Ipsilon's Stupendous Stash of Subclasses

by MrIpsilon

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Ipsilon's Stupendous Subclass Stash

PART 1

Artificer Specializations

Alchemist (Revised)

An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.

Alchemist Specialization Spells
Artificer Level Specialization Spells
3rd healing word, ray of sickness
5th flaming sphere, Melf's acid arrow
9th gaseous form, mass healing word
13th death ward, vitriolic sphere
17th cloudkill, contagion

Bonus Proficiencies

When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies, as well as the Medicine skill. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Experimental Elixir

Also at 3rd level, you gain access to a special pool of dice known as elixir dice. You have a number of elixir dice, which are d6s, equal to 1 + your Intelligence modifier (minimum of two), and regain all expended elixir dice when you finish a short or long rest. You can also use an action to expend a spell slot and regain a number of expended elixir dice equal to the level of the slot. Your elixir dice become d8s at 5th level, d10s at 9th level, and d12s at 15th level.

You can use a bonus action to spend and roll one elixir die to magically produce a vial of experimental elixir in your hand, or in the hand of a willing creature you can see within 60 feet of you. A creature can administer the vial to a willing or incapacitated creature within its reach as an action. The result of the die determines the effect of the elixir when drank, as per the Experimental Elixir Effects table.

Alchemical Savant

At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, or poison damage, and the bonus equals your one roll of your elixir die.

Controlled Results

Starting at 9th level, your Experimental Elixir becomes blessedly more stable. When you would roll your elixir die to determine the effect of an experimental elixir you create, you can roll the die twice and choose which result to take.

Alternatively, you can expend an additional elixir die to choose any result rather than rolling.

Experimental Elixir Effects
Result Result (Elixir of...)
1 Healing. The consumer regains hit points equal to two rolls of your elixir die plus your Intelligence modifier.
2 Swiftness. For 1 hour, the consumer's speed is increased by an amount of feet equal to 5 times your Intelligence modifier.
3 Resilience. The consumer gains resistance to one damage type of its choice for 1 hour.
4 Fire Breath. The consumer belches out a 30-foot cone of flame, forcing each creature in the cone to make a Dexterity saving throw against your spell save DC. A creature takes fire damage equal to four rolls of your elixir die on a failed saving throw, or half as much on a success.
5 Fortitude. The consumer gains temporary hit points equal to one roll of your elixir die plus your Intelligence modifier. As long as it has these temporary hit points, it gains a +1 bonus to AC and saving throws.
6 Life. The consumer regains hit points equal to two rolls of your elixir die + your Intelligence modifier.
7 Transformation. The consumer gains one of the effects of the alter self spell for 10 minutes (no concentration required, consumer's choice of effect).
8 Invisibility. The consumer turns invisible for 10 minutes, but the effect ends early if the consumer makes an attack or casts a spell.
9 Vigor. The consumer gains the benefits of the aura of purity spell for 10 minutes.
10 Restoration. The consumer is cured of any effect causing it to be blinded, deafened, paralyzed, or poisoned, and may remove one level of exhaustion from itself.
11 Fury. The consumer can take one additional turn immediately after this one, but it gains a level of exhaustion if it does so.
12 Enlightenment. For 1 hour, one of the consumer's ability scores of its choice is increased by an amount equal to your Intelligence modifier, up to a maximum of 24.

Chemical Mastery

By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:

  • You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.
  • You can expend three elixir dice to cast greater restoration or heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist's supplies as the spellcasting focus.

Aviator

Aviator Specialization Spells
Artificer Level Specialization Spells
3rd feather fall, zephyr strike
5th gust of wind, warding wind
9th thunder step, wind wall
13th freedom of movement, gravity sinkhole
17th control winds, steel wind strike

Bonus Proficiencies

When you adopt this specialization at 3rd level, you gain proficiency with tinker’s tools, as well as air vehicles (including airships, hot air balloons, and zeppelins). If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Flying Contraption

Also at 3rd level, you create a prototype of your magnum opus: a flying contraption. This device can take any form you wish - a hoverboard, a jetpack, or a set of mechanical wings - but its statistics are the same regardless of your choice. The contraption weighs 20 pounds and, if appropriately shaped to be stood or ridden on, can be considered as a mount. You can use a bonus action to activate the contraption and gain a flying speed of 30 feet until the end of your next turn.

Aerial Maneuvers

Finally at 3rd level, you can harness the mechanical magic of your flying contraption to use mid-flight effects called aerial maneuvers. While your flying contraption is activated, you gain the ability to activate any of the following effects:

  • Barrel Roll. When you would be hit by an attack, you can activate this maneuver as a reaction to impose disadvantage on the attack. Alternatively, if you succeed on a Dexterity saving throw against an effect to take half as much damage, you can activate this maneuver as a reaction to take no damage instead. If this maneuver allows you to evade taking damage, you can fly up to half your speed as part of this reaction.
  • Mach Strike. After flying at least 10 feet in a straight line toward a creature, you can activate this maneuver to add 1d8 to a damage roll you make against that creature. When you reach 10th level in this class, this bonus increases to 2d8.
  • Take Off. After moving at least 10 feet in a straight line, you can activate this maneuver to fly up to your speed as a bonus action, or as part of the bonus action to activate your flying contraption. Each creature within 10 feet of you when you do so must make a Strength saving throw against your artificer spell save DC or fall prone.

You can use your aerial maneuvers a combined number of times equal to your Intelligence modifier, regaining all expended uses when you finish a long rest. Alternatively, when you finish a short rest, you can expend a spell slot of 5th-level or lower to regain a number of expended uses equal to the level of the slot expended.

Subsonic Upgrade

Starting at 5th level, the speed of your flying contraption increases to 40 feet.

In addition, whenever you use an aerial maneuver, your movement in flight does not provoke opportunity attacks until the start of your next turn.

Custom Flight Suit

Starting at 9th level, you learn how to better equip yourself for extreme air movement. Your flying contraption now includes a suite of equipment that is automatically placed onto you when you activate the contraption, each part of which is considered a separate item for your infusions: a set of goggles, a belt, a suit of light or medium armor, a pair of boots, and the flying contraption itself. Each of those items can bear one of your infusions. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your flight suit.

Supersonic Upgrade

Starting at 15th level, the design of your flying contraption reaches its peak. You gain the following benefits:

  • The speed of your flying contraption increases to 60 feet.
  • As long as you are not incapacitated, you gain the benefits of the freedom of movement spell while you are flying.
  • Whenever you use an aerial maneuver, you can create a sonic blast. When you do so, each creature of your choice within 10 feet of you takes 2d8 thunder damage and is pushed 5 feet away from you.

Exclusive Infusions

The following infusion options are designed for the Aviator, though all artificers may be able to make use of them.

Aviator Goggles

Prerequisites: A pair of glasses or goggles


The wearer of these goggles can see through clouds, fog, mist, smoke, and similar phenomena out to a range of 120 feet as if it were open air.

Attack Salvo

Prerequisites: A flying contraption (requires attunement)


The wearer of this contraption can cast magic missile at 1st level without requiring a spell slot a number of times per long rest equal to their Intelligence modifier (minimum of once). They can also cast magic missile using any spell slots they have.

Cloud Walker Boots

Prerequisites: 6th level; a pair of boots (requires attunement)


The wearer of these boots can speak their command word as a bonus action, or as a reaction while falling. For 10 minutes, the wearer gains the combined effects of the feather fall and water walk spells. Once used, the boots cannot be activated again until the wearer finishes a long rest.

Directional Stabilizers

Prerequisites: 10th level; a flying contraption (requires attunement)


This contraption has 6 charges. The wearer can expend the contraption’s charges in the following ways:

  • Whenever the wearer activates the contraption’s flying speed, they can expend 1 charge to increase its flying speed by 20 feet and allow it to hover until the end of their next turn.
  • If the creature would make a Strength or Dexterity check or saving throw against being knocked prone or unwillingly moved, it can expend 1 charge to gain a bonus to the roll equal to its Intelligence modifier.

The contraption regains 1d6 expended charges daily at dawn.

Featherweight Belt

Prerequisites: A belt or harness (requires attunement)


When worn, this magic belt reduces the user to one-tenth of their normal weight. When you reach 10th level in this class, this item reduces the wearer to one-hundredth of their normal weight.

Featherweight Weapon

Prerequisites: A weapon with the heavy property


This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it no longer has the heavy property.

Goggles of Clearsight

Prerequisites: A pair of glasses or goggles


While wearing these goggles, the wearer can see through lightly obscured areas without disadvantage on Wisdom (Perception) checks. In addition, the wearer no longer suffers the negative effects from the Sunlight Sensitivity trait.

Immovable Boots

Prerequisites: 6th level; a pair of boots


While the wearer is standing on a flat surface, they can use an action to activate the boots, magically adhering to that surface. Until they use an action to deactivate the boots, they cannot be removed from the surface which the wearer is standing on, even if they are defying gravity. The wearer cannot jump, but can move freely across any contiguous surface without needing to climb while leaving both hands free. A creature within 5 feet of the wearer can use an action to make a DC 30 Strength check, separating the boots from the surface on a success.

Skyfall Harness

Prerequisites: 6th level; a belt or cloak


This magic harness automatically sizes to fit the wearer, and can be worn over clothing or light armor. It has wing-like fins between the wearer’s limbs that allow it to glide. When the wearer falls, they may open they cloak as a reaction to subtract up to 100 feet from their fall when calculating falling damage, and can move 2 feet horizontally every 1 foot they fall.

Forgemaster

The practice of working metal is one familiar to almost every artificer to some capacity. However, there are those who weave their magic into this art day in and day out: after enough exchange between fire and metal, the magic of artifice begins to stitch the two ever-closer together. Artificers who seek the perfect harmony in these two elements are known as forgemasters, and their dedication to the craft of smithing borders on obsessive.

Forgemaster Specialization Spells
Artificer Level Specialization Spells
3rd absorb elements, searing smite
5th heat metal, magic weapon
9th elemental weapon, fireball
13th fabricate, wall of fire
17th creation, immolation

Forgemaster's Expertise

Starting at 3rd level when you choose this specialization, you gain proficiency with heavy armor, martial weapons, and smith's tools. If you are already proficient with smith's tools, you gain proficiency with one other type of artisan's tools instead.

Forgemaster's Gauntlets

You have constructed a special pair of metallic gloves that protect your hands during rigorous work at the forge. Each glove weighs 2 pounds, and when you wear them both, you gain the following benefits:

  • Your Armor Class increases by 1.
  • You can use the gauntlets as a melee weapon with which you are proficient. Your gauntlets are light weapons that deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit.
  • You can heat the fingertips of the gauntlets and use them as a blowtorch. You can use an action to patch a crack or break between two metal objects no bigger than 1 foot across. If you target a damaged metal object with this action, it regains 1d6 hit points.

Your Forgemaster's Gauntlets only grant these benefits when worn by you. If the gauntlets are lost or destroyed, you can spend 8 hours creating a new pair using a set of smith's tools.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Superheated Focus

Starting at 9th level, you learn how to greater harness the arcane potential of your Forgemaster's Gauntlets. While you wear the gauntlets, they count as magical for the purposes of overcoming resistance or immunity to non-magical bludgeoning damage, and you can use them as a set of smith's tools. If you use the gauntlets as a spellcasting focus and cast a spell that deals fire damage through them, the spell deals additional fire damage equal to your Intelligence modifier.

Additionally, you gain resistance to fire damage and immunity to the heat metal spell. When you are targeted by heat metal, you can transfer the heating effect to a melee weapon which you are holding (including your Forgemaster's Gauntlets) and immediately end the spell. For up to 1 minute, the next successful attack you make with that weapon deals an extra 2d8 fire damage.

Exceptional Handiwork

Starting at 15th level, your Forgemaster's Gauntlets become even more magically potent, and confer the following additional benefits while you wear them both:

  • The gauntlets' base damage die increases to 1d8.
  • When you use the gauntlets as a spellcasting focus for a spell that deals fire damage, the spell ignores resistance to fire damage.
  • Once per long rest, you can embody the forge itself and cast the spell investiture of flame on yourself without requiring a spell slot. While the spell is active, you can make an additional attack using the gauntlets when you take the Attack action on your turn, and all your melee weapon attacks deal an extra 1d8 fire damage on a hit. All fire damage inflicted by investiture of flame counts as being cast through the gauntlets.

In addition, if you know the replicate magic item infusion, the flame tongue item is added to your available magic item choices.

Sparksmith

Not entirely content with working on tangible materials, sparksmith artificers magically manipulate light to add a dimension to their weaponry that no metal can rival. Using jewels, prisms and glass they shape, amplify and focus light for use in illustrious weapons, which they use with dazzling martial prowess.

Sparksmith Specialization Spells

Artificer Level Specialization Spells
3rd color spray, guiding bolt
5th branding smite, moonbeam
9th crusader's mantle, hypnotic pattern
13th greater invisibility, sickening radiance
17th dawn, holy weapon

Light Bender

When you adopt this specialization at 3rd level, you gain proficiency with one of glassblower's tools or jeweler's tools. If you already both these proficiencies, you gain proficiency with one other type of artisan's tools of your choice.

Additionally, you learn the light cantrip if you did not already know it. It counts as an artificer spell for you, but it doesn’t count against the number of cantrips you know.

Prismatic Weapon

Also at 3rd level, your experiments with light have led you to the creation of a prismatic weapon, a weapon fueled by pure radiance. Using jeweler's tools or glassblower's tools, you can spend 1 hour creating a prismatic weapon. This process can be completed as part of a short or long rest.

The weapon is a simple weapon with which you are proficient that deals radiant damage on a hit, and you can use your Intelligence modifier for its attack and damage rolls in place of Strength or Dexterity. You can only have one prismatic weapon at a time, and creating a new one causes the previous one to harmlessly explode in a brilliant flash of light. Choose the weapon's statistics from the following list of options:

  • Aurora Rifle. This ranged weapon has a damage die of 1d10 and a range of 100/400 feet. It has the two-handed property, and when you hit a creature with it, you may deal radiant damage to another creature within 5 feet of the target equal to 1d4 + your Intelligence modifier.
  • Solar Blade. This melee weapon has a damage die of 1d8 and the versatile (1d10) property. While you hold the weapon in two hands, it also gains the reach property.
  • Star Shooter. This ranged weapon has a damage die of 1d6 and a range of 30/90 feet. After making a weapon attack or expending a spell slot as part of your action, you can make one attack with this weapon as a bonus action.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Lux Overcharge

Starting at 9th level, you can pour magic into your prismatic weapon and create a powerful burst of radiance. As an action, expend a spell slot of any level to create an effect depending on your current prismatic weapon:

  • Aurora Rifle: You fire a concentrated beam in a 5-foot-wide by 30-foot-long line. Each creature in the line must make a Dexterity saving throw against your spell save DC, taking 1d10 radiant damage for each level of the slot you expended on a failure or half as much on a success. If you would have advantage to attack any creature in the line, that creature makes its saving throw with disadvantage.
  • Solar Blade: A spiral of radiant energy surrounds you in a 10-foot radius. Each creature of your choice in the radius must succeed on a Dexterity saving throw, taking 1d8 radiant damage for each level of the slot you expended on a failure or half as much on a success. Also on a failed saving throw, a creature is knocked prone.
  • Star Shooter: You launch a gleaming barrage in a 15-foot cone. Each creature in the cone must succeed on a Constitution saving throw against your spell save DC, taking 1d6 radiant damage for each level of the spell slot you expended on a failure or half as much on a success. Also on a failed saving throw, a creature is blinded until the end of your next turn.

Mirror Force

Starting at 15th level, you adapt the distracting power of light into a formidable defense. When you cast a spell that sheds light, you can designate any number of willing creatures you can see to be immune to that spell's effects. Each creature you designate takes on a glassy sheen to their appearance for the duration of the spell, granting them a +3 bonus to Armor Class while standing in an area of bright light or a +1 bonus to Armor Class while standing in dim light.

In addition, you gain resistance to radiant damage, and when you deal damage with a spell, you can choose to change that spell's damage type to radiant.

Finally, if you know the replicate magic item infusion, the sun blade is added to your available magic item choices.

PART 2

Primal Paths

Path of the Battlerager (Revised)

Known as Kuldjargh (literally "axe idiot") in Dwarvish, battleragers are followers of the dwarven gods of war. They specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving themselves over to the fury of battle.

Battlerager's Defense

When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon. While you are wearing spiked armor, you gain a +1 bonus to Armor Class.

In addition, wearing spiked heavy armor does not disqualify you from benefitting from any barbarian features, including Rage and Fast Movement.

Finally, you are proficient with attacks made using your spiked armor.

Reckless Abandon

Beginning at 6th level, when you use Reckless Attack, you also gain temporary hit points equal to your barbarian level. They vanish if any of them are left when your rage ends.

Crushing Stampede

Beginning at 10th level, you cannot be stopped while charging into the fray of battle. When you hit with an attack using your spiked armor after moving at least 20 feet on the same turn while raging, the target is knocked prone, and you can then make an additional spiked armor attack or grapple attempt as part of the Attack action on that turn.

Gory Retribution

Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 2d4 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor. If the triggering attack was a critical hit, this piercing damage increases to 6d4 (rather than 4d4).

Spiked Armor

Any suit of bulky armor can be outfitted with spikes - a specialty practice for many dwarven smiths. Spiked armor is no less than 50% more expensive than its base armor set, and the price to turn a suit of armor that imposes disadvantage on Dexterity (Stealth) checks equals half its base price. For example, spiked scale mail costs 75 gp to buy, or 25 gp to fashion from a suit of ordinary scale mail.

While you are wearing spiked armor which you are proficient in, you can use a bonus action to make a special attack using its spikes. This attack is considered an improvised weapon that deals piercing damage equal to 1d4 + your Strength modifier on a hit. In addition, a creature takes 1d4 piercing damage when it is grappled by you, grapples you, or ends its turn while grappling you or grappled by you.

All damage inflicted by a suit of magical spiked armor counts as magical for the purposes of overcoming resistance and immunity to non-magical piercing damage. Furthermore, any magical bonus to spiked armor's Armor Class can also be added to the attack and damage rolls of its improvised weapon attacks - i.e. spiked armor +X also functions as a weapon +X.

The most common types of spiked armor are:

  • Spiked scale mail (75 gp)
  • Spiked chain mail (115 gp)
  • Spiked splint mail (300 gp)
  • Spiked half-plate mail (1,125 gp)
  • Spiked plate mail (2,250 gp)

Path of the Berserker (Revised)

For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.

Frenzy

Starting when you choose this path at 3rd level, when you enter a rage, you can choose to make it a frenzied rage. As part of the bonus action used to enter the frenzied rage, and as a bonus action on subsequent turns, you can make one weapon attack. When your frenzied rage ends, you suffer one level of exhaustion.

In addition, while you are raging, you suffer no penalties from having three or fewer stages of exhaustion, and your movement speed cannot be reduced below 20 feet unless you are grappled, restrained, or incapacitated.

Rapid Recovery

Starting at 6th level, your peak physical condition allows you to swiftly heal from the most grievous injuries. Whenever you spend hit dice to restore hit points during a short rest, you can remove one level of exhaustion from yourself, regain one expended use of your Rage feature, and regain 2 additional hit points for each hit die you spend.

Whenever you finish a long rest, you can remove two levels of exhaustion from yourself instead of one.

Mindless Rage

Beginning at 10th level, while you are in a frenzied rage, you can't be charmed or frightened, and you are immune to spells and magical effects that do not affect creatures of a certain Intelligence score, such as Tasha's hideous laughter. If you would be under any of these effects when you enter a frenzied rage, you may ignore them for the duration of the rage. If any of these effects would cause you to be incapacitated, you can enter a frenzied rage on your turn to suspend them despite being unable to take actions.

Glorious Carnage

Starting at 14th level, you can use your Reckless Attack to attack at savage speeds. When attacking recklessly, you can forgo advantage on your attacks to instead make two additional weapon attacks as part of that Attack action. If you are in a frenzied rage at the end of that turn, you gain a number of temporary hit points equal to 3 times the number of creatures you reduced to 0 hit points on that turn.

Path of the Dragon

Draconic Form

Starting at 3rd level, you can transform upon entering a rage, revealing the draconic power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.

You choose the weapon's form each time you rage. At 6th level, these weapons become magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

  • Bite. Your mouth transforms into a set of ferocious fangs. It deals 1d10 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.
  • Claws. Each of your hands transforms into a claw, which you can use as a weapon if it's empty. It deals 1d6 slashing damage on a hit and has the light property.
  • Tail. You grow a lashing tail, which deals 1d8 bludgeoning damage on a hit and has the reach property. Your tail can be used as a limb to grapple and shove creatures with (as well as perform any other task a bulky and unwielding appendage possibly could), increasing the reach you can make such attacks at, but can only grapple a single creature of your size or smaller.

Elemental Fury

Starting at 6th level, choose one of the following damage types: acid, cold, fire, lightning, or poison. You gain resistance to this damage type while you are raging. You can change you chosen damage type at the end of a long rest.

Once per rage, you can use an action to unleash your rage into pure energy, exhaling a blast of elemental power. Choose either a 30-foot line or a 15-foot cone. Each creature within the area of effect must make a Dexterity saving throw against a DC equal to 8 + your proficiency bonus + your Constitution modifier. A creature takes 6d6 damage of your chosen damage type for this feature on a failed save. This damage increase by 2d6 at 9th level (8d6), 12th level (10d6), 15th level (12d6), and 18th level (14d6).

Dragonborn Bonus

If you are a dragonborn taking the Path of the Dragon, your Breath Weapon can be treated as a secondary use of Elemental Fury, allowing it to be used twice in a single rage once per short or long rest.

If you choose the damage type corresponding to your Draconic Ancestry for Elemental Fury, you gain immunity to that damage type instead of resistance, the ranges of both your Elemental Fury and Breath Weapon are doubled, and the damage dice rolled for both features is increased by one size (to a maximum of d12s).

Unbreakable Hide

Starting at 10th level, you are invested with draconic fortitude even without channeling it directly. Whenever you take bludgeoning, piercing, or slashing damage, or damage of the type you chose for Elemental Fury, you can subtract your Constitution modifier from the amount of damage you take.

In addition, you may use your proficiency bonus in place of your Dexterity modifier when calculating your Armor Class with Unarmored Defense.

Draconic Perfection

Starting at 14th level, you can take on the complete form of a raging wyrm. You can activate this feature upon entering a rage to gain a number of temporary hit points equal to half your hit point maximum. As long as you have these temporary hit points, you and everything you are wearing and carrying are transformed into a Large dragon of a species whose Breath Weapon is affiliated with your chosen damage type for Elemental Fury.

As a dragon, you gain the following benefits:

  • Your creature type changes to dragon.
  • You sprout wings that grant you a flying speed equal to your walking speed. If you already have a flying speed, it is increased by 30 feet.
  • You gain access to all three natural weapons listed in Draconic Form, each of which deals one additional die of damage and gains an additional 5 feet of reach.
  • The range of your Elemental Fury is increased to a 30-foot cone or 60-foot line. After using Elemental Fury, roll
    1d6 - 1. You can use Elemental Fury again after a number of rounds have passed equal to the result if your rage does not end in that time.
  • When you take the Attack action on your turn, you can replace one attack with an exertion of supernatural menace. Each creature of your choice that that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw against your Elemental Fury DC or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the this effect for the next 24 hours.

The temporary hit points granted by this feature disappear at the end of your rage. Your rage ends early if these temporary hit points are depleted. Once your rage ends after activating this feature, you cannot rage again until you finish a long rest.























Path of Flora Warrior

In the same vein that a Totem Warrior channels the essence of animals through their rage, the Path of Flora Warrior utilizes the beauty and fortitude of plants in their rage. The source of this power is usually magical in nature, be it a blessing from a treant or a product of mixing arcane botany into close-quarters combat. Whether or not you fully understand the life force you wield, it is yours to control how you deem fit.

Sylvan Soul

You gain proficiency with herbalism kits if you do not have it when you choose this Primal Path at 3rd level, and you learn to read, write, and speak Sylvan.

In addition, you learn the druidcraft and thorn whip cantrips, and the following spells: absorb elements, barkskin, cure wounds, entangle, goodberry, healing spirit, protection from poison, and spike growth. Your casting ability for these spells is Wisdom.

You have a number of flora points equal to half your barbarian level, rounded up, and regain all expended flora points after finishing a long rest. To cast a leveled spell, you must expend a number of flora points equal to the spell's level. You cannot cast these flora spells while raging, but you can maintain concentration on them during a rage.
























Living Thorns

Also at 3rd level when you choose this path, your rage causes plants to wind around your body and act as a form of natural armor, increasing your Armor Class by your Rage damage bonus while you are raging.

When you are hit by a melee attack while raging, the attacker takes 1d4 piercing damage. The die you roll for this damage increases to a d6 at 6th level, a d8 at 10th level, and a d10 at 14th level.

Taking acid, cold, fire, or necrotic damage while raging forces you to make a Constitution saving throw with a DC equal to half of the damage taken. If you fail, the life force driving your rage withers, immediately ending your rage and preventing you from entering another one for 1 minute.

Nourishing Presence

Starting at 6th level, your rage is imbued with the plant’s complacent spirit as opposed to the fires of your humanity. When you enter a rage, a burst of empowering energy washes out in a 15-foot radius centered on yourself. Each creature of your choice within the radius gains temporary hit points equal to your barbarian level + your Wisdom modifier.

In addition, damage dealt by your Living Thorns is considered magical for the purposes of overcoming resistance and immunity to nonmagical piercing damage, and you make all Constitution saving throws with advantage while raging.

Green Paragon

Starting at 10th level, your connection to natural magic becomes stronger than ever. You learn the shillelagh cantrip, and you can cast the following spells using flora points: commune with nature, grasping vine, plant growth, speak with plants, tree stride, water breathing, and wrath of nature. You can also cast flora spells with a casting time of 1 action or 1 reaction while raging. Casting a flora spell counts as attacking for the purposes of maintaining your rage.

Arboreal Attunement

Starting at 14th level, you can channel specific plant species through your rage. You may improve your Living Thorns in one of the following ways while you are raging. Once you declare your choice, you cannot change it until you stop raging. Plant matter created by this feature rots away 1 hour after the rage ends if left nourished.

The saving throw DC of any of these effects equals that of your Sylvan Soul spell DC.

Evergreen. Waxy needles take the place of your ordinary thorns. You gain resistance to fire and cold damage, and when a creature takes damage from your Living Thorns, you can use your reaction to deal additional piercing damage to that creature equal to 1d10 + your Wisdom modifier.

Fruit. A number of fruits grow on your Living Thorns equal to your Wisdom modifier. A friendly creature can use a bonus action to pick one of these fruits off you, and can then feed it to a willing creature within 5 feet of it as an action. A creature who eats the fruit regains hit points equal to 2d4 + half your barbarian level and gains the benefits of the lesser restoration spell.

Ivy. Your thorns become laced with a chemical irritant. As a reaction, you can force a creature pricked by your Living Thorns to make a Constitution saving throw, taking acid damage equal to your barbarian level on a failed save or half as much on a successful one. If a creature fails this saving throw, it can use its reaction and drop prone in a feverish scratching fit to roll the saving throw again and use the new result.

Moss. Medicinal moss sprouts across your body. You gain immunity to poison damage and the poisoned condition, and you regain a number of hit points equal to your Wisdom modifier at the start of each of your turns. If you are poisoned when you gain these effects, you are cured of the poison.

Mushrooms. Toxic fungus lines the edges of your thorns. As a reaction, you may have this fungus launch spores at a creature that takes damage from your living thorns. The creature must succeed on a Constitution saving throw or take poison damage equal to your barbarian level and become poisoned until the end of your next turn on a failure.

Petals. Colorful flowers cover whatever thorns encase your enraged form. The radius of your Nourishing Presence feature increases to 30 feet. As a reaction after activating your Living Thorns, you can attempt to intoxicate the attacker with floral pheromones. The creature must succeed a Wisdom saving throw or become charmed by you for 1 minute, or until it takes damage. While charmed in this way, a creature is incapacitated and has a speed of 0.

Sapling. A bead of life force forms in a space within 60 feet of you, which instantly sprouts into a Large spectral tree. As part of entering the rage and as a bonus action on your turn, you can command the tree to move up to 20 feet and make a melee spell attack using your flora spellcasting ability against a creature within 10 feet of the tree, dealing magical bludgeoning damage equal to 1d8 + your Wisdom modifier on a hit. Also on a hit, you can expend up to 5 flora points to have the attack deal an additional 1d8 damage per point spent.

Thicket. Animated stems, vines, or branches lash out around you. All space within 15 feet of you is considered difficult terrain for hostile creatures, and when you use Living Thorns on a creature within this radius, you can use your reaction to attempt to ensnare it. The creature must succeed on a Strength saving throw or become restrained for 1 minute, unless it uses its action to repeat the saving throw and succeeds.

Path of the Hellion

While most barbarians are content to plant themselves in the midst of battle and spill just as much blood as their foes spill unto themselves, some take on a more tactical approach, letting their impulses guide them carefully out of counter- attacking range. This technique as earned its practitioners the title of "hellion," for any fighter unfortunate enough to be opposed by such a barbarian will find themselves vexed by a diabolical combination of speed, strength, and vitality. Typically wielding polearms to make the most of their oppressively quick attacks, hellions can function extremely flexibly between skirmishing scouts and stalwart soldiers.

Iron Swan Stance

Starting when you choose this Primal Path at 3rd level, the momentum of your mighty strikes can carry you nimbly from target to target. Prior to making a melee weapon attack that uses your Strength ability, you can move up to 10 feet without provoking opportunity attacks. If you do so while raging, you add your Rage damage bonus to the attack roll of that weapon attack rather than the damage roll.

In addition, you gain proficiency in the Acrobatics skill. If you already proficient in Acrobatics, you instead gain proficiency in one other skill of your choice.

Adrenaline Surge

Also at 3rd level, your unyielding fury lets you overcome physical impairments. While raging, you gain the following benefits:

  • You ignore the effects of any poison or disease you are afflicted with.
  • You gain resistance to poison and necrotic damage.
  • Your speed cannot be reduced unless you are grappled, restrained, or incapacitated.

Frontline Discipline

Starting at 6th level, you are an implacable threat no matter how the odds are stacked against you. When you would be forced to make a Constitution or Wisdom saving throw, you can choose to make a Strength saving throw instead. You can activate this feature a number of times per long rest equal to your Strength modifier.

Barbaric Bark

Starting at 10th level, the zeal with which you dive into the din of battle can leave your enemies befuddled. When you enter a rage, each hostile creature of your choice that can hear you within 15 feet of you must succeed on a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier or become stunned until the start of your next turn. On a success, a creature is instead frightened of you and has its speed halved until the start of your next turn, then becomes immune to Barbaric Bark for 1 hour. A creature that is immune to being frightened automatically succeeds on this saving throw.

While raging, you can replace one attack made as part of the Attack action on your turn to repeat this effect against a single target that can hear you that you can see within 15 feet of you.

Break Through

Starting at 14th level, you can harness brute force to push your way through enemy lines. When you would make a melee weapon attack with advantage, you can choose to make a rushing attack instead. You may move up to 30 feet without provoking opportunity attacks as part of a rushing attack, and you can move freely through any space occupied by a creature. Each creature you move through the space of in this way must succeed on a Dexterity saving throw against your Barbaric Bark DC or take bludgeoning damage equal to 2d10 + your Strength modifier and fall prone. A creature that succeeds on this saving throw takes half as much damage and does not fall prone.

Path of the Herculean

Some individuals are born with seemingly impossible strength, exhibiting rippling muscles even before they learn to speak or walk. Such men and women quickly learn that every good thing in this world may be obtained through the exercise of overwhelming might. Others may scorn them and call them “barbaric,” but what are words but useless noise to be choked out of the speaker’s windpipe? As one such individual, you know that strength is what determines one’s worth in the world: strength to crush your enemies—and to impress your allies. You savor the opportunity to show off your great strength, whether it be in battle or in friendly competition. Your incredible strength allows you to accomplish Herculean feats that will leave your foes wailing in anguish.

Precocious Wrestler

Starting at 3rd level, you have learned to take advantage of your innate strength to wrestle foes into submission. You are proficient in the Athletics skill, and you are capable of grappling and shoving creatures that are up to two sizes larger than you. If you are already proficient in Athletics, you may double your proficiency bonus for all checks made using that skill.

While you are raging, you can make a grapple attempt as a bonus action. While you are grappling a creature with one hand, you may use your free hand to attack that creature with two-handed weapons as if you were using both hands (which also allows you to use the two-handed damage die of a versatile weapon).

Mighty Marksman

Starting at 6th level, you leverage your immense strength when using ranged weapons. You can use heavy weapons without incurring disadvantage due to your size. Additionally, you may choose to use your Strength modifier for attack and damage rolls with longbows. Attacks with longbows and thrown weapons count as melee weapons for the purposes of qualifying for your barbarian features, such as Rage and Reckless Attack, and allow you to use Thunderous Shot.

Thunderous Shot. When you make a ranged weapon attack, you may activate this feature to force each creature within 10 feet of the target (including the target itself) to make a Constitution saving throw with DC equal to 8 + your proficiency bonus + your Strength modifier. On a failure, a creature takes 4d6 thunder damage and is pushed 10 feet away from you. On a success, it takes half as much damage and is not pushed. This feature's damage increases to 5d6 at 10th level and again to 6d6 at 14th level. Once you use this feature, you must finish a short or long rest before you can use it again.

Herculean Rage

Starting at 10th level, your rages take on legendary qualities and grow more powerful the longer they endure. At the beginning of each of your turns, if you are already raging, your rage damage bonus increases by +1, up to a maximum equal to your Strength modifier.

Additionally, while raging, you are immune to poison as well as the frightened condition. If you would already be frightened when you go into a rage, the condition is suspended for the duration of the rage.

