Pryxis's Archetype Portfolio

by Spartan127

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Pryxis's Archetype Portfolio

Pryxis's Archetype Portfolio

The following document lists a collection of brand new subclasses available on the magically and technologically advanced world of Pryxis. These subclasses present a wide variety of abilities and features not normally accessible to creatures outside of the world of Pryxis.

Additionally, presented before each class listing is a list of new optional class features - intended to add nuance, ability and agency to the classes they coincide with.

Accessibility to firearms, high magic, and the presence of godlike entities are facts amongst the populace of Pryxis. Keep these realities in mind when addressing the subclasses.

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This world is vast and wondrous, with the people to reflect it's unique qualities. Every aspect of our lives is driven by magic and technology - a luxury very few ever have the privilege of experiencing.

-- Pryxis

Regarding Optional Features

Presented within this PDF is a plethora of optional class features that can add new abilities and strengths to each respective class.

Many of these optional features are powerful abilities, and as such, one should consider limiting the optional class features to characters who strictly train in a single class. This gives incentive to players who choose to remain dedicated to non-multiclassing.

Alternatively, one could allow each feature to be taken as a feat to be learned in lieu of full class limitability.

Artificer Origins

I see the patterns of magic, and through the items I carry, I can use that magic to protect you, heal you... or make you explode.

Tim, the Enchanter


Even the most prolific inventors cannot hope to come close to the achievements of artificers. Artificers treat mastery of magic like a technical skill. They see patterns in energy and matter, and they understand how to manipulate the flow of magic in and around objects and creatures. Artificers channel energy into items using magical components, diagrams, and complex chains of sigils. Their skills let them assemble a magic device for any situation.

An artificer on an adventure is likely to be overly cautious when delving into dungeons, but mixed with a ravenous curiousity of the possible magical traps and objects that lay within. Most of the time, in an artificer's mind, a bit of arcane lore is just as valuable as a pile of treasure, because that arcane lore may open new secrets with which they can create magic items, perhaps even the knowledge of how to create a sentient item, a truer form of immortality for an artificer there is not.

The following sections explore certain facets of what it means to be an artificer, which you can use to add depth to your character.

First Invention

The ultimate subject of your artificing area of expertise is expressed with your specialisation, but most artificers had their first spark of eccentric brilliance in something somewhat more modest... or at least a good bit less useful. Regardless of its utility, many artificers will remember fondly the first time they mocked the laws of possibility by creating something that defied conventional rationality and shocked their peers.

Perhaps you still carry it around, or you've left it behind, or you've lost it and check every pawn shop and black market to see if it will turn back up.

d6 Invention
1 A pocketwatch that not only works, but made your hair change colour slightly every hour on the hour. The secondary functionality was intentional. You swear.
2 A mechanical cat that actually worked, and came to life. Of course, it acts like a cat.
3 A crossbow that fired four bolts at once in a lethal barrage. Unfortunately, usually not at anything you were aiming at. The butcher still hasn't forgiven you.
4 A mechanical head imbued with divination magic to serve as an oracle, unfortunately it was a little too authentic and answers only in indecipherable riddles.
5 A potion that disguised your identity - it was perfect. You may still be trying to figure out how to undo that one and return to your original appearance.
6 A finely worked astrolabe of astonishing precision and craftsmanship.

Methodology

One of the things that defines any artificer is why they do what they do. No matter how peculiar their path was, no one ends up an artificer on accident. More than just how they define their relationship with their work, frequently an artificer's methodology defines their relationship with the world... and just as often the world's relationship with them.

How do you decide what to work on, and how to do work on it once you've decided?

While it is often advisable to spend some time thinking about this subject, below are some ideas that may start you down your path, or if you really want to leave it in the hands of fate, you can simply roll on the table.

d6 Method
1 You dedicate your successes and failures to a god of the forge or craft, so you follow your intuition as they provide it.
2 You meddle with the very laws of magic, no one can predict exactly what will work. You throw ideas at the wall until something sticks - sometimes literally.
3 You start with a plan, and finish with a plan, but never the same one.
4 When something works, you immediately take it apart just to see if you can recreate it reliably.
5 You put things together in ways that shouldn't work just to see if they do. Strangely, sometimes it works.
6 You work carefully, planning each step extensively on record to ensure that you get it right the first time.

Fierce Rivalries

Almost every artificer has a rival, most often another artificer who they seek to outdo at every turn. These intense rivalries are the sole motivation of some artificers, and outdoing their rival is more valuable than any fame or riches they could gain from their discoveries. Many are willing to risk everything they have to achieve a new breakthrough before their rival.

By the same token, artificers with similar philosophies and aims often band together in loose artisan's guilds. They share insights and discoveries, hoping to keep ahead of rival guilds by pooling resources and working as a team. However, even when working together, most artificers are protective of any insights they think could lead to a groundbreaking discovery.

The following table offers suggestions for the association or individual of whom you share a rivalry - or even a begrudging respect or partnership with.


Rivals: Friends & Foils

Many rivalries that artificers develop over their lives have the potential to become some of the greatest foes that present grand challenges that an artificer must overcome.

However, in times of extreme need, or in the case of "the enemy of my enemy"; a rival artificer may become one of the most steadfast allies with the intention to defend a fellow inventor - but almost always with a cost.

d6 Rival
1 An individual from your early life grew up alongside you - learning and copying your every move and continuously seeks to outdo you.
2 A previous mentor or teacher became envious of your intuitive ambition, and now attempts to besmirch your name and deeds.
3 One of your creations garnered negative attention from your peers, and as such you have been seen as a disgraced inventor.
4 You and another artificer were taught by the same mentor, and set to work together to overcome the same goal - sometimes with incredible friction.
5 The community you grew up in continuously doubted your ability - a belief that fuels and drives you to prove them wrong.
6 An old friend (or lover) taught you everything you know, but your ideologies conflicted with theirs - as such, you have set out on your own.

Artificer Features

You gain class features in the Player's Handbook when you reach certain levels in your class. This section offers additional features that you can gain as an artificer.

Unlike the features in the Player's Handbook, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use one, both, or none of them.

Common Replication

2nd-level artificer feature


You gain the ability to utilize the effects of the "Replicate Magic Item" infusion to replicate an item of your choice from the Common Magic Items table in Xanathar's Guide to Everything without counting it against your maximum number of artificer Infusions. These are known as Common Replications.

You must have 100gp worth of materials and an object that fulfills the requirements for the chosen Common Magic Item to create the object from scratch, and it takes a cumulative number of hours equal to 1d20 - your Intelligence Modifier (minimum 1) to craft it. You cannot begin another Common Replication while another is still incomplete.

You still may choose to spend an Infusion to create an additional Common Item as per usual.

You are able to create an additional Common Replication when you reach level 6, level 10, level 14, and level 20 in the artificer class.

Infusion Fusion

3rd-level artificer feature


Whenever you finish a long rest, you may touch an object currently under the effects of one of your Artificer Infusions to add additional effects to the infused item.

Choose an item from the Common Magic Items and a Minor Property (DMG p143) to be blended into the Infused Item. The Infused Item now exhibits the traits and effects of the chosen Common Magic Item (so long as it may meet the object requirements for that item to function as stated - at DM's discretion) and the Minor Property.

If the Common Magic Item effect would normally require attunement, it does not when applied to your Infused Item.

These effects last within the Infused Item until you replace the Infusion. You can only affect one Infused Item in this way at a time.

Common Magic Items

The following section lists common magic items that are available for an artificer to replicate - through their "Infuse Item", "Common Replication", and "Infusion Fusion" features.

Xanathar's Listing - Common Items
Magic Item Attunement?
Armor of Gleaming No
Bead of Nourishment No
Bead of Refreshment No
Boots of False Tracks No
Candle of the Deep No
Cast-Off Armor No
Charlatan's Die Yes
Cloak of Billowing No
Cloak of Many Fashions No
Clockwork Amulet No
Clothes of Mending No
Dark Shard Amulet Yes (Warlock)
Dread Helm No
Ear Horn of Hearing No
Enduring Spellbook No
Ersatz Eye Yes
Hat of Vermin No
Hat of Wizardry Yes (Wizard)
Heward's Handy Spice Pouch No
Horn of Silent Alarm No
Instrument of Illusions Yes
Instrument of Scribing Yes
Lock of Trickery No
Moon-Touched Sword No
Mystery Key No
Orb of Direction No
Orb of Time No
Perfume of Bewitching No
Magic Item Attunement?
Pipe of Smoke Monsters No
Pole of Angling No
Pole of Collapsing No
Pot of Awakening No
Rope of Mending No
Ruby of the War Mage Yes (Spellcaster)
Shield of Expression No
Smoldering Armor No
Staff of Adornment No
Staff of Birdcalls No
Staff of Flowers No
Talking Doll Yes
Tankard of Sobriety No
Unbreakable Arrow No
Veteran's Cane No
Walloping Ammunition No
Wand of Conducting No
Wand of Pyrotechnics No
Wand of Scowls No
Wand of Smiles No

The common items listed below are an expanded list of common magic items from the world of Pryxis (as found in More Common Magic Items )

Pryxis's Listing - Expanded Common Items
Magic Item Attunement?
Arcane Putty No
Bag of Freshstones No
Bag of Floatstones No
Blornge Beast No
Dead-Door Wood Yes
Dimstone No
Drum Lummin No
Circlet of Volk No
Eil Pendant Yes
Equinox Jewel No
Frailty Glass Yes
Gearpack No
Geode Antares No
Hilltop Hat Yes
Imptail Rope No
Kingsknife No
Krait Spoon No
Magic Item Attunement?
Labyrinthine Twine No
Laurel Crown Yes (Druid)
Locket Piccolo Yes (Bard)
Lyre of Rain No
Mantis Lens No
Marbles of Play No
Occultism Gloves Yes (Sorcerer)
Ornament Box Yes (Artificer)
Portable Shield No
Quaint Blanket No
Readyclasp No
Runic Token Yes (Cleric)
Umbra Goggles No
Veil of Visions No
Visage Pyris No
Windshifter No
Zircon Bead Yes

Artificer Infusions

Artificer infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item. The description of each of the following infusions details the type of object that can receive it, along with whether the resulting magic item requires attunement.

Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level, and you can learn the infusion at the same time that you meet the prerequisites.

Unless an infusion's description says otherwise, you can't learn an infusion more than once.

If an infusion would be destroyed or rendered deactivated permanently by any means (such as a replicated magic item disintegrating after all charges expended) you may choose to unlearn that infusion or recreate the infusion - but must follow the rules for creating it as per usual.

"Replicate Magic Items" is found at the end of this pdf

2nd-level Infusions

These infusions are available at level 2.

Adjustable Tool Set

Item: a set of artisan's tools (requires attunement)

The wielder is considered proficient with this magical set of tools, and as an action, they can transform this set of tools into another set of artisan's tools of their choice.

Arcane Implement

Item: A rod or wand

This tiny length of wood is infused with an artificer cantrip of your choice. As an action, a creature can produce the imbued cantrip, using your spellcasting modifier to cast the spell.

At 10th level, you may store two cantrips within the object at a time.

Arm Launcher

Item: A glove or gauntlet

This tiny magical launcher can be loaded with a Tiny object (for example: ball bearings, a vial of acid, alchemist's fire, or holy water). As a bonus action the wearer can activate the launcher and make a ranged attack at a target within 60 feet. The launcher can be reloaded as an action.

At 10th level, the range of the launcher doubles.

Armor of Magical Strength

Item: A suit of armor (requires attunement)

This armor has 6 charges. The wearer can expend the armor's charges in the following ways:

  • When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
  • If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.

The armor regains 1d6 expended charges daily at dawn.

Armor of Tools

Item: A suit of armor

As an action, a creature wearing this infused armor can integrate into it artisan’s tools or thieves’ tools. The tools remain integrated in the armor for 8 hours or until the wearer removes the tools as an action. The armor can have only one tool integrated at a time. The wearer can add its Intelligence modifier to any ability checks it makes with the integrated tool. The wearer must have a hand free to use the tool.

Enhanced Arcane Focus

Item: A rod, staff or wand (requires attunement)

While holding this item, a creature gains +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.

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

Enhanced Defense

Item: A suit of armor or a shield

A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

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

Enhanced Instrument

Item: a musical instrument (requires attunement)

This instrument has been magically enhanced by artifice. The wielder is considered proficient with this instrument and can use it as a spellcasting focus. Whenever they make an ability check using this instrument, they gain a bonus to the roll equal to your Intelligence modifier (minimum of +1).

At 10th level this magic instrument grants a +1 bonus to spell attack rolls. This bonus increases to +2 at 14th level.

Enhanced Weapon

Item: A simple or martial weapon

This magic weapon grants a +1 bonus to attack and damage rolls made with it.

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

Featherweight Belt

Item: A belt or cloak (requires attunement)

When worn, this magic belt reduces the user to one-tenth of their weight without decreasing their physical abilities.

At 10th level it reduces the wearer to one-hundredth of their weight without decreasing their physical abilities.

Featherweight Weapon

Item: A heavy or two-handed weapon (requires attunement)

This magic weapon no longer has either the heavy or two-handed property (your choice upon infusion).

At 10th level this weapon grants a +1 bonus to attack and damage rolls. This bonus becomes +2 at 14th level.

Gauntlet of Utility

Item: A glove or gauntlet

This gauntlet is affixed with a series of inscribed runic cogs, gears, sprockets, and tubes that tick harmoniously within one another and show a clock-like display. The display shows the current time of day and relative elevation (in relation to sea level) of the wearer, and functions as both an abacus for calculations and a compass.

Additionally, while wearing this object, a creature can cast the prestidigitation cantrip.

At 10th level, the gauntlet functions as a Sending Stone and can produce a small hand device that acts as it's paired Sending Stone.

Goggles of Clearsight

Item: A pair of goggles or glasses

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 Sensativity trait, and they have advantage on saving throws to resist being blinded.

At 10th level, you gain blindsight out to 30 feet.

Helm of Sharp Senses

Item: A helmet (requires attunement)

The wearer of this helmet gains a bonus to its Intelligence (Investigation) and Wisdom (Perception) checks equal to your Intelligence modifier. This may stack with your own modifier if you are the one wearing it.

At 10th level, you gain advantage on all Intelligence (Investigation) and Wisdom (Perception) checks.

Homunculus Servant

Item: A gem or crystal worth at least 100 gp

You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms.

You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.

The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.

In combat, the homunculus 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 homunculus can take any action of its choice, not just Dodge.

The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.


Homunculus Servant

Tiny construct, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level)
  • Speed 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
4(-3) 15(+2) 12(+1) 10(+0) 10(+0) 7(-2)

  • Saving Throws Dex +2 (plus PB)
  • Skills Perception +0 (plus PB x 2), Stealth +2 (plus PB)
  • Damage Immunities poison
  • Condition Immunities exhaustion, poison
  • Senses darkvision 60 ft., passive Perception 10 (plus PB x 2)
  • Languages understands the languages you speak
  • Challenge ---
  • Proficiency Bonus (PB) equal to your proficiency bonus

Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.

Actions

Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.

Reactions

Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.

Mind Sharpener

Item: A suit of armor or robes

The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.

Parrying Weapon

Item: A simple or martial weapon

While wielding this weapon, the wielder gains a +1 bonus to their Armor Class.

This bonus increases to +2 at 10th level.

Power Whip

Item: A whip or chain

This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it's damage die increases to 1d8.

The damage die increases to 1d10 at 10th level.

Repeating Shot

Item: A simple or martial weapon with the ammunition property (requires attunement)

This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.

If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

The bonus increases to +2 when you reach 10th level.

Returning Weapon

Item: A simple or martial weapon with the thrown property (requires attunement)

This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.

When you reach 10th level, you can make a ranged attack with the weapon as a bonus action.

Tactician's Amulet

Item: An amulet or pendant

While wearing this amulet, a creature can choose to use its Intelligence modifier in place of its Dexterity modifier when rolling for initiative.

Truncheon of Obscuring

Item: A rod, staff, or wand

While holding this object, a creature can cast the fog cloud spell twice per short or long rest.

At 10th level, a creature can cast the stinking cloud spell once per long rest.

6th-level Infusions

These infusions are available at level 6.

Arcane Visor

Prerequisite: 6th-level artificer
Item: A pair of goggles or glasses (requires attunement)

A creature wearing this visor can cast the detect magic spell at will.

Additionally, while wearing this visor a creature can cast identify without expending a spell slot or material components. Once this ability has been used, it can't be used again until the next dawn.

At 14th level, you can now cast the identify spell at will.

Auto-Carriage

Prerequisite: 6th-level artificer
Item: A land vehicle, such as a carriage or cart

The vehicle no longer needs horses or other steeds to pull it, it can now propel itself.

The vehicle has a speed of 50 feet. A creature on or inside the vehicle can give it a simple command in a language you speak such as "go straight", "turn left" or "follow this road" as an action. The vehicle will follow the given command provided it is simple enough.

At 14th level, the vehicle's speed increases to 100 feet.

Boots of the Winding Path

Prerequisite: 6th-level artificer
Item: A pair of boots (requires attunement)

While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

At 14th level, the distance of your teleport increases to 30 feet.

Hazy Garments

Prerequisite: 6th-level artificer
Item: A set of clothing or robes (requires attunement)

The wearer if this set of garments is coated with an illusory mist that deceives the eye. A creature gains a +1 bonus to Armor Class while wearing these garments.

Additionally, as a reaction the wearer may intensify the mist. For 1 minute, the wearer can move freely without provoking opportunity attacks. Once this ability has been used, it can't be used again until the next dawn.

The bonus increases to +2 when you reach 14th level in this class.

Immovable Boots

Prerequisite: 6th-level artificer
Item: A pair of boots (requires attunement)

When the wearer is standing upon a flat surface, they can use an action to activate the boots, magically fixing the user in place. Until they use an action to deactivate the boots, they do not move or falter in positioning, even if they are defying gravity.

A creature can use an action to make a DC 30 Strength check, separating the boots from the surface on a success.

Light Blade

Prerequisite: 6th-level artificer
Item: A sword hilt or wand (requires attunement)

While grasping the item, the wielder can use a bonus action to cause a blade of pure radiance to spring into existence, or disappear, from the end of the item. While the blade exists, this magic item is a simple weapon with the finesse property. The luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight.

The wielder gains a +1 bonus to attack and damage rolls made with this weapon, which deals 1d8 radiant damage on hit. Undead take an additional 1d8 radiant damage. The bonus to attack and damage rolls becomes +2 at 14th level.

Magic Bomb

Prerequisite: 6th-level artificer
Item: A throwable vessel such as a bottle, flask, jar, or urn

You infuse implosive power into an object which you can throw. You are proficient with these bombs.

As an action, you or any creature holding the Magic Bomb can throw it up to 60 feet away. Upon collision with any object or creature the magic bomb detonates affecting all creatures, objects, and structures in 20 foot radius. Each creature in this radius must make a Constitution save taking 2d6 thunder damage and 2d6 force damage and be pulled up to 10 feet towards where the magic bomb landed on a failed save or half as much damage and not pulled on a successful save. Objects & structures take double damage, and objects that aren't being held automatically fail this saving throw and fly to the center of the implosion.

At 10th level the damage increases to 3d6 thunder and 3d6 force.

You make a number of magic bombs equal to half your proficiency bonus rounded up, and at the conclusion of a short rest you can remake 1 magic bomb.

Many-Handed Pouch

Prerequisite: 6th-level artificer
Item: 2–5 bags, pouches or satchels

The infused pouches all share one interdimensional space that functions as a demiplane that can carry 50lbs per pouch. Thus, reaching into any of the pouches allows access to the same storage space. A pouch operates as long as it is within 100 miles of another one of the pouches; the pouch is otherwise empty and won’t accept any contents.

If this infusion ends, the items stored in the shared space move into one of the pouches, determined at random. The rest of the pouches become empty.

At 14th level, the pouches can carry up to 100lbs each.

Radiant Weapon

Prerequisite: 6th-level artificer
Item: A simple or martial weapon (requires attunement)

This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.

The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.

Martial Guantlet

Prerequisite: 6th-level artificer
Item: An armored gauntlet and a martial weapon or shield (requires attunement)

You attach either a martial weapon lacking the heavy or two handed properties, or a shield to the gauntlet. The wearer gains proficiency with the attached item, and it cannot be removed from the gauntlet while this Infusion is active.

Repulsing Gauntlets

Prerequisite: 6th level artificer
Item: A pair of gloves or gauntlets (requires attunement)

These magical gauntlets have 4 charges. When the wearer hits a creature with an unarmed strike they can expend 1 charge and force the target to make a Strength saving throw. On a failed save, the creature is knocked back 15 feet. The gauntlets regain all expended charges at dawn.

At 10th level this magic weapon grants a +1 bonus to attack and damage rolls. This bonus increases to +2 at 14th level.

Repulsion Shield

Prerequisite: 6th-level artificer
Item: A shield (requires attunement)

A creature gains a +1 bonus to Armor Class while wielding this shield.

The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.

Resistant Armor

Prerequisite: 6th-level artificer
Item: A suit of armor (requires attunement)

While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

Ring of Proficiency

Prerequisite: 6th-level artificer
Item: A ring (requires attunement)

The wearer of this ring gains proficiency with one skill or tool, or they can read, write, speak and understand one language (your choice upon infusion). These effects are only active so long as they are wearing the ring.

Skyfall Harness

Prerequisite: 6th-level artificer
Item: a cloak, vest, belt, or harness

This magic harness automatically sizes to fit the wearer, and can be worn over clothing or light armor. It has wing-like fins between your limbs that can slow your fall or allow you to glide. When you fall, and aren't incapacitated, you subtract up to 100 feet from your fall when calculating falling damage, and can move 2 feet horizontally every 1 foot you fall.

Spell-Refueling Ring

Prerequisite: 6th-level artificer
Item: A ring (requires attunement)

While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can't be used again until the next dawn.

Static Weapon

Prerequisite: 6th-level artificer
Item: A simple or martial weapon (requires attunement)

This weapon grants a +1 bonus to attack and damage rolls made with it.

The weapon has 4 charges. Whenever the wielder successfully hits a target with it, they can expend one of the charges to force the target to make a Constitution saving throw against your Spell Save DC. On a fail, the target is stunned until the end of its next turn. The item regains 1d4 charges daily at dawn.

Swift Ring

Prerequisite: 6th-level artificer
Item: A ring (requires attunement)

This ring has 4 charges. Whenever the wearer of this ring takes the attack action, they can expend one of the charges to make one melee or ranged weapon attack. You can only utilize this ability once per turn. The ring regains 1d4 charges daily at dawn

At 14th level, this magic ring grants an extra attack - which can stack with other versions of extra attack.

10th-level Infusions

These infusions are available at level 10.

Belt of Revival

Prerequisite: 10th-level artificer
Item: A belt or harness (requires attunement)

This belt has 1 charge. When a creature who wears this belt dies, the charge is automatically expended and the revivify spell is cast upon the wearer. Additionally, the belt can be loaded with healing potion to be administered to the wearer immediately after revivify is cast. This belt regains all expended charges daily at dawn.

Chameleon Armor

Prerequisite: 10th-level artificer
Item: A suit of armor (requires attunement)

This armor has 4 charges. While wearing this magical armor the wearer can use an action to expend charges and cast one of the following spells, targeting only themselves: invisibility (2 charges) or greater invisibility (4 charges). This armor regains all expended charges daily at dawn.

Clock of Time-Warp

Prerequisite: 10th-level artificer
Item: A pocket watch worth at least 100gp (requires attunement)

When the holder of this item - or a creature within 30 feet of the holder - makes an attack roll, ability check, or saving throw, the holder can use its reaction to force the creature to reroll. The holder makes this decision after you see whether the roll succeeds or fails. The target must see the result of the second roll. Once this ability is used, it cannot be used again until the next dawn.

Collar of Taming

Prerequisite: 10th-level artificer
Item: A metal circlet, choker, or collar

The magic of this collar can tame even the wildest of animals. You, and only you, can control any beast-type creature wearing this collar as if it were a trained mount. This collar does not work on beasts with an Intelligence score greater than your own.

At 14th level, this magic collar allows you to control any monstrosity-type creature with an Intelligence score of 5 or lower.

Elementalist's Weapon

Prerequisite: 10th-level artificer
Item: A simple or martial weapon (requires attunement)

You infuse a weapon with elemental energy. Upon infusion, choose a command word and one of the following damage types: acid, cold, fire, lightning, poison or thunder. As a bonus action, the wielder can speak the command word and cause elemental energy to burst forth from the weapon until the command word is spoken again. On hit, the weapon deals an additional 1d6 of the elemental damage.

The additional damage becomes 2d6 at 14th level.

Helm of Awareness

Prerequisite: 10th-level artificer
Item: A helmet (requires attunement)

While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.

Metalline Weapon

Prerequisite: 10th-level artificer
Item: A simple or martial weapon made of metal (requires attunement)

You enchant the weapon with energy that alters the material composition of the metal - blending magical essences into the chemical makeup of the material.

As a free action, you may change the metallic makeup of the weapon to transmute magically into another metal of your choice from the table listed - gaining the additional benefits of the metal for the duration listed (if the magic bonus of the original weapon would be higher than the bonus gained, take the higher of the two).

After the duration has elapsed, the metal of the weapon returns to it's former material - losing its additional properties, and it cannot transmute again until the next dawn.

The weapon can transmute into Finimagus and Adamantium at 14th level.

Metal Magic Bonus Duration Effect
Alchemical Silver +0 10 minutes Counts as a magical weapon for the purposes of overcoming resistances and immunities.
Cold Iron +1 5 minutes When you hit a fey creature, you can reroll the damage and use either result.
Diolode +1 5 minutes When you hit an undead creature, you can reroll the damage and use either result.
(14th lvl) Finimagus +2 1 minute When dealing damage to a spellcaster, imposes disadvantage on all saving throws to maintain concentration.
(14th lvl) Adamantium +3 5 rounds When hitting a non-indestructible object, deal damage equal to max critical damage.

Metamorphosis Armor

Prerequisite: 10th-level artificer
Item: A suit of armor (requires attunement)

This magic suit of armor has 4 charges. As an action, the wearer can expend a charge to cast the enlarge/reduce spell, targeting only themselves, without expending a spell slot or requiring concentration. Re-casting the spell with the armor ends the effect. This armor regains all charges at dawn.

