point maximum. Using this feature causes your Overwhelming Grief feature to end.

Troupe of the Solitaire

For harlequins who choose to take the path of the wanderer, the Solitaire walks the loneliest path of all. Masters of assassination, the Solitaire is not only able to step through into the Astral Plane, but also draw upon it's chaotic energies. However, the fate of all those who linger in the void is to slowly disappear - lost to all known memory.

Solitaire Quirks

d6 Quirk
1 You have been unable to dream since touching the void.
2 You avoid standing out in open spaces whenever possible.
3 You begin twitching whenever you're not holding your weapon.
4 You become slightly translucent at random moments.
5 You leave a playing card on the bodies of your assassination targets.
6 You're prepared for your allies to betray you at any given moment.

Solitaire Cantrips

Starting from 2nd level, you can choose your secondary cantrips from the table below.

Cantrip School Casting Time Save
Breach Evocation 1 action Dexterity
Last Confession Enchantment 1 action Charisma
Mind Matter Evocation 1 action Intelligence
Paradise Lost Transmutation 1 action Wisdom
Star Spawn Edge Conjuration 1 action -
Time Jolt Transmutation 1 action -
Translucency Transmutation 1 action -
Void Step Conjuration 1 action -

Deathmark

Starting when you choose this archetype at 2nd level, you are able to identify key targets for elimination. It is unclear exactly what force dictates who must die, but the void always rewards you for success.

At the beginning of a combat encounter, the DM can choose to select one enemy creature on the battlefield to be the target of a deathmark, informing you of their choice. If the target is reduced to 0 hit points before the feature ends, your Charisma score increases by 1, up to a maximum of 24.

The target remains marked for 1 minute or until it drops to 0 hit points. After completing a long rest, your Charisma score resets back to its original value.

Dance of Death: Phase Shift

Starting at 3rd level, your exposure to the void has granted you the ability to manipulate the density of your own body. In this state, your form is able to pass through solid matter.

You can pass through non-magical items or surfaces using the movement from Dance of Death, able to cover 1 foot for each Harlequin level. If you end this movement in an occupied space, you are moved to the nearest unoccupied point.

Reaper

Upon reaching 5th level, wheny you take the Attack action on your turn, you can make an additional weapon attack against a creature that is currently a target of your deathmark.

Astral Tether

Beginning at 9th level, you are able to briefly step out of physical reality. You can cast either the Blink or Dimension Door spell without using a spell slot or material components. Charisma is your spellcasting ability for these spells.

After you cast a spell in this way, you can't use this feature again until you complete a short or long rest.

Assassain's Solitude

At 13th level, you have managed to locate and gain access to a small pocket dimension for your own personal use.

You can spend the period of 1 minute opening up a 10-footdiameter portal into your own pocket dimension, shining a dim purple light visible to other creatures. The portal remains in place for 24 hours, or until you close it as an action. A creature can enter and return from the pocket dimension while the portal remains open, although any creature still within the pocket dimension when the portal closes is expelled into an open space nearest to the entrance.

Upon gaining this feature, can choose the specific biome found within the pocket dimension, otherwise it will default to a lifeless cave. The pocket dimension is represented by an 800 foot cube. Appearing beyond the pocket dimension's boundaries will result in being killed instantly.

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

Faded

At 20th level, your body has lost much of its original structural integrity from repeated exposure to the astral plane, but not without its own reward.

You are resistant to all damage dealt by the target of your deathmark. If the target is reduced to 0 hit points before 1 minute passes, the DM can choose to select a secondary target for the remaining duration.

Troupe of the Spitting Image

A harlequin of the Spitting Image is able to assume many faces over many lifetimes, all but forgetting who they once were. If you lose a loved one mysteriously, if they disappear without a trace, don't be surprised if you see their face walking towards you on the street one day. They do not remember you.

Spitting Image Quirks

d6 Quirk
1 You frequently spend your wealth on fine quality outfits.
2 You find yourself captivated by your own reflection.
3 You can't help but playfully mimic the voices of those around you.
4 You often create a brand new character to role play each day.
5 You are unable to take any form criticism, no matter the context.
6 You believe in killing with kindness in its most literal interpretation.

Spitting Image Cantrips

Starting from 2nd level, you can choose your secondary cantrips from the table below.

Cantrip School Casting Time Save
Blood Boil Transmutation 1 action Constitution
Blood Crystal Conjuration 1 action -
Chaos Ladder Enchantment 1 action Intelligence
Duplicitous Evocation 1 action -
Lingering Kiss Necromancy 1 action Dexterity
Mirroring Illusion 1 action Intelligence
Spectral Slash Evocation 1 action -
Volted Veil Abjuration 1 action Dexterity

Fatal Facade

Starting when you choose this archetype at 2nd level, you have learned how to slip into a new identity with relative ease. You can cast disguise self at will, without using a spell slot or material components.

Additionally, while under the effects of the spell, you can mimic any voices you have previously heard. A creature that hears your mimicry can tell they are imitations with a successful Insight check opposed by your Deception check.

Enigmatic

Upon reaching 2nd level, you add your Charisma modifier to your initiative, in addition to your Dexterity modifier.

Dance of Death: Deception

Beginning at 3rd level, the surreal nature of your performance evokes several optical and sensory illusions. You gain temporary hit points equal to your Harlequin level when you use Dance of Death.

Conspiracy

Beginning at 5th level, even in the midst of combat, you are able to sow the seeds of doubt.

As an action, you can select a creature within 15 feet and force them to make an Insight check against your Deception check. On a failure, a creature has disadvantage on all attack rolls until the beginning of your next turn.

Treacherous Courtier

When you reach 9th level, you gain proficiency in the Deception skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.

Additionally, if a creature suspects you of not being the individual you claim to be, you have advantage on any Deception check you make to convince them otherwise.

Impersonate

Starting at 13th level, you are able to preemptively assume a variety of identities, only revealing the truth at the last possible moment.

As a reaction when a creature targets you with an attack, you can switch locations with a different creature of your choice within 15 feet. You are immediately moved to the creature's location, while the chosen creature appears at your original location and becomes the new target of the attack. The creature you choose must have a size category of either Medium or Small.

You can use this feature twice between rests, regaining all expended uses when you finish a short or long rest.

Endgame

At 20th level, you've mastered the art of the great game. Even as a battle commences, all the necessary pieces are already in motion.

At the beginning of combat, but before initiative has been rolled, you can select up to four creatures within visual range to make Insight checks opposed by your Deception check. On a failure, you choose where a creature in placed on the initiative order.

Harlequin Spell List

Cloud Dancer Cantrips

Astral Glass

Transmutation cantrip

Casting Time: 1 Action

Range: 120 feet

Components: V, S

Duration: Instantaneous

You shatter small fragments of reality to hurl at a creature or object. Make a ranged spell attack. On a hit, the target takes 2d4 slashing damage.

The damage increases by two dice when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).

Black Breath

Necromancy cantrip

Casting Time: 1 Action

Range: 10 feet

Components: V

Duration: 1 round

You release a cloud of vile smoke at a creature, forcing it to pass a Constitution saving throw. On a failure, the target takes 1d6 necrotic damage and has disadvantage on Perception checks until the end of your next turn.

The damage increases by one die when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Blistering Wind

Evocation cantrip

Casting Time: 1 Action

Range: 30 feet

Components: V, S, M (fresh embers)

Duration: Instantaneous

You launch a heated blast of wind at a creature. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. If the target is unarmored, the damage die is 1d12.

The damage increases by one die when you reach 5th level (2d8/2d12), 11th level (3d8/3d12), and 17th level (4d8/4d12).

Cold Snap

Evocation cantrip

Casting Time: 1 Action

Range: 30 feet

Components: V, S

Duration: Instantaneous

You release a wave of freezing cold air at a creature, forcing it to make a Strength saving throw. On a failure, the targets take 1d10 cold damage. A target that is either wet or frozen takes half damage on a success.

The damage increases by one die when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Puff of Purple

Conjuration cantrip

Casting Time: 1 Action

Range: 30 feet

Components: V, S, M (a crushed beetle)

Duration: 1 round

You release a gust of noxious purple fumes, forcing a creature to make a Constitution saving throw. On a failure, the target takes 1d8 poison damage and has disadvantage on Strength saving throws until the end of your next turn.

The damage increases by one die when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Sky Fall

Evocation cantrip

Casting Time: 1 Action

Range: 45 feet

Components: V, M (a small acorn)

Duration: Instantaneous

You drop a cube of solid sky onto a medium or small creature or object, forcing it to make a Strength saving throw. On a failure, the creature takes 1d6 bludgeoning damage and falls prone. The damage increases by one die when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Updraft

Evocation cantrip

Casting Time: 1 Action

Range: 30 feet

Components: V, S

Duration: Instantaneous

You direct a sudden rise of air at a creature or object, forcing it to make a Strength saving throw. On a failure, the target is lifted up to 10 feet in the air before dropping back down. A target that weighs more than 350lb automatically suceeds on its saving throw.

The height a creature is lifted increases by 10 feet, and the maximum weight of the target increases by 50lb when you reach 5th level (20 feet/400 pounds), 11th level (30 feet/450 pounds), and 17th level (40 feet/500 pounds).

Vacuum

Transmutation cantrip

Casting Time: 1 Action

Range: 10 feet

Components: V, S

Duration: 1 round

You draw the air out of a creature's lungs, forcing it to make a Constitution saving throw. On a failure, the target cannot speak or use verbal components until the end of your next turn. A creature that doesn't require air to breathe automatically succeeds on its saving throw.

The duration increases by one round when you reach 5th level (2 rounds), 11th level (3 rounds), and 17th level (4 rounds).

Faerie Theatre Cantrips

Crimson Mist

Conjuration cantrip

Casting Time: 1 Action

Range: 30 feet

Components: V, S, M (a pinch of paprika)

Duration: Instantaneous

You conjure a cloud of mist around a creature, mixing it into their blood stream, and forcing it to make a Constitution saving throw. On a failure, the target can choose to either take 1d10 poison damage or use their reaction to force a creature within 5 feet to take the damage instead.

The damage increases by one die when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Dusklight

Evocation cantrip

Casting Time: 1 Action

Range: 5 feet

Components: V, S

Duration: Concentration, up to 1 minute

You place a drop of the Feywild's glow onto a creature, forcing it to make a Dexterity saving throw. On a failure, the target takes 1d6 fire damage. For the duration, the target takes an extra 2 fire damage from spell attacks and illuminates a 10-foot radius with a dull glow (dim light).

The damage increases by one die and the extra damage increases by 2 when you reach 5th level (2d6, 4), 11th level (3d6, 6), and 17th level (4d6, 8).

Epic Poem

Enchantment cantrip

Casting Time: 1 Action

Range: 30 feet

Components: V, M (a book worth 100 gp)

Duration: 1 round

You overwhelm a creature with the weight of your tale, forcing it to make a Wisdom saving throw. On a failure, the target is considered deafened until the end of your next turn. A creature that is immune to charm effects automatically succeeds on its saving throw.

The duration increases by one round when you reach 5th level (2 rounds), 11th level (3 rounds), and 17th level (4 rounds).

Fey Flight

Transmutation cantrip

Casting Time: 1 Action

Range: 30 feet

Components: V, S

Duration: Instantaneous

You release a pulse of sparkling light at a creature, forcing it to make a Charisma saving throw. On a failure, the target takes 1d6 psychic damage. You can move a flying speed of 10 feet in any direction without expending your movement or provoking attacks of opportunity.

The damage increases by one die when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Glimmer Glaive

Conjuration cantrip

Casting Time: 1 Action

Range: 5 feet

Components: V, S, M (a broken weapon handle)

Duration: Instantaneous

You summon a glaive of shimmering fey energy to slash at a creature. Make a melee spell attack. On a hit, the target takes 1d10 force damage. If the creature is considered charmed, the damage die is 1d12.

The damage increases by one die when you reach 5th level (2d10/2d12), 11th level (3d10/3d12), and 17th level (4d10/4d12).

Melodrama

Enchantment cantrip

Casting Time: 1 Action

Range: 60 feet

Components: S

Duration: Instantaneous

You attempt to trick your opponents with a well placed bolt against a creature, forcing it to make a Wisdom saving throw or take 1d8 bludgeoning, slashing, or piercing damage (your choice). The target assumes that the creature nearest to it is responsible for the attack.

The target can also attempt to resists any charm effects that would end as a result of the target taking damage from the assumed creature.

The damage increases by one die when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Rose Petals

Abjuration cantrip

Casting Time: 1 Action

Range: 60 feet

Components: S, M (pressed rose petals)

Duration: 1 round

You target a creature with a ranged spell attack, creating a cloud of rose petals with a rather foreign fragrance. On a hit, the target takes 1d4 slashing damage. If you roll a 4 on one of the damage dice, you gain 4 temporary hit points that last until the beginning of your next turn.

The damage increases by one die when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Transfix

Illusion cantrip

Casting Time: 1 Action

Range: 30 feet

Components: V, S

Duration: 1 round

You harass a creature with bright flashes and images, forcing it to make a Wisdom saving throw. On a failure, the target's movement speed is halved for the duration or until it takes damage.

The duration increases by one round when you reach 5th level (2 rounds), 11th level (3 rounds), and 17th level (4 rounds).

Mourning Cantrips

Dart of Dolor

Necromancy cantrip

Casting Time: 1 Action

Range: 150 feet

Components: V, S

Duration: Instantaneous

You launch a solidified black dart at a creature or object. Make a ranged spell attack. On a hit, the target takes necrotic damage equal to twice their own Charisma modifier (minimum of 2).

The damage increases by 4 when you reach 5th level (+4), 11th level (+8), and 17th level (+12).

Death in Chorus

Enchantment cantrip

Casting Time: 1 Action

Range: 60 feet

Components: V

Duration: Instantaneous

You sing a song tinged with sadness and sorrow, forcing a creature within range to make a Wisdom saving throw. On a failure, the target takes 1d12 psychic damage. If the target is able to use a reaction to cover their ears, the damage die is 1d8.

The damage increases by one die when you reach 5th level (2d12/2d8), 11th level (3d12/3d8), and 17th level (4d12/4d8).

Gloom Shard

Evocation cantrip

Casting Time: 1 Action

Range: 30 feet

Components: V, S

Duration: Instantaneous

You solidify your despair into black obsidian and make a ranged spell attack. On a hit, the target takes 1d4 bludgeoning damage and 1d4 slashing damage on a hit. You ignore disadvantage if your target is prone.

The damage increases by 1d4 bludgeoning and 1d4 slashing when you reach 5th level (2d4 each), 11th level (3d4 each), and 17th level (4d4 each).

Grief

Necromancy cantrip

Casting Time: 1 Action

Range: 5 feet

Components: V, S

Duration: 1 round

You unleash your anguish in the form of a large pulse, forcing every creature in range to make a Charisma saving throw. On a failure, a target takes 1d6 necrotic damage and cannot regenerate hit points until the start of your next turn.

The damage increases by one die when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Rain of Ashes

Conjuration cantrip

Casting Time: 1 Action

Range: 30 feet

Components: S, M (a volcanic rock)

Duration: Concentration, up to 1 minute

You create a cloud of harmful toxic ash above a creature, forcing them to make a Constitution saving throw. On a failure, a target takes 1d6 poison damage and cannot take reactions for the duration. It can repeat the saving throw at the end of each of its turns, ending the effect on a success.

The damage increases by one die when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Silent Word

Enchantment cantrip

Casting Time: 1 Action

Range: 5 feet

Components: V

Duration: 1 round

You whisper nonsensical gibberish at a creature, which it interprets as an unknown secret, forcing it to make a Wisdom saving throw. On a failure, the target is considered frightened of you for the duration, or until your deception is revealed. Creatures that are unable to hear, that are unaffected by fear or fear effects, or that can automatically see through falsehoods automatically succeed on their saving throw.

The duration increases by one round when you reach 5th level (2 rounds), 11th level (3 rounds), and 17th level (4 rounds).

Storm Crow

Conjuration cantrip

Casting Time: 1 Action

Range: 60 feet

Components: V, M (birdseed)

Duration: Instantaneous

You conjure a black crow from the Shadowfell to bring an unnatural storm. Make a ranged spell attack. On a hit, the target takes 1d8 lightning damage.

The attack ignores half and three-quarters cover, provided the target is visible from a bird's-eye view.

The damage increases by one die when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Widower

Necromancy cantrip

Casting Time: 1 Action

Range: 30 feet

Components: V, S

Duration: Instantaneous

You cast a bolt of black, life-draining energy towards a creature. Make a ranged spell attack. On a hit, the target takes 1d6 necrotic damage. Convert half of the necrotic damage dealt into temporary hit points for you or a conscious creature within 5 feet. These temporary hit points last until the beginning of your next turn.

The damage increases by one die when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Solitaire Cantrips

Breach

Evocation cantrip

Casting Time: 1 Action

Range: 90 feet

Components: S

Duration: Instantaneous

You open up a small crack in reality, allowing chaotic energies to arc towards creature, forcing it to make a Dexterity saving throw. On a failure, the target takes 1d8 lightning or thunder damage (your choice). If the target that has cast a spell in the last turn, the damage die is 1d12.

The damage increases by one die when you reach 5th level (2d8/2d12), 11th level (3d8/3d12), and 17th level (4d8/4d12).

Last Confession

Enchantment cantrip

Casting Time: 1 Action

Range: 45 feet

Components: S, M (an eagle feather)

Duration: 1 round

You compel a creature to reveal one last secret upon its death, forcing it to make a Wisdom saving throw. On a failure, if the target drops to 0 hit points before the spell ends, it stays alive just long enough to reveal one last truthful statement to the nearest creature. The information must be of significant value to the target. The target either falls unconscious or dies after revealing the secret.

The duration increases by one round when you reach 5th level (2 rounds), 11th level (3 rounds), and 17th level (4 rounds).

Mind Matter

Conjuration cantrip

Casting Time: 1 Action

Range: Special

Components: S

Duration: Instantaneous

You manifest your thoughts into solidified matter. Make a ranged spell attack at a creature within range. Choose any simple or martial ranged weapon, using the appropriate range and damage die when resolving the attack. The weapon disappears immediately after being used.

The damage increases by 1d6 force damage when you reach 5th level (1d6), 11th level (2d6), and 17th level (3d6).

Paradise Lost

Transmutation cantrip

Casting Time: 1 Action

Range: 60 feet

Components: S, M (a silk pouch)

Duration: Instantaneous

You release the maddening winds of Pandemonium at a creature, forcing it to make a Wisdom saving throw. On a failure, it takes 1d8 psychic damage. A target with an Intelligence score of 10 or lower takes half damage on a success.

The damage increases by one die when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Star Spawn Edge

Conjuration cantrip

Casting Time: 1 Action

Range: 5 feet

Components: S

Duration: Instantaneous

You manifest a dark writhing blade from beyond known existence. Make a melee spell attack. On a hit, he target takes 1d12 necrotic damage. Alternatively, you can forgo rolling damage entirely when you hit, instead dealing 7 necrotic damage per damage die.

The damage increases by one die when you reach 5th level (2d12/14), 11th level (3d12/21), and 17th level (4d12/28).

Time Jolt

Transmutation cantrip

Casting Time: 1 Action

Range: 60 feet

Components: S, M (a hourglass)

Duration: 1 round

You cast of bolt of energy that seems to warp the passage of time around it. You force the target to make a Constitution saving throw. On a failure, the target takes 1d8 force damage.
If the target attempts to use an action before the duration ends, roll a d20. On an 5 or lower, the creature cannot perform the chosen action until the beginning of its next turn. The target can still choose to perform a different action on its turn.

The damage increases by one die when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Translucency

Transmutation cantrip

Casting Time: 1 Action

Range: 30 feet

Components: S

Duration: 1 round

You transfer some of your matter into the form of a blast. Make a ranged spell attack. On a hit, the target takes 1d8 force damage on a hit and has disadvantage on its next attack roll.

The damage increases by one die when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Void Step

Conjuration cantrip

Casting Time: 1 Action

Range: 15 feet

Components: S

Duration: Instantaneous

You launch a psychic tether at a creature within range, forcing it to make a Charisma saving throw. On a failure, the target takes 1d6 psychic damage, and you appear within 5 feet of the target without expending any movement. You cannot target a creature that is in three-quarters cover or standing in an area of difficult terrain.

The damage increases by an 1d6 force damage when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Spitting Image Cantrips

Blood Boil

Transmutation cantrip

Casting Time: 1 Action

Range: 5 feet

Components: V, S, M (a heated iron rod)

Duration: Instantaneous

You boil a creature's blood with a superheated rod, piercing its flesh and forcing it to make a Constitution saving throw. On a failed saving throw, the target takes 1d4 piercing damage and fire damage equal to twice the difference between the spell save DC and the save result. A creature that has no blood automatically succeeds on its saving throw.

The piercing damage increases by one die when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Blood Crystal

Conjuration cantrip

Casting Time: 1 Action

Range: 90 feet

Components: V, S

Duration: 1 round

You manifest a long shard of blood red crystal. Make a ranged spell attack against a creature. On a hit, the target takes 1d8 piercing damage.

The next time the target is attacked before the duration ends, the crystal shatters and deals slashing damage equal to your spellcasting modifier.

The damage increases by one die when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Chaos Ladder

Enchantment cantrip

Casting Time: 1 Action

Range: 60 feet

Components: V, S

Duration: 1 round (up to 1 minute)

You create a footing on which chaos may build, forcing a creature within range to make an Intelligence saving throw. On a failed save, the target has disadvantage on Intelligence, Wisdom, or Charisma saving throws (your choice) for the duration. Failing the chosen saving throw before the end of the duration extends the duration for an additional round.

Duplicitous

Evocation cantrip

Casting Time: 1 Action

Range: 30 feet

Components: S

Duration: Instantaneous

You unleash a subtle burst of energy at an unsuspecting creature. Make a ranged spell attack. On a hit, the target takes 1d6 force damage. If the creature considers you an ally or is otherwise non-hostile, the damage die is 1d12.

The damage increases by one die when you reach 5th level (2d6/2d12), 11th level (3d6/3d12), and 17th level (4d6/4d12).

Lingering Kiss

Necromancy cantrip

Casting Time: 1 Action

Range: 5 feet

Components: S, M (lipstick, already applied)

Duration: 1 round

You attempt to place a kiss on a creature's lips, forcing it to make a Dexterity saving throw. On a failed saving throw, the target takes 1d6 necrotic damage and takes 1d6 additional necrotic damage from spell attacks until the beginning of your next turn.

The initial damage increases by one die when you reach 5th, 11th, and 17th level.

Mirroring

Illusion cantrip

Casting Time: 1 Action

Range: 60 feet

Components: V, S, M (a wooden yo-yo)

Duration: 1 round

You cloud a creature's ability to tell friend from foe, forcing it to make an Intelligence saving throw. On a failed saving throw, choose a friendly creature and a hostile creature within 60 feet. For the duration, the target is under the illusion that the chosen creatures have switched places. A creature with an Intelligence of 11 or higher automatically passes.

The illusion is visual only, so any sort of audible communication or physical contact will interact with the real creature.

Spectral Slash

Evocation cantrip

Casting Time: 1 Action

Range: 25 feet

Components: V, S

Duration: Instantaneous

You release a spray of chromatic energy towards a target. Make a ranged spell attack. On a hit, the target takes 1d10 cold or fire damage (your choice). If the target is immune or resistant to the chosen damage type, you can use your reaction to switch to the other damage type.

The damage increases by two dice when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Volted Veil

Abjuration cantrip

Casting Time: 1 Action

Range: 5 feet

Components: V, S

Duration: 1 round

You create a shield of electrical energy to both attack and defend you from incoming attacks, making a melee spell attack. The target takes 1d8 lightning damage on a hit. While the cantrip is active, you have a +1 bonus to AC. The next time the target hits you with a melee attack before the duration ends, it takes additional 1d8 lightning damage. The initial and secondary damage increases by one die when you reach 5th, 11th, and 17th level.

Pugilist

The Pugilist
Level Proficiency Bonus Features Fisticuffs Moxie Points
1 +2 Fisticuffs, Unarmored Defense 1d4 -
2 +2 Bloodied but Unbowed, Moxie 1d4 2
3 +2 Counterpunch, Fight Club 1d4 3
4 +2 Ability Score Improvement, Street Smarts 1d4 4
5 +3 Extra Attack, Haymaker 1d6 5
6 +3 Fight Club Improvement, Moxie-Fueled Fists 1d6 6
7 +3 Street Fighter, Shake It Off 1d6 7
8 +3 Ability Score Improvement 1d6 8
9 +4 Bloodied but Unbowed Improvement 1d6 9
10 +4 School of Hard Knocks 1d4 10
11 +4 Fight Club Improvement 1d8 11
12 +4 Ability Score Improvement 1d8 12
13 +5 Freerunning, Street Fighter Improvement 1d8 13
14 +5 Unbreakable 1d8 14
15 +5 The People's Champion 1d8 15
16 +5 Ability Score Improvement 1d8 16
17 +6 Fight Club Improvement 1d10 17
18 +6 Prizefighter 1d10 18
19 +6 Ability Score Improvement 1d10 19
20 +6 Ready for a Fight 1d10 20

Arrows rained down on her as she ran towards the hobgoblins. Desperate to close the distance, the half-elf fought through the pain to reach her foes. The hobgoblins didn't expect her to be so fast, much less have so much strength remaining after the punishment she had taken. They didn't know that pain only made her stronger.

The dwarf braced himself for impact as the orc rushed him. Then it made a mistake. The orc telegraphed its next move, and that was all the opening he needed. Ducking underneath the brute's wild swing, he raised both his hands high above his head and brought them down on the orc's back, dropping him to the ground with a crack.

The halfling was used to being underestimated because of his size. The petty noble raising her hand to strike him had no idea that all it took was a broken bottle to make their relative differences moot. The noble looked surprised when the broken glass opened up her cheek. The halfling liked that.

Wherever they come from, pugilists live a rough and tumble life that leaves them full of determination and reckless from overconfidence or desperation. In a fight, they can channel this strength of character to dig deep and fight off foes in greater strength of numbers, arms, and armor than anyone else would think possible.

Swagger for Days

Pugilists unconsciously tap into their own inner strength in the form of moxie. This is not an esoteric or mystical energy that flows through the multiverse, but the result of a lifetime of hardship and a never-let-die attitude. You can teach someone how to fight, but you can never teach somehow how to be a pugilist. The secret of mastering moxie doesn't come from disciplined study or rigorous training, it comes from years of wanting and needing. Using this energy, pugilists can fight through attacks that would down lesser heroes and hit harder and faster than their rugged appearance would ever let on.

