Midraholm

by thekidaver

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Midraholm

Table of Contents

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Midraholm

"Lo there, do I look upon Midraholm, the world that sails the vik of the cosmos. It’s wake in the northern skies tells a thousands tales of its journey and heroes. The first era has passed and here we find ourselves in an age undreamed of, where technology meets magic and greatness can be won by the prowess of combat. Hither champions rise to stand against the forces of evil in song as old as time. Its bloody crescendos will determine the fate of all." - Katr the Bard

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Midraholm is a planet not unlike earth. It has many cultures and races that you’ll find familiarity with from history. I want to give you, the players the feeling of a very Norse world without detracting from cultural diversity. You’ll see a lot of references and influence from Viking culture laced throughout the entirety of my creation. The gods I have created for Midraholm are heavily Norse as well. With that I give a variety of options for gods that the players themselves can create as not every culture or people that exist in Midraholm are covered. This is due to the fact that I want the focus of the gameplay to be on the people who live in the “nine realms.” Throughout this hand book you will find some meta knowledge (i.e. in the section about Firekin I go on to say that “their culture, architecture and clothing is close to that of Afghani people.”). I added this to help you to better understand what I was going for and to give you inspiration as a player to help a character come to life. I hope you enjoy your adventures in Midraholm.

Chapter 1

Realms of Midraholm

The Nine Realms

Though there are many continents cultures and countries on Midraholm the focus of the game is on characters from the "nine realms," which make up the super continent of Olin. These realms include Vaga-Iss, Duerfall, Carrac, Nithroel, Olinheim, Felhollow, Keska, Holgeria and Jotunnca. You may notice alot of blank space on the other continents such as north and south Anowara. This is due to the lack of exploration in the continents by the Olin people. As the adventures go in I suspect more of these maps will be filled in. But there is no telling which way your adventures will take you. Any "one offs" and other such adventures have already unlocked portions of the map in which these adventures took place. Essentially I loved the idea of creating this world together.

Keska

When approaching Keska you should think of Scandinavia. Its culture and architecture heavily influenced by Denmark, Sweden and Norway. It has large forests of pine, birch and spruce trees. To the northern region it is mountainous when not bordered by the great whirlpool called the eye of Raac and everywhere else in the land is full of fertile grasslands and rivers making it prime for farming and travel. The weather in Keska is mostly temperate with light snowfalls in the winter and mild summers. Mostly the people here live the peaceful lives of craftsmen. Though from time to time the orcish tribes have been known to raid smaller villages and the green dragons that stalk the forested areas are known to hunt travelers . Keska is a monarchy that has been ruled by the Bloodaxe line for generations, though its major cities are stewarded by Jarls. Being full of craftsmen it exports a lot of goods to the other realms and is a central hub for commerce and trade. Its many rivers flow out to all of the other realms allowing for swift travel to and from it.

Keskan Cities

  • Ysguard
  • Gluttonhagen
  • Greedslo
  • Lustanborg
  • Wrathus
  • Priden
  • Slothsby
  • Envyrna
  • Ash Hill
ToC

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Land Marks

  • The Borderland's Mountains
  • Darkwater River
  • The Covetess Forest
  • Trail's End River
  • Root River
  • Avarice Hill
  • Pleonexia Mountains
  • Dragon River
  • Lake Ysilda
  • Myrkwater River
  • The Midgard Road
  • The Eye of Raac
  • The Molten Pass
  • Little Water River

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Holgeria

“The isle of spears” Is a land that is permeated by Chinese culture and architecture, of course mixed with Scandinavian. The land itself is filled with geothermal features. This includes volcanoes, domes and plateaus. The environment is ever shifting as new landforms are created by magma. Regardless of the season Holgeria is always hot. Its summers push the temperatures up to near 120. Its winters are around 90 but bring such disasters as acid rain and ash falls. There is almost no farming in Holgeria as its difficult to get anything to grow except for the coconut palms that mysteriously appeared on its beaches. The majority of food is derived from the hunting and killing of red dragons. Due to their shortage of food they often import grain and crops in exchange for their chief export, military training and mercenary work. Holgeria is a military dictatorship that is dynastic in nature. The higher your rank in the military is the higher your authority in the nation. The entire realm is dedicated to their sworn duty of defending all nine realms against the threat of the ogre kingdoms to the north. As such a massive wall was erected to separate the two nations which they called the “Iron Barrier.”

Holgerian Cities

  • Rhoggar
  • North Watch

Land Marks

  • Tail River
  • Belly River
  • Cotton Mouth River
  • The North Road
  • Mt Germane
  • Shard Hills
  • The South Road
ToC

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  • Helhammer Bay
  • Pink River
  • Ring River
  • Middle River
  • Index River
  • Thumb River
  • Coconut Forest
  • Obsidian Hills
  • Black River
  • Mt Garish
  • My Groenn
  • The Magma Coast
  • The Wall
  • Gulrok Bay

Vaga-Iss

Harsh, forbidding and almost completely buried beneath a cap of permanent ice and snow, Vaga-Iss is one of the largest of the nine realms. The culture and architecture is a hodge podge of peoples which include; Scandinavian, Inuit and Native American. Mountains in the south connect it to Duerfall but other then that the land is quite flat. There are areas of dense forests scattered throughout the land but mostly it is snowy slopes or arctic tundras. The summers are extremely mild there and the winters extremely harsh getting as low as -58. The land is not only dangerous because of its unforgiving environment but also has many threats that roam the land in search of food. Ice trolls, yetis, wendigos and white dragons are just some of the aforementioned creatures. Very few things grow in the icy land save for lifiberries, which are a strange fruit that seems to withstand the cold and provide ample nutritional value. The inhabitants mostly survive off ranching yak herds. There is no definitive governing body in Vaga-Iss, though the wolf tribe has typically stepped forward to resolve or participate in political issues. The individual villages and tribes seem to govern themselves otherwise taking on Wolfpack politics. The realm by nature and by nature of its people is more isolationist.

Vaga-Iss Cities

  • Mistvale
  • The All-Den
  • Iceborr
  • Jormsberg
ToC

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Land Marks

  • Frost Rime Bay
  • The Icicles
  • The Frozen Steppes
  • The Yattle Road
  • The Wasteland
  • The Eye of Raac

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Carrac

Carrac is a peninsula, bound by the serpent sea in the north, the sea of dreams to the west and the fae coast to the south. The land itself is almost entirely composed of myristica swamps that are laced with arcane energy in its waters. This energy is raw untapped magic that spills from springs in the ground. This causes rich soil and exotic fruits and vegetables to grow here including dragonbreath fruit, starfall fruit and fae cacao all of which are highly sought after exports. Other exports of Carrac include all types of magical artifacts, scrolls and magical weaponry. There are also dense jungles full of tropical flora and likewise fauna. The culture and architecture here is a mixture of Scandinavian, Irish and Indian. The populated areas of the realm are usually guarded by magical shields, however the wilds are quite dangerous. The beasts of the jungle are voracious and other then that there are goblin tribes, Sidhs and blood elves, who are elven tribes that deal in blood magic. Carrac is ruled by an odd scholastic form of government where the most educated individuals form an oligarchy called the “Arcanist Collective.” The summers of Carrac bring on intense humidity and monsoons. Its winters are extremely mild and dry.

Carac Cities

  • Nexxis
  • Wesbog
ToC

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Land Marks

  • Magi Coast
  • The Arcanist's Road
  • The Erie Cauldron
  • Lake Mana
  • The Mythic Road

Olinheim

Olinheim was once called “the realm of the king” as it was host to the King of all of the nine realms. Since then it has turned to a theocratic nation with the Solaris Prime serving as the king and voice of Obek. The other realms still pay fealty to this realm but only as respect and not sworn duty. The realm has a mixture of different landscapes ranging from mountains to the west, costal wetlands to the south, dense forests to the north and fertile grasslands to the east, though the majority of the land is covered in rolling hills of grain and wheat. The culture and architecture of the land is heavily Greco-Roman and Scandinavian. The prime exports here are wheat, barely, grain, hops and honey which are primarily sold to Duerfall though they have contracts with all the nine realms. There are few threats in the land save for the wild hill men in the central areas, manticores that reside in the mountains and forests and pirates off the southern coast. The diversity of Olinheim is astounding to other realms as they are not only heavily agricultural but also militaristic and religious. Their society is the pinnacle of perfection in most eyes. As such they have had to seal their borders only letting those in the most need in.

Olinheim Cities

  • Bulder
  • Rayne
  • The Embarr Isles
  • Brees
  • Olinium
ToC

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Land Marks

  • The Living Bay
  • Nuatari River
  • Pebble River
  • Lunatari River
  • The Argosian Hills
  • The King's Road
  • The Kindel Ferry
  • Root River
  • The Sunseeker Woods
  • Eclipse Bay

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Jotunnca

Jotunnca is the land of the giants and displays as much diversity as its inhabitants. It stands the largest of all the nine realms and is divided into four major areas. The eastern area is connected to Midraholm’s largest island chain and its culture and architecture mimics that of the Hawaiian islands. Temperate forests combined with some geothermal features gather here to complete the image of a tropical paradise which is mostly populated by leviathan dreki and tempestkin who are extreme isolationist, uncaring of the troubles or politics of the other realms. The northern side of Jotunnca is forbidding mountains and dry deserts. The jagged mountain peaks are treacherous, and are snow covered for most the year. Its culture and architecture is close to that of Afghanistan and its Firekin inhabitants form tyrannical dictatorships that wage war on each other and other nations. The western side of the realm is mostly mountainous with its ranges connecting to the northern mountains and extending all the way to the southern parts outside of Jotunnca's borders. These large mountain ranges form a barrier between Jotunnca and Felhollow. Much like the northern area these mountains are commonly jagged, treacherous and snowy. The largest difference being the common occurrence of earthquakes here. Its architecture and culture is similar to that of the Himalayan people. These mountains give way to alluvial plains that lead into the sands of central Jottunca. These sandy central areas lead directly into the southern provinces which are endless flatlands of sand and rock. The culture and architecture there is similar to Egypt and its tawny skinned people simply called Jotunkin mimic this. The realm is constantly at war with itself and stands divided amongst its people.

Jotunnca Cities

  • Celosia
  • Argus
  • Quadratus
  • Gaius
  • Phadera
ToC

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Land Marks

  • Phalanx Mountains
  • The Ghorwood
  • The Valus River
  • Helhammer Bay
  • Hydus Bay
  • The Malus Peninsula
  • Kuromori Dunes
  • The Dirge
  • The Basaran Wastes
  • Mt Avion
  • Pelgia Mountain
  • The Tempest Isles
  • Mt Cenobia

Felhollow

Felhollow is a hundreds of impassible jagged mountain ranges that are hollow giving way to a vast subterranean realm inhabited by Myrkelves and many other strange sinister creatures. It is a place where few humans go and from where even fewer return. It extends well past the dungeons made by surface dwellers, encompassing myriad caverns, tunnels and complexes. Though the Myrkelf cities have culture and architecture that is closer to a gothic era France, its physical characteristics are based upon the conditions in real world caverns deep underground, except at immense size. There is no light except for occasional phosphorescent fungus. Most natives to the land either have highly developed sense other than sight or have dark vision. Food can be extremely difficult to find, and much of the natural vegetation is poisonous. In addition, potable water is hard to locate. The civilized areas of Felhollow are ruled by a matriarchal aristocracies that continuously war for dominion over their city states. The race as a whole have little dealings with the surface dwellers, other then trading goods for mercenary work or magic. The surface area of the land is called “the Mountains of Madness” because any who should try to traverse them would surely die. The temperatures are frigid and the caps of the mountains are covered with snow year round. The caves of the Felhollow itself however are very temperate though humid.

Felhollow Cities

  • Shadow's Deep
  • Shadesmark
  • Gloomire
ToC

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Land Marks

  • The Mountains of Madness
  • The Myrkwater River
  • The Drow Coast

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Duerfall

The borders of Duerfall are plains and forests that slowly climb up against the feet of rocky hills or towering mountain ranges. The grass and bushes gently give way to the stone and the rock. Where the mountains start to rise, that is where you can find the entrances of the grand dwarven cities. Unlike the Myrkelves who build their cities in the hollow mountains. The dwarves build their homes out of the mountains. Carving into the rock and stone shaping glorious towers and strongholds. Everything you see when entering these cities is masterfully carved and etched stone. Unfortunately outside in the mountainous areas many dangerous orc tribes take up residence. Another large threat to the dwarves is those who dig to deep and greedily into the mountain. A sickness takes the dwarves and their stone bodies begin to grow crystals which drives the beings mad. Thus it is important in dwarven society to have time on the surface as well. As such, not all dwarven cities are underground, large populations of the creatures build their homes in the rocky hills along the western coast. Duerfall does a lot of trade with the human realms, they export goods like dwarven ale and dwarven steel and important a lot of crops as Duerfall is not a good farming land. The government is a monarchy which controls the flow of its goods and keeps strong alliances with many of the human realms.

Duerfall Cities

  • Dorladun
  • Gaelforge
  • Stormclaw
ToC

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Land Marks

  • Bjarke Pass
  • The Thunder Mountains
  • Lightning Road
  • Dark Water River

Nithroel

Trees for miles in all directions, Nithroel is a realm covered entirely in forests. Though they are all wooded each corner of the realm is a completely separate biome. The northern sector is covered in tropical forests that are dense and thick with growth. The eastern forests are boreal in nature and thin as they reach the Keskan border. The southern area is full of temperate forests which are mostly responsible for the rich soil in Olinheim. Finally, the eastern portion of the realm which is separated from the rest of Nithroel by the Dark Water River. This section is known as the Primordial Veil or the Fae Wilds who’s trees are a mixture of all different species and sizes that do not align with natural world. Strange creatures wander this land such as; Trepuki, goblins and Fae beasts and its borders are constantly being disputed by warfare or negotiations. The Trepuki which are sentient tree race that live in fae wilds have ambassadors to open up discussions and end embargo’s that have halted trade and relations with the Fae folk. Though this back and forth has gone on for a few decades. The weather in Nithroel varies from biome to biome, their real world climates can best describe weather patterns in each. The Elves which populate most of the realm are governed by a Monarch Republic, the rule of each king lasting for around 100 years. The Elves of Nithroel have many dealings with the other realms and important goods from Duerfall, Olinheim and Keska, while exporting specialty goods like elven artifacts and fae wild goods. Elven culture is much like medieval England however its architecture and clothing is more like a mix of Tolkien elves and Japanese.

Nithroel Cities

  • Navi
  • Shiek
  • Poe
ToC

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Land Marks

  • The Fae Coast
  • The Fae Wilds
  • The Living Bay
  • The Dark Water River
  • Bright Wood
  • The Link
  • High Wood

Liandelle

Liandelle is known as the “Land of Dread.” Evil has permeated this land since its discovery in the 1st age. An attempt at dominion over the land was made by the Bloodaxe regime but unforeseen circumstance caused them to abandon the campaign. The land itself began to sink into a gaping abyss at the center of the land and not much else has been heard from there since.

Helforge Isle

After the Evernight war Hellva Helhammer seized a small island in the Boiling Sea south of Holgeria and north of Jotunnca. This island was named Helforge Isle as it became the stronghold for the Heltechs and the Helhammer empire. Only those affiliated with the Heltechs guild are permitted here but most can guess it is a place of wild technologies and grand magics.

North and South Anowara

The newest continents discovered on Midraholm, these promising lands are rich and fertile. Their temperate climates and varying biomes have made it a destination for quite a few people especially those fleeing from Liandelle. The realm itself is covered in hundreds of humanoid tribes of a race called the Wara which on certain coasts have been placated. The first settlements have been established there as New Liandelle and Fallhill.

ToC

Cocodrillo

This small island named as such because its resemblance to a crocodiles head is the heart of scum and villainy. A true pirates port, Cocodrillo offers any smuggled good you can imagine and any illegal service you could want.

Drekheim

Much about Drekheim is unknown. Its has always been considered a “Bermuda Triangle” type place that vessels set sail to or near and never return. Little has ever been know but stories passed down tell of it being the original home of the Dreki until an evil dragon took dominion of the island and exiled the race.

Madichon

Madichon is a small continent comparatively and remains mostly mysterious. Its people are a black skinned race that worship gods of the grave and command ritualistic magic. Very few treks have been made to the land as it is the furthest away and its inhabitants offer very little in the way of trade.

Chapter 2

Your Character

Creating a Character

Your first step to entering the world of Midraholm is to create your character. When doing so, keep in mind that this world is very heavily Norse inspired but obviously with quite a few twists of my own. I have put countless hours into creating everything you are going to see in the subsequent chapters and thus I ask that you put the same effort into creating a character that not only fits into the world, but will help to shape it. It will be our goal together to make this world feel more full and real. With that I must warn against creating characters that are built for a simple laugh or make a mockery of the my world. (Grubbs Mcstubs the Squirrel Lord will be kindly declined as a legitimate character. Sorry, not sorry.) More so, I understand that we all draw inspiration from many sources around us, heck even I have used many references of other works such as; Ravenloft, LOTR, 300, Game of Thrones and quite a few others. However as far as character creation is concerned, I would like to see original concepts. I have no qualms about them being inspired by other works, but Link the elven eldritch knight who was raised in the Fae Wilds and has an obsession with smashing ceramic pots will also be politely declined. With that I will give you a few tips to create a successful character for the campaign.

Concept

D&D, already has some interesting base concepts. These concepts are usually centered around the mechanics of the game. However, the professions of your character is not who they are, and neither is their race, just like in real life. Your character needs something more: a personality. Are they nice, mean, flaky, or just weird? Do they fear social interaction, or do they hate spiders? Building a character is more than just writing down stats, you need a concept.

The concept you create should be something you can bring across when speaking. Being a hulking brute of a man is a nice concept, but how are you going to play that while sitting at somebody’s dinner table with an ale?

The Voice

I understand that not everyone is great with accents and the like, but its more about how the character speaks to people that will make me understand whether you are saying something "in character" or not. Perhaps changing the tone of your voice? Maybe something as subtle as the character taking on mannerisms that are not your own?

The Stats

When you have your concept, the next step is to start putting together the statistics of your character. In all of my games I have used standard array (15, 14, 13, 12, 10, 8) this will not be changing. With that, I know that we all want to maximize the efficiency of our character, however, don't do this at the cost of the characters integrity. Instead, build your character around your concept. Make them unique and interesting instead of "that power build from the internet." Power gaming behavior will not be looked kindly upon by the "gods" if you catch my drift.

The Background

Next up, is your character’s background. You can write something as simple as a few sentences or a vast web that spens across multiple pages. That is up to you but, as a dungeon master, I need to create a story. However, that story is only interesting to the players if I can engage them. Being able to play into the character’s background helps tremendously with that. As a player, you want a background that helps you make choices in game. And, also, if there is a slump in the campaign, you want something to do.

I’ve already mentioned multi-page backgrounds. Heck, I’m game. However, when you go all out on making your character that special snowflake that completely unhinges the story, then that’s not a good thing. So together lets use the "background system" I created and put together something that will make lemonade for all.

Roleplay

I can't stress enough how important roleplay is to a ROLEPLAYING GAME. Its everything. If you want to do max damage and crunch numbers, go play world of warcraft. I want every player who steps up to the table to be immersed and excited about acting out their character scene by scene. With that being said I must give a little advice in that department.

  • Roleplay to your comfort. Not everyone can immerse themselves that deep in their character and I understand that, do your best and I will see it.
  • Don't get bent out of shape. I know sometimes we can get a little frustrated with another player at the table for saying things or acting a certain way but remember this is a game, its purpose is to have fun. Let's all take a deep breath and resolve any issues like adults.
  • Remember you are not the only player at the table. Hogging the spotlight happens from time to time. I will do my best to make sure all get their moment to shine, but some players are just more relevant to a certain scene then others. Calm down you'll get your moment to.
  • Don't derail the game. Everyone is trying to have fun. If you murder hobo or do some stupid shit that disregards the story just because "its what my character would do." then you're an asshole and so is your character. The point of the game is to travel with a party and go on adventures. Keep that in mind when you decide your character isn't gonna play well with others.
  • Remember your alignment. The alignment of your character is an important guideline in the moral compass of the character which might be different from your own. It can really help me as a DM differentiate a player decision from a character decision. Look to the next section for a layout of what I consider each alignment to represent.( I won't allow PC's to be an Evil alignment unless its a special circumstance.)

The Nine Alignments

Nine distinct alignments define all the possible combinations of the lawful-chaotic axis with the good-evil axis. Each alignment description below depicts a typical character of that alignment. Remember that individuals vary from this norm, and that a given character may act more or less in accord with his or her alignment from day to day. Use these descriptions as guidelines, not as scripts.

The first six alignments, lawful good through chaotic neutral, are the standard alignments for player characters. The three evil alignments are for monsters and villains.

Lawful Good

A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice.

Lawful good combines honor and compassion.

Lawful good can be a dangerous alignment when it restricts freedom and criminalizes self-interest. Thus when getting into these extremist realms beware as your lawful ways may conflict your good nature.

Neutral Good

A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them.

Neutral good is doing what is good without bias for or against order.

Neutral good can be a dangerous alignment when it advances mediocrity by limiting the actions of the truly capable. Thus you must remember to not let neutrality of law turn into neutrality of morals.

Chaotic Good

A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society.

Chaotic good combines a good heart with a free spirit.

Chaotic good can be a dangerous alignment when it disrupts the order of society and punishes those who do well for themselves. Thus you must be careful when using your own moral compass in a city of law and order.

Lawful Neutral

A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount to her. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government.

Lawful neutral is being reliable and honorable without being a zealot.

Lawful neutral can be a dangerous alignment when it seeks to eliminate all freedom, choice, and diversity in society. Thus you must be careful when enforcing the law that you follow on others, more then just your own laws exist.

Neutral

A neutral character does what seems to be a good idea. She doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil-after all, she would rather have good neighbors and rulers than evil ones. Still, she's not personally committed to upholding good in any abstract or universal way.

Some neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run.

Neutral means you act naturally, without prejudice or compulsion.

Neutral can be a dangerous alignment when it represents apathy, indifference, and a lack of conviction. Thus you must be careful not to sit by and be a bystander of your own life's choices.

Chaotic Neutral

A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect other's freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it.

Chaotic neutral represents true freedom from both society's restrictions and a do-gooder's zeal.

Chaotic neutral can be a dangerous alignment when it seeks to eliminate all authority, harmony, and order in society. Thus when entering the extreme of eliminating a system of order, you must consider those who need that system and if it is better intact.

Lawful Evil

A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises.

This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains.

Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master.

Lawful evil is sometimes called "diabolical," because devils are the epitome of lawful evil.

Lawful evil creatures consider their alignment to be the best because it combines honor with a dedicated self-interest.

Lawful evil is the most dangerous alignment because it represents methodical, intentional, and frequently successful evil.

ToC

Neutral Evil

A neutral evil villain does whatever she can get away with. She is out for herself, pure and simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusion that following laws, traditions, or codes would make her any better or more noble. On the other hand, she doesn't have the restless nature or love of conflict that a chaotic evil villain has.

Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies.

Neutral evil beings consider their alignment to be the best because they can advance themselves without regard for others.

Neutral evil is the most dangerous alignment because it represents pure evil without honor and without variation.

Chaotic Evil

A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do. He is hot-tempered, vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him.

Chaotic evil is sometimes called "demonic" because demons are the epitome of chaotic evil.

Chaotic evil beings believe their alignment is the best because it combines self-interest and pure freedom.

Chaotic evil is the most dangerous alignment because it represents the destruction not only of beauty and life but also of the order on which beauty and life depend.

Benefits of Roleplay

In my game I have developed a system that rewards good roleplay and punishes negative roleplay. The "coin" system is how I do this. Here are the rules for my system.

Paying the Norns

“We three maidens, who dwell in Veil of the Primordials, create, observe, push, pull and cut the strands of fate. Our reach extends across the cosmos, even to the gods. Thus we are eternity. We decide when you succeed, when you fail, when you stall and when you fall. Understand that your fate is sealed, tied into the fiber of your being, though we may alter it, if it pleases us. When a mortal displays traits of who they were born to be, it enriches their essence, we see them shine from the well of time and it appeases us. We will send you fortunes. Coins that may be spent to ask favors of eternity. When mortals use otherworldly knowledge to take their fate in their own hands, it angers us. We will send dooms to help your enemies. Heed this, only luck escape our sight. Pay us well and win the day or cheat your fate and meet oblivion.” - The Norns

Copper for Verdandi (The Present) - “I am what is presently coming to be. If you have copper fortunes to spend, I will give you more chances to succeed at your present obstacle.” (Advantage)

Silver for Urdr (The Past) - “I am what has already come to pass. If you have silver fortunes to spend, I will allow you retry your challenge.” (Re-roll)

Gold for Skuld (The future) - “I am what shall be. If you have gold fortunes to spend, I will show you how to overcome your trial.” (Automatic Success)

Iron dooms - “Know this mortal, when you speak or use knowledge that is not your own, when you over indulge in the delights of technology or when your mind and tongue wander from your quest, we take great offense. We shall send dooms to your enemies that they may spend to gain our favor.” (Re-rolls for enemies)

Brass luck - “Luck smile upon some and misfortune upon others. This is the only force we do not control. Brass is the coin of luck and can be spent for a chance to change an event through random circumstance.” (Re-roll)

Chapter 3

Races

Humans

"These were the stories of a restless people who long ago took to the seas and rivers in longboats, first to pillage and terrorize, then to settle. Yet there was an energy, a love of adventure, that sang across the land. They were no other races favorite, but were nonetheless openly accepted nearly everywhere they went. At least, eventually."

— Idris Untaro, Carrac Chronicler.

In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the Midraholm scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.

Children of Obek

When the ancients created the world Obek, like some of the other gods, decided to create a form of life. He did this by taking two twigs of Ysilda and carving them into his image. Thus, Ask and Embla, the first man and woman entered Midraholm.

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Realms of Men

Though life for mankind started on Keska, it was not long before their ambition took them to more distant lands. They spread like wildfire across the realms, conquering, trading and settling. Through their acts of courage, strength and devout prowess the gods saw it fit to grant them new realms. Humans, being the most adaptable among the common races easily took to the conditions of the new lands. Over centuries the different realms of men developed varying tastes, morals and customs. An individual human might have a relatively short life span, but a human nation or culture preserved traditions with origins far beyond the reach of any single human's memory. They live fully in the present making them well suited to the adventuring life but also to plan for the future, striving to leave a lasting legacy.

Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history.

Keskan

Keska is known as the realm of the first men. In the dawn of mankind the human race took to raiding and pillaging the surrounding continents claiming more and more territory. They extended the borders of their meager plot around the worlds tree to a massive expanse, becoming the second largest continent in Olin. Two centuries of expansion ended when the angered fire and frost giants combined forces to wage war on mankind. What ensued was a 100 year long conflict that nearly brought about the extinction of the specie. However, in the year 304 Keskan forces led by Bjorn Ironside were able to defeat the giant's army. They banished the race of giants to Jotunnca and seized Holgeria and Vaga Iss for their own. With these new lands at their disposal their was a mass migration and expansion of the human kingdoms.

The humans who remained in their homeland became known as Keskans and their new quest was to build a better home. More than 600 years of craftsmanship is what followed. Though many Keskans still seek adventure it is safe to assume they started from humble beginnings as a smith, tanner, taxidermist, etc. Their coming of age happens when they have mastered their family trade. Typically their surnames stem from that trade.

Keska is a realm of craft, trade and prosperity. It has been ruled by the Bloodaxe line for more then 200 years. Few foes would try to match might against its home guard the Valkyrian. Even fewer would want to draw the ire of the Bloodaxe military as they have strong alliances with the Holgerians. The Bloodaxe regime has always held by their beliefs that they shall rule their own lands, nothing more, nothing less.

Keskans have always been the most versatile of the human races. Their natural ability to fit into, new societies makes them adaptable enough to travel anywhere. As such you can find Keskans spread through out Midraholm. Additionally their open mindedness that welcomes all who pass through their realm proves their pragmatism. As such it is not uncommon for a Keskan household to revere different gods as prime, nor is it uncommon for a Keskan to work along side another race. It is their custom that any traveler in need can expect a meal and a bed in their home.

Though the Keskan race has a distinctly Scandinavian features, their fashions and architecture are derived from all over the nine realms as they are a central trade hub. Their hair colors range from blond to black and their eyes from light to dark, though most tend to have lighter colored eyes. Their skin is typically fair though the more outdoorsy Keskans can be found with skin browned by the sun. They stand around 5 to 6ft tall and weigh around 120 to 300lbs.

After a Keskan has mastered their family trade and come to age they usually take up one of two life styles. Assuming the family business, or traveling in search of adventure.

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Keskan Slang

Keskan slang is dervied from a mixture of the Bloodaxe regime and crafting analogies. Though it is typically friendly in nature, some races may consider their terms derogatory.

Axe Ire. An enemy (someone who has rubbed you the wrong way.)

Bloody Ashes. A curse (fuck!)

Chisel Ears. A nickname for Elves.

Chosen. Someone you honor (derived from the Valkyrian this is someone you hold in very high praise, a hero of sorts.)

Cousins. A nickname for Holgerians, Galurdi, Varulf, Hrimenn and Olinheimers.

Fishmongers Son or Daughter. A disgusting person.

Fletchling. A nickname for Ravenfolk.

Green Cousins. A nickname for Half-Orks

Lovecrafter. Someone you are falling for. (This can be said playfully to mock a friend.)

Stouts. A nickname for Dwarves.

Madricide. An extremely derogatory term for a Giantkin (Giantkin typically kill their mothers upon child birth.)

Master(Name). A sign of respect (a person you recognize has mastered their trade.)

Traveling Forges. A nickname for Dreki (more specifically iron or red.)

Whoreson. A son of a bitch.

Winter Cabbage. An Idiot (winter cabbage though easy to grow, are inedible.)

Keskan Names

Keskans given names are clasically Scandinavian in origin. Their last names are derived from a combination of their family trade and a Scandinavian prefix or suffix. Sometimes variations of the names are found in larger cities where their are multiple smiths for example. A smith my change his name to smithing, or smithos.

Male. Arvid, Bard, Bjorn, Cuyler, Destin, Einer, Folke, Gunnar, Halvdan, Ingfred, Olaf, Roscoe, Sigurd, Sven

Female. Astrid, Dagry, Gull, Inkeri, Olga, Sigund, Tone

Surname. Archeron, Bjaker, Cooper, Granger, Ironsmith, Paalmer, Reeder, Smithson, Tanner, Wrightvan

Keskan Traits

It’s hard to make generalizations about Keskans, but your Keskan character has these traits.

Ability Score Increase. Your ability scores each increase by 1.

Age. Humans reach adulthood in their late teens and live less than a century.

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Family Trade. You gain proficiency in one skill, tool, or instrument of your choice.

Human Determination. When you make an attack roll, an ability check, or a saving throw, you can do so with advantage.

Once you use this trait, you can’t do so again until you finish a short or long rest.

Languages. You can speak, read, and write Common and two extra languages of your choice. Keskans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on..

Deal maker. You gain proficiency with the Persuasion skill and have advantage when making checks to haggle for prices.

ToC

Holgerian

When the giants bore down on mankind it was these humans that stood at the front lines. They tirelessly fought their foes with a passion as fiery as the land they won by right of conquest. The humans that took up life in Holgeria were plunged into an endless war against the insatiable hunger of the red dragons and ever present threat of the northern Ogre Kingdoms. These warriors built a great wall to defend from the northern invaders and formed great hunting parties to slay dragon roosts. They named the land Holgeria which in the old tongue meant "Isle of spears."

Children of Holgeria are born to war, friend to weapons and intimate with death. The very elements of Holgeria can claim the life of a lesser man, but the Holgerian revel in such conditions. They pride themselves in their ability to shake off that which does not kill them and stand up to that which could. Threats of Holgeria include: Orcs, Dragons, Goblins, Ogres and many more. As such Holgerians start combat training very young and cannot come to age less they slay one of the aforementioned creatures. In Holgeria a soldiers diet consists of not but dragon meat as there is not a lot of crops grown there.

Holgerians are not measured in size, build, or sex, they care not for vanity and only find strength in battle prowess. An early military career comes to their young which consists of guarding the great wall that seperates Olin from the Ogre Kinhgdoms. After a Holgerian has served a term of 5 years they are able to seek a different path.

Holgerians hold a very deep code of duty within themselves and are eager to join a fight. Unlike their Keskan cousins Holgerians only learn pragmatic trades that will aid them in combat such as; smithing, leatherworking etc. More often they spend their lives dedicated to the mastering of a single weapon. It is customary for Holgerians to always be armed and they usually avoid establishments that say otherwise.

Holgerians are usually found worshipping gods like Obek or Tothrok. Strong gods of battle that have harsh moral codes.

When the humans first colonized the land they were met with a shorter, tawny skinned hunter and gatherer race which was quickly assimilated into their culture as such the Holgerians themselves developed a similar skin tone and "Asian features." They stand around 5ft tall and weigh between 100 to 200lbs. They are very lean and fit. Their eyes and hair are often darker shades, though they have been seen with the lighter features of their ancestors. Commonly their buildings and structures are also built in the "asian style." Symbols of the dragons they battle with and weapons can be found in a lot of their decorations.

After their military term is served some Holgerians can be found throughout the nine realms serving as mercenaries, body guards, bounty hunters etc. When found in other realms they are usually intertwined in the customs of its people. Enjoying its food and drink.

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Holgerian Slang

The Slang of Holgeria is rooted in the comradery of its soldiers. Typically the stories of a single persons deeds passed down has lead to a lot of the nicknames for other races. Others are proper terms used by the generals and other that just stick with the soldiers even after service.

Archies. Ranged combatants.

Cheat Sheets. Any kind of armor more than a battle harness.

Civilian. Any human that is not in military service.

Crushers. Melee combatants (Typically referring to Ogres with large clubs but later included all melee combatants.)

Darkrunner. A nickname for Ravenfolk (they are typically used as couriers.)

Direman. A nickname for a Giantkin.

Green Squad. A nickname for Half-Orks

Ironbreaker. A nickname for a Dwarf.

Knife ears. A nickname for an Elf.

Leatherhead. A nickname for a Dreki.

Scrubber. An insult. (A terrible warrior only worthy of cleaning the latrine.)

Roughneck. A nickname for a soldier turned to adventuring life.

Shattered Shields. A curse (fuck!)

Slag. The center of a battle.

The Slayer. The most honored warrior of the battle (can double as a term of high praise.)

Squire. A junior warrior (can double as an insult.)

Steel Mistress. A nickname for ones favored weapon.