Mirror of Far-Sight

Prerequisite: 10th-level artificer
Item: A mirror worth at least 50gp (requires attunement)

The mirror has 4 charges. As an action a creature holding the mirror may cast one of the following, without consuming spell slots or material components:

  • (1 charge) Clairvoyance
  • (2 charges) Arcane Eye
  • (3 charges) Scrying

Whenever a creature casts any of these spells this way, instead of being able to see or hear what the spell shows it directly, the mirror reflects what that creature would be able to see and reproduces any sounds it would be able to hear through casting that spell.

Intelligence is the creature's spellcasting modifier for any of the spells they cast using the mirror. The mirror regains 1d4 charges daily at dawn.

Ring of the Elements

Prerequisite: 10th-level artificer
Item: A ring (requires attunement)

Upon infusing this ring you select one of the following damage types: acid, cold, fire, poison, lightning, or thunder.

When the wearer casts a spell that deals the damage type that you selected, they can activate this ring to deal maximum damage to one target of the spell instead of rolling.

Once this ring is activated it cannot be used again until the wearer completes a short or long rest.

When you reach 14th level, the damage type of the ring ignores resistance and treats immunity as resistance.

Shock Therapy

Prerequisite: 10th-level artificer
Item: A suit of armor or a helmet (requires attunement)

This magic item sends shocks throughout the nerves of the wearer, releasing them from almost any stupor. While wearing this item, whenever the wearer fails a saving throw, the item instantly allows it to reroll that save, as long as it was against an effect that affects it with one of the following conditions: incapacitated, stunned, paralyzed or charmed.

Vampiric Weapon

Prerequisite: 10th-level artificer
Item: A melee weapon (requires attunement)

You enchant a weapon to drain the lifeforce from enemies. When the wielder scores a critical hit with this weapon, the target takes an additional 2d6 necrotic damage, so long as the target is not a construct or undead. The wielder gains temporary hit points equal to the extra necrotic damage dealt.

When you reach 14th level, the additional necrotic damage from this Infusion increases to 4d6.

14th-level Infusions

These infusions are available at level 14.

Arcane Propulsion Armor

Prerequisite: 14th-level artificer
Item: A suit of armor (requires attunement)

The wearer of this armor gains the following benefits:

  • The wearer's walking speed increases by 5 feet.
  • The armor gains a +2 bonus to it's Armor Class.
  • The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one counts as an unarmed strike that deals 1d4 bludgeoning (unless the wearer's unarmed strike deals more damage) plus 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches.
  • The armor can't be removed against the wearer's will.
  • If the wearer is missing any limbs, the armor replaces those limbs - hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.





Helm of Mind Shielding

Prerequisite: 14th-level artificer
Item: A helm, hat, or diadem (requires attunement)

The wearer of this magic helm is resistant to psychic damage, immune to the charmed and frightened conditions, and any magic that allows another creature to read their thoughts or telepathically communicate with them is nullified.

Masterwork Homunculus

Prerequisite: 14th-level artificer
Item: The Material components of the spell "Clone"

You have discovered the secrets to the creation of life. You learn the clone spell. It counts as an artificer spell for you, but it doesn't count against your number of Spells Known. You can cast clone without expending a spell slot as long as you have the material components available.

If you replace this Infusion with another at any point during the incubation period, the spell immediately fails.

Mystic Armament

Prerequisite: 14th-level artificer
Item: A melee weapon (requires attunement)

When infused into the melee weapon, this weapon's reach increases by 5 feet - represented by energy arcing from the weapon's attacks.

This magic weapon has 1 charge.

While wielding this magic weapon, the user can use their action and spend a charge to cast the steel wind strike spell, using the Infused weapon as the spellcasting focus, without expending a spell slot.

The weapon regains all expended uses after a long rest.

Mystic Shot

Prerequisite: 14th-level artificer
Item: A ranged weapon (requires attunement)

When infused into the ranged weapon, this weapon's long range increases by half it's normal long range (1.5x multiplier).

This magic weapon has 1 charge,

While wielding this magic weapon, the user can use their action and spend a charge to cast swift quiver, using the Infused weapon as the spellcasting focus, without expending a spell slot.

The weapon regains all expended uses after a long rest.

Portaling Gun

Prerequisite: 14th-level artificer
Item: A one handed ranged weapon, such as a crossbow or firearm

When infused into the item, the projectile weapon can no longer consume typical ammunition and loses the ability to deal damage as a projectile ranged weapon.

The weapon has 4 charges. As an action a creature holding the weapon may cast one of the following, without consuming spell slots or material components:

  • (1 charge) Dimension Door
  • (2 charges) Teleportation Circle

When casting a spell from this weapon, it creates a momentary shimmering runic portal which appears nearby. The Portal is open only for a split second before closing if casting Dimension Door, whereas the portal remains open until the end of your next turn with Teleportation Circle. As per the Teleportation Circle spell, you learn two teleportaion circles currently in existence and may link to them (and any other known teleportation circle) whenever you cast the spell using this weapon.

You cannot create a permanent teleportation circle using this weapon. The weapon regains 1d4 charges daily at dawn.

Skyship

Prerequisite: 14th-level artificer
Item: A waterborne vehicle, such as a boat or ship

The vehicle gains a flying speed equal to its normal movement speed.

Additionally, upon infusing the vehicle, you are designated as the helmsman. When acting as the helmsman, you are in full control of the direction the Skyship is moving (forwards, backwards, left, right, up, down, or some variation thereof), but you must have the necessary means of locomotion necessary for the vehicle to move normally. For example, if it operates on sails - it must have sails at full mast, or if it functions on rowing - there must be a proper number of crew manning the rowing deck, if the vehicle functions through some means of fuel - it must have fuel currently being utilized and it will still consume said fuel.

At any point in time, you may utilize an action to transfer the status of Helmsman to another willing creature.

If you replace this Infusion with another at any point while the Skyship is in the air, it begins to fall with all creatures on board.

Weave Transfuser

Prerequisite: 14th-level artificer
Item: A sharpened rod or wand worth 1500gp

The item becomes a martial melee weapon with the finesse, light, and thrown (range 20/60) properties that deals 1d6 piercing damage. You are proficient with this item.

This item holds 3 charges.

As an action, the wielder can make an attack against a creature within range. On a hit, the wielder may choose to expend a charge and overload the creature's body with pure magical energy, dealing 6d6 force damage and the creature immediately comes under the effects of the spell Tenser's Transformation - without the need to maintain concentration.

When the spell ends, the DC to resist exhaustion is increased to 20.

Once all charges have been used, the item disintegrates.

Replicable Magic Items

Replicate Magic Items

Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a different magic item that you can make with it, picking from the Replicable Magic Items tables below. If a table has a level in its title, you must be of at least that level in this class to choose an item from the table.

In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the following books for more information about it, including the type of object required for its making:

  • Dungeon Master’s Guide (DM)
  • Eberron Rising from the Last War (ERLW)
  • Mythic Odysseys of Theros (MOT)
  • Tasha's Cauldron of Everything (TCE)
2nd-Level
Magic Item Attunement?
Alchemy Jug (DM) No
Armblade (ERLW) Yes
Bag of Holding (DM) No
Cap of Water Breathing (DM) No
Cleansing Stone (ERLW) No
Everbright Lantern (ERLW) No
Glamerweave - Common (ERLW) No
Goggles of Night (DM) No
Heward's Handy Haversack (DM) No
Imbued Wood Focus (ERLW) Yes
Orb of Shielding (ERLW) Yes
Prosthetic Limb (TCE) No
Ring of Jumping (DM) Yes
Rope of Climbing (DM) No
Sending Stones (DM) No
Shiftweave (ERLW) No
Spellshard (ERLW) No
Wand of Magic Detection (DM) No
Wand of Secrets (DM) No
Wand Sheath (ERLW) Yes

6th-Level
Magic Item Attunement?
Boots of Elvenkind (DM) No
Brooch of Shielding (DM) Yes
Cloak of Elvenkind (DM) Yes
Cloak of the Manta Ray (DM) No
Cloak of Protection (DM) Yes
Eyes of Charming (DM) Yes
Glamerweave - Uncommon (ERLW) No
Gloves of Thievery (DM) No
Hat of Disguise (DM) Yes
Immovable Rod (DM) No
Lantern of Revealing (DM) No
Luckstone (DM) Yes
Pipes of Haunting (DM) No
Portable Hole (DM) No
Ring of Jumping (DM) Yes
Ring of the Ram (DM) Yes
Ring of Water Walking (DM) No
10th-Level
Magic Item Attunement?
Belt of Hill Giant Strength (DM) Yes
Boots of Striding and Springing (DM) Yes
Boots of the Winterlands (DM) Yes
Bracers of Archery (DM) Yes
Decanter of Endless Water (DM) No
Eyes of the Eagle (DM) Yes
Folding Boat (DM) No
Gauntlets of Ogre Power (DM) Yes
Gloves of Missile Snaring (DM) Yes
Gloves of Swimming and Climbing (DM) Yes
Hat of Disguise (DM) Yes
Headband of Intellect (DM) Yes
Helm of Telepathy (DM) Yes
Medallion of Thoughts (DM) Yes
Molten Bronze Skin (MOT) Yes
Necklace of Adaptation (DM) Yes
Periapt of Wound Closure (DM) Yes
Pipes of the Sewers (DM) Yes
Quiver of Ehlonna (DM) No
Ring of Mind Shielding (DM) Yes
Ring of Protection (DM) Yes
Slippers of Spider Climbing (DM) Yes
Ventilating Lungs (ERLW) Yes
Vicious Weapon (DM) No
Winged Boots (DM) Yes

14th-Level
Magic Item Attunement?
Amulet of Health (DM) Yes
Arcane Propulsion Arm (ERLW) Yes
Belt of Stone/Frost Giant Strength (DM) Yes
Boots of Levitation (DM) Yes
Boots of Speed (DM) Yes
Bracers of Defense (DM) Yes
Cloak of the Bat (DM) Yes
Dimensional Shackles (DM) No
Gem of Seeing (DM) Yes
Horn of Blasting (DM) No
Instant Fortress (DM) No
Ring of Free Action (DM) Yes
Ring of Telekinesis (DM) Yes
Sword of Dancing (DM) Yes

The magic items listed here are an expanded list of magic items available for creation from the world of Pryxis (as found in Pryxis Magic Items )

Pryxis's Magic Items List

2nd-Level
Magic Item Attunement?
Animated Cape No
Bag of Colding No
Bottled Light No
Brewer's Buckler Yes
Clock of Synchrony No
Essence Extraction Device No
Ghostflame Candle No
Gloves of Crafting No
Pendant of Resolve Yes
Warding Bedroll No
6th-Level
Magic Item Attunement?
Artisanal Master Tools (+1) No
Assassin Firearm No
Bandolier of Blades No
Bone-Breaker's Bracers Yes
Deadeye's Shot No
Garment of Protection (+1) No
Mox Talisman No
Riveting Instrument (+1) No
Steed Spirit Whistle Yes
Tassel of Enchantment (+1) Yes
Torc of Mage-Bane (+1) Yes
Wilderness Wraps No
10th-Level
Magic Item Attunement?
Artisanal Master Tools (+2) No
Cape of the Wanderer Yes
Driftwind Anklets Yes
Garment of Protection (+2) No
Instant Workshop No
Justicar's Bracer Yes
Map of the Pathfinder No
Revenant Crystal No
Riveting Instrument (+2) No
Stalker's Mantle Yes
Tassel of Enchantment (+2) Yes
Technomancer's Wonder-Box Yes
Torc of Mage-Bane (+2) Yes
14th-Level
Magic Item Attunement?
Annihilation Javelin No
Artisanal Master Tools (+3) No
Consternator Yes
Eye of Agamon Yes
Garment of Protection (+3) No
Retribution Shield Yes
Riveting Instrument (+3) No
Spell Eater Jar Yes
Tassel of Enchantment (+3) Yes
Torc of Mage-Bane (+3) Yes
Zephyr Shield Yes

Artificer Specialties

At 3rd level, an artificer gains the Artificer Specialist feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Aviator, Mechaneer and Spellsword.

Aviator

There's a certain respect that you must give to the artificers who rely upon technology to reach new heights.

-- Pryxis

The dream of flight has dwelt in the thoughts of many who are cursed with only the use of their feet. Mages may have discovered way to magically imbue themselves with flight, but some Artificers have taken a much bolder and intuitive approach to solve the problem.

Aviator Magic

You always have certain spells prepared after you reach particular levels in this class, as shown in the Aviator Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Aviator Spells
Artificer Level Spell
3rd expeditious retreat, feather fall
5th gust of wind, warding wind
9th conjure barrage, thunder step
13th freedom of movement, storm sphere
17th flame strike, steel wind strike

Tool Proficiency

3rd-level Aviator feature

You gain proficiency with Leatherworker's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Flightpack

3rd-level Aviator feature

You've built a wearable device that grants you the gift of flight. As a bonus action, you can activate the flightpack and use its features. The flightpack is attached to you, can only be used by you, and can't be removed by another creature unless you're incapacitated. It has an AC equal to your spell save DC. When it is hit with an attack, you must make an Intelligence saving throw with a DC equal to half the damage taken or 10 (whichever is higher). On a success, you maintain your flight and on a failure, you fall 60 feet per round, repeating the save at the beginning of each of your turns.

The Flightpack has a number of charges equal to 1 + half your artificer level (rounded down, min. 1). Activating the flightpack uses 1 charge and it stays active for 1 minute. Once 1 minute has passed, the charge is depleted at the end of your turn. You can choose to expend another charge to keep using your flightpack once a charge is depleted, no action required. If you have no charges, or choose not to use another, you fall 60 feet per round.

You regain 1 charge every hour, and all charges at the end of a long rest. While your flightpack is active, you gain the following features:

Fly. You gain a fly speed of 30 feet.

Jet. You can expend 1 charge (one that you aren't using to maintain flight) to use the dash action. When you use the dash action in this way, you can move up to 100 feet in a straight line. You must move the entire 100 feet before taking any other actions.

Honing Missles. You can expend 1 charge (one that you aren't using to maintain flight) to cast magic missile at 1st level. This spell is an artificer spell for you. You can use this ability to cast magic missile at a higher level as you gain artificer levels. 2nd level as a 5th level artificer, 3rd level as a 9th level artificer, 4th level as a 13th level artificer, and 5th level as a 17th level artificer.

Booster Attachment

5th-level Aviator feature

You've improved the energy output of your flightpack and made it more efficient through additional components to aid you without depleting its resources.

While wearing your flightpack, your fly speed is doubled, your jet distance is increased by 50 feet, and you can make a long jump up to 30 feet without a running start, and a high jump of up to 30 feet.

Additionally, you can fall 100 feet without taking any damage.

Dogfighter

9th-level Aviator feature

While flying, you have advantage on melee and spell attack rolls against other flying creatures.

Rocketeer

15th-level Aviator feature

The amazing speed at which you can propel yourself with your flightpack can now be weaponized. Your fly speed is now tripled, and your Jet distance is increased by an additional 50 feet.

Additionally, when you use your Jet ability, you can choose to activate a magical barrier of destructive force that surrounds you. Any creature within 5 feet of the path you dash across must make a Dexterity saving throw against your spell save DC. On a failure, each creature takes 4d10 magical bludgeoning damage and half as much on a successful save.

This magical barrier also allows you to propel yourself through matter. This ability can propel you through 20 feet of liquid or gelatinous material, 15 feet of soft material such as fabric or sand, 10 feet of wood or fibrous material, 5 feet of reinforced wood, and 1 foot of stone or metal.

Mechaneer

One must admit: Sometimes the ingenuity of artificers is both astounding and terrifying. These technological titans will one day lead the world once all magic has faded from memory.

-- Pryxis

Mechaneers are the Artificers who neglect their own power and prefer to focus their mind power on their engineering skills, using their arcane powers to fuel their creations. While they may lack the hands-on combat prowess of other artificers, their Mechs are known for their incredible capabilities, and are only limited by their creator's ingenuity.

Tool Proficiency

3rd-level Mechaneer feature

You gain proficiency with Mechaneer's Tools - which is a 15lb set of complicated construction tools and calibration equipment that function as both smith's tools and tinker's tools. These tools are unique to your subclass, and may be used for your artificer features.

Multitasking

3rd-level Mechaneer feature

Your focus on engineering skills did not help you learn new spells, but it certainly did help your ability to fuel more inventions with arcane force. You increase the amount of infusions you can have active at the same time by 1.

MechTech

3rd-level Mechaneer feature

You manage to complete crafting your first Mech. See its base statistics in the following Mech stat block, which uses your proficiency bonus (PB) and your Intelligence Modifier (INT) in several places.

You determine the Mech’s appearance, but your choice has no effect on its game statistics. When you create your first mech, you choose a number between 1 and 3, you lose max hp equal to the number chosen × your artificer level as you pour your life force into the raw magic necessary to power it - this is referred to as your Life Force (LF) number. Every mech that you create gains additional hp equal to this number, and you may choose a different number each time you create a Mech. This effect cannot be reversed unless your mech is destroyed - in which case you regain the lost hp as the life force is drawn back.

At the end of a long rest, you can create a new Mech if you have your Mechaneer's Tools with you. Once you create a Mech, you can’t do so again until you finish a long rest.

You can have only one Mech created at any time.


Mech

Large Construct


  • Armor Class 14 + PB
  • Hit Points PB + INT + LF + 5 times your artificer level
  • Speed 30 ft.

STR DEX CON
10 + PB + INT 10 + (PB + INT)/2) 10 + PB + INT

  • Damage Immunities Poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned

  • Mindless Construct. The Mech cannot make any skill checks based on Int. Wis. or Cha. Any effects used against the Mech ignores the cockpit, and hits the pilot directly.

Mech Weapons

Whenever you create your Mech, you choose one of the Mech Weapons in the list below to be installed on it. These require an action to be used.

Attacks made with these weapons use your PB + Int on attack rolls, and only your Int on damage rolls.

Mech Weapons can be changed at the end of a long rest.

Mech Weapons
  • Piston Fists. - Melee Weapon Attack: (PB + INT) to hit, Reach 5 ft, one target. Hit: 1d6 + (INT) bludgeoning damage. Can be used to make another attack as a bonus action after making an attack.
  • Pike Bunker. - Melee Weapon Attack: (PB + INT) to hit, Reach 5 ft, one target. Hit: 1d8 + (INT) piercing damage. Increases Mech's AC by 2.
  • Chainsword. - Melee Weapon Attack: (PB + INT) to hit, Reach 5 ft, one target. Hit: 1d12 + (INT) slashing damage.
  • Twin Repeaters. - Ranged Weapon Attack: (PB + INT) to hit, Range 20/40 ft, one target. Hit: 1d6 + (INT) piercing damage. Can be used to make another attack as a bonus action after making an attack.
  • Siege Cannon.. - Ranged Weapon Attack: (PB + INT) to hit, Range 60/120 ft, one target. Hit: 2d6 + (INT) piercing damage. Must be reloaded to attack again. Reloading costs an attack action.
Cockpit

The cockpit is made to fit medium and small creatures, and only one can be inside it at a time. To enter it, you must not be wearing medium, heavy armor or shields.

You can spends half your movement speed to enter or to exit the Mech.

While inside the cockpit, the pilot has full cover, except against effects and spells that affect the mind. And any other creature that gets on top of it (if smaller than the mech, the creature can use the “Climb Onto a Bigger Creature” rules), can try to remove the pilot, using a contested athletics check.

If an effect moves The Mech against your will while you’re on it, you must succeed on a DC 10 Strength saving throw or take 1d6 bludgeoning damage.

If your Mech is knocked prone, you must succeed on a DC 10 Strength saving throw or take 2d6 bludgeoning damage.

If the Mech is reduced to 0 hit points while you are inside it, you and all creatures within 5 feet of the Mech must make a DC 15 Dexterity saving throw to avoid the explosion. On a failure, you and all creatures with a 5-foot-radius take 2d12 fire damage, or half as much on a success. If you failed the saving throw, you stay within the same space as the Mech wreckage, if you succeeded, you are ejected up to 10 feet away.

Piloting

The Mech cannot take actions on its own, and must be piloted to be able to act. While in combat, the Mech has no initiative, and requires you piloting it to act, to pilot it, you must enter its cockpit, while inside, and with both hands free and conscious, you count as piloting the Mech.

Any other humanoid creature that enters in the cockpit, can spend their action to attempt to gain control of the mech. The creature must succeed on an Intelligence check with DC equal to 10 + PB + INT modifiers. On a success, the creature assumes control of the mech until the creature is removed from the cockpit or is incapacitated.

While piloting it, you can make it move a distance up to its speed on your turn. Other activities, that require actions, bonus actions, or reactions can only be done by you spending your equivalent actions, as the Mech requires the pilot’s input to do so.

Customization

You learn the ability to infuse your Mech with unique abilities. You can apply the following artificer infusions to your Mech:

  • Enhanced Weapon
  • Enhanced Defense

You can only apply 1 infusion to the Mech at a time. This value increases to 2 when you reach 5th level, 3 at 9th level and 4 at 15th level.

Retrofitting

5th-level Mechaneer feature

You have learned how to design new infusions. These new infusions can only be applied to your Mech.

These new infusions do not count towards your known infusions - but still count against the number of infused items you can have active at once.

Mech Infusions
  • Auxillary Thrusters. - The Mech gains a +10 bonus to walking speed. The bonus increases to +20 when you reach 10th level in this class.
  • Jump Thrusters. - You can spend your bonus action to make the Mech either make a long jump of 15 feet or a high jump of 20 feet. Jumping this way does not cost movement.
  • Accelerated Thrusters. - While piloting the Mech, you can attack twice, instead of once, whenever you spend your action to make an attack with a Mech weapon.
  • Active Camo. While piloting the Mech, it uses (INT + PB)x2 as its modifier for stealth checks (the result of the stealth checks also applies to you as the pilot).
  • Advanced Optics. While piloting the Mech, you have 60 feet of darkvision, and advantage on perception checks that rely on sight.

Dynamic Engineering

9th-level Mechaneer feature

You design more advanced infusions, that can only be applied to your mech.

These new infusions do not count towards your known infusions - but still count against the number of infused items you can have active at once.

Advanced Mech Infusions
  • Energy Shields. - At the start of each of your turns, your Mech gains temporary hit points equal to your LF number. If you take damage while inside the Mech, the damage will be discounted from the Mech's temporary hit points first. At 15th level, the temporary hitpoints gained are equal to 2 times your LF number.
  • Reinforced Chassis. - The Mech's hit point maximum increases by an amount equal to your Constitution modifier times your level in this class.
  • Land-to-Air Modification. - The Mech gains fly speed equal to it's walking speed, and while being piloted, it is immune to fall damage.
  • Arcane Optics. - While piloting the Mech, you gain 30 feet of truesight.
  • Supercharger. - While piloting the Mech, you can make it Dash as a bonus action.
  • Targeting Module. Mech weapon attacks have an increased crit range of 19-20.

Built for Warfare

9th-level Mechaneer feature

You additionally learn how to outfit your Mech for more widespread warfare. You now can modify your Mech Weapon designs, improving their functionality.

Advanced Mech Weapons
  • Piston Fists. - Can now use attacks with Piston Fists to grapple, being able to grapple up to two targets simultaneously. Grappled targets take 1d4 lightning damage at the start of their turns.
  • Pike Bunker. - Reach of the Pike Bunker increases to 10 feet. When a creature you can see attacks a target other than you or your Mech that is within reach, you can use your reaction to impose disadvantage on the attack roll.
  • Chainsword. - Before you make an attack with the Chainsword, you can choose to take a -5 penalty to the attack roll, if you do so and the attack hits, it deals an additional +5 damage.
  • Twin Repeaters. - Being within 5 feet of a hostile creature doesn't impose disadvantage on ranged attacks made with the Twin Repeaters. Creatures hit by the Twin Repeaters are pushed 5 feet away from your Mech.
  • Siege Cannon.. - If the Mech has remained in the same space since last turn, attacks made with the Siege Cannon are made with advantage, and deal an additional 1d6 damage.

MechWarrior

15th-level Mechaneer feature

You create a backup battery for your Mech which holds 10 chrages. It is fully charged when the Mech is created, and recharges at the end of a long rest. Short rests recharge only 1 charge per hour rested. It can also be recharged by an action by spending a spell slot. The amount of charges recharged is equal to the level of the spellslot spent to recharge it.

This battery is used to power the Mega Weapons in the list below:

You can only apply one of these Mega Weapon infusions to your Mech at a time. These new infusions do not count towards your known infusions.

If there is a saving throw for any of the following Mega Weapons, the DC is equal to your spellcasting DC.

Mega Weapons
  • Howitzer (at least 3 charges). As an action, this oversized cannon launches an explosive warhead at a point up to 120 feet away. Each creature in a 10-foot-radius sphere centered on the point of impact must make a Dexterity saving throw. A target takes 8d8 fire damage on a failed save, or half as much on a successful one. You may increase the damage dealt by the warhead by 1d8 for each additional charge spent above 3 (up to a max of 5, or 10d8).
  • Dragon's Breath (at least 3 charges). As an action, a massive gout of flames erupts out of this muzzle. Each creature in a 30-foot cone from your Mech must make a Dexterity saving throw. A target takes 6d10 fire damage on a failed save, or half as much damage on a successful one. You may increase the damage dealt by 1d10 for each additional charge above 3 (up to a max of 5, or 8d10).
  • Particle Projector (at least 3 charges). As an action, this rail-like cannon accelerates ionic energy outwards in a ray-like blast. Each creature in a line 100-foot-long and 5-feet-wide from your Mech must make a Dexterity saving throw. A target takes 8d8 lightning damage on a failed save, or half as much damage on a successful one. You may increase the damage dealt by the ray by 1d8 for each additional charge spent above 3 (up to a max of 5, or 10d8).
  • Molecular Disruptor (at least 3 charges). When you hit a target with a melee Mech weapon attack, you can deal an extra 4d6 force damage. You may increase the damage dealt by the disruptor by 1d6 for each additional charge spent above 3 (up to a max of 5, or 6d6).

Sword Mage

The earliest form of artificery: the blending of weave and blade - these artificers have chosen to uphold the eons-ancient craft that started it all.

-- Pryxis

While some warriors may dabble in magic, and a few mages may train with a blade, none have channeled the innate power of both as completely than the artificers known as Sword Mages. These artificers focus all of their arcane knowledge and technological superiority into magical weaponry and the enhancement of martial prowess through arcane arts - to the betterment of their combat and the protection of allies.

Sword Mage Magic

You always have certain spells prepared after you reach particular levels in this class, as shown in the Sword Mage Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare

Sword Mage Spells
Artificer Level Spell
3rd shield, thunderous smite
5th cloud of daggers, misty step
9th counterspell, thunder step
13th dimension door, fire shield
17th circle of power, steel wind strike

Tool Proficiency

3rd-level Sword Mage feature

You gain proficiency with Smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Fighting Style

3rd-level Sword Mage feature

You adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if something allows you to choose again.