Life on the Street

Every city has its back alleys, its underground fighting rackets, and its ghettos. The pugilists who live in these places don't have time to consider the lofty ideals of philosophies or ponder the mysteries of the universe. The pugilists growing up on the wrong side of the tracks spend all their time chasing down their next meal, or if they're fortunate enough to have that, their next drink, bedfellow, or flophouse.

For pugilists, becoming an adventurer is a risk worth taking, or a way of leaving the past behind. For some, it is the only way out of whatever miserable situation they've been stuck in since infancy. For others, getting out in the world is the only way to escape the tangled web of debts and enemies they've piled up. Whatever the reason, all pugilists want is to make life better for themselves, their families, and their communities.

Creating a Pugilist

As you make your pugilist character, consider your connection to your hometown and the people there. Were you an orphan, the runt of the litter in a huge family, or was your childhood relatively comfortable? How do you feel about your family? Have you started a family of your own? Who's the most important person in your life? Who have you made enemies with to get where you've gotten? What drove you to fight after the first time? What drove you to keep fighting after that?

Consider why you've left. Are you running from something? From someone? Is the past something you've dwelled on often, or is it best forgotten? Do you see a better future for yourself or someone else? Is there anyone you wish you could take with you? What mark do you want to leave on the world? How do you want to be remembered when the fighting is done?

Quick Build

You can make a pugilist quickly by following these suggestions. First, make Strength your highest ability score, followed by Constitution. Second, choose the criminal or urchin background.

Class Features

As a pugilist, you gain the following class features:

Hit Dice: 1d12 per pugilist level

Hit Points at 1st Level: 12 + your Constitution modifier

Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per pugilist level after the 1st

Proficiencies

Armor: Light armor

Weapons: Simple weapons, improvised weapons, whips, hand crossbows

Tools: One set of artisan's tools or gaming set or thieves' tools

Saving Throws: Strength, Constitution

Skills: Choose two skills from Acrobatics, Athletics, Deception, Intimidation, Perception, Sleight of Hand, and Stealth.

Equipment

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

  • (a) leather armor or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) a set of artisan's tools or (b) a gaming set or (c) a set of thieves' tools

Fisticuffs

At first level, your years of fighting in back alleys, ship decks, and taverns have given you mastery over combat styles that use unarmed strikes, pugilist weapons (simple melee weapons without the two-handed property), whips, and improvised weapons. You may not use the finesse property of a weapon while using it as a pugilist weapon.

You gain the following benefits while you are unarmed or using only pugilist weapons and weaing light or no armor:

  • You can roll a d4 in place of the normal damage of your unarmed strikes or pugilist weapons. This die changes as you gain pugilist levels, as shown in the Fisticuffs column on the pugilist table.
  • When you take the Attack action with an unarmed strike or a pugilist weapon on your turn, you can make one unarmed strike or grapple as a bonus action.

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Bloodied but Unbowed

Starting at 2nd level, when you are reduced to less than half of your maximum hit points, you can add your proficiency bonus to the damage you deal with unarmed strikes and pugilist weapons for 1 minute. You regain the use of this feature after completing a short or long rest.

At 9th level, when you use this feature, you also gain 1d10 + your Constitution modifier in temporary hit points. These temporary hit points disappear after 1 minute.

Moxie

Starting at 2nd level, your experience laying the beatdown on others has given you a moxie you can channel in the midst of battle. This swagger is represented by a number of moxie points. Your pugilist level determines the number of points you have, as show in the Moxie Points column of the pugilist table.

You can spend these points to fuel various moxie features. You start knowing three such features: Brace Yourself, The Old One-Two, and Stick and Move. You learn more moxie features as you gain levels in this class.

When you spend a moxie point, it is unavailable until you complete a short or long rest, at the end of which you regain all expended moxie points. You must spend at least 30 minutes of the rest carousing or shadowboxing to regain your moxie points.

Moxie save DC= 8 + your proficiency bonus + your Constitution modifier

Brace Yourself

You can use a bonus action and expend 1 moxie point to gain resistance to bludgeoning, piercing, and slashing damage until the end of your next turn.

The Old One-Two

Immediately after you take the Attack action on your turn, you can spend 1 moxie point to make two unarmed strikes as a bonus action.

Stick and Move

You can use a bonus action and expend 1 moxie point to make a shove attack with advantage or take the Dash action.

The Five Ds

You can use a bonus action and expend 1 moxie point to Dodge.

Counterpunch

Starting at 3rd level, you can use your reaction to deflect an attack when you are hit by a melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d8 + your Strength modifier + half your pugilist level. You may attempt this a number of times per round equal to your Dexterity modifier (minimum 1).

If you reduce the damage to 0, you can expend 1 moxie point to make an unarmed attack against the creature who just attacked you as part of the same reaction.

Fight Club

By 3rd level, you have mastered the techniques of certain regional fighting styles. Choose 2 fight clubs when you gain this feature. As a bonus action, you can adopt a fight club's stance. While in a fight club's stance, you can expend moxie to use its signature move. When you adopt a stance, you drop any stance you were in previously. You join one additional fight club at 6th, 11th, and 17th 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.

Street Smarts

Starting at 4th level, you know the language Thieves' Cant. Additionally, once you have completed a long rest in a city, you know all public locations in the city as if you had a map, and cannot be lost by non-magical means while within the city.

Extra Attack

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

Haymaker

Starting at 5th level, you can knock the wind out of an opponent or throw them off balance with a heavy hit. When you hit another creature with an unarmed strike or a pugilist weapon, you can expend 1 moxie point to attempt to stun them. They must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Moxie-Fueled Fists

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Street Fighter

Starting at 7th level, you may choose one fight club you know. You always gain the benefit of its stance and can use its signature move without adopting its stance.

At 13th level, you may choose another fight club you know. You always gain the benefit of its stance and can use its signature move without adopting its stance.

Shake It Off

Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be Charmed or Frightened.

School of Hard Knocks

By 10th level, you've graduated at the top of the class in the school of hard knocks, and you've taken most of them to the head. You have resistance to psychic damage and gain advantage on saving throws against effects that would make you asleep, stunned, or unconscious.

Freerunning

At 13th level, you have a climb speed equal to your movement speed, and your jump distance is tripled.

Unbreakable

Starting at 14th level, your moxie mastery grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 moxie point to reroll it. You must take the new result.

The People's Champion

Starting at 15th level, you are recognized in every major city as a hero to be adored or a knave to be feared. When you make a Charisma-based skill check against a humanoid creature, you have advantage on that roll.

Prizefighter

Beginning at 18th level, you can use your action and expend 4 moxie points to gain resistance to all damage for 1 minute. During that time, you can take two bonus actions each turn instead of one.

Additionally, you can spend 8 moxie points to cast cure wounds, lesser restoration, or greater restoration at 9th level without needing material components, targeting yourself.

Ready for a Fight

At 20th level, when you roll for initiative and have no moxie points remaining, you regain 4 moxie points.

Fight Clubs

Belligerent Bruiser

While you have adopted the Belligerent Bruiser stance, you know how to keep your enemies busy. After you take the Attack action, you can use a bonus action to distract nearby foes. Until the start of your next turn, all melee weapon attacks made by friendly creatures against enemy creatures within 5 feet of you gain advantage.

Dirty Trick. When you make an attack with an unarmed strike or a pugilist weapon, you can expend 1 moxie point to attempt to disorient the creature. The creature must succeed on a Constitution saving throw or be Blinded for 1 minute. They can attempt the saving throw at the end of each of their turns, ending the Blinded effect on a success.

Catnap Clincher

While you have adopted the Catnap Clincher stance, you have half cover from all attacks against you while you have a creature grappled.

Go to Sleep. When you have a creature grappled, you can spend your action and expend 1 moxie point to attempt to render the creature unconscious. Roll 3d10 + your pugilist level. If the result meets or exceeds that creature's remaining hit points, the creature is unconscious.

Foulmouthed Bedeviler

While you have adopted the Foulmouthed Bedeviler stance, you can cast the cantrip vicious mockery, using Constitution as your spellcasting ability.

Fighting Words. You can use a bonus action and expend 1 moxie point to cast the spell compelled duel. Constitution is your spellcasting ability for this spell.

Heavyweight Hitter

While you have adopted the Heavyweight Hitter stance, you score critical hits on unmodified rolls of 19 or 20 when using unarmed strikes or pugilist weapons.

Jawbreaker. After you roll damage for attacks made with unarmed strikes or pugilist weapons, you can expend 1 moxie point to reroll a number of damage dice up to your Constitution modifier (minimum of one). You must use the new rolls.

Inescapable Locker

While you have adopted the Inescapable Locker stance, your movement is not reduced when moving a creature you have grappled. Additionally, when a creature attempts to escape your grapple, you can use your reaction to give them disadvantage on the check.

Meat Shield. When you have a creature grappled and are the target of an attack by any creature that is not grappled by you, you can use your reaction and expend 1 moxie point to redirect the attack to the creature you are grappling. You must do this after the attack roll has been made but before the outcome has been declared.

Ironbelly Brawler

While you have adopted the Ironbelly Brawler stance, you gain a +1 bonus to your armor class if you are unarmored or wearing light armor.

Iron Ab Reverberation. When a creature deals damage to you with a melee weapon attack, you can use your reaction and expend 1 moxie point to force the creature to make a Constitution saving throw, suffering bludgeoning damage equal to your Constitution modifier + your pugilist level on a failure or half as much on a success.

Openfist Disciple

While you have adopted the Openfist Disciple stance, your movement speed increases by 10 feet. In addition, when you reduce a melee weapon attack to 0 damage or less with your Counterpunch feature, you may spend 1 moxie point to attempt to grapple or shove the creature instead of making an unarmed attack.

Bodies in Motion. You may use an action and expend 1 moxie point to throw a creature you have grappled up to 15 feet away. If that creature would enter a space occupied by a Large or larger object, it suffers your unarmed strike damage and is knocked prone. If it would enter a space occupied by a Small or larger creature, you may make an attack roll, adding your proficiency bonus and Strength modifier. If you would hit the creature, you deal your unarmed strike damage to both creatures, and they must each succeed on a Dexterity saving throw or be knocked prone.

Ruthless Wrestler

While you have adopted the Ruthless Wrestler stance, you may double your proficiency bonus when making Athletics or Acrobatics checks.

To the Mat. When a creature within your reach moves, you can use your reaction and expend 1 moxie point to make a shove or grapple attempt against that creature. If you succeed, you deal your unarmed strike damage to it as well as any other effects.

Salty Shipwrecker

While you have adopted the Salty Shipwrecker stance, you gain a swim speed of 30 feet and gain advantage against effects that would move you or knock you prone.

Mop the Deck. When you deal damage with an unarmed strike or a pugilist weapon, you can expend 1 moxie point to force the creature to make a Strength saving throw or be knocked prone.

Shuffling Scrapper

While you have adopted the Shuffling Scrapper stance, you can take the Dodge action as a bonus action.

Bob and Weave. You can use a bonus action and expend 1 moxie point to take both the Dash and Disengage actions. Until the end of your turn, you can move through spaces occupied by enemy creatures without requiring checks.

Southpaw Stalker

While you have adopted the Southpaw Stalker stance, you gain advantage on Stealth checks while moving at half your speed or slower.

Rabbit Punch. Once per turn, when you hit a creature with an attack that had advantage, or if an enemy of that creature is conscious and within 5 feet of the creature, you deal additional damage. You may spend up to half your pugilist level in moxie points, dealing an additional 1d6 damage for each moxie point of damage expended in this way. You must be using an unarmed strike or a pugilist weapon to deal this extra damage.

Tavern Tussler

While you have adopted the Tavern Tussler stance, enemies have disadvantage on opportunity attacks against you, and you can rise and fall from prone using only 5 feet of movement.

Dumb Luck. When a creature misses you with a ranged weapon attack, you can use your reaction and expend 1 moxie point to force that creature to make the same attack against a target of your choice within range of the attack. It gains advantage on that attack.

Slayer

The Slayer
Level Proficiency Bonus Spells Known Features Spell Slots Slot Level
1 +2 - Occult Studies, Quick Step - -
2 +2 2 Fighting Style, Pact Magic, Imbue Arms, Rally 1 1st
3 +2 3 Chimeric Covenant 2 1st
4 +2 4 Ability Score Improvement 2 1st
5 +3 5 Extra Attack, Offer Vitality 2 2nd
6 +3 6 Covenant Feature 2 2nd
7 +3 7 Evasion 2 2nd
8 +3 8 Ability Score Improvement 2 2nd
9 +4 9 Offer Vitality Improvement 2 3rd
10 +4 10 Uncanny Instincts 2 3rd
11 +4 11 Arcane Vigor, Greater Quick Step 2 3rd
12 +4 11 Ability Score Improvement 2 3rd
13 +5 12 Offer Vitality Improvement, Arcane Vigor Improvement 2 4th
14 +5 12 Covenant Feature 2 4th
15 +5 13 Otherworldly Ichor 2 4th
16 +5 13 Ability Score Improvement 2 4th
17 +6 14 Arcane Vigor Improvement 2 5th
18 +6 14 Spirit Sight, Enhanced Quick Step 2 5th
19 +6 15 Ability Score Improvement 2 5th
20 +6 15 Covenant Feature 2 5th

A predator stalks the darkened city streets, leaving silence and gore in its wake. When it spots a figure wandering alone with their cloak pulled tight against the night's chill, the creature moves in for another easy kill. Only as its victim turns and silver flashes in the moonlight does the beast realize it's not the hunter.

The elf screams a bloody battle cry as something monstrous claws up from inside her. Slender fingers sharpen to rending talons, delicate skin thickens to furred hide, and senses flood with the power of the hunt. Her eyes snap open, glowing with dreadful light, and she lunges.

The blue-scaled warrior sniffs the damp dungeon air for a moment and gestures silently to his companions. He senses an ambush ahead. The silence shatters with the sound of crackling lightning as his weapon ignites, and the darkness ahead erupts with shrieks. The goblins raise their crude spears in a bristling wall, but he seems to vanish past past them, moving with uncanny quickness as his blades lash out.

A wanderer in a coat walks through the empty streets, weapon in hand. He stops as he hears growling in the dark. Casting his eyes into the shadows, he transforms his weapon into a much longer version. The creature lunges and the hunt begins in earnest.

Every slayer is a hybrid, only partly mortal. Some inherited the power flowing through their veins or made a pact with a creature beyond this realm, while others were inducted into secretive orders through mutative rituals.

Whatever the source of their otherworldly power, the slayer wields it as a weapon. Often just as feared as the creatures they hunt, these half-monster warriors delve into ancient lore in an effort to understand and master their stranger natures.

Those Who Hunt Monsters...

The archetypal slayer is a swift and terrible combatant, who shatters the weak link in any battle line. Escape soon becomes impossible, as their quarry is isolated and brought down. Then the slayer can pick apart the remaining scattered enemies at their leisure.

Attempts to pin the slayer down inevitably fail, for they move with unearthly speed, and every blow that fails to kill them simply opens the door to more of their otherworldly power. A slayer left bloodied and broken is more dangerous than ever, and will soon be back in the fight.

Blending swift and close-ranged destructive magical power with a strong sword-arm and quick feet, the lightly-armored slayer dodges and darts around opposition, leaving grievous wounds in their wake.

Occult Secrets

No slayer can survive long without exploring the supernatural power that lurks in their veins. These half-breed hunters seldom receive gentle guidance, but must instead delve into forgotten tomes and old folk tales, learning their own nature through experimentation and study. Such insights offer great power to the scholarly slayer.

Slayers who delve into their mongrel magical nature can discover more dangerous skills, learning to truly draw forth their half-monster qualities as they transform into unnatural war forms. Still others devise magical rites fuelled by the power of their own immortal life force, calling on their own destruction to see a foe defeated.

Creating a Slayer

When creating your slayer, consider the origin of their power. Did you imbibe the blood of an ancient fiend or outer being, or were you sired by a fae noble? Did you seek out this power, or do you resent having it thrust upon you? How did your loved ones respond to the changes?

What drives you to the hunt? Have you joined a formal order of monster hunters, or are you seeking answers as a lone wanderer? Do you want revenge on someone who cursed you, or have you simply embraced the thrill of power?

What is your relationship with your otherworldly magic? Do you eagerly search for ancient lore to extend your powers, or is every fresh secret an unwelcome revelation? How do you use the power in your blood?

Why did you join up with a band of adventurers? Do you find their camaraderie a much-needed comfort, or do you worry that your monstrous nature will bring them harm? Or do you see yourself in the company of other monsters in humanoid form?

Quick Build

You can make a slayer quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Intelligence. A high Constitution score is ideal, and should replace Intelligence for slayers more interested in dismembering their foes than casting spells. Second, choose the haunted one background (Curse of Strahd, pp. 209).

Class Features

As a slayer, you gain the following class features:

Hit Dice: 1d10 per slayer level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per slayer level after the 1st

Proficiencies

Armor: Light armor, medium armor, shields

Weapons: Simple weapons, martial weapons, trick weapons, firearms

Tools: Tinkerer's kit

Saving Throws: Dexterity, Intelligence

Skills: Choose two from Acrobatics, Arcana, Athletics, Investigation, Perception, Religion, Stealth, and Survival.

Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) a silvered martial melee weapon and a simple weapon or (b) a starter trick weapon
  • (a) a hand crossbow and 20 bolts or (b) a hunter pistol and 10 bullets or (c) a hunter blunderbuss and 10 bullets
  • (a) a dungeoneer's pack or (b) a scholar's pack

Occult Studies

You have delved into ancient lore to unlock the power hidden away in your blood. At 1st level, you learn an exotic language of your choice (Player's Handbook, pg. 116). You learn another exotic language at 6th and 14th levels.

In addition, when you make an Intelligence or Wisdom check, you may roll a d6 and add the number rolled to the total result. You can wait until after you roll the d20 to decide to use your Occult Studies, but must decide before the DM reveals the results.

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

Quick Step

You dart past enemies with uncanny swiftness. Once on your turn, if you are not wearing heavy armor and your speed is greater than 0, you can use a bonus action to quick step. You immediately move up to 10 feet in any direction.

Your quick step does not provoke opportunity attacks, and the distance you move is not affected by difficult terrain, small obstacles, or gaps you could jump over without a check. You can move through a hostile creature's space with a successful contested Acrobatics check.

Fighting Style

At 2nd level, 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.

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 damage die. You must abide by the new result. The weapon must have the two-handed or versatile property for you to gain this benefit.

Point Blank Shooter You gain a +2 bonus to damage rolls you make with ranged weapons within 30 feet of your target. You do not suffer disadvantage on ranged attack rolls while you are within 5 feet of a hostile creature.

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

Starting at 2nd level, you learn to channel your magical vitality into formal spells.

Spell Slots

The slayer table shows how many spell slots you have. The stable also shows what level those slots are. All of your slayer spell slots are the same level. To cast one of your slayer spells of 1st level or higher, you must expend a spell slot. You regain all expended slayer spell slots after you complete a long or short rest.

For example, when you are 5th level, you have two 2nd-level spell slots. To cast the first level spell bane, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st Level and Higher

At 2nd level, you know two 1st-level spells of your choice from the slayer spell list.

The Spells Known column of the slayer table shows when you learn more slayer spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than your current spell slot level. When you reach 11th level, for example, you learn a new slayer spell, which can be a 1st, 2nd, or 3rd level spell.

Additionally, when you gain a level in this class, you can choose one of the slayer spells you know and replace it with another spell from the slayer spell list, which must also be of a level for which you have spells slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your slayer 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 slayer 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.

Imbue Arms

At 2nd level, on your turn, you can expend one Pact Magic spell slot to imbue your weapon attacks with elemental fury. The imbued weapon deals an extra 1d4 cold, fire, or lighting magical damage. The damage type is chosen upon expending the spell slot.

The extra damage increases with the strength of your Pact Magic spell slots: 2nd level (1d6), 3rd level (1d8), 4th level (1d10), 5th level (1d12).

This effect lasts until you complete a short or long rest, or choose to end it early. This does not require your Concentration.

Starting at 10th level, you can use this feature without expending a Pact Magic spell slot, and you can change the damage type once per turn.

Rally

At 2nd level, you learn to draw vengeance from the blood of your foes. If you have taken damage since the end of your last turn and you attack with a melee weapon on your turn, you gain a number of temporary hit points equal to the damage you deal. The temporary hit points gained in this way cannot exceed the damage you were dealt. These temporary hit points stack with temporary hit points gained from other sources, and disappear after you complete a short or long rest.

Chimeric Covenant

At 3rd level, you delve deeper into your hybrid nature, joining a covenant of those who share your power. Choose the Covenant of the Dragonheart, of the Haunted, of the Werebeast, of the Vampire, or of the Elder, all detailed at the end of the class description.

Your choice grants you features at 3rd level, and again at 6th, 14th, and 20th levels.

Monster Affinity

When you join your covenant, you unlock an affinity for a particular type of creature. When dealing with this creature type, you can call upon your Occult Studies without expending a use of that feature.

In addition, you can now apply your Occult Studies to saving throws against being Frightened or Charmed.

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 usual, 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.

Offer Vitality

Starting at 5th level, you learn to metabolize the raw magic flowing through your veins. You can expend a Pact Magic spell slot to activate a class feature or cast a spell even when you have no remaining Pact Magic slots. Doing so reduces your hit point maximum by an amount equal to twice your character level. Any excess hit points are lost.

You may offer your vitality in this way once before completing a short or long rest, or until your hit point maximum otherwise returns to normal. Any hit points that were lost as a result of the reduction are not regained. You regain your normal hit point maximum after completing a long rest unless something else has reduced it with different requirements. You can use this feature twice before needing a long rest at 9th level, and three times starting at 13th level.

Evasion

At 7th level, your unnatural celerity lets you dodge out of the way of certain area effects, such as a dragon's breath weapon or a prismatic spray 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 succeed on the saving throw, or half damage on a failure.

Uncanny Instincts

Starting at 10th level, you can use your reaction and expend a use of your Occult Studies to avoid being surprised.

In addition, if you make an Investigation check enhanced by your Occult Studies, you automatically learn if any creatures other than humanoids or beasts were involved. If so, you learn their type, sensing the lingering imprint as a magical scent or sound.

Finally, you regain all expended uses of your Occult Studies after finishing a short or long rest.

Arcane Vigor

Starting at 11th level, immortal blood rushes through your veins as you channel its power. When you expend a Pact Magic spell slot, you regain hit points equal to 2d8 + your Intelligence modifier (minimum 3).

The dice you roll to regain hit points increases in size with the spell slot: 4th (2d10), 5th (2d12).

Greater Quick Step

Also at 11th level, your unnerving swiftness becomes outright supernatural. You can quick step once on your turn as a free action, but cannot quick step more than once per turn. When you suffer damage, you can use your reaction to make a quick step.

The maximum distance of your quick steps increases to 15 feet at 14th level and 20 feet at 18th level.

Otherworldly Ichor

Starting at 15th level, your body fully adapts to its demi-mortal ichor. You gain proficiency in Constitution saving throws, and become immune to disease.

In addition, your natural lifespan doubles, and you suffer none of the drawbacks of aging. However, the DM may have you roll again on your Covenant Quirks table at intervals throughout your life, as your mortal side ebbs away.

Spirit Sight

Starting at 18th level, you may use your action to discipline your mystical instincts, gaining truesight out to a range of 15 feet until the end of your next turn.

Chimeric Covenants

The road of the slayer is often a lonely one, lacking true kinship with mortals or monsters. It is little wonder, then, that they often seek out those who share their strange origins or who have made similar sacrifices, and learn to refine the otherworldly powers of a true slayer.

Covenants often act as secret sworn societies or sworn orders with ties to the creatures with whom they are related. Some covenants actively recruit, offering power to the worthy in mystic rites, while others seek out their scattered kin to protect and guide them. Alternatively, a young slayer might stumble upon a few scraps of lore in their studies, the legacy of a forgotten oath. Many covenants came to bitter ends.

When you first join a Chimeric Covenant, roll once on the Covenant Quirks table.

Covenant of the Dragonheart

Dragons are figures of awesome power, primordial beasts that kingdoms emblazon on their heraldry even as they beg heroes to slay them. Little wonder that some prize that power.

Whether an order of dragon-knights who keep a beating dragon heart as a sacred relic, a savage warrior whose ancestors lay with transformed dragons, or a wandering warrior who made a birth-bond with a dragon in its egg, the Covenant of the Dragonheart are true heirs to the blood of the dragon.

Dragonheart Covenant Quirks

d6 Quirk
1 You hoard treasures, of one sort or another, and suffer none to touch your hoard.
2 Your eyes glow like embers, with reptilian slits for pupils.
3 You're sometimes puzzled when others don't bow or scrape in deference.
4 Scales dapple your skin, and your nails are sharpened talons.
5 Your temper erupts like a volcano when provoked.
6 The constant heat of your body steams on cold days.

Monster Affinity

You have an affinity for draconic creatures. In addition, choose one color of dragon your blood resonates with.

Dragon Color Damage Type
Astral, Eldritch Psychic, Force
Black, Copper Acid
Silver, White Cold
Brass, Gold, Red Fire
Blue, Bronze Lightning
Green Poison

Wings of the Dragon

When you join this covenant at 3rd level, if you use your quick step to move 10 feet directly upwards, you gain a flying speed equal to half your walking speed, as well as resistance to falling damage, until the end of your turn. If you already have a flying speed, it increases by half your walking speed or flying speed, whichever is greater.

At 6th level, the flying speed equals your walking speed.

Claws of the Dragon

Also at 3rd level, whenever you roll your Imbue Arms damage die for the element associated with your draconic color, you treat any result lower than 3 as a 3. This benefit also applies to damage dice for slayer spells.

If necessary, you add this element to the list of damage types you can inflict with your imbued weapons, or with slayer spells that can inflict your choice of cold, fire, or lightning damage.

Voice of the Dragon

Starting at 6th level, you gain proficiency in Intimidation or Persuasion (your choice). You can exert draconic presence when you use this skill, expending a use of your Occult Studies to gain advantage on the check.

Scales of the Dragon

Beginning at 14th level, whenever you suffer the damage type associated with your draconic color, you can cast absorb elements at 1st level to absorb the damage, without expending a spell slot or using your reaction.

Blood of the Dragon

At 20th level, you can use your action to unleash the blood of ancient reptiles, taking on a part-dragon form.

Claws. Whenever you roll an Imbue Arms or slayer spell damage die for the element associated with your draconic color, you treat the result lower than 5 as a 5.