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Holgerian Names

Holgerians first names are usually Scandinavian in origin but have meanings of battle in the old tongue. Their surnames are usually affiliated with weapons or combat as well though in the common tongue., some choose names that are closer to titles, used to strike fear into their enemies..

Male. Asger, Brandt, Colborn, Dustin, Egil, Fritjof, Geir, Herleif, Ivar, Jari, Tyr, Vigo

Female. Aslaug, Bodil, Gunhild, Manghild, Ragnhild, Siri

Surname. Arbiter, Battleborn, Deathsworn, Falchion, Grayshield, Maulfists, Serpentslayer

Holgerian Traits

Holgerians have the following traits.

Ability Score Increase. Your ability scores each increase by 1.

Age. Humans reach adulthood in their late teens and live less than a century.

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Versatility. You gain proficiency in one skill, tool, or instrument of your choice.

Human Determination. When you make an attack roll, an ability check, or a saving throw, you can do so with advantage.

Once you use this trait, you can’t do so again until you finish a short or long rest.

Languages. You can speak, read, and write Common and two extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Conscripted Upbringing. You gain proficiency in the Athletics skill and choose proficiency in one martial weapon or shields.

ToC

Hrimmen

Vaga-Iss which translates from the old tongue to "cradle of ice" lives up to its name. This frozen realm is one of the harshest enviroments in Olin. Only by working together can the two peoples the Hrimmen and Varulf survive. The Hrimmen are a agrarian society who dwell in small villages with communal mentalities. Within their society is very little culture as their main focus is survival. There is no time for art or music when catching a fish that day may make the difference between life and death. Regardless of this they have always been the first two welcome weary travelers into their homes and offer them a meal. Hrimmen are known to be quite astounding farmers. They ranch large herds of Yaks which are used for not only meat but milk which can be cultivated into many products used in their daily lives. As well they build large indoor farms which are able to sustain lifiberries, which is a strange fruit rich in nutrients. They are also great hunters seeking out such pray as walruses, whales and bears.

Typically they make their homes in the valleys of the misty grey hills to shield themselves from the icy winds. They're known as a moody race with strict discipline and morales. Where as the latter is true the former may be due to the fact that they are rarely seen in revel or anger. A Hrimmen's coming of age happens when they turn 14 and are able to begin helping to either hunt, ranch or farm. A Hrimmen who choses the adventuring life is shamed as leaving your labors and duties behind to seek another life is considered selfish and dishonorable. As such Hrimmen rarely leave their homeland but now and then a restless child is born who refuses to live and die in the cold heartless waste.

The constant snow forces Hrimmen to be covered with heavy furs to survive, as such their skin is typically pale white and untouched by the sun. Their clothing, structures and general features resemble that of icelandic people. Their hair is typically darker shades though like most humans can be found in lighter colors as well. Most in the land are known for having clear blue eyes and outsiders say this mimics their icy nature and lack of emotion. They are averagely taller then normal humans, 6ft or so and have slim but fit builds 150 to 200lbs.

The Hrimmen get along well with their Varulf neighbors as they form a symbiotic relationship. The Hrimmen provide food to the local Varulf tribes and the Varulf protect the Hrimmen villages from threats such as Yetis, Wendigos and White Dragons. Though the Hrimman do produce weapons and armor, these things are typically made for hunting, not combat. Typically their armor is adorned with Yak horns and furs.

The Hrimmen rarely worship the gods. They don't wish to draw their attention for fear it may bring their ire. Praying is banned in most of their villages as is revelry, which includes song and dance. They also ban any substances or trade brought from outsiders for fear it may serve as distractions to their youth. When a child comes of age they are allowed to drink fermented Yaks milk each night as a reward.

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Hrimmen Slang

Hrimmen slang is furtively looked at by other races. Its a more of a simplification of words that would take to much energy to say or multiple words combined into a single word.

Af. An Elf, Nithroel or Felhollow.

Daf. A Dwarf or Duerfall.

Dek. A Dreki or Drekheim.

Dum. An insult (calling someone an idiot.)

Ed. The leader of a group or village.

Git. A Giant, Giantkin or Jotunnca.

Hom. House, village or Vaga-Iss.

Lif. A traitor (derived from someone who has left the village.)

Neg. A bad person.

Nif. A human not from Vaga-Iss.

Sto. A snow storm or some form of extreme weather.

Tah. A curse (fuck!)

Tol. A tool of some sort whether it be a sword or a hoe.

Uf. The Varulf of any tribe.

Yeg. An enemy (usually referring to Yetis.)

Yek. Food or drink.

Hrimmen Names

Hrimmen live simple farming lives and conserve energy wherever they can. As such they take very simple names preferring not to have complicated interactions with others. They also typically do not take surnames and instead are given to them by outsiders. These outsider names are slightly derogatory in nature referring to their frigid homeland.

Male. Aud, Brun, Cald, Dus, Ende, Fel, Stav, Hal, Inge, Stein, Thrope, Unn

Female. Alva, Emb, Heka, Kari, Sassa, Sylv, Tyra

Surname. Cold, Dim, Frost, Grey, Ice, Mist, Snow

Hrimmen Traits

Hrimmen have the following traits.

Ability Score Increase. Your ability scores each increase by 1.

Age. Humans reach adulthood in their late teens and live less than a century.

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Versatility. You gain proficiency in one skill or tool of your choice.

Human Determination. When you make an attack roll, an ability check, or a saving throw, you can do so with advantage.

Once you use this trait, you can’t do so again until you finish a short or long rest.

Languages. You can speak, read, and write Common and two extra languages of your choice.

Frostbitten Farmer. You gain proficiency in the Nature skill and have advantage on checks to forage or hunt for food.

ToC

Varulf

Few creatures are capable of surviving the open wilds of Vaga-Iss, those that do are vicious beasts. Among them are the people known as the Varulf. Living feral lifestyles in the various areas of their homeland the Varulf protect the borders of mans kingdom in Vaga-Iss. Man eating predators of all sorts stalk the wilds of Vaga-Iss and the Varulf spend their years patrolling and slaying such creatures. Yetis, Wendigos and White Dragons are the majority of these threats but there is no end to the insatiable hunger that the desolate land brings.

The Varulf view the hunting and slaying of creatures as their sworn duty and a tradition of their people. "The Wild Hunt" is a honored thing to take part in and the main way that the "Alphas" of their tribes are chosen. For 800 years the "Alpha Prime" position has been held by the wolf tribe known as the "Garrou." Varulf are known to come to age when they have joined a successful wild hunt. Only after this can they be considered for a position above delta.

Wild and tribal by nature, their societies follow the habits of whatever animal represents their tribe. The wolf tribe roams the forests, while the bear tribe sticks to the mountain caves, and the shark tribe stays near the coastal area. Other well known tribes are; the crows, the herrings, the penguins, the otters, the foxes, the hares, the owls, the leopards and the walruses. If a Varulf should leave their tribe to adventure it could only be that they are too old to give any service to the tribe, they are young and unbound by the rules of the tribe or they have been sent on some sort of quest by the tribe. When seen in the other realms Varulf are known to take on one of two personas; either they are weary of the modern comforts of civilized nations or they revel in the prospects of new experiences.

Because of their wild nature most Varulf tend to Worship gods like Ysilda. Feeling attuned to nature and the wilds fits their natural instincts. This marks them uniquely as the only human race that favors the goddess above Obek. This shows in their daily lives and struggles against foes like the Yeti. The Yeti are known to ravage lands beyond repair, consuming anything insight without care for the balance of nature.

Varulf share a similar appearance to their Hrimmen neighbors with pale skin that rarely sees the sun. Though their hair is usually dappled with multiple colors giving it a dirty brown look. Often Varulf can be found with two different colors of eyes as well. They do however tend to be a bit shorter then Hrimmen but still range from 5 to 6ft and weighing 150 to 250lbs.

The Varulf hunt and forage what they can but the majority of their food is attained from their Hrimmen neighbors who they have a symbiotic relationship with. The Varulf provide protection whilst the Hrimmen provide sustenance. This balance has gone untarnished since the existence of the two races and likely will not change.

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Varulf Slang

Varulf slang is a mixture of pack terms along with their cultural code and beliefs.

Alpha Instinct. Someone who you considered to be a great leader or is masterfully skilled.

Beta. Someone who is above your position.

Blood Mongrel. A shapeshifter who uses blood magic.

Delta. Saying that someone is skilled with survival and hunting. As well as honoring someone a position in your tribe

Den, Roost, Nest, etc. Home (which is affiliated with the animal of the tribe.)

Frostbite. A curse (Fuck!)

Omega. An outcast or betrayer. Context can make the difference whether this is meant as an insult.

Prey. An enemy of you or your tribe.

Pup. A youngling. Can double as an insult.

Seekers. Thogail, it is believed they search for the spirit that they once were.

Shades. Myrkelves

Southpaws. Someone not from Vagga-Iss. Someone unknowing of how to survive in the wild.

Spirit of the (Animal associated with their tribe.) an honorific.

Spiritwalker. A shamman

Whitewalker. A white Dreki.

Yetite. A wasteful person. (piece of shit)

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Varulf Names

Varulf given names are usually terms of the old tongue that translate into animals. Their surnames follow suit describing a admirable trait of the person or animal related to their name.

Male. Bjarke, Colden, Darby, Eindride, Fiske, Garr, Halstien, Ingolf, Randolph, Stigr, Tarben, Ulf

Female. Ashta, Eira, Helga, Iona, Saga, Siv, Ylva,

Surname. Bearden, Catseye, Direpaw, Fastclaw, Murdercrow, Whitewolf

Varulf Traits

Your Varulf character has these traits.

Ability Score Increase. Your ability scores each increase by 1.

Age. Humans reach adulthood in their late teens and live less than a century.

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Versatility. You gain proficiency in one skill, tool, or instrument of your choice.

Human Determination. When you make an attack roll, an ability check, or a saving throw, you can do so with advantage.

Once you use this trait, you can’t do so again until you finish a short or long rest.

Languages. You can speak, read, and write Common and two extra languages of your choice. .

Wasteland Predators. You gain proficiency in the Survival skill and increase your walking speed by 5 feet.

ToC

Galduri

Arcane energy permeates the land of Carrac and within its swampy borders one can unlock the secrets of magic, or so it is said by the common people. Truthfully only the Galduri are able to harness the power gifted to them at birth. Some Galduri are born in other lands but if magic be in their blood, then they must have some connection to these mystic people, though Carrac did not always belong to the Galduri nor humanity. In fact long ago humanity did not have access to magic. Some of the conquering people of Keska felt a tug on their souls, and calling from a distant land that beckoned them to learn the ways of the arcane. Thus the race was born as they split from their Keskan ancestors and set out for Carrac. Upon its discovery Carrac was infested with a fae demon race called the Sidhs. They had claimed dominion over all of the arcane wells and fought to keep them to themselves. The Galduri waged war against the Sidhs and eventually won the land for their own driving the demons back into the Primordial Veil.

Since then there is rarely a human born on the land that does not possess some magical ability, however it is unclear whether this is due to Carrac's waters flowing with mystical energy or perhaps that the people themselves possess some innate power. Regardless, only those dedicated to knowledge and the understanding of magic are permitted to remain in the land. The Galduri detect and nurture magical abilities early on to be sure those blessed with magic are set on the right path. As such they have erected several magical schools that teach the ways of the arcane arts.

The Galduri have a very complicated relationship with the gods. They deeply worship Vellan the Wanderer for without his guidance they could not have found Carrac, though very few Galduri have ever wielded holy magics. A canton of orthodoxy has been set in place to uncover the differences between arcane and holy magic.

Coming of age for the Galduri happens when a student has chosen a school of study. This typically happens around the age of 12. Though some gifted students are known to progress much faster.

The buildings of Carrac are quite a spectacle to outsiders. Most would consider their culture "technologically advanced." Though unlike Heltech, what they see is merely magic set into architecture. Buildings that float above the marshes and swamps. Their buildings are usually seen to be similar to Irish stone work, tall towers with coned caps atop. Their clothing is simple consisting mostly of differing colors of robes to denote the school of magic they train in.

The Galduri are typically of thinner builds, as the scholars life generally does not leave time for physical appearances. They typically have Irish features, fare skin, freckles and light colored eyes, and dark hair though hair color is rarely seen on them as they shave their heads bald to display tattoos which are symbols of status amongst them. A Galduris studies are never finished but sometimes the school can teach them no more so they take to the adventuring life to learn.

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Galduri Slang

Galduri slang is derived from the translated words in the magical language. Though some are also derived from the ancient Fae language.

Aboriors. Someone who is only an initiate to magic.

Amica. A colleague or friend.

Arcanist. Someone who has completed their magical training via one of the Carrac Arcanums.

Artificer. A Heltech.

Corvums. A nickname for Ravenfolk.

Daemocris. An evil creature or a nickname for Helbourne.

Divinos. A Wizard

Dominus. A teacher or someone who is above your position.

Dracolings. A nickname for Dreki.

Dryadalis. A nickname for Elves.

Inmicus. An enemy that you wish to avoid.

Irrum. A curse. (Fuck!)

Magus. A sorcerer.

Mutta. A strong arm or brute.

Nexius. Someone you hold in high regard or wish to be bound to.

Ordinarius. Anyone without arcane power. Non magical folk.

Pars Strecore. An insult (piece of shit.)

Sanctius. A Cleric.

Servus. A student of yours or someone who is below your position.

Tenebridalis. A nickname for Myrkelves which holds them in equal regard to themselves.

Viridis. A nickname for Half-Orks.

Virmagna. A nickname for Giantkin.

Galduri Names

Galduri names are fanciful and sophisticated. They love to share names amongst great wizards or scholars. Their surnames are not family given like most. They are dervied from a piece of the verbal components of the first spell they master.

Male. Ake, Brynjar, Carr, Dagfinn, Elof, Frode, Gandalf, Hjalmar, Igor, Olsen, Ronaldo

Female. Alfhild, Eydis, Hertha, Nanna, Signe, Thyra, Fetlana

Surname. Abbanferth, Diosis-Zen, Krakeauland-Ra, Sett-Al-Sin, Perinova-Fres, Wistenlabeau

Galduri Traits

Your Galduri character has these traits.

Ability Score Increase. Your ability scores each increase by 1.

Age. Humans reach adulthood in their late teens and live less than a century.

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Versatility. You gain proficiency in one skill, tool, or instrument of your choice.

Human Determination. When you make an attack roll, an ability check, or a saving throw, you can do so with advantage.

Once you use this trait, you can’t do so again until you finish a short or long rest.

Languages. You can speak, read, and write Common and two extra languages of your choice.

Mystic Scholars. You gain proficiency in an Acadamia skill of your choice and you learn the Prestidigitation cantrip.

ToC

Olinheimer

Olinheim is known as the kingdom of conscience. It emits great warriors and worshippers alike. None revere Obek as much as those who live in Olinheim and truthfully these people let their faith guide their culture and creation. Many buildings of Olinheim are built with gold roofs equipped with skylights so that Obek may always shine down on them, though the buildings themselves are similar to Norman architecture. Olinheim culture can strike some as opulent, as they are rarely found with disheveled or ragged clothing and wear warm hues; reds, golds and yellows. Their armor is golden or silver and shined to reflect the sunlight. They carry finely crafted weapons and armor though most of it is imported as their are not many craftsmen in the realm. Often they look to their Keskan neighbors for these products.

Olinheim itself is diverse in geography but full of rich and fertile fields regardless whether it be seaside or mountainous. There are few major cities in the realm but no matter where you go you can be sure to find a temple or place of worship. People who live in Olinheim want for nothing, as even if the land did not provide it is custom to treat your neighbors with honor and respect. Another custom of the Olinheim people is to carry either a holy symbol or a holy book of Obek.

Olinheimer children are schooled by clergy early on and later by warriors. They follow a devout path and though they a know a life of opulence yet, they do not squander it by growing fat or weak. They strive for the perfection of body, mind, and soul that comes with their lifestyle. They are considered to come of age when they have completed their theistic education and then are allowed to begin their training as a warrior. Olinheimers have a conflicted relationship with arcane magics. Some consider it to be a gift of Obek and others believe it to be no gift of Obek and therefore taboo. They hold other magics like blood or pact magic with absolute disdain, these arts are considered blasphemous.

Their image of beauty is derived from the statues of the gods they worship and thus they are typically of lean and fit builds. Their features are similar to Keskans, very Nordic but not so fair skinned. They have varying hair and eyes from dark to light.

Olinheimers who remain in their realm usually enter military service. The Olinheim military is more set on homeguard and creating alliances then anything else. Those military members who continue to practice combat and religion are usually given lands and the title of knight. However it is often that an Olinheimer will leave to give the opportunities they were given to another. More so most feel the need to go out into the world and fight for the "forces of good." To bring conscience and reason to those in turmoil and a helping hand to those in need.

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Olinheimer Slang

Olinheimer slang is laced with terms that befit the prime god Obek.

Aurora. A respectful term for someone below your position.

Converts. A slightly disdainful term for Half-Orks.

Darkin. A nickname that is slightly disdainful for Helbourne and Myrkelves.

Dawnbringer. A hero or someone who is deeply honored.

Duskbringer. An evil person or creature.

Illuminated. Someone who is blessed.

Lightborn. Someone who is above your position.

Nine hels. A curse. (Fuck!)

Nocturnium. The forces of evil. An ominous force against good.

Obek's blind eye. A curse. (Oh my god!)

Scales. A nickname for Dreki. Though gold and silver Dreki are more commonly known as Brightscales.

Shaded. Someone who is ignorant that Obek is the prime god.

Solarium. The clergy and its temples. Doubles as a ward to describe the forces of good.

Solaris Prime. The king of Olinheim.

Sungazer. A derogatory term for someone who is over zealous.

Sunweaver. A Cleric or Paladin.

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Olinheimer Names

Olinheimer names are taken from devout warriors or clergy of the past. Their surnames are derived from prophets, saints and other figures of legend from the Book of Obek.

Male. Asmund, Balder, Crosby, Erik, Frey, Gudmund, Hammond, Ingmar, Jerrik, Leif, Rangvald, Vali, Vidar

Female. Ase, Eirika, Freyja, Gyda, Ingrid, Runa, Signy, Torhild

Surname. Asgarda, Bragis, Hodor, Idunna, Njorden Mimirson, Forsetill, Ullis,

Olinheimer Traits

Your Olinheimer character has these traits.

Ability Score Increase. Your ability scores each increase by 1.

Age. Humans reach adulthood in their late teens and live less than a century.

Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed. Your base walking speed is 30 feet.

Versatility. You gain proficiency in one skill, tool, or instrument of your choice.

Human Determination. When you make an attack roll, an ability check, or a saving throw, you can do so with advantage.

Once you use this trait, you can’t do so again until you finish a short or long rest.

Languages. You can speak, read, and write Common and two extra languages of your choice.

Land of Opportunity. You gain expertise in one skill of your choice.

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Himarian

A fortelling of doom called the Evernight was said to happen in the year 904. One of the signs of this apocalypse claimed the gods would fall to Midraholm and live out their remaining days as mortals. The catastrophe indeed struck Midraholm but was warded off by its mightiest heroes, still its tenets rang true. The inhabitants of the cloud city Himaria fell to fight along side their mortal kin. There they have remained since intermingling themselves in whatever culture suits them best.

Himarians are split into two different factions the Aesure and the Vanish. Long ago they waged war for control over Himaria but eventually made a truce which was sealed by marriages and bonds of brotherhood. They worked together and had a prosperous land that now is long forgotten.

Himarians typically take on the culture and mannerisms and slang of whatever realm they live in, though they are easily distinguishable from other races. However being that both the races are descendants of the gods they are usually met with warm welcomes in whatever realm they settle in.

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The Demigods of Obek

The Aesure are a race of creatures created by Obek, who became the prime god. Being that they were born from human souls the Aesure have the same tendencies and strongly resemble humans, though their hair is most often golden and eyes a clear blue. They do however display some distinguishing traits that vary from Aesure to Aesure. You can roll or pick from the Divine Traits table to determine your feature.

The Demigods of the Ancients

The Vanish are demigod like creatures that were created by the Ancients in their own image. The ancients are nine beings of ultimate power who controlled the very elements that brought life to the world. Earth, fire, wind, water, time, space, light, darkness, and chaos all came together to make Midraholm. Vanish on Olin have a natural bond with nature and the outdoors making them more suited for the adventurers lifestyle. The Vanish are also mostly human-like in mind and body though they have very distinguishing features that vary from their Ancient Bloodlines. These features may cause them to look like members of another race or even quite monstrous. You can choose up to two Ancient Bloodlines and roll or pick traits from the Ancient Bloodlines charts that you have chosen.

Aesure

On Olin the Aesure have fit in well to whatever realm they call home. As such they adopt the names and habits of their mortal homeland.

Aesure Traits

Your Aesure character has these traits.

Ability Score Increase. Your Charisma score increases by 2 and another ability score of your choice increases by 1.

Size. Aesure have the same range of height and weight as humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Himarian Resistance. You have resistance to necrotic damage and radiant damage.

Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can’t use it again until you finish a long rest.

Light Bearer. You know the light cantrip.

Radiant Soul. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.

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

Languages. You can speak, read and write Common and Himarian.

Divine Traits

d10 Trait
1 You have a golden halo that floats above your head
2 You have stumps or slivers of the wings you once had
3 Your skin shimmers with golden specs
4 Your eyes glow with divine light
5 You have tattoos of holy symbols (Valknut, Vesigr etc.) that glow when you use divine powers
6 You have golden hair that flows with a mind of its own
7 You are constantly backlit by an aura of divine light
8 You leave a shimmering trail of divine light in you wake that lasts 1 second.
9 You have a naturally angelic singing voice capable of hitting a pitch mortals normally cannot
10 Armor or jewelry that you wear seems to shine a golden hue
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Vanish

On Olin the Vanish usually adopt the names and habits of whatever realm they grow up in, however how well they fit in to that realms society varies from Vanish to Vanish. It is rare that any two Vanish are alike. As such if the options available on the ancient bloodline traits tables do not suit your character, consult your DM for more options.

Vanish Traits

Your Vanish character has these traits.

Ability Score Increase. Your Wisdom score increases by 2 and another ability score of your choice increases by 1.

Size. Vanish have the same range of height and weight as humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Himarian Resistance. You have resistance to necrotic damage and radiant damage.

Ancients Blessing. You have access to one of the following cantrips; Druidcraft, Prestidigitaion or Thaumaturgy.

Ancient's Bloodline. As a race born of the natural gods, the Vanish have become skilled in quickly adapting to the elements. When you succeed a saving throw against an attack or spell that deals acid, cold, fire, lightning, poison, or thunder damage, you become adapted to the element. This adaptation grants you resistance to that damage type for 1 minute or until you use this feature again.

Languages. You can speak, read and write Common, Elven and Himarian.

Ancient Bloodline Traits

Earth

d4 Trait
1 Your hair grows leaves that change color with the season
2 While you are near plants, they are more vibrant, flowers bloom and other plants grow slightly
3 Branches grow from your head giving the appearance of antlers, a crown or some other feature
4 Your skin has a bark like texture and grain

Fire

d4 Trait
1 Your hair looks like a burning flame but produces no light or heat
2 Your pupils blaze like fiery effigies
3 Your skin is slate black like volcanic stone or shining black like volcanic glass
4 Your veins glow and flow like red hot magma
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Wind

d4 Trait
1 Your hair is made of wisps of cloud
2 While moving you leave behind a flowing and transparent after image
3 Hurricanes swirl in your eyes
4 Your hair and clothing constantly flutter as if blown by the wind

Water

d4 Trait
1 You have features like a sea creature which can include its coloration and texture
2 Your skin is translucent and has the appearance of water
3 Coral grows from your body
4 Your hair is made of water and can flow like a river or waterfall

Chaos

d4 Trait
1 Your body or face has scars, birthmarks or tattoos that shift positions
2 You have odd, inhuman features or lack of facial features (No nose, angular cheek bones, spikes etc.)
3 Your hair, skin or eyes change color with your mood
4 Your voice changes every time you awaken from a long rest

Light

d4 Trait
1 You are constantly surrounded by an aura of prismatic light
2 Your hair is made of prism crystals
3 Your eyes absorb and refract light
4 Your skin emanates a soft luminescence of refracted light

Darkness

d4 Trait
1 When you move you leave a shadowy after image that catches up with you quickly
2 Your shadow has a mind of its own
3 Smoke like shadows flow from your eyes and mouth
4 When wearing a hood your face becomes entirely obscured by darkness

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Space

d4 Trait
1 You have twinkling stars in your eyes
2 You have glowing tattoos in the shape of constellations
3 Your skin has the appearance of shifting galaxies
4 Your hair burns and dances like a solar flare (Blue, white, red or orange.)

Time

d4 Trait
1 Your pupils are hour glass shaped
2 The sands of time flow from your hands and disappear rapidly
3 Your skin is flawless, ageless and takes on a yellow coloration
4 You are covered in glowing symbols of time

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Elves

At the dawning of creation, Ysilda began to fill the land of Midraholm. She did this by sacrificing her body, becoming the World's Tree, whose roots spread out to place plants and animals across the planet. It is said that in doing so she left her heart in the land of Carrac. Which is why the land is so rich with arcane energy, its rivers flow with it and soil is saturated by it. Eventually this magical energy gave birth to the first beings. Tiny creatures with white or black skin emerged from the trees or the shadow beneath the rocks. They possessed much of the wisdom Ysilda had and built civilizations above and below ground. They called themselves Elves. Ysilda, feeling responsible for their creation let them keep Carrac as their home until they moved away from arcane arts and began to fuel magic with blood.

The Kinslayer War

Sometime around the year 150 a war broke out between the surface dwelling Elves and their subterranean brothers who became known as the Myrkelves. Its unclear how this war started, as much of the texts from this time were lost and very few Elves who lived it are still alive. It is know that the Elves became greedy in their pursuit for dominion over Carrac and more so their dominion over the wells of magic. Many of such wells dried up from the over use of arcane arts, as a result the land lost its ability to produce more Elves. The Kinslayer Wars raged on for 50 years, during this time Carrac was invaded by a demonic fae race who drove the Elves out. They eventually founded new homes in Nithroel and Felhollow.

Dying Breed

Elves have struggled to survive in their prospective realms. The Primordial Veil of Nithroel grows larger and there is a constant war against the twisted creatures who dwell there. In Felhollow their battles for supremacy vastly deplete their numbers yearly. Worse more, without their homeland of Carrac they often fail to reproduce, as such it has been noted that their numbers have dwindled over the years. Despite their extremely long lives they rarely find solace in the simple pleasures of humans, such as reproducing or raising children. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, Elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance.

Elf

Nithroel is a realm covered in varying forests, where danger waits in every form. The flora and fauna are just as formidable as the enemies that lurk there. The fight for dominion over territories is as old as the trees themselves. This ongoing war has caused a split in the Elf society. They form two different niches there, the Frontiersman and the Settlers. The settlers live comfortable lives forming aristocratic societies and developing culture. The culture and fashion is similar to japan. The Frontiersman yearn for adventure and fight to push the borders of Nithroel into the feywilds. Its not uncommon for a Elf to tire of either life and move on seeking new adventures. The two groups are easily distinguishable, as the frontiersmen are given tattoos of their territories. Their hair colors range from white to black. Elves in general rarely grow facial hair but those who do are considered to be masculine. Their eyes can be a variety of colors some similar to humans others have hues of silver or gold. Elves have excellent vision and acute hearing due to their unmistakable pointed ears.

Elven Names

Elven names and surnames are derived from things of nature or the fae. Usually most of these words can only be translated by someone who knows old elvish.

Male. Aeomir, Darthorian, Elindrial, Folwin, Illiphar, Klaern, Lhoris, Nevarth, Olaurae, Randolph, Taron, Vulmar Zeno

Female. Aerith, Ena, Myrha ,Neia, Saida, Talindra

Surname. Faelin, Gaelin, Inafir, Lunamor, Mergwyn, Navi, Urivarus, Vithroel, Xyrna

Elven Traits

Your Elf character has these traits.

Ability Score Increase. Your Dexterity score increases by 2 and Wisdom score increases by 1.

Size. Elves range from 4 to 6 feet tall and have slender builds. Your size is Medium.

Speed. Your base walking speed is 35 feet.

Elven Eyes. You have proficiency in the Perception skill.

Nature's Lullaby. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Tree Step. As a bonus action, you gain the ability to enter a tree and move from inside it to inside another tree within 60 feet. Both trees must be living and at least the same size as you. Once you use this trait, you can’t do so again until you finish a short or long rest.

Starting at 3rd level, you also gain resistance to all damage when you using this trait. The resistance lasts until the start of your next turn. During that time, you skin appears to have a bark-like texture to it.

Gift of the Earth. You know the mending cantrip.

Languages. You can speak, read and write Elven and Common, plus one extra language of your choice.

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Myrkelf

The Felhollow is a land beneath the surface of Midraholm. It is full of mystery and shadow, death and malice. Myrkelves gather in matriarchal societies constantly at war for supremacy over the underground cities. They seek to appease their spiderlike god Xyacsee with gifts of death. Those who tire of the endless battles seek the peaceful surface villages or leave the Felhollow all together. Their nature is somewhat known amongst the common folk, as such they are feared and often driven out of towns. They are easily identified by their ebony skin and ears that are longer and sharper then their Elven counterparts. Their skin will typically have hues of purple or blue to them. Their eyes are red or yellow in color and their hair is white.

Myrkelf Names

Male. Brec, Cynoliss, Drilce, Gorraec, Ilfurriec, Kilqex, Qraven, Rumorn, Shyv, Wyvernic, Xernuc, Ycnav, Zucar

Female. Dracmornusha, Jakshanveh, Khalfiedri, Nikshavuphri, Rilinth, Xuneloth

Surname. Idiashryth, Narisinyon, Qenqerdrux, Sindezed, Thavreestrad, Vymeengev, Xaestrisu

Myrkelf Traits

Ability Score Increase. Your Dexterity score increases by 2 and Intelligence score increases by 1.

Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Elven Eyes. You have proficiency in the Perception skill.

Felhollow Paranoia. Magic can't put you to sleep, and you immediately awaken if you are sleeping naturally when combat begins.

Shadow Step. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. Once you use this trait, you can’t do so again until you finish a short or long rest.

Starting at 3rd level, you also gain advantage on attacks you make after using this trait. The advantage lasts until the start of your next turn.

Return to Darkness. As an action, or as a reaction when landing a killing blow, you can pull a corpse within 30 feet into it's own shadow, banishing it as nourishment for the Xyacsee. When you do so, a cloud of darkness equal to the size of the creature is left behind for 1 minute.

Gift of Xycasee. You know the minor illusion cantrip.

Languages. You can speak, read and write Elven and Common, plus one extra language of your choice.

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Giantkin

When Tothrok created the giants in the image of his greatest foes, they were to occupy the four corners of the world. Jotunnca was to be the pinnacle of their civilization and prosperity, a place where the four giant races could mediate upon. However the giants were unable to overcome their differences and drifted into war. Not just amongst races of giants but amongst their clans as well. Each laid claim to Jotunnca as the "holy land" never giving up their feud, there they remain as degenerate race.

Bastards

Though the giants culture has improved, it wasn't always an orderly place. The giants would constantly raid human lands to rape and pillage, the aftermath left behind many half giant bastards who became known as Giantkin. Their skin tones, hair color and eyes are blends of their parentage. At first giantkin were perceived as a twisted union of races that needed to be enslaved or destroyed. It was the frost giantkin Olvai Jotunson who changed the worlds perception of them and now on Jotunnca they are more plentiful then the giants themselves.

Jotun, Fire, Frost, Tempest

Like the giants that preceded them giantkin come in four different varieties. The different specie of giantkin are very diverse in appearance and more so in temperament. This can vary from giantkin to giantkin because they are as diverse as humans but there is something to be said about a fire giantkins temper or a frost giantkins indifference. They also follow very different cultural norms. The Jotunkin clothing and architecture is close to that of the Egyptian people. The Firekin are closer to Afghan. The Frostkin are near that of Himalayan people and the Tempest are like Hawaiian. Often giantkin leave Jotunnca to seek better fortunes, their size and strength makes adventuring life suit them well.

Giantkin Names

When giantkin lived lives of slavery they were usually assigned two names at birth. The first was their true name given to them by their mother or father and the second was a nickname given to them by masters who felt above calling them by their true name. These nicknames were typically derogatory and demeaning in nature. As giantkin broke free of slavery the tradition of nicknames stayed though they were chosen by friends or leaders and were empowering titles.

True male names. Auken, Bolvai, Craqencrayk, Duni, Ivar, Hilgar, Lo-mag, Slayger

True female names. Belitha, Nalla, Ophila Sahar

Surname. Desert, Jotunson, Uthgaard, Sand, Ymirson

Nickname. Arbiter, Big'un, Dunewanderer, Emberfist, Frostbrow, Grumblegut, Horncarver, Keeneye, Skywatcher

Jotunkin

Jotunkin tend to have an even temperament. They typically have two very different builds. Bulky like an ogre or thin and tall like a troll. They have a tawny hue to their skin and take on features of the egyptian people. Their eyes are dark or light shades much like a humans as well as their hair.

Jotunkin Traits

Ability Score Increase. Your Strength increases by 2 and your Constitution increases by 1.

Age. Giantkin have lifespans more comparable to humans than giants. They enter adulthood in their late teens but can live to be up to two centuries.

Size. Giantkin average between 6 and 8 feet tall and weight between 380 and 440 pounds depending on their heritage. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and Giant.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you push, drag or lift.

Desert Born. You have adapted to hot temperatures as described in chapter 5 of the Dungeon Master’s Guide. You’re also naturally adapted hot environments and you are not slowed by difficult terrain caused by heat.

Natural Heavyweight. You have proficiency in the Athletics skill.

Tothrok's Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until after you finish a short or long rest.

Tanned Hide. Your unarmored AC increases by 1.

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Firekin

Firekin are known for their temper. They always seem to have a smoldering look and are not to be trifled with. They are typically the more stout of their race, like really big dwarves. Their eyes are either blackened or blaze orange, yellow or red and their hair is much the same.

Firekin Traits

Ability Score Increase. Your Strength increases by 2 and your Charisma increases by 1.

Age. Giantkin have lifespans more comparable to humans than giants. They enter adulthood in their late teens but can live to be up to two centuries.

Size. Giantkin average between 6 and 8 feet tall and weight between 380 and 440 pounds depending on their heritage. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and Giant.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you push, drag or lift.

Magma Born. You have adapted to the hot temperatures as described in chapter 5 of the Dungeon Master’s Guide. You ignore the effects of being near lava and magma.

Master Metallurgist. You have proficiency with artisan's tools (smith's tools) and one martial weapon of your choice.