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

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

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

Signature Weapon

3rd-level Sword Mage feature

Your tinkering with magical weaponry has led you to have a single weapon which you have poured all your arcanic skill into.

At the end of a long rest, choose a magic melee weapon you are holding (this can be a weapon instilled with one of your infusions - which makes it magical).

While using this weapon, you gain several benefits:

  • You are proficient with this weapon, and can use it as a spellcasting focus for your artificer spells.
  • When you attack with your signature weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.
  • Choose one of the following cantrips: booming blade, green-flame blade, lightning lure, or sword burst You can cast the chosen spell using the weapon as the focus (These cantrips level with you) - you can only utilize this cantrip when you are holding your signature weapon.

Swordmage's Aegis

5th-level Sword Mage feature

You instill each of your artificer infusions with a protective tether, ensuring you are always where you need to be.

When an ally you can see within 30 feet of you that is wielding at least one of your infused items is hit with a melee attack, you can use your reaction to protect them. When you do so, the damage they take is reduced by an amount equal to half your artificer level (rounded up). As part of the same reaction, you may choose to teleport to an unoccupied space you can see within 5 feet of the attacker, and make one melee weapon attack against them.

Combat Mage

9th-level Sword Mage feature

You have mastered the ability to weave magic into your weapon; striking between spell casting seamlessly, propelling your weapon with arcane power.

When you cast a spell with your action, you can make one weapon attack as a bonus action. This attack deals an additional 1d8 force damage.

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

Once you reach 15th level in this class, any target hit with this attack takes an additional 2d8 force damage.

Spellsmith's Gambit

15th-level Sword Mage feature

The research you have conducted in the fields of magic has taught you powerful spellwork which you can bind into your weapon in times of extreme need.

In addition, choose one spell from the following list: cone of cold, chain lightning, disintegrate, fireball (as a 5th level spell), negative energy flood, or synaptic static. You may choose a different spell when you gain a level in this class - this spell can only be used on your signature weapon, and does not count against your number of known artificer spells.

As an action, you imbue your weapon with this spell, and then make a single attack with that weapon. If the attack misses, the spell has no effect. If the attack hits, the target takes weapon damage, is subject to the effects of the spell, and has disadvantage on their saving throw against it. If this spell affects an area, the area originates from the target of the weapon attack.

Once you use this ability, you cannot do so again until you finish a long rest.

Barbarian Features

You gain class features in the Player's Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a barbarian.

Unlike the features in the Player's Handbook, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use some, all, or none of them.

Tribal Charger

2nd-level barbarian feature


When you and your companions travel across open landscapes (farmland, desert, plains, tundra, etc), you and all members of your group travel at double your pace for 1 hour.

Once you utilize this feature, you cannot do so again until you finish a long rest.

Universal Menace

7th-level barbarian feature


Your anger transcends all spoken word.

While you are raging, any creature that can understand a language which can hear and see you can understand what you say when you make threats of violence or acts of prowess.

You add your rage bonus to any Charisma (Intimidation) and Charisma (Persuasion) checks you make while under the effects of rage.

At 15th level, a creature no longer needs to speak a language for you to benefit from this ability - but must still be able to see you.

Primal Might

9th-level barbarian feature


Your sheer strength defies explanation.

Upon gaining this feature, you learn one of the "Primal Actions" listed below.

While raging, when you take the Attack action on your turn, you can replace an attack with the chosen ability.

  • Primal Action Saving Throw: DC 8 + your proficiency bonus + your Strength modifier.

You learn an additional Primal Action at 13th level, and you may use a Primal Action in addition to your normal attacks when you take the attack action on your turn.

You learn one final Primal Action at 17th level.

Primal Bellow

You loose a terrible war bellow. Each enemy within a 30-foot radius must succeed on a Wisdom saving throw, or be forced to move 15 away from you out of shock and fear. If a target was concentrating on a spell or feature that requires concentration, if it fails the saving throw, it loses concentration.

Primal Charge

You charge forwards with furious abandon. You run up to half your movement speed in one direction - which does not provoke opportunity attacks. Each enemy within a line 5-feet-wide must succeed on a Dexterity saving throw, or take an amount of damage equal to 1d12 + your Rage bonus. The damage type is equal to the damage type of the weapon you currently wield.

Primal Hurl

You hurl a creature you are grappling up to 30 feet in a horizontal direction of your choosing. If the creature impacts a solid surface before traveling the full distance, it takes bludgeoning damage equal to 3d6 + your Rage Bonus and falls prone.

Primal Leap

You leap up to 30 feet in any direction - which does not count against your movement speed. When you land, each creature within 5 feet of you must make a Strength saving throw. If they fail, they take bludgeoning damage equal to double your Rage Bonus, or half as much on a success. Creatures larger than you are unaffected.

Primal Slam

You strike the ground in front of you, creating a shockwave in a 15-foot cone originating from you. Each creature within the area must make a Dexterity saving throw. On a failure, a creature takes bludgeoning damage equal to 1d6 + your Rage Bonus, and is knocked prone if it's no more than one size larger than you. Any objects or structures caught in the cone take double damage.

Primal Tank

You clench your body and bring the might of your rage to become a fortifying force. Your Armor Class is increased by your Rage Bonus until the start of your next turn.

Barbarian Paths

At 3rd level, a barbarian gains the Primal Path feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Gun Savage, Primal Dervish and Weave Rager.

Gun Savage

When those with the propensity for both firearms and honed anger enter combat, the sight of their onslaught is as terrifying as it is mesmerizing.

-- Pryxis

Although some barbarians are baffled by the technology of firearms, others see these new weapons as tools to enhance their abilities to a new level. Specialists with big two-handed guns, these barbarians are called gun savages, and for good reason. They charge through the battlefield with abandon, unleashing lead on all who stand in their way and sowing fear in their wake.

Gunsmith

3rd-level Gun Savage feature

You gain proficiency with firearms and Tinker’s Tools.

Gunner’s Rage

3rd-level Gun Savage feature

You can channel your anger to deadly effect when fighting with a two-handed firearm by entering a gunner’s rage. If you do so, for the duration of your rage you gain the following benefits:

  • When you attack with a two-handed firearm, you can use your Strength modifier instead of your Dexterity modifier for the attack roll.
  • Where your Barbarian features apply to melee weapon attacks, they now apply to ranged weapon attacks with two-handed firearms.
  • You can use the butt of your firearm to make a single melee weapon attack as a bonus action on each of your turns. A successful attack with the butt of a two-handed firearm deals 1d6 bludgeoning damage plus your Strength modifier.

Stalwart Defense

6th-level Gun Savage feature

You may use your reaction to turn a critical hit against you into a normal hit while raging. You may use this feature once, and regain expended uses after a short rest. At Level 10, you gain a second use of Stalwart Defense, and at Level 14 you gain a third use.

Startling Kill

10th-level Gun Savage feature

You are adept at using your firearm to instill fear in others. Whenever you reduce a creature to 0 hit points, you may attempt a Charisma (Intimidation) check with advantage as a free action.

Steelskinned

14th-level Gun Savage feature

Gun Savages are notoriously hard to take down. Starting at 14th level, you may use your reaction to add your Constitution modifier (minimum +1) as a bonus to AC for one round. You may use this ability twice, and regain all expended uses when you finish a long rest.

Domino Shot

14th-level Gun Savage feature

You may use your attack action to attempt a domino shot. You discharge your firearm, using only a single bullet, but you may make attack rolls against every creature in range in a 60 ft. line. Disadvantage from your weapon’s range categories do not apply to this ability, but the maximum range of your weapon still applies. Make attack rolls in order, from the nearest to the furthest target.

Should any attack roll miss, the progress of your domino shot is halted. You may use this ability twice. You regain expended uses of it when you finish a long rest.

Primal Dervish

A dance without flow, a song without music, the Dervish is an intense ritual as old as time.

-- Pryxis

The Primal Dervish is a sight to behold. It is a vicious and violent dance, that has existed for as long as there has been conflict. To tap into the Dervish is to lose yourself in the flow of the pattern. It is a cold rage, a subdued passion, a fury so primal it defies explanation. Suffice to say, those that find themselves within the Dervish are warriors of incredible swiftness and beauty, able to lash out at foes with a grace and speed that no other barbarian can possibly match.

Bonus Proficiencies

3rd-level Primal Dervish feature

You gain proficiency in either Acrobatics or Performance.

Dervish

3rd-level Primal Dervish feature

Your Rage becomes a dance of savage fury. You lose the typical benefits of the Rage feature and replace them with the following benefits:

  • You have advantage on all Dexterity checks and Dexterity saving throws
  • When you make a melee weapon attack using Dexterity while within 5 feet of your target you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • Your AC is increased by your proficiency bonus.

Additionally, your Reckless Attack feature applies to Dexterity based attacks while you are within 5 feet of your target, however you lose the AC bonus granted by your Dervish until the start of your next turn.

Savage Dance

6th-level Primal Dervish feature

You have learned to perform your dervish while wielding heavier weapons. When you make an attack with a weapon in one hand and nothing in the other hand you can use your Dexterity modifier instead of your Strength modifier.

Additionally, when you hit with a melee weapon attack while in your Dervish you can immediately make an additional attack against a different target within 5 feet - requiring no additional action.

Swirling Whirl

10th-level Primal Dervish feature

Starting at 10th level, your every movement becomes lithe and deliberate. You can take the Disengage or Dash action as a bonus action.

Additionally, while in your Dervish you gain a damage threshold equal to your Dexterity bonus.

Leaping Maniac

14th-level Primal Dervish feature

You charge into combat with a savage leap, impacting with your target. When you move at least 20 feet towards a target in a straight line you can make a single attack against that target as a bonus action. You add a +5 bonus to your leaping attack roll and the attack deals 1d10 bludgeoning damage plus your Rage Damage.

Additionally, while in your Dervish you score a critical hit on a 19 or 20.

Weave Rager

Some gain magic through the blood, others through study or pacts - but a few harness their anger into magical fury.

-- Pryxis

Weave Ragers are those that have magic within them. They have forged their fury into magical potential. They use that magic to fuel their battle rage. The devastation they deal is beyond incredible. An ensorcelled rage turns a warrior from engine of destruction to a terrifying force of nature.

Spellcasting

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

Charisma is your spellcasting ability for these spells. You can only learn spells and cantrips that deal damage and don't require a spell save DC - and these cantrips and spells can only be from the sorcerer spell list. When you gain a level in this class you can swap out the learned spell for another spell.

You do not require a spellcasting focus for your spellcasting.

  • Spell attack modifier = your proficiency bonus + your Charisma modifier
Weave Rager Spellcasting
Level Cantrips Spells Known 1st 2nd 3rd 4th
3rd 1 1 2
4th 1 2 3
7th 1 2 4 2
10th 2 2 4 3
13th 2 3 4 3 2
16th 2 3 4 3 3
19th 3 4 4 3 3 1

Spellrage

3rd-level Weave Rager feature

You learn to fuel your rage with your arcane power. When you enter a Rage you can spend a spell slot as a part of the same bonus action. If you do, you are wreathed in arcane energy and are now spellraging.

The effects of a spellrage are the same as a rage but your melee attacks also deal an additional 3 force damage per level of the spell slot spent for the duration of the spellrage. When your spellrage ends you gain a level of exhaustion.

Additionally, while spellraging, you can only cast cantrips.

Bombastic Discharge

6th-level Weave Rager feature

When within a spellrage, you may spend a bonus action to emit an energized pulse that extends out from you in a 10-foot radius sphere. All creatures caught in this radius takes 2d6 force damage plus your Spellrage and Rage damage.

When you use this feature, you cannot do so again until your finish a short or long rest.

Arcane Armor

10th-level Weave Rager feature

You fortify yourself with arcane energy without compromising your unarmored defense. When you finish a short or long rest you can spend a spell slot to increase your AC by an amount equal to the level of the slot spent for 8 hours.

If you have this effect active and enter a rage, you automatically gain the benefits of a Spellrage as though you had spent a spell slot of the level you spent to gain this effect and you lose the AC bonus.

Unbridled Power

14th-level Weave Rager feature

You can now cast spells while spellraging.

When you hit a target with an attack while Spellraging you can choose an additional target within 10 feet of you to take the bonus damage from the Spellrage plus your Rage Damage.

Additionally, your Bombastic Discharge damage increases to 4d6. You may now use it twice per short or long rest.

Bard Features

You gain class features in the Player's Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a bard.

Unlike the features in the Player's Handbook, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use one, both, or none of them.

Alternative Performer

1st-level bard feature


Some Bards use other instruments to weave their stories.

Choose one set of Artisan's Tools or a Gaming Set. You gain proficiency with your choice if you did not already have it, and can use it as a spellcasting focus for your bard spells.

Bardic Stories

2nd-level bard feature


As a bard, you have learned several stories which you use to inspire, despair or entertain those around you.

As a bonus action on your turn, you can expend one use of your Bardic Inspiration to begin weaving a story which lasts until the end of your next turn. On subsequent turns, you can use a free action to extend the duration of your story for an additional turn, up to 1 minute.

While you are weaving your story, your movement speed is reduced by half (rounded up) and you must maintain concentration as if you were concentrating on a spell or the story ends.

You know a number of stories equal to your Charisma Modifier (minimum 1). You may choose the stories you know from those listed below, and may replace a story you know with another when you gain a level in this class. Some stories require a level requirement to learn.

Adventurous Yarn

  You tell a tale of adventurous exploits and endeavors.

When you begin telling this story, you and all allies within 30 feet that can hear you gain a +2 bonus to Wisdom (Survival) checks, Wisdom (Perception) checks, Dexterity Saving throws against traps, and checks made to climb. These bonuses persist until you cease the adventurous yarn.

This bonus increases to +4 at 10th level.

Boring Tale

  You tell an exhausting, long-winded, and over-used tale.

When you begin telling this story, all enemies that can hear you within 30 feet must make a Wisdom saving throw versus your spell save DC. On a failure, the creature has a -10 penalty on Wisdom (Perception) checks it makes. This effect persists until you cease the boring tale.

At 10th level, creatures who fail the saving throw by 5 or more additionally have disadvantage on all attack rolls until you cease the boring tale.

Limelight Fable

  You tell an emboldening tale about overcoming challenges.

When you begin telling this story, you choose one willing creature other than yourself within 60 feet of you that can hear you. The target can immediately use its reaction to take an action. If the target has a feature that allows it to make multiple attack when it takes the Attack action on its turn, such as Extra Attack, it can benefit from that feature for this action as if it were that creature's turn.

A creature can only benefit from this tale once per short or long rest. You may choose a different creature every round until you cease the limelight fable.

The number of creatures you can target with this tale increases to two at 10th level.

Slayer's Saga

  You tell a rip-and-tear tale of a savage hunter of monsters.

When you begin telling this story, you choose a number of willing creatures within 30 feet of you that can hear you. The targets deal an additional 1d4 in weapon damage with each of their weapon attacks per strike. This effect persists until you cease the slayer's saga.

The damage increases to 2d4 at 10th level.

Confounding Allegory

Prerequisite: 7th level

You tell a paradoxical tale that starts only when it ends.

When you begin telling this story, all hostile creatures within 30 feet that can hear you must make a Wisdom saving throw. On a failure, the creature becomes confused. While confused, any time the creature makes an attack roll, skill check, or saving throw, they must roll a d10. On a 1 or 2, the roll immediately fails. This effect persists until you cease the confounding allegory.

The range on the die for failing the roll increases to 3 and 4 at 10th level.

Sagacious Parable

Prerequisite: 7th level

You tell a tale of a well-meaning intellectual.

When you begin telling this story, you choose a willing creature within 30 feet that can hear you. The target gain a +2 bonus to Wisdom and Intelligence saving throws and gains advantage on concentration checks. These bonuses persist until you cease the sagacious parable.

The number of creatures you can target with this tale increases to two at 10th level.

Rescue Hymn

Prerequisite: 7th level

You tell a tale of a daring rescue against all odds.

When you begin telling this story, you choose a willing creature within 30 feet that can hear you. The target is teleported into a safe, extradimensional demi-plane. While within this plane, the target regains hit points equal to one of your Bardic Inspiration dice at the start of your turn. The creature remains teleported and the healing effect persists until you cease the rescue hymn, and when it ends the creature is teleported back to where it was last standing. You may return the targeted creature as a bonus action.

The number of creatures you can target with this tale increases to two at 10th level.

Epic Chronicle

Prerequisite: 14th level

You tell a tale of a fellowship who has traveled far and wide.

When you begin telling this story, all friendly creatures within 60 feet that can hear you become immune to exhaustion caused by traveling and can travel at a fast pace and over difficult terrain without penalty. These benefits persist until you cease the epic chronicle.

This story can be maintained for up to 1 hour.

Legend of Glory

Prerequisite: 14th level

You tell a tale of powerful heroes who have found glory through the fire and flames of strife.

When you begin telling this story, you and all friendly creatures within 15 feet have their weapons imbued with arcane force, dealing an additional 3d6 force damage with their first weapon attack per round. These benefits persist until you cease the legend of glory.

After telling this tale, you take 1 level of exhaustion.

Bard Colleges

At 3rd level, a bard gains the Bardic College feature, which offers you the choice of a subclass. The following options are available to you when making that choice: College of Color, College of Dance and College of the Voice.

College of Color

Many bards pursue the more musical or vocal arts - but what of the magic of the tactile arts?

-- Pryxis

Where other bards channel their creativity through an instrument, their voice, or another means, some choose to express themselves with canvas and brush, color and brightness, imprinting their emotions upon any surface with marvelous skill. They attune to the beauty of the world and connect to every color they perceive, and with just a dash of pigment of the the right hue they are able to affect and shape reality.

Painter's Proficiencies

3rd-level College of Color feature

You gain proficiency with Painter's supplies. You can use these supplies as your spellcasting focus, and your proficiency bonus is doubled for any ability check you make that uses this tool proficiency.

Palette

3rd-level College of Color feature

You learn to temporarily attune to a specific set of colors and hues that hold powerful symbolic associations with magical and natural concepts. Select a number of the following colors equal to your Charisma modifier (minimum of one).

  • Black: You can cast darkness once without expending a spell slot or providing material components.
  • Red: As a bonus action, until the end of your next turn, you gain a number of temporary hitpoints equal to your Bard level.
  • Orange: You can cast flame blade once without expending a spell slot or providing material components.
  • Yellow: As a reaction, you can impose disadvantage on the next attack roll or ability check made by a creature that you can see within 30 feet of you.
  • Green: You can cast spike growth once without expending a spell slot or providing material components.
  • Blue: As a bonus action, you can end the frightened condition on yourself or one ally within 5 feet of you.
  • Violet: As a reaction before you cast it, you can change the damage type of a spell that deals acid, cold, fire, lighting, or poison damage to one of the other four damage types.
  • Brown: As a reaction to being hit by an attack, you can add your Charisma modifier to your AC until the start of your next turn, potentially making the attack fail.
  • White: You can cast moonbeam once without expending a spell slot or providing material components.

 

You can expend one use of bardic inspiration to gain the benefit associated with one of the colors you selected. You can change your selection after you complete a short or long rest.

Self Portrait

6th-level College of Color feature

You can cast alter self without expending a spell slot or providing material components. You can use this feature a number of times equal to your Charisma modifier (minimum of once), regaining expended uses after a short or long rest.

Additionally, your command of the colors of magic has evolved. You add the spell chromatic orb to your list of spells - this spell counts as a Bard spell to you.

Chromatic Explosion

14th-level College of Color feature

As an action you paint a cacophony of colorful shapes out of thin air, which then shine brightly as they transform into an evershifting cascade of color. All creatures of your choice within 60 feet that can see the chromatic explosion must make a Wisdom saving throw against your spell save DC.

On a failure, a creature takes 5d8 acid, cold, fire, lightning, poison, or thunder damage (your choice for each creature) and is stunned for the next minute. A creature may repeat the saving throw at the end of each of their turns, ending the stunned effect on a success. On a success, a creature takes half as much damage and is not stunned.

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

College of Dance

Anyone can dance, but very few can feel the weave underfoot as they do.

-- Pryxis

A rare few are ever able to learn the study of dance, but those who do find themselves immersed in an ancient mystical tradition of weaving magic through the art of bodily dance and performance to charm and mystify friend and foe alike.

Rhythm

3rd-level College of Dance feature

You gain proficiency in Performance. Additionally, you know the dancing lights cantrip.

Dancer

3rd-level College of Dance feature

You have mastered a number of special dances that can imbue your allies with vigor or charm your foes.

  • Dances. You learn three dances of your choice, which are detailed under "Dances". You can perform any dance you know as an action on your turn.

You learn two additional dances of your choice at 6th level, and two more at 14th level. Each time you learn new dances you may also replace one dance you know with a different one.

  • Rhythm. You have four Rhythm dice, which are d8s. You regain all of your expended rhythm dice when you finish a short or long rest.

You gain another rhythm die at 7th level and one more at 15th level.

  • Saving Throws. Some dances may call for a saving throw to resist their effects. Use your Bard spellcasting DC for these saving throws.

Power in Motion

6th-level College of Dance feature

When you use a Dance you can expend one bard spell slot to enhance your dance with magic. You roll an additional 1d8 for each spell slot expended in this manner - up to a maximum of 3d8. You add the result of these dice to the result of your Rhythm die.

Life of the Party

14th-level College of Dance feature

Whenever you use a dance, you and friendly creatures within 30 feet of you gain a number of temporary hit points equal to half your bard level (rounded down) and have advantage on saves against being charmed and frightened until the start of your next turn.

Dances
  • Battle Tango. You enter a chaotic and unpredictable dance that makes you difficult to predict. You expend a Rhythm die and roll it, adding the result to your Armor Class and dexterity saving throws until the start of your next turn. In addition you do not provoke attacks of opportunity for the duration.
  • Capoeira. You unleash a flurry of dance-like attacks on nearby creatures. Make an attack roll against each creature of your choice within 5 feet of you. Expend a Rhythm die and roll it, each creature you hit suffers an amount of magical bludgeoning damage equal to the result.
  • Captivating Salsa. Your perform a seductive dance woven with charming magic. Target a creature you can see within 60 feet - they must make a Wisdom saving throw or become charmed on a failed save. Expend a Rhythm die an add the result to the DC of the saving throw. You may use your bonus action on following turns to sustain the charm effect - as a concentration effect. The effect ends immediately is you lose consciousness or concentration or if you or an ally deal damage to the creature.
  • Cutpurse's Calypso. You dance about a creature or creatures, deftly disguising your thievery with dance. You make a Dexterity (sleight of hand) check to steal coins or objects from a creature within 5 feet. Expend a rhythm and roll it, adding it to the result of the check.
  • Dance of Curse. You weave an accursed dance that targets a creature you can see within 60 feet. When that creature makes an attack, you expend your rhythm die and roll it, subtracting the result from all the creature's attack rolls until the end of your next turn.
  • Endless Waltz. You enter a dance of long strides and tireless perseverance. You expend a rhythm die and gain an amount of extra movement equal to your speed, your jump distance and height is increased by your charisma modifier in feet, and you ignore difficult terrain when moving until the start of your next turn.
  • Exhilarating Sway. You revitalize an ally with your movements. Expend a rhythm die and roll it, each target friendly creature you can see within 30 feet regains hit points equal to the result of the die.
  • Flaming Flamenco. You twirl about while magical flames dance around you. Expend a rhythm die and roll it, until the start of your next turn whenever a creature moves or ends it turn within 5 feet of you it suffers an amount of fire damage equal to the result.
  • Moving Mamba. You sway a creature's heart with your footwork. You target a creature you can see within 60 feet. That creature may choose to make a Charisma saving throw, on a failed save they move 30 feet in a direction of your choosing. Expend a Rhythm die and roll it, add the result to the save DC.
  • Provoking Performance. You enter a taunting and distracting dance. Expend a rhythm die and choose a creature you can see within 30 feet. That creature has disadvantage on attack rolls against any creature other than you until the start of your next turn.
  • Trip Hop. You sweep your legs about as part of a strange dance. A target creature within 5 feet of you must make a Dexterity saving throw, being knocked prone on a failed save. Expend a rhythm die and roll it, adding the result to the save DC.
  • Vintage Violence. You perform a classical dance of blood and battle. A target friendly creature you can see within 30 feet immediately makes a melee weapon attack. Expend a rhythm die and roll it, the result is added to the damage roll of the creature's attack on a hit.

College of the Voice

Words carry weight. Theirs moreso than most.

-- Pryxis

Bards of the College of the Voice ridicule paltry singers and tellers of tawdry tales. To them, their voice is their instrument, and the ancient words they speak are their performance. Bards of the voice are regarded with reverence, for those with the power to join them speak their will into reality.

Shouts

3rd-level College of the Voice feature

The power of your voice adds new spells to your arsenal and alters your existing ones.

You learn one of the two spells listed per level on the shouts table when you reach the appropriate level in this class, and if they are not bard spells already they are considered bard spells for you. These spells are shouts, and do not require material or somatic components.

In addition to spell slots, you can expend a bardic inspiration die to attempt to cast a shout at its lowest level. Roll the die. If the result is equal to or exceeds the level of the spell, you cast it.

Spells marked with a * on the table are already on the bard spell list. When you cast a shout, it has a verbal component added if it does not already have one, and the sound of your voice booms like thunder. All creatures within 300 feet hear you when you cast a spell on the shout table in this way.

Bard Level Spells
1st animal friendship, faerie fire*
3rd dragon's breath, earthbind
5th call lightning, fear*
7th dominate beast, stoneskin
9th dominate person, hold monster*
11th soul cage, tenser's transformation
13th whirlwind, etherealness*
15th dominate monster*, control weather
17th meteor swarm, time stop

Tongue of the Ancients

3rd-level College of the Voice feature

You choose the language that forms your shouts. You learn one of the following languages: Abyssal, Celestial, Draconic, Deep Speech, Infernal or Primordial. When you use a shout, you speak the verbal component in this language.

You also know the comprehend languages spell and can cast it at will, without expending a spell slot.

Thundering Yell

6th-level College of the Voice feature

You can project your voice as a lethal weapon.

As an action, you expend a 1st-level spell slot and force each creature in a 30-foot cone to make a Constitution saving throw against your Bard spell save DC. On a failed save, a target takes 2d8 force damage, is pushed a number of feet equal to 5 times your Charisma modifier (a minimum of 5 feet), and is knocked prone. On a success, a creature takes half damage and is not moved or knocked prone. For every spell slot higher than 1st, the damage increases by 1d8.