Wings. You gain a flying speed equal to your walking speed as wings rip from your back. Any armor you are wearing shifts to accomodate them. If you already have a flying speed, it increases by an amount equal to your walking speed.

Voice. You can use an action to exert your draconic presence, forcing every creature within 30 feet to make a Wisdom saving throw against your slayer spell save DC or be frightened until the end of your next turn.

Scales. You gain immunity to the damage type associated with your draconic color.

This state lasts for 1 minute, after which you revert to normal. You cannot use this feature again until you complete a short or long rest.

Covenant of the Haunted

It is the fate of the living to remember the dead, and the doom of the dead to envy the living. In the Haunted, the two meet. Necromantic rites gone wrong, warriors sired by ghosts, guards whose fallen charges stand at their shoulder.

Treading the land of the living while half dead, the Haunted slayer gives rest to the wicked and comfort to the unavenged.

Haunted Covenant Quirks

d6 Quirk
1 You cannot sleep soundly except on a bed of grave-dirt.
2 Your skin is ice-cold, and your breath never frosts.
3 You are often distracted by whispers that only you can hear.
4 Your wounds do not bleed, your heart does not beat.
5 Mirrors and still ponds show the reflection of your corpse.
6 You obsess over an object or place bound to the past.

Monster Affinity

You have an affinity for undead creatures.

Phantom Arms

Starting at 3rd level, you can channel deathly power. You can add necrotic and radiant to the list of damage types you can inflict with your imbued weapons, or with any slayer spell that can inflict your choice of cold, fire, or lightning damage.

If you hit an undead creature with an imbued weapon, you roll twice as many Imbue Arms damage dice.

Wraith Step

Also at 3rd level, you may use your quick step to move through spaces occupied by solid objects (including living beings) with no check required. You travel as a stream of ghostly mist. The space must have a gap at least large enough for a Tiny creature to move through.

If you end your quick step in a space occupied by a solid object, you suffer 1d10 force damage and are shunted out into the nearest free space. If you are shunted more than 5 feet, you take an additional 1d10 force damage for each additional 5 feet.

Pierce the Veil

Beginning at 6th level, you can see 60 feet into the Ethereal Plane while you are one the Material Plane, and vice-versa.

In addition, you can cast speak with dead without expending a spell slot or material components. You must complete a short or long rest before you can do so again.

Beyond Death

At 14th level, your ghostly resonance grants you resistance to necrotic damage. Additionally, you no longer need to breathe, eat, or drink.

If you drop to 0 hit points or fail a death save, you can expend a Pact Magic spell slot to instead drop to 1 hit point. You must complete a short or long rest before you can do so again.

Scion of the Grave

At 20th level, you can use your action to transform into a living spectre. The details of your appearance are up to you: you might become a figure of ghostly flame, or a shroud of shadows. While transformed, you gain the following traits.

You immediately enter the Border Ethereal, as described in the etherealness spell. Whenever you quick step, or cast a slayer spell which causes you to move, you can enter the Material Plane until the end of your next turn.

You can use your action to terrify every creature that can see you within 30 feet. They must make a Wisdom saving throw against your slayer spell DC or become frightened of you until the end of your next turn. While frightened, they can see you even while you are ethereal.

You ignore exhaustion, and cannot be frightened, paralyzed, petrified, or poisoned. You are also immune to cold and necrotic damage.

Your transformation lasts for 1 minute, after which you return to the Material Plane. You cannot use your action to adopt this form again until you complete a long rest.

However, you may freely adopt this form whenever you expend a Pact Magic spell slot to use Beyond Death.

Covenant of the Werebeast

The line between civilization and the wild is more thinly-stretched than most would allow themselves to believe. Buried not so deep in every soul is a bundle of bestial urges.

Those who join the Covenant of the Werebeast, by curse or by blood, tease that tangle loose. Some lose themselves to this raw strength, while others find serenity in their savage side.

Werebeast Covenant Quirks

d6 Quirk
1 Your eyes are those of a beast, and gleam in the darkness.
2 You find the moonlight intoxicating and soothing.
3 An obvious animalistic growl rumbles in your voice.
4 You often forget the mores of civilization.
5 The mark of the beast is thick in your skin or hair.
6 You remember your time spent as a beast.

Monster Affinity

You have an affinity for beasts, as well as monstrosities with an Intelligence score of 3 or less.

Animal Senses

When you join this covenant at 3rd level, you gain proficiency in the Perception skill. Your proficiency bonus is doubled for any check that relies on hearing or smell.

Primal Transformation

Also at 3rd level, your body is warped by its own primeval energies, transforming in the following ways:

Beast Claws. You grow natural melee weapons: claws, fangs, and/or horns (your choice). Your natural weapons grant you an unarmed strike that deals 1d4 slashing or piercing damage and have the finesse property. If your unarmed strikes already do increased damage, this damage is additional. If you take the Attack action with at least one free hand, you can use a bonus action to attack once with these weapons. You also gain a climb speed equal to your walking speed.

Natural Armor. Your body bristles with toughness. Your armor class increases by 1, or by 2 if both hands are unoccupied. You cannot benefit from this natural armor while wearing heavy armor.

Brutish Might. You have advantage on Strength checks and saving throws, but disadvantage on Intelligence checks and saving throws.

You can use your bonus action to adopt your human form, or to return to this half-beast shape.

Beastkin

Starting at 6th level, you are constantly under the effects of a speak with animals spell.

Razor Claws

Also at 6th level, the damage die of the natural weapons granted by your Primal Transformation becomes 1d6. You natural weapons are treated as magical for the purposes of overcoming resistances and immunities to nonmagical damage.

Starting at 11th level, your imbued natural weapons offer a +1 bonus to attack and damage rolls.

Lunatic Toughness

Beginning at 14th level, the natural armor granted by your Primal Transformation to reduce all bludgeoning, piercing, or slashing damage you suffer by 4.

Damage from silvered weapons is not reduced by this feature.

Werebeast Transformation

At 20th level, you can use your bonus action while in the half-beast shape offered by Primal Transformation to give full reign to the monstrous creature within, less than a beast and more than a mortal. You gain the following:

  • Your size increases by one category. Any worn gear adapts to your new size, and you increase your Strength score (and maximum Strength score) by 2.

  • The damage die of your natural weapons becomes 1d10.

  • Your natural weapons gain the Reach property.

  • You gain resistance to all bludgeoning, piercing, and slashing damage inflicted by nonsilvered weapons, but gain vulnerability to silvered weapons.

  • You cannot deliberately move away from a hostile creature on your turn, unless doing so brings another hostile creature into reach of your melee attacks.

This transformation lasts for 1 minute, though it ends when you drop to 0 hit points or when you use an action to end it early. You cannot use this feature again until you complete a long rest.

Covenant of the Vampire

One of the most cunning and dangerous forms of the undead, vampires are often a plague on cities, countries, or even entire continents. They embrace the knowledge that the blood is the life, consuming it to extend their own unnatural existence and power their abilities.

Those who join the Covenant of the Vampire are often either those who seek to turn the vampires' power against them, or are the turned themselves who seek revenge against the one who cursed them to an eternity of unlife.

Vampire Covenant Quirks

d6 Quirk
1 You cannot sleep soundly except on a bed of grave-dirt.
2 Your skin is ice-cold, and your breath never frosts.
3 You are fascinated by blood, occasionally enthralled by the sound of a heartbeat.
4 Your wounds do not bleed, your heart does not beat.
5 Mirrors show no reflection of you.
6 You obsess over an object or place bound to the past.

Monster Affinity

You have an affinity for sentient undead.

Hunting Instinct

Starting when you choose this covenant at 3rd level, you gain proficiency in the Perception skill.

Nightborn

Also starting at 3rd level, your bond to the vampiric essence grants you the following benefits:

Bite. You grow a set of vampiric fangs. They count as natural weapons with the finesse property with which you are proficient, and deal 1d4 piercing damage. If you have a creature grappled or restrained, you can use a bonus action to make an unarmed strike with your fangs, dealing an additional 1d6 necrotic damage. You regain a number of hit points equal to the amount of necrotic damage you deal. This damage increases to 1d6 at 6th level, at which point your fangs are treated as magical for the purposes of overcoming resistances and immunities to nonmagical damage.

Natural Armor. Your armor class increases by 1 while not in medium or heavy armor.

Enhanced Speed. Your walking speed increases by 10 feet while not in medium or heavy armor.

Enhanced Senses. You gain darkvision out to a range of 60 feet if you do not have it already. Your passive Perception suffers no penalty for being in dim light if you are detecting beasts, humanoids, or monstrosities.

You can add necrotic to the list of damage types you can inflict with your imbued weapons, or with any slayer spell that can inflict your choice of cold, fire, or lightning damage.

Nightwalker

Starting at 6th level, you are constantly under the effects of the spiderclimb spell. Additionally, you no longer need to sleep or trance in order to gain the benefits of a long rest; instead, you may fill the time with non-strenuous activities such as cooking, cleaning, reading, or casting quality-of-life cantrips.

Mist Form

Also starting at 6th level, when you are reduced to 0 hit points or die, you may expend your reaction to instead turn into a Medium cloud of mist with a flying speed equal to half your walking speed. You may maintain this form for a number of rounds equal to your Intelligence modifier, at which point you become corporeal. If a beast, humanoid, or monstrosity ends its turn in your space, it must make a Constitution saving throw against your spell save DC or take necrotic damage equal to your bite damage. You then regain that many hit points.

If you have more than 0 hit points when you become corporeal, you are conscious. You must complete a long rest before you may use this feature again.

Vampiric Inheritance

Starting at 11th level, you gain resistance to bludgeoning, piercing, slashing, and cold damage, and immunity to necrotic damage, but gain vulnerability to radiant damage.

Additionally, the necrotic damage you deal with your fangs against a grappled or restrained creature increases to 2d6.

Celerity

Starting at 14th level, you gain a flying speed with the hover trait equal to your walking speed.

Additionally, once per turn, you may use your reaction to move as if you used quick step. This does not count as using quick step or use your reaction.

The Embrace

At 20th level, you can use an action to transform into a more vampiric state. You gain the following benefits:

  • Your Strength and Dexterity scores become 18, unless they are currently higher.

  • You regenerate hit points equal to 2d6 + your Constitution modifier at the start of your turn unless you have taken radiant damage since the start of your last turn or are in sunlight.

  • You gain darkvision out to a range of 120 feet.

  • You deal an extra 1d6 necrotic damage from your bite attack, and regain hit points accordingly. The target does not have to be grappled or restrained for your attack to benefit from this extra damage.

  • As an action, you may attempt to charm a creature. It must make a Wisdom saving throw against your spell save DC or be charmed by you until the transformation ends, you drop to 0 hit points or die, either of you are on different planes, or you choose to end it as a free action.

The transformation lasts for 1 minute, until you end it as a bonus action, or you drop to 0 hit points or die. You regain the use of this trait after completing a long rest.

Covenant of the Moon

It is said that every Great One loses their child, and yearns for a surrogate. Slayers who join the Covenant of the Moon are those surrogates, acting as gates and guards for beings from the Far Realm. But nothing is gained without price, and their power sometimes comes with the cost of madness.

Moon Covenant Quirks

d6 Quirk
1 You find great joy and exhiliration when spilling blood, and will go to lengths to do so.
2 You find yourself entranced by large bodies of water, as if they hide an undiscovered truth just beneath their waves.
3 You are often distracted by whispers that only you can hear.
4 You find yourself lost in contemplation beneath the full moon.
5 You no longer feel at home in your skin, as if your true form is different.
6 Your eyes take on an unearthly glow in the dark.

Monster Affinity

You have an affinity for aberrations.

Old Hunter's Bone

Starting at 3rd level, when you use your quick step, you may pass through creatures and solid objects without needing a check. If you end your quick step in a space occupied by a solid object, you suffer 1d10 force damage and are shunted out into the nearest free space. If you are shunted more than 5 feet, you take an additional 1d10 force damage for each additional 5 feet.

At 14th level, you may use your quick step to teleport up to 15 feet to a place you can see.

Aberrant Gifts

Also starting at 3rd level, your bond with creatures of the Far Realm grants you the following benefits:

Aberrant Mind. You may communicate telepathically with any creatures within 30 feet. They do not need to share a language with you in order to understand you, but they must understand at least one language.

Shifting Body. Your armor class increases by 1 while not in heavy armor and while your speed is greater than 0.

Mutable Form. You may cast lesser transmogrification on yourself without expending a Pact Magic spell slot. You regain the ability to do so again after finishing a short or long rest.

Aberrant Eyes. You gain darkvision out to a range of 60 feet if you do not have it already, and can see in magical darkness as if it were normal darkness. Additionally, you gain proficiency in the Perception skill.

You can add psychic and force to the list of damage types you can inflict with your imbued weapons, or with any slayer spell that can inflict your choice of cold, fire, or lightning damage.

Gifts from Beyond

Starting at 6th level, you may cast detect thoughts and levitate without expending a Pact Magic spell slot. Each spell lasts until you choose to end it, and you may Concentrate on both spells at the same time. Concentration checks to maintain the spells are rolled individually.

You also gain the ability to cast alter self without expending a Pact Magic spell slot. When cast this way, it does not require Concentration, and the duration is doubled.

Once you cast any of these spells, you regain the ability to cast it again after you complete a short or long rest.

Far-Touched

Also starting at 6th level, you are resistant to force and psychic damage, and have advantage on saves against being charmed. At 11th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Moon Step

Starting at 14th level, you gain a fly speed equal to half your walking speed, and gain the hover trait.

Apotheosis

At 20th level, your bond to the creatures of the Far Realm is absolute. As an action, you can embody the awful power of one of those creatures. You gain the following:

  • Your Strength and Dexterity scores become 22, unless yours would be higher.

  • You gain unnatural wings, granting you a flying speed of 45 feet.

  • You gain several additional sets of eyes, granting you truesight out to a range of 120 feet and immunity to the blinded condition. You cannot, however, avert your eyes from anything.

  • You gain a mass of facial tentacles. When you take the Attack action with these tentacles, you may make two attacks with them. Alternatively, you may use your bonus action to make a single attack with your tentacles against a creature you have grappled or restrained. Your tentacles deal 1d8 damage on a hit, and have the finesse property.

  • All creatures within 40 feet of you when you transform must succeed on a Wisdom saving throw or suffer the effects of a dissonant whispers spell cast at 1st level.

  • You gain advantage on Intimidation checks but disadvantage on Persuasion checks.

Your transformation lasts for 1 minute, until you drop to 0 hit points or die, or until you end it early as a bonus action. You regain the use of this trait after finishing a long rest.

Multiclassing

Whether spending more time on magical study as a wizard, or honing their martial mastery as a fighter, slayers can benefit from multiclassing as much as any adventurer. The details are as follows:

Slayer Multiclass Prerequisites

Ability Score Minimums: Dexterity 13 or Strength 13, Intelligence 13

Slayer Multiclass Proficiencies

Light armor, medium armor, shields, simple weapons, martial weapons

Slayer Multiclass Pact Magic

If you gain warlock levels as a slayer (or vice versa), you use the Warlock table to determine your number and level of Pact Magic spell slots. Add together all your warlock levels, and half your levels (rounded down) in the slayer class or Profane Soul blood hunter.

Archetypes

Barbarian

Path of the Abomination

The Path of the Abomination is not a path that is chosen as much as it is revealed. Times of strife, unholy relics, profane rituals, or unlucky circumstances of birth are all that are required to unleash the beast hidden within the souls of these poor warriors. Their curse brings them great power, but their monstrous transformation leaves them as outcasts. Abominations are not much tolerated by superstitious folk.

Eldritch Blood

Starting when you choose this Path at 3rd level, your Rage changes you physically as much as it does mentally. You gain darkvision out to a range of 60 feet, and when you enter a Rage, you gain the following additional benefits as your body shifts and mutates:

  • You grow one size category larger and your reach increases to 10 feet.
  • You have resistance to poison damage and advantage on saves against being poisoned, and have resistance to all other damage types except psychic, to which you have vulnerability.
  • You grow long claws and large horns. These count as natural weapons which deal either 2d6 or 1d12 slashing or bludgeoning damage, and you are proficient with these weapons.
  • You are only able to speak and understand Abyssal, regardless of the languages you would normally know and understand. You retain your alignment, personality, and all prior knowledge.
  • Your darkvision increases by 30 feet.

Eldritch Strikes

Starting at 6th level, your natural weapons count as magical for purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Bestial Fury

Starting at 10th level, when you make a melee attack while Raging, you may choose one of the following options instead of attacking normally:

  • Rake: When you make a melee attack that deals slashing damage, your attack may hit an additional target if it is within 5 feet of the original target but no more than 15 feet from you. Use the same attack roll for both targets, but different damage rolls.
  • Slam: When you make a melee attack that deals bludgeoning damage, you can choose to force the target to make a Constitution saving throw or be pushed back 5 feet and be Stunned until the end of its next turn. The saving throw DC is calculated as follows:

Fury Save DC: 8+your proficiency bonus+your Strength modifier.

Fury Swipe

Starting at 14th level, when you take damage from a creature within your reach, you an use your reaction to make a melee attack against that creature.

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. Brawlers 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. However, unlike pugilists, you fight best when angry.

Unarmed and Dangerous

Starting when you choose this Path at 3rd level, your time spent in the rough and tumble areas of town has honed your body into a deadly weapon. Your unarmed strikes deal 1d8 bludgeoning damage. If you strike with two hands together, it becomes 1d10.

Additionally, your time on the streets has allowed you to hone your rage, making your body dealier while focused. While you are raging, you gain the following benefits:

  • When you deal damage to a creature with a two-handed unarmed strike, you can use your bonus action to automatically grapple it. You can only grapple one creature per free pair of hands in 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 11th level.

The Wrong Crowd

Also at 3rd level, drinking, causing trouble, gambling, and other types of tasteless hedonism count as resting for you. Instead of resting, you can spend the duration of your short or long rest carousing, and as you gain the full benefits of the rest as long as you do not take any damage.

Concussive Blows

At 6th level, your fists rival the most famous of masterwork weapons. Your unarmed strikes count as magical for the purposes of overcoming resistances.

Additionally, while raging, when you hit a creature with an unarmed strike, you can use your bonus action to 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 after you complete a long rest.

Iron Grip

Starting at 10th level, it is nearly impossible for anything to escape your grip. When you make a Strength check to start or maintain a grapple, you may treat a roll of 9 or lower as a 10, and you count as one size larger.

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 result to your saving throw. This bonus also applies to death saving throws, and if the total exceeds 20, it has the same effect as rolling a natural 20 on the death saving throw.

Additionally, if you are raging, you gain temporary hit points equal to 5 + your Constitution modifier (minimum 6) at the start of each of your turns while in combat.

#Bard

College of Necrodancy

Not all of the Bardic Colleges are devoted to joy, light, and life. Some of them are devoted to the death and the darker sides of life, dedicating their music to the dead and dying.

Then there are the Necrodancers, those bards who cavort and caper along the line between life and death, freely calling the dead to dance and sending the living to the parties in the afterlife.

Salt in the Wound

Starting at 3rd level, when you hit a creature with a weapon attack, you may spend a use of your bardic inspiration to deal an additional 2d6 necrotic damage. You may do this additional damage once per turn, as long as you can speak. The additional damage increases at 5th level (2d8), 10th level (2d10), and 15th level (2d12).

Will o' the Wisp

Also starting at 3rd level, when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.

Additionally, you may add the dancing lights cantrip to your spell list. It does not count against the number of cantrips you may know. The lights pulse to the beat of your music.

Dance Macabre

You know the spell animate dead and it does not count against your number of spells known.

When you cast animate dead, you can target two additional corpses or pile of bones, creating additional zombies or skeletons, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits:

  • The creature’s hit point maximum is increased by an amount equal to your bard level.

  • The creature adds your proficiency bonus to its weapon damage rolls.

Eternal Beat

Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced.

Doomsinger

Starting at 14th level, you can use magic to bring undead under your control, even those created by wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your bard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands

until you use this feature again. Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. 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 cast Otto's irresistable dance once per long rest without expending a spell slot.

College of Songs

Bards of the College of Songs have dedicated themselves to mastering the art of song. Traveling the lands, these bards seek out the most varied tunes and the most complex melodies. They seek out the best singers and song-crafters to join their association. They travel to taverns in hopes of discovering new talent; a bard may not even know they are being interviewed when they perform.

These bards are united by their love of songs, moreso than the pursuit of great deeds. However, their search for the greatest songs causes them to go out on many adventures.

The college's members often gather in tarverns or music schools. They also meet at carnivals and circuses, hoping to exchange tales with others who travel.

Performance Proficiency

When you join the College of Songs at 3rd level, you may replace the result of a skill check with your Performance modifier.

Comfort of Music.

Also beginning at 3rd level, your songs can comfort people even in the thick of battle. As a free action on its turn or as a reaction to an attack, a creature that has one of your Bardic Inspiration die may choose to expend it to gain temporary hit points equal to the amount rolled.

Carry a Tune

Starting at 6th level, if you are casting a spell that requires concentration while playing your instrument, and your concentration is broken, your spell's effect lingers for another round before disappearing.

Shifting Medley

Beginning at 14th level, you have become a master of switching and melding melodies. If you are maintaining concentration on a spell, you can put that spell on pause as a bonus action and cast another concentration spell. All effects from the first spell disappear as if your concentration was broken. You can switch back to your first spell as a bonus action or if your concentration on the second spell is broken.

You may only have one spell on pause at a time. If you attempt to put a new spell on pause, your currently-paused spell is lost.

Cleric

Darkness Domain

When the sun sets, the priests of darkness venture into the night like living shadows. Their presence is not always felt as they call the Void forth, nor are their hidden altars seen by mortal eyes. They worship gods like Imbakhao, Ulmhasa, and Daemoth, who use fear to inspire reverence, whose very presence is living emptiness. The clerics of the darkness domain know how to harness the material of the Shadow Realm to pass unseen, to call shadow creatures to their side, and to twist the dreams and memory of other mortals. Their motives differ from god to god. Some fight shadow with shadow, while others look forward to a day when material life will be consumed by darkness.

Darkness Domain Spells

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

Cleric Level Spells
1st sleep, unseen servant
3rd darkness, misty step
5th phantom steed, spirit guardians
7th dimension door, greater invisibility
9th dream, modify memory

Darkvision

When you choose this domain at 1st level, your eyes see through darkness into the shadow essence of all around you. You gain darkvision within 60 feet, and have advantage when making Perception checks to spot hidden creatures within that distance. If you already have darkvision, it improves by 60 feet.

Channel Divinity: Shadowblade

Starting at 2nd level, you can use your Channel Divinity to create a weapon out of shadow essence.

As a bonus action, you can form a dark, shadowy blade in your free hand. The blade is similar in size and shape to a scimitar, and you have proficiency with it. It lasts for 1 minute, or as long as you maintain concentration. If you let go of the blade, it disappears, but you can form the blade again as a bonus action as long as your concentration isn’t broken.

You can use your action to make a melee spell attack with the shadowblade. On a hit, the target takes 2d6 necrotic damage.

Shadow Mantle

Starting at 6th level, you can use an action, to become invisible until the end of your next turn. If you attack or cast a spell, you become visible again.

Twin Shadows

Beginning at 8th level, when you use Shadowblade, you form one shadowblade in each hand. When you take an action to attack with one shadowblade, you can use a bonus action to attack with the second one.

When you reach 14th level, you add your Wisdom modifier to the damage of the first shadowblade attack you make on your turn. If you have the fighting style Two-Weapon Fighting, you gain the benefit of it when making a second shadowblade attack.

Truth in Darkness

Starting at 17th level, you can slip through the bounds of the Material Realm to peer into the souls and minds of others. You can use an action to gain truesight out to 30 feet for 1 minute. While this effect is active, you can see into the Ethereal Plane.

Eldritch Domain

There are few known gods whose influence extends beyond the territory of the four worlds. That alien abyss is the dominion of mad, twisted beings whose powers defy the fundamental assumptions of nature. These acolytes of aberration understand only infinitessimal glimpses of the horror that lies beyond the natural worlds, but this is enough to tear the sanity of their enemies apart. To them nature, is heretical and the faiths that fight aberrant influences are infidels.

Eldritch Domain Spells

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

Cleric Level Spells
1st silent image, Tasha's hideous laughter
3rd darkvision, detect thoughts
5th fear, major image
7th confusion, phantasmal killer
9th dream, geas

Bonus Proficiency

When you choose this domain at 1st level, you become proficient in the Arcana skill.

Telepathy

At 1st level, you can use your bonus action to open a telepathic connection with a creature within 60 feet that knows at least one language. While the creature is in range, you can speak to each other telepathically. You do not need to share a language to understand each other. You can end the connection whenever you choose. You can only have one telepathic connection open at once.

Channel Divinity: Fortify Sanity

Starting at 2nd level, you can use your Channel Divinity to erect a psionic shield. When you or a creature within 60 feet of you gains a temporary madness or takes psychic damage, you can spend a reaction to grant it resistance to psychic damage and immunity to short-term madness for 1 minute.

Group Telepathy

Starting at 6th level, you can maintain multiple telepathic connections at once. A single bonus action can target up to six creatures. If you break this connection with one creature, you break it with every creature you targeted with the same action.

Terrifying Strike

At 8th level, you gain the ability to endow your weapon strikes with psionic energy. Once per turn, when you hit a creature with a weapon attack, you can deal an extra 1d8 psychic damage. When you reach 14th level, the extra damage increases to 2d8.

Conjure Outer Gate

At 17th level, you can open a portal into the Far Realm. You may spend an action to create a 15-foot cone extending from your holy symbol. The base of the cone becomes a portal facing you, and creatures and objects within the cone are pulled through the portal into the Far Realm unless they succeed on a Strength saving throw or weigh at least 500 pounds. Once created, the portal stays open for 1 minute, or until you use an action to close it.

Occult Domain

Devoted to powers that most would consider dangerous or even malevolent, clerics of the occult domain are guided by their faith to plunder the darkest depths in search of secrets to great and terrible power. Whether this power will be used for good or evil, or if it comes from a good or evil source, is meaningless; the pursuit of knowledge is a purpose in and of itself, and it is one worth every sacrifice and every consequence.

Occult Domain Spells

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

Cleric Level Spells
1st arms of Hadar, hex
3rd darkness, dissonant whispers
5th hunger of Hadar, summon lesser demon
7th Evard's black tentacles, summon greater demon
9th contact other plane, infernal calling

Concealed Consecration

At 1st level, you have devoted yourself to following the path of an unearthly power, and gained a modicum of their strength. Choose a patron from the following list:

The Fallen. You are in touch with creatures that embody the darkest aspects of the humanoid psyche, and they have shown you how to access the tenebrous power within. Whenever you miss an attack roll, you can use your reaction to give yourself a bonus to the attack roll equal to your Wisdom modifier. You can use this feature after knowing the outcome of the attack roll, but before any effects are applied.