Earthshaker

Starting at 14th level, your colossal strength causes the ground itself to tremble and quake. On your turn while you are raging, you can use your action to strike the ground and create the effects of an earthquake with a 30-foot radius, centered on your location. This area becomes difficult terrain. All creatures in the affected area must make a Strength saving throw with a DC equal to (8 + your proficiency bonus + your Strength modifier). On a failure, creatures take 5d8 bludgeoning damage and fall prone; on a success, creatures take half as much damage and do not fall prone. Structures in this radius instead take 40 bludgeoning damage.

After taking this action, you can repeat it as a bonus action on successive turns for the duration of your rage.

Path of the Marauder

Few things are more terrifying than being in the path of a barbarian who has learned the ways of magic. Those who follow this path unlock something deep within them, a well of untamed power from the depths of their fury. When a marauder unleashes their rage, they channel their brute strength into primal might, and uses it to devastate his foes in a hail of fire, blades, and blood. Due to the uncontrolled nature of their powers, marauders have a dangerous predilection for exerting their might over those too weak to oppose them, and many fall into the clutches of corruption.

Spellcasting

Starting at 3rd level, the arcane power of your rage has invested you with the facility to cast spells.

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

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

For example, if you know the 1st-level spell chaos bolt and have a 1st-level and a 2nd-level spell slot available, you can cast chaos bolt using either slot.

Spells Known of 1st-level and Higher. You know three 1st-level sorcerer spells of your choice, two of which you must choose from the evocation and transmutation spells on the sorcerer spell list.

The Spells Known column of the Marauder Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an evocation or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells, since your magic stems from projecting your raw personality into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier
Marauder Spellcasting
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 5 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 12 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Arcane Fury

Also at 3rd level, you can cast spells while raging as long as the spell does not have a casting time of 1 minute or longer or require concentration, and you are not wearing heavy armor. While raging, you may add your Rage damage bonus to the damage rolls of your spells. Dealing damage with spells during your rage counts as attacking for the purposes of maintaining your rage, and you can use your Reckless Attack feature on melee spell attacks.

Merged Power

Starting at 6th level, weapons and magic are equally an extension of your rage. You gain the following benefits while raging:

  • When you use your action to cast a spell, you can make a single melee weapon attack as a bonus action.
  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
  • When you would make a ranged spell attack, you can make a melee spell attack with a range of Touch instead.

Blood Rage

Starting at 10th level, when you enter a rage, you can cast a spell with a range of Touch or Self that has a casting time of 1 action or 1 bonus action on yourself as part of the bonus action used to enter the rage. If the spell requires concentration, your concentration on the spell lasts as long as the rage does: if you would lose concentration on the spell, your rage ends immediately, and if your rage ends, so does your concentration on the spell.

Arcane Storm

Starting at 14th level, you can expel the might of your rage all at once to unleash a devastating blast of spell energy. As an action, you can expend a spell slot and end your rage early to force each creature within 15 feet of you to make a Dexterity saving throw against your spell save DC. A creature takes 3d8 force damage for each level of the expended slot on a failure, or half as much on a successful one.

Path of the Mercenary

Blood Money

Starting when you choose this Primal Path at 3rd level, the thrill you find in hunting your prey pushes you over the edge of human capability. When you perform one of the following actions, you gain one blood token. The maximum number of blood tokens you can have equals twice your barbarian level.

  • You score a critical hit with a weapon attack.
  • You are struck by a critical hit.
  • You reduce a Small or larger creature to 0 hit points.

When you fail a death saving throw, you can spend any number of blood tokens to gain a bonus to the saving throw equal to the number of tokens spent, possibly turning a failure into a success.

Hedge Your Bets

Also starting at 3rd level, your willingness to gamble with your life allows you to swing fate as you please. When you use Reckless Attack, you can spend 1 blood token to apply one of the following effects:

  • Caution. You roll an additional d20 for the attack roll and choose the highest result out of the three, but on a hit, the attack deals half as much damage.
  • Risk. You roll the attack without advantage, but the attack is a critical hit on a roll of 19 or 20.

Vengeful Payback

Starting at 6th level, when you take damage, you can spend 3 blood tokens as a reaction to gain resistance to that damage type until the end of your next turn. The next successful weapon attack you make before the end of your next turn deals an additional 1d6 damage on a hit of the same type.

In addition, you gain 1 blood token when you enter a rage.

Fortunate Prospects

Starting at 10th level, your unyielding will allows you to magically conjure mundane items to do what must be done. As an action, you can spend any number of blood tokens to create a nonmagical item with a listed gold price no higher than 25 times the number of tokens you expended. You can have only one item created by this feature at a time; if you use this action and already have an item from this feature, the first one immediately vanishes.

Cashing Out

Starting at 14th level, when you are reduced to 0 hit points, you can activate this feature to expend all of your blood tokens and avoid falling unconscious. You then regain hit points equal to thrice the number of blood tokens expended. You can activate this feature once per long rest.

Path of the Siegebreaker

It takes a brutal spirit to survive a brutal battle. When attrition rears its ugly head over two sides of the field and siege is all but inevitable, the bravest of souls ready themselves to charge ahead to tip the scales one way or another. These soldiers are collectively known as siegebreakers, and the training they undergo to prepare for this mission is as rigorous and grueling as the bloody fields they are doomed to walk one day.

Frontline Warrior

Starting when you choose this Primal Path at 3rd level, your hardened tactics make your ranged attacks just as powerful as your physical strikes. When you make a ranged weapon attack against a creature within 30 feet of you, you can use your Strength in place of Dexterity for the attack and damage rolls.

In addition, you may add your proficiency bonus to improvised melee weapon attacks you make using ranged weapons, and you may gain proficiency in firearms if your DM permits it.

Furious Barrage

Also at 3rd level, your rage enhances the precision of your ranged strikes. While raging, you can reroll any 1 or 2 you roll on the damage die of a ranged weapon attack and use the second result, and you can apply your rage damage bonus and Reckless Attack feature to your ranged weapon attacks using Strength.

Rampaging Charge

Starting at 6th level, when you hit with a ranged weapon attack using your Strength while raging on your turn, you can use your bonus action to move up to half your speed toward the target. If you end this movement within 5 feet of the target, you can make an improvised melee weapon attack using your ranged weapon as part of this bonus action.

Vengeful Assault

Starting at 10th level, you can retaliate against your enemies at close range. When you take damage from a creature within 30 feet of you, you can use your reaction to make a ranged weapon attack against the attacker.

Ruthless Critical

Starting at 14th level, your opposition can only stand so long against your attacks. Your ranged weapon attacks using Strength can benefit from your Brutal Critical feature, and whenever you score a critical hit with a weapon attack, the target takes additional damage equal to half your barbarian level and is knocked prone. If the target stands up before the end of its next turn, it loses hit points equal to half your barbarian level.

Path of the Singularity

The power of the stars is as terrifying as it is beautiful, both largely due to the constant mystique that encompasses the night sky each time the sun retreats beneath the horizon. If this power can be tapped into and channeled through a powerful enough host without said host being ripped apart, it can be tempered into a near-endless source of otherworldly strength. No warrior encompasses this delicate balance of muscle and energy than the barbarians who walk the Path of the Singularity: those that manifest bodily force into a tangible aura that bears down on anything and anyone in their vicinity.

Gravitational Pull

Starting at 3rd level, you become dense enough to manipulate the spatial order around you. When you take the Attack action on your turn, you can replace one attack with a gravitational pull. Make a melee weapon attack against a creature within 30 feet of you that is no more than one size larger than you. On a hit, the target takes force damage equal to 1d6 + your Strength modifier and must make Strength saving throw against a DC equal to 8 + your Strength modifier + your proficiency bonus. On a failure, the target is pulled 30 feet closer to you; on a success, the target is pulled 5 feet closer to you.

This feature’s damage die increases to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level.

Event Horizon

Starting at 6th level, your oppressive presence creates a sensation of crushing weight wherever you go. When a creature starts its turn or moves through a space within 10 feet of you while you are raging, you can force it to make a Strength saving throw against the same DC as Gravitational Pull. On a failure, it takes 2d10 force damage, and for every foot that creature attempts to move through space within 10 feet of you until the start of its next turn, it must use 2 feet of movement. On a success, it takes half as much force damage and does not have its movement impeded.

This feature’s damage increases to 3d10 at 14th level.

Satellite Orbit

Starting at 10th level, you can use a bonus action to manifest a number of small satellite projectiles equal to your Constitution modifier. The satellites orbit around your head for 10 minutes before crumbling to dust. You can activate this feature as part of going into a rage.

Each satellite has hit points equal to half your barbarian level and resistance to force, psychic, and poison damage. If an attack would hit you, you can use your reaction to have one of your satellites take the attack’s damage instead. A satellite is destroyed when reduced to 0 hit points, and any excess damage carries over onto you.

You can also use the satellites as improvised ranged weapons with which you are proficient. A satellite attack has a range of 30/120 feet, and deals force damage equal to 1d10 + your Strength modifier on a hit. Once a satellite hits or misses a creature, it is destroyed. Satellite attacks count as melee attacks for the purposes of benefiting from your Rage and Reckless Attack features.

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

Supermassive Impact

Starting at 14th level, the depth of your inner strength is truly awe-inspiring. When a creature fails its saving throw against your Gravitational Pull feature or takes damage from your Event Horizon feature, it is flattened. A flattened creature is prone, and its speed is 0 until it is no longer flattened. A flattened creature can use an action to make a Strength saving throw against the same DC as your Gravitational Pull, regaining its movement speed on a success.

Path of the Storm Herald (Revised)

All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.

Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world's end, or deep in the hottest deserts.

Storm Aura

Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover.

Choose one of the following environments. Features you gain as you level up in this class depend on that chosen environment, as well as a damage type relating to it. You can change your environment choice whenever you gain a level in this class.

Environment Damage Type
Desert Fire
Mountain Thunder
Sea Lightning
Tundra Cold
Underdark Acid

At the start of each of your turns while you are raging, each hostile creature within the aura takes damage of the type relating to your environment equal to your Rage Damage Bonus.

In addition, whenever you take damage of the type affiliated with your chosen environment, you can use your reaction to move up to half your speed without provoking opportunity attacks. If you do so, your Rage Damage Bonus is doubled until the end of your next turn.

Storm Soul

At 6th level, the storm grants you benefits even when your aura isn't active. You gain resistance to the damage type associated with your chosen environment, and you gain an additional benefit unique to that environment.

Constitution is your casting ability for any spells granted by Path of the Storm Herald.

Desert. You learn the fire bolt cantrip, and you gain darkvision out to a range of 60 feet. Any existing darkvision range you have is increased by 30 feet.

Mountain. Your jumping distance is doubled, and you learn the gust cantrip.

Sea. You can breathe underwater and gain a swimming speed equal to your walking speed.

Tundra. You learn the shape water cantrip, and you ignore the effects of non-magical difficult terrain.

Underdark. You gain tremorsense out to a range of 60 feet, as well as 10 feet of blindsight.

Raging Storm

Starting at 10th level, elemental magic suffuses you to the point of mirroring potent spells. Upon entering a rage, you can gain the effects of a spell depending on your chosen environment. The spell lasts for as long as the rage does, but you still must maintain concentration on it (even if the spell does not ordinarily require concentration). If you lose concentration on the spell, your rage ends early.

Environment Spell
Desert flame stride
Mountain fly
Sea haste
Tundra fire shield (chill shield only)
Underdark earth glide

Earth Glide

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a handful of clay or silt)
  • Duration: Concentration, up to 10 minutes

One willing Medium or smaller creature you touch gains a burrowing speed of 30 feet for the duration, becoming able to dig through unworked dirt and stone. While burrowing, it can choose to leave a 5-foot wide tunnel in its wake or move through the material undisturbed. If the target was not burrowing a tunnel when the spell ends, it is restrained and suffocating until it escapes the earth.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.


Classes: Cleric, Druid, Ranger

Nova Streak

Starting at 14th level, when you take the Dash action or use your Storm Aura reaction while raging, you become an incorporeal mass of pure energy. Until the end of that turn, you can move freely through creatures. Once before the end of the turn, when you move through a creature, you can create a damaging burst in a 10-foot radius centered on the creature you moved through. Each creature in the radius, other than you, must make a Dexterity saving throw against your Storm Soul DC, taking damage of the type affiliated with your chosen environment on a failure or half as much on a success. This amount of damage is equal to the result of a number of d6 rolls equal to your Rage Damage Bonus.

Path of the Thane

Thane, huscarl, or honor guard: the role is the same. Thanes bear arms in service to a lord or master they have sworn to defend. The position is one of sacrifice, often earned through heroics or great service to the lord and their people. However you have earned this title, your name will be remembered in the eyes of all who stand behind you as their shield.

Strength in Kinship

Starting when you choose this Primal Path at 3rd level, your battle tactics become more focused on controlled tactics than wanton destruction. You gain a number of kinship points equal to your Rage damage bonus. You regain all expended kinship points when you begin a new rage, and you regain 1 expended kinship point when you or a friendly creature within 10 feet of you takes the Help action in combat.

While raging, you can spend 1 kinship point to perform any of the following effects. If a kinship effect requires a saving throw, the DC is equal to 8 + your proficiency bonus + your Strength modifier.

  • Bash. When you hit with an attack using an unarmed strike or improvised weapon, you can force the target to make a Strength saving throw. On a failure, the target takes an additional 1d8 damage and is pushed a number of feet away from you equal to 5 times your Rage damage bonus.
  • Cleave. When you hit with an attack using a two-handed or versatile weapon you are wielding in both hands, you can choose another creature within 5 feet of the target prior to rolling damage. If the attack roll would also hit this second target, it takes half the damage the original target did from the attack.
  • Diplomacy. As an action, you can force a creature that can hear you within 30 feet of you to make an Intelligence saving throw. On a failure, it is charmed by you for the duration of your rage, unless you or one of your allies deals damage to the target or one of its allies.
  • Expose. When you hit with an attack using a finesse weapon, you can force the target to make a Dexterity saving throw. On a failure, it must drop one item it is holding of your choice, and one willing creature within 5 feet of it can use its reaction to make a weapon attack against the target. On a hit, this attack deals additional damage equal to your Rage damage bonus.
  • Intercept. When a creature you can see makes a ranged attack against a creature within 30 feet of you, you can use your reaction to throw a thrown weapon you are holding and reduce the triggering attack roll by an amount equal to twice your Rage damage bonus. possibly turning a hit into a miss.

Thane's Instincts

Also at 3rd level, you find yourself better equipped to handle life among the masses. You gain proficiency in any two skills based on Wisdom or Charisma, and you learn an additional language of your choice.

In addition, you can use a shield as an improvised thrown (15/30 ft.) weapon with which you are proficient with, which deals bludgeoning damage equal to 1d6 + your Strength modifier on a hit.

Reckless Strategy

Starting at 6th level, when you use Reckless Attack on your turn, until the start of your next turn, you can spend 1 kinship point to perform any of the following effects:

  • Carry Burden. As a bonus action, you grant each creature you can see within 10 feet of you a bonus to the first ability check, attack roll, or saving throw made before the start of your next turn. The bonus equals the result of 1d6.
  • Draw Ire. As a bonus action, you can force each creature of your choice that can see or hear you within 30 feet of you to make a Wisdom saving throw against your kinship save DC. On a failure, a target has disadvantage on attack rolls against creatures other than you until the end of its next turn.
  • Share Pain. When a creature within 5 feet of you is hit by an attack, you can use your reaction to have that creature take half as much damage. You then also take half the attack's damage, which cannot be reduced by resistance or immunity.
  • To The Hilt. When an attack made by a creature within 5 feet of you would miss you, you can use your reaction to instead have the attack hit you, dealing half as much damage. As part of the same reaction, you can then make a melee weapon attack against the attacker with advantage.

Valiant Inspiration

Starting at 10th level, your unfaltering resolve can bolster your allies in a time of need. As a bonus action, you can activate this feature to choose any number of creatures within 30 feet of you. Each target regains a number of hit points equal to 1d6 + your barbarian level and can immediately reroll one saving throw against a lingering effect that ails it, such as a hold person spell or a dragon's Frightful Presence.

Once you use this feature, you cannot use it again until you finish a long rest, unless you spend 2 kinship points to use it again.

Steadfast Awareness

Starting at 14th level, your senses are honed by your long and devoted service. You make saving throws against being blinded, charmed, deafened, frightened, or incapacitated with advantage.

In addition, you gain blindsight out to a range of 30 feet as long as you are not incapacitated.

Path of the Two Folds

Barbarians are renowned for their unpredictable emotions: they serve as the source of their strength, driving them beyond the capabilities of ordinary fighters. However, there remains a natural duality when it comes to the concept of rage: is it an excuse to destroy without mercy, or a chance to become something more than oneself? Individuals who choose to embrace both sides of this duality find their very emotional state altered, forced to land on one side of a single coin.

Concentrated Dualism

When you choose this Primal Path at 3rd level, your Rage is altered by your emotional awareness. You have a pool of d6s equal in number to your barbarian level. You can access this pool while you are raging. When you go into a Rage, choose Darkness or Light: your choice determines the effect of your pool. You regain all expended dice when you finish a long rest.

Whenever you fail an Intelligence, Wisdom, or Charisma saving throw while you are raging, your choice inverts: Darkness becomes Light, and Light becomes Darkness. You can choose to intentionally fail a saving throw in order to switch your active effect.

Darkness. You succumb to dark desires, making the wounds you inflict supernaturally more gruesome. When you hit with an attack that applies your Rage damage bonus, you can spend a number of your pool dice equal to half your barbarian level or less. Roll the spent dice and add them together: the target takes additional necrotic damage equal to the result. You then gain temporary hit points equal to the number of dice spent. You can only activate this feature once per turn.

Light. You are suffused with luminous hope, mending the wounds of those around you. When a creature starts its turn within 10 feet of you, you can spend a number of your pool dice equal to half your barbarian level or less. Roll the spent dice and add them together: the target regains hit points equal to the result. You then regain hit points equal to the number of dice spent.

Sense Extremity

Also at 3rd level, you have a keen intuition regarding the nature of other beings. You can cast the detect evil and good spell a number of times equal to your Constitution modifier per long rest, without requiring spell slots. If you cast this spell while you are raging, you briefly sense the location of listed creatures, but then the spell immediately ends.

In addition, you gain proficiency in the Insight skill.

Enduring Emotion

Starting at 6th level, your rage hardens your mind as well as your body. While you are raging, you gain resistance to psychic damage, and one other damage type depending on your active Dualism effect - necrotic for Darkness or radiant for Light - and when you would make an ability check or saving throw using Intelligence, Wisdom, or Charisma, you can use your reaction to expend and roll one die from your Concentrated Dualism pool to add the result to the total roll.

Soul Stamina

Starting at 10th level, you can prolong the effects of your Concentrated Dualism. When you roll for initiative and have 3 or fewer dice remaining in your pool, you regain a number of dice equal to your Constitution modifier (minimum of 1).

Greater Polarity

Starting at 14th level, your Concentrated Dualism effects become empowered.

Darkness. The target of the effect must make a Constitution saving throw with a DC of (8 + your proficiency bonus + your Constitution modifier). On a failure, it becomes paralyzed for 1 minute. While paralyzed in this way, the target cannot regain any hit points. It can repeat the saving throw at the end of each of its turns, removing the effect from itself on a success.

Light. The radius of the effect increases to 30 feet, and you shed bright light within this radius. When a creature starts its turn or moved within the area of effect, you can deal radiant damage to that creature equal to your Constitution modifier.

PART 3

Bardic Colleges

College of Gospel

A bard that devotes their career to worshipping divine forces is likely to find their magic laced with holy or unholy power. Chaotics bards inclined to this College can be found singing epic praises of their figure of choice regardless of location or circumstance, while lawful ones reserve their pious and respectful performances for church chambers or memorial services.

A bard does not need to subscribe to any one deity in order to be considered a member of the College of Gospel, but doing so has the potential to entreat them with that deity’s favor. Those lucky enough to recognize and embrace such treatment often take up the lifestyle of clerics or paladins to further spread the good name of their newfound patron.

Bonus Proficiencies

When you choose this Bardic College at 3rd level, you gain proficiency with medium armor, shields, and warhammers. In addition, you learn to read, write, and speak Celestial. If you already know Celestial, you may choose another language to gain proficiency in.

Words of Worship

Also when you choose this Bardic College at 3rd level, the direction of your faith improves and influences your spellcasting. When you learn a bard cantrip or spell of 1st level or higher, you can choose the new spell from the bard spell list or the cleric spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a bard spell for you.

In addition, you learn one additional cleric cantrip and one 1st-level cleric spell of your choice. These count as bard spells for you and do not count against your ordinary limit of known spells.

Pious Performance

Starting at 6th level, your honor to the gods through your song manifests in miraculous healing. While your Countercharm feature is active, each affected ally with less than half its remaining hit points regains hit points equal to your bard level at the start of each of its turns.

Song of Fate

Starting at 14th level, you can strike a powerful chord that nearly shakes the world around you. Whenever a creature you can see rolls your Bardic Inspiration die, you can use your reaction to roll an additional Bardic Inspiration die and add it to the target's roll. You can do so after the creature rolls its Bardic Inspiration die, but not after the DM declares the result of the roll.

You can use this feature two times per long rest, unless you expend a use of Bardic Inspiration to use it again.

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College of Melodrama

Melodrama is a type of theater that plays particularly to the emotions of the audience. While any common actor can project a tone, bards who dedicate their studies to this theatrical art may find themselves capable of weaving the pathological manipulation of melodrama into their everyday magics. The College of Melodrama not only teaches the true meaning of melodrama, but encourages and guides the use of emotional manipulation as a practical and mundane form of enchantment in itself.

Art of Empathy

When you choose this Bardic College at 3rd level, you gain proficiency in the Insight and Performance skills. If you would already be proficiency in either of these skill, you may double your proficiency bonus on all checks made with those skills.

Take the Spotlight

Also at 3rd level, you can use a bonus action to place dramatic focus on an enemy, weakening them with subtle enchantments. A creature you can see within 30 feet of you becomes the target of your spotlight for 1 minute. Creatures in your spotlight take additional damage from your attacks and spells equal to your Charisma modifier. While a creature is in your spotlight, both you and the target take a -10 penalty to damage rolls against all other creatures.

When activating this feature, you can expend a use of your Bardic Inspiration feature. If you do, an additional number of creatures within 30 feet of you equal to your Charisma modifier also fall under your spotlight.

You can use this feature three times, regaining all expended uses when you finish a short or long rest.

Rapt Attention

Starting at 6th level, your natural flair is compelling enough to prevent those around you from leaving your proximity. When a creature targeted by your Take the Spotlight feature attempts to move farther than 30 feet away from you, you can use your reaction to force the creature to make a Wisdom saving throw against your bard spell save DC. On a failure, the target's speed is reduced to 0 until the start of its next turn and it cannot use teleportation magic for the same duration; on a success, its speed is halved until the end of the current turn.

Gracious Encore

Starting at 14th level, your beguiling ways have an even more profound effect. When you expend Bardic Inspiration upon activating Take the Spotlight, you and each ally within 30 feet of you gains temporary hit points equal to the result of the die plus your Charisma modifier and a d6 inspiration die (usable in the same way as Bardic Inspiration).

In addition, when a creature under your spotlight begins its turn, you can force it to make a Wisdom saving throw against your bard spell save DC. On a failure, it must repeat the same action it took last turn, if able; otherwise, it is incapacitated until the start of its next turn. On a success, it is immune to this effect for 24 hours.

College of Muses

Bards who study the College of Muses are devoted to the creation of a singular masterpiece in the tradition of the epic poets. All the greatest stories in history were originally captured and recreated for audiences as masterful works of poetry. These stories were passed down for centuries in an oral tradition, and eventually, they were recorded on papyrus scrolls and stored in great libraries.

Those who wish to record their own epic poems spend their early years studying philosophy, aesthetics, and music, so that they have the necessary language to capture the splendor of great deeds. However, an epic poet cannot spend all their life studying. Eventually, they must seek out great conflicts, for great conflicts produce great heroes, and great heroes produce great deeds.

As such, you have prepared yourself for a life of turmoil, chasing after warriors who brave impossible odds. You have learned to transcribe events faithfully, even in the chaos of battle. You know that if your quill slips at a pivotal moment, the beauty of that instant may be forever lost to history.

Epic Inspiration

Starting when you choose this Bardic College at 3rd level, your Bardic Inspirtion grows in overall effectiveness. When an ally would roll a value less than your Charisma modifier on their inspiration die, they may consider that roll equal to your Charisma modifier instead.

In addition, you gain proficiency with medium armor to better protect yourself while witnessing epic feats.

Inspiring Epithets

Also at 3rd level, your eloquent tales inspire your allies to become better than themselves. Prior to a creature rolling your inspiration die, you can choose to activate this feature in place of Epic Inspiration to give that ally an additional effect, depending on the number they roll on the inspiration die, which lasts for 1 minute. If the ally wants to gain a second effect while already under the effects of one, they must forgo the previous effect to take the new one.

Roll Effect
1 or 2 Nothing.
>3 Courage. The target gains advantage on saving throws against becoming charmed or frightened.
>5 Reflexes. The target's initiatve score is increased by your Charisma modifier.
>7 Determination. The target gains advantage on death saving throws.
>9 Resilience. The target becomes resistant against one damage type of your choice.
>11 Foresight. The target gains advantage on saving throws against all area-of-effect attacks and spells.

Positive Feedback

Starting at 6th level, you are further motivated to spread word of your party's exploits as they suffer tragic failure or critical success. Whenever a creature within 5 feet of you rolls a natural 1 or natural 20 on an ability check, attack roll, or saving throw, you can use your reaction to regain one expended use of your Bardic Inspiration feature.

The Tale Goes On

Starting at 14th level, your Bardic Inspiration gains the ability to save your allies from impending doom. When a creature with your Bardic Inspiration falls to 0 hit points, they may use the inspiration die to instead fall to a number of hit points equal to the number rolled.

College of Oration

The phrase "pen mightier than the sword" tends to be fairly popular among bards, especially those attempting to adjust to the mighty warriors of their respective adventuring parties. When the time comes to set down the pen and draw the sword, though, it is the bards of the College of Oration who truly make weapons out of words.

High Confidence

Starting when you choose this Bardic College at 3rd level, when you make a Charisma check pertaining to speaking, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.

Speechcraft

You learn three special wordsmithing techniques of your choice, called manipulations. The complete list of manipulations are their effects are listed below. You learn one additional manipulation at 6th and 14th level.

Each time you gain a level in this class, you can switch one of your known manipulations out for another you do not know.

Manipulations

A creature must be able to hear you to be targeted by a manipulation. After a hostile creature is targeted by a manipulation, it cannot be targeted by that manipulation again for 1 hour.

Bolster. When you or an ally within 60 feet of you rolls a Bardic Inspiration die for a weapon attack roll and rolls lower than your Charisma modifier on the die, they may replace the die's result with your Charisma modifier.

Condemn. You can use an action to attempt to weaken one creature within 30 feet of you. The target must make a Charisma saving throw againt your bard spell save DC; on a failure, the target is condemned until the start of your next turn. Once per turn, when the condemned creature takes damage from an attack or spell, it takes additional psychic damage equal to a roll of your Bardic Inspiration die.

Exalt. When an ally that has gained your Bardic Inspiration takes damage, they can expend the inspiration die and roll it to reduce the amount of damage they take by the result plus your Charisma modifier.

Educate. When you or an ally within 60 feet of you rolls a Bardic Inspiration die for an Intelligence or Wisdom saving throw and rolls lower than your Charisma modifier on the die, they may replace the die's result with your Charisma modifier.

Flirt. You can use an action to attempt to beguile one creature within 30 feet of you. You make a Charisma check, contested by a Wisdom check from the target. If you win, the target is incapacitated and charmed by you until the end of its next turn.

Impose. When you or an ally rolls a Bardic Inspiration die for a Charisma check and rolls lower than your Charisma modifier on the die, they may replace the die's result with your Charisma modifier.

Provoke. You can use an action to attempt to enrage one creature within 30 feet of you. You make a Charisma check, contested by a Wisdom check from the target. If you win, the target makes all attack rolls against creatures other than you with disadvantage until the end of your next turn.

Quash. You can use an action to attempt to discourage one creature within 30 feet of you. You make a Charisma check, contested by a Wisdom check from the target. If you win, the target does not take its next turn until initiative count 0, losing any ties.

Retort. When a creature you can see is hit by a critical hit or becomes charmed or frightened, you use your reaction to cast a bard spell with a casting time of 1 action that only affects that single creature.

Terrorize. You can use an action to attempt to strike fear into one creature that can hear you within 30 feet of you. You make a Charisma check, contested by a Wisdom check from the target. If you win, the target is frightened of you until the end of its next turn.

Prattling Lecture

Starting at 6th level, your Countercharm consists of an informative tirade that is so thoroughly boring to those you deem unfit to recieve it that it numbs their minds. Each time you use an action to perform your Countercharm, you can use a bonus action to choose a hostile creature that can hear you within the Countercharm's area of effect and roll a number of d8s equal to your bard level. If the result exceeds the current hit points of the target, it falls unconscious for the duration of your Countercharm. If not, the target instead takes psychic damage equal to two rolls of your Bardic Inspiration die.

In addition, all allied creatures affected by your Countercharm gain resistance to psychic damage.

Sonorous Influence

Starting at 14th level, you can amplify the enchantments sewn into your Speechcraft over a wide area. When you use a manipulation, you can have it affect all creatures of your choice within 30 feet of you that can hear you. Once you do so, you cannot activate this feature again until you finish a short or long rest.

College of Sagas

Bards of the College of Sagas are those whose hearts beats in time with the echoes of history, drawing inspiration from the annals of ages long past. With a profound connection to the tales and secrets of the past, these bards are master storytellers and eternal guardians of the world's most ancient knowledge. They use their unique blend of musical prowess and scholarly insight to enthrall audiences and unlock the secrets hidden in the mists of time.

Ancient Lore

Starting when you choose this college at 3rd level, you gain proficiency with History, mason's tools, and one additional language of your choice. If you are already proficient with History or mason's tools, you gain proficiency with one additional skill or tool of your choice (respectively).

In addition, all divination spells are considered bard spells for you.

Write A New Chapter

Also at 3rd level, your powerful epigraphs leave lasting impressions on all those around you. While you are concentrating on a bard spell, you can expend a use of Bardic Inspiration to cast a different bard spell without requiring a spell slot. When you do so, the original spell immediately ends. The new spell cannot be more than two levels above that of the original spell.

Enduring Lessons

Starting at 6th level, your devotion to your craft grants you enhanced focus and remarkable resilience. You gain proficiency in Constitution saving throws, and you make saving throws against being charmed or magically aged with advantage.

In addition, whenever a creature with your Bardic Inspiration uses the inspiration die on an ability check using a skill you are proficient in, it gains advantage on the check.

Epic Finale

Starting at 14th level, you can build up a magical performance to close out with a spectacular bang. When you use Write A New Chapter to cast a bard spell without requiring a spell slot, if the new spell has a duration of Instantaneous, you may treat that spell as if it was cast using a 9th-level spell slot. Once you use this feature, you cannot do so again until you finish a long rest, unless you expend a spell slot of 6th-level or higher to use it again.

College of Sirens

Most scholars agree that the fey were the first bards, crafting enchanted musical instruments and blessing the young world with stirring melodies. The techniques harnessed by the fey are difficult to reproduce without magic, leading many contemporary bards to harness their arcane talents to answer the call of ancient fey music. Such bards dedicate themselves to mastering their voices, able to perform their remarkable feats without needing to carry an instrument around.

Bards of the College of Sirens almost always devote themselves to a musical career, though some take a more studious approach, spending their working hours continuing to analyze the nature of fey enchantments for future replication. Other bards dedicate their talents to lechery, using their gifts of supernatural persuasion to wring the wallets of unsuspecting citizens dry in brothels or taverns. In any case, the College of Sirens encourages its students to travel the breadths of the worlds in search of new arts to pursue and diverse audiences to share your songs with.

Potent Acoustics

When you choose this Bardic College at 3rd level, your voice alone is powerful enough to conjure up magic. When you cast a bard spell that has a verbal component, you can ignore all other components that do not have a listed material cost.

In addition, the charm person spell is added to your known spell list, without counting against your maximum number of known spells. At 7th level, charm monster is as well.

Shroud of Mist

Also at 3rd level, you can expend a use of your Bardic Inspiration feature to generate a veil of magical mist to add further mystique to your supernatural charms. As a bonus action, you create icy fog in a 10-foot-radius sphere, centered on a point you can see within 30 feet of you.

The misted area is lightly obscured, and when a creature starts its turn in the area, you can force it to make a Constitution saving throw against your bard spell save DC. On a failure, the target takes cold damage equal to a roll of your Bardic Inspiration die and has its movement speed reduced by 15 feet until the start of its next turn. If the creature is charmed by you when it takes this damage, the damage does not allow it to repeat its saving throw against being charmed.

The mist lasts for 1 minute, but ends early if you become incapacitated. A moderate wind (at least 10 miles per hour) disperses the mist after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. You can also dispel the mist as a bonus action.

Infectious Euphony

Starting at 6th level, your beguiling melodies are more sonorous than ever. When you use an action to cast an enchantment spell on your turn, you can use a bonus action to cast charm monster without requiring a spell slot. You can use this feature a number of times equal to your Charisma modifier and regain all expended uses when you finish a long rest.

Harrowing Allure

Starting at 14th level, creatures who fall under the sway of your songs are drawn to you like moths to a flame. When a creature fails its saving throw against a bard spell you cast, you can use your reaction to force that creature to spend the entirety of its next turn attempting to move closer to you, even moving into obvious harm to reach you as quickly as possible. If a creature under this effect successfully moves within 5 feet of you, it is incapacitated by ogling at you until the end of its next turn. A creature that is incapacitated or has a movement speed of 0 cannot be affected by this feature.