Legend Rend

14th-level College of the Voice feature

You learn words of power that force the mightiest creatures to comprehend their own mortality.

You can use an action to scream the force of mortality into one creature within 100 feet of you that can hear you. That creature must make a Wisdom saving throw against your bard spell save DC. On a failed save, the target temporarily loses any resistances to damage, their damage immunities are treated as resistances, and they lose immunities to conditions.

This effect ends after 1 minute. The affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature cannot use a Legendary Resistance, if it has any, to succeed on saving throws against this feature.

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

Blood Hunter Origins

"There are things you need not know of, though you live and die."

Mollymauk Tealeaf, Order of the Ghostslayer


In worlds filled with monstrosities, Blood Hunters sacrifice part of themselves to become a monstrosity to fight that creeping darkness the world contains.

Where Paladins uphold an oath, Blood Hunters uphold no code that would prevent them from snuffing out the horrors that would consume the world. Unlike wizards or sages, heeding caution, Blood Hunters delve readily into the macabre and reckless magic of hemocraft. Blood Hunters vigilantly fashion sword and sorcery into tools against the insidious foes that crawl the shadows of the earth.

Blood Hunters are shaped by their drive to become a Blood Hunter and the Order they choose. The Orders may appear differently on many worlds, in some they may be many disparate factions, in others they be more unified, and even then they may be even rarer in some. Often times, a Blood Hunter may have a strange relationship with their Order and those in it.

The sections that follow provide ways to give depth and flesh out a Blood Hunter character that could generate some engaging story and roleplaying opportunities.

Order

Most Blood Hunters are a part of an Order that has devoted itself to the task of dealing with certain kinds of monstrosities in the world. Often times, these Orders will train their followers to undergo a trail called a "Hunter's Bane" that irrevocably changes the participant — the final step to becoming a true Blood Hunter.

Some Orders station their halls in the wastes and wilderness of the world to be more attuned to the conditions and creatures they face, others might have arisen in large cities as a necessary service to abate the troubles of its denizens. What is noteworthy about the Order you were trained at?

d6 Order
1 You trained in a Order that guarded a prison filled with strange, nameless creatures from countless millenia.
2 The Order you were inducted into was built atop ancient locus of natural power in an extreme climate.
3 Each initiate and acolyte of your Order was magically branded with its sigil and it can never be removed.
4 Your Order was the honor guard of a great city, its renown is legendary despite its grisly work.
5 In the depths of the ocean, your Order trained to fight horrors unimagined and inconceivable to most.
6 The clothing and trappings of your Order are sacred, they are the last and only pieces of clothing you need.

Hunter's Bane

Each Order of Blood Hunters has an ancient, closely guarded secret ritual that alters whoever undertakes it. It warps the blood and scars the mind, binding its entrant to the darkness, honing their senses, and allowing them to use hemocraft magic. Not all the entrants of the Hunter's Bane survive and many do perish at its perils and pain.

How did your Hunter's Bane leave you? Were you scarred for life? How did it makes you feel about your Order and those in it? Here's some options that you could use.

d6 Hunter's Bane
1 The trial left my body and mind scarred beyond repair, it was miracle I survived. I never forgave my Order.
2 I have nightmares when I sleep, sometimes it reminds me why I fight — at other times, it is the reason I cry.
3 Whenever I fight, my muscles and mind remember the trials and I am empowered by my painful tribulations.
4 My eyes were changed permanently by the ritual.
5 After the ritual, I felt ecstatic until I realized my fellow trainees were not beside me. I wonder why I survived.
6 My body was mutated beyond recognition; my extremities and senses adapted to be monstrous.

Fear

In each Blood Hunter there is a fear. That fear guides them, protects them, and shapes their world. It is why Blood Hunter Orders exist, it is the fearful choosing to be brave in the face of horror.

It could be the fear of becoming a monster. The fear of abandoning their work and letting innocents suffer. The fear of losing their loved ones. Perhaps they fear their own Order? What will be your fear? When rolling or choosing a fear, think why this influenced them to become a Blood Hunter and whether or not it still haunts them.

d6 Fear
1 I fear my old age, when my bones begin to slow and my reactions are no longer enough to fight the dark.
2 The brave foolhardiness, hubris, and recklessness with hemocraft magic will be my downfall.
3 When I look at the state of my Order, the decay is apparent. I fear I might have fought for a dying cause.
4 Ignorant people who misunderstand my Order and see me as a monster frighten me more than monsters.
5 I fear I've become lazy, the temptations of flesh distract me far too often for my own good.
6 The wealthy wish to use my Order for political gain and we aren't able to fight against the darkness.

Blood Hunter Features

You gain class features in the The Blood Hunter Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a blood hunter.

Unlike the features in the The Blood Hunter Handbook, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use some, all, or none of them.

Bleeding Blade

2nd-level blood hunter feature


You can summon forth a weapon made from your blood.

As part of the bonus action to activate your Crimson Rite, you create a melee weapon of your choice in your empty hand imbued with the Crimson Rite you chose instead of imbuing the rite onto a weapon. You lose a number of hit points equal to one roll of your hemocraft die in addition to the hit points lost for activating your Crimson Rite.

The weapon has the finesse property and deals bludgeoning, piercing or slashing damage (your choice) equal to one of your hemocraft die.

The weapon counts as magical for the purposes of overcoming resistance and immunity to nonmagical weapons, and conditions that end your Crimson Rite also dismisses this weapon.

Hunter's Versatility

4th-level blood hunter feature


Whenever you reach a level in this class that grants an Ability Score Improvement, you can do one of the following:

  • Replace a crimson rite with another one from the same category as the one you are replacing. You cannot replace a rite granted by your order.
  • Replace a fighting style you know with a fighting style available to blood hunters.

Far-Reaching Curse

9th level blood hunter feature


Starting at 9th level, when you amplify a blood curse, its range is doubled.

Blood Curses

The following blood curse options are added for the Blood Maledict feature:

Blood Curse of Lethargy

Prerequisite: 15th-level

As a bonus action, you cause a creature you can see within 30 feet of you to become inexplicably tired. The creature must succeed a Constitution saving throw or have their speed halved and be forced to choose between using an action or bonus action, not both, on their next turn.

Amplify. This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make another Constitution saving throw. On a success, this curse ends.

Blood Curse of the Maladroit

  When a creature you can see within 30 feet of you attempts to use an item or make an attack roll, you can use your reaction to make them mishandle their equipment. A creature using a natural weapon cannot be the target of this curse. The target must succeed on a Dexterity saving throw or suddenly drop their item or weapon, using their action without activating the item or using one of their attacks without dealing damage. They are unable to pick up the item or weapon until the end of their turn.

Amplify. The target also falls prone and cannot get up until the end of their turn. A creature that uses natural weapons can be targetted if this curse is amplified and fall prone if they fail their Dexterity saving throw.

Blood Curse of the Reckless

  As a bonus action, you make a creature you can see within 30 feet of you to become frenzied, unable to protect themselves. The target must succeed on a Wisdom saving throw or be unable to take the Disengage or Dodge action and have its AC reduced by 2 until the end of your next turn.

Amplify. The cursed creature's AC is further reduced by one roll of your hemocraft die.

Blood Curse of Self-Loathing

  As a bonus action, you curse a creature to attack itself. The creature must make a melee weapon attack against itself. If the attack hits, they take extra psychic damage equal to one roll of your hemocraft die.

Amplify. The cursed creature has advantage on the attack roll against itself.

Blood Curse of Shared Pain

  When a creature you can see within 30 feet of you takes damage, you can use your reaction to link their pain to another. Choose a different creature you can see within 30 feet of you. The target of the curse receives half the damage of the same damage type received by the attacked creature.

Amplify. This curse instead deals damage equal to the damage received by the attacked creature, and it counts immunity as resistance.

Bloodhunter Orders

At 3rd level, a bloodhunter gains the Bloodhunter Order feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Order of the Exorcist, Order of the Scale and Order of the Inquisition.

Order of the Exorcist

When the material plane lies threatened by outside forces and where clerics fear to tread, these brave few stand ever vigilant.

-- Pryxis

The Order of the Exorcist is primarily concerned in ending the influence of extra-planar creatures. These blood hunters study the appropriate wards and apotropaic to release the bonds of those who have are under such a creature's possession or sway. They then work to send the malfeasants back to their home worlds or to destroy them fully.

Planar Hunter

3rd-level Order of the Exorcist feature

The benefits of your hunter's bane feature extend to aberrations and celestials alongside the other creatures it affects.

Exorcist

3rd-level Order of the Exorcist feature

You learn how to exorcise malicious influences from a creature. As an action, you can touch a creature, casting the protection from evil and good spell on the target.

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

Once you reach 11th level, you can expend three uses of this feature to instead cast dispel evil and good.

Forbidding Ward

7th-level Order of the Exorcist feature

You have learned to invoke a powerful ward that prevents dark entities from assaulting you.

As an action on your turn, you can invoke the effects of the magic circle spell centered on you, affecting one type of creature that the spell could normally affect. The circle lasts for 10 minutes, until you lose concentration, move, or take any actions.

Once you have used this feature, you must complete a long rest before you may do so again.

Exact Revenge

11th-level Order of the Exorcist feature

You can strike back against aggressors. When a creature within 15 feet of you targets a creature other than you with a harmful ability or magical effect, you may use your reaction to move up to 15 feet and make a single weapon attack against that creature.

Superior Exorcism

15th-level Order of the Exorcist feature

Your skills in exorcism have increased. You gain the following alterations to your Exorcist feature:

  • You can expend one use of exorcist as an action whilst touching a creature to end any effect causing the charmed or frightened condition affecting that creature.
  • You can expend two uses of exorcist as an action whilst touching a creature to cast remove curse on the target.

Additionally, you may target an object instead of a creature when you use your exorcism.

Bane of Evil and Good

18th-level Order of the Exorcist feature

Your crimson rite burns through the defenses of even the greatest monsters. Your crimson rite ignores resistance and immunity to its damage type dealt to creatures under your Planar Hunter ability.

Additionally, you are permanently under the effects of the protection from evil and good spell.

Order of the Scale

After the draconic imperirum ruled over us for several thousand years, many still retain the ancient rage.

-- Pryxis

Even when the draconic imperium fell over 2 millennia ago, mortalkind upon Pryxis still retain the memories of such slavery. A practice rose amongst those who slew their oppressors: the ritual of consuming the dragon's blood with Hunter's Bane. This ritual instilled within those willing with powers to combat their would-be rulers; fighting fire with fire.

Dragon Hunter

3rd-level Order of the Scale feature

The Dragons Blood has overtaken your senses. The benefits of your Hunter's Bane feature extend to dragons and dragon-like creatures.

Additionally, you gain advantage on Wisdom (Perception) checks to see, hear, or smell dragons within 100 feet of you.

Draconic Rite

3rd-level Order of the Scale feature

Your Hunter's Bane has included the blood of a specific color of a chromatic or metallic dragon. You gain access to a special primal rite called the Draconic Rite.

The damage dealt by the rite is associated with that color of dragon, as shown in the table below.

In addition, you gain several benefits as the draconic blood alters your body:

  • Damage Resistance. You gain resistance to the damage type of the dragon chosen.
  • Elemental Affinity. While using the Rite associated with your Dragon, roll the damage die twice and take the higher of the two results.
Dragon Color Damage Type Primal Rite
Black Acid Rite of the Swamp
Blue Lightning Rite of the Storm
Brass Fire Rite of the Flame
Bronze Lightning Rite of the Storm
Copper Acid Rite of the Swamp
Gold Fire Rite of the Flame
Green Poison Rite of the Plague
Red Fire Rite of the Flame
Silver Cold Rite of the Frozen
White Cold Rite of the Frozen

Some of the Primal Rites are unique to the Order of the Scale. The Rites of Swamp and Plague are detailed below:

Rite of the Swamp. Your rite damage is acid.

Rite of the Plague. Your rite damage is poison.

Mingled Blood

7th-level Order of the Scale feature

The draconic blood begins to mutate your physical form. You gain two from the following mutations of your choice.

Claws. You get +2 to damage rolls with unarmed strikes. In addition, you gain proficiency with grapple checks, allowing you to add your proficiency bonus when attempting to grapple a creature.

Ferocious Roar. As an action you may let loose a roar, targeting one creature you can see within 30 feet of you. You roll an Intimidation check contested by the target’s Wisdom saving throw. You have advantage on your Intimidation check. If the target fails their saving throw, they are frightened of you until the end of your next turn.

Heightened Senses. You get a 30 foot bonus to your darkvision and you have blindsight out to 15 feet.

Natural Weapons. On your turn, you may make one unarmed strike as a bonus action using a tail or sharp teeth per turn. This attack deals damage equal to your rite damage plus your strength or dexterity modifier (your choice).

Predatory Instinct. You may cast the hunter’s mark spell once per long rest.

Scaly Skin. You now have small scales dotting your body and gain a +2 to your armor class

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

Draconic Esoterica

11th-level Order of the Scale feature

Your study of the anatomy and biology of dragons has yielded an alchemical miracle: the blood of a gem dragon.

Your Draconic Rite evolves. Choose one gem dragon from the following table. When you use a bonus action to apply your Primal Rite of your chosen dragon, you may also apply an additional Esoteric rite from the gem dragon at the same time.

Your Esoteric Rite is subject to your Draconic Rite elemental affinity - but you only gain resistance to the chosen gem dragon's damage type for 1 minute after the Rite is applied.

Dragon Color Damage Type Esoteric Rite
Amethyst Force Rite of the Arcane
Crystal Radiant Rite of the Light
Emerald Psychic Rite of the Oracle
Sapphire Thunder Rite of the Roar
Topaz Necrotic Rite of the Dead

Some of the Esoteric Rites are unique to the Order of the Scale. The Rites of the Arcane and Light are detailed below:

Rite of the Arcane. Your rite damage is force.

Rite of the Light. Your rite damage is radiant.

Wing Clipper

15th-level Order of the Scale feature

You can force a creature to remain grounded with you.

As an action on your turn, you can invoke the effects of an earthbind spell upon a target within 100 feet of you that you can see. The target makes their Strength saving throw against the spell with disadvantage.

You can only maintain this earthbind ability for a number of rounds equal to your Intelligence modifier (minimum one), and you do not need to maintain concentration upon it.

Once you have used this feature, you must complete a short or long rest before you may do so again.

Dragonbane

18th-level Order of the Scale feature

You have become a superior hunter of dragonkind.

As a bonus action, you may mantle yourself with the intense hatred of dragons. Your Draconic Rite (Primal and Esoteric) both activate simultaneously without expending a crimson rite, and you gain resistance to all bludgeoning, piercing, and slashing damage for 1 minute.

In addition, while you are mantled you deal double damage with your attacks to all dragon type creatures.

Once you have used this feature, you must complete a long rest before you may do so again.

Order of the Inquisition

How's the saying go? "Silver for monsters, steel for humans"? Well, in this case, both are one in the same.

-- Pryxis

Most Orders of Blood Hunters specialize in hunting down different monsters; threats to humanity. However, the Order of the Inquisition understands that mankind is the truly greatest monster. The biggest threats to an orderly and peaceful society come from within, and these threats must be cut out of the flesh of mortalkind like the cancer they are.

Man-Hunter

3rd-level Order of the Inquisition feature

The benefits of your hunter's bane feature extend to all humanoids alongside the other creatures it affects.

Awakened Blood

3rd-level Order of the Inquisition feature

You learn to channel pain into heightened or even ethereal senses, to assist your search for heresy in its many forms.

As an action, you can cast the following spells by suffering damage equal to a roll of your crimson rite damage die: Detect Evil and Good, Detect Magic, or Detect Poison and Disease.

Once you reach 7th level, this feature may additionally be used to cast Detect Thoughts, Hold Person, See Invisibility, and Zone of Truth.

Traitors Abound

7th-level Order of the Inquisition feature

The paranoia instilled by your order has proven useful, leaving you ready to act at the first sign of danger. You have advantage on initiative rolls, and you gain proficiency in Dexterity saving throws.

Fury of the Righteous

11th-level Order of the Inquisition feature

The weight of all you have seen and done can be channeled into pure fury.

As a reaction to you or an ally you can see falling below half their maximum hit points, you can enter into an enhanced state for 1 minute. During this time, your speed is increased by 10 feet, you gain resistance to non-magical bludgeoning, piercing, and slashing damage, and all damage from your crimson rite is doubled.

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

Disrupting Blows

15th-level Order of the Inquisition feature

You have learned the specific locations to strike and best disrupt a spellcasters focus.

When you damage a creature that is concentrating on a spell, that creature takes additional psychic damage equal to your Intelligence modifier (minimum one), and it has disadvantage on the saving throw it makes to maintain its concentration.

Purge the Heretics

18th-level Order of the Inquisition feature

Your fury reaches a near-divine state. When you activate your Fury of the Righteous feature, all creatures of your choice within 10 feet of you that can see you must a Wisdom saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or become frightened of you for the duration of your Fury.

In addition, at the start of each of your turns while your Fury is active, each creature of your choice within 10 feet of you takes damage equal to a roll of your crimson rite damage die. This damage is of the type of your currently active Crimson Rite. If you do not have an active Rite, this damage type is instead magical bludgeoning, piercing, or slashing damage (your choice at the start of each of your turns).

Cleric Features

You gain class features in the Player's Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a cleric.

Unlike the features in the Player's Handbook, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use one, both, or none of them.

Pious Defense

1st-level cleric feature, which replaces any proficiency in armor and shields


Your devout faith has protected you from harm.

While you are not wearing any armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.

Gnosis

3rd-level cleric feature


Your studies of holy practices allow you to take a part in the acts of your faith.

You always have the ceremony spell prepared, and it does not count against the number of cleric spells you prepare each day. You may cast the ceremony spell without utilizing a spell slot, and requiring no material components.

Once you cast this spell utilizing this feature, you cannot do so again until you finish a long rest - or utilize your own spell slots to do so.

Clerical Ceremonies

As the bearer of your domain, the preacher of your faith, and the voice of your deific force - you hold much more sway over the effects of a ceremony of your religion.

The following rites are options that ONLY clerics can perform while casting the ceremony spell:

  • Communion: You touch one humanoid, during the next 24 hours, the first time the target must make a death saving throw it does so with advantage. A creature can benefit from this rite only once per year.
  • Consecration. You bless a bowl or vessel worth at least 100 gp that is fixed upon a solid base that cannot easily be moved, causing it to become a consecrated holy symbol belonging to your patron deity. The font must be re-consecrated if it becomes corrupted in any way, and must be re-consecrated once per year. A consecrated font eliminates the material component when performing the "Bless Water" ceremony within reach of it.
  • Investiture. You touch one willing humanoid or an item on a willing humanoid. Choose one 1st-level spell you have prepared and expend a spell slot and any material components as if you were casting that spell. The spell has no immediate effect. Instead, the target is imbued with this spell, which may be cast once without having to expend a spell slot or use material components. If the spell is not cast within 24 hours, the invested spell is lost.

Cleric Domains

At 1st level, a cleric gains the Divine Domain feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Blood Domain, Dragon Domain and Technology Domain.

Blood Domain

Even when magic falters and the sword falls, blood still remains godly in its nature.

-- Pryxis

The flow of life and the material that keeps it alive - and the center of ancient, primal magic. The Blood domain centers around the understanding of the natural life force within one’s own physical body. The power of blood is the power of sacrifice, the balance of life and death, and the spirit’s anchor within the mortal shell. Clerics of blood seek to tap into the connection between body and soul through divine means, exploit the hidden reserves of will within one’s own vitality, and even manipulate or corrupt the body of others through these secret rites of crimson.

Blood Domain Spells
Cleric Level Spells
1st sleep, ray of sickness
3rd ray of enfeeblement, crown of madness
5th haste, slow
7th blight, stoneskin
9th dominate person, hold monster

Bonus Proficiency

1st-level Blood Domain feature

You gain proficiency with martial weapons.

Bloodletting Focus

1st-level Blood Domain feature

Your divine magics draw the blood from inflicted wounds, worsening the agony of your nearby foes. When you use a spell of 1st level or higher to inflict damage to any creatures that have blood, those creatures suffer additional necrotic damage equal to 2 + the spell’s level.

Channel Divinity: Blood Puppet

2nd-level Blood Domain feature

You can use your Channel Divinity to briefly control a creature’s actions against their will.

As an action, you target a Large or smaller creature that has blood within 60 feet of you. That creature must succeed on a Constitution saving throw against your spell save DC or immediately move up to half of their movement in any direction of your choice and make a single weapon attack against a creature of your choice within range. Dead or unconscious creatures automatically fail their saving throw. At 8th level, you can target a Huge or smaller creature.

Channel Divinity: Crimson Bond

6th-level Blood Domain feature

You can use your Channel Divinity to focus on a sample of blood from a creature that is at least 2 ounces, and that has been spilt no longer than a week ago.

As an action, you can focus on the blood of the creature to form a bond and gain information about their current circumstances. You know their approximate distance and direction from you, as well as their general state of health, as long as they are within 10 miles of you. You can maintain this effect as though you were concentrating on a spell for up to 1 hour.

During your bond, you can spend an action to attempt to connect with the bonded creature’s senses. The target makes a Constitution saving throw against your spell save DC. If they succeed, the connection is resisted, ending the bond. You suffer 2d6 necrotic damage. Upon a failed saving throw, you can choose to either see through the eyes of or hear through their ears of the target for a number of rounds equal to your Wisdom modifier (minimum of 1). During this time, you are blind or deaf (respectively) with regard to your own senses.

Once this connection ends, the Crimson Bond is lost.

Sanguine Recall

8th-level Blood Domain feature

You can sacrifice a portion of your own vitality to recover expended spell slots.

As an action, you recover spell slots that have a combined level equal to or less than half of your cleric level (rounded up), and none of the slots can be 6th level or higher. You immediately suffer 1d6 necrotic damage per spell slot level recovered. You can’t use this feature again until you finish a long rest.

For example, if you are an 8th-level cleric, you can recover up to four levels of spell slots. You can recover a single 4th-level spell slot, two 2nd-level spell slots, a 3rd-level spell slot and a 1st level spell slot, or four 1st-level spell slots. You then suffer 4d6 damage.

Vascular Corruption Aura

17th-level Blood Domain feature

You learn to call upon the inherent magic in the blood of others to inflict harm.

As an action, you can emit a powerful aura that extends 30 feet out from you. This aura pulses necrotic energy through the veins of nearby foes, causing them to burst and bleed.

For 1 minute, any enemy creatures with blood that begin their turn within the aura or enter it for the first time on their turn immediately suffer 2d6 necrotic damage. Any enemy creature with blood that would regain hit points while within the aura only regains half of the intended number of hit points (rounded up).

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

Dragon Domain

Although the dragons enslaved us, it is hard to deny their innate divine status.

-- Pryxis

Dragons are some of the most powerful creatures of the material plane. Such power comes hand in hand with a destructive graciousness. No matter if the dragon is metallic, chromatic or gem, they always are Majestic in nature. And even they, as powerful as they are, believe in greater powers. The Draconic Pantheon is huge and even dragons’ minions, servants or acolytes abide to their powers. The ones who favor those deities can be granted extreme power.

Dragon Domain Spells
Cleric Level Spells
1st absorb elements, charm person
3rd fear, suggestion
5th fly, protection from energy
7th polymorph, Leomund’s secret chest
9th circle of power, dominate person

Draconic Resolve

1st-level Dragon Domain feature

You must choose if you favor metallic, chromatic, or gem dragons.

If you favor metallic dragons, you gain proficiency in Diplomacy. If you favor chromatic dragons, you gain proficiency in Intimidation. If you favor gem dragons, you gain proficiency in Persuasion.

Your Proficiency Bonus is doubled with any ability check you make with any of these skills.

In addition. you have advantage on saving throws against being frightened.

Bonus Proficiency

1st-level Dragon Domain feature

You gain proficiency with heavy armor and in the Arcana skill. You also become proficient with the Draconic language, if you are not proficient already.

Channel Divinity: Dragon Breath

2nd-level Dragon Domain feature

You can use your Channel Divinity to call upon draconic entities to aid you in times of need. As an action, you choose the exact type of breath weapon associated with any dragon you favor since the 1st level.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by the following table, The DC for this saving throw equals 8 + your Wisdom modifier + your Proficiency Bonus. Any creature that fails the saving throw takes damage equal to 2d10 + your cleric level.

Dragon Damage Type Breath Weapon
Amethyst Force 15 ft. cone (Str. Save)
Black Acid 5 by 30 ft. line (Dex. Save)
Blue Lightning 5 by 30 ft. line (Dex. Save)
Brass Fire 5 by 30 ft. line (Dex. Save)
Bronze Lightning 5 by 30 ft. line (Dex. Save)
Copper Acid 5 by 30 ft. line (Dex. Save)
Crystal Radiant 15 ft. cone (Con. Save)
Emerald Psychic 15 ft. cone (Int. Save)
Gold Fire 15 ft. cone (Dex. Save)
Green Poison 15 ft. cone (Con. Save)
Red Fire 15 ft. cone (Dex. Save)
Sapphire Thunder 15 ft. cone (Con. Save)
Silver Cold 15 ft. cone (Con. Save)
Topaz Necrotic 15 ft. cone (Con. Save)
White Cold 15 ft. cone (Dex. Save)

Dampen Elements

6th-level Dragon Domain feature

When you or a creature within 30 feet of you takes acid, cold, fire, lightning, or poison damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

Divine Strike

8th-level Dragon Domain feature

You gain the ability to infuse your weapon strikes with divine energy. Once. on each of your turns when you hit a creature with a weapon attack. you can cause the attack ¢o deal an extra 1d8 acid, cold, fire, lightning or poison (roll a d6 to randomly decide which type of damage - on a 6, you choose) to the target. When you reach 14th level, the extra damage increases to 2d8.

Draconic Apotheosis

17th-level Dragon Domain feature

Your draconic devotion supernaturally turns you into a half-dragon. Choose one dragon among the ones from the kind you favor. You gain immunity to the damage type associated with its breath weapon. This effect makes your skin become coated with small translucent scales that resemble the chosen dragon.

In addition, you sprout powerful scaly leathery wings that match the color of your favored dragon. You gain a flying speed the same as your walking speed. These draconic wings are so strong that you can fly even while wearing heavy armor.

Technology Domain

That which drives us to greater heights can - and is - worshiped.