You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses after you finish a long rest.

The Outsider. You have bonded with an entity from far beyond this realm of existence, and you are granted the power to impart the madness of its realm on others. Whenever you would force any number of creatures to make an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to give those creatures a penalty to their save equal to your Wisdom modifier.

You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses after you finish a long rest.

The Deathless. You are in tune with a being who has shed the shackles of petty mortatlity and now exists on in a state between life and death. Your link shares its unholy resilience with you. Whenever you are forced to make a Constitution saving throw against poison, exhaustion, or disease, or on a successful save, you can use your reaction to give yourself a bonus to the save equal to your Wisdom modifier.

You can use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses after you finish a long rest.

Blessing of the Beyond

Also at 1st leve, you have received a boon from your patron. Choose one of the options from the following list:

Athame. You gain proficiency with martial weapons.

Dark Kinship. You know the find familiar spell. It counts as a cleric spell for you, and does not count against the number of spells you may prepare. When you cast this spell, your familiar has darkvision out to a range of 120 feel and can seen through both magical and nonmagical darkness.

Channel Divinity: Touch of the Otherworldly

Starting at 2nd level, you can use your Channel Divinity to partially summon your patron. Your Channel Divinity option depends on the patron you chose with your Concealed Consecration feature.

(The Fallen) Devourer of Souls. As an action, you can present your holy symbol and target one creature, designating its soul for the taking. For 1 minute, you have advantage on all opportunity attacks you make against the designated creature, and you can make an opportunity attack against it without using your reaction.

(The Outsider) Gateway to the Beyond. As an action, you can present your holy symbol, flooding the minds of your enemies with visions of your patron's realm and driving them to madness. All hostile creatures within 30 feet of you must make a Wisdom saving throw against your cleric spell save DC or be frightened of you for the next minute, and can't distinguish between friend and foe for the duration.

(The Deathless) Touch of Death. As an action, you can present your holy symbol, reaching out to touch a creature and draining it of its life force. The target must make a Constitution saving throw against your cleric spell save DC. On a failure, it takes 2d10 necrotic damage, or half as much on a success. You regain hit points equal to the necrotic damage dealt. The damage increases to 3d10 at 14th level.

Otherworldly Grace

By 6th level, your delving into forbidden lore has borne fruit, enhancing your abilities. You gain one of the following benefits, determined by your choice of Blessing from the Beyond:

(Athame) Collect the Sacrifice. You may use a bonus action to make one melee weapon attack if you cast a cleric spell on your turn.

(Dark Kinship) Dark Conduit. You can cast spells with a range of 30 feet or shorter through your familiar.

Divine Power

At 8th level, your constant efforts to obtain deeper knowledge of the occult has been rewarded. You can add your Wisdom modifier to the damage you deal with any cleric cantrip, and 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 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Embodiment of the Gate

At 17th level, you have become a living conduit for your patron. As an action, you can summon an aberration, fiend, or undead creature (determined by your Concealed Consecration) with a CR less than or equal to your cleric level. The creature is friendly towards you and your allies, and you can use your action on your turn to command it. In combat, it acts on your initiative step. If you don't give it any specific commands, it follows its most recent command, defends itself from what it perceives as the most pressing menace, or acts according to its nature. It returns to its home plane after 1 hour; if it was native to your current plane, it returns to its original location.

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

Sun Domain

The sun domain is concerned specifically with the destruction of the undead. Amon, an ancient and forgotten sun god, offers this domain, as does Pelor, the Burning Hate. Some other, stranger stellar beings also offer their powers in service to those who worship, but seek darker ends that just the destruction of undead.

Sun Domain Spells

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

Cleric Level Spells
1st call undead, guiding bolt
3rd shroud of undeath, life bolt
5th daylight, revivify
7th delay death, death ward
9th nethergaze, wall of light

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

Bonus Cantrip

Also at 1st level, you know the cantrip dancing lights. It does not count against the number of cantrips you may know.

Channel Divinity: Destructive Wrath

Starting at 2nd level, when you deal radiant damage, you can use your Channel Divinity to maximumize the damage.

Heightened Turning

Beginning at 6th level, you learn the secret of destroying undead with your turning. When you turn undead, you can amplify the turning's power. All undead who would be turned are instead destroyed. You cannot use this feature to destroy an undead with a CR greater than your cleric level. Instead of being destroyed, it takes radiant damage equal to your cleric level.

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

Divine Strike

At 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d6 radiant damage to the target. Against undead, this feature deals 1d12 radiant damage.

When you reach 14th level, the extra damage increases to 2d6, or 2d12 against undead.

Ultimate Turning

At 17th level, you regain a use of your Heightened Turning feature after you finish a short or long rest.

Druid

Circle of Spirits

The Circle of Spirits is comprised of druids who wish to be a part of not only the world they live in, but the ethereal world that remains a mystery to so many. The members of this circle participate in many rituals to discover their personal Spirit Guide. A Spirit Guide can take many shapes, manifesting as ethereal animals, incorporeal wisps, or simple balls of light. These creatures guide the druids on their journey to enlightenment.

Spirit Guide

Beginning at 2nd level, you create a partnership with a Spirit Guide.

A Spirit Guide is silent and cannot communicate with you. A Spirit Guide commonly takes on the appearance of an animal significant to your past. Your Spirit Guide is invisible and undetectable to everyone but yourself and can only interact with you.

Your Spirit Guide augments your beast form. Whenever you transform into a beast, your attacks may deal force damage instead of the normal damage types.

It must remain within 60 feet of you at all times, and cannot go through walls.

Follow the Guide

Your guide keeps your mind clear of dangers. Starting at 6th level, you have advantage against saving throws caused by enchantments and illusions.

Ethereal Shift

You take your first steps into the ethereal world, and are able to make your own body incorporeal. At 10th level, you can expend two uses of your Wild Shape to transform into a Spirit with the following features:

  • You gain resistance to acid, fire, lightning, and thunder damage, and bludgeoning, piercing, and slashing damage from nonmagical weapons.

  • You gain immunity to cold, necrotic, and poison damage.

  • You are immune to charm effects, and the exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, and restrained conditions.

  • You can see into the ethereal plane up to 120 feet.

  • You can move through other creatures and objects as if they were difficult terrain. If you end your turn within another creature or object, you are shunted to the nearest free space, and take 1d6 force damage for every 5 feet you move.

Your spirit form lasts for 1 minute, or until you use a free action on your turn to dismiss it. Once you use this feature, you must finish a long rest before you can use it again.

Spirit Guardian

Your Spirit Guide feeds off your powerful presence and transforms itself to protect you. At 14th level, when you use your Wild Shape, you can choose to have your Spirit Guide assume a tangible form. Choose a form you can assume. It copies all of the abilities and modifiers of that form, and is no longer invisible. It takes its turns on your initiative count. It returns to its spirit form when you return to your original form or when it reaches 0 hit points.

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

Fighter

Dragoon

Masters of spears, lances, polearms, and pikes, and adorned in uniquely crafted armor, dragoons have become legendary for their grace and power. Their intense training, said to have been passed down from the dragon riders of old, allows these warriors to leap unnaturally high into the air and strike their foes from above with deadly force. Sometimes, the enemy is unaware of the dragoon's presence until they see the shadow around them growing larger.

Lance Specialty

Starting when you select this archetype at 3rd level, you do not suffer disadvantage when attacking creatures within 5 feet of you while wielding a pike or lance. However, you must still wield a lance with two hands while not mounted.

Velocity

Also starting at 3rd level, you learn to leap to incredible heights. When you make a high jump, the following rules apply to you:

  • You can leap a number of feet into the air equal to 5 times your Strength modifier, plus an additional 5 feet. This additional height increases by 5 feet at 5th level (10 feet), 10th level (15 feet), 15th level (20 feet), and 20th level (25 feet).
  • You do not need to move 10 feet immediately before making a high jump.
  • Regardless of how high you actually jump, performing a high jump costs only 15 feet of your movement.
  • When you take the Attack action when falling from a jump or a great height, you can use your bonus action to perform a velocity attack. The first attack you make deals an additional 1d6 damage for every 10 feet you fell, up to a maximum of 10d6.
  • If your target is in the air, you can complete your Attack action before falling.

Additionally, as long as you are conscious and wielding a melee weapon, you take no damage from falling from a high jump and half damage from falling when you did not first jump. You always land on your feet.

Lancet

Starting at 7th level, you gain the ability to drain a creature's energy with your strike. As a bonus action, when you hit a creature with a melee weapon attack, you can choose to gain temporary hit points equal to half the damage dealt. Once you use this feature, you can't use it again until you finish a short or long rest.

Tactical Jumps

At 10th level, you have learned how to augment your jumps. You can use each of the following abilities once and regain all expended uses when you finish a short or long rest:

Double Jump. When you perform a velocity attack and miss, you can repeat your jump and perform a second velocity attack against another target within 15 feet.

Earthshaker. You can use your action when falling from a jump or a great height to strike the earth with immense force. Each creature in contact with the ground within 15 feet of where you land must succeed a Dexterity saving throw (DC equals 8 + your proficiency bonus + your choice of your Strength or Dexterity modifier.) On a failed save, a creature takes 4d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and is not knocked prone.

Passenger. When you make a high jump, you can carry one willing passenger of your size or smaller to your destination.

Terminal Velocity

Starting at 15th level, as long as you are conscious and wielding a melee weapon, you are immune to damage as a result of falling.

Meteor Jump

Beginning at 18th level, you can use your action to leap hundreds of feet into the air, disappearing from sight, only to strike moments later with the force of a meteor. Until the start of your next turn, you are at such an altitude that you can’t be seen with the naked eye or targeted by attacks or spells. On your next turn, choose a creature within 60 feet of the space from which you jumped to make a Dexterity saving throw (DC equals 8 + your proficiency bonus + your choice of your Strength or Dexterity modifier.) On a failed save, the creature takes 12d10 + your Strength modifier damage of the same type as your weapon, or half as much on a successful one. You then land in a space adjacent to the target. You can't target a creature which has total cover from above. If there is no suitable target, you fall back to your original spot.

You can't use this ability if there is not sufficient clearance to leap high into the air. Once you use this ability, you can't use it again until you finish a short or long rest.

Gunslinger

While most warriors and combat specialists spend their years perfecting the classic arts of weaponplay, your mind went beyond the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of mostly-controlled explosions. You were one of the lucky ones who survived these trials, becoming one of the first to create, and deftly wield, the first firearms. Keep your wits about you on this path of powder, fire, and steel, and your skill and luck may yet make your shots strike true.

Firearm Proficiency

Starting when you choose this archetype at third level, you gain proficiency with firearms and Tinker's Tools. You can use your Dexterity on checks to repair firearms, craft ammunition, or even draft and create new ones (at your DM's discretion). Some extremely intricate and experimental firearms are only available through crafting.

Trick Shots

Also starting at 3rd level, you to wield your weapon with a brutal type of finesse. You learn trick shots, and fuel them with grit.

Trick Shots: You learn two trick shots of your choice, which are listed under "Trick Shots" below. Each trick shot will specify when you can use it. You can only use one trick shot per attack.

You learn one additional trick shot of your choice at 7th, 10th, 15th and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.

Grit: You have a number of grit points equal to your Intelligence modifier (minimum 1) which can be used to fuel your trick shots.

You regain 1 expended grit point when score a critical hit with a firearm attack against a creature or deal the finishing blow to a creature with challenge rating greater than or equal to 1/3 of your character level.

In addition, you and may spend one grit point to fix a misfired (but not broken) firearm as a bonus action.

You regain all grit points after you finish a short or long rest.

Saving Throws: Some of your trick shots require your targets to make a saving throw to resist the trick shot's effect. The saving throw DC is calculated as follows:

Trick Shot Save DC = 8 + your proficiency bonus + your Dexterity modifier

Quickdraw

At 7th level, you can add your proficiency bonus to your initiative modifier. Additionally, you gain an extra item interaction, which can only be used to draw or holster a firearm.

Lightning Reload

Starting at 10th level, you can reload any firearm as a bonus action or in place of an attack.

Disabling Shot

By 10th level, you've honed your aim to fire off targeted shots to disable an opponent. You can spend 1 grit point before making an attack roll to target a specific location on a creature's body, provided it has that body part or an analogue. If the specified body part cannot be seen, or if the target lacks the body part or analogue, only normal damage is suffered with no additional effect.

Head: On a hit, the target takes normal damage and must make a Constitution saving throw. On a failed save, the target has disadvantage on attack rolls for a number of turns equal to your Intelligence modifier. On a success, it has disadvantage on attack rolls until the end of its next turn.

Arm: On a hit, the target takes normal damage and must make a Strength saving throw or drop one held item of your choice.

Torso: On a hit, the target takes normal damage and is pushed up to 10 feet directly away from you.

Leg: On a hit, the target takes normal damage and must make a Strength saving throw or be knocked prone for a number of turns equal to your Intelligence modifier.

Wing: On a hit, the target takes normal damage and must make a Strength saving throw or be knocked prone, falling if it is not held aloft or is unable to hover, and has its flying speed reduced by half for a number of turns equal to your Intelligence modifier.

Trained Professional

By 15th level, you've learnt to fix your firearms even faster than before. You can use an attack to try and fix a misfired (but not broken) firearm, rather than an action.

Vicious Intent

At 18th level, your firearm attacks score a critical hit on a roll of 19-20.

Hemorrhaging Critical

Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target suffers half of the damage from the attack at the end of its next turn.

Trick Shots

The trick shots are presented in alphabetical order. Some trick shots require you to meet a level requirement. You may only apply one of these trick shots to any given shot.

Bloody Trail Requires level 15. When you hit a creature with a firearm attack, you can spend two grit points to make them bleed profusely. While bleeding, they do not benefit from invisibility and anybody trying to track them or spot them hiding gets advantage on their roll.

At the end of each of their turns, the target must make a Constitution saving throw. The effect ends after three successful saves. After three failures, they stop making saves and the effect lasts for 1 hour.

Counterbullet Requieres level 15. As a reaction to when you see a spell being cast, you can spend two grit points to make a single firearm attack against the spellcaster. The spell must have at least one somatic or material component in order to use this trick shot. If your attack hits, the caster take no damage, but must make a Concentration check against your trick shot DC or fail to cast the spell and waste their action and the spell slot they used to cast the spell.

Curving Bullet. If you miss a firearm attack and did not misfire, you can use your reaction to spend one grit point to make that shot redirect to another target. The new target must be within 5 ft of the first target or in a line directly behind them. Roll another attack against the new target, which cannot misfire or benefit from other trick shots and does not consume additional ammunition.

Deadeye. When you make a firearm attack, you can spend one grit point to gain advantage on that attack.

Fickle Devastation Requires level 15. When you make a firearm attack that does not already have disadvantage, you can spend two grit points to impose disadvantage on the attack roll. If you hit, the attack is a critical hit.

Hostage Situation Requires level 15. As an action while holding a firearm, you may spend two grit points to threaten one creature within your firearm's normal range. If the target moves or tries to make an attack, you may use your reaction to make an attack against them with the held firearm. If the attack hits, the target takes normal damage and either has their speed reduced to 0 until the start of their next turn or the automatically misses the triggering attack.

This effect ends if you have not used your reaction on it before the end of your next turn or do not use your action on subsequent turns to sustain it, at no extra grit point cost. You can only move up to half of your speed on a turn you use your action to sustain this.

Out Of The Air. As a reaction to seeing an enemy making a ranged weapon attack, you can spend one grit point to make a firearm attack against the projectile. The enemy's projectile has an AC equal to the opponent's attack roll. If you hit, their attack automatically misses. You may use this trick shot after seeing the attack roll, but before you know if the attack hits.

Piercing Shot. When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll against up to three creatures in a line directly behind the target within your first range increment. Only the initial attack can misfire.

Polite Deterrent. When you hit a creature with a firearm attack, you can spend one grit point to force the target to make a Strength saving throw. On a failure, it is pushed away from you a number of feet equal to 5 * your Dexterity modifier (minimum 5 ft).

Smoke Round. As an action, you may shoot once with a firearm you are holding and spend one or more grit points. Roll to misfire with that weapon. If you do not misfire, you create a sphere of heavy obscurement with a radius equal to 5 ft times the number of grit points spent centered on your current space. This lasts until the start of your next turn, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. If you misfire, only your current space is obscured and the gun misfires as if it had been a regular attack.

To The Ground. When you hit a creature with a firearm attack, you can spend one grit point to force the target to make a Strength saving throw. On a failure, it is knocked prone.

Violent Deescalation. When you hit a creature with a firearm attack, you can spend one grit point to force the target to make a Strength saving throw. On a failed save, the creature drops the weapon, throwing it a number of feet behind them equal to 5 times your Dexerity modifier (minimum 5 ft).

Warning Shot. As an action, you may spend one grit point to attempt to frighten a creature. You automatically miss your target, but the shot can still misfire and still consumes ammunition. The target must make a Wisdom saving throw or become frightened of you for one minute. They can repeat the save sat the end of each of their turns, ending the effect on themselves on a success.

Witcher

Fighters who choose to walk the path of the witcher are trained in the profession of hunting monsters. All of their skills are honed for this specific job, from the spells they use to the potions they consume.

Master of Signs

When you choose this archetype at 3rd level, you learn five spells specific to the Witcher archetype. These unique spells are cast with Sign points.

Sign Points. You have three sign points. Each sign requires one sign point to cast. You regain all expended sign points when you finish a short or long rest.

You gain another sign point at 7th level and once again at 15th level.

Saving Throws. Some of your signs require your target to make a saving throw to resist the sign's effects. The saving throw DC is calculated as follows:

Sign save DC = 8 + your proficiency bonus + your Intelligence modifier

Silver Sword

At 3rd level, you deal an additional +2 damage against non-human, non-beast enemies. In addition, you may treat longswords as finesse weapons.

Witcher's Medallion

Your medallion vibrates to warn you when there are monsters or magic nearby. Starting at 7th level, you have advantage on investigation, survival, and perception checks when looking for and tracking non-human, non-beast creatures and when detecting magical effects. You don't know anything about the magical effect except for its presence or absence and its school of magic.

Alchemist

A witcher knows not to test his natural strength against that of a true monster. He increases his prowess through the use of powerful potions, but must take care to use them sparingly lest their toxicity overwhelm even his own enhanced system. At 10th level, you gain proficiency with alchemy kits. As long as you have an alchemy kit on your person, you may make one of each of the potions listed at the end of the archetype. You may drink a potion as a bonus action. The bonuses granted by these potions only affect witchers; any non-witcher who drinks these potions feels no beneficial effects, and may in fact be harmed by it.

You can drink two potions per day before the combined toxicity threatens to be unsafe. During long rests, you can replenish your used potions as long as you have access to an alchemy kit.

Monster Slayer

You are a master of finding a monster's weakness and exploiting it. At 15th level, you may use an action to make a perception check against a monster (DC = 5 + monster's CR). On a success, for the next minute, you may make all attacks against that monster with advantage.

Once you use this feature, you must complete a short or long rest before you can use it again.

Signs

The signs are presented in alphabetical order:

Aard. You may cast this sign as a bonus action. Choose a target within 10 feet. That target must make a Strength saving throw. On a failed save, it is pushed back 10 feet and knocked prone.

Axii. You may cast this sign as an action. Choose a target within 20 feet. It must make a Wisdom saving throw. On a failed save, it is stunned until the end of its next turn.

Igni. You may cast this sign as an action. All creatures within a 20 foot cone originating from you must make a Dexterity saving throw, taking 1d8 fire damage on a failed save or half as much on a success. This damage increases by 1d8 at 6th level, and at every 3rd level thereafter.

Quen. You may cast this sign as a reaction. Until the start of your next turn, you have resistance to all damage except psychic and have immunity to force damage.

Yrden. You may cast this sign as an action. All hostile creatures within a 20 foot radius of you must make a Wisdom saving throw. On a failed save, it may only move at half speed and may only take an action or bonus action on its turn for the next minute.

Potions

The potions are presented in alphabetical order:

Cat. You gain darkvision out to a range of 60 feet for 1 hour. If you already have darkvision, it increases by 60 feet.

Swallow. For the next minute, you regain hit points equal to your proficiency bonus at the start of each of your turns.

Thunderbolt. You gain a +2 bonus to attack and damage rolls for 1 minute.

Monk

Way of Motion

A flickering shadow. A blink of an eye. Long ago, warrior monks learned that they couldn't be killed if they couldn't be hit. They looked to the Saint of Altria for guidance: the faster you go, the harder you are to hit. At their monastaries, they teach how to harness velocity and the energy it generates in addition to combat techniques. Today, they race across the battlefield in a blink of an eye, smashing through enemy lines with the force of a thunderbolt. Some of the stronger monks have refined the techniques to further enhance their speed, and have discovered a strange truth: if you're still in control, you're not going fast enough.

Mach Rush

At 3rd level, you learn to harness your own momentum, propelling your body to incredible speeds. Your speed increases by an additional 10 feet. It increases by a further 10 feet at 6th level (+20), 11th level (+30), and 17th level (+40).

Also, if you use your action to Dash, and end your movevment within 5 feet of an enemy after moving at least 30 feet in a straight line towards them, you can spend 1 ki point to force them and all creatures within a 10 foot hemisphere to make a Dexterity saving throw against your Monk DC, taking 1d6 thunder damage per 30 feet moved, or half as much on a successful save. If you have moved at least 60 feet, the targets have disadvantage on their saves.

Static Discharge

Also starting at 3rd level, you learn to gather and store static electricty generated by your very motion. For every 30 feet you move, you gain one Static point. You may have up to your Proficiency bonus worth of Static points at any one time. Static points are expended on your next attack to deal an extra 1d4 lightning damage per Static point, and are expended regardless if the attack hits or misses. Any unused Static points are lost after completing a short or long rest. You also gain the spark cantrip, treating Wisdom as your spellcasting ability.

Energize

Starting at 6th level, you can focus your energy to excite those around you. You can spend 3 ki points to double the movement speed of yourself and all allies within 10 feet of you for 1 hour.

Motion Blur

Also starting at 6th level, you have a +1 bonus to your armor class for every 30 feet you have voluntarily moved since the start of your last turn. This bonus resets to 0 at the start of your turn.

Concussive Step

Starting 11th level, when you use Mach Rush, all enemies within 5 feet of your movement take 1d6 thunder damage for every 30 feet you have moved before getting within 5 feet of them, and they have disadvantage on opportunity attacks made against you.

Also, if you use your Step of the Wind feature, you may treat your movement speed for that turn as a flying speed, as long as it is all in a straight line. You fall if you end your turn unsupported.

Capacitance

By 17th level, you have mastered the art of motion and can store massive amounts of static electricity in your body. As an action, you may spend 6 ki points to force all enemies within 40 feet to make a Constitution saving throw. On a failure, they suffer 8d8 lighting damage and are paralyzed for 3 rounds. On a successful save, they take half as much damage and are not paralyzed.

Way of the Scattered Sands

Born and raised in a expansive desert or along the shores of the ocean, these monks have learned to control sand and use it as a weapon is combat. As with all monks, their hands, feet, and elbows are weapons in their own right, able to deal as much damage as a weapon forged from steel. They carry multiple pouches filled with sand that they use for both offensive and defensive maneuvers - blinding their opponents and even redirecting spells at other targets.

Manipulate Sands

Starting at 3rd level, as an action, you can send a stream of sand at a target within 30 feet. The target must make a Dexterity saving throw. On a failure, they take 4d4 bludgeoning damage and are blinded until the end of their next turn. On a success, they take half as much damage and are not blinded.

Desert Strider

Also starting at 3rd level, sand does not count as difficult terrain for you and you have advantage on checks against exhaustion related to dehydration and heat. You also do not sink in sand or quicksand unless you choose to sink.

Dancing Winds

Starting at 6th level, when you are targeted by a ranged weapon or spell attack with no other targets, you can use your reaction and 3 ki points to quickly kick up a spiral of wind and sand that alters its trajectory away from you. All ranged attacks against you have disadvantage until the end of your next turn. As part of this reaction, whenever an enemy misses you with a ranged weapon or spell attack, you may make a ranged spell attack against another creature within 60 feet. On a hit, the missile or spell strikes the new target instead.

Sand Glide

Also at 6th level, you gain a short-duration flight speed equal to your movement speed as you swirl the sands to carry you. You fall at the end of your turn if you are in the air and nothing else is holding you aloft. You may not move this way with the Dash action unless you also use Step of the Wind.

Scarab Armor

At 11th level, you learn to call upon the desert beetles to protect yourself. You can spend 4 ki points to cast stoneskin on yourself. The spell does not require concentration or material components, and lasts for the duration. While the spell is active, your armor class is increased by your Constitution modifier.

Divine Sandstorm

By 17th level, you have mastered the howling winds of the desert. As an action, you can spend 5 ki points to force all creatures in a 60 foot cone to make a Constitution saving throw. On a failure, it takes 10d8 slashing damage and is blinded. On a successful save, it takes half as much damage and is not blinded. A creature may end its blindness by taking an action to rub the sand from its eyes or by succeeding on a Constitution save at the end of its turn.

Paladin

Oath of Ash

Paladins who vow the Oath of Ash seek to preserve life and civilization, but understand that the old must sometimes be put to the torch to make way for the new. Paladins sworn to this oath believe that progress demands sacrifice, struggle, and suffering. To them, only those with unbreakable focus and determination can wield the bright torch of progress. These paladins achieve their goals by cauterizing the detrimental aspects of civilization with their calamitous powers, purging it of its imperfections as a poker purges a wound of infection. The salvation they seek is not all-inclusive, however: ash is the best fertilizer, and it will be the privilige of their victims to feed the flames of progress.

Tenets of Ash

The tenets of the Oath of Ash represent the core principles of a philosophy intended to keep civilization in check. Paladins who take this oath tend to view the lives of others as a means to an end, subscribing to these rules as guidelines for growth.

Don't Fear the Light. Fan the flames of progress that separate man from beast. Without the radiance of innovation, the halls of progress cannot be navigated.

Fire Knows No Mercy. Know that sacrifice is a natural part of the cycle and cannot be avoided. Don't let your emotions cloud your judgment. If the greater good can only be achieved by feeding the flames the fuel of life, so be it.