An affected creature takes the shortest possible path when approaching you. For instance, the target will attempt to leap over a gorge or swim across a river if that path allows it to reach you faster than any other. If this shortest possible path could possibly damage the target, it can make a Wisdom saving throw against your bard spell save DC before it throws itself into danger. On a success, it comes to its senses and can use the rest of its turn as normal. A creature charmed by you automatically fails this saving throw.

College of Thrash

Music is such a powerful thing: there are few better ways to dredge up the deep-seated emotions of others than plucking at their heartstrings. Bards of the College of Thrash takes this axiom to the extreme, wearing their heartstrings not just on their sleeves, but tying them to all manner of outlandish items designed to fully reflect the moods they express through their performances. Be it through flashy magic, inspiring lyrics, or outright oppressive cacophony, the College of Thrash leaves none of its techniques up to the imagination, accepting no substitutes for center stage.

Bonus Proficiencies

Starting at 3rd level, you gain proficiency with tinker's tools and martial weapons.

Radical Flair

Also at 3rd level, you gain a magical musical creation that functions as both a weapon and instrument. Choose a weapon type with which you are proficient and one musical instrument with which you are proficient. The item created by this feature is a weapon of the kind you designated, which can also be played as if it were the musical instrument you chose, and thus can be used as a spellcasting focus for your bard spells. This item becomes known as your radical weapon.

When you create your radical weapon, and whenever you finish a long rest with tinker's tools in hand, choose one of the following damage types. Your choice grants you an additional cantrip and adds additional spells to your list of known spells, neither of which count against your ordinary limit. You can cast each spell of 1st and 2nd level once per long rest without expending a spell slot. Your choice also grants additional benefits as you gain levels in this class.

Damage Type Cantrip Spells
Fire produce flame burning hands, pyrotechnics
Necrotic toll the dead cause fear, blindness/deafness
Thunder thunderclap thunderwave, silence

In addition, when you hit a charmed or frightened creature with an attack using your radical weapon, you can have the attack deal additional damage of the type you selected equal to one roll of your Bardic Inspiration die.

Mosh Pit

Starting at 6th level, your Countercharm is powered by the mindlessness and volatility of raw emotion. Whenever you use your action to begin or continue your Countercharm, each affected ally (including yourself) can use its reaction to make one melee weapon attack. If the ally adds your Bardic Inspiration die to the attack roll and it hits, the attack deals additional damage equal to the result of the die. If the attack would have hit regardless of using the inspiration die, the attacking ally can choose to knock its target prone or push it 5 feet away.

Screamfest

Also at 6th level, your infectious energy can overwhelm unprepared adversaries. Whenever you grant your Bardic Inspiration die to an ally, you can choose another creature that can hear you within 60 feet of you. That target must succeed on a saving throw against your bard spell save DC, suffering an effect depending on your chosen damage type for Radical Flair on a failure.

Damage Type Saving Throw Fail Effect
Fire Dexterity The target takes fire damage equal to two rolls of your Bardic Inspiration die.
Necrotic Wisdom The target is frightened of you until the start of your next turn.
Thunder Constitution The target is deafened and unable to take reactions until the start of your next turn.

Power Chord

Starting at 14th level, your every performance is packed with sonorous force. Whenever you use Bardic Inspiration or cast a bard spell of 1st-level or higher on your turn, you can choose to create either a 30-foot cone originating from yourself or a 10-foot radius centered on one target of the effect. Each creature of your choice in the area of effect must succeed on a Constitution saving throw against your bard spell save DC or take damage of the type you chose for Radical Flair equal to half your bard level and be pushed 10 feet away from you. If your Countercharm is active when you activate this feature, a creature that fails this saving throw instead takes damage equal to your full bard level and is stunned until the end of your next turn.

College of the Unspoken

Some tales are better left untold. Bards of the College of Unspoken have experienced an existential trauma that has molded their expressions of performance and magic to mirror that trauma. Whether a bard's mind is scarred or enlightened by this revelation depends on the nature of its source, and often comes from attempting to study or perform infohazardous works such as The King in Yellow, The Call of Cthulu, or Roko's Basilisk. In a less eldritch sense, the College of the Unspoken also represents a series of bardic disciplines that focus on affecting the mind with subliminal cues within their performances, transmitting magic and information through esoteric gestures and sounds.

Altered Psyche

Starting when you choose this college at 3rd level, your mind has been twisted into a form only you can understand. You learn the Deep Speech language, and you are immune to telepathy and other effects that would attempt to read your thoughts, emotions, or alignment. When a creature makes such an attempt against you, you can use your reaction to force that creature to succeed a Wisdom saving throw against your bard spell save DC or taking psychic damage equal to a roll of your Bardic Inspiration die + your Charisma modifier.

Unspoken Truth

Also at 3rd level, you can use sounds and gestures to communicate simple ideas to any creature within 30 feet of you that can see or hear you. When you would cast a bard spell that has vocal components or limitations on creature type, Intelligence score, or language understanding of its targets, you can expend a use of Bardic Inspiration to ignore those components or limitations. When you do so, each affected creature takes psychic damage equal to one roll of the die.

Silent Solace

Starting at 6th level, you can use your Countercharm to share visions of a waking dream with your allies. Each creature affected by your Countercharm gains resistance to psychic damage and the benefits of your Altered Psyche feature. When an ally uses Altered Psyche in this way, it expends its own reaction but uses your statistics to calculate the damage it deals.

Forsaken Secrets

Also at 6th level, you learn three spells of your choice from the divination or enchantment schools of magic. Whenever you gain a Magical Secrets feature, you also learn an additional divination or enchantment spell.

In addition, when you deal psychic damage to a creature, that damage does not allow it to repeat any saving throws to end spells affecting it, such as charm person or sleep. You can reroll any 1 you roll to deal psychic damage, but must use the new result.

Cognitive Dissonance

Starting at 14th level, you can speak a profane utterance that invokes uncanny sympathy in all who hear it. You can use a bonus action and expend a use of Bardic Inspiration to grant your Bardic Inspiration to each creature of your choice within 30 feet of you that can hear you. When a creature expends Bardic Inspiration granted this way, it takes psychic damage equal to the result of the die. When a creature takes this psychic damage, you can use your reaction and expend an additional use of Bardic Inspiration to reuse this feature, targeting each creature of your choice within 30 feet of the damaged creature that can hear it.

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College of Valor (Revised)

Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn't pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.

Bonus Proficiencies

When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons. You also gain proficiency in either the Athletics or History skill.

War Chant

Also at 3rd level, you can perform a rousing display of might that emboldens your allies. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. When it does so, the target of the attack must make a Charisma saving throw against your bard spell save DC, falling prone on a failure.

Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its Armor Class against the attack. This reaction must be made prior to seeing the result of the attack roll.

Extra Attack

Starting at 6th level, you can attack twice, instead of once when you take the Attack action on your turn. Moreover, you can replace one weapon attack you make as part of the Attack action with a cantrip that has a casting time of 1 action.

Forward March

Also at 6th level, your Countercharm feature inspires heroism in the face of great odds. All affected creatures are immune to being charmed and frightened and have their movement speeds increased by 10 feet for the feature's duration.

Swan Song

Starting at 14th level, you can tap into a supernatural pool of vigor to perform one final glorious act before facing defeat. When you would be reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead, and at the same time, grant your Bardic Inspiration to any number of allies within 30 feet of you without expending any uses of Bardic Inspiration. You can use this feature once per long rest, unless you expend two uses of Bardic Inspiration to activate it again.

Order of the Awakened

While all blood hunter orders employ martial training as a means of defending themselves out in the wastes of the world, the Order of the Awakened takes this discipline to extreme levels. Its members are regularly confused for monks if their hemomancy is not made obvious. Awakened blood hunters know that there is more to the self than a body and mind, and tirelessly push themselves to become something greater than the combination of these two parts in hopes of rising above their enemies in spectacular fashion.

Rite of the Awakened

When you join this order at 3rd level, you learn the Rite of the Oracle esotric rite. While the rite is active, you gain the following benefits:

  • You gain blindsight out to a range of 15 feet.
  • Your movement speed is increased by 10 feet.
  • You can use your Intelligence in place of Strength or Dexterity to determine attack and damage rolls made with the rite weapon.

Awakened Fighting Style

Starting at 3rd level, you gain a special martial technique that enhances your weapon attacks. Choose one of the following options: you may change your choice as part of a long rest.

  • Blade Dancer. Whenever you hit with a weapon attack that deals slashing damage, you may move up to 10 feet without provoking opporunity attacks.
  • Forceful Crusher. When you score a critical hit against a creature with a weapon attack that deals bludgeoning damage, the target's speed is reduced to 0 until the start of your next turn, and it is knocked prone.
  • Perfect Piercer. When you miss with a weapon attack that deals piercing damage, you can reroll the attack against that target as a bonus action.

Punishing Brand

Starting at 7th level, creatures bearing your Brand of Castigation cannot muster their full strength to hamper you. Whenever the creature would force you to make a saving throw, you make the save with advantage.

Aggressive Flow

Starting at 11th level, your mental and tactile senses have merged closer together. When you use your action to Dash, Dodge, or use a blood curse, you can make one weapon attack as a bonus action.

Crimson Focus

Starting at 15th level, your rigorous physical training allows you to use your Blood Maledict with greater intensity. When you amplify a blood curse, you can choose to not expend a use of your Blood Maledict by sacrificing an additional number of hit points equal to your Intelligence modifier. Each time after the first you use this feature before finishing a long rest, add another hemocraft die to your hit point loss.

Blood Curse of the Third Eye

Starting at 18th level, you have discovered the penultimate combination of hemomancy and martial arts. You learn the Blood Curse of the Third Eye, which doesn't count toward your known blood curses.

Blood Curse of the Third Eye

As an action, you invoke an ancient rite that grants you supernatural awareness and precision in combat. Maintaining this blood curse requires your concentration, akin to concentrating on a spell. For up to 10 minutes, you gain the following benefits:

  • Your attack rolls score a critical hit on a result of 19 or 20.
  • When you make a saving throw with advantage to take half damage from an effect, you take half as much damage on a failure and no damage on a success.
  • You make all ability checks and saving throws based on Intelligence and Wisdom with advantage.

When this blood curse ends, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.

Amplify. You gain advantage on all concentration checks to maintain this blood curse. In addition, for the curse's duration, you can make an additional weapon attack as part of the Attack action on your turn.

Order of the Disembodied

The Order of the Disembodied is known to most only in feared whispers, even among the most prominent hemomancer orders. While the Hunter's Bane irrevocably alters the body and soul, the Order of the Disembodied goes even further with their initiation rituals, harnessing hemocraft to flagellate and restitch their acolytes and teach them the power of pain. Those who survive these torturous rites become terrifying hunters who fear no injury, with even their blood serving them as a living weapon.

Rite of the Flesh Poppet

When you join this order at 3rd level, you learn the Rite of the Flesh Poppet esoteric rite.

Rite of the Flesh Poppet. Your rite damage is acid damage. While the rite is active, your reach increases by 5 feet, and once per turn when you hit a creature with an attack using the infused weapon, you may force them to make a Strength saving throw against your hemocraft save DC. On a failure, the target either falls prone or is pulled up to 15 feet towards you (your choice).

Surgical Assembly

Also starting at 3rd level, you are able to take yourself apart with ease. You are able to detach your arms, legs, and head, and you can separate your upper torso from your lower torso and hips. While detached, your limbs act according to your thoughts as normal.

Without certain body parts, your body continues to function as normal, but the DM may impose a disadvantage on you if a body part goes missing. Experts in the Order of the Disembodied can provide you with a ritual that regrows a missing body part as per the regenerate spell, but doing so is considered a deep dishonor in most circles of the order and will likely come with a steep price.

Thanks to how easily you can contort your body, standing up from being prone only costs you 5 feet of movement rather than half.

Spectral Detachment

Starting at 7th level, you are able to detach your limbs, and connect them with a magical force. When a creature within 30 feet of you makes an attack roll against you, you may use your reaction to spontaneously detach and extend random limbs, imposing disadvantage on the roll. As part of this reaction, you may either drop prone or stand up from being prone. You may use this reaction a number of times equal to your Intelligence modifier (minimum of once) per long rest.

In addition, your reach increases by 5 feet.

Brand of Contortion

Starting at 11th level, your curses completely entangle a creature's form. If the creature affected by your Brand of Castigation feature damages a creature within 30 feet of you, you may use your reaction to impose a crippling contortion on it. The target must succeed on a Constitution saving throw against your hemocraft save DC or have its movement speed reduced to 0 until it uses an action to succeed on a Strength saving throw against your hemocraft save DC, or until you become incapaciated or move more than 30 feet away from the target. Once you use this reaction, you cannot use it again until you finish a long rest or brand a different creature.

Blood Curse of Unraveling

Starting at 15th level, you learn the Blood Curse of Unraveling, which does not count against the number of blood curses you know. Moreover, as long as a creature has limbs, your blood curses can affect them.

Blood Curse of Unraveling

One creature you can see within 30 feet of you must succeed on a Strength saving throw or be paralyzed for 1 minute as its body collapses into a pile of limbs. The target can repeat the saving throw at the end of each of its turns, putting itself back together and ending the effect on a success. You must concentrate on this blood curse as though concentrating on a spell.

Amplify. Each time the target fails its Strength saving throw against this curse, it takes acid damage equal to one roll of your hemocraft die.

Freebody

Starting at 18th level, you are able to maintain your magical ties between your limbs at any time. You gain the following benefits:

  • Your reach increases by an additional 5 feet.
  • Whenever you use your Spectral Detachment reaction, you add your Intelligence modifier to your Armor Class against the triggering attack.
  • As part of taking any reaction, you can move up to half your speed.

Order of the Soulbound

Many blood curses practiced by blood hunters have to do with connecting the user's soul to their quarry's. With a special dedication to this type of curse, a hunter can allow their blood magic to seep into the bodies of their victims, effectively tying their two souls together. Hunters who take up this dedication are simply dubbed "soulbinders," and are not guaranteed to find belonging to any particular order due to their own unique specialties.

Bonding Grasp

Starting when you join this order at 3rd level, you can reach out and touch the very souls of the creatures you strike. When you hit with a melee weapon attack, or a creature fails its saving throw against your Blood Maledict feature, you can choose to bond to the target if it is within 60 feet of you. You can also harmlessly bond to a willing creature within your reach as an action. While bound, you and the target cannot willingly move farther than 60 feet away from each other and can read each other's surface thoughts. If the other creature would be more than 60 feet away from you on your turn turn, you can use a bonus action to drag it into an unoccupied space within 30 feet of you.

Rite of the Soul

Also when you join this order at 3rd level, you learn the Rite of the Bond esoteric rite:

Rite of the Soul. Your rite damage is necrotic damage. While the rite is active, you gain the following benefits:

  • All necrotic damage you inflict ignores resistance to necrotic damage, but does not affect creatures that do not have a soul to reach out to.
  • Each time you hit with the rite weapon, the target's hit point maximum is reduced by the necrotic damage dealt until it completes a long rest. Creatures die if their hit point maximum is reduced to 0.
  • Your hit point maximum cannot be reduced.

Instinctual Brand

Starting at 7th level, your Crimson Rite has become intertwined with your Brand of Castigation. A creature bound to you by your Bonding Grasp automatically manifests your Brand of Castigation, even if you have used the feature on a different creature since your last short or long rest. You can maintain two brands at once in this way, so long as your bonded target is one of the branded creatures.

Mutual Suffering

Starting at 11th level, your Blood Maledict corrodes the vitality of those you afflict. When you choose to amplify a blood curse, the target of the curse, as well as any creatures bearing your Brand of Castigation, take necrotic damage equal to the hit points you lose.

Blood Curse of the Shadow Lariat

At 15th level, the hemocraft which binds you to other creatures takes on a dark, tangible form. You gain the Blood Curse of the Shadow Lariat for your Blood Maledict feature. This doesn't count against your number of blood curses known.

Blood Curse of the Shadow Lariat

Choose one creature you can see within 30 feet of you. A crackling cord of negative energy tethers you to the target. Whenever you take damage, the target must make a Constitution saving throw against your hemocraft save DC. On a failed save, you take half the damage, and the target takes the remaining damage. This curse remains until the start of your next turn, or if the target is moved more than 60 feet away from you.

Amplify. Whenever the target fails its saving throw against this curse, you may roll one hemocraft die and transfer an additional amount of damage from the triggering roll from yourself to the target equal to the result.

Contagious Suffering

Starting at 18th level, your aptitude for tolerating and rerouting pain manifests in pulses of dark energy. Whenever you take damage or lose hit points after rolling a hemocraft die, you can deal necrotic damage to each creature of your choice within 10 feet of you equal to twice your Intelligence modifier.

PART 5

Divine Domains

Phyresis Domain

In the world of Dominaria, the sprawling wastes of Urborg serve as the burial ground of Yawgmoth: a man-turned-god obsessed with the process by which life becomes perfect, which he called phyresis. His constant thirst for power, icy disposition toward humanity, and deranged obsession with artifice eventually merged into his magnum opus: compleation. By undergoing phyresis, flesh becomes iron and blood becomes oil, for only a heartless machine such as Yawgmoth can comprehend what it means to be compleat.

In time, Yawgmoth met his end, but the mechanical spawn of phyresis took on a new un-life all their own, worshipping the defiled Urborg as holy ground and the fallen madman as their Father of Machines. An entire organized religion formed around the dogma of phyresis, which the most depraved and intellectual of beings have found piety in, forming a complex social structure known as the Machine Orthodoxy. So resolute is the Orthodoxy in their quest to convert all life into a single united machine that Yawgmoth's divine spark has been reignited across the cosmos.

Phyresis Domain Spells
Cleric Level Spells
1st grease, inflict wounds
3rd magic weapon, wither and bloom
5th counterspell, tiny servant
7th blight, summon construct
9th animate objects, taste of compleation*

*This spell is identical to the negative energy flood spell, except that constructs are immune to it instead of undead and a humanoid slain by it rises as a metallic skeleton with the statistics of animated armor instead of a zombie. For a suitable replacement spell in case you do not wish to use this reflavoring, use contagion.

Optional Rule: Priest of Artifice

There exists quite a large amount of thematic overlap between the Phyresis Domain and your average biologially-inclined artificer. As such, with DM permission, your Phyresis Cleric may use Intelligence as its main ability for all cleric features and spellcasting in place of Wisdom.

One With The Machine

Starting with you choose this domain at 1st level, you gain proficiency with martial weapons, heavy armor, the Medicine skill, and tinker's tools.

In addition, you learn the mending cantrip, and your healing magic gains the ability to mend inorganic ruptures. When you cast mending, you may expend a spell slot to change the spell's casting time to 1 action and its range to 60 feet. If you do, the target object or construct regains hit points equal to 2d6 + your Wisdom modifier, plus an additional 2d6 for each slot level above 1st.

Channel Divinity: Compleation Procedure

Starting at 2nd level, the teachings of the Machine Orthodoxy grant you illuminated knowledge into biological life. By studying a creature or corpse for 1 minute, you can expend a use of your Channel Divinity to learn the following information:

  • You gain advantage on Intelligence and Wisdom checks made to interact with, recall knowledge of, or track the target for 8 hours.
  • You learn how many hit points the target has and how many hit points it is missing.
  • You learn the target's creature type, including whether or not it is a shapechanger.
  • You learn of any magical effects or curses altering the target's body and mind, including whether or not they are illusory.
  • You learn of any poison or disease affecting the creature.

If you target the corpse of a creature with this feature, you ascertain the cause of death and how long it has been dead for in addition to any applicable information from the above list, and you can divine one truth about its life as if using the speak with dead spell.

Channel Divinity: Orthodoxy's Blessing

Starting at 6th level, you can use an action to grant the cold ambition of steel to a willing creature you can see within 30 feet of you. The target tranforms into a cyber-organic hybrid for up to 10 minutes, or until you use your action to end the transformation early, and gains the following effects:

  • Its creature type becomes construct, which visibly manifests as its joints and extremities become sheathed in metal.
  • It gains immunity to necrotic, poison, and psychic damage.
  • It gains a bonus to its Armor Class equal to your Wisdom modifier.
  • It can ignore the effects of all diseases, poisons, and exhaustion.
  • It is immune to any effect that would change its form.

When the transformation ends, the target retches up glistening oil, and must succeed on a Constitution saving throw against your spell save DC or gain one level of exhaustion.

Divine Strike

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

All Will Be One

Starting at 17th level, you have mastered the art of compleation and can strip the humanity from a soul to reduce it to a sleeper agent. You can perform a ritual using tinker's tools to transform any creature into a mechanical slave to your will, which takes 8 hours and requires rare metals and oils worth 5,000 gp to complete. When the ritual is finished, the target forgets all memory of being part of the ritual, completely unaware that you so much as laid a finger on it.

The target of your completed ritual permanently gains the effects of your Orthodoxy's Blessing transformation, except that its nature as a construct only becomes obvious if is missing more than half its hit points as it bleeds black oil. You also gain the effects of a permanent dominate monster spell over the target that requires no concentration, which can only be ended by a greater restoration, dispel magic, or wish spell cast on the target using a 9th-level spell slot.

Prophecy Domain

The Prophecy domain focuses on foretelling danger and preventing harmful outcomes. Clerics of this domain are also known as “oracles.” Oracles pay special attention to dreams, intuitive thoughts, and hallucinatory visions. They are widely believed to be capable of predicting the future, though their visions are often misinterpreted. They live by the phrase, “know thyself.”

Oracles often carry special varieties of incense and holy water with them. The holy water may be boiled to produce vapors, which the oracle inhales in order to enter a trance-like state. During such a trance, the oracle thrashes and wails as they experience flashes of divine insight. They often employ scribes to write down their words, so that they may be recalled later.

Any deity can pass on the gift of foresight to their clerics to make them into oracles. However, the domain of Prophecy falls especially to gods concerned with fate or knowledge. Some examples of these gods are listed below.

Pantheon Gods
Dragonlance Gilean, Zivilyn
Exandrian Ioun, The Raven Queen
Faerunian Mystra, Savras
Greyhawk Fharlanghn, Istus
Theros Klothys, Kruphix

Domain Spells

At each indicated cleric level, you add the listed spells to your spells prepared.

Cleric Level Domain Spells
1st detect magic, identify
3rd augury, mind spike
5th beacon of hope, clairvoyance
7th arcane eye, divination
9th dream, legend lore

Mindful Senses

When you choose this domain at 1st level, you learn the message cantrip if you don’t already know it, which doesn't count against the number of cleric cantrips you know. Additionally, you gain proficiency in either the Perception or Insight skill.

Blessing of Foresight

Starting at 1st level, you use your divination spells to protect your allies from future events. Whenever you cast a divination spell of 1st level or higher, choose one creature you can see within 60 feet of you. That creature gains temporary hit points equal to your Wisdom modifier + your cleric level. You can use this feature a number of times per long rest equal to your Wisdom modifier.

Channel Divinity: Prophetic Trance

Starting at 2nd level, you can use your Channel Divinity to submit yourself and those around you to the whims of the future. For 1 minute, your movement speed is halved as you succumb to erratic fits of writhing; however, whenever a creature within 60 feet of you makes an ability check, attack roll, or saving throw, you can use your reaction to add or subtract your Wisdom modifier (your choice) from the result of the roll.

Channel Divinity: Clear Vision

Starting at 6th level, you receive visions from your deity with increasing frequency. When you cast a divination spell that has a casting time of 1 minute or longer, you can use your Channel Divinity to reduce the casting time to 1 action. For the spell's listed casting time, you then gain blindsight out to a range of 60 feet.

Healing Vapors

Starting at 8th level, your healing spells are accompanied by a mist of restorative vapors. When you cast a spell of 1st-level or higher that restores hit points, you may reroll any die that lands on 1 an unlimited number of times. Starting at 14th level, you can reroll any such die that lands on 1 or 2.

Additionally, when you cast a spell of 1st level or higher that restores hit points, you may choose to add the effect of the fog cloud spell centered on one creature targeted by the spell. You must finish a short or long rest before you can create another fog cloud with this feature.

Perfect Foresight

Starting at 17th level, your prophetic powers are nearly infallible. Whenever you cast a divination or enchantment spell targeting a creature you know the name of, it has disadvantage on any saving throw imposed by the spell.

In addition, the duration of your Prophetic Trance feature is increased to 10 minutes, and your Clear Vision feature grants you truesight instead of blindsight.

Revelry Domain

Not every god encourages a lifestyle of careful asceticism; after all, what good is law without chaos? Even divines need to lighten up over meals, mead, and music at times, and it is members of the Revelry Domain that uphold this statement across the universe. Clerics of the Revelry Domain scracely attempt to pass themselves off as such, preferring to travel as wine savants or wandering minstrels than priests, and championing the simple motive of enjoying oneself over any sort of deep-seated ideal.

Revelry Deities
Example Deity Pantheon
Alobal Lorfiril Elven
Dionysus Greek
Eilistraee Drow
Lliira Faerûnian
Olidammara Greyhawk
Sheyanna Flaxenstrand Gnomish

Domain Spells

At each indicated cleric level, add the listed spells to your spells prepared.

Revelry Domain Spells
Cleric Level Spells
1st goodberry, Tasha's hideous laughter
3rd suggestion, warding bond
5th beacon of hope, create food and water
7th aura of purity, Mordenkainen's private sanctum
9th Rary's telepathic bond, synaptic static

Life of the Party

When you choose this domain at 1st level, you gain proficiency with the Performance skill, any two musical instruments, and one martial weapon of your choice that lacks the heavy or special properties.

In addition, you gain two cantrips of your choice from the bard spell list. For you, these cantrips count as cleric cantrips.

Channel Divinity: Spellsong

Starting at 2nd level, you can use your Channel Divinity to weave together a magical performance that replicates a named spell. You can expend a use of your Channel Divinity to cast any cleric or bard spell using one of your spell slots. When cast using Spellsong, the spell is considered a cleric spell and does not require somatic components, but gains a verbal component if it does not already have one.

If the spell is of 4th, 5th, or 6th level, you must expend two uses of Channel Divinity to cast it with this feature. If the spell is of 7th, 8th, or 9th level, you must expend three uses of Channel Divinity to cast it with this feature.

If the spell has material components with a listed gold cost, you must spend a certain amount of time doing nothing but devoting yourself to this performance. This duration equals a number of rounds equal to the gold cost of the materials demanded by the spell divided by 100, rounded up. If the spell has the ritual tag, you can cast it as a ritual as ordinary. You are considered to be concentrating on the spell as long as you are performing the Spellsong to cast it. If you would be interrupted prior to the end of this duration, your use of Channel Divinity is not expended.

Devoted Dance

Starting at 6th level, you learn to weave the art of dance into your every movement. When you take one of the following actions, you gain its associated benefits until the start of your next turn:

  • Dash: All opportunity attacks made against you are made with disadvantage, and you may use your Wisdom in place of Strength to determine your jumping abilities.
  • Disengage: Your walking speed increases by 10 feet and ignores the movement reduction of difficult terrain.
  • Dodge: You gain a bonus to all Constitution saving throws you make to maintain concentration on a spell equal to your Wisdom modifier. When an attack misses you, you can use your reaction to move up to 15 feet without provoking opportunity attacks.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Magical Masterwork

Starting at 17th level, you gain four additional spells to add to your Domain Spells. Each spell must be of the school of enchantment, and each of your choices must be of a different level. You can change your chosen spells for this feature when you finish a long rest. Your chosen spells are considered cleric spells when you cast them.

Toxin Domain

The Toxin Domain is practiced by those who serve the crafty gods of disease. Good-aligned clerics of this domain focus more on the medicinal aspect of diseases and how to cure them, though the insidious nature of the gods who lord over this domain allows no shortage of evil to spread across its churches. Whether or not a cleric actively seeks to spread disease, the crux of this domain's abilities stem from understanding the various afflictions that can ail the body.

Toxin Deities
Example Deity Pantheon
Anthraxus Daemonic
Apollo Greek
Ghaunadar Drow
Pharika Theros
Talona Faerûnian
Yurtrus Orcish

Domain Spells

At each indicated cleric level, add the listed spells to your spells prepared.

Toxin Domain Spells
Cleric Level Spells
1st ray of sickness, Tasha's caustic brew
3rd Melf's acid arrow, protection from poison
5th slow, stinking cloud
7th sickening radiance, vitriolic sphere
9th cloudkill, contagion

Master of Malice

Also at 1st level, you gain proficiency with alchemist’s supplies and poisoner’s kits. When you create a poison using your alchemist’s supplies or poisoner’s kit, you can use your spell save DC in place of the poison’s listed DC.

In addition, you learn the acid splash and poison spray cantrips. These are considered cleric cantrips that do not count against your number of cantrips known.

Finally, you gain resistance to poison damage, and you have advantage on saving throws against poisons, diseases, and having your hit point maximum reduced.

Channel Divinity: Noxious Buildup

You can use your Channel Divinity as an action to embody the pestilence your god designs. You create a 10-foot radius of some foul substance - such as choking smog, fetid slime, or an illusory swarm of insects - centered on a point within 120 feet of you, which lasts for 1 minute or until you dispel it as a bonus action. When a creature starts its turn within the radius, and the first time it moves into it on a turn, it must succeed on a Constitution saving throw against your spell save DC or take poison damage equal to your cleric level and be poisoned until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three.

Corrosivity

Starting at 6th level, your poisons are strong enough to overcome even the heartiest constitutions. All acid and poison damage you deal ignores resistance, and if you attempt to disease or poison a creature that is normally immune to the diseased or poisoned condition, it must still succeed a saving throw or be afflicted, though it makes the saving throw with advantage.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Biological Warfare

Starting at 17th level, your foul designs are nefarious enough to topple entire cities. Whenever you successfully poison a creature or infect it with a disease, it becomes contagious for 1 hour. When a contagious creature is reduced to 0 hit points, or after every 10 minutes that pass, each creature within 5 feet of it must make a Constitution saving throw against your spell save DC. On a failure, a creature is afflicted by the same poison or disease that the contagious creature is, suffering all the additional effects of the condition’s source (such as the unique disease options of the contagion spell) and also becoming contagious for 1 hour.

In addition, the radius of your Noxious Buildup feature increases to 20 feet.

Winter Domain

Winter Deities
Example Deity Pantheon
Auril Faerûnian
Boreas Greek
Rellavar Danuvien Elven
Thrym Giant
Uller Norse

Domain Spells

At each indicated cleric level, add the listed spells to your spells prepared.

Winter Domain Spells
Cleric Level Spells
1st armor of Agathys, ice knife
3rd gust of wind, Snilloc's snowball swarm
5th sleet storm, slow
7th fire shield, ice storm
9th cone of cold, control winds

Necessary Precautions

When you choose this domain at 1st level, you gain proficiency in the Survival skill. You also learn two of the following cantrips, which count as cleric spells for you: druidcraft, frostbite, gust, or ray of frost.

Channel Divinity: Permafrost

Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with relentless bitterness. When you roll for cold damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Alternatively, when you forcefully move a creature of knock it prone, you can use your Channel Divinity to deal cold damage to each pushed or prone target equal to your cleric level + your Wisdom modifier.

Huddle For Warmth

Starting at 6th level, you gain resistance to cold damage and are not affected by difficult terrain or visual limitations created by snow or ice. If another effect or feature would grant you resistance to cold damage, you instead gain immunity to cold damage.

In addition, once per long rest, you can use an action to grant this features benefits to any number of creatures of your choice within 10 feet of you for 24 hours.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Frigid Doom

Starting at 17th level, your icy magic inflicts wicked frostbite on all those affected by it. Whenever you deal more than 30 cold damage to a creature or reduce its movement speed to 0 in a single turn, the target is restrained by being partially frozen solid if it is not immune to cold damage. At the end of the restrained creature's next turn, it must succeed on a Constitution saving throw against your spell save DC of be frozen solid, petrified until cured or exposed to an open flame for 8 hours straight. On a success, the creature is no longer restrained and is immune to this feature for 24 hours. A creature petrified by this feature gains immunity to cold damage while it remains petrified.

PART 6

Druidic Circles

Circle of Blood

Nature is an uncaring and cruel force. Druids who embrace the savagery of the wilds - or perhaps the influence of a dark god who intensifies primal impulses in their followers - belong to the Circle of Blood. The best of them are fierce, unyielding guardians of nature; meanwhile, the worst of them are cutthroat shamans who demand constant sacrifices to appease whatever creed they follow.

For the most part, blood druids still consider animals sacred as icons of what the circle seeks to embody. This means that the most likely victims of the circle's schemes are humanoids, especially those who trespass upon hallowed land. However, death is not the usual fate of these poor souls: the druids would likely keep the outsider alive to use as a source of organic spell components or labor until their usefulness expires.

Circle Spells

When you reach certain levels in this class, you add additional spells to your prepared list, without counting against your preparation limit. If any of these spells are not ordinarily on the druid spell list, they are nonetheless considered druid spells when you cast them.

Druid Level Circle Spells
2nd cause fear, inflict wounds
3rd crown of madness, ray of enfeeblement
5th enemies abound, fear
7th blight, phantasmal killer
9th dominate person, enervation

Focused Bloodletting

When you choose this circle at 2nd level, your connection to the darkest corners of the wilds draws the blood from inflicted wounds, worsening the agony of your foes. You gain a number of blood dice equal to your Wisdom modifier, which are d8s. When you finish a short rest, you can spend blood dice to regain hit points as if they were hit dice. Blood dice can also be expended in place of any feature or trait that would have you expend hit dice.

You regain expended blood dice when you finish a long rest, and you regain one expended blood die if you reduce a creature to 0 hit points using a druid spell of 1st level or higher.