-- Pryxis

Science and progress are the driving force of many empires, peoples, and ideologies, and it is little wonder that many gods find the advancement of technology a suitable element for their portfolio. Gods of creation all champion crafts people and technology, encouraging mortals to utilize both magic and material science to improve their lives and prospects. Clerics of these gods are often craftspeople themselves, always tinkering and creating contraptions to perform various tasks, from improbable to impossible.

Technology Domain Spells
Cleric Level Spells
1st alarm, shield
3rd arcane lock, find traps
5th lightning arrow, lightning bolt
7th dimension door, fabricate
9th teleportation circle, wall of force

Minor Science

1st-level Technology Domain feature

You gain proficiency in hand crossbows, light crossbows, and heavy crossbows, as well as one set of artisan's tools. Alternatively, you may gain proficiency in firearms instead of crossbows.

You learn the mending and shocking grasp cantrips if you don't already know them.

Additionally, you can speak telepathically with all constructs and can glean basic information from inanimate machinery regarding anything they may have witnessed.

Clockwork Assistant

1st-level Technology Domain feature

You may spend 1 hour and 10 gold pieces worth of parts building a Clockwork Assistant, a tiny mechanical creature loyal to you whose game statistics may be found on this page. This assistant acts independently of you, but it always obeys your commands. In combat, it acts on your turn, taking its actions and movement alongside your own. The assistant can't attack, but it can take other actions as normal. When your assistant drops to 0 hit points, it breaks into a pile of parts, from which you can construct another clockwork assistant with an hour of effort.

When you cast a spell with a range of touch, your assistant can deliver the spell as if it had cast the spell. Your assistant must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your spell attack modifier for the roll.



Clockwork Assistant

Tiny construct, neutral


  • Armor Class 12
  • Hit Points 6 (2d4+1)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
10(+0) 10(+0) 12(+1) 14(+2) 9(-1) 7(-2)

  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses blindsight 30 ft. passive perception 11
  • Languages common
  • Challenge 0 (10 xp)

Heavy Lifting. The clockwork assistant can carry 150 pounds of equipment, and can push, pull, drag or lift 200 pounds of weight, even if these values would be greater than the usual amounts provided by the assistant’s size and Strength score.

 

Your assistant counts as a familiar for the purposes of the spell find familiar, and you may never have more than one clockwork assistant active at any one time.

If your Clockwork Assistant becomes damaged, you may utilize the mending cantrip on your clockwork assistant to restore it to its full hit points.

Channel Divinity: Divine Toolbox

2nd-level Technology Domain feature

You can reach into your pocket, pack, or satchel and use your Channel Divinity and an object interaction to retrieve one of the items presented on the Divine Toolbox table.

The item materializes by the will of your god, and lasts until you take a short or long rest. You may freely share this item with whomever you please, but any attempts to sell this item or exchange it for favors or currency with cause your god to immediately revoke the item, dissipating it from existence.

At 6th level, if you have access to and proficiency in the proper tools, you may make any of these items in an hour-long ritual that consumes the item's gold cost worth of materials. Used in this way, this ability does not consume a use of Channel Divinity, the item may be sold, and the item's duration is permanent.

Divine Toolbox
Artisan's tools (one complete set)
Abacus
Ball Bearings (bag of 1,000)
Bottle, small glass
Caltrops (bag of 20)
Chain, 10 feet
Chalk - or Charcoal (1 piece)
Crossbow bolts (bundle of 20) - Can be replaced with firearm ammunition of same amount
Crowbar
Hammer
Hourglass
Hunting Trap
Lantern (any variety)
Lock, with matching key
Magnifying glass
Manacles
Mirror, steel
Oil, small jar filled with 1 pint
Paper, five sheets
Portable ram
Rope, 50 feet of hempen
Scale, Merchant's
Signal Whistle
Spikes, iron (10)
Spyglass

Channel Divinity: Transform

6th-level Technology Domain feature

When a clockwork assistant you control is within 100 feet of you, you can use your Channel Divinity to imbue it with the divine power of technology as an action, transforming it into a more useful form. Your assistant grows to Small size, gains 14 maximum and current hit points, doubles it's heavy lifting capacity, and receives two of the following properties of your choice:

 

Armored. Heavy armored plating is bolted onto the outside of your assistant, increasing its AC to 16.

Combat-Ready. You transform your assistant to augment it for combat. Your assistant gains a melee weapon attack, which makes attack rolls with with your Wisdom modifier and proficiency bonus, rather than its own statistics. This attack deals 1d6 plus your Wisdom modifier in bludgeoning, piercing, or slashing damage (choose when you pick this property). Your assistant still may not use their action to attack, but you may expend a bonus action on your turn to have it attack on your turn.

Large. Your clockwork assistant grows even more massive than usual, and is considered Large size. The assistant gains a Constitution score of 14, and has 10 additional maximum and current hit points. If the assistant has an attack, it does an additional 1d6 damage. It also doubles it's Heavy lifting capacity.

Mount. Your assistant becomes more swift and streamlined, perhaps with a saddle or open cockpit, and may be ridden if it is at least one size category larger than its rider. The assistant's land movement speed becomes 60 feet, and it gains a Strength score of 14.

Rockets. Rockets deploy from your clockwork assistant, giving it a flying speed equal to double its land movement speed.

Shield. A reflective shield engulfs your assistant. It gains 20 temporary hit points, and has advantage on Dexterity saving throws for as long as it has temporary hit points from this feature. If your assistant also has the Mount property and you are riding it, you may cause any damage that you yourself would take to first be subtracted from this total, before taking damage yourself from any remainder.


This transformation lasts for one hour, after which your clockwork assistant assumes its usual form.

At 11th level, you may choose three properties off this list when transforming your assistant. At 17th level, you may choose four properties.

Divine Strike

8th-level Technology Domain feature

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 lightning damage to the target. When you reach 14th level, the extra damage increases to 2d8

Simulacra

17th-level Technology Domain feature

You learn the spells Simulacrum and Clone, which are always prepared and count as domain spells for you. Creatures created by simulacrum are constructs made of metallic parts rather than illusions crafted of ice and snow.

Additionally, you may have up to two clockwork assistants active at once, though you still may only have one transformed at any one time.

Druid Features

You gain class features in the The Player's Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a druid.

Unlike the features in the The Player's Handbook, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use some, all, or none of them.

Semi-Shape

3rd-level druid feature


You may expend a 2nd-level spell slot to utilize the Wildshape feature; however, instead of completely shifting you shift a part of your body into the chosen creature's equivalent body part.

You choose an Action or Passive feature of a creature you can wildshape into, such as the "Claws" attack of a Bear, the "Echolocation" ability of a Bat or the "Keen Hearing and Smell" ability of a Wolf. You gain that feature for the duration of your Wildshape and use the equivalent statistics of the Creature for that feature.

While Semi-Shape is active, you cannot utilize your Wildshape feature to transform into another creature.


Wild Whisperer

7th-level druid feature


You feel a kinship with creatures whose form you wear and you have learned to communicate with them.

You have the ability to communicate with creatures whose shape you have learned and have advantage on Charisma (Persuasion) and Wisdom (Animal handling) checks made to influence them. Though they can understand the meaning of your words, you cannot understand them.

Natural Shifter

11th-level druid feature


Your connection to nature allows you to effortlessly adopt the forms of its simplest denizens.

You can transform into a beast of CR 1/8 and lower at-will without expending a use of your Wildshape feature for as long as you can maintain concentration (as if you were concentrating on a spell). All the other rules for Wildshape still apply.

Druid Circles

At 2nd level, a druid gains the Druid Circle feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Circle of the Ancients, Circle of Concrete, and Circle of Spirits.

Circle of the Ancients

Many forget that during the Dragon War, the ancient brethren of the dragons stood against their rule.

-- Pryxis

Far from the civilized lands, deep in the unexplored jungles and swamps of the world, people are led by an ancient and feared circle of druids. They worship the memory of large reptiles that are now extinct or endangered in most other corners of the world: the terrifying dinosaurs. Giving in to their primal instincts they protect their territories with ruthless ferocity.

Ancient's Spells

Your link with the great lizards of the past grants you access to certain spells. When you reach certain levels in this class, you gain access to the spells listed for that level in the 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.

Circle of the Ancients Spells
Druid Level Spells
3rd Cause Fear, Longstrider
5th Alter Self, Enlarge/Reduce
7th Fear, Enemies Abound
9th Dominate Beast, Phantasmal Killer

Ancient Forms

2nd-level Circle of the Ancients feature

Your wild shape ability is restricted to reptilian beasts - as shown in the "Example Reptilian Beasts" table. All other wild shape restrictions apply.

You also gain the ability to wild shape into prehistoric reptiles. You do not need to have seen them before, as their memory flows in your very blood. You can use your wild shape to change into any dinosaur detailed in the "Ancient Forms" table at the end of the subclass description as long as it meets your other wild shape requirements.

Starting at 6th level, you can transform into a dinosaur with a challenge rating as high as your druid level divided by 3, rounded down.

Primitive Adaptation

2nd-level Circle of the Ancients feature

Your body is permanently enhanced by the ancient creatures whose power you draw upon. You gain a climbing speed, and a swimming speed equal to your movement speed if you don't already have them.

Additionally, you have advantage on Wisdom (Perception) checks that rely upon hearing or smell.

Primal Strikes

6th-level Circle of the Ancients feature

Your attacks while in Ancient Form count as magical for the purposes of overcoming resistances and immunities.

Dreadful Wildshape

10th-level Circle of the Ancients feature

You can expend two uses of your wildshape at the same time to transform into a dinosaur with a CR equal to your druid level divided by 2, rounded down.

Monstrous Form

14th-level Circle of the Ancients feature

You have mastered the use of your ancient forms. You can cast the Enlarge/Reduce spell while in wild shape form without using a spell slot. You can use this ability a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.

Example Reptilian Beasts

As a Druid of the Ancients, your wildshaping is restricted to reptilian creatures and their kin.

Consult with your DM to determine whether you can wildshape into a reptilian creature not on this list.


Example Reptilian Beasts
CR Beast
0 Frog, Lizard
1/8 Flying Snake, Poisonous Snake
1/4 Constrictor Snake, Giant Frog, Giant Lizard, Giant Poisonous Snake
1/2 Crocodile
1 Giant Toad
2 Giant Constrictor Snake
5 Giant Crocodile
Ancient Forms

Flowing in the blood of an Ancients Druid is the memory of "terrible lizards" long forgotten by most. Consult your DM for more Dinosaurs you may be able to shift into.


Ancient Forms Table
CR Dinosaur
1/4 Dimetrodon
1/4 Hadrosaurs
1/4 Pterandon
1/4 Velociraptor
1 Deinonychus
2 Allosurus
2 Plesiosaurus
2 Quetzalcoatlus
3 Ankylosaurus
4 Stegosaurus
5 Brontosuaurus
5 Triceratops
8 Tyrannosaurus Rex

Circle of Concrete

With the growth of civilization, even druids have found ways to adapt to the city.

-- Pryxis

Druids who join the Circle of Concrete don't make their home in pristine forests or majestic mountains, but within the cities. Scrounging for scraps and sleeping in alleys have made them experts in surviving in the heart of a metropolis without a silver to their names. These druids are defenders of the downtrodden and avengers of the weak, living amongst the poor and stepping up when they need a champion most.

Bonus Proficiencies

2nd-level Circle of Concrete feature

You are now capable of using and are proficient in wearing armor and using shields made of metal. Additionally, you are proficient in firearms.

Streettalk

2nd-level Circle of Concrete feature

You learn to speak like a long time urbanite.

You gain advantage on Intelligence (Investigation) checks to learn about a person or location in a city. In addition, you have advantage on Charisma (Persuasion) checks made to haggle the price of goods and Charisma (Deception) checks made to lie to authorities and guards.

Finally, you know Thieves' Cant.

Streetwalk

2nd-level Circle of Concrete feature

Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through crowds without being slowed by them, and have advantage on Dexterity (Stealth) checks in crowds and may make the Hide action as a bonus action.

Finally, you can scale buildings as very few can; you gain a climbing speed equal to your walking speed and have advantage on Strength (Athletics) checks made to scale walls and hold on.

Urban Shape

6th-level Circle of Concrete feature

You can emulate the forms of some constructs.

You can take the form of a Flying Sword when you use Wild Shape. At 8th level, you can choose the form of an Animated Armor, At 10th level you can choose the form of a Helmed Horror, and at 14th level you can take the form of a Shield Guardian.

Additionally, you become adept at blending into the crowds you move through and can cast the Disguise Self spell at-will without expending a spell slot.

Streetwise

10th-level Circle of Concrete feature

You are immune to the blights and dangers of the city. You are now immune to disease and the poisoned condition, and have gained resistance to poison damage.

Additionally, you have become wary to the dangers of the streets and can't be surprised in a city or civilized area while you are conscious.

Passwall

14th-level Circle of Concrete feature

You now no longer need to scale the walls of the city to traverse it.

You may cast both Passwall and Dimension Door once without using a spell slot. After you cast each of these spells once, you must complete a short or long rest before casting both again, or you may utilize your spell slots to cast them again.

Additionally, you gain the ability to cast the Meld into Stone spell at-will.

Circle of Spirits

Some revere nature for sublime beauty - but some choose to revere those that came before.

-- Pryxis

Those who have been through a near-death experience, or witnessed death many times in their life have become accustomed with the facet that passing on from this realm is a fact that few can dismiss. Moreso, a truth revealed to them is that the spirits have never truly left - and will continue to watch, aid, or hinder the living.

Spiritual Guide

2nd-level Circle of Spirits feature

You have forged a connection with a spirit that has vowed to guide you through your long road of life.

Your Spirit Guide is silent and cannot communicate directly with you. A Spirit guide commonly takes the appearance of an animal, beast, or monstrosity that holds significance to a point in your past. Your spirit guide is invisible and undetectable to everyone but yourself and cannot interact with the world around you directly. A creature with truesight can perceive the spirit guide.

As an action, you may look through your spirit guide's eyes similar to the spell Find Familiar. Your spirit guide can be up to 100 feet away from you, and they have truesight out to 30 feet.

Bound Spirits

2nd-level Circle of Spirits feature

You master control over the wandering spirits of the dead, using them to amplify your powers.

You have a collection of spirits represented by a number of d4s, called spirit dice, equal to your Wisdom modifier. You regain all expended spirit dice when you complete a short or long rest.

You can expend your spirit dice in the following ways:

Spectral Guidance

As a reaction, when you make an attack roll, you can expend one spirit die and add it to the roll. Alternatively, as a reaction, when you force a creature to make a saving throw, you can subtract the number rolled from their save. You can use this ability before or after the roll, but before any of the effects are applied.

Phantasmal Resilience

As a reaction, when you are forced to make a Strength, Dexterity, or Constitution saving throw, you can expend one of your spirit dice and add it to the roll. You can use this feature only before learning if the save succeeded or failed.

Supernatural Sight

When you make a Wisdom (Perception) check, or an Intelligence (Investigation) check, you can expend on spirit die and add it to the roll.

Ghostly Protection

When an attack is made against you, as a reaction, you can use expend one spirit die, adding the number rolled to your AC until the start of your next turn, including against the triggering attack.

Spectral Wild Shape

6th-level Circle of Spirits feature

You have gained the ability to step forth into the realm of the dead.

You can expend one spirit die and one use of wild shape to transform into a Specter, following all other rules of wild shape. In addition, when you transform you become invisible for a number of rounds equal to the number rolled on the spirit die or until you attack, cast a spell, or dismiss your invisibility as an action.

Spiritual Deepening

10th-level Circle of Spirits feature

Your understanding of the afterlife and it's interaction upon the material plane has deepened.

Your spirit dice are now d6s. At 15th level, they become d8s. In addition, you have learned a new way to utilize your spirit dice:

Spiritual Shackles

As a bonus action, you can expend one spirit die, sending your bound spirits to shatter the minds of your enemies. Choose a creature within 60 feet of you, it must succeed on a Wisdom saving throw or take radiant or necrotic damage (your choice) equal to twice the number rolled on your spirit die and be stunned until the end of your next turn.

Spirit Guardian

As an action, you can expend two spirit dice to summon forth your Spirit Guide from beyond the veil. The Spirit Guide appears within 5 feet of you and functions as a Guardian of Faith, dealing extra damage equal to the number rolled on the spirit dice, and adding 3x the amount to the total amount of damage it deals before fading away.

Soul Fusion

14th-level Circle of Spirits feature

You gain the ability to become one with the spirits you hold sway over.

As a bonus action, expending two spirit dice, you can mantle a fusion of your spirit with those beyond the veil, gaining the following benefits:

  • Your form becomes ethereal, you can move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object.
  • While transformed, you gain a flying (hover) speed equal to your walking speed.
  • You gain resistance to bludgeoning, piercing, and slashing damage.
  • You can see into the Ethereal Plane.
  • Your attacks deal extra force damage equal to the numbers rolled on the expended spirit dice.
  • While transformed, you don't expend spirit dice when you using them; however, you still roll them, drawing from the power of your spiritual fusion instead.

This transformation lasts for one minute and you can't use it again until you take a long rest.


Fighter Features

You gain class features in the The Player's Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a fighter.

Unlike the features in the The Player's Handbook, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use some, all, or none of them.

Resolute

4th-level fighter feature


You remain on the offense, even while defending yourself.

When you use your action to take the Dodge or Disengage action, you may make a single unarmed or melee weapon attack as part of that action.

Evolving Technique

7th-level fighter feature


You have trained to utilize multiple combat forms at once.

Choose a Fighting Style option to learn in conjunction with your currently known Fighting Style - you now benefit from both fighting styles at once.

You learn one additional Fighting Style at 14th level.

Martial Paragon

16th-level fighter feature


Your mighty presence and legendary name speak for you.

You have advantage on all Charisma checks when interacting with a military or military adjacent factions - such as mercenaries, militia, guards, etc.

Fighter Archetypes

At 3rd level, a fighter gains the Martial Archetype feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Combat Medic, Pugilist and Shield Knight.

Combat Medic

Those who charge into battle head first aren't always there to wreak havoc.

-- Pryxis

Some fighters have taken heed at the need for healing on the active battlefield. Following this desire, the Combat Medic is a fighter who specializes in the patching up and sustainability of their fellow parties while within the thick of combat. These fighters are godsends in situations when magical healing is either scarce or expensive.

Medical Training

3rd-level Combat Medic feature

When you choose this archetype, you gain proficiency in the Medicine skill and the Herbalism kit.

Additionally, whenever you make an ability check to stabilize a creature or use a healer's kit, you may do so as a bonus action.

Medicinal Packs

3rd-level Combat Medic feature

You use your knowledge of medicine to design and construct small medicinal packs.

You have 3 you can carry at a time. Only you have the skill to properly handle them, and a pack that is not on your person falls apart and is unusable at the start of your next turn.

As a bonus action, you can apply a pack to a creature within 5 feet of you, or toss it to a creature within 30 feet of you who can then use the pack immediately as reaction, or use it on their turn as a bonus action. A creature affected by a pack regains 1d6 hitpoints.

You can remake your packs over the course of a short or long rest.

The healing your medicinal packs provide increases to 2d6 at 7th level, 3d6 at 13th level, and 4d6 at 19th level.

Anatomical Knowledge

7th-level Combat Medic feature

You can use your careful study of physiology to strike at weak points in your foes.

As a bonus action you can analyze a creature you can see within 60 feet of you. When you or an ally within 30 feet roll damage dice for an attack against that creature, you can change one dice to be its maximum value, and ignore any damage resistances the creature has.

You can use this feature twice, and you regain all expended uses of it when you finish a short or long rest.

Bloodwork

7th-level Combat Medic feature

If you spend at least 1 minute observing or interacting with a dead creature outside of combat, you learn certain information pertaining to its death. You learn any of the following information:

  • Whether the creature was caught by surprise.
  • What killed the creature, such as a specific type of weapon, poison, or spell.
  • The type of creature that killed it, such as a beast or undead. if you have seen the exact kind of creature that killed the target before, you know it as well.

Medical Expertise

10th-level Combat Medic feature

Your experience on the front lines has made you a medical expert. Your proficiency bonus is doubled for any ability check you make that uses the Medicine skill.

Miracle Worker

10th-level Combat Medic feature

Your study of medicine lets you bring someone back from the brink of death.

As an action, you can return a creature that has died within the last minute to 1 hitpoint. You must expend 300 gold worth of specialized medical equipment you craft to do so. This procedure cannot return to life a creature that has died of old age, and does not restore missing body parts.

Once you use this feature you cannot do so again until you finish a long rest.

Experimental Infusion

15th-level Combat Medic feature

Whenever a creature receives the benefits of one of your medicinal packs, it receives one of the following additional effects of your choice:

Adrenaline Shot. The creature's movement speed is doubled for the duration of its next turn.

Focusing Agent. The creature has advantage on the next ability check, attack roll, or saving throw it makes within the next minute.

Toughening Salve. The creature gains 10 temporary hitpoints.

Prepared

18th-level Combat Medic feature

You are always ready to help those in need. If you roll initiative with no medicinal packs left, you regain 1 medicinal pack.

Additionally, you roll d8s in place of d6s to determine the healing for your medicinal packs, and they heal an additional amount of hitpoints equal to your proficiency bonus.

Pugilist

While monks specialize in the flow of Ki, some would rather focus on the flow of their fists.

-- Pryxis

The Pugilist is a fighter who has forgone the use of orthodox weaponry. Typically heckled by other fighters and combatants for their lack of traditional weaponry. But these claims are usually laid to rest quite quickly once they've properly pretzeled an armored paladin, crippled a cackling spellweaving caster, or laid lucid an unlucky lump in but a single blow. The Pugilist proves he already knows the full potential of his natural weaponry.

Fight-Night Debut

3rd-level Pugilist feature

Focusing on the weaponization of your body comes with as many costs as it does rewards.

Starting when you choose this Martial Archetype at level 3 you make the following adjustments to your character sheet:

  • You lose proficiency in all martial weapons and armor as you now train exclusively to fight bare-handed. You cannot Multi-Class into or out of the Pugilist subclass.

  • While you are not wearing armor and not wielding a shield, your Armor Class equals 10 + your Strength Modifier + Constitution Modifier.

  • Your base movement increases by 10 feet. This feature is lost if you carry a shield or don armor.

Bare-Knuckle Fighting

3rd-level Pugilist feature

Your unarmed strikes, be they fist, leg or slam attacks grow more powerful as you apply yourself to your craft.

While you are not using armor, a shield or a weapon, you may make an additional unarmed strike as a bonus action.

The chart below illustrates your unarmed strike damage die progression.

Unarmed Strike Damage
Level Damage Die
3rd 1d8
7th 1d10
10th 2d6
15th 2d8
18th 2d10
Unarmed Fighting

If before reaching Fighter level 3, you chose "Unarmed Fighting" as your fighting style, you must now choose another fighting style to compliment your new subclass.

Fighting Specialties

3rd-level Pugilist feature

On top of your previous fighting style, you gain one of the following "Fighting Specialties" to reflect your newfound martial studies.

  • Grappling. - You may make an unarmed strike when rolling to grapple or shove a target and may attempt to grapple on any opportunity attacks you make. Should you successfully grapple a target, you may move freely after doing so if the grappled target is within your carry limit. At the start of your turn, you deal one unarmed strike of damage to the grappled target.

  • Brawling. - As a bonus action on your turn, you may make a Strength (Athletics) check to attempt to Blind, Deafen, Mute, or Disarm the target with one of your unarmed strikes (per DM's discretion). This effect lasts until the start of the creature's next turn.

  • Striking. - Once per turn, you may maximize your damage on an attack a number of times equal to your proficiency bonus. You may also negate a critical hit you make against a target to impart the "Stunned" condition instead. All uses of this feature recharge after a long rest.

Fists of Fury

7th-level Pugilist feature

Your fighting spirit swells, becoming outwardly apparent and empowering your Strikes.

Your Unarmed Strikes now score a critical hit on a roll of 19-20.

Additionally, you gain Advantage on Wisdom saving throws against the frightened and charmed conditions.

Float like a Butterfly

10th-level Pugilist feature

Your defensive fighting instincts have grown to the point where you can sometimes evade an attack on impulse alone.

Once per turn, when targeted by a melee, ranged, or spell attack, you may use your reaction to increase your AC by your dexterity modifier (minimum 1) for the triggering attack.

Sting like a Bee

15th-level Pugilist feature

You have developed a way to meld offense and defense to devastating effect.

When utilizing your “Float Like A Butterfly” feature or when making an attack of opportunity, you make one Unarmed Strike attack against your attacker if they are within your reach.

King of the Ring

18th-level Pugilist feature

Your immense pugilistic experience, tireless fighting spirit, and ceaseless physical conditioning have molded you into a paragon of unarmed martial prowess. You gain the following benefits:

  • You gain resistance to non-magical bludgeoning, piercing, and slashing damage.
  • Your unarmed strikes now have a critical range of 18-20
  • Your Strength score increases by 2, up to a maximum of 22.

Shield Knight

The phrase "the best offense is a good defense" is taken quite literally by some.

-- Pryxis

While other fighters focus on aggressive tactics or controlling the battlefield, the Shield Knights understand that often times the most powerful force in battle is a strong and impenetrable defensive line. As a Shield Knight you put yourself between your allies and danger; a stalwart defender against that which would do them harm.

Second Skin

3rd-level Shield Knight feature

Your armor and shield are extensions of your body, and moving with them is as natural an act as breathing.

You ignore any disadvantage imposed by your armor or shield on skills such as stealth or sleight of hand.

Additionally, the time it takes you to don or doff your equipment is greatly reduced. You may don or doff your armor as an action, and doning your shield requires a bonus action - while doffing requires a free action.

Lethal Shield

3rd-level Shield Knight feature

You are well versed in the weaponizing of shields in combat.

While wielding a shield, you may treat it as a weapon. A shield deals 1d8 bludgeoning damage, uses your Strength for attack and damage rolls, and has the versatile property (1d10).

Stalwart Defender

7th-level Shield Knight feature

Above all else, you excel at protecting your fellow comrades close to you.

Allies within 5 feet of you gain the armor class bonus of any shield you are wielding.

Defensive Strike

7th-level Shield Knight feature

You have learned how to take advantage of an opening in your enemy's lack of defense.

As a bonus action on your turn, you may make an attack with your shield. If this attack hits, you may make one additional attack as part of the same action.

Power Shield

10th-level Shield Knight feature

Your ability to use your shield as a weapon has become preternaturally stronger.

Your shield now deals 1d10 bludgeoning damage, its versatile damage increases to 1d12.

Shield Bulwark

10th-level Shield Knight feature

Your ability to interpose your shield between you and harm has become an instant reaction.