From Ashes Come Life. The most fertile lands were built by the fires of volcanoes. At times, destruction is necessary to spark the birth of life anew. Don't hesitate to become its actor.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Ash Spells

Paladin Level Spells
3rd burning hands, earth tremor
5th heat metal, Maximilian's earthen grasp
9th erupting earth, kindle self, Melf's minute meteors
13th stoneskin, wall of fire
17th transmute rock, wall of stone

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Pyroclastic Tide. You can use your Channel Divinity to erupt into a roaring flood of magma and ash, becoming an unstoppable force of nature. As an action, you can assume a pyroclastic form for the rest of your turn. While in this form, you ignore all dificult terrain, can enter and occupy the space of another creature, and are under the effect of the dash and disengage actions. You can also pass through small holes, narrow openings, and eevn mere cracks. When you move, you create 5-foot squares of difficult terrain under you, and any creature in your path must make a Dexterity saving through. If it fails, it is shoved aside and takes a number of d6 equal to your proficiency bonus in fire damage on a failed save, or half as much on a successful save. You ignore any difficult terrain created by this effect.

Any creature killed by this feature becomes a statuesque cast of ashy, white stone, frozen in place with lifelike detail.

Igneous Colliseum You can use your Channel Divinity to manipulate the earth as if it were fluid. As a bonus action or as a reaction to you or an ally within 30 feet being forced to make a saving throw, you can cause an up to 20-foot radius circle of ground centered around you or that ally to sink or rise (your choice) up to a height equal to 10 times your proficiency bonus in feet. This effect may be maintained for up to 10 minutes as if Concentrating on a spell. When it ends, the ground rumbles as it shifts to its original position, creating difficult terrain at the edge of the effect's radius. You ignore the difficult terrain created by this effect.

If the radius cuts through a creature's space, the creature is shifted to one side (your choice). If the creature would be enclosed completely in the radius, it may make a Dexterity saving throw. On a success, it can use its reaction to move so it is no longer enclosed by the effect.

Aura of the Epicenter

Starting at 7th level, the ground beneath you boils from your very presence. Hostile creatures within 10 feet of you treat the ground as difficult terrain and take fire damage equal to your Charisma modifier (minimum 1) for every 10 feet they move within the range of your scorching aura. You can choose to suppress this aura at will.

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

Mantle Crusher

Starting at 15th level, your being is infused with raw primordial energy, your heartbeat generating seismic waves that ripple throughout your body and the ground. Whenever a creature hits you with an attack, the ground shakes as you absorb the impact of the strike, and you can use your reaction to force any creature of your choice within 10 feet of you to make a Dexterity saving throw against your spell save DC. On a failure, it is knocked prone and takes bludgeoning damage equal to half your paladin level. Creatures that are not on the ground are unaffected.

Tectonic Saint

At 20th level, you become attuned to the earth and its eternal rythym. As an action, you can become fueled by the earth's ancient core, gaining the following benefits for 1 minute:

  • A veil of smoky ash cloaks you from hostile sight, creating an aura of soot that radiates 30 feet from you. The first time any hostile creature enters the smoke or starts its turn there, it must succeed on a Constitution saving throw or become blinded until the start of its next turn.
  • You and allied creatuers within the ashy aura gain resistance to fire damage and ignore the difficult terrain you create. If they already have resistance to fire damage, they instead gain immunity to fire damage. Hostile creatures lost resistance to fire damage, and those with immunity to fire damage are treated as if they had resistance to fire damage instead.
  • Whenever you would take fire damage, you instead gain temporary hit points equal to half the damage.
  • When you don't move on your turn, the groud aroudn you melts into lava, transmuting into a 15-foot square of difficult terrain. Each tile of lava deals damage equal to half your paladin level in fire damage to any creature that enters the area or starts its turn there. The area cools and returns to normal terrain after 1 minute. If you do move, the you leave a 5-foot wide trail behind you with the same properties.

Once you use this feature, you can't use it again until after you complete a long rest.

Oath of Cinders

Paladins who vow the Oath of Cinders seek to preserve life and civilization at whatever cost, with the knowledge that only the light of the flame keeps us from darkness. Paladins sworn to this oath believe that progress demands sacrifice, struggle, and suffering, and above all, determination. Only the most determined can bear the eternal flame of civilization, often sacrificing themselves to the flames of the First Flame to prolong the inferno. The salvation they seek is the knowledge that their sacrifice will help prolong their societies, and perhaps even bring about a new dawn of civilization.

Tenets of Cinders

The tenets of the Oath of Cinders represent the core principles of a philosophy intended to keep civilization continuing. Paladins who take this oath tend to view the lives of others and themselves as an expendable resource, as fuel for the fire and light of society.

Embrace the Light. Civilization and knowledge are worth the sacrifice. Let radiance burn the doubts from your mind, and drive back the shadows and darkness.

The Privilege of the Strong. The privilege of the strong is to light the way for the weak. It is not an easily-carried burden, but through determination and discipline will you rise above all.

Link the Flame. The First Flame is a living thing, and must be passed on from bearer to bearer. It is the ultimate sacrifice, only to be taken when the time is right and passed down from paladin to paladin.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Ash Spells

Paladin Level Spells
3rd false life, healing word
5th bolster, flame blade
9th aura of vitality, haste, kindle self
13th fire shield, stoneskin
17th dawn, mass cure wounds

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Kindled Effigy You can use your Channel Divinity to bolster the life essence of your allies. As a bonus action, you grant all allies within 30 feet a number of temporary hit points equal to your proficiency bonus times your Charisma modifier (minimum 2) for the next minute.

Cinders of the Kiln You can use your Channel Divinity to conjure a burning maelstrom. For the next minute, all hostile creatures within 30 feet must succeed on a Constitution saving throw or suffer fire damage equal to your Charisma modifier (minimum 1). You can use an action to end the effect early.

Aura of Ignition

Starting at 7th level, your presence ignites the spark of life within those around you. All allies within 10 feet of you have advantage on death saving throws. All healing spells cast on dying or stabilized allies always heal for their maximum amount, and healing spells cast on other allies heal an additional amount equal to your Charisma modifier (minimum 1).

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

Carry the Spark

Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead, and for the next minute you regain hit points equal to your Charisma modifier (minimum 1) at the start of each of your turns. Once you use this ability, you can’t use it again until you finish a long rest. Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.

The First Flame

At 20th level, you become the next one to link the flame. As an action, you can call a part of the First Flame into your body, becoming a living embodiment of fire, gaining the following benefits for the next minute:

  • At the start of each of your turns, you and allies within 30 feet of you gain temporary hit points equal to your proficiency bonus times your Charisma modifier (minimum 6).
  • Your melee attacks gain 5 feet of reach, and deal additional fire damage equal to 1d6 + your Charisma modifier.
  • As a reaction to being targeted by a melee weapon attack, you can attempt to parry it. Roll an attack roll and compare it to the incoming attack. If your roll is greater, then you interrupt that attack and can immediately make a melee attack against the attacking creature. If you hit with this attack, it is treated as a critical hit. If you trigger this reaction during a multiattack, the rest of the multiattack is cancelled.
  • You gain 10 feet of movement speed.

Ranger

Abysswalker

Rangers that reflect the abysswalker archetype have traveled to the Lower Planes, either physically or spiritually, and witnessed its darkness firsthand. Such a deep evil imprints itself on those who visit there, and abysswalkers manifest some if its traits.

Archetype Spells

You gain archetype spells at the ranger levels listed.

Abysswalker Spells

Ranger Level Spells
3rd Grimlore's shadowblight, shade's sight
5th darkness, shadow blade
9th Mabar's darkness, vision of fear
13th ebon ray of doom, shadow of Moil
17th enervation, midnight

Abyssal Lash

Starting when you choose this archetype at 3rd level, when you take the Attack action on your turn, you can use your bonus action to strike out at an enemy with a whip of necrotic energy. Make a melee spell attack roll against a creature within 15 feet. On a hit, the target takes 1d8 necrotic damage. At 10th level, you can add your Wisdom modifier to this damage.

Shield of Shadows

At 7th level, you can manifest or dismiss a shield composed of shadowstuff as a bonus action. This shield has no weight and attaches to one of your arms, leaving the arm free to wield weapons or perform other actions.

Abyssal Fury

At 11th level, once per turn, when you take the Attack action against a hostile creature you started your turn adjacent to, you can make an additional attack against it.

Wraith Step

By 15th level, when a creature makes a melee attack against you, you can use your reaction to become briefly immaterial, interrupting the attack. You can move up to 10 feet in any direction without provoking attacks of opportunity.

Rogue

Sawbones

You have trained yourself in the science of medicine and dissection. The sawbones learns every inch of physical anatomy, and uses it to heal their allies and harm their enemies in their most vulnerable parts. Back-alley doctors, battlefield medics, mad scientists, and other practitioners of all things biological can be sawbones, in one form or another. You heal your allies, harvest parts from dead creatures, and silence your enemies with deadly precision. Be careful of who you make fun of in med school. You know, if you went.

Back-Alley Medicine

Starting when you take this archetype at 3rd level, you gain proficiency in the Medicine skill. If you are already proficient in Medicine, you may choose another skill. When you make a Medicine check, you may choose to you your Intelligence instead of your Wisdom.

You can use your Cunning Action feature to administer a potion to a creature within 5 feet of you or to make a medicine check to stabilize a dying creature.

Surgeon's Toolkit

Also starting at 3rd level, you have accumulated a set of tools for combat medicine. While these tools are on your person, you can use an action to tend to the wounds of a creature within 5 feet of you. That creature can spend a number of its hit dice up to your Intelligence modifier, regaining hit points as if it spent those hit die during a short rest.

You can instead choose to end the effects of a poison or disease affecting the target, using a hit die instead of granting hit points.

Grim Salvage

Starting at 9th level, you can surgically harvest parts from dead monsters and preserve them for future use. You can spend 10 minutes with the corpse of a non-construct, non-ooze creature that has been dead for no longer than 5 days. At the end of the time period, make a Medicine check with a DC equal to 5 + the creature's CR. On a success, you harvest an organ from the list below, as long as the creature had the ability. You may attempt this ability once per dead creature. Failing the Medicine check by 5 or more subjects you to the effect.

The organ can be used once to replicate an ability of the origin creature before it is rendered inert. Any damage dice, saving throw DCs, and modifiers are identical to the origin creature's, when it was alive.

Poison. You extract the venom gland or toxin sack the creature used, or harvest a vial of venom. You may use a bonus action to administer the toxin to one of your weapons. The first time the weapon hits a creature within the next minute, the target suffers the effects of the toxin.

Breath Weapon. You extract the gland responsible for a creature's breath weapon. As an action, you can activate the gland and unleash its deadly payload.

Gaze Effect. You extract the eyes or other part of a creature that it uses for a gaze ability. As an action, you can activate the organ and use the creature's gaze ability on a target within range.

Innate Spellcasting. You extract the biological element that produces the creature's innate magic. When you harvest this organ, choose a spell from the creature's innate spellcasting list. As an action, you can activate the organ to cast that spell. A wizard can also dissect the organ, with your assistance, to transcribe the spell into their spellbook as if it were a spell scroll. Assisting the wizard does not grant advantage on the roll.

Adept Immunization

At 13th level, you've established a routine of administering small doses of poison to yourself in order to build up your body's defenses. You are immune to poison damage, the poisoned condidtion, and non-magical diseases.

Surgical Strikes

At 17th level, your field experience guides your attacks. Whenever you deal sneak attack damage to a living creature, the target's maximum hit points are reduced by the sneak attack damage and it can't regain hit points until the start of your next turn.

Additionally, whenever you kill a creature, you can do so in a way that makes it seem like they died of natural causes. Attempting to harvest an organ from the creature negates this effect.

Sorcerer

The First Flame

Your magical talents spawn from the First Flame, that primal spark of fire that introduced light to the darkness long ago. It spawned a magic that generated creation and life, but also dealt death and destruction to those who could not control it.

Flame Affinity

Starting at 1st level, you can manipulate small flames, such as candles and torches. As a bonus action, you can light or douse small flames within 30 feet. Any flame lit this way gives off bright and dim light for an extra 5 feet each. You also know the control flames and produce flame cantrips.

Heart of Fire

The power of the First Flame burns in your blood, empowering your spells and protecting you from the elements. Also starting at 1st level, you can change the damage type of any of your spells to fire damage.

In addition, you have resistance to fire damage.

Heat of Battle

Starting at 6th level, you can spend sorcery points when you hit a target with a spell to deal additional fire damage. The spell deals 1d6 fire damage per sorcery point spent. You can spend a number of sorcery points per turn equal to your proficiency modifier.

Additionally, if you roll a 1 on a damage die that deals fire damage, you can reroll that die. You must use the result of the new roll.

Spontaneous Combustion

Starting at 14th level, your flames take on a life of their own. When you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker equal to 2d6 + your Charisma modifier.

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

Additionally, you can use an action to light or douse all candles, torches, or any other flammable objects within 60 feet.

Spirit Ignition

At 18th level, you can use an action to spread the flame in your heart to the hearts of your allies, increasing their vigor and resolve. For a number of rounds equal to your Charisma modifier, all allies within 30 feet of you have advantage on saving throws against spells, and their weapon attacks deal an additional 1d8 fire damage.

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

The Crushing Deep

You gain your talent for sorcery from the primordial force of water, spawned from the heart of the abyssal depths. Many who are gifted in this way have long lineages of seafarers, and feel the call of the sea as strongly as their forefathers. The sorcerers who learn to master the power of the crushing deep are said to be able to spawn whirlpools and flood deserts.

Ocean's Breath

You are naturally talented at living at sea, and feel at home in the water. You can hold your breath for a number of minutes equal to twice your Constitution modifier. In addition, you gain a swim speed equal to your walking speed. The cantrip shape water and the spell create or destroy water are added to your spell list, and do not count against the number of spells known.

You are also immune to bludgeoning damage caused by water pressure.

Crushing Wave

At 1st level, your spells can channel the force of the sea to batter your enemies. When you cast a spell of 1st level or higher, you can spend 1 sorcery point to force the target of the spell to succeed on a Strength saving throw or be pushed 10 feet in any direction you choose.

Heart of the Sea

At 6th level, you can use the curative powers of water to heal yourself. As an action, you can spend sorcery points to heal yourself or another, recovering 1d8 hit points per sorcery point spent. The maximum number of sorcery points you may spend per turn in this way equals your proficiency modifier.

Additionally, you can now breathe both air and water.

Tidal Manipulation

Starting at 14th level, you can quickly change the state of water to your advantage. As a bonus action, you can spend 1 sorcery point to immediately condense, freeze, melt, or evaporate up to 10 gallons of water. Spending additional sorcery points allows to you affect an additional 10 gallons per sorcery point spent.

If the water is on the floor, you can freeze the water, and the area becomes difficult terrain for 1d4+1 rounds. Alternatively, you can evaporate the water and create a mist, creating 1 cubic foot of mist per gallon of water evaporated. Any creature in the mist has partial cover if it is fully covered by the mist. The mist lasts for 1d4+1 rounds, but can be blown away by strong winds. You can also condense existing mist at the same rate (1 cubic foot of mist to 1 gallon of water), but may not skip states.

You may attempt to freeze the water on a creature. If you do so, that creature must make a Strength saving throw, taking cold damage equal to 2d6 + your Charisma modifier and being restrained on a failed save or half as much damage and not being restrained on a successful save. However, their movement speed is halved until the end of their next turn.

Alternatively, you can attempt to boil the water. Any creature within the water must make a Constitution saving throw, suffering fire damage equal to 2d10 + your Charisma modifier on a failed save or half as much on a successful one.

Rising Tide

At 18th level, your mastery over your inner waters is complete. You can use an action to channel the ferocity of the sea and throw your foes into turmoil. For a number of rounds equal to your Charisma modifier (minimum 1), all enemies within 30 feet of you must succeed on a Constitution saving throw or take a level of exhaustion. Enemies then make this saving throw again at the start of each of their turns, taking an additional level of exhaustion on a failed saving throw.

The Monolith

Your sorcery draws from the very bones of the earth, an ancient monolith of dark stone and awesome size. The very planet itself has left its mark on you, making you more attuned to it. Since a very young age, you've felt a connection to the earth and stone that most dwarves would envy, and your ability to magically manipulate stone has made you a gifted mage.

Child of the Earth

Your innate connection with stone gives you access to magic that would otherwise be beyond your reach. You may add the spells meld into stone, stone shape, stone skin, flesh to stone, and wall of stone to your list of spells known. They do not count against your number of spells known. These spells must still be cast by expending a spell slot of an appropriate level, but do not require material components.

Additionally, you gain tremorsense out to a range of 20 feet along a surface while your body is touching that surface.

Atlas Stance

Also starting at 1st level, if you are standing on the ground or otherwise have your feet connected to earth or stone, you have advantage on Strength checks and saving throws, and cannot be knocked prone against your will.

Stone Guardian

Starting at 6th level, when you are attacked, you can use your reaction and spend 1 sorcery point to harden your body to stone. Until the end of your next turn, you gain a +1 bonus to your armor class. You can spend additional sorcery points to increase your armor class bonus by one per sorcery point, to a maximum equal to your proficiency bonus.

Stone Affinity

Starting at 14th level, when you cast a spell granted by your Child of the Earth feature, you may spend 1 sorcery point to cast them using a spell slot 1 level lower. You may spend additional sorcery points to reduce the spell slot level required by 1 per sorcery point. Spells reduced to 0th level spell slot are cast as cantrips.

Additionally, you can cast the spell investiture of stone, and regain the ability to do so after you complete a long rest.

Quicksand

At 18th level, you can use your action to turn a patch of earth within 100 feet of you into quicksand with a radius of 15 feet. For 10 minutes, any creature that begins its turn within the quicksand must make a Strength saving throw. On a failure, it is subject to the following penalties. A creature trapped in the quicksand must repeat its Strength saving throw at the end of its turn.

Stage 1. The creature cannot move on its turn. If it fails its next saving throw, it goes to stage 2; if it succeeds, it is free of the quicksand.

Stage 2. The creature is restrained. If it fails its next saving throw, it goes to stage 3; if it succeeds, it goes to stage 1.

Stage 3. The creature is restrained completely underground and cannot be targeted by attacks. It cannot attack or breathe, but may cast spells that do not require verbal components. If it fails its next saving throw, it stays at stage 3; if it succeeds, it goes to stage 2.

If a creature is within the quicksand when the effect ends, it appears on the surface where it entered the quicksand.

Once you use this feature, you cannot use it again until you complete a long rest.

The Primal Gale

The primal gale is an ancient spirit from the beginning of time that manifests itself as violent wind storms, often displaying its force through tornadoes and hurricanes. Driven by this wild call of the storms, your powers manifest themselves through thunderous shouts and concentrated lightning storms.

Call of the Wind

You can create thunder on a whim, often to terrifying effect. Starting at 1st level, you gain expertise in Intimidation.

You can also spend 1 sorcery point to let out a thundering shout that carries your voice for 1 mile in every direction.

Crackling Spell

Also starting at 1st level, you can channel lightning and thunder into your spells. When you deal damage with a spell, you can spend 1 sorcery point to deal extra lighting or thunder damage equal to your Charisma modifier. Additionally, you can add the spells call lighting, lightning bolt, and spark to your list of spells known. They do not count against the number of spells you may know.

Song of Storms

Starting at 6th level, you're able to drastically change the weather. As an action, you can create a thunderstorm in a 100 foot radius around you. All creatures in the radius have their speed reduced by 10 feet, and are considered to be in partial cover. At the start of your turn, one random enemy must succeed on a Dexterity saving throw, taking 1d8 lightning damage on a failure or half as much on a success. The storm lasts for 1 minute before disappating.

Once you use this feature, you regain the ability to use it again after you complete a long rest.

Additionally, you can slightly alter the weather at will. You can summon or dismiss clouds, create light rains or breezes, or call up a light fog.

Stormborn

Starting at 14th level, your ability to control the storm manifests itself and allows you to imbue yourself with the power of the storm. You can use an action and spend 1 sorcery point to give yourself a fly speed equal to your walking speed for 1 minute. Additionally, if you are hit by an attack or spell that deals lightning or thunder damage, you can use your reaction to take no damage and reflect the damage back to the attacker. Additionally, you can add the spell fly to your list of spells known. It does not count against the number of spells you may know.

Primal Manifestation

At 18th level, you can use an action to surround yourself in an intense windstorm and embody the spirit of the primal gale. For a number of rounds equal to your Charisma modifier, you gain resistance to all damage types except poison and psychic, your movement speed increases by 10 feet, and your sorcerer cantrips deal an additional 4d6 lightning damage. A target that takes damage from this source must succeed on a Constitution saving throw or be paralyzed until the end of your next turn.

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

Hemomancy

Within your veins lies the darkest and most dangerous form of magic. Blood is a powerful arcane channeler. Only the foolish or the very wise tamper with it as a component, and those who do often suffer as much as they excel. As a blood sorcerer, you substitute self-mutilation for study. You may not be as well-read as some spellcasters, but the path you’ve chosen taxes the body, not the mind.

Many blood sorcerers discover these occult secrets in ancient grimoires, learning to carve hideous but powerful symbols in their flesh. Others enter the apprenticeship of a vile mentor who personally instructs them. Whether you use blood magic to help others or to serve your own ambitions, it is a practice that will leave you scarred, literally and figuratively.

Blood Blight

When you select this origin at 1st level, your blood manifests occult properties that enhance your magic and leave you in pain. You can use blood as a replacement for the material components for any sorcerer spell you cast, including those with a cost listed. Any components mentioned in the body of the spell description are still required.

Additionally, the temperature of your blood becomes intolerably high. Objects and creatures that touch your blood take 1 fire damage. You are immune to damage caused by your own blood.

Sanguine Power

Starting at 2nd level, you gain the ability to fuel your metamagic with your own life force. When you take a short rest, you can choose to expend hit dice and recover sorcery points. You recover a number of sorcery points equal to the number of the dice expended in this manner. Hit dice expended in this manner count against the number of hit dice you may spend during a short rest.

Occult Recovery

At 6th level, your ability to manipulate the magic produced by your spells increases, allowing you to spend hit points to recover sorcery points. As an action, declare the number of sorcery points you’re recovering and expend that many hit dice. Roll the expended dice and take necrotic damage equal to the total.

Bloodshield

Also starting at 6th level, your ability to manipulate blood enables you to punish foes with their own power. When you take damage from any source, you can use a reaction and spend 1 sorcery point to set aside one damage die rolled against you from that source before it is rolled. You take no damage from that die. Instead, you may roll it before the end of your next turn and add the result to one of your attack or damage rolls.

Tribute

Starting at 14th level, your darkest spells become fortified with unnatural power. Whenever you cast an enchantment, illusion, or necromancy spell using your own blood as a material component, your spell save DC increases by 2 for the first saving throw rolled against it.

Wounded Vigor

At 18th level, pain becomes a source of strength to you. When you take piercing or slashing damage, you can use your reaction to gain temporary hit points equal to the damage taken.

Vampiric Bloodline

Bite

At 1st level, you gain a natural weapon. Your bite deals 1d4 piercing damage, and has the finesse property. On a hit, the target takes an additional 1d4 necrotic damage, and you regain hit points equal to the necrotic damage dealt. The necrotic damage equals to 2d4 at 6th level, 3d4 at 14th level, and 4d4 at 18th level.

If you reduce a creature to 0 hit points or otherwise incapacitate them, you may use a bonus action or reaction to bite them and regain hit points equal to your Charisma modifier plus your sorcerer level. You may bite an unconcious, charmed, or incapacitated creature without ending that condition.

Hunter's Climb

Also starting at 1st level, your vampiric blood enables you to climb on sheer surfaces. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check and while leaving your hands free.

Undead Fortitude

Also at 1st level, while you are not wearing armor, you can add your Constitution modifier to your AC. You can use a shield and still gain this benefit. At 14th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Enthrall

Starting at 6th level, you learn to imitate your forebear's entrancing ability. As an action, you can force a creature within 60 feet that can see you to make a Wisdom saving throw or be charmed or frightened by you (your choice). This condition ends when it can no longer see you or takes damage from you or your allies. If it succeeds on the saving throw, it cannot be affected in this way for 24 hours.

Endurance

By 10th level, your immortal blood has extended your lifespan. You no longer age, do not suffer any effects of age, and cannot die of old age. Additionally, you cannot be magically aged.

Shapeshifter

By 14th level, you learn how to change your shape in echo of your parentage. As an action, you can spend 2 sorcery points to Wild Shape (as the druid class feature) into the form of a wolf, a bat, or a rat. Alternatively, you can take the form of a swarm of bats, a swarm of rats, or a dire wolf.

Misty Vengeance

At 18th level, your innate vampiric magic enables you to stave off death in an echo of your ancestor. When you are reduced to 0 hit points, you turn into a vampiric mist for a number of rounds equal to your Constitution modifier. You reform at the start of the turn following the last round.

If you deal any necrotic damage in the mist form, you regain that many hit points when you reform. If you have any hit points when you reform, you reform conscious and standing; otherwise, you are prone, unconscious, and stable.

You may use this feature once, and regain the ability to do so again after you finish a long rest.

Expanded Bloodline Spell Lists

The spells included here are learned after reaching the appropriate sorcerer level. They count as sorcerer spells for you, and do not count against the number of spells you may know.

*Spells in Grimlore's Grimoire

**Spells in this supplement

Divine Soul

Sorcerer Level Spells
1st detect evil and good, divine favor
3rd aid, protection from poison
5th beacon of hope, revivify
7th aura of purity, guardian of faith
9th circle of power, dispel evil and good

Draconic

Sorcerer Level Spells
1st cause fear, thunderwave
3rd dragon's breath, see invisibility
5th fear, fly, scaleskin*
7th elemental bane, stoneskin
9th skill empowerment, undying vigor of the dragon lords**

Shadow

Sorcerer Level Spells
1st false life, inflict wounds
3rd pass without trace, silence
5th feign death, hunger of Hadar
7th shadow of Moil, unseen claw*
9th mislead, negative energy flood

Storm

Sorcerer Level Spells
1st create or destroy water, thunderous smite
3rd gust of wind, levitate
5th call lightning, fly, tidal wave
7th control water, ice storm
9th control winds, maelstrom, storm's eye**

Wild Magic

Sorcerer Level Spells
1st chaos bolt, hapless soul
3rd surge of chaos*, spell flux**
5th blink, enemies abound
7th confusion, polymorph
9th chaotic wellspring*, synaptic static

Blood Magic

Sorcerer Level Spells
1st feast on life**, hemorrhage**
3rd analyze blood*, life bolt**
5th cloak of blood**, life transference
7th blood lightning**, bloodlet*
9th blood of fire**, fire in the blood**

Vampiric

Sorcerer Level Spells
1st cursed with undeath*, east on life**
3rd analyze blood*, blur
5th gaseous form, vampiric touch
7th bloodlet*, night's mantle**
9th kiss of the vampire**, wings of night**

Patron: The Blood

Vampires, by common folk, are known as the absolute masters of the night. They are powerful, violent, and terrifying beyond measure. Despite that, one of the defining traits of the master vampire is his unfailing ability to draw others to him, to bind them to his service, and to subjugate them with his awe.