Heated Riposte. You are quick to anger and strike back. When you are hit with an attack, as a reaction you can make a melee attack against the creature that hit you, with advantage. After you use this trait, you can’t use it again until you finish a short or long rest. (This can be used in tandem with retaliation but without advantage.)

Heart of Fire. You have resistance to fire damage.

Frostkin

Frostkin are naturally cold towards others and some say they are near emotionless. Their skin has a blue hue to it and their hair is mostly snow white but has been seen in darker shades as well. Their eyes are usually crystal blue but can be human colors or even red. Their features mimic that of Himalayan people.

Frostkin Traits

Ability Score Increase. Your Strength increases by 2 and your Wisdom increases by 1.

Age. Giantkin have lifespans more comparable to humans than giants. They enter adulthood in their late teens but can live to be up to two centuries.

Size. Giantkin average between 6 and 8 feet tall and weight between 380 and 440 pounds depending on their heritage. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and Giant.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you push, drag or lift.

Frost Born. You have acclimated to cold temperatures as described in chapter 5 of the Dungeon Master’s Guide. You’re also naturally adapted cold environments and are not slowed by difficult terrain caused by snow.

Surivor. You have proficiency with artisan's tools (leatherworker's tools) and herbalism kits.

Glacial Fortitude. When you fail a Constitution saving throw, you can reroll the save and must use the new roll.

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

Blood of Ice. You have resistance to cold damage.

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Tempestkin

Tempestkin are as unpredictable as their giant ancestors who one day may decide to help a vessel to shore and the next conjure a storm to destroy a coastal village. Most live by an odd moral code that only other tempestkin understand. They are usually tall and thin. Their skin is shades of white and grey that has veins like lightning that show through. Their hair and eye colors vary from light to dark shades much like humans.

Tempestkin Traits

Ability Score Increase. Your Strength increases by 2 and your Intelligence increases by 1.

Age. Giantkin have lifespans more comparable to humans than giants. They enter adulthood in their late teens but can live to be up to two centuries.

Size. Giantkin average between 6 and 8 feet tall and weight between 380 and 440 pounds depending on their heritage. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and Giant.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you push, drag or lift.

Squall Born. You can hold your breath for 1 hour.

Seafarer. You have proficiency with vehicles (waterborne) and navigator's tools.

Storm Strike. You can use your action to conjure a bolt of pure lightning in your hand and hurl it at a point you can see within 120 feet. Each creature within 5 feet of that point must make a Dexterity saving throw. The DC for this saving throw equals 8 + your proficiency bonus + you Strength or Intelligence modifier (your choice). A creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

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

Voice of Thunder. You have resistance to lightning and thunder damage.

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Dwarf

It is said when Sturm gave the world the spirit of creation, the Dwarves carved themselves from stone. This would explain why these stout creatures have stone colored skin, though it comes in many hues it is always grayish. Their hair and eyes are usually a fiery red but has been seen in human colors as well. They are well known to be the most skilled crafters in all of Midraholm, creating long legacies of forge families, guilds and mercantile shops. It is not often that that a Dwarf would leave their mountain home but they have been found out adventuring. Their stout hearts and muscular builds makes them well suited for the dungeon delving life.

Dwarf Names

Male Names. Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fnord, Flint, Gimli, Harbek, Kildrak, Morgran, Orsik, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Travok, Torvald, Vondal

Female Names. Amber, Artin, Audhild, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Hellva, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra

Clan Names. Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironbeard, Loderr, Lutgehr, Rumnaheim, Strakeln, Stormclaw, Torunn, Ungart

Dwarf Traits

Ability Score Increase. Your Strength and Constitution scores both increase by 2.

Age. Dwarf mature at the same rate as humans, but are considered young until they reach the age of 100. On average, they live about 400 years.

Size. Dwarf stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Master Craftsman. You gain proficiency with a set of artisan’s tools of your choice, and double your proficiency bonus when making checks using these tools.

Stalwart Drinkers. You have advantage on saving throws against poison, and you have resistance against poison damage.

One of Stone. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Additionally, you deal double damage to objects and structures.

Languages. You can speak, read and write Dwarven, Common, and one extra language of your choice.

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Half-Ork

Half-Orks, like Giantkin, were once a taboo subject and looked down upon by other races. Some ventured into the world to prove their worth among humans and other more civilized races. Half-Orks' pale-green pigmentation, sloping foreheads, jutting jaws, prominent teeth, and towering builds make their Orkish heritage plain for all to see. They regard battle scars as tokens of pride and ornamental scars as things of beauty. Other scars, though can mark a half-ork as a former slave or a disgraced exile. Any half-ork who has lived among or near orks has scars, whether they are marks of humiliation or of pride, recounting their past exploits and injuries.

Half-Ork Names

Half-orks usually have names appropriate to the culture in which they were raised. A half-ork who wants to fit in among humans might trade an ork name for a human name.

Male Ork Names. Dench, Feng, Gell, Henk, Holg, Imsh, Keth, Krusk, Mhurren, Ront, Shump, Thokk

Female Ork Names. Baggi, Emen, Engong, Kansif, Myev, Neega, Ovak, Ownka, Shautha, Sutha, Vola, Volen, Yevelda

Half-Ork Traits

Ability Score Increase. Your Strength score increases by 2 and your Constitution score increases by 1.

Size. Half-orks are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

Age. Half-orks mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

Speed. Your base walking speed is 30 feet.

Menacing. You gain proficiency in the Intimidation skill.

Relentless Endurance. When you are reduced to 0 hit points but not killed outright. you can drop to 1 hit point instead. You cannot use this feature again until you finish a long rest.

Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this movement closer to the enemy than you started.

First Strike. If you hit a creature that hasn’t taken a turn in combat yet, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat. This is not doubled if the attack is a critical hit.

Savage Attacks. When you score a critical hit with a weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Languages. You can speak, read, and write Common, Orkish, and one language of your choice.

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Ravenfolk

It is said that Ordu wrought a terrible curse upon these creatures. They became hybrid raven-humanoids, gaining voices and losing their ability to fly. Above all else, Ravenfolk wish to regain their ability to fly. Every Ravenfolk is born with a desire to take to the air, and those who learn spellcasting do so in hope of mastering spells that will allow them to fly. Rumors of magic items such as flying carpets, brooms capable of flight, and similar objects provoke a great desire for the Ravenfolk to acquire for themselves, which gives them good reason to leave the nest and take to the adventuring life.

Ravenfolk Names

Ravenfolk are experts at mimicry, as such their names are drawn from a staggering variety of noises and phrases. These name usually adopt an air of whatever setting that the Ravenfolk grows up in. Those who grow up near a battle field have names like; Smasher, Clanger, Slicer, and Basher. One born to a city may have a name such as; Whistler, Mouser, Sail Snap, Hammerer, and Cutter.

Ravenfolk Traits:

Ability Score Improvement. Your Dexterity score increases by 2 and your Intelligence and Charisma both increase by 1.

Age. Ravenfolk age much faster then normal races. They reach adulthood by the age of 9 and live about 45 years.

Size. Ravenfolk are normally lithe and lightweight like the birds they resemble. They typically stand between 3 and 4 feet tall. Your size is Small.

Speed. You have a base walking speed of 30 feet.

Languages. You can read and write Common and one other language of your choice.

Mimicry. You can mimic any sounds or voices you have heard, and can attempt to fool others with a Deception check contested with their own Insight check.

Distracting Caw. As an action on your turn, you can distract a nearby foe. Until the end of your next turn, your allies gain advantage on attack rolls against a creature of your choice within 30 feet of you.

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

Appraiser. Ravenfolk are known for their love of valuables and shiny objects, as such you can spend 1 minute inspecting an item, after which you learn its general value in gp, and its use or function, if it has one.

Secreteer. You are immune against magic that allows other creatures to read your thoughts, determine whether you are lying, or know your alignment. Creatures can telepathically communicate with you only if you allow it.

Scrounger. You have advantage on Intelligence checks made find objects of value, assuming such an object exists.

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Thogail

The first Thogail were mindless automatons, but Hellva Helhammer devoted vast resources to improving her steel soldiers. It wasn't until a mysterious benefactor arrived, offering his skills to Hellva, that together they produced fully sentient soldiers. Using necromantic magic they bound departed souls to armored husks. They no longer had skin, hunger, emotion, or memories of their past life, yet Thogail are still able to feel pain. Built as weapons to combat a terrible war, they must now find a purpose beyond the war. A Thogail can be a steadfast ally, a cold-hearted killing machine, or a visionary in search of purpose and meaning.

Living Wood and Steel

Thogail are formed from a blend of organic and inorganic materials. Root-like cords infused with arcane energy serve as their muscles, wrapped around a framework of darkwood or steel. Armored plates form a protective outer shell and reinforce joints. Thogail emanate a soft glow of varying colors from within their frame. While they're formed from wood and steel, Thogail are living humanoids. Resting, healing magic, and the Medicine skill all provide the same benefits to Thogail that they do to other humanoids. Thogail are built for different purposes and as such they come in may shapes and sizes. One built for heavy combat might focus on durability, while one built during a time of peace they might be content to adopt a lighter, less aggressive form.

Quirks

Whether due to some flaw in their creation or simple ignorance of how other creatures operate, Thogail often acquire an odd personality trait or two. A Thogail player can choose to roll or select a trait from the Thogail Quirks table.

d10 Quirk
1 You analyze (out loud) the potential threat posed by every creature you meet.
2 You don't understand emotions and often misread emotional cues.
3 You are fiercely protective of anyone you consider a friend.
4 You often say the things you are thinking aloud without realizing it.
5 You try to apply wartime tactics and discipline to every situation.
6 You don't know how to filter your feelings and are prone to dramatic emotional outbursts.
7 You don't understand clothing beyond its utility and assume that what a creature wears denotes its job and status.
8 You are obsessed with your appearance, and constantly polish and buff your armor.
9 You are deeply concerned with following proper procedures and protocols.
10 War is the only thing that makes sense to you, and you're always looking for a fight.

Thogail Names

Thogail were assigned numerical designations for use in military service. Many of them adopted nicknames, often given to them by their comrades. As free individuals, some have chosen new names as a way to express their path in life. A few take on human names, often the name of a fallen friend or mentor.

Thogail Names. Anchor, Banner, Bastion, Blade, Blue, Bow, Church, Crunch, Crystal, Dagger, Dent, Five, Glaive, Hammer, Iron, Lucky, Mace, Pants, Pierce, Red, Rusty, Scout, Seven, Shield, Slash, Smith, Spike, Stone, Temple, Vault, Wall, Wood.

Thogail Traits

Ability Score Increase. Your Constitution score increases by 2 and one ability scores of your choice increase by 1.

Age. The lifespan of Thogail is currently unknown, though those who take care of their external forms have not shown signs of aging.

Size. Your size is Medium. Most Thogail stand about 6 feet tall and weigh about 350 pounds.

Speed. Your base walking speed is 30 feet.

Living Construct. Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish.

When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Integrated Armor. When you are not wearing armor, your AC is 13 + your Constitution modifier. You can integrate armor on to your body as long as you are proficient with it. Donning and doffing integrated armor is done over a period of long rest, requiring Smith's tools or the mending cantrip. Integrated armor does not count towards your carrying capacity, and is considered natural armor.

Languages. You can speak, read, and write Common.

Designed Augmentation. You have 8 Augmentation Points to spend on your choice of the traits below. Unless the trait says otherwise, you can only take it once.

Augmentations

Agile. Your body was designed to traverse terrain with ease. You can select this upgrade more than once, each time you do so you must pick a different option.

Swimming. You gain a swimming speed equal to your walking speed. (Cost: 2 Points)

Climbing. You gain a climbing speed equal to your walking speed. (Cost: 2 Points)

Walking. Your base walking speed increases by 5 feet. (Cost: 2 Points)

Integrated Tool. A specific set of tools is integrated into your body. You are considered proficient with the type of tool and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool. (Cost: 4 Points)

Internal Storage Compartment. You were created with one or more internal storage compartments of varying sizes.

Objects can be stored and retrieved with a bonus action, as long as they could reasonably fit within you. You have advantage on any checks made to hide the existence of these compartments, and they can't be forced open while you are conscious. You can retrieve ammunition from your storage compartments as part of your attack action with a ranged weapon. (Cost: 2 Points)

Integrated Armaments. When you use a bonus action to retrieve an object from your storage compartments, you can instead retrieve up to two objects, placing up to one in each hand. When you do so you can store any objects held in one or both hands.

You cannot be disarmed of either of these retrieved objects while conscious if they are either a weapon without the heavy property or a shield, and they cannot be dropped. (Prerequisite Internal Storage Compartment. Cost: 1 Point)

Iron Fists. When you make an unarmed strike, you can deal 1d6 + your Strength modifier bludgeoning damage instead of the normal damage. (Cost: 2 Points)

Augmentations:

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Lantern. You are capable of emitting light like a lantern. The source of light within you could be emitted from an area such as your eyes, palm, chest, or the general cracks between the armor plating that covers your body.

You can shine a wide bright light in a 15-foot radius, and dim light for an additional 15 feet. You can switch to shining a focused bright light in a 30-foot cone, and dim light for an additional 30 feet. You can control your lights without using an action, such as dimming them, turning them off, or switching between wide and focused. This light is innate and does not require fuel. (Cost: 2 points, may spend 1 additional point to double the range of your lights)

Magical Construct. You were built with the innate ability to perform incredible feats that can only be rivaled by magic. You learn one of the following cantrips: Lightning Lure, Mending, Message, or Shocking Grasp. Constitution is your spellcasting ability for these cantrips. You can select this upgrade more than once, up to a maximum of two times. (Cost: 2 Points)

Powerful. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. (Cost: 2 Points)

Resistant. Your body was enhanced to be resistant to a specific type of damage. Pick one damage resistance from the following options. You can select this upgrade more than once, up to a maximum of two times.

Rare. You gain resistance to Force, Psychic, Radiant, or Thunder damage. (Cost: 2 Points)

Uncommon. You gain resistance to Acid, Cold, Lightning, or Necrotic damage. (Cost: 3 Points)

Common. You gain resistance to Fire or Poison damage. (Cost: 4 Points. If you pick poison, you can spend 1 additional point to gain advantage on saving throws against poison.)

Specialized Design. Your creators have trained you to be proficient in a particular area or fluent in a particular language. You can select this upgrade more than once, up to a maximum of four times.

Combat. You gain proficiency in two martial weapons of your choice. (Cost: 3 Point) Skill. You gain proficiency in one skill of your choice. (Cost: 2 Points) Tool, Instrument, or Gaming Set. You gain proficiency in one tool, instrument, or gaming set of your choice. (Cost: 1 Point) Language. You gain fluency in one language of your choice. (Cost: 1 Point) Slow. Your base walking speed is reduced by 5 feet. You can select this downgrade only when you create your character, and It cannot be removed. (Gain: +2 Points)

Sentry's Vigil. You no longer need to enter an inactive state during a long rest. Instead, you may spend all 8 hours of a long rest performing light activity, such as reading, talking, or keeping watch. (Cost: 1 Point)

Small. You were designed to be small, perhaps in the image of your creator or past life. You stand between 2'6 and 4' feet tall and weigh between 150 and 300 pounds. Your Size is Small. (Cost: 0 Points)

Siege Fists. Your unarmed strike uses a d8 for damage and deals double damage to objects and structures. (Prerequisite: Iron Fists, Cost: 4 Points)

Scouting Drone. - You can use parts of your own body and life force to create a tiny mechanical critter to [scout your surroundings]. Once per long rest, you can cast find familiar without expending a spell slot or material components. This familiar is a construct instead of a beast, celestial, fey, or fiend. (Cost: 3 Points)

Sturdy. Your armor was built to last. Your hit point maximum increases by an amount equal to your level. Whenever you gain a level thereafter, your hit point maximum increases by an additional hit point. (Cost: 5 points)

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Helbørn

Greeted with stares and whispers, suffering violence and insult, seeing mistrust and fear in every eye: this is the lot of the Helbørn. It's a mystery what freed them from the prison that was their homeland but none the less they climbed up from the underworld to inhabit Olin. Despite the difficulties in being accepted into the world, they hold no ill will towards any of the other races. Their infernal heritage has left a clear imprint on their appearance. Helbørn have large horns that take any of a variety of shapes. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors — black, red, white, silver, or gold — with no visible sclera or pupil. Their skin tones is various colorless shades which range from bone white to black. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.

Helbørn Names

Helborn names are usually derived from ancient demons. They did not have surnames until they came to the surface. As such their surnames usually mimic human surnames

Male Infernal Names. Ammon, Barakas, Damakos, Iados, Kairon, Leucis, Mordai, Morthos, Pelaios, Skamos

Female Infernal Name. Akta, Bryseis, Criella, Damaia, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta

Helbørn Traits

Ability Score Increase. Your Charisma score increases by 2 and another ability score of your choice increases by 1.

Size. Helbørn have the same range of height and weight as humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Realm of Eternal Darkness. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Legacy of the Fates. When you cast a spell of 1st level or higher that requires a creature to make a saving throw, you can force one target to make their saving throw with disadvantage.

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

Devil's Tongue. You know the vicious mockery cantrip. When you reach 3rd level, you can cast the charm person spell once with this trait. When you reach 5th level, you can cast the suggestion spell once with this trait. You must finish a long rest to cast these spells again. Charisma is your spellcasting ability for them.

Languages. You can speak, read, and write Common and Infernal

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Dreki

Drekheim was once a mysterious island. A place where ships sailed to and never returned, until Ivar Dragonsbane and the Hunters of Olin received wind of the terrible things happening there. They discovered a hybrid human, dragon race created by the mad mage Laszlo Slovak. Laszlo named his creation the Dreki and exerted his evil will over them by means of hypnosis. With the Dreki behind him, he waged war against other forces who were fighting for dominance on Drekheim. After Laszlo's death the Dreki were free of his control but left confused of who and where they were. When the war ended the great blue dragon Sapphira claimed dominion over the island and exiled the newborn race. Ivar and company placed the creatures in a ship and offered them lives and work on Olin, in service to the king.

Strange Introduction

When the Dreki first came to Olin, it was during a time of war. The race at first was shunned, but quickly showed their loyalty and strength to the realm of Olinheim. They were able to acclimate themselves and become a more normal sight in modern society. Dreki spread out across the realms to find environments they were more suited to. This lead to a decline in their numbers as they are only able to reproduce with a Dreki of the same species. Dreki grow and mature quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

Draconic Hybrid

Dreki, though of the same race are creatures of varying sizes, shapes, abilities and colors. Each Dreki when created was imbued with Draconic blood giving them the appearance of that dragon. Though they are very draconic in appearance they are very human in mentality. Driven by the same strong will and passion for legacy, its often to see a Dreki take up the adventuring life.

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Breath Weapons

Some Dreki have the devastating breathe weapons of their ancestors Such a Dreki can use their action to exhale destructive energy. 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 your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

Dreki Names

When Dreki began to create their own culture amongst the nine realms they took pride in their Draconic blood. They began to give themselves names that were blends of human names and the names of ancient or legendary dragons.

Male Names. Arjhan, Balasar, Bharash, Donaar, Ghesh, Heskan, Kriv, Medrash, Mehen, Nadarr, Pandjed, Patrin, Rhogar, Shamash, Shedinn, Tarhun, Torinn

Female Names. Akra, Biri, Daar, Farideh, Harann, Havilar, Jheri, Kava, Korinn, Mishann, Nala, Perra, Raian, Sora, Surina, Thava, Uadjit

Surnames. Clethtinthiallor, Delmirev, Drachedandion, Kepeshkmolik, Kerrhylon, Kimbatuul, Myastan, Nemmonis, Norixius, Prexijandilin, Shestendeliath, Turnuroth, Yarjerit

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Black Dreki

Black Dreki tribes are at home in the swamp. They may settle among the vine-draped ruins of lost cities or vanquished empires, adventuring in search of ancient artifacts or as protectors of nature.

Black Dreki Traits

Ability Score Increase. Your Strength score increases by 2 and your Dexterity increases by 1.

Size. Black Dreki are thin in build but have long tails giving them lengths of up to 7 to 10 feet and averaging about 300 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Breathe Weapon: Caustic Spit. Your breath weapon is stream of caustic acid. It deals acid damage in a line 30 feet long and 5 feet wide, and imposes a Dexterity saving throw. You have resistance to acid damage.

Constrict. Black Dreki are more serpentine in appearance, with long tails and often no legs. As such they can make a constrict attack with their tail against a creature of medium size or smaller. On a hit, the target takes 1d4 + your Strength modifier bludgeoning damage, and the target is grappled (escape DC equal to your breath weapon DC) Until the grapple ends, the Dreki has advantage to hit the target with constrict, and the Dreki cannot constrict another target.

Cavern Stalkers. You have advantage on Stealth checks while in dim light or darkness.

Languages. You can speak, read, and write Common and Draconic.

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Blue Dreki

Dwellers of the desert, blue Dreki clans are insular and secretive, they come in contact and work with a wide variety of merchants, explorers, and the like, which may lead them into the adventuring life.

Blue Dreki Traits

Ability Score Increase. Your Strength score increases by 1, you Wisdom score increases by 1 and your Intelligence score increases by 1.

Size. Blue Dreki are taller, broader and heavier than other Dreki, standing well over 7 to 8 feet tall and averaging almost 400 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Breath Weapon: Forked Lightning. Your breath weapon is a bolt of lightning that arcs toward a target of your choice that you can see within 30 feet. Up to three bolts then leap from that target to as many as three other targets within 15 feet of the first target. The lightning imposes a Dexterity saving throw. Creatures that fail the saving throw from your breath weapon generate an additional bolt of lightning, arcing to a creature or object within 10 feet that has not yet been hit by your Lightning Breath, taking half the damage dealt to the original creature. You have resistance to lightning damage.

Command Respect. You have proficiency in the Intimidation skill, and gain advantage on Persuasion checks involving creatures with a lower Intelligence score than yours.

Languages. You can speak, read, and write Common and Draconic.

Red Dreki

As creatures of fire, red Dreki are brash and competitive. A strong desire to be the best--the strongest, smartest, richest--may be the catalyst for their adventuring lifestyle.

Red Dreki Traits

Ability Score Increase. Your Strength score increases by 2 and your Wisdom increases by 1.

Size. Red Dreki are typically, tall and thin, standing well over 7 to 8 feet tall and averaging 200 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Breath Weapon: Fire Belch. Your breath weapon is an intense blast of flame. It deals fire damage in a 15-foot cone, and imposes a Dexterity saving throw. You have resistance to fire damage.

Wrought in Flame. Until a creature takes an action to douse the flames, targets hit by your breath weapon take 1d6 fire damage at the start of each of their turns.

Arrogant Tyrant. You have advantage on saving throws to avoid being charmed or frightened.

Languages. You can speak, read, and write Common and Draconic.

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Green Dreki

As forest creatures, green Dreki are interested in protecting nature. Their inherent curiosity, however, may lead to wanderlust.

Green Dreki Traits

Ability Score Increase. Your Dexterity increases by 2 and your Strength score increases by 1.

Size. Green Dreki are often shorter and thinner, standing 5 to 6 feet tall and averaging 200 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Ambush. When you move 10 ft straight towards a creature and hit it with a claw attack on the same turn, it must succeed a Strength saving throw or be knocked prone. If the target is prone you can make one melee attack against it as a bonus action, dealing additional damage based on your draconic ancestry level. You have resistance to slashing damage while only one hostile creature is within 5 feet of you.

Agile Hunter. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait you cant use it again until you move 0 feet on one of your turns.

Zygodactyl. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them you deal slashing damage equal to 1d6 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike.

Additionally, you have advantage on Strength (Athletics) checks made to climb any surface your talons could reasonably grip.

Languages. You can speak, read, and write Common and Draconic.

White Dreki

As denizens of harsh, frigid landscapes white Dreki are innate survivalists. They might find it hard to get along with other adventurers but they may be impressed by a significant enough show of strength.

White Dreki Traits

Ability Score Increase. Your Strength score increases by 1 and your Constitution score increases by 1.

Size. White Dreki are often have human like builds, standing 5 to 6 feet tall and averaging 200 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Breath Weapon: Frost Beam. Your breath weapon is a beam of freezing ice. You can make the beam up to 25 feet long, shaping it in any way you choose so long as it makes one continuous path along the ground. It deals cold damage to any creature it hits, imposing a Constitution saving throw and lasts for 1 minute, creating difficult terrain for the duration. You have resistance to cold damage.

Frostbite. Once, on your turn, when you deal cold damage to a creature its speed is reduced by 10 feet until the start of your next turn.

Sledder. You easily slide across icy terrain, including that created by your frost beam. Moving across such a surface costs 1' of movement per 5' traversed.

Languages. You can speak, read, and write Common and Draconic.

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Brass Dreki

Curious and sociable, brass Dreki make natural adventurers.

Brass Dreki Traits

Ability Score Increase. Your Charisma score increases by 1, your Constitution increases by 1 and another ability score of your choice increases by 1.

Size. Brass Dreki are often human like in build, standing 5 to 6 feet tall and averaging 200 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Narcoleptic Gaze. As an action you gaze at one creature within 30 feet. The target must succeed on a Wisdom saving throw or succumb to a magical sleep and be unconscious for 1 minute. A sleeping target awakens if it takes damage or if someone uses an action to shake or slap it awake. This magical sleep has no effect on a creature immune to being charmed. The number of targets increases to 2 at 6th level, 3 at 11th level, and it targets all creatures in a 15 foot cone at 17th level.

People Person. Your experience with people lends you certain communication skills. You can nonverbally communicate simple ideas (verbs, non-proper nouns) to any humanoid creature that speaks a language, even if you don't share a language. You also have advantage on Insight checks made to understand gestures.

Socialite Species. You have proficiency in the persuasion skill.

Armored Scales. You have tough, scaly skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Languages. You can speak, read, and write Common and Draconic.

Bronze Dreki

Bronze Dreki are natural mercenaries and will enlist in any martial cause if it means getting to fight evil.

Bronze Dreki Traits

Ability Score Increase. Your Dexterity score increases by 1, your Constitution score increases by 1 and another skill of your choice increases by 1.

Size. Bronze Dreki are humanish in build, standing 5 to 6 feet tall and averaging 200 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Breaht Weapon: Knell Yell. Your breath weapon releases a pressurized blast of air to a point within 15 feet, which then erupts into a thunderous boom audible out to 300 feet. Each creature other than yourself within 10 feet of that point is deafened for 1 minute, and must succeed on a Strength saving throw or be pushed 10 feet and knocked prone.

Saving Face. Bronze Dreki are careful not to show weakness in front of their allies, let alone their enemies. If you miss with an attack roll or fail an ability check or a saving throw, as a reaction you can gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5).

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

Loud and Proud. You gain proficiency in the performance skill.

Armored Scales. You have tough, scaly skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Languages. You can speak, read, and write Common and Draconic.

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Silver Dreki

Silver Dreki tend to get along well with humans. Their tribes are most likely to live near and trade with other races, and may be motivated by a similar sense of wonder.

Silver Dreki Traits

Ability Score Increase. Your Strength score increases by 1 and your Charisma score increases by 1.

Size. Silver Dreki are often, larger and bulky builds, standing 6 to 7 feet tall and averaging 300 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Twilight Prison. As an action, you summon a beam of pale light that shines down in a 5-foot-radius, 30-foot-high cylinder centered on a point within 30 ft. that lasts for a number of rounds equal to your Constitution modifier. Any creature that is completely inside the area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

A creature in the radius cannot leave by nonmagical means- the prison prevents any matter from passing through and blocks any spell cast into or out of the area.

You cannot use this feature again until you finish a long rest.

Shielding Grace. When you are within 5 feet of an ally and that ally is the target of an attack that you can see, you can use your reaction to swap places with them. When you do, you become the target of the attack.

Sense Threats. You can cast the detect magic and detect poison and disease spells, but only as rituals.

Armored Scales. You have tough, scaly skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Languages. You can speak, read, and write Common and Draconic.

Gold Dreki

Gold Dreki rarely interact with the outside world and it would likely take a tragedy or a deep sense of duty to put them on the path of an adventurer. Whatever it was that put them on the path, grimly rooting out evil wherever it hides is their primary motivation.

Gold Dreki Traits

Ability Score Increase. Your Strength score increases by 1, your Charisma score increases by 1 and another ability score of your choice increases by 1.

Size. Gold Dreki are often larger and muscular, standing 6 to 7 feet tall and averaging 400 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Shining Radiance. As an action, your scales can emit a radiant blast. Each creature within 5 feet of you must make a Constitution saving throw. Undead and Fiends have disadvantage on their saving throw. A creatures that fails is blinded until the end of their next turn. You can use this feature a number of time equal to your Charisma modifier.

Resplendent Grace. Allies of your choice in the area of Shining Radiance automatically succeed the saving throw from being blinded, and are instead affected by the divine favor spell for a number of rounds equal to your Charisma modifier (minimum 1).

Sense for Justice. You have advantage on Insight rolls when determining if a creature is telling the truth.

Armored Scales. You have tough, scaly skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Languages. You can speak, read, and write Common and Draconic.

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Copper Dreki

Copper Dreki's curious intellects and rational minds often incline them towards membership with the Carrac mages, or as crafters or tinkerers.

Copper Dreki Traits

Ability Score Increase. Your Intelligence score increases by 1, your Wisdom score increases by 1 and another ability score of your choice increases by 1.

Size. Copper Dreki are often human like in build, standing 5 to 6 feet tall and averaging 200 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Mind Lag. You are able to tap into an enemies psyche and cause them mental fatigue. When you hit a creature with a weapon or spell attack you can force the creature to make an Intelligence saving throw or be affected by mind lag until the end of your next turn.

The target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.

You cannot use this feature again until you finish a long rest.

Foresight. You cannot be surprised, and add your proficiency bonus to initiative rolls.

Mental Aptitude. You have proficiency in two academias of your choice.

Armored Scales. You have tough, scaly skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Languages. You can speak, read, and write Common and Draconic.

Iron Dreki

Iron Dreki scales rival the strongest of armor, these descendants of iron dragons have an inner temperature upwards of 2000°. As such, they have an insatiable appetite, requiring a hefty amount of food to sustain themselves.

Iron Dreki Traits

Ability Score Increase. Your Constitution score increases by 1, your Strength score increases by 1 and one other ability score of your choice increases by 1.

Size. Iron Dreki are the largest Dreki, standing 7 to 9 feet tall and averaging 600 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Burning Maw. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals 1d6 + Strength modifier fire damage, and you gain temporary hit points equal to the damage dealt.

Iron-Forged Scales. Your extra tough scales reduce the damage received from bludgeoning, piercing, and slashing nonmagical attacks by 3. This feature does not stack with heavy armor mastery.

Incendiary Gullet. Your gullet is superheated, allowing you to eat and sustain yourself by consuming almost anything, including metals, but you require twice the daily amount of food as a normal creature. Due to your intense heat your gullet can also act as an oven or a forge during downtime.

In addition, as long as you are well fed, you only need 4 hours of sleep to complete a long rest.

Armored Scales. You have tough, scaly skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Languages. You can speak, read, and write Common and Draconic.

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Mercury Dreki

Unlike the other metallic Dreki, mercury Dreki tend to be more whimsical, impulsive creatures. They delight in unpredictability and are often reputed to be mentally unstable.

Mercury Dreki Traits

Ability Score Increase. Your Dexterity score increases by 1, your Charisma score increases by 1 and one other ability score of your choice increases by 1.

Size. Mercury Dreki are smaller then most Dreki, standing 5 to 6 feet tall and averaging 150 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Quicksilver. As part of a dash action you can enter a form of liquid mercury. You can move through a space as narrow as 1 inch wide without squeezing and through another creature's space. The form lasts until the start of your next turn during which you gain resistance to bludgeoning, piercing, and slashing. The first time you enter a creature's space during this movement, or when a creature touches you or hits you with a melee attack while within 5 feet of you, that creature takes 1d6 poison damage.

Mercurial Armaments. As a bonus action, you can transform one of your appendages into a one-handed melee weapon that you are proficient with.

Metallic Duplicity. You gain proficiency in the deception skill.

Armored Scales. You have tough, scaly skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Languages. You can speak, read, and write Common and Draconic.

Angler Dreki

Little is known about angler Dreki, or their societies. They mostly keep to themselves and wander the sea. If they are seen in cities its usually only to trade.

Angler Dreki Traits

Ability Score Increase. Your Strength score increases by 1 and your Constitution score increases by 2.

Size. Angler Dreki are amongst the larger Dreki, standing 7 to 9 feet tall and averaging 300 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Esca. You can use the patterns of your bioluminescent bulb to hypnotize your opponents. As a bonus action you may attempt to charm a creature that you can see within 30 ft until the end its your next turn. It must succeed a Wisdom saving throw or use its reaction to move up to 30 ft towards you, provoking opportunity attacks. Your next bite attack that hits the creature instead deals extra damage as if you were using a breath weapon.

Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Guardian of the Depths. Adapted to even the most extreme ocean depths you have resistance to cold damage, and you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Bioluminescent Lies. You gain proficiency in the deception skill, and can use a bonus action to toggle the light on your lure to emit a 5ft radius of dim light.

Languages. You can speak, read, and write Common and Draconic.

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Leviathan Dreki

Well renown for their laid back and 'playful' nature, Leviathan Dreki rarely find themselves in dire situations, and are often surrounded by good friends and good ale, they are usually found amongst sailors and port towns.

Leviathan Dreki Traits

Ability Score Increase. You Dexterity score increases by 1, your Constitution increases by 1 and your Intelligence increases by 1.

Size. Leviathan Dreki are amongst the larger Dreki, standing 6 to 8 feet tall and averaging 300 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Water Cannon. As part of your Attack action, you can replace one attack to release a jet water in a high pressured stream. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 1d10 bludgeoning damage, and you can either knock it prone or push it up to 15 from you. On a successful save, the creature takes half as much damage, and isn't pushed or knocked prone

If you have at least a gallon of or are submerged in water you can use an action to drink or absorb the water through your gills, recharging your draconic ability.

Pod Leader. Your swimming speed increases by an additional 10 feet. While in water, friendly creatures within 30 feet of you gain a swimming speed equal to their movement speed.

Friend of the Sea. Using gestures and sounds, you can communicate simple ideas with any beast that has an innate swimming speed.

Languages. You can speak, read, and write Common and Draconic.

Turtle Dreki

Turtle Dreki have a saying: “We wear our homes on our backs.” The shells they carry around provide all the shelter they require. Consequently, turtle Dreki don’t feel the need to root themselves in one place for too long. Although they spend a considerable portion of their lives in isolation, turtle Dreki are social creatures that like to form meaningful friendships.