While wielding your shield, you gain a damage threshold equal to the shield's AC bonus. This bonus also applies to your Stalwart Defender feature.

Shield Specialist

15th-level Shield Knight feature

You have learned to gain the most defensive capabilities out of any shield you wear.

You gain an additional +1 AC bonus to any shield you are wearing.

Additionally, you may use an action on your turn to strike against a creature with your shield with the intention to knock them off-guard. The creature must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failed save, the target is Dazed, and the next attack roll made against this target before the end of your next turn has advantage.

Iron Hide

18th-level Shield Knight feature

You have evolved to become the signature bulwark of protection upon the battlefield.

So long as you are wearing a shield, you gain resistance to bludgeoning, piercing, and slashing damage, and you may add your shield's AC bonus to saving throws against magical effects.

Monk Features

You gain class features in the The Player's Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a monk.

Unlike the features in the The Player's Handbook, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use some, all, or none of them.

Monastic Magic

1st-level monk feature


You learn two cantrips from the cleric spell list. Wisdom is your spellcasting modifier for these spells. You can replace one of these cantrips with another cantrip of your choice from the cleric spell list when you gain a level in this class.

Martial Techniques

5th-level monk feature


You have disciplined your body and mind to channel your Ki to devastating and supernatural effects. You can only use one Technique per each attack, ability check, or saving throw.

If a Technique has a Monk level prerequisite you can learn that Technique at the same time you meet its prerequisite. Each time you gain a Monk level, you can replace one Technique you know with a Technique of your choice.

You learn three Techniques of your choice from the following list, and learn one additional Technique at 11th and 17th level.

Arresting Strike


The target must succeed on a Dexterity saving throw. On a failed save, the target's speed is reduced to zero until the beginning of your next turn.

Chakra Block


The target must succeed on a Constitution saving throw or become unable to regain hitpoints for the next minute. While affected in this way, a target cannot heal by regeneration, potions or magical means. The target can repeat this saving throw at the end of each of its turns, ending the effect on a success.

Lobe Jab


The target must succeed on a Wisdom saving throw or be frightened of you for the next minute. While frightened, the target immediately uses its reaction to move half its speed away from you. The target can repeat this saving throw at the end of each of its turns, ending the effect on a success.

Otherworldly Strike


When you hit with a melee Martial Arts attack, you can spend Ki Points (up to your Wisdom modifier, minimum 1) to empower your strike with otherworldly force and deal additional radiant, necrotic, or pyschic damage (your choice) equal to one roll of your Martial Arts die per Ki Point spent.

Spiritual Armor


You can reinforce your body with spiritual power. As a bonus action, you can spend 1 Ki Point to grant yourself temporary hit points equal to your Wisdom modifier (minimum of 1).

The first time a creature deals damage to these temporary hit points, you can use your reaction to cause it to take force damage equal to one roll of your Martial Arts die.

Silencing Palm


The target must succeed on a Constitution saving throw or be silenced for the next minute. While silenced, the target cannot speak, activate magic items with command words, or cast spells with verbal components.

Whirling Strike


As an action, you can spend 1 Ki Point to strike out and force every creature within your reach to make a Dexterity saving throw. On a failed save, they take bludgeoning damage equal to your Martial Arts die + your Dexterity modifier.

Slowing Strike

Prerequisite: 11th level Monk


When you hit a creature with a melee Martial Arts attack, you can spend 1 Ki Point to interrupt the flow of its Ki and force the target to make a Wisdom saving throw. On a failed save, the creature suffers the effects of the slow spell until the start of your next turn. You don't need to concentrate on this effect.

Unyielding Perseverance

Prerequisite: 11th level Monk


You can draw upon your Ki to find success in times of great need. When you make an ability check or saving throw, you can spend Ki Points (up to your Wisdom modifier) adding a +1 bonus to your roll for each Ki Point spent. You can use this Technique after you roll, but before you know the result.

Commune with Self

Prerequisite: 11th level Monk


You have gained the ability to contact the Ki of your previous lives to gain information. As an action, you can spend 5 Ki Points to enter a meditative state, which lasts for 10 minutes, and consult your previous lives. At the end of the meditation, you gain information as if you had cast the commune spell.

Monastic Fortitude

Prerequisite: 11th level Monk


As a reaction when you take damage, you can expend 2 Ki Points to reduce the incoming damage by an amount equal to two rolls of your Martial Arts die + your Wisdom modifier.

Banishing Strike

Prerequisites: 17th level Monk


When you hit a creature with a melee Martial Arts attack, you can expend 3 Ki Points to empower your blow with legendary force, and force the target to make a Charisma saving throw. It takes additional force damage equal to three rolls of your Martial Arts die on a failure, and half as much on a success.

If this attack reduces the target to 50 hit points or fewer, it is shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied at the end of your next turn.

Mystical Integrity

Prerequisite: 17th level Monk


Your sense of self and strength of your will are unshakable. You are immune to any spell or effect that would alter your form or force you to teleport, unless you wish to be affected.

Word of Creation

Prerequisite: 17th level Monk


You can draw on your intimate knowledge of the Ki that flows through all things and speak a divine word of creation. As an action, you can spend 7 Ki Points to cast divine word, using Wisdom as your spellcasting modifier.

Once you use your Ki to cast divine word, you must finish a long rest before you can cast it in this way again.

Ki Overchannel

16th-level monk feature


Your powerful Ki manifests as a blazing aura when focused.

As a bonus action on your turn, you can expend 10 Ki points to channel your Ki outwards into a brilliant aurora. You may end the aura as a free action, or it ends when you fall unconscious or die.

You gain the following benefits for the next minute:

  • You exude an aura that envelops you in a 5-foot radius sphere. When a creature enters this radius or hits you with a melee weapon attack, that creature takes an amount of force damage equal to one Martial arts die + your Wisdom modifier.
  • Your speed doubles.
  • Unarmed strikes and monk weapon attacks you make deal an additional two martial arts dice of force damage.

When this ability ends, you take 5d10 force damage and 1 level of exhaustion as your body reels from the excessive flow of energy.

Once you utilize this feature, you cannot do so again until you finish a long rest.

Overchanneled Monk Abilities

While a Monk enters a state of Ki Overchanneling, the effects granted to their Unarmed Strikes and Monk Weapons also apply to all other forms of Ki-Based attacks or Monk Features that include attacks.

Examples of such affected monk features are listed below:

  • Astral Self. The Arms of the Astral Self feature.
  • Ascendant Dragon. The Breath of the Dragon feature.
  • Four Elements. Any damaging spell cast using your elemental magic.
  • Mercy. The Hands of Healing (and the Hand of Ultimate Mercy) heals for an additional amount equal to the overchannel's force damage.
  • Open Hand. The Quivering Palm feature.
  • Sun Soul. The Radiant Sun Bolt and Searing Sunburst features.

Monk Subclasses in this pdf:

  • Outer Mind. The Cerebral Strikes and Waking Dreamscape features
  • Mystic Blood. The Sanguine Body and Blood Ripple features.

Other monk features that include damaging effects may be affected - consult your DM for potential affected features.

Monk Traditions

At 3rd level, a monk gains the Monastic Tradition feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Way of Instinct, Way of Mystic Blood and Way of Outer Mind

Way of Instinct

Some monks have the capability to wade into the thick of comabt, flowing through it on instinct alone.

-- Pryxis

It is often said that Monks of Instinct never strike first. While this idea is a falsehood, their mastery of counter strikes and automatic reactions is not. Whether they prefer a method of safely screening for opportunities, or fighting in a deliberately reckless manner to force them, these monks all have sought to achieve a state of empty mind: a state where they are no longer shackled by thought or emotion, achieving true freedom to react to all things with cold precision.

Burst of Instinct

3rd-level Way of Instinct feature

You gain the ability to allow your body to act independently of your thoughts.

Whenever you spend 1 Ki point to use patient defense, you can choose to spend 1 additional Ki Point. Upon doing so, your patient defense lasts two rounds instead of one.

Additionally, you also gain a +2 bonus to your AC for the same duration.

Inner Sight

3rd-level Way of Instinct feature

Your ability to detach your body from your mind allows you to see without the physical world clouding your vision.

You gain blindsight out to a range of 60 feet.

Additionally, you have advantage on any Wisdom (Insight) check to determine if a creature is lying.

Autonomous Counter

6th-level Way of Instinct feature

Your body has learned to strike out on its own, as well as evade potential threats.

Whenever a creature you can see targets you with a melee attack, you may spend 1 ki point and your reaction to make a Flurry of Blows or Stunning Strike against them before the attack hits and before the damage is rolled.

If the damage you deal to the attacker stuns or kills the attacker, you instead take no damage.

Sharpened Instincts

11th-level Way of Instinct feature

You have honed your body to become even more adept at evading enemy attacks.

While utilizing your Burst of Instinct feature, you can now spend 1 additional Ki point to empower your body's natural reflexes (spending 3 cumulative Ki Points).

When you do so, you instead gain a +4 bonus to your AC for the duration.

Mushin

17th-level Way of Instinct feature

You have reached the pinnacle of utilizing your empty mind and relying upon instinct alone.

You gain the ability to enter a state of complete bodily autonomy - called Mushin. As a free action, you can spend 5 ki points to enter this state of autonomous reactions, gaining the following benefits:

  • You gain the benefits of the freedom of the winds spell.
  • You can now take a number of reactions per round up to your Wisdom modifier (minimum 1).

This trait lasts for one minute and ends early if you are incapacitated. You can also dismiss Mushin at any time you choose (no action required).

Once you use this feature, you cannot do so again until you finish a short or long rest.

Way of Mystic Blood

The ancient ways of drawing out the magic in blood can be found in all aspects of mortalkind - and most are seen as unnatural.

-- Pryxis

Monks of the Way of the Mystic Blood are unlike other disciplines that focus their energies in avoiding attacks with deft maneuvers. Instead they undergo a sacred ritual in which their bodies are scarified with alchemical inks, thus unlocking the sacred power of blood magic. Monks of this path fear no pain, and find release in suffering.

Vicious Strikes

3rd-level Way of Mystic Blood feature

The conditioning undergone by disciples of the mystic blood teaches them to strike mercilessly, forgoing finesse.

Monks that choose this path can no longer use their Dexterity modifier on attack rolls and damage to unarmed attacks. However, they make their unarmed strikes with twice as many damage dice.

Sanguine Armor

3rd-level Way of Mystic Blood feature

The discipling of the Mystic Blood Monk has their body hardened in response to physical trauma.

In place of the Dexterity modifier for their unarmored defense, they instead use their Constitution modifier.

Pain's Embrace

3rd-level Way of Mystic Blood feature

Your training allows pain to fuel your technique.

As a bonus action, you can expend a number of hit points to restore an amount of ki points, to a maximum amount of ki points equal to your Constitution modifier (a minimum of 1).

For each ki point restored, you expend 5 hit points. You cannot go past your maximum number of ki points using this feature, and these ki points last until you take a short or long rest, or when they are expended as usual.

You may use this feature a number of times equal to your Constitution modifier (minimum 1) per short or long rest.

Sanguine Body

6th-level Way of Mystic Blood feature

You can control your blood to empower the rest of your body.

As a bonus action, you can expend hit points equal to your monk level to expel blood from your body and channel it around yourself, for 1 minute. During that minute, your unarmed strikes gain the reach property and their damage dice are one die size larger.

Crimson Manipulation

6th-level Way of Mystic Blood feature

You can control your blood as well as the blood of other creatures.

As a bonus action, you can expend 1 ki point to manipulate the blood of a creature within 30 feet. If the creature is unwilling, it can make a Constitution saving throw, and is unaffected on a successful saving throw. On a failed saving throw, the creature is forced to make one melee weapon attack on a creature within reach of your choice.

Bloody Transfusion

11th-level Way of Mystic Blood feature

You can heal yourself now to weaken your vitality later.

As a bonus action, you can expend 2 ki points and reduce your hit point maximum by an amount equal to or less than two times your monk level. You gain temporary hit points equal to twice the amount your hit point maximum was reduced by, which last for an hour.

This hit point maximum reduction lasts until you take a long rest.

Blood Ripple

17th-level Way of Mystic Blood feature

You have learned to tap into the life flow of creatures, and destroy it.

When you hit a creature that is not a construct or undead with an unarmed strike, you can expend 4 ki points to force it to make a Constitution saving throw, as you disrupt its life energies. On a failed saving throw, the creature takes 10d12 necrotic damage, or half the necrotic damage on a successful saving throw.

Additionally, you expend a number of hit points equal to or greater than your monk level at the same time you expend ki points on this feature. The amount of hit points you expend is added to the necrotic damage. You cannot expend more than three times your monk level in hit points.

Way of Outer Mind

When people state: "Mind over Matter", I don't believe they can comprehend the extent of what that entails.

-- Pryxis

Many monks are renowned for their incredible physical prowess and martial ability. However, followers of the way of the Outer Mind have engaged in intensive meditative practices to fold their inner minds outwards onto the world. These monks are unparalleled in their mental discipline, and use their abilities to enhance their combat prowess, breaking the minds of those that cross them. These monks often involve themselves in subterfuge and spycraft - as they are often thought of as no more than a figment of imagination.

Psychic Arts

3rd-level Way of Outer Mind feature

You have learned to impose your thoughts upon others.

As an action, you can spend 2 ki points to cast calm emotions, detect thoughts or gift of gab as a 2nd level spell without material components.

Additionally, you gain the message cantrip if you do not already have it.

Cerebral Strikes

3rd-level Way of Outer Mind feature

You can use your heightened psionic power to fuel your physical attacks.

The reach of your unarmed strikes and monk weapons extends by 5 feet.

Additionally, at the start of your turn you can spend 1 Ki point to extend the reach of your attacks to 30 feet until the end of your turn. When you do so, you deal psychic damage instead of the damage of your weapons and unarmed strikes.

Sharpened Mind

6th-level Way of Outer Mind feature

Through intensively directed focus you have learned to impose your intentions upon others.

As an action, you can spend 3 Ki points to cast enemies abound or fast friends.

Additionally, as a bonus action, you can spend 2 Ki points to cast the mind spike spell. You can spend additional Ki points to cast Mind Spike as a higher level spell - increasing the spell's level by 1 for Each additional ki point you spend.

You can only spend an additional amount of Ki points equal to half your monk level to cast the spell at a higher level.

Outward Empire

11th-level Way of Outer Mind feature

By channeling all your senses of inward imaginations outwards, you have learned to alter other creature's perceptions of their own reality.

As an action, you can spend 4 Ki points to cast confusion without material components.

Additionally, as an action, you can spend 5 Ki points to create a 60-foot-radius sphere aura centered on you. This aura remains for 1 hour and grants the following benefits:

  • The area within your aura is altered into any form you choose as per the hallucinatory terrain spell - but can include otherworldly, dream-like, or nightmarish landscapes (so long as they are not inherently harmful).
  • While this aura is active, you may create an illusory effect of your choice as per the minor illusion cantrip. You may only have one of these effects active at any time.
  • Checks to determine that the aura and effects within it are illusions are made with disadvantage.

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

Imposed Dreamscape

17th-level Way of Outer Mind feature

The liminal threshold between your mind and reality has broken down, giving you more power over the worlds of other creature's minds.

You gain resistance to psychic damage.

When you hit a creature with an unarmed strike or monk weapon, you may spend 5 Ki points. The target must succeed on an Intelligence saving throw or take psychic damage equal to two rolls of your Martial Arts dice, and the creature becomes affected by the dream sight (PM) spell for 1 minute - as you push their conscious spirit out of their body.

Paladin Features

You gain class features in the The Player's Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a paladin.

Unlike the features in the The Player's Handbook, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use some, all, or none of them.

Argent Armory

3rd-level paladin feature


Through the power of your devotion, you can imbue armaments with an infusion of holy power.

As an action, you expend a use of Channel Divinity and touch a number of weapons or containers of ammunition up to your proficiency bonus and implore the powers that be for protections against the profane. Each weapon you touch is plated with a shimmering aura of silver.

Some creatures that have immunity or resistance to nonmagical weapons are susceptible to silver weapons.

The duration of the silvering aura is based on your paladin level. The silvered energy lasts for 1 hour at 3rd level, 8 hours at 7th level, and 24 hours at 15th level.

Holy Herald

5th-level paladin feature


You are a herald of divine will, and others recognize your holiest of convictions.

If you spend at least 1 minute talking to a creature about your current cause and attempt to either persuade or intimidate it with a Charisma (Persuasion) or Charisma (Intimidation) check, you roll with advantage.

Sacred Sight

10th-level paladin feature


Your sense of divinity has been empowered by the devotion to your cause.

As a bonus action, you can use your Divine Sense feature. Your Divine Sense feature is no longer blocked by total cover. Any thickness of lead blocks this sense.

In addition, while your Divine Sense feature is active, attacks you make against celestials, fiends, and undead score a critical hit on a roll of 19 or 20.

Paladin Oaths

At 3rd level, a paladin gains the Sacred Oath feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Oath of the Cosmos, Oath of the Spellbreaker and Oath of the Way.

Oath of the Cosmos

The stars draw the reverence - and will - of those who worship them still.

-- Pryxis

The Oath of Cosmos ties a paladin to the vision of the universe as one organism; a single order, with a place for everything in existence. Sometimes referred to as "space knights", these paladins arise from an individual's enlightenment regarding the interconnectedness of all. Being found at the borders of known existence, paladins of cosmos fight back the eldritch forces beyond mortal comprehension, and can serve as both the light and the void, bridging the gaps between worlds with belief and willpower.

Tenets of Cosmos

The tenets of the cosmos bind a paladin to an ideal of universal order. The core principles prioritize doing good by establishing structure.

All Belongs. Deny no being its rightful place in the universe.

Nothing is Fixed. Exist in movement, light, and life. Be as both the bright gleam, and diaphanous shadow.

Desire Understanding. Thirst for wisdom, and a deeper understanding of the universe, so as to become closer to divinity.

 

Cosmos Spells
Paladin Level Spells
3rd Faerie Fire, Jump
5th Moonbeam, See Invisibility
9th Daylight, Melf's Minute Meteors
13th Banishment, Dimension Door
17th Dawn, Scrying

Channel Divinity

3rd-level Oath of Cosmos feature

You gain the following two Channel Divinity options:

Starlight. As an action, you present your holy symbol and emit a flash of divine starlight. All creatures of your choice within 30 feet of you must succeed on a Wisdom saving throw or be blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Turn Eldritch. As an action, you present your holy symbol and speak a prayer censuring abberations and monstrosities, using your Channel Divinity. Each abberation and monstrosity that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Aura of Gravity

7th-level Oath of Cosmos feature

Your attunement to the cosmos lends you sway over gravitational forces.

As an action on each of your turns, you can move each creature you can see within 15 feet of you 5 feet in a direction of your choice. You cannot move creatures into occupied spaces or through solid objects. This movement does not provoke attacks of opportunity.

At 18th level, the range of this aura increases to 30 feet, and you can move the creatures 10 feet in any direction.

Effervescing Light

15th-level Oath of Cosmos feature

The light of the burning stars and the dark of the deep void tangle within you.

As an action, you can choose to emit a radius of light or dark from yourself. This effects lasts until you use this ability again, fall unconscious, or dismiss the effect as an action.

Light. You emit bright light in a 30 foot radius and dim light another 30 feet. Magical darkness within the radius of the bright light is dispelled when you take this action.

Dark. A void-like cloud of darkness becomes woven tight around your form, which cannot be seen through by magical darkvision or truesight. This darkness masks your identity and grants you advantage on Dexterity (Stealth) checks made to hide in darkness, but does not heavily obscure you from other creatures.

Cosmic Avatar

20th-level Oath of Cosmos feature

As an action, you manifest a massive starlit body of cosmic energy that you hover harmlessly within. For 1 minute, you gain the following benefits:

  • Your physical body becomes ethereal and intangible, while you manifest a massive body of energy around you.
  • Your size becomes Huge, and your items and objects grow to match your new size - your weapons deal two extra dice of damage.
  • Creatures can end their turns in your space. Any creature sharing your space gains the benefits of half cover against all attacks and effects from outside of your space.
  • When a hostile creature starts its turn in your space it takes radiant or necrotic damage (your choice) equal to twice your Charisma modifier.

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

Oath of the Spellbreaker

Magic, while useful and beneficial, can also lead to neglect - and those that abuse that power must be struck down.

-- Pryxis

The spellbreaker is an oath that was created after the spellplague, once the worlds realized the power that mages could wield and the destruction they could wreak. Sometimes called "anti-magic knights" or even "templars", paladins who swear this oath desire to prevent the corruption of magic to spread further, and hunt mages who bring harm to society.

Tenets of the Spellbreaker

The tenets of the spellbreaker are twofold: The preservation of magic as a tool for good, and the commitment required to destroy arcane sorcery used for wrongdoing.

Those that take this oath have it alchemically carved into their spine.

Magic Corrupts. Magic is an absolute form of power. Power corrupts and absolute power corrupts absolutely. You must keep the balance.

Magic is Two-Edged. Your power comes from the very thing you seek to destroy. Not all magic warrants your wrath, lest you find yourself becoming that which you hunt.

Magic brings life. You must combat those who wield magic for power, but so too should you protect those who use it to make society flourish.

Spellbreaker Spells
Paladin Level Spells
3rd Absorb Elements, Detect Magic
5th See Invisibility, Silence
9th Counterspell, Dispel Magic
13th Banishment, Locate Creature
17th Banishing Smite, Circle of Power

Channel Divinity

3rd-level Oath of the Spellbreaker feature

You gain the following two Channel Divinity options:

Antimagic Weapon. As an action, you may imbue one weapon you are holding with your Spellbreaking power. For one minute, your weapon absorbs magic from any creature it harms; any saving throws made to maintain concentration against damage caused by this weapon are made with disadvantage. Additionally, you add your Charisma modifier on any attack and damage roll made using this weapon.

Exsorcellation. As a bonus action, you and all allies within 10 feet of you may immediately attempt a new save against any effect caused by an Illusion, Enchantment, or Necromancy spell. Additionally, for one minute, you and your allies within 10 feet of you have advantage on Saving Throws against these spells. You may use this feature as a Reaction when you are affected by an effect that causes you to be charmed or frightened. At 18th level, the radius of this feature extends to 30 feet.

Aura of the Mage Hunter

7th-level Oath of the Spellbreaker feature

The weave warps around your presence, diminishing the impact of magic - and allowing you to notice it's presence.

When you use your Divine sense feature, you also gain the effect of Detect Magic, without using a spell slot.

Additionally, you and friendly creatures within 10 feet of you have resistance to force and psychic damage, and can't be made prone or stunned by magical effects.

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

Mana Warp

15th-level Oath of the Spellbreaker feature

You know how to better oppose those that abuse magic.

You have advantage on saving throws against spells and magical effects.

Additionally, if you fail a saving throw against a spell, you can choose to succeed instead. Once you use this feature, you cannot use it again until you finish a long rest.

Spelleater

20th-level Oath of the Spellbreaker feature

You can spend an action to push your mastery of spellbreaking powers to their limits for 1 minute, gaining the following benefits:

  • Your eyes begin to glow with arcane nullifying energy, granting you an antimagic field, as though created by the spell Antimagic Field, but in a 30 foot cone in front of you, originating from your eyes (this field does not affect your own magical items or abilities).
  • Allies within 30 feet of you gain the benefits of your Mana Warp - gaining advantage on saving throws against magic.
  • When you cast Counterspell or Dispel Magic the spell slot is treated as two slots higher.

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

Oath of the Way

Few choose the life of reverence without belief; instead worshiping the way of the warrior.

-- Pryxis

To the paladin of the way of the warrior; honor and loyalty is of the utmost importance. Honor is gained by conflict, no matter the odds or circumstances. Once battle is engaged, victory brings honor. And while defeat is not desirable, even the act of fighting and losing brings honor to the defeated - for at least they took action. Death is a natural part of life, for everything dies, and betterment is found in the struggle; this is the true worship of life, this is the way.

Tenets of the Way

The tenets of the Way are strict and leave no room for deviation. Paladins of the Way swear no fealty to a single god. Those who uphold these tenets are uncompromising in their ideals.

Strength is Life. For the strong have the right to rule.

Honor is Life. For with no honor, one may as well be dead.

Loyalty is Life. For without one's clan, one has no purpose.

Death is Life. One should die as they have lived.

The Way Spells
Paladin Level Spells
3rd Burning Hands, Magic Missile
5th Magic Weapon, Misty Step
9th Lightning Arrow, Protection from Energy
13th Arcane Eye, Locate Creature
17th Steel Wind Strike, Swift Quiver

Secrets of the Forge

3rd-level Oath of the Way feature

Paladins who follow the Way are different than other paladins, in that they do not serve a particular deity or religion - instead, weapons and armor are their religion, and conflict their form of prayer. They serve their clan and ancestors above all else.

You gain proficiency in firearms, and Smith's Tools.

Additionally, you may take time during a long rest to use a set of Smith's tools to tinker and improve a suit of armor using the secret art of your clan.

The suit of armor must be a full suit (including a helmet), Heavy and be made out of metal. Once the long rest is completed, so long as you are wearing the armor, you reduce damage from weapon attacks by an amount equal to your proficiency bonus.

You can only have one suit of armor improved in this way, if you doff the armor or your helmet at any point, the benefits are lost, and you must take another long rest to improve it again.

Channel Divinity

3rd-level Oath of the Way feature

You gain the following two Channel Divinity options:

Debilitating Current. Whenever you hit a creature with a melee attack and use your divine smite feature, you can use your Channel Divinity to send a debilitating shockwave through the target of your attack. The target must make a Constitution saving throw against your Spell Save DC. On a failure, they are stunned until the start of your next turn.

Grappling Line. As an Action, you can use your Channel Divinity to throw a divine lure from your hand or a weapon you wield towards a creature within 30 feet of you. The target must make a Dexterity saving throw against your Spell Save DC. On a failure, the target is restrained and is pulled towards you a number of feet equal to 5 x your Strength modifier (minimum 5 feet). Creatures that are huge or larger are immune to this effect.

Unending Vigilance

7th-level Oath of the Way feature

You have honed your ability to remain in a constant vigil against harm.

Hostile creatures cannot have advantage on attack rolls against you and friendly creatures within 10 feet of you while you are conscious.

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

Warrior Spirit

15th-level Oath of the Way feature

You have harnessed the innate spirit within your clan's lineage to ward you from harm.

Whenever you or an ally within 30 feet of you fails a saving throw you can use your reaction to turn that failure into a success instead.