Additionally, when you roll damage for a spell, you can expend and roll a hit die to have the spell deal additional necrotic damage equal to the result + the level of the spell (0 for a cantrip). If you do so and reduce any creatures to 0 hit points with this spell, you or a creature you can see within 30 feet of you regains 3 hit points for each creature slain by the spell.

Voodoo Dance

Starting at 6th level, you can seize control of a being's body and have it wildly flail around. As an action, you can expend and roll a hit die force a creature within 60 feet of you that you can see to make a Charisma saving throw against your druid spell save DC. If the targeted creature is frightened of you, it has disadvantage on this saving throw. On a failure, it takes psychic damage equal to the result of the die + your Wisdom modifier, moves up to half its speed in a direction of your choice, and must use its reaction (if available) to make one melee weapon attack against a creature within range of your choice.

Sanguine Recall

Starting at 10th level, you draw upon your own vitality to recharge your magical reserves. When you finish a short rest, you can regain expended spell slots of a combined level less than equal to the number of hit dice you spent to regain hit points. For example, if you spend two hit dice, you can either recover two 1st-level slots or one 2nd-level slots. If you spend a hit die while at your maximum hit points during a short rest, it does not count toward regaining spell slots.

Once you use this feature, you cannot use it again until you finish a long rest.

Icon of Suffering

Starting at 14th level, your capability to inflict and tolerate pain has reached inhuman extremity. You gain the following benefits:

  • Your hit point maximum cannot be reduced.
  • You gain advantage on attack rolls against creatures that are below half their hit point maximum or frightened of you.
  • Whenever you land a critical hit with an attack, the target of the attack takes necrotic damage equal to half your druid level, and you regain a number of hit points equal to half the damage the target takes from the attack.

Circle of Dreams (Revised)

Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. The druids' guardianship of the natural world makes for a natural alliance between them and good-aligned fey. These druids seek to fill the world with dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms they protect are gleaming, fruitful places, where dream and reality blur together and where the weary can find rest.

Circle Spells

When you reach certain levels in this class, you add additional spells to your prepared list, without counting against your preparation limit. If any of these spells are not ordinarily on the druid spell list, they are nonetheless considered druid spells when you cast them.

Druid Level Circle Spells
2nd faerie fire, sleep
3rd pass without trace, vortex warp
5th Leomund's tiny hut, summon fey
7th confusion, greater invisibility
9th far step, mislead

Balm of the Summer Court

At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.

As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

You regain all expended dice when you finish a long rest.

Beckon of the Gloaming Court

Starting at 6th level, you can pierce the veil between your world and the Feywild to summon sylvan allies. You can expend a use of your Wild Shape feature to cast one of the following spells without requiring a spell slot or material components: conjure animals, summon beast, summon fey, or summon shadowspawn. The level at which you cast the spell equals 1 + one-third of your druid level.

Walker in Fantasy

At 10th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands. When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: dream (with you as the messenger), scrying, or teleportation circle. This use of teleportation circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.

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

Crossing the Veil

Starting at 14th level, your connection to the forces of nature allow you to slip in and out of reality. You can cast the misty step spell at will, even when in your Wild Shape form, without requiring a spell slot.

In addition, you can spend two uses of Wild Shape to transform into a unicorn instead of a beast, and you gain full access to its legendary actions. You can use your druid spell save DC in place of the unicorn's innate spell save DC, and you can add your Wisdom modifier to the hit points restored by its Healing Touch and Heal Self.

Circle of Harvest

The Circle of Harvest concerns itself with the relations between the bounties of nature and how the natural world interacts with such bounties. Capable of conjuring magical agricultural products, these druids defend the world's ability to live off the land, with some sequestering themselves in distant locations to personally oversee natural phenomena worth devoting a life to. Though commonly associated with promoting life and growth, the Circle also educates its druids on the necessity of death and decay; after all, the sweetest fruit composts just the same as the blanched grain.

Circle Spells

Your mystical connection to the forces of nature allows you to cast additional spells. Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Spell Level Circle Spells
1st false life, inflict wounds
2nd enhance ability, lesser restoration
3rd bestow curse, create food and water
4th aura of purity, vitriolic sphere
5th cloudkill, greater resotration

Ideal Sustenance

When you choose this Druidic Circle at 2nd level, you are never without some form of nourishment. When you use this feature, you cast the goodberry spell without expending a spell slot. You can activate this feature a number of times per long rest equal to your Wisdom modifier.

Though the spell is named goodberry, you are free to expand its flavor beyond simple fruits. Perhaps magical wine flows from your fingertips, and each filled glass counts as one "berry," or perhaps the spell bakes the berries into delectable pastries!

Touch of Abundance

Starting at 6th level, your nourishing presence stimulates the productivity of the natural world. The plant growth spell is added to your list of prepared spells without counting against your preparation limit, and you can cast it as a ritual spell.

In addition, you can expend a use of your Wild Shape feature to cast the entangle spell without expending a spell slot.

Magical Produce

Starting at 10th level, you can channel the magic that suffuses you into edible items, such as fruits or drinkable fluids. When you cast a druid spell with a casting time of 1 action that fulfills one of the following conditions, you can choose to create an edible item imbued with that spell instead of casting it immediately. You cannot choose a spell that includes a ranged spell attack.

  • Deals acid, necrotic, or poison damage.
  • Restores hit points or grants temporary hit points immediately upon casting.
  • Is an abjuration or transmutation spell that targets a single creature.

The conjured spell-storing item lasts 24 hours before rotting away. While holding the item, any creature can spend its action to consume it, which triggers the spell contained and casts it on that creature. If the spell has an area of effect, it is centered on the consumer. For all purposes of the stored spell aside from range, you are still considered the caster.

If the spell requires concentration, you do not need to concentrate on it while it is contained within the item. Even when released, it does not require your concentration. Any spell cast from the item has its duration shortened to 1 hour if it would be longer. You cannot choose to end a concentration spell cast with a Magical Produce item.

You can create a maximum number of items with this feature equal to your Wisdom modifier. If you create another item beyond this limit, you must choose a pre-existing one to destroy before the new one can be created.

Garden Defender

Starting at 14th level, you can mold your Magical Produce into more powerful forms. You can spend 1 hour conducting a special ritual that creates a magical object rooted in a 5-foot square of fertile earth. This object can take the form of a berry bush, a large gourd, a grapevine that immediately ferments into wine, or whatever other form your DM permits.

The item created by this feature must be able to be consumed in some fashion. A creature can use an action to consume the item, which produces one of the following effects, chosen when you finish the ritual that created the item. At the end of the hour needed to conduct the ritual, you must expend a spell slot of 7th-level or higher. All spells reproduced by this feature use your druid save DC. An identify spell reveals the true nature of the item created by this feature.

  • Delectable. The object has the sympathy effect of the antipathy/sympathy spell. Once within 5 feet of the object, an affected creature will spend 1 minute eating or drinking whatever consumable whatever the object has to offer.
  • Miraculous. The consumable casts the regenerate spell on the consumer.
  • Odious. The object has the antipathy effect of the antipathy/sympathy spell.
  • Vengeful. The consumable casts one effect listed under the symbol spell on the consumer. You must choose which symbol option the consumable casts when the object is created.

Circle of the Fountain

Regardless of the existence of a mythical fountain of youth where death is staved off, the Circle of the Fountain was founded to tend to the ill and ailing of the wilds with the healing power of water. Some say that these druids do in fact guard the secret to the fountain of youth, while skeptics believe that they simply put an excess of faith in gods of rivers and rain. Benevolent as this circle may be, crossing them in their quest to nourish the world will only earn the perpetrator a deluge of storms and floods aimed square between their eyes.

Circle Spells

At 2nd level, your mystical connection to healing springs infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells.

Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Druid Level Circle Spells
2nd create or destroy water, cure wounds
3rd aid, protection from poison
5th revivify, wall of water
7th aura of life, control water
9th maelstrom, raise dead

Gentle Runoff

Starting when you choose this circle at 2nd level, your presence gradually soothes those around you. Whenever you roll a hit die as part of a short rest, you can forgo healing yourself with that die to instead heal a creature you can see resting alongside you for a number of hit points equal to 8 + your Wisdom modifier + the target's Constitution modifier.

Soul of the Spring

Starting at 6th level, you gain a swimming speed equal to your walking speed, and you can breathe and speak in water as if it were air. If you already have a swimming speed, it is increased by 10 feet. While submerged in water, you gain blindsight out to a range of 60 feet.

To reflect this underwater adaptation, the nature of your Wild Shape feature becomes more aquatic: every beast form you take gains some marine visual traits, such as barnacles or corals growing out of its hide or sprouting fins and gills. This change is cosmetic only and does not affect the statistics of your beast forms.

Healing Splash

Starting at 10th level, your watery magic takes on benevolent properties no matter what your intent. Whenever you cast a spell of 1st-level or higher that inflicts forced movement, knocks targets prone, or restores hit points (including by resurrection), one creature of your choice within 30 feet of you regains a number of hit points equal to level of the spell + your Wisdom modifier. While you are submerged in water, the radius of this feature increases to 60 feet and can target one additional creature.

Tidal Shift

Starting at 14th level, you can use your Wild Shape feature to maintain your humanity while tapping into the unfettered power of the marine depths. Instead of changing into a beast, your statistics in this form are unaltered, but you gain the following effects for 10 minutes:

  • Your creature type changes to Elemental.
  • You can squeeze through spaces as narrow as 1 inch in diameter and occupy the space of other creatures.
  • Your Healing Splash feature can affect one additional creature.
  • You gain resistance to acid, bludgeoning, cold, piercing, and slashing damage.
  • Whenever you take cold damage, your speed is reduced by half until the end of your next turn.

You can end this transformation early as an action.

Circle of Mutation

The Circle of Mutation is a druidic order that delves deep into the volatile forces of nature, embracing the chaotic transformation and mutation of their own form. Through their connection with primal energies, these druids tap into the latent monstrosities lurking within the natural world. Members of this circle embrace the bizarre and unsettling powers of the natural world, becoming both a stalwart guardian and a harrowing embodiment of the unpredictable and ever-changing forces that dwell within the realms of both nature and nightmare.

Hybrid Form

Starting when you choose this circle at 2nd level, you gain the ability to transform into weird and wondrous creatures. Whenever you Wild Shape into a beast, you can choose to expend an additional use of Wild Shape to mutate your beast form. Choose another beast you could Wild Shape into: you gain the combined traits and abilities of both beasts, including senses, damage resistances and immunities, and skill proficiencies. In this special transformation, your creature type is monstrosity instead of beast. For the following beast features, you can pick and choose between either beast to derive stats from:

  • Armor Class
  • Hit dice and hit points
  • Size
  • Speed
  • Ability scores
  • Redundant attacks and abilities (i.e. if one beast has Keen Smell and the other has Keen Senses)
Simplified Hybrids

Merging together two different beasts into one statblock is a challenge only to be undertaken by the most ambitious of Dungeon Master or player. If your DM allows it, you may instead use Hybrid Form to transform into an existing monstrosity from any official sources that is not a shapechanger, such as a hippogriff or yeti. When you do so, the maximum CR of monstrosity you can transform into equals one-third of your druid level, rounded up; you must obey all other limitations of Wild Shape, and you do not gain any weapon or language proficiencies in your monstrosity form.

Wild Restoration

Also at 2nd level, you can easily regain the stamina needed to Wild Shape. As a bonus action, you can expend a spell slot to regain a number of uses of Wild Shape equal to half the level of the slot expended. rounded up.

In addition, you have an additional maximum number of Wild Shape uses equal to half your proficiency bonus.

Advanced Mutations

Starting at 6th level, you can partially channel your Wild Shape to grant yourself bestial traits without fully transforming. You gain a number of the following mutations equal to your proficiency bonus. You may change one of your selected mutations whenever you finish a long rest, or as an action by expending a use of Wild Shape. You can also change one of your selected mutations as part of using an action to Wild Shape.

  • While you are not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can carry a shield and still gain this benefit.
  • You gain resistance to one damage type of your choice. If you would already be resistant to the chosen damage type, you are instead immune to it.
  • Your unarmed strikes can use your Wisdom in place of Strength for attack and damage rolls, and count as magical weapons for the purposes of overcoming resistance and immunity.
  • You gain darkvision out to a range of 120 feet and blindsight out to a range of 30 feet.
  • You gain a flying speed equal to your walking speed.
  • You gain a burrowing speed equal to half your walking speed.
  • You can breathe underwater and gain a swimming speed equal to your walking speed.
  • You gain a climbing speed equal to your walking speed, and you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Metamorphosis

Starting at 10th level, you can shift fluidly between various bestial forms. While you are transformed by Wild Shape, you can Wild Shape again as a bonus action. If you choose to activate Hybrid Form when you do so, it does not cost an additional use of Wild Shape.

In addition, whenever you expend one or more uses of Wild Shape, you gain temporary hit points equal to your druid level + your Wisdom modifier.

Ultimate Mutation

Starting at 14th level, you can activate any of the following abilities as an action while transformed by Wild Shape:

  • Adrenaline Rush. For 1 minute, whenever you make an ability check, attack roll, damage roll, or saving throw, you can roll a d6 and add the result to the total.
  • Breath Weapon. Choose acid, cold, fire, lightning, or poison damage. Each creature in a 30-foot cone must make a Dexterity saving throw against your druid spell save DC, taking 10d6 damage of the chosen type on a failure or half as much on a success.
  • Rampage. Until the end of your turn, whenever you move within 5 feet of a creature, you can make one melee weapon attack against it as a free action. You may move up to your speed without provoking opportunity attacks as part of this action.

You can use this feature once per long rest unless you expend a use of Wild Shape to activate it again.

Circle of Sacrifice

Druids of the Circle of Sacrifice believe that nature connects one to the entire universe, including the stars and the astral void between planes. They know that immutable laws have been set down by the great powers of the universe and that sacrifices must be made to these powers in order to keep the balance. Such sacrifices take the form of great bonfires, wherein fallen creatures are immolated.

Druids who keep the Circle of Sacrifice are sometimes called the Keepers of the Old Ways, and they revere mistletoe as a sacred plant connected to the infinite power of the astral plane. Mistletoe must be harvested with extreme care, following rituals that ensure that the plant maintains its potency. As one of the keepers of the Old Ways, you sometimes gather with others of your kind at sacred rings of standing stones. These standing stones connect the natural world to the heavens and the astral void.

Funeral Pyre

You learn the produce flame cantrip, which doesn't count against the number of druid cantrips you know. When you hit with an attack using produce flame, add your Wisdom modifier to the damage roll.

Ritual of Sacrifice

Starting at 2nd level, you learn how to perform a sacrificial ritual that pleases the gods. Whenever you reduce a creature to 0 hit points, you can use your reaction to immolate it as a sacrificial offering. As the creature is engulfed in fire, you cast the bless spell at a level equal to one-third of your druid level, rounded up, without requiring concentration or a spell slot.

You may use this feature a number of times equal to your Wisdom modifier, and you regain all expended uses after a long rest.

Ritual of Mistletoe

Starting at 6th level, you carry a pouch full of mistletoe for your various rituals. You have sprigs of mistletoe represented by a number of d4s equal to your druid level. On your turn, you may use a bonus action to expend one of the sprigs of mistletoe and perform one of the following effects:

  • Divining Ritual. You cast detect magic without using a spell slot. While you concentrate on the spell, you may add one mistletoe die to the result of any Intelligence (Arcana) or Wisdom (Perception) checks you make.
  • Healing Ritual. You touch a creature and restore a number of hit points equal to a roll of the mistletoe die + your Wisdom modifier.
  • Purification Ritual. You cast purify food and drink without using a spell slot. All creatures that consume food and drink targeted by the spell regain a number of hit points equal to a roll of the mistletoe die.
  • Song of the Solstice. You cast heroism at 1st level without using a spell slot, granting an additional number of temporary hit points equal to a roll of the mistletoe die.

Additionally, any time you cast a spell that restores hit points, you may expend any number of sprigs of mistletoe to roll those dice and add them to the number of hit points restored. You regain all expended sprigs of mistletoe after completing a long rest.

Keeper of the Law

Starting at 10th level, you are initiated into an ancient order of druidic judges who keep and enforce the laws of the cosmos. Your mistletoe dice increase to d6s, and you gain the following features:

  • Sacrificial Offering. You can use a bonus action to choose one creature that you can see. That creature is marked as a Sacrificial Offering for the next hour. Each time the offered creature is hit by an attack, you may use your reaction to expend one of your sprigs of mistletoe to roll the die to have the attack deal additional fire damage equal to the result + your Wisdom modifier. When the Sacrificial Offering is reduced to 0 hit points, up to three creatures within 30 feet of the creature gain the benefits of the bless spell until the end of their next turn.
  • Restoration Ritual. You can cast the lesser restoration spell by expending two sprigs of mistletoe instead of a spell slot. Roll both dice: the target gains temporary hit points equal to the total.

Astrological Wisdom

Starting at 14th level, you have studied the stars and memorized the pathways that connect the material plane to the astral plane. Your mistletoe dice increase to d8s.

Additionally, you learn to the teleportation circle spell and always have it prepared, without counting against your limit of prepared spells. You know the ancient methods used to construct a circle of standing stones: this process takes 8 hours and costs 12,000 gp to gather the necessary magical components. When the ritual is completed, a circle of twelve standing stones inscribed with druidic sigils is created, where each stone is 10 feet tall and weighs 1 ton. This stone circle may be used as a permanent target location for the teleportation circle spell.

Circle of Seasons

Druids of the Circle of Seasons see nature’s cycles and embrace them. The natural order is constantly in a state of flux to them, and thus the world cannot prosper if it exists in a state of stagnation. Tides may change and empires may fall, but the seasons continue their cycle no matter how hard one may try to stop it.


Original by @MJSchooley#4336

Seasonal Form

Starting at 2nd level, your very body and spirit shifts like the seasons. Choose one of Autumn (Thunder), Winter (Cold), Spring (Lightning), or Summer (Fire): your choice determines various effects of features you gain in this class. Whenever you finish a long rest, you may change your chosen season to the one that next appears in the aforementioned list: spring into summer, summer into autumn, and so on.

Each season is affiliated with a specific damage type. Whenever you cast a druid spell that deals acid, cold, fire, lightning, poison, or thunder damage, you can change the damage type dealt by the spell to the type associated with your current season.

Seasonal Spells

You have formed a bond with the changing tides of nature. This bond grants you access to some spells when you reach certain levels in this class, depending on your current Seasonal Form. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Autumn
Druid Level Circle Spells
2nd cause fear, thunderwave
3rd gust of wind, shatter
5th fear, thunder step
7th death ward, phantasmal killer
9th control winds, destructive wave
Winter
Druid Level Circle Spells
2nd armor of Agathys, sleep
3rd darkness, Rime's binding ice
5th catnap, sleet storm
7th fire shield, ice storm
9th cone of cold, hold monster
Spring
Druid Level Circle Spells
2nd entangle, witch bolt
3rd misty step, spike growth
5th plant growth, lightning bolt
7th grasping vine, storm sphere
9th tree stride, wrath of nature
Summer
Druid Level Circle Spells
2nd burning hands, hellish rebuke
3rd blindness/deafness, scorching ray
5th daylight, fireball
7th guardian of faith, wall of fire
9th dawn, immolation

Shifting Seasons

Starting at 6th level, you can expend a use of your Wild Shape feature to perform any of the following effects:

  • Cast a spell from the Circle Spell List of any season, using a spell slot as ordinary.
  • When you roll for damage of the type associated with your current season, take the maximum possible result instead of rolling.
  • As an action, advance your season forward by one, as if you had taken a long rest.

Elemental Embodiment

Starting at 10th level, you can cast the spell associated with your current season once per long rest without requiring a spell slot, or at 11th level, with any spell slots of 6th-level or higher as if it was on your Circle Spell List. When you cast this spell, you an change the spell's casting time to 1 bonus action and remove the need to concentrate on it, but doing so also reduces the spell's duration to 1 minute.

Season Spell
Autumn investiture of wind
Winter investiture of ice
Spring investiture of stone
Summer investiture of flame

Archon of Nature

Starting at 14th level, your control over the elements is unparalleled. You can cast the control weather spell once per long rest without requiring a spell slot or material components. When you cast control weather, you can increase the casting time to 1 hour and spend 1,000 gp worth of rare material components (incense, gems, and wood) to make the spell's effects permanent, as if they were a natural occurrence.

Circle of the Sylph

The Court of Four Winds is the court of four archfey that claims dominion over powers of wind. They have agents acting on the Material Plane: sylphs known for harnessing the winds to comical or spiteful effect, such as flipping up ladies' dresses or carrying important documents into unfortunate locations. These agents happily accept willing mortal patrons into their court, and this extension of fey influence eventually birthed a druidic circle that shares its blustery capabilities.

Circle Spells

Your link to the Four Winds grants you access to some spells when you reach certain levels in this class, as shown on the table below.

Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Druid Level Circle Spells
2nd feather fall, zephyr strike
3rd gust of wind, warding wind
5th fly, wind wall
7th freedom of movement, storm sphere
9th bigby's hand (appears as a whirling ball of wind), control winds

Forceful Gust

When you choose this Druidic Circle at 2nd level, you gain the ability to manipulate the winds. You learn the gust cantrip, which doesn't count against the number of druid cantrips you know. For you, it gains the following changes:

  • One Large or smaller creature that you choose must succeed on a Strength saving throw or be flung up 10 feet away from you and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked prone. The maximum distance of the push effect increases to 20 feet at 5th level, 30 feet at 11th level, and 40 feet at 17th level.
  • You create a blast of air capable of moving one object that weighs no more than 100 pounds. If the object is being held or carried, the holder must make a Strength saving throw or lose hold of it. The object is pushed up to 60 feet away from you.

Whirling Zephyr

Also at 2nd level, you can compel the wind to protect you. As an action, you can expend a use of your Wild Shape feature to shield yourself in whipping winds instead of assuming a beast form. You gain temporary hit points equal to thrice your druid level upon activating this feature, and for up to 1 hour, you gain the following benefits:

  • You take half as much damage from falling.
  • You gain a bonus to ability checks and saving throws made to avoid falling prone or being unwillingly moved equal to your Wisdom modifier.
  • When a Large or smaller creature moves within 10 feet of you or starts its turn there, it succeed on a Strength saving throw against your druid spell save DC or be pushed 10 feet away from you.

You can exit this form early as an action. When you exit this form, any temporary hit points that remain from activating it disappear.

One With the Breeze

Starting at 6th level, you can cast the gaseous form spell on yourself without requiring a spell slot, spell components, or your concentration. You can end the spell's effect as a bonus action. Once you use this feature, you must finish a short or long rest before you can use it again, unless you expend a spell slot of 3rd level or higher to use it again.

Counterstream

Starting at 10th level, you can channel the air to glide around your allies. At the start of each of your turns, you may choose any number of creatures you can see within 30 feet of you. The selected creatures may ignore the effects of strong winds as long as they remain within 30 feet of you, including those created by spells such as gust of wind and wind wall.

Blessing of the Four Winds

Starting at 14th level, you are vested with all the nimbleness and resilience of a leaf in the wind. All opportunity attacks against you are made with disadvantage, and your speed increases by 20 feet.

In addition, you can passively hover up to 5 feet off the ground. While hovering, you leave no tracks, ignore the effects of surface-based difficult terrain (such as that created by the spike growth spell), and can safely stand or cross over nonsolid or unstable surfaces such as water or lava.

PART 7

Martial Archetypes

Arcane Archer (Revised)

An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.

Archer's Lore

At 3rd level, you learn the practical knowledge required to master the art of archery. You gain proficiency in the Perception skill, as well as woodcarver's tools and one of the following addiitonal skills: Arcana, Nature, or Survival. You can replace these proficiencies with another skill or tool if you would already be proficient with it.

Arcane Shot

At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see the list below). You learn an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level.

Once per turn, when you make an attack with an ammunition weapon, you can apply one of your Arcane Shot options to the projectile fired by that weapon. You can declare using an arcane shot after making your attack roll, but cannot do so after the DM declares whether the attack hit or not.

Your Arcane Shot is fueled by special dice called archery dice, which are d6s. You have four archery dice, one of which is consumed each time you use an Arcane Shot. You regain all expended archery dice at the end of a short or long rest.

Arcane Shot Options

The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order.

If an option requires a saving throw, your Arcane Shot save DC is calculated as follows:

Spell Save DC = 8 + your proficiency bonus +

your Dexterity modifier

Bramble Shot. When this projectile strikes its target, it is ensnared in thorny brambles. The creature hit by the projectile takes two archery dice of piercing damage and is restrained for up to 1 minute. Whenever the creature attempts to move without teleporting, it must make a Strength saving throw, taking an archery die of piercing damage on a failure or freeing itself on a success.

Freezing Shot. Frost gathers on the projectile, creating a streak of mist as it flies through the air. On a hit, the target of this projectile takes two archery dice of cold damage, and it must succeed on a Constitution saving throw or be afflicted by the slow spell until the start of your next turn.

Incendiary Shot. You ignite the projectile, which explodes on contact. On a hit, the target and all other creatures within 10 feet of it must make a Dexterity saving throw, taking two archery dice of fire damage on a failure or half as much on a success. Any flammable objects within this radius not being worn or carried area also ignited.

Lightning Shot. Electricity crackles around the projectile, firing with a forceful bang. Rather than making an attack roll, this projectile forms a 1-foot-wide line, with length equal to the normal range of the weapon, before disappearing. Each creature in the line must make a Dexterity saving throw, taking lightning damage equal to three rolls of your archery die on a failure or half as much on a success.

Missile Shot. You forgo spending a piece of ammunition, instead creating a bolt of pure magical energy to be fired. This bolt deals force damage and deals an additional archery die of damage on a hit. This attack ignores partial cover and treats the target's AC equal to 10 + its Dexterity modifier, regardless of any alterations to its AC (armor, spells, etc.) but is automatically blocked by the shield spell.

Shade Shot. Cloaked in shadow, the projectile disappears before reappearing at a completely different angle. The shot exits any area of total darkness you are aware of within the maximum range of your weapon, without imposing disadvantage due to long range. You gain advantage on the attack roll, and if the attack hits, the target takes one archery die of necrotic damage.

Splitting Shot. You create an illusory copy of the projectile as it is fired. Make an additional attack roll against a creature within 10 feet of the target. This attack has all the same modifiers as the original attack, but uses your archery die for its damage dice.

Vitriolic Shot. Dripping with foul toxins, this projectile inflicts wicked pain on its target. The creature hit by the projectile takes an extra two archery dice of acid damage, and it must succeed on a Constitution saving throw or be blinded until the start of your next turn.

Awakened Arsenal

At 7th level, your magical inclination grants you the following benefits:

  • When you make an attack roll with a magic projectile and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.
  • Whenever you fire a nonmagical projectile from an ammunition weapon, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the projectile immediately after it hits or misses its target.
  • Whenever you roll for initiative while you have at least one archery die remaining, you can choose to act with surprise on your first turn, as long as you use your action on your first turn to Attack and use Arcane Shot.

Improved Arcane Shot

At 10th level, your practice grants you the following benefits:

  • Your archery dice become d8s.
  • You gain an additional archery die, bringing your maximum to five.
  • Choose one of your learned Arcane Shot options. You can use that Arcane Shot option without expending a use of the feature, but your archery die is reduced to a d4 for that attack.

Unerring Shot

At 15th level, your keen eye can strike weak points with ease. Whenever you roll a 1 on an archery die, you can roll an additional archery die of damage to that attack.

In addition, whenever you use an Arcane Shot, you can roll an archery die and add the result to the affected attack roll.

Supreme Arcane Shot

At 18th level, your mastery grants you the following benefits:

  • Your archery dice become d10s.
  • You gain an additional archery die, bringing your maximum to six.
  • Choose one of your learned Arcane Shot options. You can use that Arcane Shot option without expending a use of the feature, but your archery die is reduced to a d4 for that attack. If you choose the same option you did at 10th level, you can use a d6 in place of your archery die rather than a d4 whenever you use it without expending a use of Arcane Shot.

Blademaster

Those fighters who choose to become blademasters hone their focus to a blade’s edge, becoming so in tune with their arsenal that it becomes both their weapon and their armor.

Adaptive Fighting

Starting when you choose this archetype at 3rd level, you learn to make adaptations to your fighting style on the fly. You have three such effects: Change Up, Draw, and Stow. When you use your Adaptive Fighting, you choose which effect to create.

You can use this feature a number of times equal to your Strength or Dexterity modifier (your choice, a minimum of once). You regain all expended uses when you complete a long rest.

Change Up. You can use your object interaction and expend a use of your Adaptive Fighting to change the Fighting Style option to another option granted by the fighter class.

Draw. When you use your object interaction to draw a weapon, you can expend a use of your Adaptive Fighting (no action required) to potentially draw a second weapon and increase your critical hit range by 1 with those weapons until the start of your next turn.

Stow. When you use your object interaction to stow a weapon, you can expend a use of your Adaptive Fighting (no action required) to move up to 10 feet without provoking opportunity attacks.

The Best Defense

Also at 3rd level, you never sacrifice defense without offense. While you are holding a simple or martial weapon and not wearing heavy armor, you can use your Strength in place of Dexterity to calculate your Armor Class.

Resilient Dervish

Starting at 7th level, whenever you expend a use of your Adaptive Fighting feature, you gain resistance to bludgeoning, piercing, and slashing damage until the start of your next turn.

Adrenaline Rush

Starting at 10th level, whenever you use your Action Surge feature, you can take a second bonus action on that turn, and you regain one expended use of Adaptive Fighting. You cannot take the same bonus action twice on the same turn.

In addition, you gain one additional use of your Action Surge feature.

Bladestorm

Starting at 15th level, when you take the Attack action, you can choose to make a single attack. If you do so and hit, the attack deals 1d4 additional damage, and you can repeat the attack as part of the same attack. Each time you hit with this special attack on the same turn, the bonus damage die increases by one size, to a maximum of 1d12. Once you apply a d12 damage bonus to one of these attacks, your turn ends.

Rapid Momentum

Starting at 18th level, once you leap into action, you are near impossible to put down. When you roll for initiative and have no uses of your Adaptive Fighting or Second Wind features, you regain one use of either or both features.

Brute (Revised)

Brutes are simple warriors who rely on mighty attacks and their own durability to overcome their enemies. Some brutes combine this physical might with tactical cunning. Others just hit things until those things stop hitting back.

Brute Force

When you choose this martial archetype at 3rd level, you're able to strike with especially brutal force. You have one brute die, which is a d4. When you hit with a weapon attack, you can spend any number of brute dice, roll them all, and add the result to the final damage roll. Any spent brute dice are regained at the start of your turn.

You gain an additional brute die at 7th, 15th, and 18th level. At 10th level, your brute dice become d6s.

Greater Second Wind

Also at 3rd level, you have learned to sustain your stamina more efficiently in the heat of combat. You can use your Second Wind feature up to one additional time between rests. This bonus increases to two extra uses at 10th level, and again to three extra uses at 18th level.

Brutish Durability

Beginning at 7th level, your toughness allows you to shrug off assaults that would devastate others. Whenever you make a saving throw, you may spend one brute die, roll it, and add the result to your saving throw total. You must declare that you are activating this feature prior to rolling the d20.

Brutish Devastation

Starting at 10th level, your Brute Force becomes unfalteringly potent. Whenever you roll a 1 on a brute die, you can replace that die with its maximum value. You can only do so for one brute die per roll, no matter how many brute dice you spend at once.

Brutish Zeal

Starting at 15th level, you draw upon your fighting vigor to embolden yourself even further. While you have half or more of your hit points remaining, your brute dice become d8s.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don't gain this benefit if you have 0 hit points or if you have more than half of your hit points left.

Champion (Revised)

A champion inspires greatness in others by committing brave deeds in battle. The mere presence of a champion in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone champion is a skilled warrior, but a champion leading a band of allies can transform even the most poorly equipped militia into a ferocious war band.

A champion prefers to lead through deeds, not words. As one spearheads an attack, the fighter's actions can awaken reserves of courage and conviction in allies that they never suspected they had. The most archetypal champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

Rallying Cry

When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you.

Peak Condition

Beginning when you choose this archetype at 3rd level, your devotion to mastering your physicality grants you an edge over lesser fighters. You gain the following benefits:

  • Your weapon attacks are a critical hit on a roll of 19 or 20. At 15th level, you also do so on an 18.
  • You gain one additional use of Second Wind. You gain a third use at 10th level and a fourth at 18th level.
  • You don't need a running start to jump your maximum distance.

Remarkable Prowess

Starting at 7th level, you gain the following benefits:

  • You can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.
  • You gain proficiency in one saving throw of your choice.
  • You gain a climbing and swimming speed equal to your walking speed and can hold your breath for up to 10 minutes.

Inspiring Surge

Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature gains advantage on attack rolls and saving throws until the start of your next turn and can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

In addition, you gain one additional use of Action Surge.

Righteous Mettle

Beginning at 15th level, your superhuman stamina allows you to shrug off devastating blows. When you use your Indomitable feature, you and each creature that can see or hear you within 30 feet of you gain the following benefit:

You take half as much damage on a failed saving throw, or no damage on a success.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Dragontouched

The machinations of dragons have long been studied, and like all things, only one thing is certain: nothing about them is certain. Their love and hatred of mortals is traceable only to individual personalities - a factor only explored by those daring enough to brush with the drakes themselves. What is known, though, is that their favor is as valuable as it is fickle.

Dragons can anoint mortals with a vestige of their own power in a number of ways, the most well-known of which being draconic sorcerers. However, should one be lucky enough to gain a dragon's blessing without the capacity to harness magic, they may instead become a Dragontouched. Dragontouched warriors make up the most elite of a dragon's mortal allies, be they captains of a chromatic's minions or champions of a metallic's ideals.