Turtle Dreki Traits

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.

Size. Turtle Dreki are amongst the larger Dreki, standing 6 to 9 feet tall and averaging 400 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Piercing Tongue. You have a barbed, spear-like tongue that you can launch out to attack your foes or prey.

As a bonus action, you can make an unarmed strike against a creature within 15 feet. If the attack hits, the creature takes 1d10 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

Natural Armor. Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell and armored hide provide ample protection, however; it gives you a base AC of 17 (Your Dexterity Modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.

Living Bastion. Your slow and armored nature allow to be an immovable fortress for your allies. As a bonus action your speed is reduced by 5 feet. In addition, if you haven't moved since the start of your last turn, you provide three-quarters cover for allies instead of half cover, and you gain advantage on saving throws against effects that would force movement or knock you prone. To end this effect you must spend another bonus action.

Languages. You can speak, read, and write Common and Draconic.

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Fey Dreki

Fey Dreki are commonly adventurers, their souls caught in a state of wanderlust born of their disconnect from the Feywild.

Fey Dreki Traits

Ability Score Increase. Your Dexterity score increases by 2, and either your Intelligence or Charisma increases by 1.

Size. Fey Dreki are much smaller than regular Dreki, resting between 3' and 4' tall and weighing between 25 and 35 pounds. Your size is Small.

Speed. Your base walking speed is 30 feet.

Fey Ancestry. You have advantage on saving throws against being charmed.

Draconic Glide. While not gifted with their ancestor's ability to fly, Fey Dreki are the only Dreki to posses wings, which they can use to slow your fall or glide. When you fall and aren’t incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend.

Trickster's Visage. You have innate powers in the illusionary school. You know the minor illusion cantrip. Once you reach 3rd level, you can cast silent image once per day with this trait. Once you reach 5th, you can also cast mirror image once per day.

Euphoria Breath. When you use the Attack action, you can replace one of your attacks with your breath weapon, which exhales a puff of euphoric gas at one creature within 15 feet. The target must succeed on a Wisdom saving throw, or for 1 minute, the target can’t take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:

1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.

5–6. The target doesn’t move, and the only thing it can do on its turn is make a Wisdom saving throw, ending the effect on itself on a success.

The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus.

Once you use your breath weapon, you can’t use it again until you complete a short or long rest.

Languages. You can speak, read, and write Common and Draconic.

Chapter 4

Classes
The Bloody Axe

"Savage blood burned in his veins. Bone-breaking, flesh-rending fury was his to inflict on any foe in his path. With his axe raised high, he charged into that mad maelstrom of violence and destruction as if he himself could master the chaotic. Such strength and ferocity is rare in this world. Even rarer are those who live to tell of it, for death followed Bruni Bloodaxe like a hound, eagerly awaiting scraps of meat from its master." - Katr the Bard

Berserker

A tall keskan tribesman strides through a blizzard, draped in fur and hefting his axe. He laughs as he charges toward the frost giant who dared poach his people’s elk herd.

A half-ork snarls at the latest challenger to her authority over their savage tribe, ready to break his neck with her bare hands as she did to the last six rivals.

Frothing at the mouth, a dwarf slams his helmet into the face of his drow foe, then turns to drive his armored elbow into the gut of another.

These Berserkers, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea.

For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every Berserker, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.

Primal Instinct

People of towns and cities take pride in how their civilized ways set them apart from animals, as if denying one’s own nature was a mark of superiority. To a Berserker, though, civilization is no virtue, but a sign of weakness. The strong embrace their animal nature, keen instincts, primal physicality, and ferocious rage. Berserkers are uncomfortable when hedged in by walls and crowds. They thrive in the wilds of their homelands: the frozen tundra of Vaga-Iss, The jungles of Nithroel, or the Keskan grasslands where their tribes live and hunt.

Berserkers come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A Berserker can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.

A Life of Danger

Not every member of the tribes deemed “Barbarians” by scions of civilized society has the Berserker class. A true Berserker among these people is as uncommon as a skilled fighter in a town, and he or she plays a similar role as a protector of the people and a rallying cry in times of war. Life in the wild places of the world is fraught with peril: rival tribes, deadly weather, and terrifying monsters. Berserkers charge headlong into that danger so that their people don’t have to.

Their courage in the face of danger makes Berserkers perfectly suited for adventuring. Wandering is often a way of life for their native tribes, and the rootless life of the adventurer is little hardship for a Berserker. Some Berserkers miss the close-knit family structures of the tribe, but eventually find them replaced by the bonds formed among the members of their adventuring parties.

The Berserker
Level Proficiency Bonus Features Rages Rage Damage
1st +2 Rage, Unarmored Defense 2 +2
2nd +2 Reckless Attack, Danger Sense 2 +2
3rd +2 Primal Path 3
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack, Fast Movement 3 +2
6th +3 Path Feature 4 +2
7th +3 Feral Instinct 4 +2
8th +3 Ability Score Improvement 4 +2
9th +4 Brutal Critical (1 die) 4 +3
10th +4 Path Feature 4 +3
11th +4 Relentless Rage 4 +3
12th +4 Ability Score Improvement 5 +3
13th +5 Brutal Critical (2 die) 5 +3
14th +5 Path Feature 5 +3
15th +5 Persistent Rage 5 +3
16th +5 Ability Score Improvement 5 +4
17th +6 Brutal Critical (3 die) 6 +4
18th +6 Indomitable Might 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Primal Champion Unlimited +4

Creating a Berserker

When creating a Berserker character, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your Berserker. Did you come from a distant land, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where Berserkers are common?

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What led you to take up the adventuring life? Were you lured to settled lands by the promise of riches? Did you join forces with soldiers of those lands to face a shared threat? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to “civilized” lands and only now able to win your freedom. Or you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority.

Quick Build

You can make a Berserker quickly by following these suggestions. First, put your highest ability score in Strength, follow by Constitution.

Class Features

As a Berserker, you gain the following class features

Hit Points


  • Hit Dice: 1d12 per Berserker level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + you Constitution modifier per Berserker level after 1st

Proficiencies


  • Armor: Light armor, Medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Madirson's Prayer

"Do what is right for those younger, as they are the future. Look out for those who are weak, they may need it the most. May the Madirsons take those in need, and make them more." - Fjern Madirson

Equipment

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

  • (a) a Greataxe or (b) any martial melee weapon
  • (a) two handaxes or (b) any simple weapon
  • An explorer’s pack and four javelins

Rage

In battle, you fight with primal ferocity. On Your Turn, you can enter a rage as a Bonus Action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength Checks and Strength Saving Throws.

  • When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.

  • You have Resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast Spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your rage on Your Turn as a Bonus Action.

Once you have raged the maximum number of times for your Berserker level, you must finish a Long Rest before you can rage again. You may rage 2 times at 1st Level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.


Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.

Reckless Attack

Starting at 2nd Level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.

Danger Sense

At 2nd Level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.

Primal Path

At 3rd Level, you choose a path that shapes the Nature of your rage, such as the Path of the Savage. Your choice grants you features at 3rd Level and again at 6th, 10th, and 14th levels.

Ability Score Improvement

When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Optionally, instead of increasing ability scores, you can gain 5 background points to spend on edges.

Extra Attack

Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Fast Movement

Starting at 5th Level, your speed increases by 10 feet while you aren't wearing Heavy Armor.

Feral Instinct

By 7th level, your instincts are so honed that you have advantage on Initiative rolls.

Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee Attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

Relentless Rage

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or Long Rest, the DC resets to 10.

Persistent Rage

Beginning at 15th level, your rage is so fierce that it ends early only if you fall Unconscious or if you choose to end it.

Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Primal Champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Primal Paths

Rage burns in every Berserker's heart, a furnace that drives him or her towards greatness. Different Berserkers attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Other see it as a spiritual blessing, a gift of a totem animal.

Path of the Savage

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

Frenzy

Starting when you choose this path at 3rd Level, you can go into a Frenzy when you rage. If you do so, for the Duration of your rage you can make a single melee weapon Attack as a Bonus Action on each of your turns after this one. When your rage ends, you suffer one level of Exhaustion (as described in Conditions).

Mindless Rage

Beginning at 6th level, you can’t be Charmed or Frightened while raging. If you are Charmed or Frightened when you enter your rage, the effect is suspended for the Duration of the rage.

Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your Proficiency Bonus + your Charisma modifier) or be Frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the Duration of this effect on the Frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your Reaction to make a melee weapon Attack against that creature.

Path of the Spirit Warrior

The Path of the Spirit Warrior is a spiritual journey, as the Berserker accepts the symbol of his tribe. The different tribes of Olin represent themselves by animals used as guide, protector, and inspiration. They mark themselves head to toe with tattoos of their tribe. In battle, your tribal spirit fills you with supernatural might, adding magical fuel to your Berserker rage.

Spirit Seeker

Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the Beast Sense and Speak with Animals spells, but only as rituals.

Tribal Spirit

At 3rd level, when you adopt this path, you choose a tribal spirit and gain its feature. You must have your tribal animal represented on your body by at least one tattoo. At your option, you also gain minor physical attributes that are reminiscent of your tribal spirit. For example, if you have the bear tribal spirit, you might be unusually hairy and thick-skinned, or if your tribal spirit is the raven, your eyes turn bright yellow.

Your tribal animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of a raven.

Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.

Raven. While you're raging and aren't wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the Raven makes you into a predator who can weave through the fray with ease.

Elk. While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.

Tiger. While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.

Wolf. While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.

Aspect of the Beast

At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.

Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

Raven. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.

Elk. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated. The elk spirit helps you roam far and fast.

Tiger. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.

Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

Tribal Attunement

At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.

Bear. While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.

Raven. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

Elk. While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.

Tiger. While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.

Wolf. While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.

Path of the Furyborn

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

Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

Mindless Rage

Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Path of the Ancestral Guardian

Some Berserkers hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a Berserker who follows this path rages, the Berserker contacts the spirit world and calls on these guardian spirits for aid.

Berserkers who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, Berserkers who follow this path have a relic of their ancestors. They tell tales of battles won to obtain such a item and strive to collect their own relics to pass down.

Ancestral Protectors

Starting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn't against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage of the target’s attacks.

Spirit Shield

Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to those you defend. If you are raging and a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.

When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.

Consult the Spirits

At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of Clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.

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

Vengeful Ancestors

At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage that your Spirit Shield prevents.

Path of the Storm Herald

Typical Berserkers harbor a fury that dwells within. Their rage grants them superior strength, durability, and speed. Berserkers who follow the Path of the Storm Herald learn instead to transform their rage into a mantle of primal magic that swirls around them. When in a fury, a Berserker of this path taps into nature to create powerful, magical effects.

Storm Aura

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

Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura's effect depends on that chosen environment, as detailed below. You can change your environment choice whenever you gain a level in this class.

If your aura's effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Desert. When this effect is activated, all other creatures in your aura take 2 fire damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

Sea. When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th level.

Tundra. When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

Storm Soul

At 6th level, the storm grants you benefits even when your aura isn't active. The benefits are based on the environment you chose for your Storm Aura.

Desert. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch a flammable object that isn't being worn or carried by anyone else and set it on fire.

Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a swimming speed of 30 feet.

Tundra. You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master's Guide. Moreover, as an action, you can touch water and turn a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the cube.

Shielding Storm

At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Storm Soul feature while the creature is in your Storm Aura.

Raging Storm

At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Storm Aura.

Desert. Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to your Berserker level.

Sea. When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by a wave.

Tundra. Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as magical frost covers it.

Path of the Zealot

Bersekers that pitch themselves into a ferocious battle fury. These Berserkers are zealots – warriors who channel their rage into powerful displays of divine power.

Divine Fury

Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your Berserker level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature.

Warrior of the Gods

At 3rd level, your soul is marked for endless battle. If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.

Fanatical Focus

Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving throw while raging, you can reroll it, and you must use the new roll. You can use this ability only once per rage.

Zealous Presence

At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the start of your next turn.

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

Rage Beyond Death

Beginning at 14th level, while you're raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.

Path of the Battlerager

Battleragers specialize in wearing bulky, spiked armor and throwing themselves into combat, striking with their body itself and giving in to the fury of battle.

Battlerager Armor

When you choose this path at 3rd level, you gain the ability to use spiked armor as a weapon.

While you are wearing spiked armor and are raging, you can use a bonus action to make one melee weapon attack with your armor spikes against a target within 5 feet of you. If the attack hits, the spikes deal 1d4 piercing damage. You use your Strength modifier for the attack and damage rolls.

Additionally, when you use the Attack action to grapple a creature, the target takes 3 piercing damage if your grapple check succeeds.

Reckless Abandon

Beginning at 6th level, when you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends.

Battlerager Charge

Beginning at 10th level, you can take the Dash action as a bonus action while you are raging.

Spiked Retribution

Starting at 14th level, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 piercing damage if you are raging, aren't incapacitated, and are wearing spiked armor.

Philosphy of War

"I've lived my whole life fighting some kind of battle. Some think I've grown to love it. They are wrong. In truth no general should ever love war, but must always be prepared for it. Not all who engage in warfare have a choice. If your back is up against the wall, with a horde of ravenous Sneeple ready to devour you and your loved ones, there is but one path. Strike fast and efficiently. Make your enemies losses so devastating that even their ancestors will tremble at the brutality wrought against them." - General Brandt Dodsgangeren

Path of the Wild Soul

The realm of the Primordial Veil abounds with beauty, unpredictable emotion, and rampant magic. A berserker exposed to this realm feels emotions powerfully and magic saturates their body.

Lingering Magic

At 3rd level, your body can react to the presence of magic. You can cast the detect magic spell without using a spell slot or any spellcasting components.

Constitution is your spellcasting ability for this spell. You faintly glow a color corresponding to the school of magic you detect (you choose the colors).

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

Wild Surge

Starting at 3rd level, magic erupts from you as you rage. When you enter your rage, roll on the Wild Surge table to determine the magical effect produced.

If the wild surge requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Duration. Some surge effects are persistent; they are active for as long as you are raging, and end once your rage ends. You can only have one persistent effect active at a time; if you trigger another wild surge and roll a new persistent effect, the new effect replaces the old one.

Unstable Rage. Whenever you take damage, roll a d20. You trigger a wild surge if the result of the roll is equal to or less than half the damage you took. Once you trigger a wild surge in this way, you cannot trigger another one until the start of your next turn.

Directed Chaos. When you roll on the Wild Surge table, you can change the result of the d20 roll by 1 in either direction (to a minimum of 1 and a maximum of 20), changing which effect is produced. Once you do, you can't do so again until you finish a short or long rest.

Magic Reserves

At 6th level, you can channel the magic surging inside you into other creatures. You have a pool of magical energy that replenishes when you take a long rest. The amount of energy in the pool is equal to half your barbarian level (rounded up).

As an action, you can touch a creature and expend energy from the pool to restore one of the creature's expended spell slots, expending an amount of energy equal to the slot level. You cannot restore a spell slot of 6th level or higher, and a creature can only have a single spell slot restored to it once per long rest.

Alternatively, when you use this feature and expend energy, the creature instead gains temporary hit points equal to five times the amount of energy expended, up to a maximum of 25 temporary hit points.

Arcane Rebuke

At 10th level, the magic crackling within your soul lashes out in times of danger. When a creature within 60 feet of you forces you to make a saving throw while you are raging, you can use your reaction to deal 3d6 force damage to that creature.

Chaotic Fury

At 14th level, you become a wellspring of wild magic while you are raging. As a bonus action, you can trigger a wild surge and roll on the Wild Surge table.

Wild Surges

d20 effect
1 You unleash an explosion in a 20-foot radius centered on yourself. Creatures in the area, including you, must make a Dexterity saving throw, and you roll a number of d10s equal to your Rage Damage. A creature takes fire damage equal to the total on a failed save, or half as much damage on a successful one.
2 (Persistent) You teleport up to 20 feet to an unoccupied space you can see. Until your rage ends, you can activate this effect again on each of your turns as a bonus action.
3 Energy floods into your body. You can immediately take one additional action, which can only be used to take the Attack or Dash action.
4 (Persistent) Plant life temporarily grows around you: the ground within 10 feet of you is difficult terrain, and you do not suffer penalties to your movement to move through it.
5 Healing energy radiates from you. Roll a number of d12s equal to your Rage Damage. You restore up to the total as hit points, divided as you choose among any number of creatures that you can see within 30 feet of you.
6 (Persistent) You are borne aloft. You gain a flying speed equal to your walking speed.
7 You conjure 1d4 intangible spirits in unoccupied spaces within 30 feet of you. Each spirit immediately flies 30 feet in a random direction. At the end of your turn, all spirits explode. Roll a number of d8s equal to your Rage Damage. Each creature within 5 feet of one or more of the spirits must succeed on a Dexterity saving throw or take force damage equal to the total.
8 (Persistent) Light bends around you. You and anything you are wearing or carrying becomes invisible for 1 minute, persisting even if your rage ends. This effect ends early when you attack or if you trigger another wild magic surge.
9 A beam of brilliant light lances from your chest in a line 5-feet-wide and 60-feet-long. Roll a number of d8s equal to your Rage Damage. Each creature in the line must succeed on a Constitution saving throw or take radiant damage equal to the total and be blinded until the start of your next turn.
10 (Persistent) Shadows weave around a weapon of your choice you are holding. Until your rage ends, your weapon deals psychic damage instead of its bludgeoning, slashing, or piercing damage, and it gains the light and thrown properties with a normal range of 20 feet and a long range of 60 feet. You can add your Rage Damage to ranged attacks made with this weapon. If you drop the weapon or throw it, the weapon dissipates and reappears in your hand at the end of your turn.
d20 effect
11 Necrotic energy bursts from you. Roll a number of d6s equal to your Rage Damage. Each other creature within 30 feet of you takes necrotic damage equal to the total, and you gain temporary hit points equal to the sum of the necrotic damage dealt to the creatures.
12 (Persistent) Arcane energy enshrouds you. Until your rage ends, you gain a +2 bonus to AC, and whenever a creature within 10 feet of you hits you with an attack, that creature takes force damage equal to two times your Rage Damage.
13 Strong winds blast out from you. Each creature within 10 feet of you must succeed on a Strength saving throw or be pushed away from you a number of feet equal to five times your Rage Damage, and then fall prone.
14 (Persistent) Your body becomes wreathed in flames. You shed bright light in a 30-foot radius and dim light for an additional 30 feet, and your melee attacks deal an additional amount of fire damage equal to your Rage Damage. If another creature touches you or hits you with a melee attack while within 5 feet of you, roll a number of d4s equal to your Rage Damage. That creature takes fire damage equal to the total.
15 Your visage becomes terrifying. Creatures within 30 feet of you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn.
16 (Persistent) Your eyes can pierce through illusions. You gain truesight to a range of 60 feet.
17 Arcane energy taps into the minds of those around you. Each creature within 30 feet of you must succeed on a Wisdom saving throw, or you see a glimpse of the creature’s thoughts, learning how it plans to attack you. As a result, the creature has disadvantage on attack rolls against you until the start of your next turn.
18 (Persistent) Your body can move much faster than usual. Your movement speed increases by 10 feet, and your movement doesn't provoke opportunity attacks.
19 You disrupt magic around you. Creatures within 30 feet of you that are concentrating on a spell must succeed on a Constitution saving throw or lose concentration on the spell. The DC is equal to 10 + the spell's level.
20 (Persistent) Your become the center of a storm. Once per turn, when you successfully hit a creature with a melee attack, lightning leaps from your weapon to another creature of your choice within 30 feet. Roll a number of d6s equal to your Rage Damage. The target creature must succeed on a Dexterity saving throw or suffer lightning damage equal to the total.

.

Path of the Beast

Berserkers who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the berserker.

Such a berserker might be inhabited by a primal spirit or be descended from shape-shifters.

Form of the Beast

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

You choose the weapon’s form each time you rage:

Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.

Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.

Tail. You grow a lashing, spiny tail, which deals 1d8 bludgeoning damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

Bestial Soul

Starting at 6th level the feral power within you increases, causing the natural weapons of your Form of the Beast to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:

Climbing. You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Jumping. When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.

Swimming. You gain a swimming speed equal to your walking speed, and you can breathe underwater.

Infectious Fury

Beginning at 10th level, when you hit a creature with your natural weapons while you are raging, the beast within you can curse your target with rabid fury. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):

The target must use its reaction to make a melee attack against another creature of your choice that you can see. The target takes 2d12 psychic damage. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Call the Hunt

At 14th level the beast within you grows so powerful that you can spread its ferocity to others and gain resilience from them joining your hunt. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.

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

ToC

Cleric

Arms and eyes upraised toward Obek and a prayer on his lips, a olinheimer begins to glow with an inner light that spills out to heal his battle-worn companions.

Chanting a song of glory, a dwarf swings his axe in wide swaths to cut through the ranks of orcs arrayed against him, shouting praise to Tothrok with every foe’s fall.

Calling down a curse upon the forces of undeath, a keskan lifts her holy symbol as light pours from it to drive back the zombies crowding in on her companions.

Clerics are intermediaries between the mortal world and Himaria. As varied as the gods they serve, Clerics strive to embody the handiwork of their deities. No ordinary priest, a Cleric is imbued with divine magic.

Healers and Warriors

Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.

Harnessing divine magic doesn’t rely on study or training. A Cleric might learn formulaic prayers and ancient rites, but the ability to cast Cleric spells relies on devotion and an intuitive sense of a deity’s wishes.

Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from the heavens to consume their enemies. For those evildoers who will benefit most from a mace to the head, Cleric depend on their combat training to let them wade into melee with the power of the gods on their side.

Divine Agents

Not every acolyte or officiant at a temple or shrine is a Cleric. Some priests are called to a simple life of temple service, carrying out their gods’ will through prayer and sacrifice, not by magic and strength of arms. In some cities, a priest amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True Clerics are rare in most hierarchies.

When a Cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers beyond the walls of civilization, smiting evil or seeking holy relics in ancient tombs. Many Cleric are also expected to protect their deities’ worshipers, which can mean fighting rampaging orks, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world.

Most adventuring Clerics maintain some connection to established temples and orders of their faiths. A temple might ask for a Cleric’s aid, or a high priest might be in a position to demand it.

Creating a Cleric

As you create a Cleric, the most important question to consider is which deity to serve and what principles you want your character to embody.

Once you’ve chosen a deity, consider your Cleric’s relationship to that god. Did you enter this service willingly? Or did the god choose you, impelling you into service with no regard for your wishes? How do the temple priests of your faith regard you: as a champion or a troublemaker? What are your ultimate goals? Does your deity have a special task in mind for you? Or are you striving to prove yourself worthy of a great quest?

Quick Build

You can make a Cleric quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Constitution.

Class Features

As a Cleric, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: All simple weapons
  • Tools: None

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Equipment

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

  • (a) a mace or (b) a warhammer (if proficient)
  • (a) scale mail or (b) leather armor or (b) chainmail (if proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest's pack or (b) an explorer's pack
  • A shield and holy symbol

Spellcasting

As a conduit for divine power, you can cast Cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Cleric spell list.

Cantrips

At 1st level, you know three cantrips of your choice from the Cleric spell list. You learn additional Cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Preparing and Casting Spells

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

You prepare the list of Cleric spells that are available for you to cast, choosing from the Cleric spell list. When you do so, choose a number of Cleric spells equal to your Wisdom modifier + your Cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your Cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a Cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Cleric spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a Cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your Cleric spells.

Divine Domain

Choose one domain related to your deity.Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

Domain Spells

Each domain has a list of spells — its domain spells — that you gain at the Cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

If you have a domain spell that doesn’t appear on the Cleric spell list, the spell is nonetheless a Cleric spell for you.

The Cleric
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Divine Domain 3 2
2nd +2 Channel Divinity (1/rest), Divine Domain feature 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Destroy Undead (CR 1/2) 4 4 3 2
6th +3 Channel Divinity (2/rest), Divine Domain feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Divine Intervention 5 4 3 3 3 2
11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 Destroy Undead (CR 4), Divine Domain feature 5 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention Improvement 5 4 3 3 3 3 2 2 1 1

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your Cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.

Channel Divinity: Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead 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 any 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.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Optionally, instead of increasing ability scores, you can gain 5 background points to spend on edges.

Destroy Undead

Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.

Destroy Undead

Cleric Level Destroys Undead of CR ...
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Divine Intervention

Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your Cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any Cleric spell or Cleric domain spell would be appropriate.

If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 20th level, your call for intervention succeeds automatically, no roll required.

Divine Domains

Every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. As a Cleric, you choose one diety to follow above the others, and you are granted powers related to that domain.

Arcane Domain

Magic is an energy that suffuses the multiverse and that fuels both destruction and creation. Gods of the Arcana domain know the secrets and potential of magic intimately. For some of these gods, magical knowledge is a great responsibility that comes with a special understanding of the nature of reality. Other gods of Arcana see magic as pure power, to be used as its wielder sees fit.

Arcane Domain Spells

Cleric Level Spells
1st detect magic, magic missile
3rd magic weapon, Nystul’s magic aura
5th dispel magic, magic circle
7th arcane eye, Leomund’s secret chest
9th planar binding, teleportation circle

When you choose this domain at 1st level, you gain proficiency in the Arcana skill, and you gain two cantrips of your choice from the wizard spell list. For you, these cantrips count as Cleric cantrips.

Channel Divinity: Arcane Abjuration

Starting at 2nd level, you can use your Channel Divinity to abjure otherworldly creatures.

As an action, you present your holy symbol, and one celestial, elemental, fey, or fiend of your choice that is within 30 feet of you must make a Wisdom saving throw, provided that the creature can see or hear you. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. It also can’t take reactions. For its action, it can only use 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.

After you reach 5th level, when a creature fails its saving throw against your Arcane Abjuration feature, the creature is banished for 1 minute (as in the banishment spell, no concentration required) if it isn’t on its plane of origin and its challenge rating is at or below a certain threshold, as shown on the Arcane Banishment table.

Arcane Banishment

Cleric Level Banishes Creature of CR ...
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Spell Breaker

Starting at 6th level, when you restore hit points to an ally with a spell of 1st level or higher, you can also end one spell of your choice on that creature. The level of the spell you end must be equal to or lower than the level of the spell slot you use to cast the healing spell.

Potent Spellcasting

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

Arcane Mastery

At 17th level, you choose four spells from the wizard spell list, one from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as Cleric spells for you.

Death Domain

The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Death deities are patrons of necromancers, death knights, liches, mummy lords, and vampires. Gods of the Death domain also embody murder, disease or poison, and the underworld.

Death Domain Spells

Cleric Level Spells
1st false life, ray of sickness
3rd blindness/deafness, ray of enfeeblement
5th animate dead, vampiric touch
7th blight, death ward
9th antilife shell, cloudkill

When the Cleric chooses this domain at 1st level, he or she gains proficiency with martial weapons.

Reaper

At 1st level, the Cleric learns one necromancy cantrip of his or her choice from any spell list. When the Cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.

Channel Divinity: Touch of Death

Starting at 2nd level, the Cleric can use Channel Divinity to destroy another creature’s life force by touch.

When the Cleric hits a creature with a melee attack, the Cleric can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her Cleric level.

Inescapable Destruction

Starting at 6th level, the Cleric’s ability to channel negative energy becomes more potent. Necrotic damage dealt by the character’s Cleric spells and Channel Divinity options ignores resistance to necrotic damage.

Divine Strike

At 8th level, the Cleric gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the Cleric’s turns when he or she hits a creature with a weapon attack, the Cleric can cause the attack to deal an extra 1d8 necrotic damage to the target. When the Cleric reaches 14th level, the extra damage increases to 2d8.

Improved Reaper

Starting at 17th level, when the Cleric casts a necromancy spell of 1st through 5th level that targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its material components, the Cleric must provide them for each target.

Forge Domain

The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them.

Forge Domain Spells

Cleric Level Spells
1st identify, searing smite
3rd heat metal, magic weapon
5th elemental weapon, protection from energy
7th fabricate, wall of fire
9th animate objects, creation

When you choose this domain at 1st level, you gain proficiency with heavy armor and smith’s tools.

Blessing of the Forge

At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.

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

Channel Divinity: Artisan's Blessing

Starting at 2nd level, you can use your Channel Divinity to create simple items.

You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.

The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

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Soul of the Forge

Starting at 6th level, your mastery of the forge grants you special abilities:

You gain resistance to fire damage. While wearing heavy armor, you gain a +1 bonus to AC. Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. 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 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Saint of Forge and Fire

At 17th level, your blessed affinity with fire and metal becomes more powerful:

You gain immunity to fire damage. While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Grave Domain

Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an abomination. Followers of these deities seek to put wandering spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows them to stave off death for a time, particularly for a person who still has some great work to accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get its due.

Grave Domain Spells

Cleric Level Spells
1st bane, false life
3rd gentle repose, ray of enfeeblement
5th revivify, vampiric touch
7th blight, death ward
9th antilife shell, raise dead

Circle of Mortality

At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.

In addition, you learn the spare the dying cantrip, which doesn’t count against the number of Cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

Eyes of the Grave

At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity.

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

Channel Divinity: Path to the Grave

Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.

As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.

Sentinel at Death’s Door

At 6th level, you gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.

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

Potent Spellcasting

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

Keeper of Souls

Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn.

Knowledge Domain

The gods of knowledge value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can.

Knowledge Domain Spells

Cleric Level Spells
1st command, identify
3rd augury, suggestion
5th nondetection, speak with dead
7th arcane eye, confusion
9th legend lore, scrying

Blessings of Knowledge

At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.

Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Channel Divinity: Knowledge of the Ages

Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.

Channel Divinity: Read Thoughts

At 6th level, you can use your Channel Divinity to read a creature’s thoughts. You can then use your access to the creature’s mind to command it.

As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest.

If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions and what it is actively thinking about) when it is within 60 feet of you. This effect lasts for 1 minute.

During that time, you can use your action to end this effect and cast the suggestion spell on the creature without expending a spell slot. The target automatically fails its saving throw against the spell.

Potent Spellcasting

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

Visions of the Past

Starting at 17th level, you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell.

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

Object Reading. Holding an object as you meditate, you can see visions of the object’s previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.

Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

Life Domain

The Life domain focuses on the vibrant positive energy — one of the fundamental forces of the universe — that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath.

Life Domain Spells

Cleric Level Spells
1st bless, cure wounds
3rd lesser restoration, spiritual weapon
5th beacon of hope, revivify
7th death ward, guardian of faith
9th mass cure wounds, raise dead

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Disciple of Life

Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.

Channel Divinity: Preserve Life

Starting at 2nd level, you can use your Channel Divinity to heal the badly injured.

As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your Cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.

Blessed Healer

Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.

Divine Strike

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

Supreme Healing

Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.

Nature Domain

Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests to friendly deities associated with particular springs and groves. Shamans revere nature as a whole and might serve one of these deities, practicing mysterious rites and reciting all-but-forgotten prayers in their own secret tongue. But many of these gods have clerics as well, champions who take a more active role in advancing the interests of a particular nature god. These clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the crops of those who anger their gods.

Nature Domain Spells

Cleric Level Spells
1st animal friendship, speak with animals
3rd barkskin, spike growth
5th plant growth, wind wall
7th dominate beast, grasping vine
9th insect plague, tree stride

Acolyte of Nature

At 1st level, you learn one druid cantrip of your choice. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

Bonus Proficiency

Also at 1st level, you gain proficiency with heavy armor.

Channel Divinity: Charm Animals and Plants

Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.

As an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

Dampen Elements

Starting at 6th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

Divine Strike

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

Master of Nature

At 17th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.

Light Domain

Gods of light promote the ideals of rebirth and renewal, truth, vigilance, and beauty, often using the symbol of the sun. Some of these gods are portrayed as the sun itself or as a charioteer who guides the sun across the sky. Others are tireless sentinels whose eyes pierce every shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul’s improvement. Clerics of a god of light are enlightened souls infused with radiance and the power of their gods’ discerning vision, charged with chasing away lies and burning away darkness.

Light Domain Spells

Cleric Level Spells
1st burning hands, faerie fire
3rd flaming sphere, scorching ray
5th daylight, fireball
7th guardian of faith, wall of fire
9th flame strike, scrying

Bonus Cantrip

When you choose this domain at 1st level, you gain the light cantrip if you don’t already know it.

Warding Flare

Also at 1st level, you can interpose divine light between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can’t be blinded is immune to this feature.

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

Channel Divinity: Radiance of the Dawn

Starting at 2nd level, you can use your Channel Divinity to harness sunlight, banishing darkness and dealing radiant damage to your foes.

As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your Cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Improved Flare

Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

Potent Spellcasting

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

Corona of Light

Starting at 17th level, you can use your action to activate an aura of sunlight that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.

Order Domain

The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve their gods.

Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse.

Order Domain Spells

Cleric Level Spells
1st command, heroism
3rd hold person, zone of truth
5th mass healing word, slow
7th compulsion, locate creature
9th commune, dominate person

When you choose this domain at 1st level, you gain proficiency with heavy armor. You also gain proficiency in the Intimidation or Persuasion skill (your choice).

Voice of Authority

Starting at 1st level, you can invoke the power of law to drive an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see.

If the spell targets more than one ally, you choose the ally who can make the attack.

Channel Divinity: Order’s Demand

Starting at 2nd level, you can use your Channel Divinity to exert an intimidating presence over others.

As an action, you present your holy symbol, and each creature of your choice that can see or hear you within 30 feet of you must succeed on a Wisdom saving throw or be charmed by you until the end of your next turn or until the charmed creature takes any damage. You can also cause any of the charmed creatures to drop what they are holding when they fail the saving throw.

Embodiment of the Law

At 6th level, you become remarkably adept at channeling magical energy to compel others.

If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell’s casting time to 1 bonus action for this casting, provided the spell’s casting time is normally 1 action.

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

Divine Strike

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

Order's Wrath

Starting at 17th level, enemies you designate for destruction wilt under the combined efforts of you and your allies. If you deal your Divine Strike damage to a creature on your turn, you can curse that creature until the start of your next turn. The next time one of your allies hits the cursed creature with an attack, the target also takes 2d8 psychic damage, and the curse ends. You can curse a creature in this way only once per turn.

War Domain

War has many manifestations. It can make heroes of ordinary people. It can be desperate and horrific, with acts of cruelty and cowardice eclipsing instances of excellence and courage. In either case, the gods of war watch over warriors and reward them for their great deeds. The clerics of such gods excel in battle, inspiring others to fight the good fight or offering acts of violence as prayers. Gods of war include champions of honor and chivalry as well as gods of destruction and pillage and gods of conquest and domination. Other war gods take a more neutral stance, promoting war in all its manifestations and supporting warriors in any circumstance.