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

Divine Armor

20th-level Oath of the Way feature

Over the course of your wanderings, you have accumulated a set of alloyed metals to craft a special set of armor that represents the culmination of your clan's secret art.

The suit of armor affected by your Secrets of the Forge feature now grants the following benefits:

  • You gain resistance to bludgeoning, piercing, and slashing damage.
  • You gain a flying (hover) speed of 60 feet as jets of divine flame lift you into the air.

Additionally, you may use your action to supercharge your suit of armor for 1 minute, granting you the following benefits:

  • If a damaging effect were to knock you unconscious, you can use your reaction to make a Constitution saving throw equal to 10 or half the damage dealt, whichever is higher. On a success, you instead take no damage.
  • Your melee weapon and unarmed strike attacks deal an additional 2d6 force damage.

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

Ranger Features

You gain class features in the The Player's Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a ranger.

Unlike the features in the The Player's Handbook, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use some, all, or none of them.

Old Medicine

2nd-level ranger feature


You have learned to make the most of natural resources and the fat of the land.

You gain proficiency in either the Herbalism Kit or the Healer's Kit.

In addition, you can apply animal parts, medicinal plants, or other natural resources on the wounds of a creature within 5 feet of you to appease it. It takes 1 minute to choose and apply the materials. The target regains a number of hit points equal to your highest modifier between Wisdom (Medicine) and Wisdom (Survival), and it is cured of one disease or poison that affects it.

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

The number of creatures you can heal at once in this way increases to two at 5th level, three at 9th level, four at 13th level, and five at 17th level.

Trapper

9th-level ranger feature


Through your travels, you have learned to turn the land against other creatures with ease.

When outdoors, you can spend 10 minutes to parlay materials from the environment to prepare and conceal one of the following traps:

  • Turn a 15-foot radius area you can touch into difficult terrain.
  • Create and set up 2 hunting traps, 2 sets of caltrops or 2 sets of ball bearings within a 10-foot radius area.
  • Create and set up a slick-trap (as per the grease spell) or an alchemist's fire and oil trap within a 5-foot radius area.

Creatures must succeed on a Intelligence (Investigation) check equal to your Spell Save DC to notice the traps.

At 17th level, you can prepare two sets of traps within the span of 10 minutes, and creatures must roll their Intelligence (Investigation) check with disadvantage to notice the traps.

Ambush Master

13th-level ranger feature


You have learned to get the drop on your quarry with precision, and can coordinate others to follow in your footsteps.

You and your allies within 30 feet of you gain a bonus to Initiative equal to your Wisdom modifier (minimum +1).

Additionally, you and your allies within 30 feet may make one additional weapon attack during the first round of combat.

Ranger Conclaves

At 3rd level, a ranger gains the Ranger Conclave feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Investigator, Lightkeeper and Wraithwalker.

Investigator

There exist some who live for the life of the sleuth and the intellectual hunt.

-- Pryxis

Investigators are a rare breed of rangers who specialize in the art of sleuthing: problem solving and detective work. They are trained in uncovering clues and secrets, and have learned to connect the dots in an investigation to lead them to their goal. Calm and collected, they are cool under pressure and ever alert. Unlike most rangers, investigators tend to feel at home in urban areas as well as amongst the civilized masses, and are often found sleuthing in the darkest corners of the city.

Investigator Magic

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

Investigator Spells
Ranger Level Spells
3rd Identify
5th Locate Object
9th Tongues
13th Locate Creature
17th Skill Empowerment

Sleuth

3rd-level Investigator feature

You are adept at noticing and finding clues. You gain proficiency in the Investigation and Perception skills if you don't already have it.

You gain advantage on any ability check you make that uses either of those proficiencies.

Civilized Envrions

3rd-level Investigator feature

Your specialties revolve around the masses of civilization and their machinations.

You gain the urban environment as a favored terrain for your Natural Explorer feature.

Additionally, you gain proficiency in firearms, and you gain proficiency in Disguise Kits.

Deduce Ability

7th-level Investigator feature

You learn to analyze a creature for potential threats and weakpoints.

As a bonus action, you can choose a creature you can see to identify its type and two of the following observations:

  • The Creature's Highest ability score
  • One of the creature's Immunities
  • One of the creature's Resistances
  • One of the creature's Vulnerabilities
  • If the creature has Legendary Resistances

The number of traits you can identify increases to 3 at 11th level, and 4 at 15th level.

Additionally, after analyzing the creature, you deal an extra amount of damage to the creature equal to twice your proficiency bonus for the next minute.

You can use this feature a number of times equal to your Wisdom modifier (minimum 1). You regain any expended uses when you finish a long rest.

Prime Detective

11th-level Investigator feature

You have learned to keep a keen eye, a sharp mind, and a malleable identity when it comes to noticing the hidden amongst the mundane.

When you make an Investigation or Perception check to detect hidden, invisible, or secret objects, creatures, items, or messages, you can treat a d20 roll of 9 or lower as 10.

Additionally, you can cast disguise self at will without components.

Noir Superiority

15th-level Investigator feature

Your awareness is such that you can swiftly react to impending danger.

You gain a permanent +2 bonus to your AC to reflect your studious hyper-analyzation, you now add your proficiency bonus to initiative rolls, and you cannot be surprised while conscious.

Additionally, creatures provoke an opportunity attack from you when it enters an area within 5 feet of you on its turn.

Lightkeeper

Some represent the embodiment of the last light when all other lights go out.

-- Pryxis

Since the dawn of time, mankind has feared the dark. Lightkeepers are specialized form of ranger who swear fealty to the light and dedicate themselves to defending civilization against creatures that lurk in the yawning dark. Each nursing a flickering ember of divinity, they are the torch that burns against the night, a righteous flame to terrify the monstrous and vile.

Lightkeeper Magic

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

Lightkeeper Spells
Ranger Level Spells
3rd Divine Favor
5th Branding Smite
9th Blinding Smite
13th Aura of Purity
17th Holy Weapon

Guiding Light

3rd-level Lightkeeper feature

You wield a small ember of divinity against the forces of darkness.

You learn the Light cantrip, and can cast it as a bonus action, and the radius of the light increases to 30 feet of bright light, and dim light for an additional 30 feet.

The light produced treats magical darkness as ordinary darkness, and creatures that you choose within this light (including yourself) have advantage on saving throws against being frightened.

Turn the Darkness

3rd-level Lightkeeper feature

You learn to instill fear in dark-lurking creatures.

As an action, you brandish a torch or other source of light, channeling your ember of divinity through it. Each non-humanoid creature with Darkvision within 30 feet of you that can see you must make a Wisdom saving throw against your Spell Save DC. If the creature fails its saving throw, it is Frightened of you for 1 minute or until it takes any damage.

You can use this feature a number of times equal to your Wisdom modifier (minimum 1), regaining all uses on a short or long rest.

Flash Escape

7th-level Lightkeeper feature

You have learned to harness the blinding nature of your light.

Creatures that you have dealt radiant damage to cannot make opportunity attacks against you for that turn. Creatures that are immune to blindness are unaffected.

Additionally, your Turn the Darkness feature can now affect humanoids.

Light's Embrace

11th-level Lightkeeper feature

The force of light shines it's favor upon you and your charges.

The bright light created by your Light cantrip is now considered difficult terrain for enemies with darkvision.

An enemy that enters this light provokes an opportunity attack from you: when a creature you can see willingly enters your Light cantrip's bright light for the first time, you can use your reaction to deal 2d8 radiant damage to that creature.

Dazzling Ward

15th-level Lightkeeper feature

You have become a divine avatar against the darkness on behalf of the light.

When you or a friendly creature within your Light cantrip's bright light takes damage, you can use your reaction to grant resistance to all of that attack's damage on this turn. You can use this feature a number of times equal to your Wisdom modifier (minimum 1), regaining all uses on a long rest.

Additionally, you gain the ability to cast Sunbeam, requiring no material components. Once you cast it, you cannot do so again until you finish a long rest.

Wraithwalker

At times, a being will take another soul into themselves, the resulting entity is something innately preternatural.

-- Pryxis

When a living being has its soul bound to the spirit of a wraith or ghost, it becomes a dual-spirit. Some rangers either intentionally seek out such bonds, or have it thrust upon them unwillingly through dark magic. Regardless of the circumstances, the two beings work as one, and they are given supernatural abilities to work in tandem for a greater purpose.

Wraithwalker Magic

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

Wraithwalker Spells
Ranger Level Spells
3rd Command
5th Crown of Madness
9th Enemies Abound
13th Charm Monster
17th Geas

Wraith Memories

3rd-level Wraithwalker feature

Your soul bond with the spirit within you gives you access to its memories and information that it retained from life.

Discuss with your DM the background and history of the spirit you are tethered with.

You gain proficiency with the history skill.

Whenever you make a History check related to something from your spirit's memory or something your spirit may know, you add double your proficiency bonus to the check.

Supernatural Enhancement

3rd-level Wraithwalker feature

You gain incredible speed and enhanced abilities given to you by your tethered spirit.

Your walking speed is increased by 10 feet, and on your first turn in combat, your walking speed is doubled.

In addition, your unarmed, melee, and weapon attacks each deal an additional 1d4 psychic damage on hit. This damage increases to 2d4 at 7th level, 3d4 at 11th level, and 4d4 at 15th level.

Ghostly Leap

7th-level Wraithwalker feature

You learn to leap through the ethereal plane to safely - and deftly - reach a target.

Choose a creature you can see within 90 feet of you. During your turn as an action, you can teleport to an unoccupied space within 5 feet of the creature. After teleporting within 5 feet of the creature, you can use a bonus action to make one melee attack against them. If this melee weapon attack is a surprise attack it is considered a critical hit.

You can use this feature a number of times equal to your Wisdom modifier (minimum 1), regaining all uses on a short or long rest.

Mind Break

11th-level Wraithwalker feature

You can supernaturally pry information and memories from your enemies.

You can use an action to force a humanoid within 5 feet of you to make a Wisdom saving throw against your spell save DC. If a humanoid is incapacitated it has disadvantage on the saving throw and if the humanoid is charmed or frightened by you it automatically fails the saving throw. On a failure, you gain access to all information that the humanoid would freely share with a causal acquaintance or one thing hidden that they wouldn't tell another living soul.

Such information includes general details on its background, personal life, and secrets. You can ask your DM 3 questions that they must answer truthfully that the humanoid creature would know (regardless of if what they know is a lie or not). After all questions have been answered or 10 minutes has passed the humanoid will be permanently immune to this feature. If a humanoid passes the saving throw they are immune to this feature for 24 hours.

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

Submit to my Will

15th-level Wraithwalker feature

Your tethered spirit allows you to take full control of a creature's mind

Your Mind Break feature can now affect any creature.

Additionally, you can use your action to touch an incapacitated creature. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed, or you have reached the maximum number of creatures you can charm. You can only control a creature with a challenge rating (or its level, if the target does not have a CR) as high as your ranger level divided by 2, rounded up.

The maximum number of creatures you can control is equal to your Wisdom modifier (minimum 1). If you reach the maximum number of creatures you can control and try to control another creature you can choose which one breaks free from your control.

Rogue Features

You gain class features in the The Player's Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a rogue.

Unlike the features in the The Player's Handbook, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use some, all, or none of them.

Rascal's Armory

2nd-level rogue feature


You have learned to utilize the most simplistic of roguish weapons to devastating effect.

When you hit with an attack made with a blowgun, a dagger, a dart, or a hand crossbow, your Sneak Attack Damage is increased by 1d6 for this attack.

This bonus increases to 2d6 at 8th level, 3d6 at 14th level, and 4d6 at 20th level.

Remarkable Finesse

10th-level rogue feature


Your movements become effortless, extending your natural finesse to the most brutal and unwieldy of objects.

While you are wielding a melee weapon with which you are not proficient, it gains the finesse property if it doesn't have it already.

Blood & Darkness

14th-level rogue feature


Adept at getting the drop on your enemies, you learn to become unseen before drawing attention to yourself.

When you roll for initiative, you become invisible until the start of your first turn - requiring no action.

While invisible in this way, your movement speed is doubled.

Rogue Archetypes

At 3rd level, a rogue gains the Roguish Archetype feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Archaeologist, Emissary and Sawbones.

Archaeologist

Those who delve into the lost and forgotten benefit not only themselves - but history itself through their discoveries.

-- Pryxis

The archaeologist is a rogue that merges a deep knowledge of ancient civilizations and technology with the acrobatic skills needed to explore ruins and retrieve historical artifacts. These rogues can be found in the deepest recesses of society, clambering through ruins, or equally at home in libraries and universities.

Archaeological Expertise

3rd-level Archaeologist feature

You have studied the rise and fall of civilizations and their people.

You gain proficiency with the Arcana and History skills.

Additionally, whenever you make an Intelligence (History) check related to objects, locales, magic items or historical artifacts, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Whip and Shot

3rd-level Archaeologist feature

Your need to remain versatile in most situations has given you training in unorthodox combat.

You gain proficiency with whips and firearms.

Additionally, as an action, you can utilize a whip almost like a third hand to perform feats like punch a button, flip a switch, retrieve an unattended object, and firmly wrap the end of the whip around a pole.

Bounding Snap

9th-level Archaeologist feature

You have learned to lean into and manipulate whips to their fullest capacity.

When you take the attack action with your whip, you may make an additional attack with it as a bonus action.

Additionally, you now add your proficiency bonus to the damage done with your whip.

Calculated Delving

13th-level Archaeologist feature

You have such a deep knowledge of ancient ruins and artifacts that you now remain cautious and keen in scenarios involving them.

You count as one size smaller when moving through smaller spaces such as tunnels, passageways, and corridors.

Additionally, you gain advantage on any checks to avoid traps. If you still fail the check to avoid the trap and you trigger it, you take only half damage from the effects.

Personal Exhibition

17th-level Archaeologist feature

Your mastered research of ancient artifacts and the people that use them has provided you with the knowledge needed to unlock their powers.

You ignore all class, race, and level requirements for attuning to or using a magic item.

Additionally, you gain the ability to cast Legend Lore, requiring no material components a number of times equal to your Wisdom modifier (minimum 1), regaining all uses after a long rest.

Emissary

Churches and Religions have enemies. As well as ways to covertly deal with them.

-- Pryxis

As an Emissary, these rogues focus their skills on fulfilling the wishes of religions and their gods. Many are inducted into a religious order that train them from a young age to serve as enforcers of the dogma inherent in the churches they serve. These rogues perform assassinations, coups, and dethroning in the name of the figure heads of their churches, instilling divine fervor and fear into those who violate divine doctrine.

Dogmatic Studies

3rd-level Emissary feature

Your induction into your holy (or unholy) order have trained you in the ways of their dogma.

You gain proficiency in the Religion skill, and any checks you make using the religion skill uses double your proficiency bonus.

Additionally, you can cast Ceremony as a ritual.

Sacred Interrogator

3rd-level Emissary feature

You have learned to instill the divine fear of your god into those you charge with violating their dogma.

You learn to use the Zone of Truth spell with a few alterations:

  • Whenever you cast this spell using this archetype's feature, the saving throw is 8 + your proficiency bonus + your Wisdom modifier.
  • Even if the creature affected succeed on their saving throw, you have advantage on Insight checks to guess whether they are lying or not, and Intimidation to coerce information out of them.
  • The duration of the spell is increased to one hour.

You can use this feature a number of times equal to your Proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Hallowed Strikes

9th-level Emissary feature

Your strict adherence to the dogma of your religion has bestowed you a gift of divine wrath on behalf of your god.

Choose a damage type - pertaining to your deity's alignment: Radiant for Good, Necrotic for Evil, and if your god is neutral, you choose which damage type of the two, you cannot change this choice later.

Whenever you use your Sneak Attack feature, you may change the damage type of your sneak attack into radiant or necrotic damage.

Brilliant Charge

13th-level Emissary feature

Your god has mandated their divine intervention in times of extreme need.

You can use your bonus action to imbue your weapon with holy (or unholy) energy. You gain the following benefits:

  • Your weapon attacks deal an additional 1d10 damage of the type chosen in your Hallowed Strikes feature.
  • Whenever you use your sneak attack, any damage rolls of 1's now count as 2's.
  • As a reaction, when a creature misses you with an attack within 30 feet of you, you can cause your weapon to flare, forcing the attacking target to make a Constitution saving throw versus your Sacred Interrogator DC or be blinded until the start of their next turn.

This feature lasts for 1 minute, and once you use this feature, you can't use it again until you finish a short or long rest.

Divine Hand

17th-level Emissary feature

Your dedication to your divine dogma is only matched by the mightiest of paladins and clerics.

You gain proficiency in Charisma saving throws.

Additionally, whenever you use your Hallowed Strikes feature, you add your proficiency bonus to the additional damage.

Sawbones

Who says that medical malpractice doesn't have some benefits?

-- Pryxis

The blackmarket surgeon, back-alley doctor and would-be butcher, the Sawbones is a rogue who has delved into the practice of medicine - albeit, with different intentions. These rogues have opted out of the practice of picking pockets and stealing treasure to instead garner profits from the more...living aspects of creatures. They have learned to retrieve the bits and pieces of useful organs from living organisms to use to their advantage.

Back-Alley Medicine

3rd-level Sawbones feature

Your study of surgical practices and anatomy have yielded you unique discoveries.

You gain proficiency in the Medicine skill, and you may use your Intelligence modifier instead of wisdom for medicine checks.

You can use the bonus action granted by your Cunning Action to administer a potion or poison to a creature within 10 feet of you, or make a medicine check to stabilize a dying creature.

Surgeon's Toolkit

3rd-level Sawbones feature

You have accumulated a set of tools for combat medicine.

While these tools are on your person, you can use an action to tend to the wounds of a creature within 5 feet of you. That creature can spend a number of Hit Dice up to your Intelligence modifier. For each Hit Die spent this way, roll the die and add the creature's constitution modifier to it. The creature regains hit points equal to the total.

Grim Salvage

9th-level Sawbones feature

You have learned to surgically harvest parts from dead creatures and preserve them for future use.

You can spend 10 minutes with the corpse of a non-construct creature that has been dead no longer than 3 days. Make a Medicine check, the DC of which is equal to the challenge rating of the creature plus 5. On a success, you harvest an organ that does one of the following, so long as the creature had that ability or a variation of it. You may only attempt this ability once per dead creature.

The organ can be used once to replicate the ability of the creature it came from, then it is rendered inert and is destroyed. Any damage, save DCs, and modifiers are identical to what they were when the creature was alive.

  • Poison. You extract the venom or toxin the creature uses. If the creature adds poison damage to any of it's attacks, you can harvest a vial of that poison. You may use a bonus action to apply the same poison to one of your weapons. The next time that weapon hits a creature in the next minute, they suffer the effects of that poison.

 

  • Breath Weapon. You extract the gland responsible for a creature's breath attack. As an action, you can activate the gland and unleash it's deadly payload.
  • Gaze Effect. You extract the eyes or other part a creature uses for its gaze ability. As an action, you can activate that organ and use the gaze ability on a creature within range.
  • Innate Spellcasting. You extract a biological element that produces magic. When you harvest this organ, choose a spell from the creature's innate spellcasting list. As an action, you can activate that organ to cast the spell. A wizard can also dissect the organ - with your help - to transcribe that spell into their spellbook, as if it were a spell scroll.

Adept Immunization

13th-level Sawbones feature

You've established a routine of administering small doses of poison and toxins into your bloodstream to build up natural defenses.

You are immune to disease and poison.

Butchering Strikes

17th-level Sawbones feature

Your attacks are guided by your anatomical expertise.

Whenever you perform a sneak attack on a creature, that creature's maximum hitpoints are reduced by the amount of damage dealt. That creature can't regain hitpoints until the end of your next turn.

As a bonus action, after using your sneak attack, you can perform an impromptu surgery on the creature, targeting one of the abilities affected by your Grim Salvage, doing so negates the creature's capability to utilize that feature a number of rounds equal to your Intelligence modifier (minimum 1). After you use this feature, you cannot do so again until you finish a long rest.

Sorcerer Features

You gain class features in the Player's Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a sorcerer.

Unlike the features in the Player's Handbook, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use one, both, or none of them.

Aether Essence

1st-level sorcerer feature


You can draw upon the magical essence that courses through your veins.

You don't require an arcane focus for your sorcerer spells, allowing you to ignore the material components specified for the spell, unless the component indicates a cost or is consumed by the spell.

Utilizing this ability causes parts of your being to emit arcane energy. Your eyes could glow, your hair could flare with energy, or your skin could roil in a flashing aura.

Sorcerous Bloom

10th-level sorcerer feature


Allowing your inherent magic to take the reins, you may enter a supernatural state which transforms you into a magical being.

As a free action, you may bloom the magic within your blood outwards. This state lasts for 1 minute and ends early if you are Incapacitated or Die. You may dismiss this state as a free action.

While in this state, you have the following effects:

  • You regain 2 sorcery points at the start of each of your turns.
  • You gain a number of temporary hit points equal to your Sorcerer Level. These temporary hit points last until your Sorcerous Bloom ends.
  • You have advantage on the attack rolls of every spell you cast. Creatures and targets of your spells roll their saving throws with disadvantage.

Once your Sorcerous Bloom ends, you must succeed on a Constitution Saving Throw equal to your own spellcasting DC. On a failure, you gain 1 level of exhaustion and cannot cast spells until you finish a long rest.

You can only utilize this feature once per long rest.

Sorcerer Origins

At 1st level, a sorcerer gains the Sorcerous Origins feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Crimson Soul, Reborn Hero and Oracle.

Crimson Soul

Those who feel the call of blood within themselves soon find that it calls to them from within others as well.

-- Pryxis

The magic inherent in the lifeblood of all creatures calls out to those of the Crimson Soul. Their ability to command and manipulate blood is as natural to them as their heartbeat. Many who seek to perfect this art give into the temptation of self-mutilation and sadism, as they draw out the power inherent in their own lifeforce. Many gain their powers from some form of sanguine entity, such as vampirism, succubi, or other bloody lineages and curses.

Resilient Blood

1st-level Crimson Soul feature

Your blood is infused with resilient life energy, allowing you to draw more from your own wellspring.

You gain the ability to replace your spellcasting modifier with Constitution if you so choose.

You have one bonus sorcerer hit die. You gain an additional sorcerer hit die at levels 4, 8, 12, 16, and 20. These hit dice do not count towards your hit point maximum.

In addition, when you finish a short rest, you can choose to regain hit points equal to your Constitution modifier + half your sorcerer level (minimum 1). Once you do so, you cannot do so again until you finish a long rest.

Sanguine Empowerment

1st-level Crimson Soul feature

You gain the ability to cast beyond your limits by sacrificing the vital life force inside your own blood.

As a free action, when rolling damage for a spell, you may expend any number of your hit dice, adding an additional 2d6 necrotic damage per die expended.

Bleeding Mana

6th-level Crimson Soul feature

You gain the ability to cast spells when you are wounded, turning the spilt blood from your veins into pure magic.

When you take bludgeoning, piercing, or slashing damage, you can spend 2 sorcery points and use your reaction to cast one spell that would normally require an action or bonus action to cast. You cast this spell after taking the damage.

Crimson Gorge

14th-level Crimson Soul feature

You learn how to make use of the blood enemies have already spilled from you to strengthen your body as well as your magic beyond its normal limits.

While you have no more than half your hit points remaining, you gain a +3 bonus to AC. When you have this bonus and you roll damage for a sorcerer spell that you cast, you add your proficiency bonus to the damage of the spell.

You can only add this bonus damage once per turn.

Visceral Storm

18th-level Crimson Soul feature

You have learned how to force your magic into the body of a mortally wounded creature with such ease and force as to cause an implosion of magic.

When you deal damage to a creature and reduce it to 0 hit points, you can spend 2 sorcery points to cause the creature to explode violently. The target fails one death saving throw automatically. Each creature within a 15-foot sphere centered on the target must succeed on a Constitution saving throw, taking 7d6 necrotic damage on a failure, and half as much damage on a success.

Reborn Hero

The Soul is a curious thing; at times it will find a way to preserve itself throughout time.

-- Pryxis

The soul of a long forgotten hero often times may refuse to simply be laid to rest, instead struggling against the shackles of fate and death. These souls become either reincarnated or their inherent powers are transferred down their familial lineages into Sorcerers of the reborn hero. These sorcerers are filled with a supernatural sense of bravery and purpose, instilled with valor and determination.

Hero's Birthright

1st-level Reborn Hero feature

Your soul remembers the ways of war from ages past.

You gain proficiency in shields, simple weapons and martial melee weapons.

In addition, you add Heroism to your list of known spells, and can cast Compelled Duel a number of times equal to your proficiency bonus per long rest. Both of these spells counts as sorcerer spells for you, but they do not count against the number of sorcerer spells you know

Brave Soul

1st-level Reborn Hero feature

Your innate power animates you in battle, allowing you to deflect blows and wield weapons that you otherwise could not.

While you are not wearing any armor, you are always under the effects of a Mage Armor spell.

During a long rest, you can perform a ritual on one melee weapon that you are proficient with and that lacks the two-handed property. When you make an attack with this weapon, you can add your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. You can only have one weapon affected in this way at any time.

Spellbound Strikes

6th-level Reborn Hero feature

You begin to master magical combat.

When you attack using your ritual weapon, you can spend sorcery points to enhance the attack in one of the following ways:

  • Heroic Strike. After you attack, you can spend 1 sorcery point to make another attack with your ritual weapon as a bonus action.
  • Ethereal Strike. After you attack, you can spend 1 sorcery point to take the Dodge or Disengage action as a bonus action.
  • Glorious Strike. If your attack hits a creature, you can spend 2 sorcery points to restore hit points equal to your Charisma modifier to yourself and all creatures of your choice within 10 feet of you.
  • Mortal Strike. If your attack hits a creature, you can spend 2 sorcery points to sunder its defenses. Until the end of your next turn, your target must subtract half your proficiency bonus from its AC and saving throws.
  • Resounding Strike. Before making your attack roll, you can spend 2 sorcery points to cast Thunderous Smite as a bonus action. It counts as a sorcerer spell for you, and casting it this way does not require concentration, but the spell ends at the end of your turn.

Arcanic Will

14th-level Reborn Hero feature

You can harness the excess energy of your magic to amplify your skill in combat.

While you maintain concentration on a spell, you gain a bonus to your AC and attack rolls equal to your proficiency bonus.

Living Legend

18th-level Reborn Hero feature

You fully embody the power and resolve of your heroic soul.

When you cast a sorcerer spell, you gain 10 temporary hitpoints. These hitpoints are lost when you take a short or long rest.