Warlocks who take the Blood Pact seek to gain a measure of a master vampire's incredible strength, intimidating presence, and immortal stamina. They desire to become true masters of the night, and, eventually, vampires in their own right.

The Blood Expanded Spells

Spell Level Spells
1st fog cloud, inflict wounds
2nd alter self, spider climb
3rd conjure animals, haste
4th dominate beast, greater invisibility
5th dominate person, geas

Bloodthirst

At 1st level, you grow a sharp pair of retractable fangs, and gain a powerful thirst for blood. You gain a natural weapon that deals 1d4 piercing damage and has the finesse property. You are proficient with this weapon.

Additionally, after an enemy is reduced to 0 hit points, you can use your bonus action or reaction to regain a number of HP equal to your Charisma modifier + your warlock level. You may also do this against an unconcious or charmed enemy.

Alluring Presence

At 6th level, you learn to melt your opponent's willpower with but a stare. As an action, you may choose a creature within 30 feet that you can see to make a Wisdom saving throw. On a failed save, the creature is charmed or frightened by you (your choice). This effect ends once the creature can no longer see you, is further than 60 feet from you, or takes damage.

A creature that successfully saves against this effect cannot be affected by it again for 24 hours.

Immortal Fortitude

At 10th level, your skin (and possibly your hair) toughens and takes on an unearthly hue (porcelain white, jet black, emerald green, etc.), and your aging seems to stop altogether. When you finish a short or long rest, select two damage types from the following: bludgeoning, piercing, or slashing damage. You gain resistance to these two damage types until you complete a short or long rest. This resistance does not affect damage from magical or silver weapons.

Additionally, you no longer age, do not suffer the effects of old age, cannot be magically aged, and cannot die from old age.

Child of the Night

At 14th level, you gain the ability to change your form like that of your master. As an action, you can Wild Shape (as the druid class feature) into the form of a wolf, a bat, or a rat. Alternatively, you can take the form of a swarm of bats, a swarm of rats, or a dire wolf. If you take one of these forms, you must complete a short or long rest before you can use one of those forms again. At 18th level, you no longer need to complete a short or long rest before you can use a form again.

Patron: The Trickster

You have formed a pact with a powerful trickster spirit, a common theme in myths and legends from people in nearly every culture in the multiverse. Oftentimes, it is a trickster god, but any number of powerful fey creatures or djinni take as much delight in causing discord and fomenting chaos among mortals. Usually, they seek nothing but their own amusement, but some seek chaos for darker reasons.

Trickster spirits ask very little of those who form a pact with them, in comparison to many otherworldly patrons - especially in terms of sweeping missions or long-term goals. They only ask for a reasonably persistent pattern of mischief, both pulling the veil over the eyes of others and pulling the rug out from under those who deserve it. Engage in tomfoolery, random pranks, or otherwise make those around you question reality.

Expanded Spell List

The Trickster 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.

Trickster Expanded Spells

Spell Level Spells
1st disguise self, silent image
2nd alter self, Nystul's magic aura
3rd blink, nondetection
4th greater invisibility, polymorph
5th modify memory, seeming

Sow Chaos

Starting at 1st level, you gain the minor illusion and thaumaturgy cantrips, and they do not count against your number of warlock cantrips known. You can cast both of these cantrips without needing any spell components (verbal, somatic, or material), giving you a superior ability to stealthily alter the world around you.

Additionally, the effects of your minor illusion cantrips do not end when you cast the cantrip again. Instead, it shares a pool of maximum effects with your thaumaturgy cantrip. You can have a combined number of up to six effects active at one time. If you already have six effects active when you cast one of those spells, you must choose one of the existing effects to end.

You can use an action to dismiss any number of active effects from your minor illusion and thaumaturgy cantrips at once.

Dramatic Death

Starting at 6th level, you can craft a cunning illusion of your own demise when harmed. When you take damage, you can use your reaction to turn invisible and create an illusion of your death. This illusion affects all senses (including touch) while it persists. You remain invisible until the end of your next turn, or until after you attack or cast a spell. The illusion of your corpse persists until the end of your next turn.

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

Trickster's Aegis

Starting at 10th level, your patron teaches you how to alter the perceptions of others on a more permanent basis. You learn the major image spell, and it does not count against your number of warlock spells known. When you cast the major image spell using one of your warlock spell slots, you may change its duration to "Until dispelled" as though you had cast it using a 6th level spell slot.

Once you cast major image as a 6th level spell in this manner, you can't do so again until you finish a short or long rest.

Misty Arcanum

Starting at 14th level, when you use your Mystic Arcanum class feature to cast a spell, you may instead cast any illusion spell of the same level or lower as if it were one of your arcanum spells. This illusion is cast at the same level as the arcanum you are replacing.

Once you use this feature, you can't replace an arcanum spell with an illusion spell in this way until you finish a short or long rest.

Patron: The Void

Your patron is the void, unimaginable and everlasting. This elder entity has witnessed the original gods and goddesses come to being. Not a soul knows the true form, nor the name of The Void. In fact, little knowledge exists of it at all. It is said that it always gazes, always grows, and always consumes.

Gaining favor of The Void is very uncommon and certainly not a simple endeavor. It requires constant understanding of all things unusual. If proven, the knowledge gifted by the Void is absolutely extraordinary.

Expanded Spell List

The Void 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.

The Void Expanded Spells

Spell Level Spells
1st fog cloud, identify
2nd zone of truth, moonbeam
3rd Melf's minute meteors, protection from enery
4th conjure minor elementals, fabricate
5th reincarnate, planar ally

Oblivion Orb

Starting at 1st level, the Void has granted you the ability to conjure an anomalous orb of pitch black energy.

You can use your action to create the orb anywhere in an empty space within 5 feet of yourself. It floats around you, moving wherever you'd like it to.

You can alter the orb as a bonus action as if you had cast the minor illusion spell.

You are proficient with it while you wield it. The orb counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

It 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 weapon (no action required), or if you die. While the Oblivion Orb is conjured, you have access to Orb spells, listed at the end of this archetype.

Void's Embrace

At 6th level, you form a much greater bond with the Void. It grants you immunity to Psychic damage. You're also gifted with the following Oblivion Orb spell, which you may cast once per long rest.

The Second Dream

At 10th level, you may travel to and from the Void after any long rest. While there, you may choose one of the following boons. This boon lasts until you take another long rest.

Grim Vigor

Slaying a foe in combat heals you for 1d8 plus your spellcasting modifier.

Voidspawn Ally

A Shadow Demon with permanently half hit points accompanies you and fights for you. It rolls its own initiative.

Elder Knowledge

Choose one 1st level, one 2nd level, and one 3rd level spell to learn. They are considered warlock spells for you, and they needn't be from the same spell list. They don't count against your number of spells known.

Devour

Starting at 14th level, you can force a target you can see that is within 120ft of you to make a Dexterity saving throw. On a failure, the target takes 10d8 psychic damage and is Frightened for 1 hour. If this ability kills the target, you regain 2d12 hit points. Once you use this feature, you cannot use it again until you finish a long rest.

Orb Spells

Null Zone

Conjuration Cantrip

Casting Time: 1 action

Range: 30 feet

Components: V, M (Oblivion Orb)

Duration: Instantaneous

You create a magical zone, an empty pocket to the void. It is a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, they no longer exist on any plane of existence. On a success, they appear back in the space they were prior to disappearing. While in this non-space, there is little to do but think.

Otherworldly Cure

Necromancy Cantrip

Casting Time: 1 action

Range: 60 feet

Components: V, M (Oblivion Orb)

Duration: Instantaneous

A creature of your choice within range that you can see gains temporary hit points equal to 1d4 + your spellcasting ability modifier. If the chosen target has 'Chaotic' in their alignment, they gain temporary hit points regained equal to 2d4 + your spellcasting ability modifier instead.

At Higher Levels: When you cast this spell using a spell slot of 1st level or higher, the amount of temporary hit points increases by 1d4 for each spell slot level.

Unravel (3 per Day)

Divination Cantrip

Casting Time: 1 action

Range: Touch

Components: V, M (Oblivion Orb)

Duration: Instantaneous

You touch one object or entity. A small, erratic fragment of understanding surges through you. The Dungeon Master tells you one random truth regarding the thing you touched. This truth can be anything such as: the object is blue, he is nearby, or the blade was forged in a volcano by a Fire Giant. The truth MUST be something the player did not already know or is not aware they knew.

Vacuous Bolt

Evocation Cantrip

Casting Time: 1 action

Range: 120 feet

Components: S, M (Oblivion Orb)

Duration: Instantaneous

The Oblivion Orb turns into an amorphous missile and flies toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 4d4 psychic damage. If the total damage equals or exceeds 16, the target of the spell must also make a Charisma save against your spell save DC or take an additional 2d4 psychic damage.

At Higher Levels: The spell creates more than one bolt when you reach higher levels: two bolts at 5th level, three bolts at 11th level, and four bolts at 17th level. You can direct the bolts at the same target or at different ones. Make a separate attack roll for each bolt.

Contact Strange Being

3rd level Conjuration

Casting Time: 1 action

Range: Self

Components: S, V, M (Oblivion Orb)

Duration: Instantaneous

You reach out beyond the planes of existence, contacting an unknown, strange creature from The Void. You send a short message of thirty words or less to this being. The creature hears the message in its mind, recognizes you as the sender, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

Depending on the contents of the message, the results may be vastly different. The DM decides what happens next. If convinced, a strange being from the void may appear nearby and aid you in battle, or it may appear to try and kill the new alien that has contacted it. It may even grant the spellcaster important knowledge.

Contact Table

Result Void Contact
1 Summon a random hostile aberration (CR 8 or less)
2 1d4 points of exhaustion
3 Become cursed, as the bestow curse spell
4 Nothing happens
5 Nothing happens
6 Summon a random fiend (CR 8 or less)
7 Become blind for 1d4 hours
8 Summon a random (useful) fae that requires tribute before or after helping
9 Summon a night hag
10 Summon 1d6 friendly beasts (CR 5 or less)
11 Summon a friendly Invisible Stalker
12 Summon a friendly Fomorian

New Pact Boons

Pact of the Cannon

A curious variation on the Pact of the Blade. Instead of a conventional weapon, your patron grants you an experimental firearm. You can use a bonus action to create a loaded pact firearm in your hand, choosing from any of the non-hunter equipment in this supplement. You may also perform a 1-hour ritual with any firearm you acquire to make it your pact firearm.

You are proficient with your pact firearm while you wield it, and you can use a bonus action to reload it when its magazine is empty. Your pact firearm is considered magical for purposes of overcoming resistance and immmunity to non-magical attacks and damage. Your pact firearm disappears if it is more that 5 feet away from you for 1 minute, if you use this feature again, if you dismiss the firearm as a free action, or if you die.

Pact of the Mind

Prerequisite: The Void patron Your patron gives you immense knowledge which was previously incomprehensible to you. You now understand and can cast all but 1d10 cantrips unless you have previously chosen them or choose them while leveling up. You may pick and choose which of these spells you do and do not know.

Pact of the Flesh

You give yourself over completely to your patron, taking on greater aspects of your benefactor in exchange for more power. Your skin changes to reflect this, changing form and becoming more resistant to damage. When you take bludgeoning, piercing, or slashing damage from a nonmagical source, you can reduce the damage taken by 3.

New Invocations

Aggressive Fire

Prerequisite: 5th level, Pact of the Cannon feature You can attack twice with your pact firearm, instead of once, whenever you take the Attack action on your turn.

Bullet Time

Prerequisite: 15th level, Pact of the Cannon feature Immediately after you roll for initiative, if you are not surprised, you can spend a warlock spell slot and use your reaction to cast haste on yourself. You regain the use of this feature after you finish a long rest.

Deadeye

Prerequisite: Pact of the Cannon feature Being within 5 feet of a hostile creature or attacking at long range doesn't impose disadvantage on your attack rolls with your pact firearm. Additionally, you can use your pact firearm as a spellcasting focus for your warlock spells.

Death List

Prerequisite: 9th level, Pact of the Cannon feature Immediately after you roll for initiative, if you are not surprised, you can spend a warlock spell slot to Mark a number of creatures up to your Charisma modifier. You gain a death die, which begins as a d4 you add to the damage rolls you make against a creature Marked by this feature. When you reduce a creature Marked by this feature to 0 hit points, the death die increases by 1 step (first to d6, then d8, d10, d12).

Your Mark(s) last for 1 minute, or until you hit an unMarked creature. You regain the use of this feature after you finish a long rest.

Dual Dirge

Prerequisite: Pact of the Cannon feature Whenever you create your pact firearm in the form of a pistol, you can choose to create a second loaded pistol in your other hand. When you take the Attack action and attack with a one-handed weapon, you can use your bonus action to attack with a pistol you are holding. This invocation also allows you to make an additional acquired firearm your pact firearm, as long as both firearms are pistols.

Eagle Eye

Prerequisite: Pact of the Cannon feature While you are wielding your pact firearm, its short and long attack range are both doubled.

Quickdraw

Prerequisite: Pact of the Cannon feature Immediately after you roll for initiative, if you are not surprised, you can use your reaction to summon or draw your pact firearm and make one attack with it against a creature within range.

Monstrous Claws

Prerequisite: 5th level, Pact of the Flesh feature You can grow a pair of wickedly sharp claws. The damage die of your unarmed strikes increases to 1d6, you can choose to deal either bludgeoning, piercing, or slashing damage with your unarmed strikes. Your unarmed strikes are considered magical for the purposes of overcoming damage resistance or immunity.

Additionally, when you use the Attack action to make an unarmed strike, you can attack twice instead of once.

Monstrous Carapace

Prerequisite: 11th level, Pact of the Flesh feature Your already tough form becomes almost impenetrable. When you take bludgeoning, piercing, or slashing damage from a nonmagical weapon that isn't silvered, you can reduce the damage taken by an amount equal to 3 + your Charisma modifier.

Monstrous Wings

Prerequisite: 17th level, Pact of the Flesh feature You grow a pair of wings, gaining a flight speed equal to your normal movement speed.

Curious Knock

Prerequisite: 7th level

You can cast knock once without expending a spell slot. You can't do so again until you complete a short or long rest.

Devious Lock

Prerequisite: 7th level

You can cast arcane lock once without expending a spell slot. You can't do so again until you complete a short or long rest.

Eldritch Script

You can cast illusory script at will, without expending a spell slot. You can use any ink or writing material as the material component for this casting.

Eternal Flame

Prerequisite: 7th level

You can cast continual flame at will, without expending a spell slot.

Infuriating Blast

Once on each of your turns when you hit a creature with your eldritch blast, you can cause that creature to have disadvantage on the next attack roll it makes against a creature other than you until the end of its next turn. The creature loses all effects from the Obscuring Blast invocation until the end of its next turn.

Master of Nothing

Prerequisite: 9th level

You can cast nondetection on yourself at will, without expending a spell slot or material components.

Mystic Mouthpiece

Prerequisite: 5th level

You can cast magic mouth at will, without expending a spell slot or material components. However, you can only create the magical mouth if the object already has a mouth, such as on a statue or in a painting. If the mouth is destroyed, the spell ends. When the magic mouth speaks, the physical mouth on the object appears to move and speak the message.

Obscuring Blast

Once on each of your turns when you hit a creature with your eldritch blast, you can cause that creature to have disadvantage on the next attack roll it makes against you until the end of its next turn. The creature loses all effects from the Infuriating Blast invocation until the end of its next turn.

Pranskter's Trap

You can cast snare at will, without expending a spell slot or material components. The duration of this spell ends immediately if you cast it again using this invocation.

Shifting Vistas

Prerequisite: 15th level

You can cast hallucinatory terrain at will, without expending a spell slot or material components.

Cantrip Invocations

Chill Touch

Life Drinker

Prerequisite: chill touch cantrip When you deal damage to a creature with chill touch, you gain temporary hit points equal to half the damage dealt.

Corpse Puppet

Prerequisite: chill touch cantrip If a beast or humanoid creature your size or smaller dies while the spectral hand from your chill touch clings to it, you can use your reaction to animate it, causing it to immediately stand up with 1 hit point. The creature retains the statistics it had in life, but suffers a -4 penalty to Dexterity and has the unholy resilience trait of a zombie. It remains animate for 1 hour, at which point it collapses and dies. In combat, the zombie acts on your initiative, and obeys your mental commands. You can raise a maximum of 1 zombie at a time this way. The number of zombies increases when you reach 5th level (2), 11th level (3), and 17th level (4).

Fire Bolt

Pyroclasm

Prerequisite: fire bolt cantrip When you cast fire bolt, you can cause a gout of ash to erupt from your hands in a 10-foot cone, moving you 10 feet in the opposite direction. The ashes heavily obscure the area, disappearing at the start of your next turn or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Soul Seeker

Prerequisite: fire bolt cantrip When you miss a target with the fire bolt cantrip, you can choose another target within 60 feet of the original target that is also within 120 feet of you and attempt another spell attack with the same cantrip against that target.

Soulfire

Prerequisite: fire bolt cantrip Your fire bolt projectile grows larger and takes on the appearance of a skull or demonic face, sheds bright light out to 10 feet and dim light for another 10 feet, and can wind around corners until it travels 120 feet. The caster may target creatures it cannot see but of which it is aware.

Frostbite

Burst of Frost

Prerequisite: frostbite cantrip When you cast frostbite, you can choose two creatures within range that are within 5 feet of each other. Both creatures are affected by the spell.

Chilling Cold

Prerequisite: frostbite cantrip When a creature succeeds on its saving throw against your frostbite, the creature takes half damage and suffers no additional effects. If it fails its saving throw, it has disadvantage on all attack rolls until the end of your next turn, in addition to the spell's usual effects.

Cold Snap

Prerequisite: frostbite cantrip When your target creature fails its saving throw against your frostbite, all creatures within 5 feet of it must also succeed on a Constitution save or have their speed reduced by 10 feet.

Infestation

Hungry Swarm

Prerequisite: infestation cantrip Each time a creature fails its saving throw against your infestation, it takes an additional 1d6 piercing damage. The damage increases when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Persistent Swarm

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

Directing Swarm

Prerequisite: infestation cantrip Whenever a creature fails its saving throw against your infestation, you can force the creature to move up to half its speed in a direction of your choice instead of moving randomly. This movement does not provoke attacks of opportunity.

Lightning Lure

Electric Disarm

Prerequisite: lightning lure cantrip When a creature fails its saving throw against your lightning lure, you may force it to drop one item of your choice it is holding instead of pulling the target closer. You can pull the item into your space, where it lands at your feet unless you have a free hand to catch it.

Toppling Lightning

Prerequisite: lightning lure cantrip If a creature fails its saving throw against your lightning lure, you have advantage on attack rolls against the creature until the end of your next turn. In addition, the creature cannot take reactions until the end of your next turn.

Magic Stone

Hail of Stones

Prerequisite: magic stone cantrip When you cast magic stone, you can immediately throw or hurl one of the enchanted stones as part of the same bonus action used to cast the spell. On subsequent turns, you can use a bonus action to throw or hurl an additional stone.

Additionally, you can now imbue up to 6 rocks with a single casting of this spell.

Forceful Throws

Prerequisite: magic stone cantrip When you throw or hurl a magic stone and miss your original target, the stone continues flying in a straight line up to its maximum range. If another creature is in the stone's path, you make an additional attack roll against that creature. On a hit, the creature takes damage. On a miss, the stone continues in its line.

The stone stops moving when it hits a creature or object.

Poison Spray

Enfeebling Poison

Prerequisite: poison spray cantrip Whenever a creature fails its saving throw against your poison spray, it becomes poisoned until the end of your next turn.

Cloud of Poison

Prerequisite: poison spray cantrip When you cast poison spray, you can choose two creatures within range that are within 5 feet of each other. Both creatures are affected by the spell.

Sword Burst

Blur of Swords

Prerequisite: sword burst cantrip When you cast sword burst, you don't provoke opportunity attacks until the end of your turn from all creatures that attempted a saving throw against the spell.

Toll the Dead

Marked for Death

Prerequisite: toll the dead cantrip If a creature fails its saving throw against your toll the dead, the creature becomes marked for death. The next time the creature takes damage before the end of your next turn, the creature takes an additional 1d6 necrotic damage. This damage increases when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Grasp of the Grave

Prerequisite: toll the dead cantrip An undead creature that fails its save against your toll the dead is frightened of you until the end of your next turn.

Diabolist

While most wizards study under one of the schools of magic, the diabolist doesn't specialize as directly. If anything, they'd claim they're "especially focused conjurationists", as if that has any way of hiding what they do. This class of wizards excells at conjuring and manipulating fiends to do their bidding, but begs the question: what is the price they pay for their power?

Infernal Summoner

Starting at 2nd level, you know the spell find familiar. It is automatically added to your spellbook, and does not count as one of your spells known or spells prepared. When you summon your familiar, it can take the shape of an imp or quasit. As a bonus action on your turn, you can command your familiar to perform an action or make an attack. While your familiar is alive, you have resistance to poison damage. If you were already resistant to poison damage, you are instead immune to it. At 10th level, you also gain resistance to fire damage.

Hellish Ties

Also starting at 2nd level, you have advantage on Arcana checks concerning fiends, summoning spells and rituals, and occult lore. When you copy a spell into your spellbook from another spellbook, you can pay twice the gold cost to copy the spell in one minute, and may choose to replace one of your currently prepared spells with the new spell. Alternatively, if you are copying the spell from a spell scroll or similar item, you can pay twice the spell's cost to automatically succeed in copying it into your spellbook. The price can be paid in gemstones or other valuables, not just in money.

Infernal Anchor

At 6th level, you learn to bind targets infernal chains. As an action on your turn, you can select 1 creature that you can see within 30 feet of you or your familiar to make a Charisma saving throw. On a failure, every foot the creature moves costs an additional foot of movement for the next minute. You regain the use of this feature after you complete a short or long rest.

Dark Metamorphosis

Also starting at 6th level, you can use an action to transform your familiar into a hellbeast. If you do so, your familiar disappears, and all creatures within 5 feet of its space may use their reaction to attempt a Dexterity saving throw against your spell save DC, taking 3d6 fire damage on a failure or half as much on a success.

A hellbeast (a hellhound, without the fire breath action) appears in your familiar's place. It acts on your initiative and obeys your verbal commands. If you issue no commands to it, it spends its turn trying to attack the nearest creature it perceives as hostile.

Your familiar remains in this form for 1 hour, or until it is reduced to 0 hit points. You can end the form early as an action. When the form ends, the hellbeast transforms back into your familiar in a harmless, momentary puff of noxious vapor.

You regain the ability to transform your familiar after you complete a long rest.

Hellrider

Starting at 10th level, you add the spell find steed to your spellbook. When you cast it, your steed uses the statistics of a nightmare.

Infernal Bond

Also at 10th level, your experience dealing with fiends grants you advantage on Persuasion checks made against them. Additionally, you can cast find familiar as a ritual using an action to summon your fiendish familiar.

Infernal Pact

Starting at 14th level, you learn a summoning ritual to raise and bind a fiend to your will. As a 1-hour ritual, you can spend a 3rd level spell slot, a 5th level spell slot, and a pint of fresh blood to summon a fiend from the lower planes.

By sacrificing a living, intelligent creature to the fiend, sacrificing a spell slot of 6th level or higher, or by sacrificing a great quantity of your own blood to the fiend (reducing your current hit points by half your maximum and your Constitution score by 2 until you complete a long rest), you make a pact with it, gaining one of the following benefits for the next 24 hours:

  • You can enlist the service of a fiend or fiends with a total challenge rating less than or equal to the highest spell slot sacrificed for a day. Roll initiative for the fiend(s), which has/have their own turns. A fiend disappears when it drops to 0 hit points, or at the end of 24 hours. The fiend is freindly to you and your companions for the duration but otherwise acts according to its alignment. It obeys any verbal commands that you issue to it (no action required). If you don't issue any commands to the fiend, it defends itself from hostile creatures but takes no other actions.
  • You gain resistance to nonmagical bludgeoning, piercing, and slashing damage for the duration.
  • When you roll damage for a spell, you can reroll a number of the damage dice up to your Intelligence modifier. You must use the new rolls.
  • You can cast any spell of 7th level or lower once in the next 24 hours without expending a spell slot or spell components.

After you make a pact in this manner, your pact must end you must complete a long rest before you can make another.

Feats

Akimbo Shooting

Prerequisite: Proficiency with at least 1 firearm with the light property.

You've practiced with a gun in both hands, adopting it as your own style. You gain the following benefits:

  • You can engage in two-weapon fighting with light firearms
  • Engaging in two-weapon fighting does not restrict your ability to reload or fix firearms.
  • When you reload a firearm while holding one in each hand, you can reload both firearms at once.

Blood Bullets

You've learned one of the alchemical tricks of the hunters of old, drawing ammunition from your own blood.

  • You can use a bonus action to reload a held firearm. Roll a die equal in size to your hit die. You take that much necrotic damage, and your held firearm is reloaded a number of rounds equal to half the damage taken, minimum of 1 round. Any bullets over the firearm's magazine's maximum are lost.
  • You can store a number of quicksilver bullets in your bloodstream equal to your proficiency bonus. You can take 1 point of piercing damage per bullet to use them instead of taking the usual necrotic damage.

Beastflight

Prerequisite: Werebeast Covenant While shifted and not in heavy armor, you sprout bestial wings from your shoulders, gaining a flying speed equal to your walking speed. Your armor shifts to accommodate them.

Cruel

The challenges and struggles you’ve faced throughout your life have left you ruthless in combat, relishing in the pain you inflict.

  • You have a number of cruelty points equal to your proficiency modifier. Once per turn, whenever you deal damage to a creature with an attack, you can spend one cruelty point to deal an additional 1d6 damage of the attack damage type to that creature.

  • You can also spend one cruelty point when you score a critical hit against a creature to regain 1d6 hit points.

  • While making an Intimidation check that involves inflicting pain, you can spend one cruelty point to gain advantage on the roll.

  • You regain your expended cruelty points when you finish a long rest.