War Domain Spells

Cleric Level Spells
1st divine favor, shield of faith
3rd magic weapon, spiritual weapon
5th crusader’s mantle, spirit guardians
7th freedom of movement, stoneskin
9th flame strike, hold monster

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

War Priest

From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.

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

Channel Divinity: Guided Strike

Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Channel Divinity: War God’s Blessing

At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Divine Strike

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

Avatar of Battle

At 17th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Peace Domain

A sense of oneness shines at the heart of healthy communities, whether bound together by friendship, blood, faith, or some other uniting force. The gods of unity deepen such bonds and delight in their strength. The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing.

Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics’ blessings draw people together and help them shoulder one another’s burdens, and the clerics’ magic aids those who are driven to fight for the way of peace.

Peace Domain Spells

Cleric Level Spells
1st heroism, shield of faith
3rd aid, warding bond
5th beacon of hope, sending
7th aura of purity, guardian of faith
9th restoration, Rary's Telepathic Bond

Emboldening Bond

At 2nd level, you can forge an empowering bond between allies. As an action, you can choose two willing creatures you can see within 30 feet of you (this can include yourself) and create a magical bond between them. While either bonded creature is within 30 feet of the other, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn. The bond lasts for 1 hour or until you use this feature again.

You can use this feature once, and you regain the ability to do so when you finish a long rest. You can also expend a spell slot to use the feature again.

Channel Divinity: Shared Burden

Also at 2nd level, can use your Channel Divinity to protect your allies through the strength of your shared bonds.

When a creature you can see within 30 feet of you takes damage, you can use your reaction to choose a number of other willing creatures you can see, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). Distribute the damage taken between the original target and the chosen creatures. Each creature must take at least 1 damage. Apply any damage resistance or vulnerability of the creatures involved after you distribute the damage.

Protective Bond

When you hit 6th level, the bond you forge between people shields them from harm. While either creature chosen for your Emboldening Bond feature is within 30 feet of the other, the creature can use its reaction to grant resistance to all damage to the other creature when that other creature takes damage. This resistance lasts until the end of the current turn.

Potent Spellcasting

At 8th level, you add your Wisdom modifier to the damage you deal with any Cleric cantrip.

Enduring Unity

When you reach 17th level, the bonds you create endure across vast distances. Creatures affected by your Emboldening Bond feature gain its benefits, as well as those of your Protective Bond feature, while they are on the same plane of existence as each other.

Additionally, when a creature chosen for your Emboldening Bond is reduced to 0 hit points, their bonded partner gains the following benefits for 1 minute, or until the creature regains at least 1 hit point:

  • The creature has advantage on attack rolls, ability checks, and saving throws
  • The creature gains resistance to all damage
  • As an action, the creature can touch their bonded partner to expend and roll any number of Hit Dice. Their bonded partner regains a number of hit points equal to the total rolled.

Tempest Domain

Gods whose portfolios include the Tempest domain govern storms, sea, and sky. They include gods of lightning and thunder, gods of earthquakes, some fire gods, and certain gods of violence, physical strength, and courage. In some pantheons, a god of this domain rules over other deities and is known for swift justice delivered by thunderbolts. In the pantheons of seafaring people, gods of this domain are ocean deities and the patrons of sailors. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath.

Tempest Domain Spells

Cleric Level Spells
1st fog cloud, thunderwave
3rd gust of wind, shatter
5th call lightning, sleet storm
7th control water, ice storm
9th destructive wave, insect plague

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and heavy armor.

Wrath of the Storm

Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

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

Channel Divinity: Destructive Wrath

Starting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.

When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Thunderbolt Strike

At 6th level, when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

Divine Strike

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

Stormborn

At 17th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.

Twilight Domain

The twilit transition from light into darkness often brings calm and even joy, as the day’s labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night.

Clerics who serve these deities comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror.

Twilight Domain Spells

Cleric Level Spells
1st faerie fire, sleep
3rd darkness, invisibility
5th aura of vitality, Leomund’s tiny hut
7th aura of life, greater invisibility
9th circle of power, dream

Bonus Proficiencies

At 1st level, when you take this subclass, you gain proficiency with martial weapons and heavy armor.

Eyes of Night

Also at 1st level, your eyes are blessed, allowing you to see through the deepest gloom. You have darkvision with no maximum range; you can see in dim light as if it were bright light and in darkness as if it were dim light.

As an action, you can magically give the benefit of this feature to any number of creatures you can see within 10 feet of you. The shared benefit lasts for 10 minutes. You can extend this benefit a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.

Vigilant Blessing

Additionally at 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

Channel Divinity: Twilight Sanctuary

You can use your Channel Divinity to refresh your allies with soothing twilight.

As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:

  • Give it 1d8 temporary hit points.
  • End one effect causing it to be charmed or frightened.

Steps of the Brave

When you reach 6th level, you draw strength from your connection to twilight and find yourself at home within its dark embrace, gaining two benefits:

You have advantage on saving throws against being frightened. If you are in dim light or darkness, you can use a bonus action to magically give yourself a flying speed equal to your walking speed until the end of your next turn.

Divine Strike

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

Midnight Shroud

When you hit 17th level, you can harness the shrouding power of night to protect your allies and stymie your foes.

Whenever you cast the darkness spell using a spell slot, you can choose a number of creatures that you can see (including yourself) equal to your Wisdom modifier (minimum of one). The chosen creatures can see through the darkness.

Tricksters Domain

Gods of trickery are mischief-makers and instigators who stand as a constant challenge to the accepted order among both gods and mortals. They’re patrons of thieves, scoundrels, gamblers, rebels, and liberators. Their clerics are a disruptive force in the world, puncturing pride, mocking tyrants, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.

Tricksters Domain Spells

Cleric Level Spells
1st charm person, disguise self
3rd mirror image, pass without trace
5th blink, dispel magic
7th dimension door, polymorp
9th dominate person, modify memory

Blessing of the Trickster

Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

Channel Divinity: Invoke Duplicity

Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.

As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Channel Divinity: Cloak of Shadows

Starting at 6th level, you can use your Channel Divinity to vanish.

As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with poison — a gift from your deity. 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 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Improved Duplicity

At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.

ToC

Helkrieger

The warrior gasps as a dagger is plunged into his heart. His life flashes before his eyes a story of regret and now, dishonor. Slain in a night raid by desperate enemies. A voice touches his mind. “Is this how you fall? Pathetic. Will you lay down like a butchered lamb? Or will you unleash the wolf within? Rise to the slaughter, become the embodiment of war.” The warrior stands with pinpoints of red fire in his eyes. The enemies that slew him turn gaping in fear. The warrior cleaves through them laughing in the ecstasy of bloodlust.

The elven woman stands at the pyre of her slain lover. The grief in her heart has resigned her to be a sentinel of the pyre till her death. As the last limits of vigor flee her, she collapses giving in to share the fate of her beloved. Suddenly a voice reaches her. “You don’t have to let him go. You could be united forever.” “How?” She deliriously replies. “You can command the souls of those around you and keep his by your side always. All it takes is a simple, yes.” The voice hisses. “Yes, give him back to me.” She rises to her feet feeling strength return and there in front of her the spirit of her lover. She gasps on collecting him within herself and holding his essence fondly while saying. “They will pay, I will command the souls of the creatures who did this to you and make them serve in unrest for eternity!""

War, famine, pestilence and death. The greatest calamities of the world cannot be without form but cannot posses more then a single form. As such each find those worthy of their powers and offer them their boons so that their own power can continue to grow. These gifts damn the souls of the creatures they posses to Hel, so only those who truly seek power or the very desperate strike such a deal.

Powers of Damnation

The powers of the Helkrieger tax the bodies of their hosts greatly. Even the smallest of scrapes will scar their bodies permanently. When manifest the powers exude all the visage of Hel. Most Helkrieger will take on glowing eyes, pale skin, black veins etc. Those not familiar with death will be terrified by these abilities and most Helkriegers should know to only reveal their abilities to those they can trust.

The cost of your soul

On the brink of death you are offered the boons of your calamity. This can take a great toll on the living. Though you are not emotionless you do lose some of your empathy for the living. As such you will stop at nothing to fulfill your reason for accepting the pact. Only those who desperately seek to complete their task are fit to be Helkriegers. Though Helkriegers are exceptional warriors, keen with various weapons and armor, they may not always start that way. Some are chosen for their determination, endurance, intelligence etc. Regardless the pact will mold them to be the Helkrieger that they are destined to be.

The Helkrieger
Level Proficiency Bonus Features Blood Runes
1st +2 Apocalyptic Prophecy, Vitality Shift
2nd +2 Fighting Style, Rune Weapon, Blood Runes 2
3rd +2 Prophetic Feature 2
4th +2 Ability Score improvement 2
5th +3 Extra Attack, Additional Omens 3
6th +3 Prophetic feature 3
7th +3 Lifebane 4
8th +3 Ability Score Improvement 4
9th +4 Prophetic feature 5
10th +4 Rider of the Apocalypse, Lifebane (15hp) 5
11th +4 Prophetic feature 5
12th +4 Ability Score Improvement 6
13th +5 Hel's Boon 6
14th +5 Grave Tenacity, Lifebane (20hp) 6
15th +5 Herald of the Apocalypse 7
16th +5 Ability Score Improvement 7
17th +6 Prophetic feature 7
18th +6 Unholy Mettle, Lifebane (25hp) 8
19th +6 Ability Score Improvement 8
20th +6 Master of Death 8

Becoming a Helkrieger

When creating your Helkrieger, consider your relationship with the entity that resurrected you. Do you feel indebted to them for giving you a second chance at life, or are you angry that they took you away from your eternal rest?

Quick Build

You can make a Helkrieger quickly by following these suggestions. First, make Constitution your highest ability score. Your next-highest score should be Strength, or Dexterity depending on whether you want to focus on melee weapons or on archery (or finesse weapons).

Class Features

As a Helkrieger, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Helkrieger level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 + your Constitution modifier per Helkrieger level

Proficiencies


  • Armor: All armor
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Strength, Constitution
  • Skills: Choose two from skills from Athletics, Decepetion, Insight, Intimidation, Perception, Stealth and Survial

Equipment

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

  • (a) greatsword or (b) any martial weapon
  • (a) dungeoneer's pack or (b) an explorer's pack
  • Chainmail, a shield, an 2 handaxes

Apocalyptic Prophecy

Your path has been revealed, you choose and adopt the mantle of one of the Four harbingers of the Apocalypse: Pestilence, War, Famine, or Death. Your choice grants you features at 1st level and again at 3rd, 6th, 9th, 11th, and 15th level.

Omens

When you choose a prophecy at 1st level, you gain powers called Omens, which are fueled by sacrificing your own vitality through Life Tap. Some Omens requires saving throws, which are determined by your Constitution.

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

Life Tap

You can tap into your raw health to deliver death. Whenever you Life Tap you take 1d6 damage, which cannot be reduced in any way.

Once per turn, when Life Tap would reduce you to 0 hit points, you are instead reduced to 1.

Vitality Shift

All 1st level helkriegers have a certain control over the life forces that flow through each living being. As an action, you may touch a willing creature in order to either drain their vitality, or give them yours. You may take an amount of hit points or hit dice of up to four times your helkrieger level and either remove it from your target's pool and add it to your own, or vice versa. Hit points transferred this way can not cause either pools to go beyond their maximum amount of hit points.

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

Siphon Strike

Starting at 2nd level, when you hit a creature with a weapon attack, you can expend a hit die to deal necrotic damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a hit die, plus 1d8 for each additional hit die spent, to a maximum of 5d8. You regain hit points equal to the necrotic damage dealt with this attack.

In addition, when you complete a long rest, you regain all hit dice, instead of half.

Rune Weapon

You carve magical runic symbols onto a weapon, binding it to you and preparing it for your Blood Runes. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks. Your rune weapons power fades when not held by you, and its benefits can't be used by anyone other than yourself.

You can transform one two-handed weapon or two one-handed weapons into your rune weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon ceases to be your rune weapon if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond.

Blood Runes

You have unearthed fragments of power and learned how to carve them onto your flesh, unlocking unholy power.

At 2nd level, you gain two Blood Runes of your choice. Your rune options are detailed at the end of the class description. When you gain certain levels in this class, you imbue additional runes of your choice, as shown in the Blood Runes column of the Helkrieger table.

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

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Optionally, instead of increasing ability scores, you can gain 5 background points to spend on edges.

Extra Attack

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

Herald of the Apocalypse

At 5th level, gain one Omen from the list below. Additionally, when you take damage from a creature other than you, your next Life Tap is free if used within the next minute.

Dread Gauntlet. As an action, you Life Tap and cause a target within 30 feet of you that you can see to make a Strength saving throw. On a failed save, the target is pulled up to 30 feet towards you. If the target is pulled within melee range of you, you may make one weapon attack against it as part of the action.

Vigor Thief. While wielding a weapon, you can use an action to Life Tap and target up to four creatures within 60 feet that you can see. These targets must each make a Constitution saving throw against. You deal necrotic damage equal to twice the life tap damage dealt + your helkrieger level, spread out equally among all targets that fail their save. If all targets succeed on their saving throw, no damage is dealt.

You store the lifeforce stolen into your weapon: the next time you use your Vitality Shift feature before the end of your next long rest, whichever target gains hit points also receives additional hit points equal to the damage that was just dealt.

Frozen Tomb. You momentarily encase a creature in solid ice. As an action, Life Tap and choose a creature within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, the target becomes petrified and immune to damage until the beginning of your next turn as ice envelopes it.

Wraith Walk. As a bonus action, you Life Tap to become ghostly in appearance, and gain the ability to become incorporeal. Until the start of your next turn, you can move through other creatures and objects as if they were difficult terrain. If you end your turn inside an object, you take 1d10 force damage and are shunted to the nearest open space.

Command the dead. As an action, you life tap, and target one undead creature you can see within 30 feet. The target must make a Wisdom saving throw. On a failed save, the target must obey the your commands for the next 24 hours, or until you use this omen option again. An undead whose challenge rating is greater than 1 is immune to this effect.

Harrowing Gaze. As an action, you can life tap and channel the darkest emotions and focuses them into a burst of magical menace. Each creature of the your choice within 30 feet of the you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of the you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the you, it can attempt another Wisdom saving throw to end the effect on it. A creature who succeeds this saving throw is immune to your Harrowing Gaze for 24hours.

Lifebane

Starting at 7th level, you exude physical might, and can take apart lesser creatures with single blows. Whenever you hit a creature with an attack, the creature is instantly slain if the damage reduces their hitpoints to 10 or lower.

At 10th level, the creature is instantly slain if it has 15 or fewer hitpoints remaining. At 13th level, it increases to 20, and to 25 at 18th level.

Rider of the Apocalypse

At 10th level, gain another Omen from the previous list. Additionally, once per day you can cast Find Steed without expending a spell slot or using material components. You can dismiss and resummon your steed as an action without casting the spell again, so long as your steed is not killed.

Hel's Boon

Starting at 13th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.

In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Grave Tenacity

Beginning at 14th level, you can use your bonus action to end one spell on yourself.

You can use this feature a number of times equal to your Constitution modifier (a minimum of 1). You regain expended uses when you finish a long rest.

Harbinger of the Apocalypse

At 14th level, gain an additional Omen. Additionally, You can now cast Find Greater Steed instead of Find Steed.

Unholy Mettle

By 18th level, your connection to Death empowers you, giving you the ability to trudge onward when others would fall. You are immune to exhaustion.

Additionally, when you are the victim of a critical hit, you may use your reaction to turn it into a normal hit. You may use this feature a number of times equal to your Constitution modifier, and regain spent uses upon completing a long rest.

Phylactery

At 20th level, you bond with your runic weapons, parting with a fraction of your soul to imbue with in them. If you die, you return to life 24 hours after death, as the weapon resurrects you. If your body is destroyed, you reform with-in 1 mile of the place of your death. If your equipment was destroyed you do not regain it.

If your rune weapon is broken or on another place of existence, you are not resurrected after 24 hours. If your weapon returns to your plane of existence after 24 hours has passed, you do not return to life as the magic of your weapon fades and vanishes.

Blood Runes

If a runic empowerment has prerequisites, you must meet them to learn it. You can learn a rune at the same time that you meet its prerequisites. A level prerequisite in a rune refers to your Helkrieger level, not your character level.

Rune of the Bow

Prerequisite: Prophecy of Pestilence

When you perform the ritual to create your rune weapon, the weapon transforms, taking the shape of a longbow. Drawing back its string creates an arrow of rotted wood, which vanishes after 1 minute.

When you conjure your cloak of flies ability, you can instead have them swarm around a target of your choice within 60 feet.

Rune of the Sword

Prerequisite: Prophecy of War

When you perform the ritual to create your rune weapon, the weapon transforms, taking the shape of a jagged greatsword forged from dark iron.

When you score a critical hit or reduce a creature to 0 hp, you can Dash using a bonus action until the end of that turn.

Rune of the Scale

Prerequisite: Prophecy of Famine

When you perform the ritual to create your rune weapon, the weapon transforms, taking the shape of a flail with 2 heads, each a perfectly balanced scale.

This flail is a 2d4 bludgeoning weapon with the Reach Property. Creatures hit with this weapon cannot restore hit points until the start of your next turn.

Rune of the Scythe

Prerequisite: Prophecy of Death

When you perform the ritual to create your rune weapon, the weapon transforms, taking the shape of a long scythe forged from silver, with black runes etched into its blade.

This scythe is a 1d10 slashing weapon with the Heavy, Reach, and Two-Handed Properties. Creatures killed by this weapon cannot become undead, and can’t be raised from the dead for the next 30 days, outside of using a wish spell.

Rune of Influence

You gain proficiency in the Intimidation and Persuasion skills.

Rune of the Sigilist

You learn two cantrips of your choice from the warlock spell list, Constitution is your spellcasting ability for these spells.

Rune of Haunting

You can life tap to cast the Unseen servant spell without using a spell slot or material components. The servants take on the appearance of specters but can shift to a incorporeal state at will.

Rune of the Blade Caller

As long as your rune weapons are on the same plane of existence as you, you can summon them as a bonus action, causing them to teleport to your hands.

Rune of the Fallen Crusader

Your weapon attacks score a critical hit on a roll of 19 or 20

Rune of the Lich

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Rune of the Gargoyle

You gain a +1 bonus to your Armor class whilst wielding your rune weapon.

Rune of the Thirsting Blade

When you use Siphon Strike, you can reroll 1's and 2's on the necrotic damage, but must use the new result.

Rune of Hungering Strikes

Whenever you reduce a creature to 0 hit points, you regain 1 hit die.

Rune of the Frozen Grasp

Once on each of your turns, when you hit a creature with a melee weapon attack, you can reduce that creature's speed by 10 feet until the end of your next turn.

Rune of the Nightwatcher

You gain darkvision and can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. If you already have darkvision, then your darkvision intervals increase to 120 feet.

Rune of the Skulker

You have advantage on stealth checks while in dim light or darkness and use the Hide action as a bonus action while in shadows.

Rune of Swiftness

You add your proficiency bonus to your initiative, and you cannot be surprised.

Rune of Skill

You can use this rune to gain your proficiency bonus to a skill you do not have proficiency in. This feature can be used before or after the roll, but it must be used before the result.

This rune can only be used a number of times equal to your Constitution modifier per short or long rest.

Rune of Tendrils

Prerequisite: 7th level, Vigor Thief omen

The necrotic damage dealt by Vigor Thief is equal to 3 times the damage taken. In addition, you may expend the stolen lifeforce when you use your Siphon Strike or Vitality Shift feature.

Rune of Hoarfrost

Prerequisite: 7th level, Frozen Tomb omen

You can use your Frozen Tomb omen as a reaction to that creature taking damage.

Rune of the Val'kyr

Prerequisite: 7th level, Wraith Walk omen

While using Wraith Walk, you gain a flying speed equal to your speed.

Rune of Necromancy

Prerequisite: 7th level, Command Dead omen

You can instead take control of an undead creature with a challenge rating lower than your Helkrieger level.

Rune of Fear

Prerequisite: 7th level, Harrowing Gaze omen

Creatures who fail their saving throw against your Harrowing Gaze omen take psychic damage equal to your life tap roll.

Rune of the Swarm

Prerequisite: Prophecy of Pestilence; 7th level

Your Cloak of Insects becomes empowered with a greater swarm. You can take the Hide action while surrounded by your cloak, and you can now target 2 creatures with your bonus action.

Rune of the Slayer

Prerequisite: Prophecy of War; 7th level

When you trigger obliterate and hit a creature, that creature is frightened of you until the end of their next turn.

.

Rune of Consumption

Prerequisite: Prophecy of Famine; 7th level

When you are targeted by a spell, you cast Counterspell at 3rd level without requiring a spellslot or material components. If you successfully counter the spell, you consume it, regaining health equal to the level of the spell countered + your Constitution modifier (minimum 1). Once you use this ability, you must complete a short or long rest.

Rune of Helchains

Prerequisite: Prophecy of Death; 7th level

The bond your create with another creature forms a link of fiery chains between the two of you. Any creature that starts its turn or enters the area between you are your linked ally takes 1d6 fire damage.

Rune of Bursting Sores

Prerequisite: 9th level, Festering Wounds feature

When you would rupture a target's Festering Wounds, they violently burst, and each creature within 5 feet of the target (other than yourself) takes half of the damage of the Festering Wounds.

Rune of Enrage

Prerequisite: 9th level, Obliterate feature When you would make an additional attack from your Obliterate feature, you may instead force a creature within 60 feet to use their reaction to make a single weapon attack against a target of your choice.

Rune of Flaying

Prerequisite: Prophecy of Famine; 9th level When a creature fails its saving throw against your Frailty omen, you gain half the AC value the creature loses.

Rune of Harvesting

Prerequisite: Prophecy of Death; 9th level

When a creature within range is reduced to 0 hit points, you instead gain 1d4 soul fragments.

Rune of the Grave

Prerequisite: 9th level

You can cast speak with dead at will, without expending a spell slot or material components.

Additionally, you are able to cast the spell on targets that no longer have a mouth, causing you to hear their voice in your mind instead. If you follow the Prophecy of Death, the target is forced to answer each of your questions and they cannot lie when doing so, though they can still be brief, repetitive or cryptic.

Rune of Necrosis

Prerequisite: 12th level

Your weapon attacks deal an extra 1d8 necrotic damage.

Rune of Grit

Prerequisite: 15th level

You can use Grave Tenacity to end one spell or condition on yourself.

Rune of the Nightmare

Prerequisite: 15th level

When you cast the Find greater steed spell you can instead summon a Nightmare. (see Monster Manual)

Rune of Asphyxiate

Prerequisite: 15th level, Dread gauntlet omen

When a creature fails its saving throw against your Dread Gauntlet omen, you may lift it 30 feet into the air, stunning it until the start of your next turn, at which point it falls.

Rune of Miasma

Prerequisite: Prophecy of Pestilence; 18th level

When you use your Siphoning Strike feature to burst Festering Wounds, the wounds give off a putrid miasma. Creatures other then you within 5 ft. of where a Festering wound burst must make a Constitution saving throw, on a failed save they get disadvantage on their next attack roll, ability check or saving throw.

Rune of the Bastion

Prerequisite: Prophecy of War; 18th level When you use your Blood Shield omen, you instead take 2d6 necrotic damage from life tap and have resistance to all damage types except psychic.

Rune of Reaping

Prerequisite: Prophecy of Famine; 18th level When you use your Final Harvest omen you can instead target a single creature. If you hit that creature and it fails its saving throw, it is stunned until the start of it's next turn.

Rune of the Forsaken Guardian

Prerequisite: Prophecy of Death; 18th level

As an action you can summon a Forsaken Guardian. In combat, the guardian shares your initiative count, but 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 use a bonus action on your turn to command it to use one an action in the stat block or the Dash, Disengage, Help, Hide, or Search action.

Whenever you transfer hit points to your guardian using the Vitality Shift feature, the amount of hit points the it receives is doubled. If it has died within the last hour, you can use an action and expend a Hit Die to revive it if you are within 5 feet of it. The forsaken guardian returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new forsaken guardian. If you already have a forsaken guardian from this feature, the first one immediately perishes.


Forsaken Guardian

Large undead, neutral


  • Armor Class 15 (Natural Armor)
  • Hit Points 110
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 4 (-4) 10 (+0) 6 (-2)

  • Skills Athletics, Perception
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 60 ft. passive Perception 14
  • Languages The languages you speak

Undead Fortitude. If damage reduces the guardian to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the guardian drops to 1 hit point instead.

Actions

Multiattack. The Forsaken Guardian can make two Necrotic Rend attacks when you command it to take the attack action.

Necrotic Rend. Melee Weapon Attack: +8 to hit, Reach 5 ft., one target you can see. Hit: 1d8 + 4 necrotic damage.

Consume (3/Day). The guardian consumes the corpse of a creature, restoring 2d8 + 8 hit points to itself.


Reactions

Guard. he guardian imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the guardian.

Prophecy of Pestilence

The first sign of the Evernight will be a great plague that will sweep over then land. Insects will swarm the sky writhing in ecstasy as they feed on and corrupt mortal flesh. The wells will give up poison instead of water. A rider will sit at the crest of a hill, atop a sickly green horse. The rider is named Pestilence.

Cloak of Insects

Beginning at 1st level, as an action, you can conjure a swarm of buzzing insects around you. The swarm causes your area to be lightly obscured, but you gain disadvantage on all other Charisma checks. You can dismiss the swarm with another action.

When a creature you can see is within 10 feet of your cloak of flies, you can use your bonus action to deal 1d4 poison damage to that creature unless it succeeds on a Constitution saving throw against your Omen save DC.

Omens of the First Seal

When you gain this prophecy at 1st level, you unlock the following two Omen options.

Envenomed Strike. When you hit a creature with a weapon attack, you can Life Tap to deal 1d4 poison damage to the target, in addition to the weapon's damage.

Outbreak. When a creature damages you with a melee attack, you can use your reaction to Life Tap and transfer deadly pathogens to it, dealing 1d4 poison damage.

Festering Wounds

At 3rd level, whenever you deal poison damage to a creature, that creature gains a Festering Wound per point of poison damage dealt. Festering Wounds last for 10 minutes.

When you hit a creature with your Siphon Strike feature, you cause each Festering Wound on the target to rupture. The target must make a Constitution saving through, taking an additional 1d4 necrotic damage per Festering Wound on a failed save, or half as much on a success.

Plaguemaster

At 6th level, you are immune to disease and the poisoned condition, and you gain resistance to poison damage.

Additionally, any spell or effect you create ignores resistance to poison damage, and treats immunity to poison damage as resistance to poison damage.

Virulent Plague

Beginning at 11th level, your poisons linger and spread. A creature that takes poison damage from you must succeed on a Constitution saving throw or become afflicted with an infectious disease for 1 minute. Creatures that end their turn with Virulent Plague take 1d4 poison damage. At the end of each of their turns, a creature may make a Constitution saving throw, ending the effect on them.

The First Seal Unlocked

At 17th level, you weave your unholy magic into toxins with ease. Whenever you deal poison damage, increase the amount dealt by 1d4.

Prophecy of War

The second sign of the Evernight will cover the land in chaos. Brother will kill brother and all bonds of fealty and unity will be shattered. The foundations of morality will crumble like the great cities of the world. None will escape its wrath. A second rider will appear at the crest of the hill, atop a armor clad red horse that snorts fire. The rider is named War.

Inevitable Demise

At 1st level, your strikes are destined for destruction. Once per turn when you hit a creature and do not critically strike, your chance to critically strike them increases by 1 on the dice (20>19>18>...). Once your score a critical strike, or at the end of a long rest, this ability resets back to 20.

Omens of the First Seal

When you gain this prophecy at 1st level, you unlock the following two Omen options.

Blood Shield. As a bonus action, you Life Tap to bolster your own defense. Until the start of your next turn, you gain resistance towards bludgeoning, piercing, and slashing damage.

Obliterate. When you score a critical hit or reduce a creature to 0, you may make an additional attack as part of your action.

Blood Frenzy

Beginning at 3rd level, your lust for battle grows with each wound you receive. You gain the following benefits, gaining strength as you become weaker:

When below full health, you deal an additional 1d6 damage with weapon attacks. When below half health, you deal an additional 2d6 damage with weapon attacks. At 1 health, you deal an additional 4d6 damage with weapon attacks.

Relentless Advance

Starting at 6th level, you become an unstoppable force. Your speed increases by 10 feet and non-magical difficult terrain does not reduce your speed.

Additionally, when you reduce a creature to 0, you may immediately move 10 feet without provoking opportunity attacks.

Painful Retribution

At 11th level, the pain you feel can now hurt others. Whenever a creature deals damage to you, it takes damage equal to your Blood Frenzy.

The Second Seal Unlocked

At 17th level, your spirit compels you to fight against all odds. If damage would reduce you to 0 hit points, you may make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead.

Prophecy of Famine

The third sign of the Evernight brings a unyielding cold. The crops will wither and die along with industry and economy. The world will starve and grow frail. Their tired eyes will see a third rider on the crest of the hill. He sits atop a scrawny horse the land at its hooves decayed to ash. The rider is named Famine.

Ennervating Aura

Beginning at 1st level, you can cause the very air around you to drain vitality. As an action, you create an aura within 5 feet of you that counts as difficult terrain to creatures of your choice, and creatures within this area have disadvantage on checks to maintain concentration. You can dismiss the aura with another action.

While your aura is active, you can use your action to touch a 5 foot cube of non-magical food or water and cause it to spoil. Clean water, for example, becomes tainted with dirt and filth. Wheat could wither and die, or simply become ashes.

Omens of the Third Seal

When you gain this prophecy at 1st level, you unlock the following two Omen options.

Frailty. As a bonus action, you choose one creature you can see within 10 feet of you, that creature must succeed on a Wisdom saving throw, or be cursed with frailty. On a fail, a creature has its AC value reduced by an amount equal to the Life Tap dice rolled until the end of your next turn.

Final Harvest. You inflict the scarcity of winter in your strikes, draining strength from your enemies. As an action, you make a special melee attack against up to two targets within reach. On a hit, you force the creatures to make Constitution saving throws. Plants have disadvantage on this saving throw. On a failed save, any attack that the creature makes deals half the damage that it normally would, and it cannot critically strike until the start of it's next turn.

Starvation

At 3rd level, your attacks begin to sap the life force from enemies, eroding their strength, and impairing their senses. Whenever a creature fails a saving throw that you cause by 5 or more, they lose 1d4 to their strength score, increasing your Strength by the same amount. This effect lasts until you take a long rest, and this ability can increase your strength score above 20. (or Frailty 2 effect, with Starvation being part of a melee attack Channel Calamity.)

Feast or Famine

At 6th level, the very ground you walk upon becomes tainted with decay. When you deal necrotic damage while wielding this weapon, an ally within 30 feet gains temporary hp equal to half the damage dealt.

If you stay in a location for over 8 hours while your ennervating aura is active, you deprive the land of nutrients. All plants in a half-mile radius centered on you become withered for 1 year. The plants yield half the normal amount of food when harvested.

Last Crumbs

Beginning at 11th level, your aura becomes even more taxing. When creatures within your Ennervating Aura must make a saving throw, they take a penalty on the throw equal to 1 + half your Charisma modifier, rounded down.

In addition, the aura of your Decaying Presence increases to 10 feet.

The Third Seal Unlocked

At 17th level, your presence announces the end of all things through horrifying decay. As an action, you surround yourself with swirls of fetid wind, empowering your Decaying Presence and increasing its aura to 30 feet.For the next minute, whenever an enemy creature starts its turn in the area, the creature takes 10 necrotic damage and their movement speed is reduced by 10 feet until the start of their next turn. In addition, whenever a creature dies within the area, its body turns to ash, and you gain 20 temporary hit points.

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

Prophecy of Death

The fourth and final sign of the Evernight is the end of days. Life will fade away from all who are near. Their souls sent to eternal torment. All vestiges of hope will disappear in the final hour. A fourth rider appears at the crest of the hill. He sits atop a pale horse, and though you may have never learned it, you know that the riders name is Death.

Soul Fragment

Beginning at 1st level, Whenever a creature within 60 feet of you is reduced to 0 hit points, you bind a portion of its soul to your body. You reduce all damage taken by an amount equal to each soul fragment you have. The soul fragments remain bound to you until the end of your next long rest, at which point they all fade to the afterlife.

As a bonus action, you can cause the souls to shed dim light in a 10-foot radius, and may move them to a spot within 60 feet of you.

At 2nd level, when you Siphoning Strike, you tear a piece of the creatures spirit from it, gaining a soul fragment.

Omens of the Fourth Seal

When you gain this prophecy at 1st level, you unlock the following two Omen options.

Death Sentence. When you hit a creature with a weapon attack, you can life tap to make ethereal chains appear at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical chains for 1 minute. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the chains fade away.

While restrained this way, the target takes 1d6 force damage at the start of each of its turns. A creature restrained by the chains or one that can touch the creature can use its action to make a Strength check against your Omen Save DC. On a success, the target is freed.

Profane Bombardment. As an action you can expend a number soul fragments, sending them screaming toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination, the meteors explode. Each creature within 5 feet of the point where a meteor explodes must make an Intelligence saving throw. A creature takes 2d6 psychic damage from each meteor on a failed save, or half as much damage on a successful one. You can expend (1) meteor at 1st level, (2) at 3rd level, (3) at 5th level, (4) at 7th level, (5) at 9th level, (6) at 11th level, (7) at 13th level, (8) at 15th level, (9) at 17th level and (10) at 20th level.

ToC

Life-Linked

Beginning at 3rd level, you can create a link of pure life-force between you and an ally. As an action, you expend 1 soul fragment to link a willing creature you touch and create a bond between you and the target for 8 hours. While the target is within 60 feet of you, any damage or healing received can be split evenly between the both of you. The link ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. You can also end the link as an action. You may only have 1 creature linked with you in this way at a time.

Additionally, as a bonus action, you can expend a soul fragment to immediately teleport the linked creature to a space within 5 feet of you.

Soulseeing

At 6th level, you gain the ability to see the souls of living creatures. As an action on your turn, you hone your senses to allow you to see the outline of any living creature or creature that has died within the last 8 hours. This allows you to see any creature, including invisible creatures, as well as creatures that are obscured in some manner, such as being behind a wall or in murky water. This sight can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

This sight can be maintained for up to 10 minutes by using your action each turn. If your turn ends and you haven’t used your action to maintain this feature, it ends early.

You can use this feature twice. You regain expended uses when you finish a short or long rest.

Gatekeeper

At 11th level, your mastery over life-essence allows you to bring back even the recently deceased. You may use your Vitality Shift feature to grant hit points to a target that has died within the past 24 hours to bring them back to life. Whenever you do so, your target suffers from a level of exhaustion (as described in PHB appendix A).