Channel the Dragon's Spirit

Beginning when you choose this archetype at 3rd level, you can channel your draconic blessing to fortify yourself with a dragon's might. You gain the following benefits:

  • Your hit point maximum increases by 3, and increases by 1 each time you gain a level in this class.
  • Tough scales grow over your skin, granting you natural armor. While you are not wearing armor, your Armor Class equals 13 + your Constitution modifier.
  • If you can't already, you learn to speak, read, and write Draconic.

Call the Dragon's Fury

Also at 3rd level, you can use an action to spew out a breath weapon worthy of a true drake. When you use this feature, roll a number of d6s equal to half your fighter level plus your Constitution modifier. Choose to target either a line that is 5 feet wide and 30 feet long or a 20-foot cone, and choose one of the following damage types: acid, cold, fire, lightning, or poison. Each creature in that area must make a Dexterity saving throw against a DC equal to (8 + your proficiency bonus + your Constitution modifier), taking damage of the chosen type equal to the total roll on a failure or half as much on a success.

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

Wings Unfurled

Starting at 7th level, you can use a bonus action to unfurl spectral draconic wings from your back that vanish at the end of your turn. While the wings exist, you have a flying speed equal to your walking speed.

You can use this feature a number of times equal to your Constitution modifier, and you regain all expended uses when you finish a short or long rest.

Draconic Attunement

Starting at 10th level, you can choose one of the following damage types when you finish a short or long rest: acid, cold, fire, lightning, or poison. You gain resistance to that damage type until you choose a different one with this feature.

When you use Call the Dragon's Fury and choose to deal damage of the same type you chose for this feature, the breath weapon deals additional damage equal to your fighter level.

Herald of Pride

Starting at 15th level, your draconic powers intensify. You gain the following benefits:

  • When you use Call the Dragon's Fury, you let out a deafening roar. Each creature that can hear you within 30 feet of you must make a Wisdom saving throw against a DC equal to (8 + your proficiency bonus + your Constitution modifier), becoming frightened of you for 1 minute on a failure.
  • Your vision is honed, granting you blindsight out to a range of 30 feet and darkvision out to a range of 60 feet. If you would already have darkvision, its range increases by 30 feet.
  • You gain proficiency in Charisma saving throws.

Rouse the Dragon's Blood

Starting at 18th level, you wield the same legendary might as that of the most ancient wyrms. You gain the following benefits:

  • You gain immunity to the damage type chosen for Draconic Resilience instead of resistance.
  • After you use Call the Dragon's Fury, you may roll 1d10. On 1-6, you regain use of the feature after a number of rounds equal to the result.
  • The flying speed provided by your Wings Unfurled feature is doubled.

Dragoon

Dragoons - not to be confused with dragons, especially when the former takes inspiration from the latter in their aesthetics - are nimble warriors who train diligently in their mobility. Even when forced into a corner, they have an uncanny ability to leap out of danger and continue fighting with the upper hand. Though capable with any weapon, they find piercing weapons such as spears and javelins best suited to their style of combat.

Aerialist

Starting when you choose this archetype at 3rd level, your leaps carry you through the air like wings. You gain the following benefits while you are not wearing heavy armor or wielding a shield:

  • Your maximum jumping distance is increased by a number of feet equal to your Dexterity modifier.
  • When you initiate movement with a jump, opportunity attacks provoked by that movement are made at disadvantage.
  • You can use your reaction to reduce the amount of damage you take from a fall by an amount equal to four times your fighter level.

Momentous Charge

Also at 3rd level, you adopt a preference for piercing weapons to make the greatest use out of your momentum in the air. When you hit with a melee attack that deals piercing damage after moving at least 10 feet in a straight line towards the target (including upwards or downwards), the attack deals an additional 1d8 piercing damage.

Evasive Tactics

Starting at 7th level, you can strike even while skirting around the opposition. When you take the Dash, Disengage, or Dodge action on your turn, you can make one melee weapon attack as a bonus action.

Improved Momentum

Starting at 10th level, if you would activate your Momentous Charge feature by moving at least 20 feet in a straight line towards the target, the additional damage dealt increases to 2d8.

Lancet

Starting at 15th level, your most powerful attacks enervate your opposition at an accelerated rate. When you score a critical hit using a weapon attack that deals piercing damage, the target gains one level of exhaustion, and you gain temporary hit points equal to your fighter level.

You may forgo gaining temporary hit points to instead regain an expended use of one of the following features: Second Wind, Action Surge, or Indomitable. You can only choose each feature once, then must finish a long rest before you can choose it again.

Heavenly Spear

Starting at 18th level, you gain the ability to vault into the air and deliver a devastating blow upon landing. When you take the Dash action, you gain a flying speed equal to twice your walking speed until the end of your next turn. The next melee weapon attack you make after doing so is rolled with advantage and deals an additional 1d8 damage on a hit. If you would fall on the target of the attack prior to hitting with this attack, any fall damage you would take is transferred to it, and if it is airborne, you bring it up to 500 feet closer to the ground with you.



Executioner

Finishing Blow

Starting when you choose this archetype at 3rd level, your grim training allows you to dole out serious punishment. When you hit a creature with a melee weapon attack made at advantage using a weapon you are holding in two hands, you may have that attack deal an additional 2d6 damage. If you would be able to make additional attacks after this one as part of taking the Attack action on your turn, you may forgo any number of them to increase this damage bonus by 2d6 for each attack you sacrifice.

You can use this feature a number of times per short or long rest equal to your Strength modifier. If you reduce a creature to 0 hit points using this feature, that use of the feature is not expended.

Stark Presence

Also at 3rd level, your experience with death lends you an aura of powerful menace. You gain proficiency in two of the following skills of your choice: Athletics, Intimidation, Medicine, or Insight.

In addition, you have advantage on melee weapon attacks made against creatures missing half their hit points or more.

Impactful Exploit

Starting at 7th level, the force behind your swings make you a fearsome foe to face. When a creature within 10 feet of you fails an ability check or saving throw based on Strength or Dexterity, you can use your reaction to move up to 5 feet toward the creature and make a melee weapon attack against it. On a hit, the target is knocked prone.

Numb Sensation

Starting at 10th level, your mind and psyche have adapted to the nature of ending life, not just your body. You gain proficiency in your choice of Wisdom or Charisma saving throws, and when you use your Indomitable feature to reroll a saving throw you would add your proficiency bonus to, you can add your proficiency bonus a second time to the new result.

Seize the Last Breath

Starting at 15th level, the damage you can inflict with a heavy blade becomes traumatizing to behold. When you expend additional attacks as part of using your Finishing Blow feature, you can force the target to make a Constitution saving throw against a DC equal to half the damage dealt by the triggering attack. On a failure, the target is stunned until the end of your next turn.

Final Mercy

Starting at 18th level, your swifts are as true and mighty as the reaper's scythe. When you score a critical hit with a melee weapon attack and the target of the attack is reduced to 100 hit points or fewer, the target must succeed on a Constitution saving throw against a DC equal to half the damage dealt by the attack or instantly fall to 0 hit points.

Gladiator

Those fighters who choose to become gladiators can’t help but show off. Even where there isn’t an audience, these warriors take command of the battlefield as though it were a stage.

Arena Expert

When you choose this archetype gain proficiency in one of the following skills of your choice: Animal Handling, Intimidation, Performance, or Persuasion.

Fight To Win

Also at 3rd level, when you take the Attack action, you can use a bonus action to attempt to grapple or shove one creature you attack.

Spectacle Fighter

Starting at 7th level, you gain a bonus to all skill checks based on Charisma equal to your Strength modifier.

In addition, you make saving throws against being frightened with advantage.

Glory Kill

Staring at 10th level, you can weaken the morale of other foes or bolster the resolve of your allies alike as you claim victory. When you score a critical hit or reduce a creature to 0 hit points, you can choose a creatures that you can see within 30 feet of you,. Each of the chosen creatures are affected by one of the following effects of your choice:

  • The creature gains temporary hit points equal to 1d8 + your Charisma modifier (minimum of 1 temporary hit point).
  • The creature must succeed on a Wisdom saving throw with a DC equal to (8 + your proficiency bonus + your Charisma modifier), or be frightened of you until the start of your next turn.

Cull The Weak

Starting at 15th level, you have advantage on attack rolls against frightened creatures, and you are immune to being frightened.

Glorious Defense

Starting at 18th level, your glory on the battlefront can misdirect attacks. When a creature you can see hits you with an attack roll, you can use your reaction to gain a bonus to AC against that attack, potentially causing it to miss you. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction.

Guardian

Guardians are the the steel wall that holds back the tide of deadly force exhibited by enemies great and small. These fighters wear their armor like a second skin, harnessing clever strategies to ensure that they will be the first to be struck and the last to strike back.

Defensive Tactics

Starting at 3rd level when you choose this archetype, you can use your reaction to throw yourself in front of harm's way on your ally's behalf. When a creature within 5 feet of you would be hit by an attack, you can use your reaction to intercept it. Roll 1d10 + your fighter level and reduce the damage taken by the total. You then take any remaining damage instead of the intended target.

In addition, whenever you take bludgeoning, piercing, or slashing damage while wearing medium or heavy armor, you may reduce the amount of damage taken by an amount equal to your Strength modifier.

Guardian's Taunt

Also at 3rd level, you can use a bonus action to taunt a hostile creature that can see or hear you within 30 feet of you. The target must succeed on a Wisdom saving throw against a DC equal to (8 + your proficiency bonus + your Strength modifier) or become taunted until the beginning of your next turn on a failure. While taunted, the creature has advantage on attack rolls against you, but disadvantage on attack rolls against any other target.

On each turn after taunting a creature, you can maintain the taunt using your bonus action. When you do so, the target does not get to repeat its saving throw to resist the taunt, but you must concentrate on the effect as if concentrating on a spell.

Dauntless Vigil

Starting at 7th level, you gain an uncanny sense of when things nearby aren't as they should be. As part of using your Defensive Tactics reaction, you may move up to your speed closer to an ally being attacked. If you end this movement within 5 feet of that ally, you may then use Defensive Tactics as normal.

In addition, you gain proficiency in Dexterity saving throws and two of the following skills of your choice: Insight, Investigation, Perception, or Survival.

Threat Assessment

Starting at 10th level, your taunts come with a careful analysis of your foe's capabilities. Your Guardian's Taunt is improved in the following ways:

  • When a creature succeeds on its saving throw against your Guardian's Taunt, you can make a weapon attack against it or use Second Wind as part of the same bonus action.
  • When a taunted creature makes an attack against a creature other than you, you can use your reaction to make a weapon attack against it.
  • When a taunted creature would score a critical hit against you, you may treat it as a regular hit instead.

Unyielding Bulwark

Starting at 15th level, your peerless resolve makes you larger than life. When you would fall to 0 hit points, you immediately succeed on one death saving throw for each reaction you have taken since the start of your last turn. You make all other death saving throws with advantage.

Tireless Stamina

Starting at 18th level, your vigor in battle become superhuman. You can take up to three reactions per round instead of one. You may only take one reaction per turn. Whenever you take a reaction, you gain 10 temporary hit points.

Hoplite

The rank-and-file warriors of large cities are sometimes trained to fight in large armies of identically-outfitted soldiers called hoplites. Hoplites fight behind heavy shields, which have notches to accommodate the use of spears and javelins. Additionally, they may carry a sword called a xiphos for close quarters combat. Hoplites are famous for the use of the phalanx formation, which allows many soldiers to band together closely, benefiting from the protection of their neighbor’s shield.

Phalanx Formation

Starting when you choose this archetype at 3rd level, you can use a bonus action to form a shield wall with your allies. For 1 minute, you and every ally who can see or hear you gains +2 AC as long as they are standing within 5 feet of an ally who is using a shield. Additionally, your allies wielding shields gain an additional +1 AC from their own shields (this includes you). This ability does not stack with itself.

You may use this ability once, and you regain the ability to do so after completing a short or long rest.

Second Strike

Also when you choose this archetype at 3rd level, you can set a weapon you are holding that deals piercing damage to receive a charge. To do so, you cannot have used any movement on your turn, and your movement speed is reduced to 0 until the end of the current turn.

When receiving a charge, choose any number of creatures you can see that are more than 15 feet away from you. If a selected creature moves within your weapon's reach on its next turn, you can make an attack against it with your weapon as a reaction. If the attack hits, it deals an extra die of damage. You can't use this reaction if a selected creature takes the Disengage action before moving.

Spear Mastery

Starting at 7th level, you gain the following benefits while wielding a javelin, lance, pike, spear, or trident:

  • The weapon's damage die increases by one size, as does its two-handed damage die if it has the versatile property (to a maximum of 1d12).
  • You gain a +1 bonus to attack rolls made with the weapon, or a +2 bonus if you are holding it in both hands.
  • As a bonus action, you can improve the range of the weapon until the start of your next turn. For this duration, your reach with the weapon is increased by 5 feet, and any thrown ranges of the weapon are doubled.

Disciplined Defense

Starting at 10th level, you are practiced at using your shield to intercede and protect allies. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to add your proficiency bonus to the target's Armor Class until the beginning of your next turn. You must be wielding a shield.

Shield Buster

Starting at 15th level, your melee weapon attacks attacks score a critical hit on a roll of 19 or 20. When you score a critical hit with a melee weapon, you knock away your target’s shield if they are wielding one. The shield lands in a free space up to 10 ft. away. If your target is not wielding a shield, they take additional damage equal to half your fighter level from the sheer force of your weapon attack.

Phalanx Wrecker

Starting at 18th level, you have become a whirling machine of death in close quarters combat. When you would make a melee weapon attack roll with advantage, you can forgo advantage on that roll to make instead a melee weapon attack without advantage any creatures you can see of your choice within 5 feet of you, with a separate attack roll for each target.

PART 8

Monastic Traditions



















































Any Revisions?

It's not an uncommon fact that some Monastic Traditions are stronger than others, especially when comparing newer subclasses to older ones. In an attempt to remedy this - among many other known problems with the monk class - check out my own Variant Monk to view changes I've made to these various features!

Way of the Dragon Turtle

Some monasteries teach a specialized form of combat that is very different from traditional monk fighting techniques. This style is known as the Way of the Dragon Turtle, and it emphasizes the shield as a living extension of the warrior. Monks of this tradition train to take advantage of shields and polearms, so that they can fight with or against large armies of hoplites in phalanx formations. Such monks commonly wear long red cloaks to disguise their intentions and add fluidity to their movements.

Temples that teach the Way of the Dragon Turtle are often decorated with scrolls that exalt the feats of warriors who are fearless when faced with impossible odds. Massive armies may be surprised to encounter resistance from a proud band of shield monks with less than a tenth of their numbers. Grandmasters of this tradition have even been known to stand alone against creatures many times their size.

Turtleshell Technique

Starting when you choose this tradition at 3rd level, you gain proficiency with shields. You gain the following benefits while wielding a shield:

  • You may ignore the restrictions of holding shields found in your monk features; this includes Martial Arts, Unarmored Defense, and Unarmored Movement.
  • You may use a shield you are holding as a “free hand” to catch and throw missile weapons with your Deflect Missiles feature.
  • As long as you are wielding a shield, opportunity attacks against you are made with disadvantage.
  • You can use a shield as a monk weapon with the returning and thrown (20/40 ft.) properties. It deals bludgeoning damage equal to a roll of your Martial Arts die + your Strength or Dexterity modifier on a hit. If you throw a magical shield, it counts as a magical weapon and gains a bonus to its attack and damage rolls equal to the magical bonus to Armor Class it provides.

Property: Returning. When you make a ranged attack with this weapon, it returns to your hand immediately after the attack unless you rolled a natural 1 to hit with it.


Weapon Vault

Also when you choose this tradition at 3rd level, you can use a monk weapon you are holding as a means to bound across great distances. As part of your movement on your turn while you are holding a monk weapon, you may spend 1 ki point to leap up to 15 feet in any direction. This jump counts toward movement on your turn as normal and can be increased using Step of the Wind, but does not require any ability check to execute.

Shield Dancer

Starting at 6th level, you have learned new techniques for using shields on the battlefield. You gain the following features:

  • Counterattack. Whenever a creature makes an opportunity attack against you and misses, if you are wielding a shield, you may use your reaction to make a melee weapon attack using your shield against that creature, without interrupting your movement.
  • Vaulting Strike. When you use Weapon Vault while carrying a shield, the jump does not provoke attacks of opportunity, and immediately before making the jump or landing, you can use a bonus action to make one attack using your shield.

Gleaming Scale

Starting at 11th level, you have learned to think of your shield as an extension of your body. You can use a bonus action and expend up to 3 ki points to grant a shield you touch a magical bonus to the Armor Class it provides when wielded. The bonus equals the number of ki points you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic shield that already has a magical bonus to Armor Class.

Undaunted Spirit

Beginning at 17th level, you are fearless when faced with overwhelming enemies. You have advantage on all saving throws made to avoid being frightened or incapacitated (including by blanket conditions such as stun or paralysis).

In addition, while two or more hostile creatures are within 5 feet of you, you gain a +3 bonus to Armor Class.

Way of the Righteous Beacon

While many monks devote themselves to gods, few ever fully dedicate themselves to clerical studies. The Way of the Righteous Beacon takes the ideas of religious following to the extreme, training to become champions of certain gods in similar manner to a paladin. This devotion manifests in divine magic woven into the monk's body, which can be channeled spiritually and physically.

Holy Vow

When you choose this Monastic Tradition at 3rd level, your ki can duplicate the magic of certain divine spells. You can spend 2 ki points to cast one of the following spells: branding smite, divine favor, magic weapon, protection from evil and good, shield of faith, or thunderous smite. Additionally, you learn the thaumaturgy cantrip.

Wisdom is your casting ability for your Righteous Beacon spells. You can use either a holy symbol or monk weapon as a spellcasting focus for these spells.

For you, paladin spells that target weapons - such as magic weapon and thunderous smite - can be cast on you to have their effect apply your unarmed strikes.

Touch of the Beacon

As a hand of the Righteous Beacon, you can harness your ki to mend wounds. As an action, you can spend a number of ki points up to half your monk level and touch a creature. For each ki point spent, roll one Martial Arts die. The target regains a number of hit points equal to the total result plus your Wisdom modifier.

Warmth of the Beacon

Starting at 6th level, you can imbue your fists with sacred power. You can spend 3 ki points a bonus action to cause your fists to glow for 1 minute, shedding 15 feet of bright light and an additional 15 feet of dim light beyond that. This light suffuses creatures it touches, preventing them from benefiting from invisibility as long as they stand within 30 feet of you.

While your fists are glowing, you can use your Wisdom in place of Strength and Dexterity to determine the attack and damage rolls of your unarmed strikes, which deal radiant damage instead of bludgeoning.

Blessed Fortitude

Beginning at 11th level, your body is consecrated against harmful effects, such as the touch of a wraith or a blight spell. When you are subjected to an effect that allows you to make a Constitution saving throw to only take half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail.

Soul of Seven Heavens

Starting at 17th level, your affinity for divine magic grows even stronger. You can spend 4 ki points to cast one of the following spells: aura of life, blinding smite, circle of power, crusader's mantle, destructive wave, or revivify.

In addition, while you experience the Warmth of the Beacon, divine inspiration flows through you and empowers your ki reserves. While that feature is active, your Martial Arts die becomes a d12, and you gain immunity to fire, radiant, and necrotic damage.



Optional Rule: Zealous Practice

Being heavily inspired by the paladin, some monks of the Way of the Righteous Beacon strongly believe themselves to be engines of divine will, and are willing to manipulate their worldview to prove it. If the DM allows, you can have a Righteous Beacon character use Charisma in place of Wisdom for certain monk features, such as Unarmored Defense, Ki, and all Righteous Beacon subclass features. This should be done with the intent of making a monk Charisma-focused instead of Wisdom-focused, but doing so takes away from some of the monk's uniqueness, as there are plenty of Charisma-focused classes available already, and not all DMs may be keen on introducing more.

Way of the Sparking Nova

The Way of the Sparking Nova teaches its students to harness lightning in a way that is completely distinct from arcane spells. Rather than directly use it as a weapon, the Sparking Nova prefers to turn electricity into another dimension of the self - every being is composed of energy, and this Monastic Tradition allows that energy to come into the world and cast it into scintillating light.

Monks of the Sparking Nova tend to have bold personalities, but like a tree in a thunderstorm, they would rather shrink away from powers they cannot control than risk being burned by them. Respecting the laws of the conservation of energy, they know they must harness energy before it can be unleashed. They focus more upon careful reaction over instinctual action.

Kinetic Charge

When you choose this Monastic Tradition at 3rd level, you generate electrical energy with each and every step. Whenever you would spend ki points on your turn, you can spend 1 extra ki point (no action required) to enter a charged state. While charged, you gain 1 charge point for every 10 feet of movement you use on your turn, up to a maximum equal to your Wisdom modifier.

Your charge points disappear at the end of your turn. You can use charge in the following ways, and gain additional uses as you level up in this class:

Arc Shield

As an action, you can spend up to 5 charge. Roll one Martial Arts die per charge spent: you gain temporary hit points equal to the total. When a creature hits you with a melee attack while you have these temporary hit points, it takes lightning damage equal to one roll of your Martial Arts die.

Conductive Stance

When you take the Dodge action, you can spend 2 charge to muster your potential energy and gain an additional reaction to use prior to the start of your next turn.

Discharge Strike

When you hit with a melee weapon attack, you can expend 1 charge. The attack deals an additional Martial Arts die of lightning damage.

Flux Stride

When you take the Dash action, you can spend 1 charge to have your body take on a fluid, energetic form. Until the end of this turn, your movement is not reduced by difficult terrain, and you gain resistance to damage dealt by opportunity attacks.

















Momentous Charge

Starting at 6th level, you can unleash devastating bursts of power with enough static buildup. Once per turn, after you make a melee weapon attack after moving at least 10 feet in a straight line towards the target, you can expend all your current charge to create a 20-foot cone in the direction of the target relative to you. Each creature in the cone, including the target, must make a Dexterity saving throw against your ki save DC, taking 1d6 lightning damage per charge point spent on a failure, or half as much on a success.

If you use Stunning Strike on the attack which triggered this feature, you can spend additional ki points to attempt to stun additional creatures within the cone, requiring 1 ki point for each creature you attempt to stun.

Turbo Charge

Starting at 11th level, you can harness your stored charge to move like lightning. You can use an action to cast the haste spell on yourself. You become charged for the spell's duration without having to spend any additional ki points. However, at the end of each of your turns while under the effects of this feature, you must spend 3 charge points. If you lack the sufficient charge to maintain the spell, you lose concentration on it, and you become stunned until the end of your next turn.

Once you cast haste in this way, you can't do so again until you finish a short or long rest, unless you spend 5 ki points to use this feature again.

In addition, the maximum amount of charge you can store at one time now equals half your monk level.

Live Current

Starting at 17th level, you can mold yourself into the electricity you generate and travel through it. When you activate your Momentous Charge feature, you can spend 1 ki point to teleport into an unoccupied space within the cone. Alternatively, when you use your Discharge Strike, you can spend 1 ki point to teleport up to 30 feet prior to making the attack as long as you end the teleport within 5 feet of the target.

In addition, when you spend at least 3 charge points to activate Momentous Charge, the cone's size increases to 30 feet, and if you spend at least 6 charge points, the cone's size increases to 60 feet.

Way of the White Knuckle

Champions are not born: they rise up from the blood, sweat, and tears of their competition. To find one's way in life, they must be willing to do whatever it takes to rise above those who seek to climb over them. Calling the Way of the White Knuckle a "tradition" would be stretch; it merely encompasses a set of martial techniques employed by anyone who has trained to heighten of their unarmed strengths.

Dire Chokehold

When you choose this Monastic Tradition at 3rd level, you gain the following benefits:

  • When a creature moves out of your reach, you can use your reaction to attempt to grapple it or shove it prone.
  • Creatures you are grappling in both hands take a penalty to all attack rolls equal to your Strength or Dexterity modifier.
  • When you successfully grapple or shove a creature, or when that creature escapes your grapple, you can spend 1 ki point to deal bludgeoning damage to the creature equal to your Martial Arts die + your Strength or Dexterity modifier.

Vigorous Defense

Also at 3rd level, you gain proficiency in the Athletics skill if you would not have it already. In addition, you can use your Strength to calculate your unarmored Armor Class in place of Dexterity.

Destructive Throw

Starting at 6th level, your mastery in holds and grips lets you hurl anything you are currently holding in your hand. You gain proficiency with improvised weapons, which count as monk weapons for you.

As part of the Attack action on your turn, you can spend 1 ki point to make a special ranged improvised weapon attack with any object you are holding or creature you are grappling, with a range of 20/60 feet. The projectile cannot be larger than Large, and it cannot be anchored to the ground in any way. If the projectile is a creature, it takes bludgeoning damage equal to your Martial Arts die + your Strength or Dexterity modifier whether you hit or miss with the attack.

Bloodthirsty Grip

Starting at 11th level, if you are about to lose a contested grapple check (that is, any ability check used for entering or escaping grapples and such), you can spend 2 ki points to strengthen your grip. You automatically win the check, but the grappled creature may use its reaction to make an opportunity attack against you with advantage as you tighten your grip on them by any means necessary.

Dominant Reflex

Starting at 17th level, you can achieve dominance over your foes in the blink of an eye. At the start of a round, you can spend 3 ki points to make a grapple attempt with advantage. This check occurs before the start of the initiative order, and does not affect your ordinary turn.

In addition, you can make a Destructive Throw attack as a bonus action.

Way of the Wu Jen

Originally formed by psionic mystics, the disciplines of the Wu Jen can be adapted to monastic tradition by individuals capable of harnessing magic. These monks enjoy isolation, using the time alone to meditate upon reshape their worldviews to their own liking. They cast their ki into the world in mysterious ways, reproducing arcane magic to a limited extent.

Arcane Emulation

When you choose this Monastic Tradition at 3rd level, you learn three 1st-level spells and two cantrips of your choice from the sorcerer spell list. Wisdom is your spellcasting ability for these spells. You gain additional spells and cantrips according to the table below.

As a bonus action, you can spend ki points to create spell slots that you can use to cast these spells, as well as other spells you are capable of casting with spell slots. The ki point cost to create a spell slot equals the level of the spell slot you create. The maximum level of spell slot you can create is listed on the table below. The spell slot remains until you use it or finish a short or long rest.

Each time you gain a level in this class, you may replace a spell you know with another sorcerer spell.


Wu Jen Spellcasting
Level Cantrips Known Spells Known Maximum Spell Level
3rd 2 3 1st
4th 2 4 1st
5th 2 4 1st
6th 2 5 1st
7th 2 5 2nd
8th 2 6 2nd
9th 2 6 2nd
10th 3 7 2nd
11th 3 8 2nd
12th 3 8 2nd
13th 3 9 3rd
14th 3 10 3rd
15th 3 10 3rd
16th 3 11 3rd
17th 3 11 3rd
18th 3 12 3rd
19th 3 12 4th
20th 3 13 4th

Hermit's Study

Also when you choose this Monastic Tradition, you gain proficiency with two of the following skills of your choice: Animal Handling, Arcana, History, Insight, Medicine, Nature, Perception, Religion, or Survival.

Somatic Strike

Lastly at 3rd level, whenever you use your action to cast a spell that has somatic components, you can make one unarmed strike as a bonus action, or spend 1 ki point to use Flurry of Blows.

Deflect Spells

Starting at 7th level, you can use your Deflect Missiles feature against ranged spell attacks that exclusively target you. However, to return a ranged spell attack back at the attacker, you must spend a number of ki points equal to the spell's level (1 ki point for a cantrip), then make a ranged spell attack with a maximum range of 60 feet.

Arcane Infusion

Starting at 11th level, you can infuse your magical energy into your fists. When you create a spell slot for a spell that has a casting time of 1 action, you can imbue that spell into your next unarmed strike. When that unarmed strike hits, the target suffers all the effects of the unarmed strike plus the effects of the spell. You can maintain concentration on a spell prepared in this way for up to 1 minute if you do not immediately land an unarmed strike.

Ki Suffusion

Starting at 17th level, your merging of ki and spellcasting is total and complete. You gain a number of bonus ki points equal to your Wisdom modifier, which can only be used to create spell slots using Arcane Emulation. Additionally, whenever you cast a spell of 1st, 2nd, 3rd, or 4th level, you can spend 1 bonus ki point to increase the level at which you cast the spell by 1 without using a higher-level slot.


PART 9

Sacred Oaths




















































A Bit Out of the Box

All Sacred Oaths listed in this chapter are designed to be played alongside the Variant Paladin class created by Reddit user /u/devikyn. To adapt a subclass to the base paladin class, remove the extra use for Lay On Hands at 3rd level feature and the incremental increase of the subclass' Aura feature at 12th level.

Oath of the Armiger

The Oath of the Armiger encompasses all paladins who commit themselves to upholding law by any means necessary. Armigers value purity of spirit so greatly that they will thrust harm upon themselves in the name of justice, or sometimes in a form of penance if they feel they have been corrupted by the forces they strive to stave off. The interpretation of this oath's tenets vary greatly, even leading members of the oath to break into a collection of orders:

  • The Order of the Chain values social order and responsibility, seeking to root out anarchists and fugitives. They have reputations as relentless hunters who drag lawbreakers away in chains.
  • The Order of the Gate seeks to curb and prevent lawlessness through magic and manipulation. They have reputations as mysterious, emotionless, and often cruel inquisitors.
  • The Order of the Godclaw enforces law with a crusader’s zeal, going where they’re needed most in the fight against the forces of chaos. They know no bounds or borders in the quest for absolute order.
  • The Order of the Nail idealizes civilized societies and seek to unite all people in advancing that cultural baseline. In fact, the Order of the Nail’s members portray anyone who doesn’t embrace a culture they ought to be part of as dangerous heathens.
  • The Order of the Pyre aims to combat outlandish faiths and beliefs, preventing them from gaining purchase in the civilized world. They are cult hunters first and foremost, but also fight to repress other philosophies they deem dangerous.
  • The Order of the Rack hates wastefulness of both thought and deed. They crush trample dreams, end rebellions, and crush frivolous or dangerous inventions.
  • The Order of the Scourge seeks out corruption within order and laws not fit for the lawful. They question and seek to determine the difference between what is legal and what is for the greater good, owing allegiance to no one nation or ruler.

Oath Spells

Paladin Level Spells
3rd command, detect evil and good
5th calm emotions, moonbeam
9th life transference, slow
13th aura of life, banishment
17th dispel evil and good, Rary's telepathic bond

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Ardent Sense. You can use your Channel Divinity as a bonus action to become supernaturally aware of and resistant to unnatural happenings in your vicinity. For 10 minutes, you make all saving throws against being charmed or possessed with advantage, and you know the creature types of all creatures within 60 feet of you.
  • Martyr's Reckoning. You can use your Channel Divinity to cauterize wounds with holy flames by first scorching yourself with them. As an action, you present your holy symbol and remove any number of hit points from yourself. Choose any creatures other than yourself within 30 feet of you, and divide those hit points among them. An undead or construct cannot be healed by this feature.

Vigilant Mind

Also at 3rd level, whenever you make an Intelligence check to recall information about a creature, or a Wisdom (Insight) check to determine if a creature is lying, you may spend 5 points from Lay On Hands to make the check with advantage.

Aura of Spite

Starting at 7th level, when a creature within 10 feet of you deals damage to you, you can use your reaction to force the attacker to make a Charisma saving throw. Aberrations, elementals, fey, fiends, shapechangers, and undead make this saving throw with disadvantage. On a failure, you take half as much damage, and the attacker takes psychic damage equal to the amount of damage you took.

This feature's radius increases to 20 feet at 12th level and 30 feet at 18th level.

Incorrigible Spirit

Starting at 15th level, you are more resilient against mental effects. You can use a bonus action to make an Intelligence, Wisdom, or Charisma saving throw against one lingering effect that ails you, even if such an effect would incapacitate you. If you do so and fail the saving throw, you cannot attempt to remove that specific effect with this feature again until you finish a short or long rest.

Almighty Arbiter

At 20th level, you become a true bulwark of law and order. You gain the following benefits:

  • You gain truesight out to a range of 60 feet.
  • Your movement speed increases by 10 feet and cannot be reduced below 20 feet unless you are grappled, restrained, or incapacitated.
  • Whenever a creature you attack would be affected by a non-instantaneous Divine Smite, the penalties of the slow spell are added to the smite's lasting effects.

Oath of the Nameless


A.K.A. Oathbreaker (Revised)


The Oathbreaker subclass given in the DMG has been confirmed by 5th Edition writers as unsuited for use on player characters, being intended for use with NPC enemies: this explains some oddball features like affecting fiends with their aura and resistance to non-magical physical damage. In addition, the morality of an oathbreaker can be extremely questionable at times. This revision seeks to improve upon the nature of a paladin who rejected their oath, regardless of intentions, aiming more at carving a new life than embracing evil and darkness.

Tenets of the Nameless

  • All Are Suffering. The world around you teeters between prosperity and destruction; you must find the strength to tip it in one direction or the other.
  • Carve Your Path. Heed the words of all those willing to guide you, and make those who attempt to control you regret their hubris.
  • No Light Without Shade. Without an true oath to guide you, you are lost: until you find your way again, you must know the pain of loss that has been inflicted on you.
  • Stand Above Doubt. There is purpose awaiting you somewhere; let none come in the way of finding it.

Oath of the Nameless Spells

You gain oath spells at the paladin levels listed.

Paladin Level Oath Spells
3rd cause fear, inflict wounds
5th crown of madness, darkness
9th bestow curse, fear
13th blight, confusion
17th contagion, dominate person

Channel Divinity

At 3rd level, you can the following Channel Divinity options:

  • Null Essence. As an action, you can use your Channel Divinity to empty the motivations and minds of those around you. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a maximum equal to your Charisma modifier (minimum of one creature). Each target must succeed on a Charisma saving throw or suffer disadvantage on all Intelligence, Wisdom, and Charisma saving throws it makes for 1 minute.
  • Wounds Of Sin. When you use a Divine Smite, you can use your Channel Divinity to spread the suffering you inflict to another target. Choose a creature you can see within 30 feet of the target of the triggering attack: you can repeat the triggering attack, including the smite used, on the original target without expending a spell slot to do so.