Dracolich Affinity

Prerequisite: Dragonheart Covenant You gain +1 to Constitution. Additionally, you gain resistance to necrotic damage in addition to your current type, and you may add necrotic damage to the list of available damage types for Imbue Arms or any slayer spell that deals cold, fire, or lightning damage. Any methord that brings you back to life costs half the stated material component cost, and you suffer no penalties for being brought back to life.

Dual-Focused

Prerequisite: The ability to cast at least one spell

Countless hours have been spent training your mind to maintain focus on concurrent incantations, taxing as the process may be.

  • If you attempt to cast a spell that requires concentration while already concentrating on an existing spell, you can maintain concentration on both spells simultaneously.
  • If you take damage during this time, you must make a concentration check for each spell individually.
  • At the end of each turn where you have two spells you are concentrating on, you must make a Constitution saving throw (DC equals 8 + both spells’ levels combined). On a success, you maintain concentration on both spells. On a failure, you lose concentration on both spells.

Firearm Master

You have practiced with a variety of firearms, granting you the following benefits:

  • Your Dexterity score increases by 1, to a maximum of 20.
  • You gain proficiency in tinker's tools and four firearms of your choice. You use your Dexterity to fix your firearms.

Flash Recall

Prerequisite: The ability to prepare spells, and cast at least one spell

You’ve developed the ability to instantly recall an unprepared spell in moments of sudden necessity. As an action, you can instantly prepare a spell from your available class spell list (or spellbook, if you prepare spells from one) that you did not have prepared. This spell choice must be of a level for which you have spell slots. You then lose preparation of a different spell of your choice of equal or higher spell level.

If you are multiclassed, you can only Flash Recall spells from a class that prepares spells. Once you use this ability, you must finish a short or long rest before you can use it again.

Gambler

Spending countless hours winning and losing coin in alestained taverns has forged you into a consummate gambler and chance-seeking addict. You gain the following benefits and features:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency with two types of gaming sets of your choice.
  • You have advantage on Deception checks to bluff opponents in games of chance, and Persuasion checks to convince others to join you for a game.
  • You have a reputation as a card shark in some circles. Some folks may avoid playing you for this reason, while other higher-stakes gamblers may seek you out specifically.
  • When you take the Carousing downtime action, you may reroll your result once, but must keep the results of the second roll.

Gunslinging Adept

Prerequisite: Proficiency with at least 1 firearm.

Your training with firearms has begun to pay off. You gain the following benefits:

  • You learn two trick shots of your choice from among those available to the Gunslinger martial archetype. Your trick shots are not limited by level. If a trick shot requires your target to make a saving throw to resist the shot's effects, the DC equals 8 + your proficiency bonus + your Dexterity modifier.
  • You gain one grit point (which is added to any other grit points you may have), used to fuel your trick shots. When you use a trick shot, you expend a grit point. You recover any expended grit points after you complete a short or long rest, when you score a critical hit on a target creature, or when you deal the finishing blow to a creature with a challenge rating greater than or equal to 1/3 of your character level.
  • You may spend a grit point to fix a misfired (but not broken) firearm as a bonus action.

Gun Parry

Prerequisite: Proficiency in Firearms You stumbled across this old technique, a trick of the hunters of old. While wielding a one-handed firearm, you can use your reaction when target by a melee attack to make an attack against that creature. If you hit, you deal normal damage, and if your attack roll is greater than or equal to their attack roll, their attack is cancelled and they are considered stunned until the start of their next turn.

Intensified Dragon's Breath

Prerequisite: A breath weapon Your gland powering your breath weapon has been empowered, granting you the following benefits:

  • You have a number of uses of your breath weapon equal to 1 + your Constitution modifier (minimum of 1). You regain all expended uses after you complete a short or long rest.
  • When you use your breath weapon, you can spend multiple uses simultaneously, increasing the damage by 2d6 for each additional use spent. This increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
  • You can spend a charge to increase the saving throw DC of your breath weapon by your Constitution modifier (again). The DC now equals 8 + your proficiency bonus + twice your Constitution modifier.
  • You can spend a charge to increase the area of effect of your breath weapon. A 5 foot by 30 foot line becomes a 5 foot by 60 foot line and a 15 foot cone becomes a 25 foot cone.

Lone Blade Master

Prerequisite: Lone Blade fighting style You've trained extensively with only one blade, eschewing a shield in favor of greater lethality. While you wield a versatile weapon with two hands, the weapon gains the finesse property, and you gain a bonus to your AC equal to your proficiency bonus. Additionally, you can use your reaction to increase your AC against ranged attacks as well as melee attacks.

Mending Affinity

Your body has begun to adapt extremely well to healing itself through extraordinary means, gifting you the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • When a creature uses a healer’s kit to stabilize you when you are dying, you also regain hit points equal to your proficiency modifier.
  • Whenever you regain hit points as a result of a spell, potion, or class ability, you regain additional hit points equal to your proficiency modifier.

Mutable Form

Prerequisite: Moon Covenant When you cast the spell alter self, you may increase or decrease your size by one category, and you are only affected by shapechanging spells and effects if you desire. You keep your mental attributes and personality in any form.

Mystic Conflux

Through your repeated exposure to the natural flow of arcane magic throughout the world, you’ve adapted to attune with additional enchantments, though the process can be physically taxing. You gain the following benefits:

  • You have advantage on Arcana checks when investigating the nature of a magical object or device.
  • You can now be attuned to a maximum of four magical items, rather than the normal limit of three. Other attunement limitations still apply.

Rally

You shiver with excitement at the thought of bathing in your enemies' blood.

If you have taken damage since the end of your last turn and you attack with a melee weapon on your turn, you gain a number of temporary hit points equal to the damage you deal. The temporary hit points gained in this way cannot exceed the damage you were dealt. These temporary hit points stack with those from other sources, and disappear after you complete a short or long rest.

Rapid Drinker

Through a lifestyle of hard, competitive drinking, you’ve learned how to quaff drinks at an incredibly accelerated pace. You gain the following benefits:

  • You can drink a potion as a Bonus action, instead of as an action.

  • You have advantage on any saving throws triggered by ingesting an alcoholic or dangerous substance.

Scatter Shot

Prerequisite: Proficiency with at least 1 firearm with the scatter property.

Your training with firearms has taught you to rely less on precise shots and more on volume of fire. After all, one of them has to hit eventually, right? You gain the following benefits:

  • When you use a two-handed firearm with the scatter property, you do not suffer disadvantage from being within 5 feet on an enemy.
  • When you roll a 1 or 2 on a damage die for an attack made with a firearm with the scatter property, you can reroll it, but must use the new result.

Spelldriver

Prerequisite: Character level 8th or higher

Through intense focus, training, and dedication, you’ve harnessed the techniques of rapid spellcasting. You are no longer limited to only one non-cantrip spell per turn. However, should you cast two or more spells in a single turn, only one of them can be of 3rd level or higher.

Thrown Arms Master

You’ve honed your ability to lob weaponry into the fray, including weapons not meant for ranged combat. You gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • Simple and martial melee weapons without the thrown property can be treated as if they have the thrown property. One-handed weapons have a range of 20/60, while two-handed weapons have a range of 15/30.
  • Weapons that naturally have the thrown property increase their range by +20/+40.
  • When you miss with a thrown weapon attack using a light weapon, the weapon immediately boomerangs back into your grasp.

Unarmored Defense Master

Prerequisite: Unarmored Defense feature Your time training without armor has taught you how to move unhindered, free as the wind. While not wearing armor, you gain the following benefits:

  • Your jump distance is doubled.
  • When you make a Strength saving throw or any check to escape a grapple, you treat any roll below an 8 as an 8.
  • When a creature misses you with a melee weapon attack, you can move up to 10 feet. This movement does not use your reaction or trigger opportunity attacks, but your speed must be greater than 0.

Undead Recovery

Prerequisite: Haunted Covenant You gain +1 to Constitution, and if you would suffer necrotic damage, you instead regain half of the damage dealt.

Vampire Speed Boost

Prerequisite: Haunted Covenant You gain +1 to Dexterity, and the range of your Quick Step is doubled. If you quick step through a creature, it must make a Dexterity save (DC = 8 + your proficiency bonus + your Strength modifier) or take bludgeoning damage equal your hit die + your Strength modifier.

Visceral Attack

Prerequisite: Gun-Parry feat

Your path leads you to bloodier depths of Hunting. If you successfully gun-parry a creature, you can make a melee attack against it as part of that reaction. If it hits, it is a critical hit, and the target is no longer stunned.

Weapon Finesse

Your time spent in practice with your weapon has expanded your fighting style and enables you to perform martial feats that others would consider impossible. When you choose this feat, choose one melee weapon without the finesse property. While you wield that weapon, you treat it as if it had the finesse property.

Spells

Spells available in the campaign may be drawn from the Player's Handbook, Xanathar's Guide to Everything, the Sword Coast Adventuring Guide, Tasha's Cauldron of Everything, and Grimlore's Grimoire, in addition to those found in this section of the supplement. If you want a to learn a spell not included in one of the above sources, work with your DM via the spell crafting section below. Remember, the list of spells provided is not the complete list of spells in the world. Spells not included in any of the above sources may still be learned from spell scrolls and spell books.

Spell Lists

Artificer Spell List

Cantrips
  • Barrier Field
Level 2
  • Spell Flux
Level 3
  • Onyx Idol
Level 4
  • Gold Idol

Bard Spell List

Cantrips
  • Swarm of Gnats
  • Wracking Pain
Level 1
  • Hapless Soul
Level 2
  • Bolster
Level 3
  • Creeping Dark
Level 4
  • Rain of Blood
Level 5
  • Relive Memory
Level 7
  • Summon Effigy

Blood Hunter Spell List

  • See warlock spell list.

Cleric Spell List

Cantrips
  • Barrier Field
  • Unseen Scribe
Level 1
  • Hemorrhage
  • Styptic
Level 2
  • Bolster
  • Life Bolt
Level 3
  • Grasp Soul
  • Onyx Idol
Level 4
  • Gold Idol
  • Rain of Blood
Level 5
  • Storm's Eye
Level 8
  • Crystal Idol
Level 9
  • Personal Lair

Cultist Spell List

Cantrips
  • Acid Splash
  • Barrier Field
  • Chill Touch
  • Fire Bolt
  • Friends
  • Light
  • Mage Hand
  • Minor Illusion
  • Poison Spray
  • Shocking Grasp
  • Swarm of Gnats
  • True Strike
  • Unseen Scribe
  • Wracking Pain
Level 1
  • Alarm
  • Bane
  • Charm Person
  • Comprehend Languages
  • Detect Magic
  • False Life
  • Feast on Life
  • Hapless Soul
  • Hemorrhage
  • Hex
  • Identify
  • Illusory Script
  • Lesser Transmogrification
  • Mage Armor
  • Magic Missile
  • Protection from Evil and Good
  • Ray of Sickness
  • Styptic
  • Tasha's Hideous Laughter
  • Unseen Servant
  • Witch Bolt
Level 2
  • Blindness/Deafness
  • Bolster
  • Crown of Madness
  • Darkness
  • Detect Thoughts
  • Enthrall
  • Life Bolt
  • Locate Object
  • Spell Flux
  • Spider Climb
  • Suggestion
  • Swarm of Flies
Level 3
  • Animate Dead
  • Bestow Curse
  • Cloak of Blood
  • Creeping Dark
  • Dispel Magic
  • Fear
  • Glyph of Warding
  • Grasp Soul
  • Hunger of Hadar
  • Hypnotic Pattern
  • Magic Circle
  • Onyx Idol
  • Remove Curse
  • Sending
  • Stinking Cloud
  • Vampiric Touch
  • Water Breathing
Level 4
  • Arcane Eye
  • Blight
  • Conjure Minor Elementals
  • Evard's Black Tentacles
  • Gold Idol
  • Hallucinatory Terrain
  • Locate Creature
  • Night's Mantle
  • Phantasmal Killer
  • Rain of Blood
Level 5
  • Blood of Fire
  • Cloudkill
  • Conjure Elemental
  • Contact Other Plane
  • Dominate Person
  • Hallow
  • Insect Plague
  • Mislead
  • Modify Memory
  • Noxious Vapors
  • Planar Binding
  • Relive Memory
  • Teleportation Circle
  • Wings of Night
Level 6
  • Arcane Gate
  • Conjure Fey
  • Create Undead
  • Creeping Ichor
  • Guards and Wards
  • Mass Suggestion
  • Tasha's Otherworldly Guise
Level 7
  • Etherealness
  • Plane Shift
  • Prismatic Spray
  • Sequester
  • Simulacrum
  • Summon Effigy
  • Symbol
Level 8
  • Antipathy/Sympathy
  • Crystal Idol
  • Demiplane
  • Feeblemind
  • Mind Blank
  • Telepathy
Level 9
  • Astral Projection
  • Gate
  • Imprisonment
  • Personal Lair
  • Weird

Druid Spell List

Cantrips
  • Swarm of Gnats
Level 2
  • Bolster
  • Swarm of Flies
Level 3
  • Crushing Tide
Level 4
  • Odic Wellspring
Level 5
  • Blood of Fire
  • Primordial Torrent
  • Storm's Eye
Level 6
  • Creeping Ichor
Level 7
  • Summon Effigy
Level 9
  • Personal Lair

Paladin Spell List

Level 2
  • Bolster
Level 3
  • Grasp Soul
  • Onyx Idol
Level 4
  • Gold Idol
  • Rain of Blood

Ranger Spell List

Level 2
  • Bolster
Level 3
  • Creeping Dark
  • Fox's Fangs
Level 5
  • Storm's Eye

Slayer Spell List

Level 1
  • Absorb Elements
  • Animal Friendship
  • Armor of Agathys
  • Arms of Hadar
  • Bane
  • Bonding Serpents
  • Charm Person
  • Detect Evil and Good
  • Detect Magic
  • Fog Cloud
  • Hellish Rebuke
  • Protection from Evil and Good
  • Scouring Serpents
  • Springheel Tread
  • Thunderwave
Level 2
  • Alter Self
  • Augury
  • Blur
  • Crown of Madness
  • Darkness
  • Darkvision
  • Destructive Step
  • Hold Person
  • Mirage Step
  • Protection from Poison
  • See Invisibility
  • Silence
  • Vanishing Step
Level 3
  • Bestow Curse
  • Blink
  • Counterspell
  • Creeping Dark
  • Dispel Magic
  • Fear
  • Fox's Fangs
  • Protection from Energy
  • Kindle Self
  • Vampiric Touch
Level 4
  • Banishment
  • Elemental Bane
  • Locate Creature
  • Odic Wellspring
  • Stoneskin
Level 5
  • Contact Other Plane
  • Dispel Evil and Good
  • Fire in the Blood
  • Hallow
  • Hold Monster
  • Primordial Torrent
  • Storm's Eye
  • Wings of Night

Sorcerer Spell List

Cantrips
  • Barrier Field
  • Swarm of Gnats
  • Wracking Pain
Level 1
  • Hapless Soul
  • Lesser Transmogrification
Level 2
  • Life Bolt
  • Spell Flux
  • Swarm of Flies
Level 3
  • Cloak of Blood
  • Creeping Dark
  • Crushing Tide
  • Grasp Soul
Level 4
  • Blood of Fire
  • Blood Lightning
Level 5
  • Kiss of the Vampire
  • Undying Vigor of the Dragon Lords
Level 6
  • Creeping Ichor

Warlock Spell List

Cantrips
  • Barrier Field
  • Swarm of Gnats
  • Unseen Scribe
  • Wracking Pain
Level 1
  • Feast on Life
  • Hapless Soul
  • Lesser Transmogrification
Level 2
  • Swarm of Flies
Level 3
  • Fox's Fangs
  • Grasp Soul
  • Onyx Idol
Level 4
  • Gold Idol
  • Rain of Blood
Level 5
  • Noxious Vapors
  • Wings of Night
Level 6
  • Creeping Ichor
Level 8
  • Crystal Idol

Wizard Spell List

Cantrips
  • Barrier Field
  • Swarm of Gnats
  • Unseen Scribe
  • Wracking Pain
Level 1
  • Hapless Soul
  • Lesser Transmogrification
Level 2
  • Life Bolt
  • Spell Flux
  • Swarm of Flies
Level 3
  • Cloak of Blood
  • Creeping Dark
  • Crushing Tide
  • Grasp Soul
Level 4
  • Night's Mantle
Level 5
  • Blood of Fire
  • Kiss of the Vampire
Level 6
  • Creeping Ichor
Level 9
  • Personal Lair

Spells

Cantrips

Barrier Field

Abjuration Cantrip

Casting Time: 1 action

Range: 40 feet

Components: V, S

Duration: Instantaneous

A shimmering field appears in a 10-foot diameter circle within range. Any creature inside the field has half cover against ranged attacks that originate from outside the barrier. The barrier disappears at the start of your next turn. The circle's maximum diameter increases to 15 feet at 5th level, 20 feet at 11th level, and 25 feet at 17th level, but may be cast at a smaller diameter (no smaller than 10 feet).

Swarm of Gnats

Conjuration Cantrip

Casting Time: 1 action

Range: 20 feet

Components: V, S

Duration: 1 Round

You summon a swarm of biting gnats. Until the start of your next turn, you can use your reaction to direct the swarm to a target within range that is making an attack. The target must make a Constitution saving throw, taking 1d4 piercing damage and a -2 penalty to that attack on a failure. The spell's damage dice and penalty when you reach 5th level (2d4, -3 to hit), 11th level (3d4, -4 to hit), and 17th level (4d4, -6 to hit).

Unseen Scribe

Illusion Cantrip

Casting Time: 1 action

Range: 35 feet

Components: S

Duration: Instantaneous

With a gesture, you can draw simple drawings or words on any 5-foot square surface within range. You may not draw on an unwilling creature or any items carried by unwilling creatures.

Wracking Pain

Necromancy Cantrip

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: 1 round

The target is wracked with intense pain. Make a ranged spell attack against a target you can see within range. On a hit, the target takes 1d4 necrotic damage and has disadvantage on any attack rolls and ability checks it makes until the end of its next turn.

The potency of the spell increases at 5th level, 11th level, and 17th level. At 5th level, you may target 1 additional creature or deal 2d4 necrotic damage to a single target. At 11th level, you may target up to 2 additional creatures, deal 2d4 necrotic damage to two targets, or deal 3d4 necrotic damage to a single target. At 17th level, you may target up to 3 additional creatures, deal 2d4 necrotic damage to three targets, deal 3d4 necrotic damage to two targets, or deal 4d4 necrotic damage to a single target

First Level

Bonding Serpents

1st-level Conjuration

Casting Time: 1 bonus action

Range: Self (30 foot radius)

Components: V

Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, the target must make a Strength saving throw. If it fails, its limbs are bound to you by ribbons of elemental smoke.

Every foot the target travels costs an additional foot of movement, unless that movement brings it closer to you. This spell ends if you end your turn more than 30 feet away from the target.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell's maximum distance increases by 10 feet for each slot level above 1st.

Feast on Life

1st-level Necromancy

Casting Time: 1 reaction, which you may take in response to being damaged by a melee attack

Range: Self

Components: V, S

Duration: Instantaneous

As your foe strikes you with her blade, you charge your body with negative energy, healing your new wound at the expense of her health.

The creature that damaged you is momentarily surrounded by a black aura. The creature must make a Constitution saving throw. It takes 1d8 necrotic damage on a failed save, or half as much damage on a successful one. You regain hit points equal to the damage dealt.

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.

Hapless Soul

1st-level Enchantment

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a two-headed coin)

Duration: 1 minute

One creature within range must make a Wisdom saving throw. On a failure, its luck ebbs, causing a natural 2 to be treated as a natural 1 for the duration. If a natural 1 would automatically fail, the natural 2 does. This does not actually make the roll a 1, and if a natural 1 would not fail, it has no effect.

Additionally, if the creature rolls a natural 20, it must roll another d20. If the second roll is 10 or lower, the first roll is not a critical hit or an automatic success.

Hemorrhage

1st-level Necromancy

Casting Time: 1 action

Range: Touch

Components: V, S, M (a small scalpel)

Duration: 1 minute

Your touch inflicts a deep, painful wound that bleeds profusely and refuses to heal. Make a melee spell attack. On a hit, the target takes 1d6 piercing damage at the start of each of its turns from bleeding until the spell's duration expires. Neither mundane nor magical healing stops the bleeding. A styptic or heal spell does stop the bleeding.

Creatures without blood are immune to this spell.

Lesser Transmogrification

1st-level Transmutation

Casting Time: 1 action

Range: Self

Components: V, S, M (a drop of your own blood)

Duration: Concentration, up to 1 minute

You transform one of your arms into a prehensile tentacle. You can use your new appendage to make a weapon attack with reach, using your spellcasting ability for attack and damage rolls. The attack deals 2d8 bludgeoning, piercing, or slashing damage (your choice). On a hit, you may also make a grapple attempt against that creatrue, using your spellcasting ability modifier for the grapple check. Any equipment held in or on the chosen arm can be dropped on the ground or merged with the tentacle. Equipment that is merged with the tentacle has no effect until the spell ends.

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.

Scouring Serpents

1st-level Conjuration

Casting Time: 1 bonus action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

The next time you hit a creature with a melee weapon attack before this spell ends, the target is wreathed with scouring elemental streamers, suffering an additional 1d4 cold, fire, or lightning damage (your choice).

At the start of each of its turns until the spell ends, the target may attempt a Constitution saving throw. On a failed save, it takes 1d4 damage of the same type. On a success, it suffers no damage.

The spell ends early if you use your action to attack any other creature.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the size of the spell's damage die increases to 1d6 (2nd), 1d8 (3rd), 1d10 (4th), or 1d12 (5th).

Springheel Tread

1st-level Transmutation

Casting Time: 1 action

Range: Self

Components: M (a gummy mix of sap and ash)

Duration: 1 hour

Until the spell ends, you gain a climbing speed equal to your walking speed. You may climb up, down, and across vertical surfaces without occupying your hands.

In addition, any falling damage you suffer is halved, and the distance you can jump becomes 10 feet, if it would be lower. Jumping consumes movement as normal.

You only benefit from this spell's effects if you moved further than your walking speed on your last turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, your walking speed and minimum jumping distance increase by 5 feet and 10 feet, respectively, for each slot level above 1st.

Styptic

1st-level Necromancy

Casting Time: 1 action

Range: Touch

Components: S, M (a specially carved stick with a wax tip)

Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d4 + your spellcasting ability modifier. This healing has no effect on undead or constructs.

Additionally, the target of this spell immediately stops bleeding from any wounds it has suffered from slashing or piercing weapons, wounding effects, or a hemorrhage spell.

Second Level

Bolster

2nd-level Abjuration

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a pinch of bone marrow)

Duration: Instantaneous

Your allies' ability to endure increases. Choose up to 5 creatures within range. Each target gains 2 temporary hit dice.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, each creature gains an additional temporary hit die for each spell slot above 2nd.

Destructive Step

2nd-level Evocation

Casting Time: 1 bonus action

Range: Self (20 foot line)

Components: V

Duration: Instantaneous

You flicker forwards, trailing elemental energy like a comet. You move up to 20 feet in a straight line in any direciton, ending your movement in an unoccupied space. This movement does not provoke opportunity attacks and is not affected by difficult terrain. Your moement ends early if you hit an obstacle, though you can move through spaces occupied by hostile creatures.

Every creature within 5 feet of the line traced by your movement must make a Dexterity saving throw. On a failure, it suffers 2d6 cold, fire, or lightning damage (your choice), or half as much damage on a successful save.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 and the distance by 10 feet, respectively, for each slot level above 2nd.

Life Bolt

2nd-level Necromancy

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Instantaneous

Holding your palm outward, you intone the spell and empower it with a bit of your own life. A golden ray beams forth from your hand, striking an undead creature where its heart should have been.

You create three rays of brilliant light and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 1d12 radiant damage.

If you choose, you can expend some of your own life into the bolts. For each bolt you empower in this way, you sacrifice 1 hit point. In return, you roll the damage for that bolt twice and use the higher value.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Mirage Step

2nd Level Illusion

Casting Time: 1 reaction, which you take when you are attacked

Range: Self

Components: V

Duration: 1 minute

Your speed baffles attackers, as you shroud yourself in afterimages. Each time a creature targets you with an attack, roll a d20 to determine whether the attacker mistakenly targets an afterimage. If you have 3 afterimages, you must roll a 6 or higher to change the attack's target to an afterimage. With 2 afterimages, you must roll an 8 or higher. With one afterimage, you must roll an 11 or higher.

You create one afterimage when you cast this spell.

An afterimage's AC is equal to your spell save DC. If an attack hits an afterimage, it is destroyed. An afterimage can be destroyed only by an attack that hits it. It ignores all other damage and effects.

Whenever an afterimage is destroyed, you can move up to 10 feet, ending your movement in an unoccupied space. This movement does not provoke opportunity attacks, and is unaffected by difficult terrain. Your movement ends early if you hit an obstacle, though you can move through spaces occupied by hostile creatures.

The spell ends when all afterimages are destroyed, or if you end your turn without moving. A creature is unaffected by this spell if it relies on senses other than sight, or if it can perceive illusions as false.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the distance you can move when an afterimage is destroyed increases by 5 feet for each slot level above 2nd. In addition, you create an extra afterimage for each slot level above 2nd, to a maximum of 3 afterimages.

Spell Flux

2nd-level Abjuration

Casting Time: 1 bonus action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

The best defense is to never be attacked. The second best is this.

You summon a writhing mass of unstable energy to guard your hand. You gain half cover from attacks and damaging effects you can see, but you can only use this hand to perform somatic components of spells you cast until this spell ends.

If a ranged attack hits you, you can discharge the spell flux as a reaction, deflecting the attack. Make a ranged spell attack targeting a creature of your choosing within 30 feet of you. If you hit, the target takes the damage and effect of the original attack. Once you do this, the spell ends.

Swarm of Flies

2nd-level Conjuration

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

Choose a point within range to summon a vast swarm of flies to harass and distract your opponents. When you cast this spell, each creature in a 30-foot diameter sphere centered on that point must make a Constitution saving throw. On a failure, it takes 3d6 piercing damage and treats other creatures as heavily obscured until the end of its next turn. On a successful save, it takes half as much damage and treats other creatures as lightly obscured until the end of its 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 spell slot level above 2nd.

Vanishing Step

2nd Level Illusion

Casting Time: 1 bonus action

Range: Self

Components: V

Duration: Instantaneous

You flash forward, faster than sight. You become invisible until the end of your turn, and immediately move up to 20 feet in a straight line, ending your movement in an unoccupied spaec. This movement does not provoke opportunity attacks and is not affected by difficult terrain. Your moement ends early if you hit an obstacle, though you can move through spaces occupied by hostile creatures.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the distance you can move increases by 10 feet for each slot level above 2nd.