Additionally, the cost of all your Spellbound Strikes is reduced by 1 sorcery point, and you are able to utilize the spellbound strikes that are reduced to 0 sorcery points at any time - no sorcery points required.

Oracle

Gods and entities may control our fates, but some amongst us tie their threads in ways even the gods cannot undo.

-- Pryxis

These rare few have been vested with cosmic forces of fate and destiny, able to catch glimpses of the future and past. This might be the actions of a divine hand, the result of a previous prophecy, or perhaps merely the result of cosmic coincidence. A force such as fate is hard to contain, and manifests within the Oracle in not only powers of foretelling, but also in divine magic to grant them the tools to understand the true nature of time.

Oracle Magic

You learn additional spells when you reach certain levels in this class, as shown on the Oracle Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.

Oracle Spells
Sorcerer Level Spells
3rd Bane, Bless
5th Aid, Augury
9th Bestow Curse, Remove Curse
13th Death Ward, Divination
17th Commune, Hallow

Ritualistically Divine

1st-level Oracle feature

You have been instilled with the innate powers of a divine avatar.

You gain two cantrips of your choice from the cleric spell list. These cantrips count as sorcerer spells.

Additionally, you can cast a sorcerer spell as a ritual if that spell has the ritual tag and you know the spell.

Sudden Omens

6th-level Oracle feature

You begin to experience precognitions of impending danger.

You cannot be surprised, and you have advantage on Dexterity saving throws against effects that you can see.

When you are targeted by an attack, you can spend 1 sorcery point as a reaction to impose disadvantage on the attack roll.

Shape Destiny

14th-level Oracle feature

You have learned to augment the fate of creatures within your life.

You target yourself or a creature that you know of within 60 feet of you. When that creature makes an ability check, attack roll, damage roll, saving throw, or death saving throw, you can use your reaction to reroll it yourself and use either result.

You can do this a number of times equal to your Charisma modifier (minimum 1). You regain all uses when you finish a short or long rest.

Fateseer

18th-level Oracle feature

Your mind has begun to unfold as your perception peers nonlinearly through time itself.

You can spend 8 sorcery points to cast the Foresight spell on yourself. Once you cast the spell with this feature, you cannot do so again until you finish a long rest.

Warlock Features

You gain class features in the The Player's Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a warlock.

Unlike the features in the The Player's Handbook, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use some, all, or none of them.

Weird Knowledge

2nd-level warlock feature


Your patron has shared some of the secrets they hold within their trove - which allows you to uncover similar information which pertains to the eldritch and otherworldly.

You make Intelligence (Arcana) and Intelligence (History) checks with advantage when researching occult topics that pertain to creatures, spells, warlocks and their patrons, and other ancient or eldritch lore.

Life Tap

5th-level warlock feature


You have gain the ability to sacrifice some of your vitality in the case of emergency to gain extra magical power from your patron.

As a bonus action, you regain one of your expended warlock spell slots.

Upon doing so, roll a number of hit dice equal to your current spell slot level. You lose the hit dice and a number of hit points equal to the number rolled. This reduction can only be restored by finishing a long rest.

Pact Negotiator

15th-level warlock feature


Your continued success in the service of your patron has finally given you enough bargaining chips to convince them to loan you additional power.

You can rent an eldritch invocation of your choice, and it does not count against your number of invocations known.

In order to rent an invocation, the invocation must not have any prerequisites, even if you would meet them. You cannot qualify for eldritch invocations that require a warlock feature as a part of its prerequisites (such as Relentless Hex) using your rented invocation.

You can exchange your rented invocation out for a new one when you finish a long rest. Renting a new invocation takes 1 hour of time expertly negotiating with your patron.

Warlock Patrons

At 1st level, a warlock gains the Otherworldly Patron feature, which offers you the choice of a subclass. The following options are available to you when making that choice: the Archmage, the Scarlet Lord and the Sphinx.

The Archmage

Many Archmages have reached a state of power where they are able to instill magic in those willing to sevre them - even me.

-- Pryxis

Knowledge is power. An old idiom, but it carries intense truth in its words. Archmagi have been known on a few occasions to grant magic to their most devout followers. Warlocks with the patron of the Archmage have had their magical growth substituted by their benefactor, teaching them the arcane arts in exchange for fealty, service, and someone who is willing to listen to their lectures.

Archmage Patron Magic

The Archmage 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.

Archmage Spells
Spell Level Spells
1st Magic Missile, Tenser's Floating Disk
2nd Cloud of Daggers, Nystul's Magic Aura
3rd Galder's Tower, Leomund's Tiny Hut
4th Otiluke's Resilient Sphere, Mordenkainen's Faithful Hound
5th Wall of Force, Bigby's Hand

Acolyte of Force

1st-level Archmage patron feature

Your first lesson has been about General Matick, master warmage.

You learn the Mage Hand cantrip, and you can cast the Magic Missile spell once per long rest without expending a spell slot.

Additionally, may apply your proficiency bonus to the damage of spells that deal force damage (this does not stack with instances of proficiency bonus damage that already apply, such as the agonizing blast invocation of Eldritch Blast).

Apprentice of Defense

6th-level Archmage patron feature

Your next lesson has been about the workings of Elminster, the wandering wonder.

If a creature that you can see targets you with a spell attack, you can use your reaction to impose disadvantage on the attack roll. You can choose to do so after the attack is rolled, but before the outcome is determined. If the attack misses, you gain advantage on the next attack roll you make against that creature.

You can use this feature a number of times equal to your Charisma modifier (minimum 1), regaining all uses after a short or long rest.

Expert of the Arcane

10th-level Archmage patron feature

Your next lesson has given insight on the practices of Mordenkainen, the plane walker.

Whenever you are concentrating on a warlock spell, you can use a bonus action to grant yourself advantage on your choice of Intelligence, Wisdom, or Charisma ability checks for the spell's duration. Additionally, the first time that you would lose concentration on the spell, you can choose to maintain it instead.

Once the spell you are concentrating on ends, you cannot use this feature again until you complete a short or long rest.

Avatar of the Magi

14th-level Archmage patron feature

You have learned your final lesson from Pryxis, the world bearer. You have mastered that which your masters have taught you, and you speak the language of magic as fluently as your native tongue.

As an action you can launch into an arcane incantation that suffuses the space around you with arcane power for 1 minute. During this time, if a creature that you can see attempts to target you with a spell or include you in a spell's area of effect, you may make a spellcasting ability check contested by the creature's spellcasting ability. On a success, the spell fails and the caster suffers psychic damage equal to your warlock level. On a failure, the spell succeeds as the caster intended.

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

The Scarlet Lord

Some entities and monsters out there are willing to make a simple trade of loyalty for future profiting.

-- Pryxis

Some exceptionally powerful sanguine entities such as vampire lords or similar corrupt creatures will instill a portion of their hunger in those willing to feed for them. Warlocks of the Scarlet Lord pay homage to their patron through the act of enacting blood magic on the world around them. The more blood they let flow, the more they please their master's insatiable hunger.

Scarlet Lord Patron Magic

The Scarlet Lord 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.

Scarlet Lord Spells
Spell Level Spells
1st Inflict Wounds, Ray of Sickness
2nd Blindness/Deafness, Blur
3rd Feign Death, Life Transference
4th Death Ward, Phantasmal Killer
5th Dominate Person, Modify Memory

Blood is Power

1st-level Scarlet Lord patron feature

You gain the ability to replace lost blood by infusing it with arcanic energy that you can call upon later.

As a 1 hour ritual, you may sacrifice hit points equal to twice the level of your current warlock spell slot to gain an additional warlock spell slot of that level. The amount of extra spell slots you may make is equal to the maximum amount of warlock spell slots available to you.

While you have these additional spell slots, your hit point maximum is reduced by an amount equal to the hit points spent.

These spell slots last until they are spent or you take a long rest, whichever happens first.

Scarlet Mirror

6th-level Scarlet Lord patron feature

You have learned to retaliate in full to whatever damage a creature may inflict upon you.

When you would be hit by an attack or damaging spell, you may use your reaction to sacrifice 1 hit point for every point of damage you have taken. You deal triple your sacrificed hit points as necrotic damage to the attacker.

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

Life Siphon

10th-level Scarlet Lord patron feature

You can now subsume the blood of others to bolster your own lifeforce.

As part of your attack action, When you deal necrotic damage with a spell or attack, you gain a number of hitpoints equal to the target's constitution score up to your hit point maximum.

You may use this feature a number of times equal to your Charisma modifier (minimum 1), regaining all uses after a short or long rest.

Exsanguination

14th-level Scarlet Lord patron feature

Your Master has bestowed upon you the ability to render your enemies asunder.

As a bonus action, when you hit a creature with a spell, you may sacrifice 5 hitpoints to deal additional necrotic damage to the target. The damage is 2d12 for the first 5 hitpoints sacrificed, plus 1d12 for every 5 additional hitpoints to a maximum of 5d12.

The Sphinx

The inscrutable monstrosities that lend their advice and power through inane riddling.

-- Pryxis

Sphinxes; ancient and wise creatures whom hold uncountable secrets. Gatherers of forbidden knowledge and protector of secrets, these creatures bend space, time, and minds to guard their treasures - and issue tests to those who would seek knowledge for themselves. Some may even lend power through pacts, either as a means of accumulating more knowledge, or the pact itself may be a test of an individual's ability to utilize power.

Sphinx Patron Magic

The Sphinx 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.

Sphinx Spells
Spell Level Spells
1st Command, Feather Fall
2nd Detect Thoughts, Phantasmal Force
3rd Clairvoyance, Sending
4th Arcane Eye, Confusion
5th Legend Lore, Teleportation Circle

Sphinx's Riddle

1st-level Sphinx patron feature

Your patron bestows upon you the power to mire the minds of your enemies with a riddle, question, or query.

You learn the Vicious Mockery cantrip, and it does not count against your number of known cantrips.

As an action, you can cause any number of creatures of your choice that can hear you within 30 feet of you to make an Intelligence saving throw. On a failure, the target is incapacitated until the end of its next turn. A creature automatically succeeds on its saving throw if it does not understand at least one language.

You can use this feature a number of times equal to your Charisma modifier (minimum 1). You regain all expended uses when you finish a long rest.

Inscrutable Refuge

6th-level Sphinx patron feature

Your patron has granted you the ability to step into one of their personal pocket dimensions.

As an action, you disappear from the world for a brief moment and enter an astral demiplane, taking advantage of its timeless nature. While in your astral refuge, you can take two actions to cast spells that target only you. After using those two actions, you return to the space you occupied and your turn ends.

Time Jaunt

10th-level Sphinx patron feature

You are granted some of the temporal magic that your patron uses to protect itself.

As a bonus action, choose a number of creatures you can see up to your Charisma modifier (minimum 1). These creatures reroll their initiative.

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

Riddlemaster

14th-level Sphinx patron feature

You can exact harsher punishment upon those who fail your mental tests.

When a creature fails its saving throw against one of your Sphinx's Riddles, you can choose to banish it to a harmless demiplane within the astral plane.

At the end of your next turn, the creature reappears in the space it previously occupied or the nearest unoccupied space. When it reappears, the creature is under the effects of the Bane spell until the end of its next turn.

Wizard Features

You gain class features in the Player's Handbook when you reach certain levels in your class. This section offers additional features that you can gain as a wizard.

Unlike the features in the Player's Handbook, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use one, both, or none of them.

Arcane Lore

2nd-level wizard feature


Your intricate studies of arcane knowledge have allowed to great insights into the effects of magic across the worlds and planes.

You have advantage on all Intelligence checks when encountering any of the following magical effects (with DM's discretion):

  • Arcanic or Magical Languages
  • Arcane Books, Objects and Scrolls
  • Extraplanar Portals
  • Magical Environments or Structures
  • Spell-like Effects
  • Stray Magical Energies
  • Tears or Breaches in the Weave

When rolling skill checks for these magical effects, you are considered proficient in the associated skills.

If you are already proficient, you instead have expertise in the roll - adding double your proficiency modifier.

Spell Etymology

7th-level wizard feature


With the knowledge contained within your spellbook, you can trace the relationship of any given spell to those you know yourself, even having only briefly observed it.

To trace the origins of a spell, you must have perceived the casting of a spell, the spell's effect, or both, within the last hour.

If you have done so, you can take 10 minutes using your spellbook as a reference to make an Intelligence (Arcana) check. The DC equals 15 + the observed spell's level.

At the end of the 10 minutes on a success, you identify the spell that was observed, and can then attempt to copy it into your spellbook at any time as if it were written on a spell scroll. The chance of failing to copy the spell and losing it represents the puzzling work of piecing together the spell's true formula from your personal reference only.

Wizard Traditions

At 2nd level, a wizard gains the Arcane Tradition feature, which offers you the choice of a subclass. The following options are available to you when making that choice: Forge Arcana, Hemomancy and Onomancy.

Forge Arcana

Artificers excel at creating technological marvels and semi-magical objects - but the arcane smiths are those who create the stuff of legend.

-- Pryxis

It takes more than a strong arm and a smith's expertise to forge a weapon of mythical proportions. It takes knowledge of the materials necessary and the magic inherent in them through years of intensive study. Wizards that follow the tradition of Forge Arcana partake in the education of the intermingling of metallurgy and magical studies to create works of pure supernatural art.

Of Metal and Parchment

2nd-level Forge Arcana feature

You have studied the marriage of metal and magic.

You gain proficiency in Blacksmithing Tools. You also gain a special blacksmith's hammer, called an Arcanite Hammer, which you can use as a spellcasting focus, and a replacement for your spellbook. The hammer also allows you to perform smithing skill checks with your Intelligence instead of Strength or Dexterity.

If you lose this hammer, you can teleport it to your hand as an action so long as it and you reside upon the same plane of existence.

Half-Enchantments

2nd-level Forge Arcana feature

Learning of the working of spells into steel, you can now create temporarily powered magical objects.

You can perform a 10-minute ritual with an anvil and arcanite hammer to inject temporary magical power into a weapon or piece of armor. You can give one of the half-enchantments to the object listed in the table at the end of the subclass. Some half-enchantments can only be given to certain items.

An item can hold one half-enchantment at a time and the enchantment lasts for 12 hours unless the enchantment says it is lost otherwise.

You can perform this ritual a number of times equal to your proficiency modifier, enchanting one item each time the ritual is performed.

You regain all expended uses of this feature when you finish a long rest.

Arcanite Armory

6th-level Forge Arcana feature

Your Arcanite Hammer gains a special enchantment that allows you to store weapons and armor within it.

As an action, you store a weapon or piece of armor that is not being wielded or worn into a pocket dimension within your hammer by tapping the object.

You can also use an action to summon a weapon or piece of armor stored within the hammer and have it immediately equipped or worn by a creature within 30 feet that is unarmed or unarmored and it able to wield or wear it.

Arcane Recharge

10th-level Forge Arcana feature

You have learned how to rechagre an enchanted item to be used again.

Whenever you finish a short or long rest, you can touch one enchanted item and expend a number of spell slots based on the item's rarity, causing it to regain charges - if it has any - as if its conditions for recharging have been met.

The table below shows a list of what spell slot is required to recharge an item.

Spell Slot Requirements
Item Rarity Spell Slot Level
Common 1st
Uncommon 3rd
Rare 5th
Very Rare 7th
Legendary 9th

For example, you can expend a 1st level spell slot to recharge a Wand of Magic Missiles as if dawn had arisen, restoring the amount of charges that it's normal recharge state would grant it.

If the enchanted item is completely, or mostly made of metal (such as a sword, or plate armor), then the item regains twice as many charges

Permanent Enchantment

14th-level Forge Arcana feature

You have mastered the process of infusing magic into objects.

You can cause half-enchantments put into weapons and armor to become permanent. This task takes 7 days, with 4 hour sessions a day, to perform for each item.

When you do this, it reduces the number of non-permanent half-enchantments you can infuse into armor and weapons by one for each permanent enchantment you've created, and you can only have a number of permanent enchantments equal to your Intelligence modifier.

You can dispel the magic of a permanent half-enchantment by focusing for a minute and speaking a command phrase you chose when you made the enchantment. You do not need to be near the object for this to take place.

Permanent half-enchantments that have a limited number of uses regain their uses at the next dawn.

Half Enchantments

Below is a list of half-enchantments you can use as a part of this subclass. With these effects, you can use your wizard level for effects that say they give extra benefits or grant effects based on your level.

Half-Enchantment Item Requirement Description
Blink Step Armor The wearer can use a bonus action to teleport up to 30 feet in any direction. This can happen up to two times before the enchantment is lost. These uses increase to 4 times at 10th level, and then 6 times at 17th level.
Companion Melee Weapon The wielder of this weapon can teleport it to their hands as a bonus action from any distance so long as you and the weapon are on the same plane of existence. The weapon also gains the thrown property with an effective range of 10 times your intelligence modifier, with a maximum range of twice that distance.
Elemental Tempering Any Weapon Choose from Acid, Cold, Fire, Lightning or Thunder damage. Whenever the wielder hits with an attack, they can choose to deal an extra 1d8 damage of the chosen type. This damage die increases to 1d10 at 10th level, and 1d12 at 17th level.
Reflective Field Armor Any time the wearer suffers damage, they can roll a d12 and reduce the incoming damage by that much.
Swift Edge Any Weapon Whenever the wielder of this weapon takes the attack action, they can choose to make one additional attack as part of the same action. This can be used twice before the enchantment is lost. You can make two additional attacks as part of the same action at 10th level, and then three at 17th level.
Vengeful Bulwark Shield If the wielder would take damage from an attack or spell, they can use thier reaction to take half damage from the attack or spell. Then, on their turn, they can use a bonus action to make an attack with their shield. If it hits, it deals damage equal to the amount the wielder took when they last used the shield's ability. The reaction and the attack can be used once, after which the enchantment is lost. At 10th level, they can both be used twice, at 17th level they can be used three times.
Vorpal Edge Any Weapon This weapon can critically hit on a roll of 18-20. When it critically hits, it deals extra damage equal to your level. This can happen once, after which the enchantment is lost. When you reach 10th level, it can happen twice, and then three times at 17th level.
Wind's Grace Armor As a bonus action, the wearer can gain the benefits of the Haste spell until the end of their next turn. This can happen once before the enchantment is lost. It can happen two times when you reach 10th level, and then three times when you reach 17th level.

Hemomancy

Indeed, even the most studious mages have studied the forbidden arts inherent in the blood.

-- Pryxis

The school of Hemomancy is amongst one of the most forbidden realms of magic that a wizard can delve into, but there will inevitably be those who can't be deterred from the grisly pursuit of blood magic and the raw power it can offer. There is great energy in the blood of all living creatures, and Hemomancers seek to take great advantage of such innate power. Unlike most other blood mages, Hemomancers focus their studies on augmenting their own blood, rather than sacrificing it for power.

Hematic Savant

2nd-level Hemomancy feature

Your studies of blood magic has given you insight into anatomy.

You gain proficiency in the Medicine skill.

Additionally, you have learned how to use the magic within blood to see into the memories of the dead. Whenever you are next to a creature who has been dead no longer than 48 hours, you can spend 10 minutes performing a ritual involving the blood of the creature as you experience a vision relating to their life. When you do so, you can learn one of the following pieces of information:

  • The creature's name (creature name and personal name, if any) and creature type.
  • What manner the creature died, such as disease, poison, injury, or old age.
  • The creature's role in society, such as a profession (if it had one) or social status.
  • How long ago the creature died.
  • What was the last task the creature was carrying out before it died.

Once you have used this feature, you cannot do so on the same corpse again. You learn one additional piece of information at 6th, 10th, and 14th level.

Sanguine Shield

2nd-level Hemomancy feature

You have learned how to draw the power from your blood to harm others.

As a bonus action, you can cause your blood to become volatile. Until the end of your next turn, whenever you take damage from a creature that you can see, that creature takes necrotic damage equal to your wizard level plus your Intelligence modifier.

This feature can only be used once per turn.

Crimson Regeneration

6th-level Hemomancy feature

You have harness the ability to speed up your blood's natural healing abilities.

You regain hitpoints equal to half your Proficiency bonus (rounded down) each round. This regeneration does not restore lost body parts, but you may hold the severed body part to your stump and it will reattach after 10 minutes.

Empowered Veins

10th-level Hemomancy feature

You have become fully attuned to the magic within your blood.

You no longer need an arcane focus for casting spells, utilizing your own blood as your focus.

Additionally, your maximum hitpoints can no longer be reduced, as you exert control over your blood.

You also become immune to disease and poison.

Cruor Magi

14th-level Hemomancy feature

You have mastered the art of blood magic.

Whenever you successfully hit a creature with a spell attack, you can use your bonus action to draw some of their blood for you to consume.

When you do so, choose one of the following effects.

  • Blood Reservoir. You consume the life force of the creature, and you regain hitpoints equal to the creature's Constitution score plus your Proficiency bonus.
  • Bloodshape. You consume the essence of the creature. Until you finish a long rest, you can cast the spell Alter Self as an action without expending a spell slot. You take the form of the creature you consumed, and you have advantage on Charisma checks made to pass yourself off as the creature. When you use this feature, the spell lasts for 4 hours.
  • Bloody Defense. You consume the raw strength from within the creature. Until you finish a long rest, you gain one damage resistance or condition immunity that the creature had.

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

Onomancy

The practice of utilizing the true names of reality lead many to great heights of power, and deep pits of infamy.

-- Pryxis

Practitioners of magic well know the power of names, but wizards who follow the tradition of Onomancy use their magic to manipulate the words that encompass existence. Onomancers expand their study into language itself, searching for threads of magical significance that weave through the true names of creatures and objects. Something that is named stands out in the multiverse, distinct from the tapestry of creation all around it.

True Names

Names have power. Every object and living thing has a true name, that which ties its very being to the fabric of the universe. Most never know their true name or even its existence. Onomancers are wizards that have dedicated their lives to studying the nature of the weave and the names that link living beings to it. Through intensive training, those who follow the school of Onomancy have gained the ability to identify a creature’s true name and use that name to enhance their spellwork.

True Namer

2nd-level Onomancy feature

You have studied the ineffable force of names; the soul of their reality.

You learn two of the following languages: Abyssal, Celestial, Draconic, Deep Speech, Infernal or Primordial. You also gain proficiency in Calligrapher's Tools.

You can magically compel a creature to divulge its true name. As a bonus action, you target one creature you can see within 60 feet of you. The target must make a Charisma saving throw against your spell save DC. The target may choose to fail this save.

On a successful save you fail to learn the target's name and you must expend a spell slot to use this feature on this target again. On a failed save, the target is charmed by you until the end of your next turn, and you mentally learn the charmed target’s given name and true name or the fact that the target lacks a given name.

Fateful Naming

2nd-level Onomancy feature

You can bend magic to assist or hinder creatures through the power of their true names, and even use those names as an anchor to affect others around them.

The Bane, Bless, and Command spells are wizard spells for you, and you add them to your spellbook. You always have them prepared, yet they don’t count against the number of spells you can prepare.

You can cast these spells without expending a spell slot or material components if you speak the true name of one target of the spell as part of casting it. You can cast the spells in this way a number of times equal to your Intelligence modifier (minimum 1), and you regain all expended uses when you finish a long rest.

Resonant Utterance

6th-level Onomancy feature

You have learned methods through which you may weave magic into the true names of creatures.

You learn words of power called Resonants, which allow you to tailor your spells through the use of a target’s true name.

You learn two Resonants of your choice, which are detailed in the Resonant Options section later in this subclass. Each time you gain a level in this class, you can replace one resonant you know with a different one. You learn an additional Resonant at 14th level.

When you cast a spell of 1st level or higher, you may apply a Resonant you know to one of the targets of the spell by weaving their True Name into the casting - if you know their True Name. This adds a verbal component to the spell.

You can use Resonants a number of times equal to half of your wizard level (rounded down), and you regain all expended uses when you finish a long rest.

Onomastic Revelation

10th-level Onomancy feature

You have great sway over the presence of creatures whose True Name you know.

You add the Banishment and Sending spells to your spellbook, if they are not there already. You always have the spells prepared, and they don’t count against the number of spells you can prepare each day. If you know the True Name of the target creature, the spell requires no material or somatic components, and your Sending spell does not have a chance to fail even if the creature is on another plane of existence.

You can cast each of these spells once without expending a spell slot or material components if you speak the true name of one target of the spell as part of casting it, and you can’t do so again until you finish a short or long rest.

Epithet Binding

14th-level Onomancy feature

You now know how to forcibly bind a creature into your service by uttering and charging its true name.

You add the Planar Binding spell to your spellbook, if it is not there already. You always have the spell prepared, and it doesn't count against the number of spells you can prepare each day.

Additionally, if you know the True Name of the target creature, you can cast the spell as a ritual at the highest level for which you have spell slots, requiring no material components.

You can only have one creature affected by the spell cast in this way at a time. If you already have a creature bound by the ritual and you cast the spell as a ritual on a different creature, the spell immediately ends for the first creature.

Resonant Options

Some Resonants have level prerequisites. They use your wizard level to meet these prerequisites.

  • Absorption (10th level). When you cast a spell that deals damage to the named creature, you gain a font of healing equal to half the damage they took. You may divide this healing among you and any creatures of your choice within 30 feet.
  • Circumvention (6th level). When you cast a spell that deals damage or inflicts a condition to the named creature, you ignore damage resistances. At 10th level, you ignore condition immunities, and at 18th level, you ignore damage immunities.
  • Devastation. If the spell requires the named creature to make a saving throw, that creature has disadvantage on the first save it makes against the spell.
  • Dissolution. When you cast a spell that deals damage to the named creature, they take an additional 1d8 force damage. This increases to 2d8 at 10th level, and 3d8 at 18th level.
  • Invigoration (6th level). For the duration of the spell, once per turn, the named creature may roll 1d8 and add it to the damage of a spell or weapon attack. The damage type of which is your choice from: acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage.
  • Nullification (6th level). If the named target is affected by any other spells, you know what those spells are, and you can attempt to end one of your choice by succeeding on an Intelligence check with a DC equal to 10 + the level of the chosen spell.
  • Preservation. You, or the named creature, gain 1d6 temporary hitpoints. This increases to 2d6 at 10th level, and 3d6 at 18th level.
  • Relocation. When you cast a spell that deals damage to the named creature, you can knock the creature prone or move it up to 10 feet, either directly towards you or away from you.
  • Revitalization. You, or the named creature, regain 1d6 hitpoints. This increases to 2d6 at 10th level, and 3d6 at 18th level.
  • Sympathy (6th level). If the named creature is within range of the spell, you can target the creature with the spell even if you can't see the creature or it has total cover against the spell.