The Fourth Seal Unlocked

At 17th level, the apocalyptic power that fuels your destiny allows you to fight from beyond the mortal coil.

When you start your turn unconscious as a result of you hit points being reduced to 0, your spirit manifests and continues the battle. While in your spirit form, you can move through other creatures and objects as if they were difficult terrain, any physical damage that you would deal is instead psychic damage, and you can consume a soul fragment to regain 2d8 hit points. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. If you would die due to failing death saving throws, your spirit lasts for 1 minute, after which it fades away.

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Heltech

A dwarf sits hunched over a workbench in a room cluttered with every sort of tool, carefully drawing the final lines to an intricate rune. With a crackling hum of arcane energy, the completed rune flares with power, and she watches with a smile of pride as the Thogail comes to life and stands.

With a thunderous crash of energy a figure lands in the middle of the battlefield. As the smoke clears, a towering presence stands amidst the war-torn battlefield clad in glowing mechanical plate mail. The glowing visor swivels to inspect the wreckage. It raises a gauntlet, and lightning crackles forth.

Makers of magic-infused objects, Heltechs are defined by their inventive nature. Like wizards, they see magic as a complex system waiting to be decoded and controlled through a combination of thorough study and investigation.

Heltechs, though, focus on creating marvelous new magical objects. Spells are often too ephemeral and temporary for their tastes. Instead, they seek to craft durable, useful items.

Cunning Inventors

Heltechs see mastering the basic methods of a craft as the first step to true progress, the invention of new methods and approaches. Heltechs are arcane engineers, students of invention and warfare who craft deadly firearms, ingenious gadgets, magical armor, and mechanical beings that they can augment with magic.

All Heltechs are united by their curious and inventive nature. To a Heltech, magic is an evolving art with a leading edge of discovery and mastery that pushes further ahead with each passing year. Heltechs value novelty and discovery. This penchant pushes them to seek a life of adventure. Heltechs win respect and renown among their kind by uncovering new lore or inventing new methods of creation.

Helhammer

Hellva Helhammer first created the Heltechs after Ragnarok. Her intention was to create powerful weapons and soldiers to fight against the forces of evil should the need ever arise again. Yet after a long period of peace the Heltech guild's drive to invent and expand their knowledge created an intense desire to uncover new magic discoveries. Eventually this caused the guild to split off into sections specializing in different types of inventions, from gadgetry to weaponry. Heltech became sought after by all the nine realms and to be sure advanced weaponry did not fall into the wrong hands Hellva would only sell to people who were deserving of the technology.

Quite naturally the technology would reach evil hands and it is a priority for any travelling Heltech to recover such property and make sure it is either put to positive use or disposed of.

The Heltech
Level Proficiency
Bonus
Features Spells
Known
1st 2nd 3rd 4th 5th Upgrades
1st +2 Heltech Specialization, Magic Item Analysis
2nd +2 Spellcasting, Arcane Retrofit, Tool Expertise 3 2
3rd +2 Heltech Specialist Feature, Specialization Upgrade 4 3 1
4th +2 Ability Score Improvement 4 3 1
5th +3 Heltech Specialist Feature 5 4 2 2
6th +3 Arcane Reconstruction, Cross Disciplinary Knowledge 5 4 2 2
7th +3 Wondrous Item Proficiency 6 4 3 3
8th +3 Ability Score Improvement 6 4 3 3
9th +4 7 4 3 2 4
10th +4 Improved Magical Crafting, Wondrous Item Recharge 7 4 3 2 4
11th +4 Study of Magic 8 4 3 3 5
12th +4 Ability Score Improvement 8 4 3 3 5
13th +5 9 4 3 3 1 6
14th +5 Heltech Specialist Feature 9 4 3 3 1 6
15th +5 10 4 3 3 2 7
16th +5 Ability Score Improvement 10 4 3 3 2 7
17th +6 11 4 3 3 3 1 8
18th +6 Wondrous Items Mastery 11 4 3 3 3 1 8
19th +6 Ability Score Improvement 12 4 3 3 3 2 9
20th +6 Peerless Inventor 12 4 3 3 3 2 9

Creating an Heltech

When creating an Heltech character, think about your character's background and drive for adventure. Does the character have a rival? What drove your character down the path of being an Heltech? Is it about curiosity and invention, or about the power their inventions bring? Did you character learn from another Heltech, or receive a vision or flash of inspiration to learn their craft?

Consider how your character interacts with the world, and what they represent. Consult with your DM regarding guilds or societies your character might belong to.

Quick Build

You can make an Heltech quickly by following these suggestions. For the Gadgetsmith or Thundersmith paths, make your highest attribute Dexterity, followed by Intelligence. For Golemsmith, Infusionsmith, or Potionsmith, Intelligence followed by Constitution or Dexterity, and for Warsmith choose either Strength or Intelligence, with Constitution as your second highest attribute.

Class Features

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

Proficiencies


  • Armor: Light armor, medium armor
  • Weapons: Simple weapons, hand crossbows, heavy crossbows.
  • Tools: Thieves’ tools, one other tool of your choice
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand

Equipment

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

  • (a) a light crossbow and quiver of 20 bolts or (b) any two simple weapons.
  • (a) scale mail, (b) leather armor, or (c) chain mail.
  • thieves’ tools and a dungeoneer’s pack

Heltech Specialization

At 1st level, you focus your craft on a particular specialization: Gadgetsmith, Golemsmith, Infusionsmith, Potionsmith, Thundersmith or Warsmith each of which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 5th, and 14th level.

Magic Item Analysis

Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the Heltech spells detect magic and identify, and you can cast them as rituals without material components.

Tool Expertise

Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.

Arcane Retrofit

Additionally at 2nd level, you gain the ability to retrofit magical gear. During a long rest you can perform a ritual using any +1/2/3 weapon (excluding artifacts and sentient weapons) to transfer the magic into an Heltech weapon (a weapon created by subclass feature or upgrade). Eg: you can turn a +1 longsword and your impact gauntlet a +1 impact gauntlet. This includes weapon-like Upgrades that make attack and damage rolls (like a Warsmith's Force Blast).

You cannot transfer any properties from a magical weapon besides a bonus to attack and damage rolls, and the original weapon is destroyed.

Additionally, you can convert a set set of armor with a magical plus to AC to a lighter armor type.

Spellcasting

As part of your study of magic, you gain the ability to cast spells at 2nd level. The spells you learn are limited in scope, primarily concerned with modifying creatures and objects or creating items.

Spell Slots

The Heltech table shows how many spell slots you have to cast your Heltech spells of 1st level and higher. To cast one of your Heltech 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.

Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice from the Heltech spell list. The Spells Known column of the Heltech table shows when you learn more Heltech spells of your choice.

Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

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

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.

Spell attack modifier = your proficiency bonus + your Intelligence modifier.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Heltech spells. See chapter 5, "Equipment" in the Player’s Handbook for various arcane focus options.

Heltech's Spell Casting

An Heltech is fundamentally someone that understands and regularly interacts with magic, leading to the ability to apply this knowledge as spell casters, but how you want to approach your Heltech's spell casting is up to you.

Feel free to explore other approaches in coordination with your DM. From a functional standpoint, the only requirement would be that you have a defined material or focus for the spell.

Consider for some spells that perhaps your Artisan's Tools are your focus, or perhaps a specific item you've made is your material component for a spell. Perhaps instead of a "Component Pouch" that simply contains all the material components you could need for your spells, you have an "Heltech's Tool Belt" that contains the various spellcasting assistance contraptions you've made to cast your spells. For the purposes of mechanics, the only thing that matters is that if functions the same way, and is used consistently.

Specialization Upgrade

Starting at 3rd level, choose an upgrade from the list at the end of your specialization, and gain the benefits listed in the description of the Upgrade.

You select an additional Upgrade at 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level. You cannot select an Upgrade more than once, unless the Upgrade's description says otherwise. Whenever you level up, you can exchange one of your existing upgrades for another upgrade of the same level requirement as the replaced upgrade.

In any case an existing Upgrade is swapped out for a replacement Upgrade (either by a subclass feature or on level up), the new Upgrade is selected as if the Heltech is the level they were when they got that Upgrade slot. For example, if you replace your Stormforged Weapon and reselect all of your upgrades as a 5th level Heltech, you could select one 3rd level upgrade and one 5th level upgrade, or two 3rd level upgrades, but you would not be able to select two 5th level upgrades.

Ability Score Improvement

When you reach 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Optionally, instead of increasing ability scores, you can gain 5 background points to spend on edges.

Arcane Reconstruction

At 6th level, you have mastered the knowledge of using magic to repair things. You learn the mending cantrip, and can cast it at will. Additionally, you learn the cure wounds spell. If you already know cure wounds you can select another spell from the Heltech spell list. When you cast cure wounds, it can heal constructs in addition to normally valid targets.

Cross Disciplinary Knowledge

At 6th level, you can expand on your knowledge across fields. You can craft one of the following: a Thundersmith's Stormforged Weapon, an Infusionsmith's Animated Weapon, Blasting Rod, or Infused Weapon, a Potionsmith's Alchemical Reagent Pouch and Alchemical Fire or Alchemical Acid, or an Unrestricted Gadgetsmith Upgrade.

If you select a Stormforged Weapon, you gain proficiency with that weapon and knowledge of how to make ammunition for it (if required). You cannot apply Infused Weapon to another weapon granted by this class.

If this selection is lost or destroyed, you can remake it following the rules for remaking the select item in subclass.

Wondrous Items Proficiency

At 7th level, your familiarity with the workings of magical items means that you can ignore class based restrictions on attuning to magical items.

Additionally, you can now attune to 4 magical items at once.

Improved Magical Crafting

At 10th level, your experience in creating your own wondrous invention makes you more adept at crafting a magic item than a normal spellcaster. Creating a magic item takes you half the time it would normally take.

Additionally, you can make 1 hour of progress toward crafting a magic item, scroll, or potion during a long rest.

Wondrous Item Recharge

Starting at 10th level, you can recharge a magic item that has charges or per rest uses, as long as those charges or uses can only be used to cast spells. To restore charges or uses, you perform a ritual that takes one minute and expends a spell slot of equal or higher level than a spell slot level of a spell cast by the item.

The number of charges or uses restored to the item is equal to the number of charges or uses required to cast that spell using the item once.

Study of Magic

At 11th level, your proficiency in the workings of magic has become so great you can cast detect magic and identify at will without expending a spell slot.

Additionally, you have advantage on all Intelligence (Arcana) checks to understand the workings of magical traps, effects, or runes.

Wondrous Item Mastery

Starting at 18th level you can use a magic item that would normally take an action as a bonus action instead.

Additionally, you can attune to 5 magical items at a time.

Peerless Inventor

At 20th level, your mind is always thinking of new options and clever solutions. After a short or long rest, you can select and create a temporary version of an Upgrade from your subclass you are qualified to take but do not have. This upgrade must have a level requirement of 11th level or lower. You have this upgrade until you complete a short or long rest, which time you can select a temporary Upgrade with this feature again.

Gadgetsmith

A Gadgetsmith is an Heltech whose curiosity and inventive genius have run rampant. While other Heltechs may spend their whole career perfecting a single-minded pursuit, a Gadgetsmith believes that quantity is at least as good as quality.

Quick footed and quicker witted, a Gadgetsmith is never caught without another trick up their sleeve. Their minds are always jumping ahead to solve the next problem with a clever gadget.

A Gadgetsmith can come from any walk of life, but usually exemplifies a curiosity and distaste for the suppression of knowledge or technology, usually favoring freedom to experiment, leaning toward more Chaotic behaviors.

Gadgetsmith's Proficiency

When you choose this specialization at 1st level, you gain proficiency with nets, rapiers, whips, and tinker's tools.

Essential Tools

At 1st level, you've mastered the creation of the essential reusable tools for surviving the battlefield as a gadgeteer. You have the following items:

  • Grappling Hook. As an attack or as an action, you may target a surface, object or creature within 20 feet. If the target is Small or Smaller, you can make a Strength (Athletics) grappling check to pull it to you and grapple it. Alternatively, if the target is Medium or larger, you can choose to be pulled to it, however, this does not grapple it.
  • Smoke Bomb. As an action, you can use this to cast fog cloud centered on yourself without expending a spell slot. It lasts a number of rounds equal to your intelligence modifier and does not require concentration.
  • Gadgetsmith Weapon. Pick one of Boomerang of Hitting, Impact Gauntlets, Lightning Baton, Repeating Crossbow, or Shock Generator from the upgrade section. You receive this upgrade and it does not count against your upgrade total.

Additional Upgrade

At 3rd level, you've mastered the essential tools, and have begun to tinker with ways to expand your arsenal. The number of upgrades you have for your class level is increased by one.

The number of additional upgrades you get increases by one more at 5th level to two more than the class table.

Recycle Gadgets

Starting at 3rd level, during a long rest and taking effect when you complete it, you can disassemble your gadgets and create different ones. When you do this, remove any upgrade you would like, and pick a new upgrade its place.

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You still must select upgrades that are valid for the level you gained the upgrade at (e.g. at 9th level, you can only have one upgrade that has a prerequisite of 9th level).

Additionally, if a gadget is destroyed, you can use this feature to recreate it for materials worth 20 gold pieces.

Extra Attack

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

Combat Gadgets

Beginning at the 14th level, when you take the Attack action, you can replace one attack with using any gadget that requires an action to use.

Gadgetsmith Upgrades

Unrestricted Upgrades

Airburst Mine

You create a mechanical device capable of producing a devastating blast. You can use this device to cast shatter or thunderburst mine without expending a spell slot. Once used, the gadget cannot be used again until you complete a short or long rest.


Boomerang of Hitting

You create a magical boomerang. You have proficiency in this weapon, and it has the Finesse, Thrown (30/90), and Special properties, and deals 1d4 bludgeoning damage. You can Arcane Retrofit this weapon.

Special: When this weapon is Thrown, you can target two creatures within 10 feet of each other, making a separate attack roll against each target.

This weapon returns to your hand after you make an attack with it using the Thrown property.


Belt of Adjusting Size

You create a belt with a creature size dial on it. While you are wearing this belt, you can use an action to cast Enlarge/Reduce on yourself without expending a spell slot. Once you use this gadget, you cannot use it again until you complete a short or long rest.


Element Eater

You create a device capable of absorbing incoming elemental damage. You can activate this device and cast absorb elements without expending a spell slot, but the gadget cannot be used again until you complete a short or long rest.


Enhanced Grappling Hook

You enhance your grappling hook, increasing its range to 30 feet. Additionally, the enhanced power of the grappling hook means that when pulling yourself to a large or larger creature or object, you can drag one medium or smaller willing or grappled creature within 5 feet of you with you.


Fire Spitter

You create a gadget that creates a quick blast of fire. As an action, you can cast Aganazzar's Scorcher with this gadget without expending a spell slot, but the gadget cannot be used again until you complete a short or long rest.


Flashbang

You create a high luminary discharge device. As an action, you can target a point within 30 feet. Any creature within 20 feet of the targeted point must make a Dexterity saving throw or be blinded until the end of its next turn. Once you use this gadget, you cannot use it again until you complete a short or long rest.


Gravity Switch

You build a switch that turns off gravity. You can use it to cast fallHeltech without expending a spell slot. Once you this gadget, you cannot use it again until you complete a short or long rest.


Impact Gauntlet

You create a magic weapon capable of amplifying the impact of your blows. You have proficiency in this weapon, and it has the Finesse, Light and Special properties. It deals 1d8 bludgeoning damage.

Special: When you make an attack roll, you can choose to forgo adding your Proficiency modifier to the attack roll. If the attack hits, you can add double your Proficiency modifier to the damage roll.

You can apply this upgrade up to 2 times, making a separate item each time.

Jumper Cable Prerequisite: Requires Shock Generator.

When you cast shocking grasp with your shock generator, you can add your Intelligence modifier to the damage dealt.

Additionally, you can make a DC 10 Intelligence (Medicine) to revive an unconscious companion. If you succeed this check, they regain consciousness with 1 hitpoint and a number of temporary hit points equal to your Heltech level, but they gain 1 level of exhaustion.

Lightning Baton

You create a baton that channels lightning, creating a magic weapon. You have proficiency in this weapon.

It has the Finesse and Light properties. It deals 1d4 bludgeoning damage and 1d4 lightning damage on hit. On an attack roll of 20 with this weapon, the target must succeed a Constitution saving throw against your Spell Save DC or become stunned until the start of your next turn.

You can apply this upgrade up to 2 times, making a separate item each time.

Mechanical Arm

You create a mechanical arm, giving an extra hand. This mechanical arm only functions while it is mounted on gear you are wearing, but can be operated mentally without the need for you hands. This mechanical arm can serve any function a normal hand could, such as holding things, making attacks, interacting with the environment, etc, but does not give you additional actions.

Mechanical Familiar

You can create the blueprint for a small mechanical creature. At the end of a long rest, you can choose to create a mechanical familiar based on it, and cast find familiar without expending a spell slot. The familiar's type is Construct. This construct stays active until you deactivate it or it is destroyed. In either case, you can choose to reactivate it at the end of a long rest.

Jumping Boots

You modify your boots with arcane boosters. While wearing these boots, you are under the effects of the jump spell.

Net Launcher

You build a device capable of delivering nets to their targets more effectively. While you have this upgrade, nets have a range of 20/60 for you.

Repeating Hand Crossbow

You build an improved hand crossbow. You have proficiency in this weapon, and it has the Ammunition (range 30/120), Light, and Special properties and deals 1d6 piercing damage.

Special: This weapon does not require a free-hand to load, as it has a built in loader. Once per turn, when you take the Attack action with this weapon and have advantage on an attack, you can forgo advantage on an attack to make one additional weapon attack (also without advantage) with this weapon against the same target as a bonus action.

Shock Generator

You create a device capable of generating potent shocks. You can use this to cast shocking grasp . When you cast shocking grasp with this feature, you can use either your Dexterity or Intelligence modifier for the melee spell attack roll.

Shocking Hook Prerequisite: Requires Shock Generator

You can integrate your Shock Generator and your Grappling Hook. If the target of your Grappling Hook is a creature, you can cast shocking grasp using your Shock Generator on that creature as a bonus action when pulling it to you or being pulled to it.

Sight Lenses

You create a set of lenses you can integrate into a set of goggles, glasses, or other vision assistance that allow you to see through obscurement. You can see through fog, mist, smoke, clouds, and non-magical darkness as normal sight up to 15 feet.

Smoke Cloak

You create a cloak that causes you to blend in with smoke. When you start your turn lightly or heavily obscured by smoke, you are invisible until your turn ends, you cast a spell, make an attack, or damage an enemy.

Striding Boots

You modify your boots with amplified striding speed. While wearing these boots, you are under the effects of the longstrider spell.

5th Level Upgrades

Autonomous Crossbow

You modify a crossbow to be able to aim and fire on its own. As an action, you can deploy a tiny construct. Once deployed, the tiny construct can be fired as a bonus action making an attack from where it is deployed with a range of 30/120 feet. You make a ranged spell attack, and if the attack hits it deals 1d6 + your Intelligence modifier piercing damage. The construct becomes inactive after 1 minute has passed, or after it has fired 10 times.

Once you have activated it, you cannot activate it again until you complete a short or long rest.

Binding Rope

You create a rope that is capable of animating and binding a target. As an action, choose a target creature within 30 feet. The target must make a Dexterity saving throw against your Spell Save DC or become restrained until the end of your next turn. If you are currently grappling the target, it makes the Dexterity saving throw with disadvantage. The rope can only restrain one target a time.


Explosive Gauntlet Prerequisite: Impact Gauntlet

Your gauntlets can exert massive kinetic force when striking. When you make an attack with your Impact Gauntlet, you can choose to move 10 feet in the opposite direction, or, as a bonus action, force the target to make a Strength saving throw or be knocked 10 feet backward.

You can expend an attack to use the movement effect of this gauntlet even if not attacking target.

Smoky Images

When you use a Smoke Bomb, you can use a bonus action to cast mirror image without expending a spell slot. Once you do this, you cannot do this again until you complete a short or long rest.

Vanishing Trick

When you use a Smoke Bomb you can cast misty step without expending a spell slot. Once you do this, you cannot do this again until you complete a short or long rest.

9th Level Upgrades

Arcane Nullifier

You make a device that nullifies the arcane through means you assure everyone else you understand. As an action, you can use this device to cast dispel magic without expending a spell slot.

Once you use this gadget, you cannot use it again until you complete a short or long rest.

Phase Trinket

You create a magical stopwatch that manipulates ethereal magic. As an action, you can cast blink or dimension door using the Stopwatch without expending a spell slot.

Once you use this ability, you cannot use it again until you complete a long rest.

Stinking Gas

You make a more potent compound for your Smoke Bomb. When you use a Smoke Bomb, you can choose to cast stinking cloud rather than fog cloud, following the same rules. You cannot cast stinking cloud in this way again until you complete a short or long rest.

Stopwatch Trinket

You create a magical stopwatch that manipulates time magic. As an action, you can cast haste or slow using the stopwatch without expending a Spell Slot.

Once you use this Upgrade, you cannot use it again until you complete a long rest.

11th Level Upgrades

Crossbow Spider Prerequisite: Autonomous Crossbow

You upgrade your Autonomous Crossbow design to be mobile. When you use your bonus action to command it, you can move it up to 20 feet. It is under the effect of the spiderclimb spell and can skitter along and stand on any surface. You improve the central crossbow increasing its damage to 1d8 + your Intelligence modifier, and its firing capacity to 20 shots before it becomes inactive. Additionally, you make it sturdier, and it gains hit points equal to twice your Heltech level.


Flying Gadget.

You build a a device that allows you to fly, such as of deployable artificial wings. You can activate this device as a bonus action, or as a reaction to falling. Whatever form it takes, when activated it gives you a flying speed of 30 feet.

Lightning Generator Prerequisite: Requires Shock Generator

You upgrade your shock generator with additional lightning capabilities. You can cast lightning lure at-will using it, and can overload it to cast lightning bolt without expending a spell slot. Once you overload it, you cannot use it to cast lightning bolt again until you complete a short or long rest.

Additionally, when dealing Lightning damage during your turn, you can add your Intelligence modifier to one roll of the damage dealt.

Truesight Lenses. Prerequisite: Sight Lenses.

You upgrade and fine-tune your sight lenses, granting you Truesight up to 15 feet.

Useful Universal Key.

You create a Universal Key to obstacles, transmuting them into not-obstacles. As an action, you can apply this key to a surface to cast passwall without expending a spell slot.

Once you use this ability, you cannot use it again until you complete a long rest.

15th Level Upgrades

Bracers of Empowerment.

You create bracers that can empower you. You can use this to cast Tenser's transformation without expending a spell slot.

Once you use this ability, you cannot use it again until you complete a long rest.

Bee Swarm Rockets.

You design a type of tiny firecracker-like device, which can release rockets in large numbers. You have a maximum number of rockets equal to your Heltech level. As an action, you can release 1 to 10 of these rockets. Each rocket targets a point you can see within 40 feet. Creatures within 10 feet of a target point must make a dexterity saving throw.

Creatures in the area of effect of multiple rockets make one for all rockets that would hit them. Creatures that fail take 2d6 + 1 fire damage per rocket that effects the area they are standing in, or half as much on a successful one.

You rebuild your stock to your maximum during a long rest.

Dimensional Toolbox

You build a toolbox, filling it the many ideas you've had and discarded, with the magical power of making those ideas reality when you need them most. As an action, you can withdraw an Unrestricted Upgrade (one with no level requirement) from the Gadgetsmith list. Gadgets withdrawn from the toolbox are fleeting, and disappear after one minute. Once you have drawn an upgrade from the toolbox, you cannot draw another upgrade from it until you complete a long rest.

Disintegration Ray.

You create a Disintegration Ray. You can use this to cast disintegration without expending a spell slot.

Once you use this ability, you cannot use it again until you complete a long rest.

Golemsmith

A Golemsmith is an Heltech that has committed themselves to creating a true work of artifice, forging a golem. A painstaking life ambition, they plan and design meticulously, even if in practice sometimes compromises on materials must be made.

Why a Golemsmith embarks on the quest to forge this artificial construct of life can vary. For many it is the pure pursuit of forging the perfect creation, while for others, it is simply so they do not have to carry around their loot, or to have a loyal companion to count on at all times.

A Golemsmith is rarely chaotic, as they are people of great care and discipline; those that are not would not have succeeded where they have, but some have been set on their path by such events that might drive them to interact chaotically with society as a whole.

Golemsmith's Proficiency

When you choose this specialization at 1st level, you gain proficiency with smith's tools and tinker's tools.

Mechanical Golem

Starting at 1st level, you forge a mechanical golem to carry out your orders and protect you. The golem is under your control, and understands the languages you speak, but does not speak.

The Golem obeys your commands as best it can. On your turn, you can verbally command the construct where to move (no action required by you) and take an action, which requires your action to do. Additionally, you can use your reaction to direct it to take a reaction. The Golem acts on your commands during your turn. If you issue no action command to your Golem, it takes no actions.

Your Golem's Proficiency increases when yours does. If the golem is killed, it can be returned to life via normal means, such as with the revivify spell.

In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with half (rounded down) its maximum hit point at the end of the rest during which you repaired it. If the servant is beyond recovery, you can reproduce the construct exactly as it was, with four days of work (eight hours each day) and 100 gp of raw materials.

Over the course of a short rest, you can restore hitpoints equal to your Intelligence modifier + your Heltech level to your golem, or repair it to full health during a long rest

The base statistics of your golem are as follows:


Golem

Medium Construct, unaligned


  • Armor Class 14 (Natural Armor)
  • Hit Points 5 + ([Golem's Constitution Modifier + 5] * Heltech Level)
  • Speed 30ft.
STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 4 (-3) 5 (-3) 1 (-5)

  • Damage Immunities poison, psychic
  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Senses passive perception 7
  • Languages Understands creator’s languages, but cannot speak

Bound. The golem is magically bound to its creator. As long as the creator and it are on the same plane of existence, the creator can telepathically call the golem to travel to it, and the golem knows the distance and direction to its creator.

Golem Chassis

When you create your golem, you can add one prefix to its type in the form which basic chassis you use for golem. For example, if you select Warforged, your golem becomes a Warforged Golem, and gains the Warforged modifications to its base statistics.

Warforged

Your golem is roughly humanoid, and comes with the robust flexibility and options that this form provides. Its base strength becomes 16(+3) and it gains proficiency in shields, simple weapons, and martial weapons.

Its natural weapon is: Slam: +5 (Strength + Proficiency) to hit, reach 5ft., one target. Hit 1d4 + 3 (Strength) bludgeoning damage.

Quadrupedal

Your golem takes on a quadrupedal design. Larger and more sturdy, it is more suitable to launch into the fray or carry its creator. Its base size becomes large, its base strength and constitution become 16(+3), its natural armor becomes 16, and its speed becomes 35 ft.

Its natural weapon is: Bite: +5 (Strength + Proficiency) to hit, reach 5ft., one target. Hit 1d10 + 3 (Strength) piercing damage.

Winged

Your Golem is modeled off a flying creature. Smaller and lighter than most golems, it is kept aloft by intricate wings. Its base size becomes small and it gains a flying speed of 30 ft.

Its natural weapon is: Talon: +4 (Strength + Proficiency) to hit, reach 5ft., one target. Hit 1d8 + 2 (Strength) slashing damage.

Launcher

Your Golem becomes akin to a mobile turret, taking the frame of a ballista or other launching device. Its base Dexterity becomes 16(+3) and its speed becomes 25 ft.

Its natural weapon is: Shoot +5 (Dexterity + Proficiency) to hit, reach 60/240ft., one target. Hit 1d10 + 3 (Dexterity) piercing damage.

Specialized

Your Golem defies all expectations, its design fueled by your own rampant creativity. A little less robust and stable, it is far more extensible to your visionary plans. Your Golem starts with the basic statistics, but you can select 2 free upgrades that do not count against your upgrade total.

Its natural weapon is: Slam: +4 (Strength + Proficiency) to hit, reach 5ft., one target. Hit 1d8 + 2 (Strength) bludgeoning damage.


Intelligent Oversight

Starting at 3rd level, you can take the Help action as a bonus action when assisting your golem.

Additionally, when you take the Help action to aid an ally (including your golem) in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the allied creature can see or hear you.

Autonomous Action

Starting at 5th level, you no longer need to spend your action or reaction to direct the golem to use its action or reaction, and it can act following mental commands communicated while it is within 60 feet of you.

If the Golem is not directed to take any action, it will take the Dodge action in combat.

Magical Nature

Additionally at 5th level, your golem's natural weapons count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Perfected Design

Starting at 14th level, your golem can add your Intelligence modifier to all of its attack rolls, skill checks, and saving throws.

Golemsmith Upgrades

Unrestricted Upgrade

Arcane Resonance.

You craft a magical essence connector and install it into your golem's core, allowing you and it to share certain magical effects. You can make any spell you cast that targets only you also target your golem.

Defender Protocol.

You build in a protocol response into your golem to defend its master. The golem gains the Protection fighting style.

Fine Tuned Dexterity.

You craft improved gears and joints for your golem. Your golem's Dexterity ability score increases by 2, increasing its ability at tasks requiring fine motor skills. If, after taking this skill, the golem's Dexterity is 16 or greater, it gains proficiency with Thieves' Tools. If, after taking this skill, the golem's Dexterity is 18, it gains proficiency with the Stealth skill.

You can take this upgrade more than once. A golem's maximum Dexterity ability score is 18.

Grappling Appendages

You install an additional pair of grappling appendages taking a form of your choice. For the purposes of grappling, these serve as two additional free hands for your Golem. Additionally, your golem gains a climbing speed equal to its movement speed so long as it is not using these appendages to grapple.

Heavy Armor Plating

You can incorporate a suit of Heavy Armor into your golem allowing it to equip that suit of armor. Your golem's Armor Class becomes the Armor Class granted by the equipped armor. While incorporated with your golem in this way, the golem has Proficiency with that armor. You can change or remove the incorporated armor at any time once you have taken this upgrade, but it takes twice as long as normally equipping or unequipping the chosen armor type.

While equipped with Heavy Armor, your Golem has disadvantage on Dexterity (Stealth) checks.

Magical Essence.

You infuse a fragment of magical essence into your golem, allowing it to attune to one magical item. This follows all normal attunement rules.

Structural Constitution.

You have reinforced your Golem with layers of protection and redundant systems. Its Constitution ability score increases by 2, increasing its stability and durability. If, after taking this skill, the golem's Constitution is 16 or greater, it gains advantage on Death Saving Throws. If, after taking this skill, the golem's Constitution is 18, it gains proficiency with Constitution saving throws.

You can take this upgrade more than once. A golem's maximum Constitution ability score is 18.

Systematic Strength.

You build an improved frame and power source for your golem. Your golem's Strength ability score increases by 2, and increasing its ability at tasks requiring raw strength. If, after taking this skill, the golem's Strength is 16 or greater, it gains proficiency with Strength saving throws. If, after taking this skill, the golem's Strength is 18, it gains proficiency with the Athletics skill.

You can take this upgrade more than once. A golem's maximum Strength ability score is 18.

Warfare Routines.

You advance the control routines for your golem, allowing it to fight more effectively. Your Golem gains one Fighting Style of your choice from Archery, Dueling, or Great Weapon Fighting.

.

5th Level Upgrade

Arcane Barrage Armament.

You install an mounted armament to your golem, taking whatever form is most appropriate, charged with arcane power. As an action, the golem can cast magic missile as a 3rd level spell without expending a spell slot. When cast this way, it has no Verbal or Somatic components.

Once used, this armament cannot be used again until the Heltech completes a short or long rest.

Cloaking Device.

You install an Arcane Cloaking device on your Golem. Your golem can use this device to cast invisibility on itself without expending a spell slot.

Once used, this device cannot be used again until the Heltech completes a short or long rest.

Flamethrower Armament.

You install an armament to your golem, taking whatever form is most appropriate, capable for reproducing powerful flames. As an action, the golem can cast burning hands as a 3rd level spell without expending a spell slot.

The spell save DC is equal to your spell save DC. When cast this way, it has no Verbal or Somatic components.

Once used, this armament cannot be used again until the Heltech completes a short or long rest.

Iron Fortress. Prerequisite: Medium or Larger Golem, Golem Constitution of 18.

You extend your golems shielding and stationary stability. Your Golem now counts as three quarters cover for people within 5 feet (so long as it between them an the attacker) or riding it. Additionally, it cannot be moved against its will while in contact with the ground.

Shielding Bond

After studying the arcane fundamentals of Shield Golems, you have gained insight on how they shield their controllers, and can implement it in your own golem. Your golem gains the ability to cast warding bond without expending a spell slot. When cast in this method, it does not require material components.

Once the golem casts warding bond in this way, it cannot use this feature to cast it again until it completes a short or long rest.

9th Level Upgrades

Powered Charge. You select this upgrade twice.

You improve your golem's charging speed, increasing its movement speed by 5 feet. If your golem's speed is 40 feet or more after taking this upgrade, it gains the ability to use a Forceful Slam after moving 20 feet or more in a straight line toward it before attacking; if the attack hits, the target must make a Strength saving throw with a DC of 8 + the golem's proficiency + the golem's strength modifier, being knocked prone on.

Expanded Frame.

You enlarge your golem, increasing its size category by one if possible, up to a maximum size of Large. If your golem is Large after taking this upgrade, it gains advantage on Strength checks and Strength saving throws and your golem's maximum hit points become 5 + ([Golem's Constitution Modifier + 6] * Heltech Level).

During the process, you can determine if your golem will have the appropriate physiology to serve as a mount. You can take this upgrade multiple times, but cannot make a golem larger than Large.

Mark of Life. Incompatible: Launcher Chassis.

You have attained the understanding of magic and you craft a Mark of Life on the forehead of your Warforged Golem, turning it into a Warforged Companion. It gains an Intelligence score of 10, a Wisdom score of 10 and a Charisma score of 8. This allows it to follow more complex commands without direct input, speak, and remember things.

Overdrive.

You build in a special mode allowing your golem go beyond its limitations. As your action, you can overcharge your golem with energy, granting it the effects of haste for a number of rounds equal to your intelligence modifier. Once used, you cannot use this again until you complete a long rest.

11th Level Upgrade

Mechanical Wings.

You add intricate and powerful mechanical wings to your golem, granting it a flying speed. If your golem is Medium or smaller, it gains a flying speed is 30 feet. If your golem is Large or larger, its flying speed is 25 feet.

Multiattack Protocol.

When your Golem uses the Attack action, it can attack twice instead of once.