Third Level

Cloak of Blood

3rd-level Necromancy

Casting Time: 1 action

Range: Self

Components: V, S, M (a vial of blood)

Duration: 1 minute

You can sacrifice your own lifeforce to avoid blows. When a creature makes an attack against you, you can expend any number of hit points to raise your AC by half that amount rounded down, no action required (so spending 6 hit points raises your AC by 3). You can expend that number after seeing the roll. The bonus only applies against that specific attack.

Losing hit points in this way never forces you to make a Concentration check, but in all other ways counts as damage.

At Higher Levels. When cast with a spell slot of 6th level or higher, you can also expend hit points to add a bonus to a saving throw.

Creeping Dark

3rd-level Transmutation

Casting Time: 1 action

Range: Self

Components: V, S

Duration: 1 minute

There are nightmares that cannot be slain with fire, only truth.

You infuse yourself with dark energies and corporeal shadow, twisting your form into a terrible caricature. Until the spell ends, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and you are heavily obscured. While you are under the effects of this spell, you can move through spaces as small as one square inch without squeezing. While in this form, you cannot take actions other than the Attack action.

The first time you take the Attack action, you unleash a deadly spike of shadow against a target within your weapon’s reach in place of one of your attacks. Make a melee spell attack roll. If you hit, your target takes 4d6 force damage. Once you take the Attack action, or you take damage from a magical attack, the spell ends at the end of the current turn.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the force damage increases by 1d6 per spell slot level above 3rd.

Crushing Tide

3rd-level Evocation

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

The sea is a baleful mistress, and all must bow to her.

You summon a rushing wave of water that manifests in a 60-foot line that is 15 feet wide. Creatures within the area must make a Strength saving throw. If they fail, they are knocked prone and take 3d6 bludgeoning damage. If they succeed, they take half as much damage and are not knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bludgeoning damage increases by 1d6 per spell slot level above 3rd.

Fox's Fangs

3rd-level Illusion

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute

The fox is a trickster, and those with many tails have many tales to tell.

You summon nine illusory blades of light and shadow to swirl behind you. Whenever you could make a weapon attack or unarmed strike, you can choose to attack with one of these blades instead. Make a ranged weapon attack or ranged spell attack (your choice) against a target within 60 feet. If you hit, the target takes 2d6 psychic damage, and you recover 3 hit points. After a blade is thrown, it vanishes. Once all nine blades are gone, the spell ends.

Grasp Soul

3rd-level Necromancy

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous

An ethereal hand sweeps through a creature you can see within range. The target must succeed on a Wisdom saving throw or have its very essence pulled from its body, stunning it and giving it vulnerability to all damage until the beginning of its next turn. This spell has no effect against creatures without souls or if a creature's soul cannot be removed via other effects.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can choose an additional target for each slot level above 3rd.

Kindle Self

3rd Level Necromancy

Casting Time: 1 reaction

Range: Self

Components: V

Duration: 1 minute

Your skin hisses and steams as your magic boils away ailments. You can cast this spell in response to suffering any one of the following conditions: blinded, deafened, paralyzed, or poisoned. You lose 2d4 hit points, and remove that condition. Until this spell ends, you can use your reaction to do so again.

Onyx Idol

3rd-level Conjuration

Casting Time: 1 action

Range: 25 feet

Components: V, S, M (at least 10 gp worth of onyx stones, which the spell consumes)

Duration: 8 hours

You summon a Small onyx idol with 25 hit points and an AC equal to your spell save DC in a space you choose within range facing a specific direction. The onyx idol shoots rays out from its obsidian eyes, emitting a 25-foot cone. Each creature that enters the cone or begins its turn inside it must succeed on a Wisdom saving throw or be frightened of the idol until the end of its next turn. A creature that succeeds on its save becomes immune to the cone's effect for 24 hours. Creating any other idols (via the spell) dismisses the onyx idol.

Fourth Level

Blood Lightning

4th-level Necromancy

Casting Time: 1 minute

Range: Touch

Components: V, S, M (a drop of lemon juice and a bit of copper)

Duration: 24 hours

You charge one creature's blood with electric force. The next time the creature's blood is drawn while the spell lasts (it takes piercing or slashing damage), it must choose to either discharge the magic or not discharge the magic.

Discharging the magic is a reaction that forces all creatures within a 30-foot cone to make a Dexterity saving throw or take 8d6 lightning damage, or half as much damage on a successful saving throw. If it chooses not to discharge the magic, it instead gains 2d6 hit points.

At Higher Levels. For each level above 4th, the damage or healing increases by 1d6.

Gold Idol

4th-level Conjuration

Casting Time: 1 action

Range: 25 feet

Components: V, S, M (at 20 gp, which the spell consumes)

Duration: 8 hours

You summon a Small golden idol with 35 hit points and an AC equal to your spell save DC in a space you choose within range facing a specific direction. The onyx idol shoots rays out from its ruby eyes, emitting a 25-foot cone. Each creature that enters the cone or begins its turn inside it must succeed on a Wisdom saving throw or be stunned by the idol. The tatget can make a Wisdom saving throw at the end of each of its turns to end this effect. A creature that succeeds on its save becomes immune to this cone's effect for 24 hours. Creating any other idols (via the spell) dismisses the gold idol.

Night's Mantle

4th-level Abjuration

Casting Time: 1 action

Range: Touch

Components: V, S, M (a drop of pitch, which the spell consumes, and an onyx worth at least 250 gp)

Duration: Instantaneous

You imbue a creature with an invisible shield that protects it from all effects of sunlight. If cast on a vampire or other creature that is normally harmed or destroyed by exposure to sunlight, the spell allows that creature to function in sunlight without hindrance. The spell does not overcome any aversion the target creature may have for sunlight, however.

Night’s mantle is not countered or dispelled by any light spell of equal or lower level (such as the 3rd-level spell daylight). It can be dispelled by a light spell of greater level (such as the 8th-level spell sunburst, which both dispels night’s mantle and inflicts its normal damage).

Odic Wellspring

4th Level Necromancy

Casting Time: 1 bonus action

Range: Self

Components: V, S, M (mixture of herbs and blood)

Duration: Concentration, up to 1 minute

The life force that suffuses nature is absorbed to heal your wounds. At the end of each of your turns, you regain hit points equal to 1d4 + your spellcasting modifier.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you heal an additional 1d4 for each slot level above 4th.

Rain of Blood

4th-level Conjuration

Casting Time: 1 action

Range: 90 feet

Components: V, S, M (a bloodroot)

Duration: Concentration, up to 1 minute

Choose an empty spot within range that is at least 15 feet above the ground. A 30-foot wide by 10-foot tall read cloud forms in that location and begins pouring boiling hot blood in the area below it. A creature that starts its turn in the area or enters it on its turn must make a Constitution saving throw. On a failure, it takes 3d6 necrotic damage and has disadvantage on attack rolls and Dexterity saving throws.

On a successful save, it takes half as much damage and suffers no further effects. A creature that ends its turn in the area must succeed on a Dexterity saving throw or fall prone. At the start of each of the creature's turns, after it has rolled the Constitution save, it can make a Dexterity saving throw to end the prone condition.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you deal an additional 1d6 necrotic damage for each slot level above 4th.

Fifth Level

Blood of Fire

5th-level Necromancy

Casting Time: 1 Action

Range: 120 feet

Components: V, S, M (your blood)

Duration: Instantaneous

When you cast this spell, you cut a mystic pattern into one palm with a knife and enchant your own blood. The spell creates four missiles. You can then send these missiles of blood streaking from the upturned palm, which explode on impact. You can hurl them at one target or several.

Make a ranged spell attack for each ray. On a hit, the target takes 2d10 fire damage, and each creature within 5 feet of it must make a Dexterity saving throw or take the same damage. Casting this spell deals 4 damage to you.

At Higher Levels. For each level above 5th, you create one additional missile, and take one additional damage upon casting.

Fire in the Blood

5th-level Necromancy

Casting Time: 1 action

Range: Self

Components: V, S, M (a drop of your own blood)

Duration: 10 minutes

You ignite your blood making deadly weapons of your own arteries and veins. Once the spell is cast, your blood takes on a mystical potency that makes it more corrosive than the strongest acid to anyone who draws it from you. Until the spell's duration has elapsed, anyone who deals slashing or piercing damage to you with a melee weapon attack or melee spell attack is sprayed with your blood in retribution. The blood deals a cumulative 1d6 points of acid damage per attack upon your attacker, with no save applicable, up to a maximum of 5d6. Thus, the first time a foe hits you with a slashing or piercing weapon, it instantly takes 1d6 points of damage from the sanguinary backlash. The second time that same foe strikes you, it takes 2d6 points of damage. As soon as any single foe has taken 5d6 points of damage in a single spray from your corrosive blood, the spell ends.

Opponents striking you with magical attacks that do not manifest in a slashing or piercing manner, or those striking you with only bludgeoning weapons, do not trigger the retributive blood spray.

The arc and direction of the blood spray is magical in nature, and the spray does not splatter adjacent squares or parties, no matter how close together they might be. Each spray strikes only the one responsible for the wound.

At Higher Levels. When cast as a spell of 6th level or higher, the maximum retributive damage increases by 1d6 per level above 5th. So a 7th-level fire in the blood would end after it dealt 7d6 to a creature in a single instance. At 7th level and higher, fire in the blood can be cast on a willing creature.

Kiss of the Vampire

5th-level Necromancy

Casting Time: 1 bonus action

Range: Self

Components: V, S, M (a black onyx worth at least 50 gp that has been carved with the image of a fang-mouthed face)

Duration: Concentration, up to 1 minute

You draw upon the powers of unlife to give yourself abilities similar to those of a vampire. You become gaunt and pale with feral, red eyes. You can cast the following spells at will, none of which require material components or concentration when you cast them in this way and the spell lasts:

  • vampiric touch

  • charm person

  • gaseous form (self only)

You also gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

While you are using this spell, Charnel Touch heals you. You are treated as if you were undead for the purpose of all spells and effects, rendering you unaffected by most healing. You can be turned or rebuked as as if you were an undead. If you would be destroyed, you are instead stunned for 1 minute. If you would be commanded, you are instead charmed for 1 minute.

All effects you create with this spell last for their normal duration after this spell ends.

Noxious Vapors

5th-level Evocation

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

Roiling green gas trails from your fingers, flowing across the ground towards your enemies. Choose up to 5 creatures within range. Each must make a Constitution saving throw, taking 6d8 poison damage on a failure or half as much damage on a success. Creatures are affected even if they hold their breath or don't need to breathe.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can choose 1 additional target and increase the damage by 1d8 for each slot level above 5th.

Primoridal Torrent

5th-level Evocation

Casting Time: 1 action

Range: Self (60 foot cone)

Components: V, S

Duration: Instantaneous

You bound forward, unleashing a corruscating wave of elemental energy. Each creature in a 60 foot cone must succeed on a Constitution saving throw or take 5d12 cold, fire, or lightning damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.

Once all targets have made their saving throws, you move 30 feet in the same direction as the cone. Your remaining movement is reduced by the same amount. If you have already moved this turn, the movement on your next turn is reduced by the difference.

Relive Memory

5th-level Illusion

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Concentration, up to 5 minutes

When you cast this spell and touch a creature, they relive a memory they experienced of their choice and become blind and deaf. An unwilling creature can attempt a Wisdom saving throw to avoid the effects, but the save is made with disadvantage if the caster knows the memory being relived. From the target's perspective, it is like being inside the memory: they act out, hear, see, and feel everything that happened during the span of the spell. They are unable to detect anything other than what is in the memory. Others can see wispy, translucent visions within 15 feet of the target. When casting this spell on an unwilling creature, you can choose the type of memory they experience, choosing words like "good", "bad", or "terrifying". If the target takes any damage, it will incorporate that damage into their memory without breaking the illusion. At the end of each of their turns, they can make a Wisdom saving throw to end the effect. If the target took any damage during their turn, they have advantage on the saving throw at the end of their turn. This spell has no effect on creatures with less than 3 Intelligence.

Storm's Eye

5th-level Divination

Casting Time: 1 action

Range: 300 feet

Components: V, S, M (a piece of fulgurite)

Duration: Concentration, up to 1 minute

In the center of the storm, there is a place of calm and majesty.

When you cast this spell, your mind clears and opens to the world around you. You gain complete awareness of all objects, creatures, and magical effects within range. You can clearly hear all sounds made, and can shift your awareness to any point within range as a bonus action. While your awareness is shifted, you are rendered deaf and blind to your normal senses.

You can return to your normal senses as a bonus action. While you maintain concentration on this spell, whenever you perform an action that would force a creature to make a Dexterity saving throw, you can use your reaction to focus your attention on responding to that creature’s movements, causing it to have disadvantage on the saving throw.

Undying Vigor of the Dragon Lords

5th-level Necromancy

Casting Time: 1 action

Range: Self

Components: V, S, M (a scale from the dracolich)

Duration: Instantaneous

A golden ray of light erupts from the ground beneath you, bathing you in a column of healing illumination that dances with yellow flecks. This spell converts arcane spell energy into pure draconic life energy, guiding it to repair damage to your body. You immediately heal 5d6 points of damage. As part of the casting of this spell, you can sacrifice one sorcerer spell slot of up to 9th level; doing this increases the healing by 1d6 points per level of the sacrificed slot. For example, a 10th-level sorcerer who spent two 5th-level spell slots (one to cast the spell and another to enhance it) would heal 10d6 points of damage.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d6 for each slot level above 5th.

Wings of Night

5th-level Illusion

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 1 hour

Black skies conceal what grim intent reveals.

You call forth large wings of mist, smoke, and shadow that attach to your back and heed your commands, granting you a flying speed of 60 feet and lightly obscuring you.

As an action while you have these wings, you can choose to unleash the power trapped within them, ending the spell and releasing a wave of nightmarish energy. Creatures within 30 feet of you must make a Charisma saving throw. If they fail, they take 6d10 psychic damage and become frightened of you until the end of your next turn. If they succeed, they take half as much damage and are not frightened.

Sixth Level

Creeping Ichor

6th-level Necromancy

Casting Time: 1 action

Range: Self

Components: V, S, M (a vial of black tar)

Duration: Concentration, up to 1 minute

Sticky, black ichor seeps out from underneath your feet, covering you and spreading out. For the duration, you do not need to breath; you are blind, deaf, and mute; you gain resistance to all damage types; all attack rolls made against you have disadvantage; you cannot move faster than half your normal walking speed; and you automatically fail Dexterity saving throws. When you cast this spell, black ichor spreads out 10 feet in all directions. At the start of each of your turns, the black ichor spreads out 10 feet more in all directions, up to a maximum of 60 feet. It can climb walls and go over any type of solid terrain. The ichor counts as difficult terrain. If the ichor spreads to a creature on your turn or a creature ends its turn on the ichor, they must make a Strength saving throw, becoming grappled and taking 5d8 necrotic damage on a failure, or half as much damage and avoiding the grappled condition on a success. A creature grappled in this way can use its action to make a Strength or Dexterity check against the caster's spell save DC to break free. The damage increases by 1d8 for each failed attempt, to a maximum of 3d8. After 3 failed checks, the target is consumed, becoming blund, deaf, mute, and unable to use any action other than the escape check, which it makes with disadvantage. On a successful check, the target takes half as much damage, but is not released until their escape successes outnumber their failures.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

Seventh Level

Summon Effigy

7th-level Enchantment

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a handful of hay and twigs)

Duration: Concentration, up to 1 minute

You create a large straw and stick replica of a creature you choose within range. An effigy appears with the same AC and saving throws as the target in a space within range. For the duration, any damage dealt to the effigy is dealt instead to the creature chosen. All attack rolls against the effigy are made with advantage and ignore damage resistances and immunities. After 4 turns have passed in which the effigy takes damage, it falls into pieces and the spell ends.

Eighth Level

Onyx Idol

8th-level Conjuration

Casting Time: 1 action

Range: 25 feet

Components: V, S, M (at least 10 gp worth of onyx stones, which the spell consumes)

Duration: 8 hours

You summon a Small crystal idol with 45 hit points and an AC equal to your spell save DC in a space you choose within range facing a specific direction. The onyx idol shoots rays out from its diamond eyes, emitting a 25-foot cone. Each creature that enters the cone or begins its turn inside it must succeed on a Wisdom saving throw or be rendered unconscious and have its soul trapped in the idol. A creature that succeeds on its save becomes immune to the cone's effect for 24 hours.

The target's soul is trapped in the idol. If the idol is destroyed, or if the spell effect ends, each target that has their soul trapped in the idol takes 7d8 force damage, returning their soul. A creature with a trapped soul can make a Wisdom saving throw at the end of each of its turns to end this effect, returning their soul and waking up on a success. A creature that succeeds on its save becomes immune to the cone's effect for 24 hours, but still takes 7d8 force damage.

Creating any other idols (via the spell) dismisses the onyx idol. This spell has no effect on creatures without souls or if a creature's soul cannot be removed via other effects.

Ninth Level

Personal Lair

8th-level Conjuration

Casting Time: 1 action (ritual)

Range: Self

Components: V, S, M (a clematis petal, an iron bar, a spellcasting focus, a vial of your own blood, and gems worth at least 10,000 gp)

Duration: Concentration, up to 1 hour

A personalized lair materializes in the area surrounding you. When you cast this spell, a 20-foot radius area centered on you coalesces in any form you choose. You may have any part of the area be difficult terrain or be blocked off. Each 5-foot section of the lair has 30 hit points and AC 15 (destroying lair blocks doesn't remove any lair effects or reduce the range of lair abilities). Any non-magical, non-metal, non-living material in the area is consumed and replaced by the spell. Choose 2 of the following lair effects:

  • You may target one creature you can see inside the lair. The target must make a Dexterity saving throw or be encased in black ichor, becoming blind, deaf, and incapacitated. At the end of each of its turns, it may make a Strength or Dexterity saving throw to end this effect.
  • (Passive) Each creature of your choice that begins its turn inside the lair must make a Constitution saving throw or become poisoned.
  • As a reaction when you are targeted by an attack, if you are standing in the lair area, you may halve the damage. On you next turn, you cannot use a personal lair ability.
  • (Passive) Double the effect of difficult terrain inside the lair.
  • You may target one creature you can see inside the lair. The target must make a Wisdom saving throw. On a failure, you can choose its actions, bonus actions, and movement for its next turn. On a success, nothing happens.
  • Choose up to 3 targets you can see inside the lair. For each target, make a ranged spell attack. On a hit, the target takes 6d8 force damage and its movement becomes 0 until the end of its next turn.

On your turn, you may use any one of the abilities chosen as a bonus action, unless it is a passive power or a reaction.

At Higher Levels. When you cast this spell using a spell slot of 10th level, the duration is 1 day and you do not need to maintain Concentration. When using a spell slot of 11th level, the duration is 1 month. Casting this spell on the same location, in the same configuration, for a year and a day makes the lair permanent.

Other Options

Arcane Research

You are a student of the arcane arts, able to learn new spells through careful tests and scholarly research... or by trying to channel the magic in your blood in new ways.

Run arcane experiments in your free time, gather arcane research, and make magical breakthroughs. Who knows, maybe you'll even be able to create a spell (with your DM's permission, of course)!

Perform an Experiment

During a long rest, you may perform an experiment to revise, refine, and improve your knowledge of the magical sciences. To start your experiment, you must:

  • Set Up Your Laboratory: It takes concentration to run an experiment. At a bare minimum, you need (a) your spellbook, book of shadows, or equivalent magical notebook, (b) writing tools, and (c) the freedom to concentrate and work in peace.
  • Gather Components: Experiments require components. At a bare minimum, you will need to spend 1gp for basic components and magical inks required to perform exexperiments and record your progress. Depending on the research, additional components may be required and/or consumed during experimentation.

When you finish your long rest, make an Arcana check to find out how many research points you were able to gather from your experiment.

Experiment Check: 1d20 + Intelligence (Arcana)

Research Results

Check Research Check Research
4 or lower -1d4 20-24 +1d8
5-9 - 25-29 +1d10
10-14 +1d4 30+ +1d12
15-19 +1d6 - -

Spend your Research

You can spend your research points in the following ways.

Learn a New Spell

You can spend your accumulated research to make magical breakthroughs and learn new spells.

Choose a spell from your spell list that is of a level you have spell slots for, and expend an amount of research points as shown in the Spell Costs table below. For each level of the new spell, you must spend 1 hour and 30 gp to write the spell into your spellbook or equivalent.

Spell Costs

Spell Level Research Spell Level Research
1st 5 6th 160
2nd 10 7th 320
3rd 20 8th 640
4th 40 9th 1280
5th 80 10th 2560

Relearn a Lost Spell

You can spend your research to relearn a spell you may have lost - such as by having your spellbook stolen, misplaced, lost, or otherwise destroyed.

It requires only half as much research to relearn a spell - though you must still spend the same amount of time and gp to scribe it into your new spellbook.

Create a Spell

Occasionally, brilliance and innovation combine to create something new. Other times, failure is the mother of invention. You can spend your accumulated research to make a magical breakthrough and create a new spell.

The new spell must be of a level you have spell slots for, and expend an amount of research points equal to 150% the cost shown in the Spell Costs table below. Before you can make the spell, you must roll an Arcana check using your spellcasting modifier, with a DC equal to 10 + twice the level of the spell. On a success, the spell is created and you may write it into your spellbook, spend 1 hour and 30 gp for each level of the new spell.

On a failure, you are refunded half of the expended research points, and the DM may provide a similar spell with lesser effects.

Work with your DM to determine the nature, level, and effects of the spell.

Knowledge Checks

When you make an Arcana check to recall knowledge about a magical creature, feature, spell, or effect, you can spend one point of research to make your roll with advantage.

Research Equipment

In your travels, you may find research tools to aid your studies, including research notes from other mages.

Ring of Minor Enchantment
Magical Item (Ring), Unique
While you are wearing this ring, your mind feels sharper and more perceptive. If your research total is 15 or higher on your experiment check, you gain an additional +1 research. You must be wearing the ring for the duration of your experiment to gain this benefit.
Basic Laboratory Equipment
Item, Tool (Common)
A set of basic laboratory equipment. When setting up your laboratory, you may spend an additional 10 gp to use this equipment and gain a +1 to your experiment check.
Arcane Treatise
Item, Book (Rare)
A book of magical research notes. If you spend at least 1 hour reading this book, you gain +5 research points. You must have at least 3 levels in a spellcasting class to gain this benefit. You may only gain this benefit if it is a book you have not read before.

Trick Weapons

Trick Weapons
Name Cost Damage Weight Properties
Simple Melee
Saw Cleaver 30 gp 1d6 slashing 4 lbs Serrated (beasts), trick (1d6 slashing, reach)
Saw Spear 30 gp 1d6 slashing 4 lbs Serrated (beasts), trick (1d6 piercing, reach, serrated (beasts))
Martial Melee
Hunter Axe 30 gp 1d8 slashing 6 lbs Trick (1d10 slashing, reach, two-handed)
Threaded Cane 15 gp 1d4 bludgeoning 4 lbs Finesse, trick (1d4 slashing, finesse, reach, serrated (beasts)

History

Trick weapons hail from the hunts of old, and the ancient Slayer lodges that conducted them. Each weapon is more than it seems, as it can adjust its form to increase the hunter's efficiency and versatility. An axe and a collapsible shield may transform into a halberd, extending the hunter's reach and increasing their damage at the cost of their protection. A longsword may slot into its sheath to make a greatsword of excessive weight, or a mighty maul.

Each trick weapon requires a bonus action to transform into its other state if the wielder is not proficient in trick weapons. If the wielder is proficient in trick weapons, they may instead transform the weapon once per turn as a free action.

If a part of the trick weapon is lost or destroyed, it may not transform.

Serrated

A serrated weapon does extra damage against the creature type indicated. For example, serrated (beasts) does additional damage against Beasts, transformed Lycanthropes, and bestial monstrosities, such as owlbears. This damage is usually an additional 1d4 of the weapon's damage type.

Firearms

Firearms are a relatively new thing in the world. As they are, they use Dexterity for attack and damage rolls, but many can be used as improvised weapons in melee.

Ammunition

You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons" later in the section). A sling must be loaded to deal any damage when used in this way.

Loud

When fired, a firearm makes a loud noise out to the range specified, and an audible noise for an additional range equal to the noise distance. Firearms fired in tight enclosures may have auditory repercussions.

Misfire

Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check, using Dexterity (DC equal to 8 + misfire score).

If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.

Reload

A firearm can only fire a certain number of shots before it must be reloaded. Reloading a firearm takes an action, or a bonus action if the wielder is proficient in that type of firearm.

Scatter

When fired, make an attack roll against every creature in a cone out to the firearm's maximum range. Creatures within 5 feet of the firer suffer an additional damage die on a hit.

Firearms
Name Cost Damage Weight Properties
Martial Ranged
Hunter Blunderbuss 120 gp 1d8 piercing 9 lbs Ammunition (range 15/30), loud (150), misfire (3), reload (2), scatter
Hunter Pistol 100 gp 1d8 piercing 3 lbs Ammunition (range 40/80), light, loud (100), misfire (1), reload (4)
Blunderbuss 300 gp 2d8 piercing 10 lbs Ammunition (range 20/60), loud (180), misfire (2), reload (1), scatter
Musket 300 gp 1d12 piercing 10 lbs Ammunition (range 120/480), loud (150), misfire (2), reload (1), two-handed
Pistol 150 gp 1d10 piercing 3 lbs Ammunition (range 20/60), loud (180), misfire (1), reload (4)
Shotgun 300 gp 2d6 9 lbs Ammunition (range 30/120), loud (180), misfire (2), reload (2), scatter, two-handed
Normal Weapons
Name Cost Damage Weight Properties
Martial Melee
Bastard Sword 35 gp 1d10 slashing 6 lbs Special, versatile (2d6)
Scourge 100 gp 1d4 slashing 4 lbs Finesse, reach, special

Special Properties

Bastard Sword: This weapon requires at least a month of continuous, dedicated use to become proficient, and is not included in the normal martial weapon proficiency.

Scourge: When you make an attack with this weapon, roll 3 d20s for each attack. All attack rolls for the same attack must target the same creature. Each hit does 1d4 slashing damage, and you add your Strength or Dexterity bonus to the total damage done by the weapon for that attack. If you would have disadvantage on the attack roll, you roll 1 fewer d20; if you would have advantage, your roll 1 additional d20. Any die that rolls a 1 deals no damage and counts as a critical failure, and any die that rolls a 20 deals double damage and counts as a critical hit.

 

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