Spreading Sin

Also at 3rd level, the pain you know can spread like a plague. when you hit with a melee attack, you can choose another creature within 5 feet of the target and spend a number of points from your Lay On Hands pool up to the damage dealt by the attack. That creature takes necrotic damage equal to the number of points spent.

Aura of Suffering

Starting at 7th level, whenever a creature within 10 feet of you rolls a natural 1 for a saving throw, you can use your reaction to have the creature be considered vulnerable to all damage caused by the failed save. The radius of this feature is extended to 20 feet at 12th level and 30 feet at 18th level.

Viral Strike

Starting at 15th level, your wrath tears through your foes like wildfire. When you hit with a melee attack, you can use a bonus action to make a melee weapon attack against a creature other than the original target as if you were in the original target's space.

Champion Of None

At 20th level, you become an unfeeling force, serving only your own whims. You gain the following benefits:

  • You gain blindsight out to a range of 60 feet.
  • Attack rolls against you made by creatures within 10 feet of you cannot benefit from advantage unless you are surprised or incapacitated.
  • If a creature within 10 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack with advantage against a creature of your choice within range of the attack.

Oath of the Stalwart

Sworn to protect the innocent, a village, or a loved one, the Oath of Stalwart is popular with paladins who swear oaths to defend isolated towns and villages, especially in dangerous or mountainous regions. Commonly called Defenders or “Graknights”, paladins of the Oath of the Stalwart utilize powerful earth magic to protect their allies, typically using heavy weapons or shields and tapping into the magic of elemental earth.

Tenets of the Stalwart

The tents of the Oath of the Stalwart encourage altruism and heroism in the name of justice.

  • Bravery. When no one else will, ride the lightning and fly close to the sun, but always take accountability for your actions.
  • Shelter. Stand resolute in the way of danger, to help those who cannot.
  • Tenacity. When the going gets tough, the tough get going, and you must strive to be the toughest of the tough.
  • Valor. To retreat when you can succeed is folly, but you must live to preserve life.

Oath of the Stalwart Spells

You gain oath spells at the paladin levels listed.

Paladin Level Oath Spells
3rd absorb elements, earth tremor
5th aid, earthbind
9th earth glide, erupting earth
13th stone shape, stoneskin
17th transmute rock, wall of stone

Channel Divinity

At 3rd level, you can the following Channel Divinity options:

  • Root Down. As an action, you can use your Channel Divinity to affix a willing creature within 30 feet of you to the ground. For 1 minute, the target makes all saving throws against being knocked prone or unwillingly moved with advantage, and can stand up from being prone using only 5 feet of movement instead of half.
  • Vigilant Shield. As a bonus action, you can use your Channel Divinity to shield a willing creature within 30 feet of you from harm. The target gains a number of temporary hit points equal to twice your paladin level. Whenever a creature hits the target with a melee attack, the attacker takes force damage equal to twice your paladin level.

Staunch Defenses

Also at 3rd level, your very touch can bolster your durability. When you spend points from your Lay on Hands pool on a creature aside from yourself, you gain a number of temporary hit points equal to half the number of points spent.

Aura of Dust

Starting at 7th level, you create a shielding barrier of earth that whirls around you in a 10-foot radius wile you are not incapacitated. You and each creature of your choice within this radius gains the benefits of half cover and is considered lightly obscured from creatures outside the radius.

The radius of this aura increases to 20 feet at 12th level and 30 feet at 18th level.

Mountain Stance

Starting at 15th level, your anchor in your surroundings is absolute. As a bonus action, you can stand up from being prone and give yourself advantage on all ability checks and saving throws using Strength, Dexterity, and Constitution until the start of your next turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Zenith Form

At 20th level, you gain the ability to channel the strength of a mountain peak to protect your allies. As an action, you surround yourself in tectonic earth magic, gaining the following benefits for 1 minute:

  • You gain resistance to all damage types except psychic.
  • As part of using your Mountain Stance bonus action, you can teleport into an unoccupied space within 30 feet of you.
  • Whenever you hit with a weapon attack, you can force the target to make a Strength saving throw against your paladin save DC. On a failure, the target is knocked prone and pushed 10 feet away from you.

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

Credit

The original designer of the Oath of the Stalwart is @Emeralds.Grass#1765 on Discord. I, Ipsilon, reworked all the features you see here in this document, but Emerald is the one to thank for the core concept and thematics of this subclass!

Oath of Steel

When the first weapons were forged and given to mortal races, there were those who saw them as a divine gift, godly extensions of the warrior. These believers were among the first to live by the blade, for the blade, creating an order of elite warriors who sought enlightenment through battle. It is said that the spirits of some of these mighty warriors linger, eons after their death - bound to the weapons they wielded, providing guidance to their wielders and ushering in the next generation of oathsworn. While followers of this oath primarily use bladed weapons, it is not unheard of for them to do otherwise.

Tenets of Steel

The tenets of Steel act as a guide paladins of this oath live by. These tenets emphasis strength, tenacity, and self-perfection.

Live By the Blade. Embrace the ways of the warrior and fight to protect what you value most, for battle is nothing without purpose; never give up.

Sharpen Mind and Body. Hone your skills through training and battle both; never pass up an opportunity to improve.

Master the Art of War. Through your trials and tribulations, master war in all its forms, no matter what they may be; never stop learning, through both choice and experience.

Oath of Steel Spells

You gain oath spells at the paladin levels listed.

Paladin Level Oath Spells
3rd compelled duel, shield
5th cloud of daggers, enhance ability
9th crusader's mantle, haste
13th aura of purity, stoneskin
17th holy weapon, steel wind strike

Valiant Strike

Starting at 3rd level, when you use your action to use Lay On Hands, you can make one weapon attack as a bonus action.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Blessing of Steel. As an action, you can use your Channel Divinity to bless a metal weapon or a metal set of armor for 1 hour. A blessed suit of armor weighs half as much, gains a magical +1 bonus to Armor Class, and doesn't impose disadvantage on Dexterity (Stealth) checks. A blessed weapon gains a magical +1 bonus to attack rolls, and whenever it rolls a number less than your Charisma modifier on its damage die, the wielder may replace it with your Charisma modifier.
  • Righteous Lance. As an action, you can use your Channel Divinity to impale a creature you can see within 30 feet of you on a spike of divine light. Make a melee spell attack against the target: on a hit, the target takes force damage equal to 2d10 + your paladin level and becomes restrained for up to 1 minute. The restrained creature can use an action to make a Strength saving throw, freeing itself on a success and taking force damage equal to your Charisma modifier on a failure.

Aura of Dominance

Starting at 7th level, your presence compels your foes to show honor in combat. You project an aura in a 10-foot radius that moves with you. You may choose to bind any creature within this radius to the aura (no action required). Creatures bound by the aura deal half as much damage to any target outside of the aura. If a bound creature attempts to leave the aura, it must first succeed on a Wisdom saving throw. On a failure, its speed is reduced to 0 until the start of its next turn. Once a creature passes this saving throw, it is immune to this aura's effects for 1 hour.

This aura's radius increases to 20 feet at 12th level and 30 feet at 18th level.

Battle Instinct

Starting at 15th level, your reflexes heighten immensely. You can't be surprised, and whenever you roll initiative, you can choose to forgo rolling to automatically set your initiative rank equal to 10 + twice your Charisma modifier.

Warrior Trance

At 20th level, you can use an action to imbue yourself with a godly fighting spirit. For 1 minute thereafter, you gain the following benefits:

  • You have advantage on all attack rolls.
  • All damage you deal with weapon attacks ignores resistance and treats immunity as resistance.
  • When you take the Attack action on your turn, you can make one additional weapon attack as part of the attack.

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

Oath of the Valkyrie

To most folk, the term "valkyrie" is synonymous with "warrior woman." In truth, however, valkyries are agents of war gods - male and female alike - tasked with delivering the dead of battle safely to their homes for proper funeral rites. While not inherently clerical in their practices, each valkyrie takes whatever means are necessary to ensure a soul's passage into the afterlife without influence from dark forces.

Tenets of the Valkyrie

A paladin who assumes the Oath of the Valkyrie swears to be the shield for those incapable of defending themselves.

  • Dedication. Your duty is a benevolent but morbid one. Brook not the disrespect of the dead, and meet any desecration of those departed with swift judgment.
  • Mercy. Your charge is to bring peace to those whose lives have come to an honorable end. Stand for what they stood for, and continue to defend what they can no longer.
  • Vigilance. Those who would seek to undermine your work are wicked and dastardly. Always be prepared to face down the worst of the mortal and immortal realms.

Oath Spells

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

Paladin Level Oath Spells
3rd sanctuary, zephyr strike
5th find steed, gentle repose
9th beacon of hope, speak with dead
13th aura of life, find greater steed
17th dawn, hallow

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

  • Chosen Steed. You can use your Channel Divinity as a bonus action to grant holy power to a creature you are mounted on. For 1 hour, the creature has its movement speed increased by 20 feet and gains resistance to all damage.

  • Valiant Serenity. You can use your Channel Divinity as an action to ward the spirits of those around you. Choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). Each creature may immediately repeat a saving throw against a lingering effect that ails it with advantage.

Touch of Grace

Starting at 3rd level, your healing touch spreads beyond a single individual. Whenever you heal a creature with at least 1 hit point using Lay On Hands, you may choose another creature with at least 1 hit point within 5 feet of the target. That creature regains a number of hit points equal to half the number of points you spent.

Aura of Safe Passage

Starting at 7th level, your presence inspires comfort, even in the heat of battle. While you are not incapacitated, you create an aura with a radius of 10 feet that moves with you. All creatures within the aura gain advantage on death saving throws, and when a creature starts its turn in the aura with at least 1 hit point but no more than half its maximum hit points, it gains a number of temporary hit points equal to half your paladin level.

The aura's radius increases to 20 feet at 12th level, and again to 30 feet at 18th level.

Rush to Arms

Starting at 15th level, you can hurry to the aid of your injured comrades. When a creature you can see within 60 feet of you falls to 0 hit points or fails a saving throw, you can use your reaction to move up to your speed toward that creature and cast a non-damaging spell. The spell must only target that creature, and must have a casting time of 1 action or 1 bonus action.

Angelic Custodian

At 20th level, you can use an action to become a supernatural embodiment of protection and vitality. You gain the following benefits for 1 minute:

  • You gain immunity to necrotic and poison damage, as well as the poisoned condition.
  • You gain the effects of the haste spell without requiring concentration and do not lose your turn after the spell ends.
  • If you cast paladin spell that does not deal damage, that spell does not consume a spell slot.

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

Auspicious Mind

In rare cases, errant wisps of psionic power can penetrate beyond the scope of a single universe, spreading to other psionic presences like an unfathomable cosmic web. If a budding psion is able to reach their psyche into this web, they can fuse with it, unlocking the power of the Auspicious Mind and gaining access to all the information locked between paradigms. As though acting with multiple consciousnesses at once, an Auspicious Mind exists in a blurred position in time and space, able to reach their psionics across countless other existences that may or may not ever come to pass.

Prophetic Awareness

At 1st level when you select this archetype, you gain the ability to see beyond the veil of your own fate, granting you the discipline of Precognition.

Predestined Talent

Also at 1st level, you can listen to omens and portents you receive to prepare yourself for whatever future awaits you. You gain proficiency in one skill and one tool of your choice. You may change the proficiencies gained from this feature whenever you finish a short or long rest.

Karmic Assurance

Starting at 3rd level, you draw strength from the twistings of fate. Whenever an allied creature affected by your Seeing power misses with the attack benefitting from the power, or when a hostile creature affected by Seeing hits with the attack hindered by the power, you gain one karma point. The maximum number of karma points you can have at once equals your Intelligence modifier. You can spend karma points on your Precognition discipline (i.e. Seeing and alternate effect spells) as though they were psi points. Unused karma points disappear after 1 minute.

Stable Psionics

Starting at 6th level, whenever you would roll a die for a psionic power that is not an attack roll, such as the d4 damage modifier of your Seeing power, you can replace any result lower than your Intelligence modifier with your Intelligence modifier.

Metareflex

Starting at 10th level, your visions of multiple realities grant you greater awareness in your own existence. Whenever you would make an Intelligence check, Wisdom check, or initiative roll, you can spend 1 psi point or karma point to instead make an Intelligence (Perception) check and use the result accordingly.

Emergent Coincidence

Starting at 14th level, you can pull small threads from alternate existences and weave them into your own reality. When a creature you can see within 120 feet of you makes a roll with advantage or disadvantage, you can spend 2 psi points or karma points as a reaction to have them roll a third d20. You can then pick between the two highest (if advantage) or lowest (if disadvantage) results.

Skeptical Mind

Only a lucky few psions choose to gain their psionic abilities. In cases where an individuals psionics awakened from a desperate moment of defense or panic, their powers manifest in the style of the Skeptical Mind, a careful and guarded set of disciplines with great respect - or fear, depending on perspective - for the powers that be: psionics, magic, and other omnipresent cosmic forces. Whether by prenatural gifts or coincidental training, Skeptical Minds train their muscles as well as their minds in preparation to face the brunt of what the universe might cast down upon them.

Honed Body

Your close ties to the workings of psionics grant you influence over its workings and the discipline of Nullification.

In addition, you gain proficiency with medium armor and martial weapons. While you have at least 1 psi point, you can use your Intelligence in place of Dexterity to determine your Armor Class when not wearing heavy armor.

Skeptic's Sense

Starting when you choose this Psionic Archetype at 1st level, you emit a constant aura out to a range of 5 feet. This aura has the combined effects of both the detect evil and good and detect magic spells. You can disable or enable this aura as a bonus action.

The radius of this aura increases to 10 feet at 6th level, 15 feet at 10th level, and 20 feet at 14th level.

Hand of Absolution

Starting at 3rd level, you can use your action to make a melee spell attack against a creature you can touch. This attack is made with advantage against a creature with a speed of 0. On a hit, the target suffers 1d10 force damage for each magical effect upon it and is subjected to your Disruptive Touch as though you had spent 1 psi point to touch them.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can use your Hand of Absolution feature in place of one of those attacks.

Siphon Power

Starting at 10th level, you gain a bonus to all ability checks and saving throws to cancel magical effects - such as repeating a saving throw against a spell, or casting dispel magic - equal to half your current number of psi points (rounded up) or your proficiency bonus, whichever is lower. Upon succeeding at such a roll, you regain a number of hit points equal to 2 + the power of the spell, or your Intelligence modifier if the magical effect has no spell level.

Mass Assimilation

Starting at 14th level, when you cast dispel magic using psi points, you can choose to do so against any creatures of your choice in a radius, centered on a point within range, by spending up to 4 additional psi points. This radius is a number of feet long equal to 5 times the number of additional psi points spent on this feature. You must make a separate Intelligence check for each effect you are attempting to dispel, and you can still only dispel one effect per target. If you center the radius on yourself when you activate this feature, all hostile creatures within the radius are considered to be under the effect of your Disruptive Touch feature until the start of your next turn.

PART 11

Ranger Conclaves

Amazonian Conclave

The Amazons are a warrior culture that emphasize the strength of the individual, in contrast to societies that defend themselves with large armies of hoplites and mounted cavalry. A typical Amazonian conclave will outline its territory, usually an island, and fight viciously to drive away trespassers. When the territory is threatened, they may band together into war parties, whose collective battlecries are said to strike fear into enemies up to a mile away.

Amazon tribes are scattered all across the islands of oceanic realms such as Theros and Thylea, but are most often found far away from the bustle of contemporary civilzation. Though the Amazons are traditionally female, many warriors of all sexes have learned to adopt their tactics into their own style of combat as cultures have diffused across the land. In this day and age, the term "Amazonian" is simply an exotic synonym for "tribal," but perhaps a bit more respectful in reference to the long-standing traditions and influence of the Amazonians.

Amazonian Magic

You learn an additional spell when you reach certain levels in this class, as shown in the table below. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Ranger Level Conclave Spell
3rd command
5th find steed
9th haste
13th aura of purity
17th circle of power

War Cry

Also at 3rd level, you gain the ability to enter the legendary frenzy of the Amazons by shouting your signature battlecry. On your turn, you can use a bonus action to shout your battlecry and enter a frenzy. Your frenzy lasts for 1 minute and grants you the following benefits:

  • Whenever you roll the minimum or maximum value on a damage die for a weapon attack, that attack deals additional damage equal to your Wisdom modifier.
  • You gain resistance to bludgeoning, piercing, and slashing damage.
  • You make all saving throws against being frightened, paralyzed, or stunned with advantage.

Your frenzy lasts up to 1 minute and requires your concentration, akin to concentration on a spell. You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain any expended uses when you finish a long rest.

Ricochet Technique

Starting at 7th level, any kind of ranged weapon is made more dangerous in your hands. You gain the following benefits with thrown or ranged weapons:

  • The weapon's damage die increases by one size - from 1d4 to 1d6, 1d6 to 1d8, and so on - to a maximum of 1d12.
  • You gain a precision range (in feet) equal to 10 times your ranger level. You ignore the disadvantage of attacking at long range between a weapon's normal range and this precision range.
  • Whenever you hit with an attack using the weapon, you can choose another creature within 30 feet of the original target. The second target can be behind cover or obscured from you, as long as you are aware of its presence. The second target must make a Dexterity saving throw against your ranger spell save DC, taking the same amount of damage as the original target on a failure. Once you use this effect, you cannot use it again until you move 0 feet on your turn.
  • After throwing a weapon, it returns to your hand unless cover or other obstacles would prevent it from doing so.

Cacophonous Clarion

Starting at 11th level, your War Cry heightens your focus to extreme levels. You are immune to being charmed or frightened while your War Cry is active. If you would be charmed or frightened when you activate War Cry, the condition is removed. In addition, you make all concentration checks to maintain your War Cry with advantage.

Vigilance

Starting at 15th level, you are keen to gain the upper hand at the start of a battle. When you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, the only action you can take is to Attack, Dash, Disengage, Hide, or cast a spell with a casting time of 1 action. If you would be surprised at the start of an encounter, you can instead act normally, but you do not gain this extra turn.

If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins.

Inquisitor Conclave

Nature and magic are closely tied together. However, just as magic has the capability to nurture and protect wildlife, it has more than an equal ability to destroy and manipulate it. For this reason, many rangers dedicated to upholding the natural order harness what magic they have to supersede that of those who stand against them. The unspoken motto of the Inquisitor Conclave is, predictably, "know thy enemy."

Inquisitor Magic

You learn an additional spell when you reach certain levels in this class, as shown in the table below. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Ranger Level Conclave Spell
3rd shield
5th hold person
9th dispel magic
13th banishment
17th hold monster

Arcane Knowledge

Starting when you choose this conclave at 3rd level, you learn two wizard cantrips of your choice. You gain a third wizard cantrip at 10th level. These cantrips are considered ranger spells for you.

In addition, you gain proficiency in the Arcana skill and learn one exotic language of your choice. If you would already be proficient in Arcana, you may add double your proficiency bonus to any check made with the skill.

Pale Sight

Also at 3rd level, you can use action to cast the detect magic spell without expending a spell slot. While concentrating on the spell when cast in this way, your eyes fill with pools of silver light, and the only colors you can distinguish are those emitted by the glow of magical effects. When cast in this way, more powerful magical effects detected by the spell glow brighter than weaker ones, and for as long as it lasts, you gain blindsight out to a range of 15 feet.

You can use this feature a number of times equal to your Wisdom modifier and regain all expended uses when you finish a long rest, unless you expend a spell slot to use it an additional time.

When you reach at 18th level in this class, the range of your detect magic spell increases to 60 feet.

Disruptive Presence

Starting at 7th level, your Pale Sight becomes a bane to all magic. While concentrating on detect magic when cast using your Pale Sight feature, any hostile creature within range of the spell suffers the following effects:

  • When the creature attempts to cast a spell, it must first make a Constitution saving throw against your ranger spell save DC. On a failure, the spell is disrupted and the spell slot is wasted.
  • When a creature starts its turn while concentrating on a spell, it must make a Constitution saving throw against your ranger spell save DC. On a failure, the creature's concentration is broken and the spell ends.
  • When you hit a creature that is concentrating on a spell with an attack, the attack deals additional damage equal to the level of the spell.

Nullification

Starting at 11th level, the spell counterspell is added to your list of known ranger spells without counting against your known limit. While your Pale Sight feature is active, you have advantage on any ability check made to cancel magical effects within range of your detect magic spell.

Inquisitor's Fury

Starting at 15th level, your propensity for curbing the hubris of spellcasters is unmatched. You gain the following benefits:

  • You can expend two uses of your Pale Sight feature to cast the circle of power spell without requiring a spell slot.
  • If a creature has casted a spell since the start of its last turn, it has disadvantage on all saving throws against your ranger spells.
  • You have advantage on attacks against all creatures within range that are concentrating on spells.

Swarmkeeper Conclave (Revised)

Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent force in battle, as well as helpful company for the ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.

Gathered Swarm

A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you're alive, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, but the effects of your Swarmkeeper features are unchanged regardless of whether the swarm is composed of teeming insects or playful pixies.

Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with a weapon attack:

  • The attack deals an additional 1d6 piercing damage, which is considered magical if the triggering weapon is also considered magical.
  • You or a creature within 5 feet you is moved up to 15 feet by the swarm in a direction of your choice. An unwilling creature must succeed on a Strength saving throw against your ranger spell save DC to avoid being pushed.
  • The swarm fills a radius within 15 feet of you, turning it into difficult terrain for your enemies until the start of your next turn.

Swarmkeeper Magic

You learn the mage hand and minor illusion cantrips if you don't already know them. When you cast these spells, they appear to be made up of the spirits of your swarm.

You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spell
3rd faerie fire
5th web
9th gaseous form
13th arcane eye
17th insect plague

Writhing Tide

Starting at 7th level, your swarm can carry you great distances. You can use a bonus action to gain a flying speed of 15 feet and can hover until the end of your next turn. You can also choose to grant this benefit to a willing creature within 15 feet of you.

Mighty Swarm

Starting at 11th level, your Gathered Swarm improves in the following ways:

  • The damage of Gathered Swarm increases to 1d8.
  • If a creature fails its saving throw against being moved by Gathered Swarm, you can also cause the swarm to knock the creature prone.
  • Each friendly creature standing in your Gathered Swarm while it is acting as difficult terrain gains the benefit of half cover.

One With The Swarm

Starting at 15th level, your swarm acts as a bodily extension of yourself. Your swarm now constantly hums in a 15-foot radius around you, deafening any hostile creature within it that is not immune to the poisoned condition. Whenever you use Gathered Swarm on your turn, this radius increases to 30 feet until the start of your next turn.

Whenever you target a creature in the radius with a weapon attack, you can teleport into an unoccupied space within the swarm before or after resolving the attack. Alternatively, you can use your reaction in response to taking damage to take half as much damage, then teleport into an unoccupied space within the swarm. You can use either of these features a combined number of times equal to your Wisdom modfier, regaining all expended uses on a long rest unless you expend a spell slot of 2nd-level or higher to use it again.

Thorn Bearer Conclave

Rangers who have wholly devoted themselves to the sanctity of the natural world may find themselves joining the ranks of the Thorn Bearer Conclave. These rangers unify themselves with nature's own defenses, designing their armor with features such as prickly bristles, needle-like quills, or spiked carapaces. Thorn Bearers willingly cast themselves into harm's way so that no person, plant, or animal will have to endure unjust suffering.

Guardian Thorns

Starting at 3rd level, your connection to nature manifests in a protective barrier of spines that surrounds your body. The barrier has hit points equal to twice your ranger level + your Wisdom modifier and can never have more than this amount. Whenever you take damage, the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage. The barrier's hit points are fully replenished whenever you finish a short or long rest, and whenever you cast a ranger spell, the barrier regains hit points equal to the level of that spell.

Additionally, for as long as your barrier has hit points, you gain the following benefits:

  • You gain a bonus to concentration checks equal to your Wisdom modifier.
  • Whenever you are hit by a melee attack, the attacker takes piercing damage equal to your Wisdom modifier.
  • When a friendly creature within 5 feet of you would be hit by a melee attack, you can use your reaction to switch positions with that creature and become the target of the attack instead.

Nature's Bulwark

Also at 3rd level, you gain proficiency in heavy armor. In addition, your hit point maximum increases by 3, and it increases by 1 each time you gain a level in this class.

Thorn Bearer Spells

At 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Thorn Bearer Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spell
3rd hail of thorns
5th spike growth
9th Leomund's tiny hut
13th guardian of nature
17th antilife shell

Call The Underbrush

Starting at 7th level, you can use an action and expend 3 hit points from your Guardian Thorns to create one of the following effects. Any of these effects immediately end if your Guardian Thorns barrier is reduced to 0 hit points.

  • Dense Brambles. You create a patch of prickling brambles in a 5-foot cube at a point you can see within 30 feet that lasts until the start of your next turn. A creature takes piercing damage equal to your ranger level when it enters the area for the first time on a turn or starts its turn there. You can maintain the brambles by spending an additional barrier hit point at the start of each of your turns (no action required).
  • Thicket Shield. You create a shielded area in a 5-foot-radius sphere cenetered at a point you can see within 30 feet that lasts until the start of your next turn. Creatures within this sphere have three-quarters cover from attacks originating from outside the sphere. You can maintain the sphere by spending an additional barrier hit point at the start of each of your turns (no action required).
  • Vengeful Roots. You beckon the roots of nearby plant life to project from the earth in a 15-foot cone. Each creature in this cone must make a Dexterity saving throw against your ranger spell save DC, taking piercing damage equal to your ranger level on a failure or half as much on a success. Also on a failed saving throw, a creature is pushed 10 feet away from you.

In addition, any piercing damage dealt by Guardian Thorns or Call The Underbrush is considered magical for the purposes of overcoming weaknesses and resistances.

Regenerating Thorns

Starting at 11th level, when a hostile creature forces you to make a saving throw and you succeed, your Guardian Thorns regain hit points equal to your Wisdom modifier.

Herald of Adaptation

Starting at 15th level, when your Guardian Thorns take damage, you can have it gain resistance to subsequent damage of that type until the start of your next turn (no action required). If it takes damage of more than one type simultaneously, you can choose which type it gains resistance to. Your Guardian Thorns can only have resistance to one type of damage at a time.

PART 12

Roguish Archetypes

Assassin (Revised)

You focus your training on the grim art of death. Those who adhere to this archetype are diverse - hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

Lethal Touch

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit. You can also use a bonus action to coat a melee weapon or three pieces of ammunition with poison.

Assassinate

Also at 3rd level, you are at your deadliest when you get the drop on your enemies, as per the following benefits:

  • You add your proficiency bonus to initiative rolls.
  • You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet.
  • On your first turn in combat, if you activate your Sneak Attack feature, you may roll d8s in place of d6s to determine your Sneak Attack damage.

Infiltration Expertise

Starting at 9th level, you can unfailingly create false identities for yourself. By spending 10 minutes with a disguise kit, you can create a perfect disguise that mimics the effects of the disguise self spell. Unlike the spell, these effects are not magical and flawlessly hold up to physical inspection by any creature that has not spoken to you outside of the disguise. The disguise lasts until you discard it as a bonus action or create a new one.

In addition, you gain the ability to perfectly imitate another creature's speech if you have heard that creature speak for at least 1 minute, and you have advantage on all ability checks made to conceal poison from onlookers.

Street Sweep

At 13th level, your skills of assassination become uncanny, such that even a target who is clearly aware of your presence is not safe. You can activate this feature to add your Sneak Attack damage to an attack you make regardless of the feature's necessary limitations, but this Sneak Attack cannot benefit from your Assassinate feature.

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

Death Strike

By 17th level, your abilities as an assassin have become legendary. When you make an attack with advantage and both d20s show the same result, the attack automatically hits. If the attack would hit regardless of this effect, the attack is automatically a critical hit. If both results are natural 20s, the target must succeed on a Constitution saving throw against a DC equal (8 + your proficiency bonus + your Dexterity modifier) or die.

Headhunter

Whether or not a rogue is dedicated to a life of crime, those who live to see others die devote themselves to the Headhunter archetype. Filling the elite ranks of assassins, bounty hunters, and executioners, Headhunters take on a more versatile approach to combat than most ruffians, training in longbows over shortbows, greatswords over shortswords, and breastplates over leathers. It is a common tradition among Headhunters to select a favorite weapon to "do the dirty work" with, giving it a unique name, design, or even imaginary personality.

Martial Focus

Starting when you choose this archetype at 3rd level, you gain proficiency with medium armor, shields, and martial weapons. You can use your Sneak Attack with any weapon attack, even if the weapon is not ranged or finesse, as long as you qualify for all other rules of Sneak Attack.

Lastly, you don’t need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you, as long as the target of the attack is below half its hit point maximum.

Vicious Blows

Also at 3rd level, whenever you would deal Sneak Attack damage, you can choose to reduce your Sneak Attack damage roll by two dice to perform one of the following effects. The saving throw for each effect equals 8 + your proficiency bonus + your Dexterity modifier.

  • Cripple. The target must make an Constitution saving throw. On a failed save, its speed is halved and it cannot take reactions until the end of your next turn.
  • Demoralize. The target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
  • Overwhelm. The target must make a Strength saving throw. On a failure, it is knocked prone.
Vicious Critical Hits

If you use Vicious Blows on an attack that is a critical hit, reducing the Sneak Attack damage by two dice removes those dice from the critical damage roll, meaning that the total critical damage roll is reduced by 4d6.

Coup De Grace

Starting at 9th level, whenever you make a weapon attack on your turn and either score a critical hit or reduce the target to 0 hit points, you can use your bonus action to make another attack with that same weapon.

Additionally, you can deal Sneak Attack damage any number of times on your turn. Each time you deal Sneak Attack damage, you can choose how many Sneak Attack dice you apply. You can’t apply more than your total Sneak Attack dice in a single turn.

Unrelenting Advance

Starting at 13th level, you have advantage on ability checks and saving throws against effects that would grapple, restrain, or forcefully move you. If you are grappled or restrained and you could use your action to attempt to end the effect, you can instead use your bonus action.

No Mercy

Starting at 17th level, you can use a bonus action to enter an intense state of focus for 1 minute. This focus requires your concentration, as if concentrating on a spell.

For the duration, your weapon attacks are critical hits on a roll of 19 or 20, you can make an additional attack when you take the Attack action on your turn, and you gain an additional reaction each round to use on opportunity attacks.

The first time you use this feature, you suffer no ill effect. If you use this feature again before you finish a long rest, you suffer one level of exhaustion each time you use it.
























Odyssean

Odysseans are legendary tricksters who at first glance seem like common soldiers. They carry spears and shields like any rank-and-file hoplite, but rather than moving in strict formations or honing their discipline, Odysseans hone their minds. When two armies smash together, shields bursting under the strain of a perfect phalanx, the Odyssean is the soldier who stands back and searches for weaknesses in the enemy’s defenses. Even when badly outnumbered, they may find a way to exploit conditions on the battlefield to turn the tide in the favor of their allies.

Soldiers who exhibit such a sharp mind quickly grow in notoriety and fame, but being famed for your cleverness is a double-edged sword. Odysseans are often drawn into conflicts that take them far from home, where monsters and other dangers are a constant threat. Such harrowing odysseys are the namesake of the Odyssean, who may be forced to survive several such journeys in their lifetime.

Bonus Proficiencies

Despite your roguish demeanor, you have all the training of a common soldier. When you choose this archetype at 3rd level, you gain proficiency with medium armor, shields, and tridents. Additionally, you may wield spears and tridents as finesse weapons.

Uncanny Wit

Starting at 3rd level, you are rarely outwitted on the field of battle. On your turn, you may use your bonus action to devise a clever plan to trick an enemy. Choose one creature that you can see within 120 feet of you. Make a Charisma (Deception) roll contested by that creature’s Wisdom (Insight). If you win the contest, the next attack against the creature is rolled with advantage.
























Notorious Trickster

Starting at 9th level, your cleverness has a tangible effect on any enemy. Hostile creatures who are aware of your presence but cannot see you are unable to take reactions until they can see you again.

Additionally, when you hit a creature that is concentrating on a spell with a Sneak Attack, it has disadvantage on the saving throw to maintain concentration.

Tenacious Survivor

At 13th level, you’ve survived through so many ordeals that you face each new challenge with grim determination. You can add your Charisma bonus to your initiative rolls.

Also, at the beginning of your first turn in combat, you may use a bonus action to take a deep breath and regain hit points equal to your rogue level. You may use this feature a number of times equal to your Charisma modifier, and you regain any expended uses when you finish a short or long rest.

Legendary Cunning

Starting at 17th level, you are able to instantly assess every opportunity to seize the upper hand in combat. Whenever any of your allies makes an opportunity attack against a creature, you may use your reaction to make a ranged weapon attack against that same creature with advantage.

Shock Trooper

Shock troopers are versatile soldiers deployed in later stages of a battle to push through weakened positions. True to their name, they operate best in flanking maneuvers to shock their foes with unusual tactics and superior positioning. Nearly unrecognizable from traditional rogues, they make use of all manner of weapons and gadgets to keep their edge over their enemies.

Minuteman

Starting at 3rd level, you are always ready to engage. You gain proficiency in medium armor, shields, and improvised weapons. Improvised weapons are considered finesse weapons for you. At your DM's option, you also gain proficiency in firearms.

When you make an opportunity attack, you can add your Intelligence modifier to the attack and damage roll instead of Dexterity, and you can apply your Sneak Attack to the damage roll as long as you don't have disadvantage on the attack.