Thundering Stomp. Prerequisite: Golem of Large size

Your golem can leverage its increased size and magical nature to unleash a crushing stomp of magical energy when it brings down its foot. Your golem can replace any attack with the thunderclap spell using the Heltechs level and spell save for casting the spell.

Transforming Golem.

You install clever multifunctional components allowing your golem to reduce its size. Your golem can collapse its size back down to one size smaller, but while in the collapsed mode any movement speed it has is reduced by 10 feet. The process takes 1 minute to invoke or revert.

15th Level Upgrade

Artificial Learning. Prerequisite: Mark of Life.

Your Warforged Companion begins to apply its abilities to learn new things, gaining a class level in a class of your choosing. Your Warforged Companion gains all the first level features of the chosen class. This does not include health or class proficiencies (for example, selecting Fighter grants only Fighting Style and Second Wind).

You can select this Upgrade multiple times, granting another level of features or the first level features of another class each time it is selected.

Brutal Armaments.

You increase the effectiveness of your Golem's natural weapons, allowing it to strike with lethal strikes. When your golem makes an attack, you can subtract is proficiency from the attack roll. When you do so, if the attack hits, you can add double its proficiency bonus to the damage roll of the attack.

Shared Power.

You bind your golem's power source to your own soul, allowing you to tap its power and it to tap your power.

  • As its action, your golem can expend one of your spell slots to cast a spell you know.
  • As an action, you can drain a number of hit points from the golem up to twice your Heltech level, gaining that many temporary hit points.
  • Either you or your golem can give up your action to allow the other to take an additional action. This additional action can only be used to Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object.

Infusionsmith

An Infusionsmith is, in some ways, perhaps the most quintessential type of Heltech. While other Heltechs may delve into mechanics and tinkering, an Infusionsmith is an Heltech that tinkers with magic itself.

These are cutting edge of magical engineering, understanding the principle applications of magic. An Infusionsmith would have ground to stand on in calling a wizard an impulsive spell slinger, for these are the Heltechs that work their magic through careful and meticulous method, laying down magic they may not use for hours, or painstakingly crafting a long lasting enchantment.

An Infusionsmith can be magical swordsman, a wandslinger, or bookish supporting character with a bag full of tricks that never quite runs dry. Some will stand within a maelstrom of animated blades while others will plink away with a crossbow that seems unerringly accurate, but their common theme is using their prowess of infusion to make themselves formidable.

Infusionsmith's Proficiency

When you choose this specialization at 1st level, you gain proficiency with jeweler's tools and calligrapher's supplies.

Your knowledge of infusion magic gives you a natural affinity for scribing spell scrolls. Creating a magic spell scroll only takes you half the time and material cost it would normally take.

Infused Armament

Starting at 1st level, you can infuse a powerful armament to take into battle. At the end of a long rest, select one of the Infusions below. The infusion lasts until the end of your next long rest.

Animated Weapon

You touch a melee weapon, causing it to spring to life. An animated weapon can be carried or stowed, but while readied, it floats beside you. While an animated weapon is readied, you can take a special attack with it as part the Attack action, but all attacks it makes during a turn must be against the same target.

This special attack is a melee spell attack. The range of this attack is 30 feet, with that range reduced to 15 feet if the weapon has the Heavy property and increased to 60 feet if the weapon has the Light property. If this attack hits, it deals the weapon's damage dice + your Intelligence modifier.

Blasting Rod

You touch a nonmagical wand-blank, stick, staff, or rod, infusing with the ability to cast a cantrip. Select one Evocation Cantrip from the Wizard spell list that does not require concentration. Thereafter, as an action, you can use the Blasting rod to cast that cantrip.

Once per turn, when you deal damage to a creature or object with your Blasting Rod, you can add your Intelligence modifier to damage dealt to that target.

Infused Weapon

You touch a weapon, enchanting its effectiveness. While this weapon is enchanted, you - and only you - have proficiency with it.

An Infused Weapon can be wielded like a normal weapon, but gains the following property: you can apply your Intelligence modifier to the to attack and damage roll of the weapon where you usually apply your Strength or Dexterity modifier.

If an Infused Weapon has a single damage die, and that damage die is less than a d12, the damage die of the Infused Weapon is increased (for example, a dagger's damage die would go from a d4 to a d6).

Spell Manual

At 3rd level, you have a Spell Manual containing two 1st-level wizard spells of your choice. Your Spell Manual is the repository of any non-Heltech spell you know.

You cannot cast these spells and they do not count against your spells known, but when you would learn a new Heltech spell, you can select that spell from a spell in Spell Manual instead of the Heltech spell list, at which point you can cast it as normal. You can choose to scribe any Heltech spell you can cast into the Spell Manual, as if copying from a written spell.

Learning Spells of 1st Level and Higher

Each time you gain a Heltech level, you can add one wizard Spell of your choice to your Spell Manual for free. Each of these spells must be of a level for which you have Spell Slots, as shown on the Heltech table.

On your adventures, you might find other Spells that you can add to your Spell Manual. For each level of the spell, the process takes 2 hours and costs 50 gold pieces.

Infuse Magic

Additionally at 3rd level, you can use your Spell Manual to infuse magic items, such as wands, storing the power for later use. In a special ritual taking 1 minute, you can expend a spell slot to cast a spell as normal, but the spell does not take effect, and is stored in the item for later use.

Subsequently, any creature holding the item with an Intelligence of 6 or higher that is aware there is magic infused in it can expend the stored magic to cast the spell.

The spell uses your spellcasting modifiers, but is in all other ways treated as if the creature holding it cast the spell. The magic infused in the item fades if you complete a long rest without expending the stored spell.

Extra Attack

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

Empowered Infusions

Additionally at 5th level, your Infused Armament grow more powerful. If Infuse or Animate a weapon, you can Infuse or Animate an additional weapon (having two infused weapons, two animated weapons, or one of each). If you have multiple animated weapons, you can attack the same or different targets with them.

If you cast a spell using an item from Infuse Magic or from a wand (from the Magical Wand upgrade or a normal wand), you can cast the cantrip with your Blasting Rod as a bonus action.

Infused Focus

Starting at 14th level, you can anchor a powerful spell into an item. When you cast a concentration spell, you can anchor it to an item (such as a staff, wand or weapon), and do not need to maintain concentration. The spell lasts a number of rounds equal to your intelligence modifier, after which the spell ends.

Once you use this ability, you must complete a short or long rest before using it again.

Unrestricted Upgrades

Animated Archer

You master animation enchantments allowing you to use your Animate Weapon feature on a ranged weapon and a quiver of ammunition. An animated ranged weapon hovers near you, and can target anything inside the weapon's normal range with a ranged spell attack.

This attack deals weapon damage + your intelligence modifier on hit. The weapon requires ammunition, and can carry up 30 pieces of ammunition at a time, after which it needs to be reloaded as an action.

Animated Shield

You apply your animating magic to a shield. At the end of a long rest, you can touch a shield, causing it to spring to life and protect you until you complete your next long rest. While it is protecting you, you gain the benefit if you had the shield equipped. You cannot benefit from both an animated shield and an equipped shield.

While you have an animated shield, you can use your reaction to send it to defend an ally within 30 feet who is being attacked. You can impose disadvantage on that attack, but do not gain the benefits of having an animated shield until the start of your next turn.

Arcane Armament

You master armoring yourself with magical enchantments. You learn the mage armor spell. While under the effect of mage armor, you can add your Intelligence modifier to your AC instead of your Dexterity modifier. You can only do this if you are not adding your Intelligence modifier to your AC from another source. Additionally you gain resistance to force damage.

Deflecting Weapon

While you have an animated melee weapon, if you are attacked you can use your reaction to defend yourself with them, granting you +2 AC against an single attack. If the attack misses you and the attacker is within 5 feet of you, you can immediately attack the creature that attacked you, making a melee spell attack with one animated weapon against the attacker if they are in range.

Magical Wand of...

You create a new Wand that you can infuse with a spell of 1st level or higher that you have recorded in your Spell Manual. This wand does not require attunement, but can only be used by you. The spell must be of a level that you can cast as an Heltech (as of when you would get this upgrade). This wand has three charges.

You can expend a charge to cast the selected spell at its base level. The wand regains all charges at the end of a long rest.

You can select this upgrade multiple times, selecting a different spell each time you take this upgrade.

Magic Wand Spell Level

A Magical Wand created using an upgrade slot at level 3 can always only ever cast 1st level spells. For example, at level 5 if you have two Magical Wand upgrades, you will have one that can cast 1st level spells, and one that can cast 2nd level spells. Even if you later swap the upgrade, the Wand is still an Upgrade from level 3, and selected as if you are level 3 and only able to cast 1st level spells.

Infuse Elements

You can infuse elements with your magic temporarily, granting you limited control of them. You learn the cantrips control flames, mold earth, and shape water.

Skilled Animation

You manage to make the magic of your Animated Weapons so potent that attacks made with them are made with a fighting style. Attacks made with one handed weapons gain Dueling, attacks made with two-handed weapons gain Great Weapon Fighting, and attacks made with ranged weapons gain Archery.

Soul Saving Bond

You set up a special magical bond between you and another creature. When either creature bound by this abilities fails a Wisdom, Intelligence, Charisma, or Death saving throw, the other character can make their own saving throw, replacing the failed saved with their own roll. If this ability is used on a death saving throw, the replacement roll is a 20. Once a roll is replaced by this feature, it cannot be used again until both creatures in the bond have completed a short or long rest.

This bond can be set up with a different creature at the end of a long rest.

Warding Stone

You learn how to weave a protective enchantment on an item. That item gains a pool of temporary hit points equal to your Heltech level. Whoever is carrying this item gains any temporary hit points remaining in this pool, but these are lost when that creature is no longer carrying this item.

This pool of temporary hit points refreshes when the Heltech that created it completes a long rest.

Worn Enchantment

You can enchant an item you a wearing, such as as scarf or cloak to animate and assist you with a task, be it climbing a wall, grappling an enemy, or picking a lock. You can expend a 1st level spell slot to gain proficiency in a Strength or Dexterity skill until you complete a long rest. You can use up all the magic in the item to gain advantage on one check of that skill, immediately ending the effect.

5th Level Upgrades

Arcane Ammunition

You infuse a ranged weapon with special magic granting it magical ammunition. The weapons damage becomes force damage and it no longer requires ammunition to fire. If the weapon had the Loading property, it no longer has the Loading Property.

Infuse Shadows

You learn the spell shadow blade. When you are wielding the blade conjured by shadow blade you can treat it as an Infused Weapon.

Lesser Ring of Protection

You make a prototype Ring of Protection. Any creature wearing it can add +1 to their armor class.

Malicious Infusion.

As a reaction to being hit with a metal weapon, you can cast heat metal targeting the weapon that struck you. Additionally, you learn the spell heat metal.

Ring of Reaction

You make a minor magic ring. Any creature wearing it can add your Intelligence modifier to their Dexterity saving throws and initiative rolls.

Translocation Binding

As a bonus action while attacking with an Infused or Animated melee weapon, you can expend a first level spell slot and teleport to an unoccupied location within 5 feet of it before it returns to you. You can invoke this even if the attack misses the target.

Weapon Enchantment Resonance

When you cast arcane weapon, magical weapon, elemental weapon, or vorpal weapon on a weapon Animated or Infused by you it effects all weapons Animated or Infused by you. Additionally, you can target a weapon with any arcane weapon, magical weapon, or elemental weapon even if the weapon is already magically.

Weapon Enchantment Expertise

When you cast arcane weapon, magical weapon or vorpal weapon on a weapon, that weapon deals an additional 1d4 force damage. The damage of elemental weapon is increased by 1d4 of the elemental type chosen.age.

Additionally, when you make a Constitution save to maintain concentration on arcane weapon, magical weapon, elemental weapon, or vorpal weapon, you have advantage on that saving throw.

9th Level Upgrades

Detonate Armament Prerequisite: Arcane Armament.

As a reaction to taking damage, you can end the effect of mage armor to cast thunder step without expending a spell slot. When you cast thunder step in this manner, it deals force damage instead of thunder damage.

Once you do this, you cannot use this ability again until the end of your next short or long rest.

Dimensional Pockets

You enchant a pocket on your gear to contain far more than it would appear. That pocket can hold any object that can fit through a 6 inch diameter opening, and up to 50 pounds. The pocket otherwise behaves in the same manner as a bag of holding.

Invisibility Cloak

You make a cloak of invisibility. While wearing this a creature can cast invisibility once without expending a spell slot. When cast in this method it does not require concentration. It cannot be used again in that way until you complete a short or long rest.

Prepared Enchantment

You bestow magical enchantments onto your gear, casting a limited version of contingency without expending a material component or spell slot. When cast in this way, the spell triggered by contingency must must a 2nd level or lower spell, and ends if you complete a long rest before the contingency is triggered.

Once you cast contingency in this way, you cannot cast it again until you complete a long rest.

Spell Trapping Ring.

You set a powerful magic into a non-magical ring. You can use this ring to cast counterspell without expending a spell slot. When you cast counterspell in this way and it succeeds, the spell countered is stored in the ring. You can then cast the stored spell without expending a spell slot, but the spell fades if it is not used before you complete a long rest.

Once you use this ring, you cannot use it again until you complete a long rest.

11th Level Upgrades

Enchanted Broom

You can enchant a broom (or broom like object) into a Broom of Flying. You set the command word for the broom, and the Broom only obeys you.

Empower Weapon

When you hit a creature with a weapon, you can infuse the weapon with arcane energy as a bonus action to deal 3d4 additional force damage. When infusing the weapon in this way you can expend a 1st level spell slot to increase the damage further. The extra damage is 3d4 for a 1st-level spell slot, plus 2d4 for each spell level higher than 1st.

Mixed Technique

If you use your action to cast a cantrip with a Blasting Rod, you can make single weapon attack as a bonus action using an Animated or Infused weapon.

Spellsword's Technique

You can make a Blasting Rod that allows you to cast booming blade, and consequently use Mixed Technique to cast booming blade, attacking with your Infused Weapon in your other hand, and then attack with your bonus action.

Life Infusion

You learn a potent magical infusion that suffuses a creature with life energy. You can cast regenerate without expending a spell slot. Once you cast this spell in this manner, you cannot use it again until you complete a long rest.

Magical Rod of...

You create a new Rod that you can infuse with a spell of 5th level or higher you have recorded in your Spell Manual. This rod does not require attunement, but can only be used by you. The spell level must be equal to half or less of your Heltech level (as of when you would get this upgrade), rounded down. This rod has one charge. You can expend the charge to cast the selected spell at its base level. The rod regains all charges at the end of a long rest.

You can select this upgrade multiple times, selecting a different spell each time you take this upgrade.

How to get high level spells?

Astute players will note that you can only add spells of a level you can cast through leveling to your Spell Manual, but you cannot cast a 5th level spell until higher level than Magical Rod upgrade becomes available. Spells for Magical Rods will primarily have to be found in the wild, in the form of scrolls, and copied into your Spell Manual that way.

15th Level Upgrades

Advanced Object Animation

When you cast the animate objects spell, your animated objects add +1 to their attack and damage rolls per object it counts as (tiny objects gain +1, huge objects gain +8).


Third Animated Weapon

Your mastery of weapon animation expands to greater breadth of control. If you have two animated weapons, you can animate a third weapon with your Animate Weapon feature. When you take the attack action with your other two animated weapons, you can make a single spell attack with your third animated weapon as part of the same action.

Potionsmith

A potionsmith is an Heltech who has pursued the secrets of alchemy. While many a village has an apothecary grinding odd herbs and roots into potent (or not so potent) concoctions, the careful process of mixing and brewing is just one way to achieve results. Through the use of the intricate secrets of the craft and direct infusions using magical rituals, a potionsmith can come up with explosive results in the blink of an eye... sometimes literally.

An potionsmith can be a scholar who has delved into of the knowledge the world has to offer or an explorer that has unlocked the secrets of the wilderness. Their knowledge could come from being friends of the fey, or from unfettered access to the royal library. As such, potionsmith's can be good or evil, lawful or chaotic.

Potionsmith's Proficiency

When you choose this specialization at 1st level, you gain proficiency with Blowguns, Alchemist’s supplies and Herbalism kit.

Your knowledge of alchemy gives you a natural affinity for brewing potions. Creating a potion through normal crafting takes you only half the time and cost it would normally take.

Alchemical Reagents Pouch

At 1st level, you've acquired a pouch of useful basic reagents, much as a wizard might carry a component pouch. You've tucked away things that will come in handy, and can retrieve them as part of using an ability that might require them. As long as you have this pouch on, you use the potionsmith's features. This pouch is considered as alchemy supplies for the purposes of crafting.

If you lose your reagent pouch, you can spend 50 gold pieces to reacquire the various stocks you need, or spend 1 full day gathering them from a natural environment without expense.

Instant Reactions

At 1st level, you know how to get instant reactions to occur without the niceties of grinding, simmering and brewing required for more refined concoctions.

Moreover, you know enough ways to do these that with just a few standards supplies, you can get these results out of a wide range of things you can gather in almost any locale and a pinch from your reagent pouch.

You can pick three instant reactions from your Upgrade list; these include Alchemical Fire, Alchemical Acid, Healing Draught, Poisonous Gas, or Fortifying Fumes. The reactions you pick do not count against your maximum Upgrades known.

Alchemical Infusions

At 3rd level, you have found a way to skip most of the brewing process for alchemically creating potent magically effects by directly infusing the potion with your own magic. When you finish a short or long rest and have an empty vial on your person, you may choose one or more the following spells and use a spell slots to cast them.

Spell Level Infusion Spells
1st cure wounds, fog cloud, grease, heroism
2nd barkskin, shatter, lesser restoration, web
3rd blink, water breathing, stinking cloud, haste
4th stoneskin, confusion
5th cloudkill, skill empowerment

When you cast spells in this way, the spell does not take effect immediately, but is infused into the potion.

If the spell grants an effect or restores health, the creature will gain the effect of the spell when the potion is consumed as an action. The potionsmith can consume the contents themselves particularly quickly due to practice as a bonus action if they choose to, or administer it to another willing creature as an action.

If the spell has an area of effect, that area of effect takes place when the vial is broken, with the effect centered on where the vial breaks.

If the spell has a persistent effect that requires concentration, it does not require concentration to maintain, but its duration is shortened to a number of rounds equal to your Intelligence modifier.

A spell that does not require concentration lasts its normal duration. An infused potion loses its potency if it is not used by the end of your next long rest.

You can gain additional spells for your Alchemical Infusions through your Alchemist upgrades.

On Creativity and Catapults

While as per the feature, you can only accurately throw the vial containing an Infused Potion 30 feet, the trigger merely specifies that the effect takes place where it breaks.

If you can find another way to deliver the vial, such as the catapult spell on the Heltech spell list... or, well, an actual catapult, you can apply these methods as well.

Empowered Alchemy

Starting at 5th level, when you deal damage, grant temporary hit points, or restore health with an instant reaction or alchemical infusion, you can add your intelligence modifier to the damage dealt or health restored.

Infusion Expertise

Starting at 14th level, when you create an Alchemical Infusion at end the end of a short or long rest, the first alchemical infusion you create does not require a spell slot to infuse, and you can select an alchemical infusion that you would otherwise not have a spell slot of high enough level for when making this infusion.

Potionsmith Upgrades

Unrestricted Upgrades

Alchemical Fire Instant Reaction

As an action you can produce a reaction causing a searing flame. At a point within 20 feet, you can a toss quick combination of reagents that will cause searing fire to flare up in a 5 foot radius. Creatures in that area have to make a Dexterity saving throw against your Spell Save DC, or take 1d8 fire damage.

The damage damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Alternatively, you can use a bonus action to prepare it as an improvised weapon lasting until the end of your turn with the Thrown (20/60) and Finesse property that deals damage equal to failing the save against the effect (but does not add your Strength or Dexterity modifier).


Alchemical Acid Instant Reaction

You can produce a reaction causing a caustic acid to form. As an action, you can throw this combination of ingrediants at a point within 20 feet, causing acide to splatter within a 5 foot radius. Creatures in that area have to make a Dexterity saving throw against your Spell Save DC, or take 2d4 acid damage. Damage from this acid deals double damage against structures and objects.

The damage damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).

Alternatively, you can use a bonus action to prepare it as an improvised weapon lasting until the end of your turn with the Thrown (20/60) and Finesse property that deals damage equal to failing the save against the effect (but does not add your Strength or Dexterity modifier).

Explosive Reaction Instant Reaction (upgrade only)

You formulate a new instant reaction, a devastating minor explosion. Targeting a point within 20 feet, as an action, you cause an explosion. Creatures within 10 feet of the target point must make a Constitution saving throw against your Spell Save DC, or take 1d10 thunder damage from the shockwave of the explosion.

The damage damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Alternatively, you can use a bonus action to prepare it as an improvised weapon lasting until the end of your turn with the Thrown (20/60) and Finesse property that deals damage equal to failing the save against the effect (but does not add your Strength or Dexterity modifier).

Fortifying Fumes Reaction Instant Reaction

You formulate a new instant reaction, a powerful fortifying stimulate. Targeting a point within 20 feet, as an action, you cause fumes to erupt. Creatures within 10 feet of the target point can choose to hold their breath and not inhale, but creatures that inhale the fumes gain 1d4 temporary hit points, deal 1d4 additional damage on their next melee weapon attack, and have advantage on their next Constitution saving throw. Any remaining benefits fade at the end of your next turn.

Both the temporary hit points and damage bonus increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Delivery Mechanism

You modify the stability of your reagents and develop a better delivery mechanism. You can target a point within 40 feet for your instant reactions (including ones gained from Upgrades, such as Explosive Reaction) that target a point. The additional precision allows you to better target the effects, allowing creatures of your choice within the target area to automatically pass a dexterity saving throw against your effects.

Additionally, when making an attack with an improvised weapon created from an Instant Reaction, you have proficiency with that weapon.

Frostbloom Reaction Instant Reaction (upgrade only)

You develop an endothermic reaction, a devastating localized cold snap that creates an instant bloom of ice. Targeting a point within 20 feet, as an action, you cause an the area to erupt in frost.

The area within 5 feet of the target point becomes difficult terrain until the end of your next turn, and any creature in the area must make a Dexterity saving throw against your Spell Save DC, or be caught by the ice taking 1d6 cold damage; a creature entirely in the area of effect that fails also becomes restrained until the end of their next turn. They can use their action to make a Strength saving throw to break free of the ice early.

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

This Upgrade counts as a new Instant Reaction, and all rules for Instant Reactions apply to it.

Healing Draught Instant Reaction

As a bonus action, you can produce a combination that will provide potent magical healing. Immediately after creating the draught, you or another creature can use their action to consume it or administer it to a creature within 5 feet. A creature who drinks this draught regains 1d8 health. A creature can benefit from a number of these healing draughts equal to their constitution modifier (minimum 1), after which they provide no additional benefit until they complete a long rest.

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A Healing Draught that is not consumed by start of your next turn loses its potency.

The healing increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Homunculus Familiar

You learn the alchemical process for creating a homunculus minion. You can cast find familiar without expending a spell slot or requiring material components beyond your alchemical reagents and blood (as described in the spell). The familiar's type becomes construct or monstrosity, and can appear in any tiny shape you want, but uses the statistics of any creature that can normally be summoned.

Inoculations

You gain resistance to poison damage.

Additionally, at the end of a long rest you, you can select up to five people (including yourself) that are inoculated against the poisonous effects you can produce that require a constitution saving throw (such as the Poisonous Gas instant reaction or the cloudkill infusion), allowing them to automatically pass the saving throw until the end of your next long rest.


Long Acting

Your consumed Alchemical Infusions for spells that require concentration have their duration increased by a number of rounds equal to your Proficiency modifier.


Persistent Reactions

Your reactions that effect a target area persist in that area until the start of your next turn. Creatures entering the effect or ending their turn there have to repeat the saving throw against the effect. You can choose to make a reaction not persist at the time of taking the action to cause it.


Poisonous Gas Instant Reaction

As an action you can produce a reaction causing noxious fumes. At a point within 20 feet, you can toss a quick combination of reagents that will cause a whiff of poisonous gas to erupt spreading to a radius of 10 feet. Creatures in that area have to make a Constitution saving throw against your Spell Save DC, or take 1d4 poison damage and become poisoned until the end of their next turn.

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

Poisoner's Proficiency.

You delve into the secrets of the darkest secrets of herb lore, learning the potent secrets of poison. You gain Proficiency in Poisoner’s Kits; if you already have proficiency in them, you gain expertise in them and can add twice your proficiency to ability checks using them. Additionally, during a long rest, you can create one of the three following poisons.

  • Contact poison. You can apply this to a melee weapon or up to ten pieces of ammunition, that weapon or ammunition deals an additional 1d4 an poison damage; weapon can deal poison damage 10 times before the poison wears off.
  • Ingested poison. This a simple flavorless powder. If a creature consumes a full dose of this poison before the end of your next long rest, after one minute has passed they must make a Constitution saving throw with disadvantage against your spell save DC or take a number of d10 equal to your Heltech level in poison damage, and become poisoned until they complete a long rest.
  • Inhaled poison. This poison can be used to modify your poisonous gas reaction. You can use this dose of poison to make your poisonous gas instant reaction have a radius of 20 feet and deal twice as much damage on a failed save.

A poison that has not be used by the time you complete your next long rest loses its potency and has no effect if used.

Secrets of Flight

You learn the secrets of infusing the ability escape the shackles of gravity into your Alchemical Infusions. You can add the following spells to your list of available spells for alchemical infusions:

Spell Level Infusion Spells
1st feather fall
2nd levitate
3rd fly

Secrets of Fire.

You learn the secrets of infusing fire into your Alchemical Infusions. You can add the following spells to your list of available spells for alchemical infusions:

Spell Level Infusion Spells
1st faerie fire
2nd dragon's breath
3rd fireball

Secrets of Frost.

You learn the secrets of infusing frost into your Alchemical Infusions. You can add the following spells to your list of available spells for alchemical infusions:

Spell Level Infusion Spells
1st armor of Agathys
2nd Snilloc's snowball swarm
3rd ice storm
Secrets of...

Almost any set of three spells, a 1st level, 2nd level, and 3rd level spell of either short term buffs or area of effect damage spells can work, so long as there is a thematic connection between the spells.

Consult with your DM about additional options if you don't see what you want present here.

Weapon Coating.

You learn to how to coat a weapon or piece of ammunition with one of your instant reactions to take effect on hit. As a bonus action, you can apply your instant reaction to a melee weapon or piece of ammunition. Until the end of your turn, the next hit with that weapon or with a coated piece of ammunition will cause the effect of the instant reaction to the target. The creature automatically takes the damage or healing associated with the reaction, but makes a saving throw as normal against any additional effects.

5th Level Upgrades

Adrenaline Serum

You create a potent serum. As a bonus action on your turn, you can consume a dose of this serum. Consuming this concoction increases your Strength and Dexterity ability score modifier by your Intelligence ability score modifier (up to a maximum of +6) for a number of rounds equal to your Constitution modifier. While you are under the effect of Adrenaline Serum, you gain the benefits of heroism. After which all effects of the serum fade at the start of your next turn. When the effect ends, your speed is reduced by half and you cannot benefit from Adrenaline Serum until the start of your next turn.

Explosive Powder Prerequisite: Explosive Reaction

You manage to stabilize and refine your Explosive Reaction. You can prepare up to your Intelligence modifier in Explosive Reactions that do not detonate instantly. They will only detonate when exposed to fire. These Explosive Reactions last 1 minute before losing potency. The maximum damage a creature can take from the detonation of multiple Explosive Reactions is twice the damage of an Explosive Reaction, but structures take the full damage of multiple Explosive Reactions.

9th Level Upgrades

Aroma Therapies.

You expand your alchemical knowledge to be able to produce incense and simmering reagents that grant effects to those that inhale their fumes. If creatures spend a long rest inhaling fumes from a concoction you devise with this feature, creatures regain an extra 2d4 hit dice, recover from 1d4 levels of exhaustion and are cured of any non-magical diseases they are suffering from.

Infusion Stone.

You use the secrets of Alchemy to create an Infusion Stone. You can use this stone in the process of infusing potions in place of a spell slot level less than or equal to the highest level spell slot you can cast.

You can use this stone to replace a spell slot for an infusion once. It regains this charge after you complete a long rest.

Mana Potion.

During a short rest, you can create a mana potion. A mana potion loses its potency if it is not consumed within 1 hour. As an action, a creature can consume a mana potion to restore a spell slot of its choice, up to third level.

Potent Reactions.

You refine your reactions increasing their potency. The die you roll to determine the damage or healing effect of your reactions is increased by one. A d4 becomes a d6, a d6 becomes a d8, a d8 becomes a d10, and a d10 becomes a d12.


Rocketry

Prerequisite: Explosive Reaction, Delivery Mechanism, 9th level Heltech

Combining the knowledge of explosive with advances in delivery and stabilization, you produce the logical extreme - powering the payload and delivery with your devastating knowledge.

You can select any instant reaction you know as the payload of your rocket. Rockets must be prepared ahead of time, and you can prepare a number of equal to your Intelligence modifier at the end of a short or long rest; any rockets not used must be remade during a rest due to volatile components, though an alternate payload used to create them can be salvaged.

A rocket targets a point within 500 feet, but the DC of the saving throw is reduced by 2 for each 100 feet it travels; the rocket then has the effect of the instant reaction selected as a payload at the target point.

You can load alternative payloads of up to one pound into your rocket, replacing the effect of instant reaction.

11th Level Upgrades

True Homunculus Prerequisite: Homunculus Familiar

As your expertise grows, you can create a true wonder of alchemy. Instead of casting find familiar you can cast create homunculus, but when casting in this way it requires material components as normal.

Panacea

When you create a Healing Draught, you can add more a more potent concoction. That Healing Draught heals the maximum value of the dice rolled when restoring health and has the effect of greater restoration. Once you make an improved Healing Draught like this, you cannot make one again until you complete a long rest.

15th Level Upgrades

Elixir of Life.

You can brew a special potion using your Philosopher stone. Brewing this potion takes 8 hours and requires crushing a diamond worth at least 2,000 gold pieces. An Elixir of Life causes a creature that drinks it ceases to age for 4d4 years. A creature drinks this Elixir gains a death ward effect that lasts until triggered.

A more potent elixir can be created, adding an additional 1d4 years for regained for each diamond spent.

Philosopher's Stone.

You create a Philosopher's Stone allowing you recreate wonders of alchemy. So long as you have a supply of non-gold metal, you can create up five pounds of gold a day (250 gold pieces worth). Additionally, the Philosopher's Stone can be used in place of a Diamond costing 500gp or less as spell's Material Component, and is not consumed when used in such a way, but loses its powers for 24 hours.

Thundersmith

A Thundersmith is an Heltech has harnesses the primal force of elemental power, channeling its power into their great creation: a weapon of unmatched devastation. Spectacular and terrible, these weapons bring fear to their foes and awe to their allies.

Why a Thundersmith bends their mind to the task of making such a thing - some are coldly analytical about the destruction it causes, seeking to continually improve it, tweaking it for ever more optimized destruction, while others view it merely as a tool, a means to an end, while others still reveal in the crash of thunder that heralds the terrifying force of their weapon.

While some may look at these weapons as the dawn of a new age, in truth wielding them is a tricky and arcane art no simpler than making them, something only the one who forged the device will every truly master, each weapon a unique piece of devastating art.

Thundersmith's Proficiency

When you choose this specialization at 1st level, you gain Proficiency with tinker's tools and smith's tools.

If your weapon requires ammunition, you gain the knowledge of how to forge them, and create them with smithing tools during a long rest. You can create up 50 rounds of ammunition during a long rest, with materials costing 1 gold piece per 10 rounds.

Stormforged Weapon

Starting at 1st level, you harness the power of elemental power of thundering storms to create a powerful weapon. This weapon requires attunement and you proficient with it while attuned. and you can only be attuned to one Stormforged Weapon at a time. If you have multiple Stormforged Weapons, you can change which one you are attuned to during a long rest.

If you lose your Stormforged Weapon or wish to create additional ones, you can do so over the course of three days (eight hours each day) by expending 200 gold pieces worth of metal and other raw materials. When you make a new Stormforged Weapon, you can make the same or different type, and select the same or different upgrades.

Select one of the following and consult the Thunder Powered Weapon table for its statistics.

Thunder Cannon

You use the power of Thunder to launch a projectile with terrible power, if limited accuracy, over long distances. Ringing out with a booming crash, it brings fear to the battlefield.

Hand Cannon

Forgoing the guiding barrel, this packs uses the thundering power to launch a projectile with all the force of a Cannon, though its effective range is far more limited.

Firearms in Midraholm

A Thunder Cannon is not be gunpowder powered device, gun powder does exists, but these weapons can be powered by harnessing elemental powers, bound through various carefully researched magical techniques. In most cases, the wonders of an Heltech are more an engineering marvel of magic than technology, but that balance can shift depending on what is best for your setting.

Kinetic Hammer

Rather than launching a projectile with the thundering force, you keep that force imbued in the weapon, allowing for devastating force to be applied to the attack.

Charged Blade

You create a bladed weapon that channels the harnessed power of the elemental storm power directly into the blade, causing it to lay waste to all it strikes. This weapon deals Lightning damage when applying Thundermonger.

Stormforged Weapons
Weapon Name Damage Weight Type Properties
Thunder Cannon 1d12 piercing 15 lbs. Ranged Ammunition (range 60/180), Two-Handed, Loud†, Stormcharged*
Hand Cannon 1d10 piercing 5 lbs. Ranged Ammunition (range 30/90), Light, Loud†, Stormcharged*
Kinetic Hammer 1d10 bludgeoning + 1d4 thunder 10 lbs. Melee Two-Handed, Heavy, Loud†
Charged Blade 1d6 slashing + 1d4 lightning 3 lbs. Melee Finesse, Loud†
Lightning Pike 1d8 piercing + 1d4 lightning 10 lbs. Melee Reach, Two-Handed, Loud†

(*) Stormcharged. When you use an action, bonus action, or reaction to attack with a Stormcharged Weapon, you can make only one Attack regardless of the number of attacks you can normally make. If you could otherwise make additional attacks with that action, the weapon deals an additional 3d6 lightning or thunder damage per attack that was foregone.

(†) Loud: Your weapon rings with thunder that is audible within 300 feet of you whenever it makes an attack.

Lightning Pike

You create a charged blade and stick it to the end of a pole, making it slightly more unwieldy, but giving it devastating reach. This weapon deals Lightning damage when applying Thundermonger.

Thundermonger

At 3rd level, the elemental power of your weapon is so powerful its strikes deal bonus thunder damage.

When you hit a target with your Stormforged Weapon, you can deal an extra 1d6 thunder damage. After discharging this bonus damage, you cannot deal this bonus damage again until the start of your next turn.