Expanded Arsenal

Also at 3rd level, you can jerryrig all manner of improvised weapons to devastating effect. You have a number of improv dice equal to half your rogue level, rounded up, which are d6s. You can expend these improv dice to use any of the following special actions, and regain all expended improv dice when you finish a short or long rest.

The maximum number of improv dice you can expend at once on these actions equals your Intelligence modifier. Any saving throw asked of these effects has a DC equal to (8 + your proficiency bonus + your Intelligence modifier).

  • Blast Charge. As an action, you can throw a device at a point within 30 feet of you that bursts with a pulse of sonic force. Each creature within 5 feet of the designated point must make a Constitution saving throw, taking thunder damage equal to the expended improve dice on a failure or half as much on a success.
  • Flame Belcher. As an action, you fire off a gout of roaring fire in a 30-foot line in front of you. Each creature in the line must make a Dexterity saving throw, taking fire damage equal to the expended improve dice on a failure or half as much on a success.
  • Quick Bunker. As an action, you create an emplacement structure in a 10-foot cube within 30 feet of you. Each creature within the cube gains half cover from effects originating outside the cube. Roll the expended improv dice and add your rogue level to the result: the structure has hit points equal to the total and immunity to poison and psychic damage.
  • Snag Heap. As a bonus action, you hurl a tangle of ensnaring material or barbed debris. For each improv die expended, create a 5-foot cube of difficult terrain within 30 feet of you. Each cube must be adjacent to one another. When a creature moves into or out of one of these cubes, it must succeed on a Dexterity saving throw or fall prone. The wire untangles and becomes ineffective after 1 minute.

Outmaneuver

Starting at 9th level, your keen tactical mind can turn the smallest opening into a crushing weakness. When you take the Dash, Disengage, or Dodge action and move at least 10 feet of your turn, the next weapon attack you make before the end of your next turn is made with advantage.

In addition, when you reduce a Small or larger creature to 0 hit points using Sneak Attack, you regain one expended improv die.

Enhanced Arsenal

Starting at 13th level, your improv dice become d8s. When you expend three or more improv dice on any effect, it gains the following improvementss:

  • Blast Charge. The effect's radius increases to 10 feet, and objects and structures take maximum damage.
  • Flame Belcher. The area of effect changes to either a 30-foot cone or 60-foot line.
  • Quick Bunker. The cube increases to 15 feet on a side. A Large or smaller creature in the exact center of the cube gains three-quarters cover instead of half.
  • Snag Heap. Each creature in the area of effect when you use it takes one improv die of bludgeoning, piercing, or slashing damage (your choice). A creature that fails its saving throw against the effect becomes restrained until it uses its action to make a successful Strength or Dexterity check against your improv save DC.

Ambuscade

Starting at 17th level, your arrival on the field signals an inevitable advantage to follow. When you roll for initiative and aren't surprised, you can move up to twice your speed without provoking opportunity attacks, gain temporary hit points equal to 1d8 + your Intelligence modifier, and use your reaction to activate one of your Expanded Arsenal effects.

Slipstream

In some rare instances, the speed and agility commonly attributed to roguishness is not a trained talent. Such is the case of the slipstream: an individual able to step in and out of their current plane and meander about the space within. To the slipstream, moving about and finding ways into places they ought not to simply comes naturally to them. This is not always a true gift though, as adjusting to such aberrant and freakish movements is seldom an easy process.

Pulse Strike

Also at 3rd level, you can harness the otherworldly potential within you to create a deadly burst of energy. Once per round, when you use your Sneak Attack feature, you choose not to apply the Sneak Attack damage immediately. If you do so, at the end of that turn, each creature within 5 feet of the attack's target must make a Dexterity saving throw against a DC equal to (8 + your proficiency bonus + your Intelligence modifier). Each creature takes force damage equal to the roll of your Sneak Attack damage on a failure, or half as much on a success.

You can use this feature a number of times equal to your Intelligence modifier and regain all expended uses at the end of a long rest.

Recall

Starting at 9th level, you can use a bonus action to mark your position in time and space. Record your current hit points and location at the time of using this feature. Once within 1 minute, you can use your reaction to return to that location, regaining any hit points you lost during that time. No other resources or conditions, such as spell slots, are restored to their original status.

You can use this feature up to three times and regain all expended uses when you finish a short or long rest.

Out Of Phase

Starting at 13th level, you permanenetly gain the benefits of the detect evil and good spell. With it, you can also detect creatures and objects that have been displaced out of their original timeline or place in time.

In addition, the distance of your teleport using Blink Step increases to 20 feet per charge.

Prime Tributary

Starting at 17th level, you can briefly detach from your mortal coil and become a spark of pure possibility. You can activate this feature as a reaction at any time to cast time stop on yourself. Intelligence is your casting ability for this spell. Once you do so, you cannot use this feature again until you finish a long rest.

PART 13

Sorcerous Origins

Crystallurgist

Even the most stable mountain can mask a frenzy of activity and color awaiting beneath it. Such is the station of the crystallurgist, a sorcerer whose magical abilities stem from a chaotic bend of the typically-stable elemental earth. With a natural inclination toward all things shiny and angular, weapons and shields fit neatly into your hands.

Crystal Body

Starting when you select this origin at 1st level, your body is naturally coated in durable crystals. Your hit point maximum increases by 1, and increases by 1 again each time you gain a level in this class.

In addition, While you are not wearing armor, your Armor Class equals 12 + your Constitution modifier. You can carry a shield and still gain this benefit.

Gem Power

Also at 1st level, whenever you cast a damaging spell of 1st-level or higher, you gain one gem that is attuned to one damage type dealt by the spell (your choice if the spell deals multiple types). You can expend any number of these gems when you hit with a weapon attack to have the attack deal an additional 1d6 damage for each gem expended. Each d6 deals damage corresponding to the expended gem’s attuned type.

The maximum number of gems you can have at once equals your Charisma modifier. A gem crumbles if unused after 1 minute. If you would gain a gem beyond your maximum limit, you can choose to destroy one current gem to accommodate the new one. At 2nd level, you can spend 1 sorcery point to avoid having to destroy a current gem to gain a new one.

Sharp Talents

Finally at 1st level, your mind has melded with the nature of crystals. You gain proficiency with jeweler's tools, simple and martial weapons, and shields. You can use a set of jeweler's tools as an arcane focus for your sorcerer spells.

Crystal Wall

Starting at 6th level, you can use an action to manifest a thick wall of magical crystals. To create the wall, you must spend sorcery points, up to a maximum equal to your Charisma modifier. You can forgo spending sorcery points by destroying your orbiting gems instead, saving 1 sorcery point per gem expended.

For each sorcery point spent, a 10-by-10-foot panel of crystal appears in an unoccupied space within 30 feet of you. Each panel must be contiguous with at least one other panel, and the entire wall must not stretch farther than 30 feet away from you or occupy the space of another creature or object. Apart from these limitations, the wall can take any shape you desire so long as at least one panel is connected to a foundation stable enough to support the entire wall.

Each panel has AC 15 and hit points equal to your sorcerer level, acting as total cover until it is destroyed. The wall crumbles at the start of your next turn.

Resonant Strike

Also at 6th level, the power of your orbiting gems bleeds into weapons you hold. Your weapon attacks deal additional damage equal to the number of gems you have, with each gem contributing its attuned damage type. For example, if you have two fire gems and two cold gems, your weapon attacks deal an additional 2 fire damage and 2 cold damage on a hit.

Prismatic Barrier

Starting at 14th level, you gain resistance to any damage type which you have a power gem for. If you have three or more gems of one type, you gain immunity to that damage type instead.

In addition, when you use the gems to create a Crystal Wall, the wall gains immunity to each damage type attuned to the gems used to create it. When a hostile creature ends its turn within 5 feet of this empowered wall, it takes 3d6 damage of one of the damage types the wall is immune to.

Shatterstorm

Starting at 18th level, you can use an action to launch all your accumulated orbiting gems to points you can see within 120 feet of you. Each gem explodes on impact, forcing each creature within 10 feet of each point to make a Dexterity saving throw against your spell save DC. A creature takes 3d6 damage of the gem’s attuned type on a failure, or half as much on a success.

If a creature would be in multiple areas of effect simultaneously, it makes a single saving throw against the combined damage it would take.

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Demigod

Your magic springs from the divine blood that flows through your veins. The gods have often been known to consort with mortals, and such unions sometimes produce half-divine offspring. These individuals are called demigods, and many of them are born with a powerful aptitude for magic.

Demigods exhibit powers that are related to the domain of their godly ancestor, but their magic is not constrained by this association. Rather, they may channel the power in their blood to improve the efficacy of any spell, regardless of its type. Additionally, the divine power that courses through their blood makes demigods impressive specimens of both physical fitness and beauty.

Inherited Strength

Starting at 1st level, your godly lineage bestows you with extraordinary strength for someone without proper training. You can use your Charisma in place of Strength or Dexterity to calculate your weapon attack and damage rolls. You also gain proficiency in Strength saving throws.

Additionally, whenever you make a Charisma check when interacting with gods or celestials, your proficiency bonus is doubled if it applies to the check.

Divine Recovery

Starting at 6th level, whenever you finish a short rest, you may regain a number of sorcery points equal to your Charisma modifier. You can activate this feature once per long rest.

Empowered Magic

Also at 6th level, echoes of divine power flow through your spells. When you cast a spell, you can expend 1 sorcery point to increase the level at which you cast the spell by 1. For example, For example, when you cast fireball using a 3rd-level slot, you can activate this feature to cast the spell at 4th level.

Legendary Resistance

Starting at 14th level, your divine blood allows you to shrug off effects that would destroy mere mortals. When you fail a saving throw, you can choose to succeed instead. You can use this feature once per long rest, unless you spend 7 sorcery points to use it again.

Ascendant Sorcery

Starting at 18th level, your power has begun to rival that of your divine ancestor. You can spend any number of sorcery points using your Empowered Magic feature, increasing the level of the spell you cast by 1 per sorcery point spent. For example, when you cast fireball using a 3rd-level slot, you can spend up to 6 sorcery points to potentially cast the spell at 9th level.

Draconic Bloodline (Revised)

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon becomes your ancestral type, and is used by features you gain later.

Dragon Damage Type
Amethyst Force
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Crystal Radiant
Copper Acid
Emerald Psychic
Gold Fire
Green Poison
Red Fire
Sapphire Thunder
Silver Cold
Topaz Necrotic
White Cold

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons or other draconic creatures such as dragonborn or pseudodragons, your proficiency bonus is doubled if it applies to the check.

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Draconic Magic

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

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another sorcerer spell of the same level. The new spell must be able to deal damage of, or grant resistance to, your ancestral type.

Sorcerer Level Spells
1st absorb elements, chromatic orb
3rd dragon's breath, gust of wind
5th fear, protection from energy
7th elemental bane, stoneskin
9th circle of power, summon draconic spirit

Elemental Affinity

Starting at 6th level, you gain resistance to your ancestral type, and when you cast a spell that deals damage of your ancestral type, you can add your Charisma modifier to the damage dealt.

In addition, when you cast any spell from your Draconic Magic feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level.

Scaled Tyrant

Starting at 14th level, you can use a bonus action and spend 1 or more sorcery points to transform yourself with draconic power for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice which last until the transformation ends or you if use this feature again:

  • Your pupils turn into slits, and you gain 30 feet of blindsight.
  • You sprout leathery wings and gain a flying speed equal to your walking speed.
  • The scales of your Draconic Resilience thicken, granting you immunity to damage of your ancestral type.
  • Your voice is augmented into a roaring bellow, which you can release an action to force each creature within 60 feet of you to make a Wisdom saving throw against your sorcerer spell save DC. A creature is frightened of you until the end of your next turn on a failure, or immune to this effect until you use Scaled Tyrant again on a success.

Wyrm's Wrath

Starting at 18th level, all damage you deal of your ancestral type ignores resistance and treats immunity as resistance. Whenever you cast a spell that deals damage, you can spend 1 sorcery point to change one damage roll of the spell to your ancestral type.

Entropic Soul

Born of pure chaos, your magical abilities have more sinister origins than that of Wild Magic. Whereas Wild Magic has the possibility of coming at the sorcerer's benefit, your Entropic Soul rarely shows such benevolence, stealing the life force of all that it touches to feed its unending hunger for destruction. Do you fight this malevolent force, or have you surrendered yourself to it already?

Necrotic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of entropic magic. Immediately after you cast a sorcerer spell of 1st level or higher, roll a d20. If you roll a 1, roll on the Necrotic Surge table to create a random magical effect. A Necrotic Surge can happen once per turn.

Each time you cast a spell that does not create a Necrotic Surge, the threshold to create a Necrotic Surge increases by 1, resetting back to 1 when you trigger a Necrotic Surge or finish a short or long rest.

If a Necrotic Surge effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration.

Tides of Entropy

Starting at 1st level, you can manipulate the forces of chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Alternatively, when you cast a sorcerer spell of 1st-level or higher, you can consciously trigger a Necrotic Surge to immediately regain use of this feature.

Necrosis

Starting at 6th level, you've learned to suffuse your spells with negative energy. When you cast a spell that deals acid, necrotic, or poison damage, you spend 2 sorcery points to impose one of the following effects on a creature affected by the spell, which lasts until the end of your next turn. If the spell involved a saving throw, you cannot target a creature that passed the saving throw with this feature.

  • Decaying Flesh. The target cannot regain hit points, and has disadvantage on all Strength and Dexterity checks.
  • Festering Wounds. The target takes an extra 1d4 necrotic damage each time it is hit by a weapon attack.
  • Rotted Mind. The target has disadvantage on Constitution saving throws to maintain concentration on spells, as well as all Intelligence, Wisdom, and Charisma checks.
  • Withered Muscle. The target's speed is reduced by 10 feet, and it subtracts 1d4 from each damage roll it makes.

Dynamic Entropy

Starting at 14th level, all necromancy spells are considered sorcerer spells for you. You can learn them as you level up, and at the end of a short rest, you can spend sorcery points to replace one sorcerer spell you know with a necromancy spell of the same level. The number of sorcery points required to do so equals the level of the spell.

However, spells unnaturally learned in this way are even more unstable than your ordinary spells. Whenever you cast a necromancy spell that is not ordinarily on the sorcerer spell list (such as inflict wounds), you must roll a second d20 to see if you trigger a Necrotic Surge, creating a surge if either result is below your current threshold.

Necrolord

Starting at 18th level, you have begun to master the negative energies churning within you, granting you the following benefits:

  • You no longer need to eat, drink, sleep, or breathe.
  • You gain resistance to necrotic and poison damage.
  • You are immune to acid, necrotic, and poison damage dealt by your own spells.
  • When you reduce a creature to 0 hit points using acid, necrotic, or poison damage, you regain 1 expended sorcery point.
  • Whenever you roll on the Necrotic Surge table, you can roll twice and use either result.

Incarnation

Oftentimes, sorcerers are the result of beings naturally imbued with the latent magic of the cosmos. On more rare occasions though, the opposite will be the case: the very powers that be suddenly coalesce into a humanoid form, whether through ritualistic force or pure coincidental entropy. These individuals become known as incarnations, who can project their will to stir and reshape the fabric of magic as easily as a painter can color a canvas.

Harmonious Potential

Starting when you choose this origin at 1st level, your being has been so suffused with magic that it comes to you as easily as a second language. You gain the following benefits:

  • You gain proficiency in the Arcana skill can can use your Charisma in place of Intelligence when making checks with that skill. If you would already be proficient in Arcana, you may add double your proficiency bonus to all checks made using Arcana.
  • Choose two Metamagic options listed at 3rd level that cost only 1 sorcery point to activate. You innately learn these Metamagic options and can use them a number of times per long rest equal to your Charisma modifier without requiring sorcery points.
  • You learn the identify spell, which counts as a sorcerer spell for you without counting against your limit of spells known. You may cast this spell as a ritual, and it has a casting time of 1 action for you.

Living Magic

Starting at 6th level, your soulbound connection to the arcane forces of the world allow you to add a glimmer of sentience to the magic you create. When you would cast a spell of 1st level or higher with a casting time of 1 action and a duration of Instantaneous, you can choose to breathe life into the spell and animate it in an unoccupied space within 30 feet of you instead of casting it. If the spell deals no damage, the resulting living spell behaves as if it dealt force damage. This magical entity uses the Living Spell statblock found on this page, which uses your proficiency bonus (PB). It lives for 1 hour, until it is reduced to 0 hit points or uses Spell Mimicry, or until you die.

In combat, the living spell shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the living spell can take any action of its choice, not just Dodge.

When you use your bonus action to cast a spell of 1st level or higher, you can command the living spell as part of the same bonus action.

Once you animate a spell with this feature, you can't do so again until you finish a long rest, unless you spend 3 sorcery points to use this feature again. You can have only one spell animated by this feature at a time; if you use this action and already have a living spell from this feature, the first one immediately disappears.


Living Spell

Medium construct, unaligned


  • Armor Class 11 + your Charisma modifier (natural armor)
  • Hit Points 10 times the spell's level
  • Speed 25 ft., fly 25 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 16 (+3) 4 (-3) 6 (-2) 6 (-2)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities all damage types dealt by the spell
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, prone
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands the languages you speak but cannot speak

Amorphous. The living spell can move through a space as narrow as 1 inch wide without squeezing.

Antimagic Susceptibility. The living spell is destroyed if it enters into an antimagic field. The living spell is considered a magical effect of a level equal to the spell that created it for the purposes of being dispelled by dispel magic.

Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects.


Actions

Multiattack (4th-level or higher only). The living spell makes a number of Magical Strike attacks equal to half the spell's level, rounded down.

Magical Strike. Melee Spell Attack: your spell attack bonus to hit, reach 5 ft., one target. Hit: 1d8 + PB damage of one type dealt by the spell.

Spell Mimicry. The living casts the spell used to create it using your sorcerer spellcasting ability, then disappears.

Channel Metamagic

Starting at 14th level, you can use your Metamagic in tandem with Living Magic to enhance the abilities of your living spells. When you use Living Magic, you can choose one Metamagic option you know to apply to the living spell, costing twice the listed sorcery point cost to apply. That living spell gains the following benefits based on the option you chose:

  • Careful Spell: The living spell gains a sliver of sentience. Its Intelligence, Wisdom, and Charisma scores each increase by 6, and it gains proficiency in Perception. You and the living spell can communicate telepathically as long as you are within 60 feet of each other.
  • Distant Spell: You may summon the living spell in a space within 120 feet of you instead of 30 feet, and the reach of the living spell's Magical Strike attack increases to 30 feet.
  • Empowered Spell: The living spell gains a +2 bonus to its Armor Class, attack rolls, and damage rolls.
  • Extended Spell: The living spell becomes more durable. It appears with temporary hit points equal to your sorcerer level, and can add your your proficiency bonus to all its saving throws.
  • Heightened Spell: Whenever the living spell hits a creature with Magical Strike, the target has disadvantage the next saving throw it makes before the end of the living spell's next turn.
  • Quickened Spell: The living spell's movement is increased by 15 feet and does not provoke opportunity attacks.
  • Seeking Spell: The living spell gains advantage on the first ability check or attack roll it makes each turn.
  • Subtle Spell: The living spell is invisible until it makes an attack or takes damage.
  • Transmuted Spell: When the living spell deals a type of damage from the following list, you can change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
  • Twinned Spell: A second copy of the living spell appears, acting simultaneously with the original. The copies share the same pool of hit points and attacks (as part of the Multiattack action), and when one is destroyed or dismissed, so is the other.

In addition, whenever your living spell uses Spell Mimicry, you can apply your Metamagic to the spell as if you had cast it.

Seamless Animation

Starting at 18th level, the spells you awaken become extensions of your magical prowess. You gain the following benefits:

  • You can use 15 feet of movement on your turn to either swap places with a living spell you have created, or teleport into the area of effect of a spell you or your living spell casts.
  • If your living spell would be reduced to 0 hit points, it can use its reaction to use Spell Mimicry.
  • When your living spell uses Spell Mimicry, you regain a number of expended sorcery points equal to half the level of the spell slot used to create it, rounded up.

Sample Living Spells

  • A living burning hands when cast at 1st level would have 10 hit points, immunity to fire damage, and would replicate a 1st-level casting of burning hands with Spell Mimicry. Its Magical Strike would deal 1d8+PB fire damage.
  • A living lightning bolt upcasted to 4th level would have 40 hit points, immunity to lightning damage, the ability to replicate a 4th-level casting of lightning bolt with Spell Mimicry, and can make two Magical Strikes using Multiattack, each of which deals 1d8+PB lightning damage on a hit.
  • A living prismatic spray would have 70 hit points; immunity to acid, cold, fire, lightning, and poison damage; the ability to replicate a 7th-level casting of prismatic spay with Spell Mimicry; and can make three Magical Strikes using Multiattack, each of which deals 1d8+PB acid, cold, fire, lightning, or poison damage.

Null

Just as magic can well in extraordinary quantities within a sorcerous individual, so too can it be repelled from an individual. Most of these "null" sorcerers are victims of a great arcane cataclysm, such as a burst of wild magic or the wrath of a vengeful archmage. Suffused by negative magical energy, they draw on extant magic in the world around them to fill the wellsprings of their bodies and souls, doomed to never be truly full.

Inverse Metamagic

Starting when you choose this origin at 1st level, you learn one of the following techniques to sabotage magic. You gain two techniques from the following list, and gain an additional option when you reach 10th and 17th level, which you can activate as a reaction whenever you see creature within 60 feet of you cast a spell. You can use these techniques combined number of times per long rest equal to your Charisma modifier, but at 2nd level and beyond, you can also activate them for 1 sorcery point each.

Delayed Spell

The caster of the triggering spell must succeed on a saving throw using its spellcasting ability with a DC equal to 10 + the level of the triggering spell. On a failure, the casting time is wasted, but the caster can begin concentrating on the spell to cast it again on its next turn without requiring another spell slot.

Feeble Spell

Whenever the caster of the triggering spell rolls to maintain concentration on the spell, it adds your Charisma modifier to the DC of the Constitution saving throw. If the spell does not ordinarily require concentration, you can concentrate on maintaining this effect (as you would a spell) to force the caster to concentrate on the spell.

Shrunken Spell

If the triggering spell affects an area of effect, the area is reduced by half, rounded up by 5 ft. For example, a 15-foot cube would become a 10-foot cube, and a 20-foot radius would become a 10-foot radius. If the triggering spell only affects a single creature, the target of the spell has advantage on any saving throw imposed by it, and any spell attack made for the spell is rolled with disadvantage.

Unstable Spell

You can force the caster to reroll one damage roll of the triggering spell, then choose which result is used.

Arcane Singularity

Starting at 6th level, the spells counterspell and dispel magic are added to your list of sorcerer spells, without counting against your limit of spells known. You can cast either of these spells by expending a number of sorcery points equal to the level you cast the spell at instead of a spell slot; when you do so, it requires no somatic or verbal components.

Whenever you cast counterspell and fail the ability check, you can spend 1 sorcery point to apply one of your Inverse Metamagic effects to the triggering spell.

Spell Eater

Starting at 14th level, whenever you successfully dispel a magical effect - using a spell such as antimagic field or counterspell - or roll a natural 20 on a saving throw against a spell, you gain a number of temporary hit points equal to half your sorcerer level + the level of the spell.

In addition, you make all saving throws against spells and other magical effects with advantage, and you gain resistance to damage from spells.

Beckoning Void

Starting at 18th level, the spell antimagic field is added to your list of sorcerer spells, without counting against your limit of spells known. You can cast the spells by expending a number of sorcery points equal to the level you cast the spell at instead of a spell slot; when you do so, it requires no somatic or verbal components.

In addition, whenever you successfully cancel a spell using counterspell, you can add the canceled spell to your list of sorcerer spells, without counting against your limit of spells known. You can only have one additional spell learned in this way at a time.

Wild Magic (Revised)

Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.

Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. The first time you cast a sorcerer spell of 1st level or higher on your turn, roll a d12 after resolving the spell's effects. If you roll a number equal to or below your surge threshold, roll on the Wild Magic Surge table (PHB pg. 103) to create a random magical effect.

Your surge threshold begins at 1, and resets to 1 when you trigger a Wild Magic Surge or finish a short or long rest. Whenever you roll the d12 to trigger a Wild Magic Surge and do not cause a surge, your surge threshold increases by 1.

If a Wild Magic effect is a spell, it's too wild to be affected by Metamagic. If it normally requires concentration, it doesn't require concentration in this case; the spell lasts for its full duration unless you become incapacitated.

Controlled Chaos

Also at 1st level, you have a limited degree of control over your Wild Magic Surge, represented by a number of overrides equal to your Charisma modifier. Whenever you roll percentile dice to determine a Wild Magic Surge effect, you can use an override to reroll the percentile dice and use either result. You regain all expended overrides when you finish a long rest, unless you spend 2 sorcery points to override again.

Entropic Force

Starting at 6th level, you can release a sliver of raw magic to empower your more ordinary spells. Whenever you deal damage with a sorcerer spell, you can increase your surge threshold by 1 to add your Charisma modifier to the damage roll of the spell.

In addition, you learn the chaos bolt spell, which doesn't count against the number of spells you know and deals an additional 1d8 damage when cast by you. When you roll damage for chaos bolt and the results of all three d8s match, you regain 2 expended sorcery points.

Reality Bender

Starting at 14th level, your connection to the core fabrics of magic give you subtle control over large swathes of reality. When a creature you can see within 60 feet of you makes an ability check, attack roll, or saving throw, you can use your reaction and spend 1 sorcery point to impose advantage or disadvantage on the roll (your choice). Once you use this feature, you cannot use it again until you trigger a Wild Magic Surge or finish a short or long rest.

Arcane Zeitgeist

Starting at 18th level, you can reach into the tides of chaos within you to shore up your magical reserves. You can use an action to regain 5 expended sorcery points, but you must roll a d12 to possibly trigger a Wild Magic Surge immediately afterward.

You can use this feature up to five times before you must finish a long rest. The first time you use this feature after finishing a long rest, there is no penalty. For each usage after the first, you gain one level of exhaustion and regain 1 fewer sorcery point.


Entropic Force and Maximum Damage

Certain effects, such as the potion of maximum power and the 33-34 result of the Wild Magic Surge table, maximize the damage dealt by spells. In terms of chaos bolt, maximum damage also means creating branching attacks for every damage roll maximized (since you may as well be rolling three 8s). Effectively, with the boon provided by Entropic Force, this means that - by rules strictly as written - you could nuke every creature within 30 feet of one another for 35 thunder damage with a 1st-level spell slot!

Obviously, the DM is free to alter this interpretation of the wording so that only the first damage roll of chaos bolt is maximized, but there's something hilariously entertaining about creating a 120-foot-wide spider web of sonic blasts.

PART 14

Otherworldly Patrons

The Deep One

Countless entities lurk beneath the surface of the world of men, many beyond the scope of imagination or nightmare. Gargantuan worms, city-sized insect hives, and sentient manifestations of the earth itself are just a few of the denizens of the dry deep. You have signed a pact with a subterranean creature such as an ancient blue dragon or xiomorn, a lord of elemental earth such as a dao or zaratan, or the core spawn masterminds of the universe's Elder Evils.

Expanded Spell List

The Deep One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st earth tremor, hail of thorns
2nd dust devil, spike growth
3rd earth glide, erupting earth
4th stone shape, stoneskin
5th creation, wall of stone

Earthen Fortitude

Starting at 1st level, your hit point maximum increases by 1, and increases by 1 again each time you gain a level in this class. In addition, while you aren't wearing armor, your AC equals 13 + your Constitution modifier.

Stone Aegis

Starting at 6th level, you can use a bonus action to grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim aura of earth magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 1 + your Charisma modifier. This effect lasts for 1 minute, until you use it again, or until you are incapacitated.

When a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to destroy your aegis and teleport to an unoccupied space you can see within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. The attacker must succeed on a Strength saving throw against your spell save DC or take magical bludgeoning damage equal to your warlock level from the destruction of your aegis.

Project Pillar

Starting at 10th level, you can use your action to create a protrusion in an earthen surface you can see within 120 feet of you. The created structure can be no larger than a 20-foot cube, but can otherwise take any shape you desire, even being hollowed out. A 5-foot cube of the structure has hit points equal to your warlock level and immunity to all damage types except acid, bludgeoning, and force. You must concentrate on keeping the structure intact (akin to concentrating on a spell); it crumbles to rubble after 1 minute, or when your concentration ends.

When a creature moves within 5 feet of the pillar, you receive a telepathic alarm in the back of your mind. As a reaction when you receive this alarm, and as a bonus action on each of your turns while a creature is within 5 feet of the pillar, you can teleport up to 60 feet toward your pillar.

Resonant Aegis

Starting at 14th level, your Stone Aegis leaves a lingering impact on those that destroy it. When you teleport using your Stone Aegis feature, the protected creature gains temporary hit points equal to your warlock level, and the attacker that triggered the feature takes a -3 penalty to its Armor Class and saving throws until the end of its next turn.

You can use this feature a number of times per long rest equal to your Charisma modifier.

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Eldritch Invocations

Cavern Crawler

Prerequisites: Deep One patron

You gain a climbing speed equal to your walking speed, and you are immune to the hazardous effects of dust such as being blinded or choked. You also ignore difficult terrain made of earth or stone and take half as much bludgeoning damage caused by rocky substances, such as an earth elemental’s slam attack, a collapsing ceiling, or the dust devil or erupting earth spells.

Deep Sight

Prerequisites: Deep One patron

You gain darkvision out to a range of 120 feet, or have any existing darkvision range you have increased by 60 feet. As an action, you can magically share your darkvision with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Charisma modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a warlock spell slot to use it again.

Tremorsense

Prerequisites: Deep One patron

You can detect and pinpoint the origin of vibrations within a number of feet from you equal to 15 feet times your warlock level, provided that you and the source of the vibrations are in contact with the same ground or substance. This can't be used to detect flying or incorporeal creatures.

One With Stone

Prerequisites: Deep One patron, 5th level

You can cast meld into stone on yourself at will without expending a spell slot. In addition. you have advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Planet Befall

Prerequisites: Deep One patron, 11th level

You can use an action to create a cataclysmic explosion of earth centered at a point within 120 feet of you. Each creature within 15 feet of that point must make a Constitution saving throw against your warlock spell save DC. On a failure, a creature takes 6d12 bludgeoning damage and is restrained, beginning to succumb to a flesh to stone spell (as though you had cast it). On a success, a creature takes half as much damage and is not restrained. Once you use this feature, you must finish a long rest before you can use it again.

Earth Mastery

Prerequisites: Deep One patron, 15th level

You can use a Mystic Arcanum slot of the appropriate level to cast any of the following spells: bones of the earth, earthquake, or move earth. These spells are considered warlock spells for you.

The Fates

Your otherworldy patron is actually a trio of ancient beings: the coven of hags known as the Fates. The Fates weave the destinies of all gods and mortals in their magical loom, but whether they manipulate fate or merely record it is unknown. You have sworn yourself into the service of the Fates, and they sometimes reward you with glimpses into the future. However, you know that the Fates are utterly evil — whatever power that your pact affords you may pale in comparison to the ugly fate that they have likely prepared for you.

Expanded Spell List

The Fates let you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st detect evil and good, identify
2nd fortune's favor, see invisibility
3rd clairvoyance, sending
4th arcane eye, divination
5th dispel evil and good, geas

Fate’s Bidding

Starting at 1st level, you are expected to consult with the Fates each morning to learn what they have planned for you. Whenever you finish a short or long rest, the DM may have you cast a divination spell you know without expending a spell slot. You must have the necessary components for the chosen spell on hand for this to occur.

In addition, whenever you cast a divination spell, you gain temporary hit points equal to your warlock level.

Fate’s Foretelling

Starting at 6th level, you can call on the Fates to foretell future events. When you finish a short or long rest, roll 1d20 and record the numbers you rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this roll. You must choose to do so before the roll. This foretelling roll can be used only once. When you finish a short or long rest, you lose any unused foretelling rolls.

Fate’s Demands

Starting at 10th level, the weight of your servitude grows heavy, and the burden only lessens when you help another creature meet its fate. Each time you reduce a creature to 0 hit points, you regain one expended warlock spell slot. You may use this feature twice, and you regain any expended uses when you finish a long rest.

Fate's Assurance

Starting at 14th level, you learn to accelerate the entropic power of fate. You can use an action to force a creature you can see to make a Charisma saving throw against your warlock spell save DC. If the creature is unaware of your presence, then it has disadvantage on the roll. If the creature fails the saving throw, choose another creature that you can see. The first creature is compelled by fate to move toward the second creature for 1 minute.

At the beginning of each of the first creature’s turns, if it is not located within 5 feet of the second creature, then the first creature takes 2d6 psychic damage, and it must use its full movement to move closer to the second creature, Dashing if necessary, even if it cannot reach them. This effect ends if you or either of the creatures are reduced to 0 hit points or knocked unconscious. Once you use this feature, you can’t use it again until you finish a long rest.

The High Table

The domain of luck is one that only the absolute bravest dare to master. Those who manage to wrestle control of the cosmic balance between success and failure into their grasp ascend to the ranks of a collective of ethereal beings known as "Those Above The Table." This collective anoints warlocks who have the ambition to command the odds "beneath the table." always offering a litigious warning to all individuals whom desire swearing any sort of pact.

Expanded Spell List

The High Table lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st bane, chaos bolt
2nd enhance ability, fortune's favor
3rd blink, intellect fortress
4th death ward, Mordenkainen's private sanctum
5th modify memory, skill empowerment

Arcane Deck

When you choose this Otherworldly Patron at 1st level, Those Above The Table bequeath you a magical playing card set that becomes non-magical when placed in the hands of a creature other than you. You are proficient with this playing card set and can use it as an arcane focus for your warlock spells.

Each card in the deck contains a unique enchantment, which you harness via your magical reserves. You can use an action to expend a warlock spell slot and draw a card from the deck. To determine the effect of the card, roll 1d6, then 1d10. The result of the d6 determines the level of the spell you cast using the expended slot, and the d10 determines which spell you cast, determined by the Arcane Deck Table of the corresponding level.

If the d6 would land on a result higher than the maximum level of your warlock spell slots, you can choose which level of Arcane Deck table to roll from. The resulting spell is considered a warlock spell when cast in this way.

The deck cannot be destroyed, but any card separated from the deck magically teleports back to a random position inside the deck after 1 hour.

Double Draw

When you roll a 10 on the d10 to determine which spell you cast, you create a special effect known as Double Draw. Roll twice on the matching Arcane Deck Table and cast each spell using the same spell slot, but if you roll another 10 on either die, you cast nothing, wasting your action and spell slot.

Reshuffle

Starting at 6th level, Those Above The Table allow you to customize the enchantments of your Arcane Deck. When you finish a long rest, you may select a number of spells equal to half your warlock level plus your Charisma modifier across all Arcane Deck Tables pertaining to spells lower than your warlock spell slot level. You replace each chosen spell with a warlock spell of the same level that you do not know and has a casting time of 1 action, or revert one spell swapped in this way back to its original identity.

You cannot have more spells swapped than half your warlock level plus your Charisma modifier, you cannot add a spell to the same table more than once, and you cannot alter the Double Draw effect in any way.

Ace In The Hole

Starting at 10th level, when you cast a spell using your Arcane Deck feature, you can use a bonus action to "store" the spell for later use by delaying the release of magic from the enchanted card for up to 1 minute. You can only stow a single card in this way, and activating this feature while you already have a card stowed replaces the original card with the second one. You must concentrate on the stored spell as though readying it.

Stacked Deck

Starting at 14th level, your closeness with the powers of Those Above The Table allows you greater control over the your arcane abilities. When rolling to determine which spell you cast from an Arcane Deck Table, you may roll an additional d10 and choose which result to take. If both dice show the same value, the resulting spell is cast at one level higher than the slot expended to cast it. If either die shows a 10, you must execute a Double Draw, regardless of what the other die shows.

Arcane Deck Tables

1st-Level Spells

d10 Spell
1 burning hands
2 chaos bolt
3 cure wounds
4 faerie fire
5 false life
6 magic missile
7 sleep
8 Tasha's hideous laughter
9 thunderwave
10 Double Draw

2nd-Level Spells

d10 Spell
1 darkness
2 enhance ability
3 fortune's favor
4 hold person
5 invisibility
6 scorching ray
7 shatter
8 summon beast
9 Tasha's caustic brew
10 Double Draw

3rd-Level Spells

d10 Spell
1 blink
2 dispel magic
3 fear
4 fireball
5 hunger of Hadar
6 intellect fortress
7 spirit guardians
8 summon shadowspawn
9 vampiric touch
10 Double Draw






















4th-Level Spells

d10 Spell
1 blight
2 confusion
3 compulsion
4 death ward
5 Evard's black tentacles
6 greater invisibility
7 polymorph
8 summon aberration
9 vitriolic sphere
10 Double Draw

5th-Level Spells

d10 Spell
1 Bigby's hand
3 cloudkill
3 cone of cold
4 destructive wave
5 hold monster
6 mass cure wounds
7 modify memory
8 skill empowerment
9 synaptic static
10 Double Draw

Eldritch Invocations

Enhanced Entropy

Prerequisite: High Table patron

The spell chaos bolt is added to your list of known warlock spells, without counting against your limit of spells known. When you cast chaos bolt using a warlock spell slot, the spell rolls d8s for damage instead of d6s. The spell creates one branching attack for each matching number you roll on the damage dice. For example, rolling 2-2-2 would create two branching attacks, as would 3-3-4-4.

Level Playing Field

Prerequisite: High Table patron, 5th level

Once per long rest, you can use an action to create an aura with a radius equal to 5 times your Charisma modifier in feet. The aura lasts up to 10 minutes and requires your concentration (akin to concentrating on a spell).

When a creature within the aura speaks a deliberate lie, it must pass a Charisma saving throw against your warlock spell save DC or instead speak the exact truth it was attempting to misconstrue. Any illusions within the aura become foggy and transparent, making them obvious to the naked eye. In addition, while the aura is active, you gain the benefits of the detect thoughts spell, but its range is limited to the range of the aura.

Reach Above The Table

Prerequisite: High Table patron, 15th level

You can cast the demiplane spell once per long rest without requiring a spell slot. When cast using this feature, the spell's only destination is the High Table: a demiplane situated between the planes of Limbo and Ysgard that serves as a meeting chamber for Those Above The Table. There is a 10 percent chance that you intrude upon 2d4-1 members of Those Above The Table each time you enter the High Table.

Measures of Balance

Prerequisites: High Table patron, Pact of the Chain

Once per short or long rest, when a creature that you or your familiar can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

Gambler's Playbook

Prerequisite: High Table patron, Pact of the Tome

Choose nine cantrips from any combination of class spell lists that have a casting time of 1 action. The cantrips are placed onto an Arcane Deck Table in alphabetical order, with Double Draw taking the tenth position on the table.

You can use an action to roll 1d10 and cast the cantrip corresponding to the result. If you roll a second 10 after performing a cantrip-level Double Draw, you gain one level of exhaustion instead of wasting a spell slot.

The Overmind

The Overmind is a cosmic nexus of psychic synapses, controlled by some eldritch being with inscrutable ends to its powerful means. Comprised of innumerable otherworldly enclaves, some scholars believe the Overmind to be an incomprehensibly large entity forming its own planetary system of worlds under its thrall, likely with the intent of sublimating all of existence into its being. Whatever its desires, you have sworn a pact ingratiating yourself into the Overmind's living network, perhaps to spare yourself from its inevitable wrath or to plumb the depths of interplanar knowledge it possesses.

Expanded Spell List

The Overmind lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st dissonant whispers, magnify gravity
2nd detect thoughts, Tasha's mind whip
3rd life transference, pulse wave
4th gravity sinkhole, phantasmal killer
5th geas, telekinesis

Cull The Weak

Starting at 1st level, exerting your magical will leaves a mental impression on those who would oppose you. When you reduce a creature to fewer hit points than your warlock level + your Charisma modifier using psychic or force damage, that creature immediately drops to 0 hit points, then each creature of your choice within 5 feet of that creature takes psychic damage equal to 1d10 + your Charisma modifier.

Collective Conscious

Starting at 6th level, you represent just one of the Overmind's countless machinations. You gain resistance to psychic damage and immunity to the charmed condition and having your mind unwillingly read.

Neural Blast

Starting at 10th level, you can project your powerful mind into a burst of psychic force. You can use your action to force each creature in a 30-foot cone to make an Intelligence saving throw against your warlock spell save DC. On a failure, a creature takes force damage equal to your 4d8 + your Charisma modifier and is pushed 20 feet away from you; on a success, a creature takes half as much damage and is only pushed 5 feet.

If you are concentrating on a spell when you take this action, it deals an additional 2d8 damage. If a creature that is concentrating on a spell fails this saving throw, it is stunned until the end of your next turn.

You can use this feature a number of times per long rest equal to your Charisma modifier.

Incomprehensible Aura

Starting at 14th level, your unearthly presence is difficult for your foes to comprehend. Each hostile creature within 30 feet of you that can see you and lacks blindsight or truesight has disadvantage on attack rolls against you and takes 2d8 psychic damage whenever it misses an attack made against you. If a hostile creature within 30 feet of you hits you with an attack, this effect ends for it until the start of your next turn.


Pact Boon Option: Pact of the Symbiote

Your Otherworldly Patron has placed a symbiotic implant into your body, allowing its will to be exerted directly through you and connecting you with other warlocks of your creed. You can telepathically communicate with any creature that understands a language within 60 feet of you, and you can receive its telepathic responses. You become immediately aware of any spellcasting abilities of creatures you telepathically speak to, including its spellcasting ability and the highest level of spell it is capable of casting.

When you are reduced to 0 hit points, your symbiote's survival instincts pull you back from the brink of death. You are instead reduced to 1 hit point, and you gain temporary hit points equal to your warlock level. Once this occurs, it cannot activate again until you finish a long rest.

Gambler's Presence

The warlord is no stranger to luck: at times, there is no other explanation as to how a force can find victory against an overwhelming opposition. Leaders with more wild and undisciplined inclinations may find themselves leaning heavily on fortune's favor to safeguard their livelihoods, and those who lean entirely on the ebb and flow of random chance take on the Gambler's Presence. Constantly toeing the line between order and chaos on and off the field, gambler warlords quizzically revel in defeat and quiver in triumph, for nothing in war is ever truly constant.

Gambler's Proficiency

Starting at 1st level when you take this Presence, you gain proficiency in all gaming sets, as well as the Insight and Deception skills. Deception is added to the list of skills you can choose for Warlord's Expertise at 3rd level.

Test of Mettle

Also at 1st level, your natural guile grants you and your allies an edge at the onset of battle. When you roll initiative, any number of your allies that can see or hear you can choose to take a bonus or penalty to their initiative roll equal to your Charisma modifier. If they take a penalty to their initiative roll, then they gain a bonus to the first ability check or attack roll they make before the end of their first turn in combat. If they take a bonus to their initiative roll, then they take a penalty to the first ability check or attack roll they make before the end of their first turn in combat.

Daring Gambit

Starting at 3rd level, you take risky measures to garner maximum results. Whenever you roll a leadership die, you can choose to reroll the die and take the higher result. If you get the same result on both rolls, that leadership die is not expended, though it still counts toward your turnly limit. However, if the sum of both rolls is 2, 7, or 11, the effect of the leadership die is nullified.

You can only use this feature to roll and replace one leadership die at a time, regardless of how many dice you expend at once.

Favorable Odds

Also at 3rd level, your confidence in good fortune emboldens your allies. Whenever you Help an ally, it gains a bonus to the next saving throw it makes before the end of its next turn equal to one roll of your leadership die.

Stack The Deck

Starting at 7th level, your awareness of happenstance makes you more keen to predict your future odds. When you finish a short or long rest, roll a d20 and record the result. You may choose to roll a leadership die to either add or subtract the result of the leadership die from this number. If doing so would make the number less than 1 or greater than 20, you cannot use this feature until you finish a short or long rest.

You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with the number. Once you do so, you must finish a short or long rest before you can use this feature again.

Playmaker

Starting at 11th level, you never shy away from a stroke of bad luck. Whenever a creature misses with an attack roll or fails an ability check or saving throw despite benefiting from your leadership die, you gain one temporary leadership die, which is a d4, that disappears if unused for 1 minute. You can have a number of these temporary leadership dice available at a time equal to your Charisma modifier.

Nametaker

Starting at 15th level, the latent potentiality you depend on becomes a powerful tool of your allies. When a creature makes an attack granted by your Battlefield Presence, you can expend and roll one leadership die. If the result of both the d20 and leadership die are even, the attack is automatically a critical hit. If both results are odd, the attack automatically hits. If neither of these conditions are met, the attack is unchanged and the leadership die is wasted. You can choose to activate this feature after the ally makes its attack roll, but must do so before the DM declares whether the attack hits or misses.

Dealbreaker

Starting at 18th level, your spontaneous tactics can make even the most hardened enemy shudder. You can roll a second d20 for your Stack The Deck feature and possibly modify both results, and the temporary leadership dice granted by Playmaker increase to d6s.

In addition, whenever a creature benefits from your leadership die, it can choose to take the maximum result instead of rolling. If it does so, then it takes a -10 penalty to the next ability check, attack roll, or saving throw it makes before it finishes a short or long rest.

Master's Presence

No warlord can truly function on their lonesome. In situations where a leader finds themselves in short supply of supporting allies, or simply with a wish to instruct future generations in what they know best, they might take up the Master's Presence to foster a more cohesive structure for themselves, both in and out of combat. Whatever the circumstance, a Master and their apprentice fighting side-by-side on the frontline makes for as valuable an asset as they are inspiring of a lesson in trust.

Master's Proficiency

Starting at 1st level when you choose this Presence, you gain proficiency in one of the following skills: History, Intimidation, or Persuasion. You also gain proficiency in one set of artisan's tools of your choice and learn one additional language of your choice.

Rally Positions

Also at 1st level, your inspiring tactics provide great mobility to your allies. When you roll for initiative, you can choose a number of friendly creatures within 60 feet of you that can see or hear you equal to your Intelligence modifier. Following initiative order but prior to the first turn of combat, each selected creature can move up to half its speed toward a friendly creature it can see or hear.

Student Companion

You have undergone a special oath to adopt a humanoid as your protege. It is friendly to you and your companions, and it obeys your commands. See the student's game statistics in the attached stat block, which uses your proficiency bonus (PB) in several places. You may determine your student's appearance, but your choice of appearance may not affect its statblock without your DM's permission.

In combat, the student shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the student can take any action of its choice, not just Dodge. As part of your bonus action to issue this command, you can use any other feature that would have you spend leadership dice as a bonus action.

If the student has died within the last hour, you can use your action to touch it and expend any number of leadership dice. The student returns to life after 1 minute, with a number of hit points restored equal to the total result of rolling all expended leadership dice. If it dies again before finishing a long rest, it cannot be revived in this way again.

Whenever you would gain the Ability Score Increase feature, your companion can also increase one of its ability scores by 2 or two scores by 1, to a maximum of 20. At your DM's option, other benefits can be applied in place of an ability score increase.


Student Companion

Medium humanoid, any alignment


  • Armor Class 15 (scale mail)
  • Hit Points companion's CON mod + master's INT mod + five times master's warlord level (the student has a number of Hit Dice [d8s] equal to its master's warlord level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 8 (-1) 10 (+0) 12 (+1)

  • Skills any three which the master is proficient in
  • Senses passive Perception 10
  • Languages any two which the master is fluent in

Equipment. The student is proficient with all weapons and armor which its master is proficient with.

Peripheral Knowledge. When the student makes an ability check or saving throw that its master is proficient in, it can add half of PB to its result.


Actions

Spear. Melee or Ranged Weapon Attack: +2 + PB to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6+2) piercing damage, or 6 (1d8+2) piercing damage if wielded in two hands.

Light Crossbow. Ranged Weapon Attack: +1 + PB to hit, range 80/320 ft., one target. Hit: 5 (1d8+1) piercing damage.


Reactions

Exploit. When the student's master hits a creature within 5 feet of the student with a weapon attack, the student can make one weapon attack against that same target.

Camaraderie

Starting at 3rd level, you gain a number of special dice called companionship dice equal to your Intelligence modifier. Companionship dice function exactly the same as your leadership dice and can be used to perform any of the same effects, including abiding by the same per-turn limit of your warlord level, but can only be used to benefit your student companion.

Coordinated Strike

Also at 3rd level, you and your protege have gained enough experience to attack in tandem with each other. As a bonus action while your companion is within 30 feet of you, you can expend one leadership die to enter a special stance until the start of your next turn, or if you or your companion are incapacitated or moved more than 30 feet away from each other. While in this stance, once per turn, when you hit a creature with an attack, your companion has advantage on the next attack it makes against the same target before the end of your next turn. Additionally, once per turn, when your companion hits a creature with an attack, you have advantage on the next attack you make against the same target before the end of your next turn.

Nourished Learning

Starting at 7th level, your student gains proficiency in an additional three skills, tools, or languages you are proficient in. It can also double its proficiency bonus to one skill or tool it is already proficient with to which you would add double your proficiency bonus to on all checks made with that skill or tool. Finally, it gains proficiency in two saving throws of your choice.

School of Hard Knocks

Also at 7th level, you can protect your protege in the subtlest of ways. Whenever you or your student companion takes damage while you are both are within 30 feet of each other, the opposite creature can choose to halve the damage the damaged creature takes by taking half the damage for itself.

Dynamic Duo

Starting at 11th level, the insights you grant to your protege can bring devastation to their enemies. Once per turn, when your companion is within 30 feet of you and it hits a creature with a weapon attack, you can expend leadership dice up to your per-turn limit to have your companion deal additional damage to the target, which is the same type as the weapon’s damage. The additional damage equals the total result of rolling all expended leadership dice.

Prodigal Success

Starting at 15th level, the natural synergy between you and your protege is undeniably present. When your student takes the Help action and helps you, you have advantage on the next two ability checks or attack rolls you make before the start of your next turn, instead of only one. When you take the Help action and help your student, your student has advantage on the next two ability checks or attack rolls it makes before the start of its next turn, instead of only one.

Trainee No Longer

Starting at 18th level, you have passed nearly every lesson you learned in your own studies along to your protege. Your student gains proficiency in all saving throws and languages you are proficient in, and gains the following warlord features to add to its statblock: Battlefield Presence, Leadership Dice (as if it were a 5th-level warlord), Warlord's Expertise, and Extra Attack.


Customizing Companions

Theoretically speaking, your student companion does not have to be excluded to a humanoid. With your DM's permission, you could possibly use the statblocks from artificer's Steel Defender or ranger's Primal Beast in place of the attached student companion (with the latter effectively acting as an Intelligence-based alteration of the Packleader's Presence). "Student" merely exemplifies the wizened teachings you provide to your companion in battle, and does not have to be absolutely adhered to; companion is the key word moreso than student.

If you wish to individualize your student companion further, talk with your DM about providing them with unique innate features, such as racial traits or different starting equipment. An elf student, for instance, might have improved Dexterity and the Fey Ancestry trait, while a dwarf student might have improved Constitution and the Dwarven Resilience trait. The listed companion statblock simply follows the trends for other companion statblocks, and is completely flexible save for the Peripheral Knowledge and Exploit traits.

Variant: Solitary Master

For an alternate version of the Master's Presence that does not rely on a companion, use the following replacement features to use the subclass without the Student Companion feature.

Solidarity

Replaces Camaraderie

Starting at 3rd level, you gain a number of special dice called guidance dice equal to your Intelligence modifier. Guidance dice function exactly the same as your leadership dice and abide by the same per-turn limit, but can only be used to perform Helpful Word.

Tagteam Tactics

Replaces Coordinated Strike

Also at 3rd level, you can use an action and spend two leadership dice to cast the warding bond spell without requiring material components. You can also activate this feature to cast warding bond on the target of your Helpful Word. When cast using this feature, the spell requires concentration.

Guided Learning

Replaces Nourished Learning

Starting at 7th level, you can teach your allies essential skills in diplomacy and war alike. Choose a number of creatures to target with this feature up to your proficiency bonus + your Intelligence modifier. The chosen creatures gain proficiency in one skill or tool you are proficient in until you use this feature again.

Improved Warlord's Expertise

Replaces School of Hard Knocks

Also at 7th level, choose two of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 18th level, you can choose another two skill proficiencies to gain this benefit.

You also gain proficiency in Intelligence saving throws.

Reliable Companion

Replaces Dynamic Duo

Starting at 11th level, your keen oversight bolsters whoever you choose to cast it upon. Whenever the target of your Tagteam Tactics feature rolls a leadership die you granted it or a damage die for a weapon attack and lands a number less than your Intelligence modifier, you can choose to replace the result of that die with your Intelligence modifier.

Additionally, the range of your Helpful Word increases to 60 feet.

Grand Designs

Repalces Prodigal Success

Starting at 15th level, your combat intellect rubs off on all those around you. A creature you target with Urgent Orders can take the Help action as part of the same reaction in place of moving, and a creature you target with Battlefield Presence can Dash or Disengage in place of making an additional attack.

Additionally, when a creature you can see makes an attack roll or ability check with disadvantage, you can use your reaction to use Helpful Word on them before the roll is resolved, range permitting.

Destined Duality

Replaces Trainee No Longer

Starting at 18th level, the companionships you have forged in battle are all but unbreakable. When you cast warding bond using Tagteam Tactics, the bonus to AC and saving throws granted by the spell increases to equal to your Intelligence modifier, and you don't need to concentrate on the spell for the first 1 minute of its duration.

Finally, the range of your Rallying Mark, Urgent Orders, and Helpful Word increase to 120 feet.

PART 16

Arcane Traditions

School of the Magus

Combining the physicality and technique of a warrior with the ability to cast arcane magic, you seek to perfect the art of fusing spell and strike. While the hefty tome you carry reflects hours conducting arcane research, your enemies need no reminder of your training. They recognize it as you take them down.

Spellstrike

Starting at 2nd level when you choose this Arcane Tradition, you can infuse your spells into your weapons. Whenever you cast a spell with a casting time of 1 action and requires you to make a single spell attack roll, such as fire bolt or shocking grasp, you can instead infuse a melee weapon you are holding with the spell's energy and then make an attack with that weapon as part of the action taken to cast the spell. On a hit with this weapon attack, the target takes damage as though you also hit it with the triggering spell, adding its damage and effects to that of the weapon attack.

Arcane Cascade

Starting when you choose this Arcane Tradition at 2nd level, you gain profiency with light armor, medium armor, shields, simple weapons, and martial weapons.

In addition, whenever you use your action to cast a spell or use Spellstrike, you can use a bonus action to enter a special stance until you activate this feature again or after 1 minute has passed. While in this stance, you use your Intelligence modifier in place of Strength or Dexterity when making weapon attacks, and those weapon attacks deal an additional 1d4 damage of one damage type dealt by the spell you cast when you took this stance. This bonus damage increases to 1d6 when you reach 10th level in this class.

If the triggering spell did not deal damage, the damage type dealt by this feature depends on the school of magic of that spell:

  • Abjuration, Conjuration, Evocation, or Transmutation: force
  • Divination, Enchantment, or Illusion: psychic
  • Necromancy: necrotic

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Hybrid Study

Also at 6th level, you adopt a particular fighitng style that weaves your Arcane Cascade stance seamlessly into your preferred form of martial prowess. Choose one of the following benefits to gain while your Arcane Cascade feature is active. You may change your choice whenever you gain a level in this class.

Inexorable Iron

At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier. If you are wielding a melee weapon in both hands, add half your wizard level to these temporary hit points.

Laughing Shadow

Your movement speed is increased by 10 feet, and whenever you move on your turn, you can teleport up to half your speed instead of moving normally. When you deal extra damage with Arcane Cascade, if the triggering weapon attack was made with advantage, add an additional die of bonus damage from Arcane Cascade if you are wielding the weapon in one hand and nothing in your other hand.

Sparkling Targe

When you are hit by an attack or fail a saving throw againt a spell while you are wielding a shield, you can use your reaction to reinforce that shield with your magical essence, adding your the shield's bonus to Armor Class to your AC or saving throw result and possibly changing the outcome.

Starlit Span

You can use Spellstrike while wielding ranged weapons. When you do so, the Spellstrike can only target creature's within the weapon's normal range. You gain a +1 bonus to ranged attack rolls.

Twisting Tree

While you are wielding a melee weapon that does not have the two-handed property, your reach with that weapon is increased by 5 feet, and you can use your Intelligence in place of Strength or Dexterity when making ability checks to grapple and shove creatures.

Arcane Riposte

Starting at 10th level, you gain resistance to the damage type attuned to your Arcane Cascade while the feature is active.

When you take damage of this type, you can use your reaction to instead become immune to that instance of damage. The next time you deal damage of that type during your Arcane Cascade stance, you may add half the triggering damage roll in addition to the bonus damage of Arcane Cascade. Once you use this reaction, you cannot do so again until you finish a long rest, unless you expend a spell slot of 5th-level or higher to use it again.

Twin Spellstrike

Starting at 14th level, you can imprint your spells channeled through Spellstrike into your weapons for a short time. When you cast a spell of 1st-level or higher using Spellstrike, you can Spellstrike with that same spell again on your next turn without requiring a spell slot.

You can use this feature a number of times per long rest equal to your Intelligence modifier.

School of Occultism

A wizard who studies the ways of a particular deity is known as a theurgist. The research of a theurgist allows them to tap into powers of the divine, making them easily confused for a cleric without careful analysis of their magical abiliies. Likewise, a wizard who studies the eldritch nature of a warlock is known as an occultist.

A significant boon common to all occult study is the accelerated regeneration of spell energy. Apart from this, two occultists could very well be unrecognizable from each other, lest they choose to study the same classification of eldritch beings. No matter how closely an occultist aims to emulate the ways of a warlock, he still must rely on his intellectual abilities to channel his otherworldly magic.

Eldritch Inspiration

When you choose this tradition at 2nd level, choose an Otherworldly Patron related to your field of occult study (based on the warlock's subclass options). If you study devils or demons, the Fiend patron would be especially fitting; similarly, many liches-to-be affiliate their research with an Undead patron.

You cannot gain any proficiencies granted by your chosen Eldritch Inspiration. For these features (including Studied Invocations), replace any mention of "warlock spell slot" with "eldritch spell slot," "your warlock level" with "your wizard level," and "your Charisma modifier" with " your Intelligence modifier."

Eldritch Novice

Beginning when you select this tradition at 2nd level, whenever you gain a wizard level, you can replace one of the wizard spells you add to your spellbook with a warlock spell from your patron's Expanded Spell List. The spell must be of a level for which you have spell slots.

If you add all of your patron's expanded spells to your spellbook, you can subsequently add any spell from the warlock spell list instead. The spell must still be of a level for which you have spell slots.

Any warlock spell you gain from this feature is considered a wizard spell for you, but other wizards can't copy warlock spells from your spellbook into their own spellbooks.

Lastly, you gain the benefits of your studied patron's 1st-level features. You follow the same path as a warlock of your approximate skill level, without any of the strife or consequences entailed by forming a life-altering pact.

Eldritch Reserves

Also at 2nd level, you gain a special spell slot known as an eldritch slot. Your eldritch slot is of a level equal to half the highest-level spell slot you can cast, rounded up, but can only be used to cast a wizard spell you have prepared. The eldritch slot replenishes as part of your Arcane Recovery feature, without counting against the feature's limit of combined spell level.

Eldritch Experience

Starting at 6th level, you gain your studied patron's 6th-level benefits. Your eldritch powers become indistinguishable from that of a true warlock.

Studied Invocations

Also at 6th level, you have copied the magic of fragments of arcane potential known as eldritch invocations. You learn two eldritch invocations of your choice that do not have a specific Pact Boon listed as a prerequisite.

You qualify for Studied Invocations based on half your wizard level in place of a warlock level. For example, as a 10th-level occultist wizard with The Fiend as your chosen patron of study, you may gain the Kiss of Mephistopheles invocation (listed prerequisites: Fiend patron, 5th level).

You can replace one known invocation with another for which you qualify each time you gain a wizard level. You learn a third invocation at 12th level and a fourth at 18th level.

Eldritch Authority

Starting at 10th level, you gain your studied patron's 10th-level benefits. Your continued exploration of eldritch magic allows you to harness more mysterious abilities.

In addition, you gain a second eldritch spell slot, which is also replenished by using your Arcane Recovery feature.

Eldritch Virtuoso

Starting at 14th level, you gain your studied patron's 14th-level benefits. You have familiarized yourself with the greatest potential your studied patron can provide.

In addition, when you are about to cast a spell of 6th-level or higher, you can expend both of your eldritch slots at once to cast a spell at a level equal to the highest level of spell you can cast instead of an ordinary spell slot.


School of Philosophy

Academic philosophers are great thinkers who do not specialize in any particular spell school, but rather spend their time analyzing the nature of reality and applying that learning to their magic. They usually spend many years studying at venerable schools where philosophers from many different disciplines gather. They enjoy participating in endless debates and dialogues, and they always seek to score points on those who champion rival schools of thought.

State of Being

Starting at 2nd level, you choose from one of several philosophical schools to specialize in. This school becomes deeply ingrained in your way of thinking about the world.

Anarchism

Anarchists believe that natural order is disorder. This is not to attest that order is a totally unnatural concept: only extremists of the school believe that notion. The anarchist axiom is that turmoil breeds innovation, and that innovation eventually leads to a total lack of turmoil until innovation stagnates, where turmoil once again becomes necessary to continue the cycle of progress.

Starting when you choose this school at 2nd level, the chaos bolt spell is added to your spellbook. You also learn one additional cantrip of your choice: if the cantrip deals damage, it does not need to be on the wizard list for you to learn it. These two spells are considered wizard spells when you cast them.

Cynicism

Cynics believe that one should reject material desires such as wealth and power. They advocate for an ascetic lifestyle, seeking to increase virtue by achieving harmony with nature.

Starting when you choose this school at 2nd level, the gold and time you must spend to copy a spell into your spellbook is halved. Additionally, you may spend 10 minutes to search for the material components needed for a spell in your spellbook with a maximum price of 50 gp. Make an Intelligence check with a DC of 10 + the level of the spell you are seeking the components for (DC 10 for a cantrip): on a success, you find the components, but may not be able to immediately procure them, such as if they are part of a merchant's wares. The GM may allow you to add your proficiency bonus to this check depending on what components you are searching for, such as using Nature to find plant-based components.

Eclecticism

Eclectics believe that no single set of doctrines can be all-encompassing. They adapt the ideas of multiple philosophical schools by choosing what they think is most reasonable.

Starting when you choose this school at 2nd level, you can replicate spells as you see them being cast. When another creature casts a spell at a level for which you have spell slots for, you can use your reaction to add that spell to your prepared spell list until you finish a short or long rest. You can only have one additional spell prepared in this way at a time; if you use this reaction again, the first spell is replaced by the new one on your prepared list. You also learn one additional language of your choice.

Empiricism

Empiricists believe that the world must be observed to be understood, and that the goal of philosophy is to understand why things are as they are.

Starting when you choose this school at 2nd level, you become proficient in the Perception and Insight skills. Additionally, you may cast the identify spell once with this trait without using a spell slot, and you regain the ability to do so after completing a short or long rest.

Epicureanism

Epicureans believe that the world is ruled by chance and that appealing to the gods is useless vanity. They believe that happiness is achieved by minimizing pain and living simple lives.

Starting when you choose this school at 2nd level, when a creature you can see attacks you, you can use your reaction to impose disadvantage on the attack roll. You may use this ability a number of times equal to your Intelligence modifier, and it recharges when you complete a short or long rest.

Hedonism

Hedonists believe that pleasure is the supreme good, and that everyone should seek to achieve the immediate gratification of their desires.

Starting when you choose this school at 2nd level, when you regain hit points, you may choose to add twice your wizard level to the number of hit points restored. Once you have used this feature, you may not use it again until you complete a short or long rest. In addition, you can use your Arcane Recovery twice per day instead of once.

Skepticism

Skeptics believe that to truly possess knowledge of things is impossible. They believe that there are universal truths, but they cannot be understood well enough to shape dogmatic ideas about the world.

Starting when you choose this school at 2nd level, you have advantage on ability checks to detect visual illusions and on saving throws against effects imposed by them. You also have advantage on saving throws against spells and effects that would charm you.

Sophism

Sophists specialize in developing rhetorical and aesthetic powers, and they advocate for principles of excellence and virtue in all endeavors.

Starting when you choose this school at 2nd level, you become proficient in the Persuasion skill and double your proficiency bonus when using that skill. Additionally, you learn the friends cantrip, which does not count against the maximum number of cantrips you know.

Stoicism

Stoics believe that we must develop self-control and fortitude in order to overcome our own self-destructive emotions. They advocate for humility and faith as antidotes to suffering.

Starting when you choose this school at 2nd level, whenever you take damage that reduces you to 0 hit points or less, you may spend a spell slot of 1st level or higher to be reduced to a number of hit points equal to the slot's level instead. Once you have used this feature, you may not use it again until you complete a short or long rest.

Mathematical Principles

Starting at 6th level, you have spent much time solving complex mathematical equations, allowing you to focus your mind in a number of unique yet unpredictable ways as you work through whatever problems lie before you. You can use a bonus action to roll 1d8 and gain one effect associated with the result, as described in the table below, or target a creature within 30 feet of you with the effect. You can use this feature a number of times per long rest equal to your Intelligence modifier.

d8 Principle Effect
1 Failure You cannot take any bonus actions until the end of your next turn. This effect cannot be passed to another creature.
2 Equivalence You may make your next ability check, attack roll, or saving throw until the end of your next turn with advantage: after you do, all attack rolls made against you until the start of your next turn are made with advantage, and you make all ability checks and saving throws in that time with disadvantage.
3 Focus When you roll for damage or healing for any spell you cast until the start of your next turn, you may reroll a number of dice equal to your Intelligence modifier and use the new results.
4 Resilience You gain a damage threshold equal to half your wizard level until the start of your next turn. You lose no hit points from any instances of damage less than the threshold during this time.
5 Deviation Once, when you are targeted by an effect before the start of your next turn, you may choose a creature within 5 feet of you that is not taking the triggering damage: that creature becomes targeted by the effect instead of you.
6 Precision Your spell attacks score a critical hit on a roll of 19 or 20 until the end of your next turn.
7 Intution The next time you are hit by an attack before the start of your next turn, roll 1d6. On a 5 or 6, the attack misses you regardless of the roll. If the attack was a critical hit, you must roll a 6 for the attack to miss you.
8 Mastery When you roll a 4 or lower on an ability check, attack roll, or saving throw until the start of your next turn, you may instead treat the roll as a 5.

Magical Paradox

Starting at 10th level, you come to grips with philosophical paradoxes, which allows you to work seemingly impossible feats with magic. When you take the Dodge action or use Mathematical Principles on your turn, you gain a bonus to all Constitution and Wisdom saving throws you make equal to your Intelligence modifier until the start of your next turn.

Metaphysical Principles

Starting at 14th level, you gain new insights into the nature of causality. You may roll 2d8 when activating your Mathematical Principles feature and choose which result to take. If ether die shows a 1, however, you must accept Failure over any other result.

If you would roll the same value on both dice, you regain an expended spell slot of a level no higher than the matching value. Once you regain a spell slot in this way, you cannot do so again until you finish a short or long rest.

 

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