This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6).

Stormcharged vs. Thundermonger

A common question is why does the Stormcharged Property exist and how does it interact with Thundermonger? Functionally, the stormcharged propety (like the previous loading property) has no effect on a single classed Thundersmith, it just exists to make Stormforged Weapons interact better with Extra Attack for multiclassing and Cross Disciplinary Knowledge.

Devastating Blasts

Beginning at 5th level, when you miss an attack with your Thundering Weapon, you can apply Thundermonger damage to the target creature you missed, but it deals only half the bonus damage. Dealing damage this way counts as applying Thundermonger damage.

Unleashed Power

Starting at 14th level, when rolling damage for Thundermonger or your Stormforged Weapon, you can expend a spell slot to reroll a number of the damage dice up to your Intelligence modifier (minimum of one) and maximize a number of dice equal to the level of the spell slot expended. You must use the new rolls.

Thundersmith Upgrades

Unrestricted Upgrades

Adaptable Weapon.

You can adapt a weapon without the Ammunition property have a secondary attack type giving it the functionality of a Hand Cannon, or give a weapon with the Ammunition Property a secondary attack with functioning as a Charged Blade.

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Arcane Lightning

After long study of internal workings of your Stormforged Weapon, your mastery of lightning and Thunder Magic is such that you learn the following spells at the following levels and can cast them as Heltech Spells.

Heltech Level Spell
3 thunderwave
5 shatter
9 lightning bolt
13 storm sphere

Extended Reach.

You extent the reach of your weapon. If your weapon has the Ammunition property, its range is extended normal range by 30 feet, and maximum range by 90 feet. If you weapon has the the Two-Handed property, it gains the Reach property.

Lightning Burst

You upgrade your Stormforged Weapon to discharge its power in within a 5-feet wide and 60-feet long line. If you have not dealt Thundermonger damage since the start of your turn, as an action, you can make a special attack. Each creature must make a Dexterity saving throw against your Spell Save DC or take damage equal to the bonus damage of Thundermonger as lightning damage on a failed save, half as much on a successful save.

This counts as discharging your Thundermonger damage. Firing in this way does not consume ammo.

Point Blank. Prerequisite: Hand Cannon

Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls. Additionally, can use your Hand Cannon when making opportunity attacks.

Silencer. Incompatible with Echoing Boom.

You upgrade your Stormforged Weapon with a sound dampening module. Your Stormforged Weapon loses the Loud property. Additionally, you can expend a 2nd level spell slot to overcharge the Silencer, casting the spell silence.

Note: Sound - and consequently Thunder Damage - cannot pass through silence or effect a creature inside its area of effect.

Shock Absorber.

You add a reclamation device to your Stormforged Weapon to gather energy from the surroundings when it is present. As a reaction to taking Lightning or Thunder damage, you can cast absorb elements without expending a spell slot. When absorbed in this method, you can apply the bonus damage granted by absorb elements to your next weapon attack even if you make a ranged weapon attack.

Sonic Movement.

You reclaim and rebalance your weapon to leverage the backdraft of the force it exerts. When you deal Thunder damage on your turn with your Stormforged weapon, you can move 5 feet away from the target that was damaged.

Twin Thunder.

You can attune to two one-handed Stormforged Weapons at the same time, so long as they either share the same Upgrades, or have total Upgrades equal to your maximum Upgrade count between them. If you make an attack with one of them while holding the other, you can attack with the other as a bonus action, however, both share the same use of Thundermonger. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative or you have the Two Weapon Fighting Fighting Style.

While dual wielding Stormforged Weapon, you can load a Stormforged Weapon without a free hand.


Weapon Improvement.

Your Stormforged weapon gains a +1 to attack and damage rolls. This does not stack with any benefit gained from Arcane Retrofit, and this upgrade can be replaced as part of applying a bonus to your Stormforged Weapon via Arcane Retrofit.

5th Level Upgrades

Echoing Boom. Incompatible with Silencer.

You pack extra power into your Thundermonger, increasing the damage it deals by 1d6.

Harpoon Reel

You devise a secondary attack method that launches a harpoon attached to a tightly coiled cord. This attack has a normal range of 30 feet and a maximum range of 60 feet, and it deals 1d6 piercing damage. This attack does not apply Thundermonger damage. This attack can target a surface, object, or creature.

A creature struck by this attack is impaled by the Harpoon unless it removes the Harpoon as an action, which causes it to take an additional 1d6 damage. While the Harpoon is stuck in the target, you are connected to the target by a 60 foot cord. Dragging the connected party via the attached cord causes the creature moving to move at half speed unless they are a size category larger.

While connected in this manner, you can use your bonus action to activate the Reel action, pulling yourself to the location if the target is Medium or larger. A Small or smaller creature is pulled back to you, and ending the connection.

Alternatively, you can opt to disconnect the cord.

This attack cannot be used again until the Reel action is taken.

Terrifying Thunder. Prerequisite: Echoing Boom.

You add an additional amplifier to maximize the shock and awe value your cannon blasts. The first time a target takes damage from Thundermonger, they are deafened until the end of their next turn.

Additionally, they must make a Wisdom saving throw against your Spell Save DC or become frightened of you for one minute. They can repeat this saving throw at the end of each of their turns.

If a creature's saving throw is successful or the effect ends for it, the creature is immune to Terrifying Thunder for the next 24 hours.

Storm Blast.

You upgrade your Stormforged Weapon to discharge its power in 30-foot cone from the Stormforged Weapon. If you have not dealt Thundermonger damage since the start of your turn, as an action, you can make a special attack. Each creature must make a Strength saving throw, or take 1d6 + half the bonus damage of Thundermonger and be knocked prone.

This counts as discharging your Thundermonger damage. Firing in this way does not consume ammo.

9th Level Upgrades

Ride the Lightning. Prerequisite: Lightning Burst

When you use the Lightning Burst ability, you can opt expend a spell slot of the first level or higher to infuse yourself into the burst of power. When you do so you are teleported up to 60 feet in the direction of the Lightning Burst (ending early if the Lighting Burst is blocked by an obstacle). You can stop anywhere along the path of the Lighting Burst, but the Lightning Burst will stop where you do.

Shock Harpoon Prerequisite: Harpoon Reel

After hitting a creature with the Harpoon fire mode, you can use a bonus action to deliver a shock. If you have not dealt Thundermogner damage since the start of your turn, you can deal damage equal to your Thundermonger bonus damage as lightning damage. This counts as discharging your Thundermonger damage. Additionally, the target must make a Constitution saving throw against your spell save DC or be stunned until the end of its next turn.

Once used, the Harpoon must be reeled in before this can be used again.

Synaptic Feedback.

You install feedback loop into your cannon, allowing you to siphon some energy from your Stormforged Weapon to empower your reflexes.

Whenever you deal Lightning damage with your Stormforged Weapon your walking speed increases by 10ft and you can take the Dash or Disengage actions as a bonus action. This effect lasts until the end of your turn.

Thunder Jump

Build a quick release for the arcane thundering energy that fills your Stormforged Weapon. As an action you can channel it to cast thunder step without expending a spell slot. This counts as discharging your Thundermonger damage.

Once you use this ability, you cannot use it again until you complete a short or long rest.

11th Level Upgrades

Backblast

After dealing Thunder damage on your turn, you can cast thunder clap as a bonus action. You can do this a number of times equal to your Intelligence modifier, regaining all uses after a long rest.

Blast Radius

Your Devastating Blasts now deals half your weapon damage (including your modifier) in addition to half your Thundermonger damage when you apply it to a missed target that is within 30 feet of you.

Stabilization

Being prone no longer causes you to have disadvantage when making a ranged weapon attack with your Stormforged Weapon. If neither you nor a target creature has moved since you last made a ranged weapon attack against them, you have advantage on ranged weapon attacks against them.

15th Level Upgrades

Elemental Swapping. You upgrade the firing chamber for more adaptable damage. When you take the attack action with your Stormforged Weapon you can adjust the firing chamber, causing any bonus damage granted by Thundermonger to deal fire, cold, acid, or lightning damage instead of thunder damage. Alternatively, you can use a Vial of Holy Water to cause your next Thundermonger bonus damage to deal radiant damage.

Massive Overload. Prerequisite: Storm Blast or Lightning Burst

Before taking a shot, you can expend a 3rd level or higher spell slot to use Storm Blast or Lightning Burst at the same time as making an attack; in this case the Storm Blast or Lightning Burst is powered by the spell slot and does not count as apply Thundermonger for that turn. The direction of this secondary ability is the same as your attack.

Doing this damages your Stormforged Weapon and you must spend an action to repair it before you can fire again. You must have the secondary ability unlocked as an upgrade to use it.

Masterwork Weapon. Prerequisite: Weapon Improvement

The bonus to attack and damage rolls for your Stormforged Weapon increases by +2 (stacking with any existing bonus from Weapon Improvement or Arcane Retrofit), up to a maximum of +4.

Mortar Shells. Prerequisite: Stormforged weapon with the Ammunition property.

You build a secondary fire mode allowing you to fire your cannon like a mortar. Pick a target point within range, and make an attack roll. Apply the attack roll to all creatures within a 5 foot radius of the target point. Creatures hit take weapon damage plus half of Thunder monger bonus damage. Dealing damage this way counts as applying Thundermonger damage for the turn.

Creatures do not benefit from cover against this fire mode unless they have overhead cover as well.

Warsmith

A Warsmith is an Heltech that has turned their wondrous talent of invention to a singular goal: making themselves a juggernaut of war. The reasons behind this could be benevolent or nefarious. Some Warsmiths seek to turn their invention into a machine of death and terror; others become the arbiter of justice and order, and others still perhaps merely seek to refine their craft in pursuit of pure innovation.

Because few individuals would pursue such a wondrous invention without a driven purpose to their endeavor, Warsmiths tend to be Lawful, usually driven to their actions by a greater purpose they seek the power to accomplish, be it righting the wrongs of the world, or bringing it to heel beneath their ironshod boot.

Warsmith's Proficiency

At 1st level, you gain proficiency with heavy armor, tinker's tools and smith's tools.

Warplate Gauntlet

At 1st level, when you take this specialization, you construct a Warplate Gauntlet. This is a specialized Wondrous Item that only you can attune to. When you create a Warplate Gauntlet, you can add one of the following upgrades to it: Power Fist, Force Blast, or Martial Grip. This upgrade does not count against your upgrade total. You can make multiple gauntlets with different upgrades, but can only be attuned to one at a time.

If you lose your Warplate Gauntlet, you can remake it during a long rest with 25 gold worth of materials, or can scavenge for materials and forge it over two days of work (eight hours a day) without the material expense.

While wearing a Warplate Gauntlet, you can engage Artificial Strength.

Artificial Strength

When you don your Warplate Gauntlet or as an action while wearing it, you can dedicate some of your intelligence to fully controlling the power of the gauntlet. You can reduce your current and maximum Intelligence score to increase your current Strength ability score by the same amount, but you can only raise your Strength ability score up what your Intelligence ability score was before engaging Artificial Strength. You can stop using Artificial Strength at any time, and it automatically ends if your gauntlet is removed.

Warsmith's Armor

At 3rd level, you've attained the knowledge of forging and arcane tinkering sufficient to create a set of armor that augments and expands your abilities from a standard, non-magical, set of heavy armor using resources you've gathered. This process takes 8 hours to complete, as well as a place to forge and incorporates a Warplate Gauntlet (they do not require separate attunement).

While wearing your armor, your Strength ability score increases by 2, and your maximum Strength ability score becomes 22.

You can create a new set of armor by forging it from a set of gathered and purchased materials in a process takes 2000 gold pieces and eight hours.

You can create multiple sets of armor, but you can only be attuned to one of them at a given time, and you can only change which one you are attuned to during a long rest. If you create a new set of Warplate, you can apply a number of Upgrades equal to the value on the class table, applying each at the level you get it on the class table.

When you create your armor, you can create a heavy plated Warplate, a magically enhanced set of gear, Warsuit, or you can integrate your changes directly into your body as a Integrated Armor.

If your armor is Warplate or Integrated Armor, you gain the Powerful Build trait. Powerful Build means you count as one size larger when determining your carrying capacity and the weight you can push, drag, or left.

Additionally, if you are small, you become medium while wearing Warplate.

Warsmith Armor
Armor Name AC Weight Strength Requirement Stealth Properties
Warplate 18 75 lbs. Disadvantage Heavy Armor, Powerful Build
Warsuit 14 + Dex Modifier (max 2) 45 lbs. Medium Armor
Integrated Armor 14 + Dex modifier (max 2) 30 lbs. Medium Armor, Powerful Build

(*) Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Extra Attack

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

Fully Customized Gear

Starting at 14th level, you've mastered the customization of your Warsmith's armor. You can add one additional upgrade your armor that does not count against your Upgrade total.

Additionally, during a long rest, you can now swap out any one upgrade for any other upgrade of the same level, so long as you don't have an upgrade that requires the upgrade you are removing as a prerequisite, or an incompatible upgrade.

Warsmith Upgrades

Unrestricted Upgrades

Accelerated Movement You can apply this upgrade twice.

You reduce the weight of your armor by 15 lbs. While wearing your armor your speed increases by 10 feet. This applies to all movement speeds you have while wearing your armor.

Arcane Visor You can take this upgrade multiple times selecting a different option each time.

You magical enchant your visor. You gain one of the following effects while wearing your armor; you pick the effect when selecting the upgrade.

  • You gain darkvision to a range of 60 feet. If you already have darkvision, the range of that darkvision is increased by 60 feet.
  • You can ignore Sunlight Sensitivity.
  • Divination spells no longer require your Concentration to maintain. You can only use this effect one spell at a time.

Regardless of the selection, you have advantage on saving throws against being blinded while wearing your armor.


Faraday Helmet

After casting a spell of first level or higher, you have advantage on Saving Throws to save against being charmed, mind controlled, stunned, or confused by magical means until the start of your next turn.


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Flame Projector

You gain the ability to unleash fire energy. While wearing your Warplate Gauntlet, you can cast fire bolt, and gain access to the following spells at the following levels while wearing your Warplate Gauntlet:

Heltech Level Spell
3 burning hands
5 scorching ray
9 fireball
13 wall of fire

Force Blast

You upgrade your Warplate Gauntlet to deliver special ranged attacks. These attack are a ranged spell attack that deals 1d8 + your Intelligence modifier force damage, and has a range of 60 feet.

You are proficient in this weapon. When you take the attack action, you can use this ranged spell attack in place of any attack made.

Grappling Reel

Your Warsmith's armor gains an integrated grappling reel set into your gauntlet. As 1 attack or 1 action, you may target a surface, object or creature within 30 feet. If the target is Large or Smaller, you can make a Grapple check to pull it to you and Grapple it on success. Alternatively, if the target is Large or larger, you can choose to be pulled to it, this does not grapple it.

Lightning Channel

You are able to funnel your suits power into your attacks. You can use this upgrade to cast lightning chargedHeltech as a bonus action without expending a spell slot. Once used, this upgrade cannot be used until you complete a short or long rest.

Additionally, you can apply the damage from lightning charged on your Force Blast ranged spell attacks.

Lightning Projector

You gain the ability to unleash lightning energy. While wearing your Warplate Gauntlet, you can cast shocking grasp, and gain access to the following spells at the following levels while wearing your Warplate Gauntlet:

Heltech Level Spell
3 thunderwave
5 lightning charged
9 lightning bolt
13 storm sphere

Martial Grip

Your Warplate Gauntlet grants the ability to wield a wide variety of powerful weapons. You gain proficiency with martial weapons while wearing your Warplate Gauntlet.

Power Fist You can apply this upgrade twice.

You upgrade your Warplate Gauntlet to better punch things. Your Warplate Gauntlet is upgraded to a magical weapon you have proficiency with dealing 1d8 bludgeoning damage and gains the Light and Special properties.

Special: When you make an attack roll, you can choose to forgo adding your Proficiency modifier to the attack roll. If the attack hits, you can add double your Proficiency modifier to the damage roll.

With Power Fist applied twice, you have a Power Fists for each hand that can be used for Two-Weapon Fighting.

Reinforced Armor

You reinforce the structure and materials that make up your Warsmith's armor. Your Warsmith's armor Armor Class (AC) increases by 1.

You can apply this upgrade up to 3 times.

Sentient Armor

You create an artificial personality integrated into your armor, giving it limited sentience. This sentience assists you in many ways. While wearing your armor, your Intelligence ability score and maximum Intelligence ability score are increased by 2.

Level 5 Upgrades

Arcaneware Prerequisite: Sentient Armor

You upgrade the artificial personality integrated into your armor to assist with a new skill. While able to communicate with your armor, you can gain the effect of guidance when making an Intelligence ability check.

Active Camouflage

As an action, you can activate active camouflage causing your suit to automatically blend into its surroundings. This lasts until deactivated. While this is active, you are considered lightly obscured, and can hide from a creature even when they have a clear line of sight to you. Wisdom (Perception) checks to find you that rely on vision are made with disadvantage.

Collapsible Incompatible with Integrated Armor

Your Warsmith's armor can collapse into a case for easy storage. When transformed this way the armor is indistinguishable from a normal case and weighs 1/3 its normal weight. As an action you can don or doff the armor, allowing it to transform as needed.

Emergency Protocol Prerequisite: Sentient Armor

The intelligence in your armor will attempt to preserve your life. If you are Incapacitated or Unconscious and cannot take your action, it will cast a spell or take the dodge action. It can only cast spells using your armor's upgrades. It will act once, and cannot act again until you complete a short or long rest.


Force Accumulator Prerequisite: Force Blast

Every time you expend a spell slot of 1st level or higher, you accumulate charges to your Force Blast equal to the level of spell slot spent, up to a maximum number of Charges equal to half of your Intelligence modifier (rounded down). When you deal damage with Force Blast, you can expend the accumulated charges to deal an additional 1d6 damage, or to move the target 5 feet directly away away from you.

Charges not expended within 1 minute of being accumulated are lost.


Mechanical Enhancement Prerequisite: Integrated Armor

You improve every aspect of yourself ever so slightly. You gain +5 feet of movement, one additional hit point per Heltech level, and +1 to Strength, Dexterity, and Constitution saving throws.

Reactive Plating Prerequisite: Warplate

Your armor partially deflect incoming blows. You can use your reaction when hit by an attack that deals bludgeoning, piercing, or slashing damage to reduce the damage of that attack by an amount equal to your proficiency bonus.

Resistance

You tune your armor against certain forms of damage. Choose acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage. While wearing your Warplate you have resistance to that type of damage. If you apply this upgrade more than once you must choose a different damage type.

Sealed Suit Prerequisite: Warplate

As a bonus action on your turn you can environmentally seal your Warplate, giving you an air supply for up to 1 hour and making you immune to poison (but not curing you of existing poisoned conditions).

In addition to the above, you are also considered acclimated to cold and hot climates while wearing your armor, and you're also acclimated to high altitude while wearing your armor.

Level 9 Upgrades

Ether Reactor

You construct an ether reactor that feeds your armor, powering its upgrades with arcane energy. The Ether Reactor has 6 charges, and can be used to power upgrades that cast spells, even upgrades that would normally only recharge after a rest can cast instead using charges, spending 1 charge per level of the spell you are casting. You can cast spells at a higher level by expending more charges. It regains all charges at the end of a long rest.

If your Ether Reactor has no charges left, you can overdraw your Ether Reactor for one last burst of power, but your armor is temporarily immobilized and your speed while wearing your armor becomes zero for a number of rounds equal to the level of the spell cast. Once you do this, you cannot do this against until you complete a long rest.


Heads Up Display Prerequisite: Arcane Visor, Sentient Armor

You can delegate displaying and tracking things in your sight to your Sentient armor, granting you the following benefits:

  • When a creature attempts to take the Hide action against you, you can make an active Wisdom (Perception) check to contest its Dexterity (Stealth) check as a reaction.
  • When making an Dexterity saving throw against an attack you can see, you can make an Intelligence saving throw instead.
  • When a creature hits you with a ranged attack roll, you can cast true strike as a reaction targeting that creature.

Brute Force Style

The strength imparted by your armor gives the force of blows the devastating power of a more skilled combatant. You can select a Fighting Style from Duelist, Great Weapon Fighting, or Two Weapon Fighting and gain the effect of that Fighting Style while wearing your armor.


Phase Suit Prerequisite: Warsuit

You gain the ability to cast misty step and blink while wearing your Warsuit. Additionally, as an action, you can become intangible, and move through creatures or objects until the end of your turn. If you end your turn inside a creature or object, you are forced to the nearest unoccupied location, taking 10 force damage for each foot you are forced to move. Once you become intangible using this upgrade, you cannot do so again until you complete a short or long rest.

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Level 11 Upgrades

Cloaking Device Prerequisite: Active Camouflage

If you do not move during your turn with active camouflage engaged, you can use your reaction to take the Hide action using an Intelligence (Stealth) check. You make this check with disadvantage if you are within 5 feet of another creature or you attacked during your turn.

You can overload your camouflage to cast greater invisibility without expending a spell slot. Once you do this, you cannot do this again until you complete a long rest.


Lightning Rod Prerequisite: Lightning Channel

Whenever you cast lightning chargedHeltech, you can treat the spell as if it was cast by a spell slot one level higher.


Flash Freeze Capacitor Incompatible with other Capacitors.

You can store arcane energy, releasing it in a torrent of freezing energy. As an action, you can cast cone of cold without expending a spell slot or charges. The effected area becomes difficult terrain until the end of your next turn.

Once you use this upgrade, you cannot use it again until you complete a long rest.

Flight

You integrate a magical propulsion system into your Warsmith's armor. While wearing your Warsmith's armor you have a magical flying speed of 30 feet.


Integrated Attack. Prerequisite: Integrated Armor or Warplate Incompatible with Iron Grip.

You integrate a melee weapon into your Warsmith's Armor. When you apply this upgrade you must have a weapon to integrate, and you must choose where on your armor the weapon is located. The weapon cannot have the Heavy property. You are proficient with this weapon. As a bonus action you can activate the weapon.

You must treat it as though you are wielding it with one hand, but you cannot be disarmed of it. Once activated, you can use this weapon when you take the attack action, and it does not require the use of a hand or your Warplate Gauntlet. You can apply this upgrade multiple times, selecting a new weapon and new location on your armor to install it.

When you activate your integrated weapon, you can immediately make one attack with it. While it is active, if you take the attack action on your turn, you can make an one additional weapon attack with your integrated weapon using your bonus action.


Iron Muscle Prerequisite: Integrated Armor or Warplate.

You reinforce the structure of your armor, giving it the strength of giants. While wearing your armor, your current Strength ability score is increased by 2, and your maximum Strength ability score becomes 24.


Power Slam Capacitor Incompatible with other Capacitors.

You store up kinetic energy, and unleash it in a mighty bound. As an action, you can jump up to your entire movement speed and cast destructive wave without expending a spell slot or charges upon landing.

Once you use this upgrade, you cannot use it again until you complete a long rest.

Level 15 Upgrades

Iron Grip Prerequisite: Iron Muscle. Incompatible with Integrated Attack.

You improve your grip strength and control of one of your gauntlets beyond the limits of flesh. While wearing your suit, you gain the following benefits:

  • You can wield Large sized weapons without a penalty as a medium sized creature.
  • You can wield a two-handed weapon in a one hand.
  • One handed weapons you wield count as if being wielded with two hands.
  • You can wield a lance as if mounted while not being mounted.

Phase Engine Prerequisite: Warsuit

When you are attacked, you can use your reaction to become intangible, causing that attack to miss if it is a nonmagical attack, or to have disadvantage if it is a magical attack. Once you do so, you cannot do so again until you complete a short or long rest. This upgrade is refreshed every time you teleport or enter the ethereal plane.

Heavy Plating Prerequisite: Warplate

You install special heavy plating, giving you resistance to bludgeoning, piercing, and slashing damage from non-magical sources while wearing your Warplate.

Recall.

When not being worn you can hide your Warsmith's armor in a pocket dimension. As an action you can magically summon the armor and don it. You can use a bonus action to return the armor to the pocket dimension.

While in the pocket dimension the armor cannot be affected by other abilities and cannot be interacted with in any way.

Sun Cannon.

You install a sun cannon into your Warsmith's armor, allowing you to unleash devastating solar laser blasts. As an action, you can cast sunbeam without expending a spell slot.

Once you use this ability, you can not use it again until you complete a long rest.

Virtual Interface. Prerequisite: Sentient Armor

When you use Artificial Strength to raise your Strength ability score, you no longer lower your Intelligence ability score below your natural maximum (not counting Sentient Armor).

Heltech Spell List

1st Level
  • Alarm
  • Arcane Ablation Heltech
  • Arcane Weapon Heltech
  • Bond Item Heltech
  • Catapult
  • Comprehend Languages
  • Cure Wounds
  • Detect Magic
  • Disguise Self
  • Expeditious Retreat
  • Fall Heltech
  • False Life
  • Feather Fall
  • Grease
  • Identify
  • Illusory Script
  • Jump
  • Longstrider
  • Sanctuary
  • Seeking Projectile Heltech
  • Snare
  • Unburden Heltech
  • Unseen Servant
  • Tenser’s Floating Disk
2nd Level
  • Aid
  • Alter Self
  • Arcane Lock
  • Blur
  • Cloud of Daggers
  • Darkvision
  • Earthbind
  • Enhance Ability
  • Enlarge/Reduce
  • Find Traps
  • Heat Metal
  • Hold Person
  • Imbue Luck Heltech
  • Invisibility
  • Knock
  • Lightning Charged Heltech
  • Locate Object
  • Magic Weapon
  • Magic Mouth
  • Nystul’s Magic Aura
  • Protection from Poison
  • See Invisibility
  • Spider Climb
  • Thunderburst Mine Heltech
3rd Level
  • Dispel Magic
  • Dispel Construct Heltech
  • Elemental Weapon
  • Feign Death
  • Flame Arrows
  • Fireburst Mine Heltech
  • Gaseous Form
  • Glyph of Warding
  • Life Transference
  • Lightning Arrow
  • Magic Circle
  • Nondetection
  • Protection from Energy
  • Sending
  • Tiny Servant
  • Wall of Sand
  • Water Breathing
  • Water Walk
  • Wind Wall
4th Level
  • Arcane Eye
  • Death Ward
  • Fabricate
  • Fire Shield
  • Freedom of Movement
  • Greater Invisibility
  • Leomund’s Secret Chest
  • Otiluke’s Resilient Sphere
  • Repair Heltech
  • Stone Shape
  • Stoneskin
  • Sickening Radiance
5th Level
  • Animate Objects
  • Creation
  • Hold Monster
  • Legend Lore
  • Mislead
  • Passwall
  • Skill Empowerment
  • Telekinesis
  • Teleportation Circle
  • Transmute Rock
  • Vorpal Weapon Heltech
  • Wall of Stone
ToC

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HexJäger

An Aesuri creeps through a crypt, feeling the evil presence within. There a vampire whelp lay in torpor. The Aesuri removes a wooden stake from her belt and strikes, penetrating the heart of the beast as it scream in its death throws. The creature begins to turn to ash and the Aesuri spins around as she hears the screeches and hissing of the vampires comrades. She smiles and focuses demonic energy into her sword. The weapon ignites illuminating the chamber like pure sunlight and the vampire horde cowers, recoiling at the sight of the blazing blade.

A Helborn steps in front of the cowering villagers. Their burning home crumbles into a fiery effigy as a demon emerges from the wreckage. It raises a clawed hand launching a blast of eldritch energy. Quickly the Helborn traces a sigil in the air that absorbs the blast. He traces another sigil in a counter attack that collides with the demon. The demon collapses to the floor, dying with a look of surprise still on its face.

A Frostkin enters an icy cave. The light fades away in the depths of the interior. He begins to hear the clinking and chittering of the vermin he was paid to exterminate. He quickly removes two vials from his belt and consumes their contents. The dark of the cave becomes as clear as day through his enhanced eyes and the approaching wendigos movements seem sluggish to his decoction fueled muscles.

Where supernatural creatures lurk in dark chambers that is where HexJägers can be found. Following grim folk tales of things that go bump in the night or chasing werewolves through the perilous woods. They seek these creatures out for fame, fortune or vengeance.

Born of the Evernight

During the age of the Evernight, King Olvai assembled the first of the HexJägers. They were little more then a small band of warriors who had a bit more knowledge on the hunting and killing of witches. Since then they have grown into a well established guild. Their trade is the hunting and killing of supernatural creatures for money.

The Binding

There are many rumors surrounding the HexJägers guild especially their initiation known as the Jägers Rite. In order to pass the trial, an initiate must enter the infernal plane and slay a demon to bring its head back to the elders. The elders then fuse the initiates brain with that of the dead demon, allowing the new HexJäger to tap into the demons abilities without giving it any power over his body. The fused demon is known as the bound. This trial is dangerous and only one of ten initiates live to obtain the sigil magic. Though their are some side effects. Most HexJägers are known to show very little emotion. Their eyes also take on the shade of the slain demon. HexJägers have been seen with colors of red, orange, yellow and violet in their irises.

The HexJäger
Level Proficiency Bonus Features
1st +2 Jäger's Rite, Stolen Sigils
2nd +2 Fighting Style, Decoctions
3rd +2 Order, Tome Chapter
4th +2 Ability Score Improvement
5th +3 Tome Chapter
6th +3 Tome Chapter
7th +3 Order feature
8th +3 Ability Score Improvement
9th +4 Tome Chapter
10th +4 Elder Jäger
11th +4 Order feature
12th +4 Ability Score Improvement
13th +5 Tome Chapter
14th +5 Elder Immunity
15th +5 Order feature
16th +5 Ability Score Improvement
17th +6 Tome Chapter
18th +6 Order feature
19th +6 Ability Score Improvement
20th +6 HexÄlteste

Creating a HexJäger

As you build your HexJäger, think about two related elements of your character’s background: How did you come to the guild? Where you given to them as an unwanted child, a prodigy, or perhaps you were promised to them by parents who were saved by a HexJäger

You might have been a tradesman, whose family was slaughtered by the creatures you've dedicated yourself to hunting. Perhaps you were a soldier who's Thane gifted you to the guild so that you may better serve the land. Or maybe you were a deserter or outcast who turned to dangerous mercantile work. Whatever the case the HexJäger guild is not for the weak nor those who enjoy the comforts of city life. Through and through its a life wrought with danger where death lurks around every corner.

Quick Build

You can make a HexJäger quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution, or Charisma if you plan to invest in the Tome of the Sigilis.

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Class Features

As a HexJäger, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per HexJäger level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per HexJäger level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: Alchemist Supplies

  • Saving Throws: Strength, Charisma
  • Skills: Choose two from skills from Acrobatics, Athletics, Arcana, History, Insight, Investigation, Perception, Religion, and Survival

Equipment

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

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

Slayer's Pack

The slayers pack contains the follow; A backpack, a mallet, 10 wooden stakes, 10 glass vials of various alcohols, a pouch of basic reagents, 2 bulbs of garlic, 2 flasks of holy water, a holy symbol, a pouch of salt, a pouch of silver shavings, 2 days of rations, a waterskin, a bedroll, 50ft of hempen rope.

Jäger's Rite

Beginning at 1st level, when you choose this class, you have survived the Jäger's Rite. A dangerous, long-guarded ritual that alters your body, forever binding you to a demon and honing your senses against the darkness. You have advantage on Wisdom (Survival) checks to track fey, fiends, shapechangers and undead. As well on intelligence ability checks to recall information about them.

Stolen Sigils

The guild of HexJägers pride themselves on the theft of demonic magic, taking this power to use against dark forces. They achieve this by tracing sigils in the air which unlock the magic of their slain demon without giving it power over them. As such at 1st level when you choose this class you gain access to 2 cantrips from the warlock spell list. You can gain additional spells if you acquire chapters of the Sigilist.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose on of the following options. You cant take a Fighting Style option more than once, even if you later get to choose again.

Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

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

Great Weapon Fighting. When you rolls a 1 or 2 on 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. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two Weapon Fighting. When you engage in two-weapon, fighting, you can add your ability modifier to the damage of the second attack.

Decoctions

The HexJäger guild teaches of forbidden alchemical formulas that temporarily alter your mental and physical abilities.

Beginning at 2nd level, learn two decoction formulas and can have 1 active at a time. Your formula options are detailed in the Basic Decoctions List. You can gain additional formulas and have more active if your acquire chapters of the Alchemist.

Decoction Craft

At 2nd level, you can create a single decoction when you finish a short or long rest. This assumes that you have the necessary reagents. To create a decoction you need at least 2 ounces of alcohol and a alchemist's reagent pouch. You can create and consume additional decoctions at higher levels if you acquire chapters of the Alchemist. When you acquire a new tome you can repick your known decoctions.

As a bonus action you can consume a single decoction, and the effects and side effects last for 1 minute, unless otherwise specified. While one or more decoctions are affecting you, you can use an action to focus and flush the toxins from your system. Ending the effects and side effects unless said effects take place after the decoction is finished.

Decoctions are designed for your biology and have no effect on other creatures. They are also unstable by nature, losing their potency over time and becoming inert if not used before you finish your next short or long rest.

Order

Only those who have nothing or nothing left to lose join the HexJägers. While all those who join have a hatred of dark forces and evil the four Hekskager Orders specialize in hunting particular creatures. Choose from the Order of the Lycan, Order of the Damned, Order of the Evernight, or Order of the Feystalker.

Tomes

The leaders of the HexJäger's guild known as the HexÄlteste, posses tomes of great knowledge which have been passed down by the Elders of the guild since its beginning. Those dedicated to the guild can earn chapters of these tomes by rite of victory. After such a victory a HexJäger who takes an uninterrupted long rest may create a psychic link with the HexÄlteste and learn a chapter of a chosen tome. These tomes imbue the HexJäger with powers unique to the guild. These tomes follow three separate paths which are detailed in the tomes section of this class. You can take chapters from multiple tomes but each tome can only be advanced with the previous chapters. You earn chapters at levels 3, 5, 6, 9, 13, and 17.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Optionally, instead of increasing ability scores, you can gain 5 background points to spend on edges.

Elder Jäger

HexJägers are known to have very short life expectancy. If they have the vigor and valor necessary to reach level 10, they ascend to the rank of Elder. As such they are awarded one of three rare decoctions which allows them to evolve, suffusing their body, permanently reinforcing their resilience.

Wolves Decoction. Your Strength score increase by 1, your movement speed increases by 5ft and you add your proficiency modifier to Constitution saving throws.

Cat's Decoction. Your Dexterity score increase by 1, your movement speed increases by 5ft and you add your proficiency modifier to Dexterity saving throws.

Griffin's Decoction. Your Charisma score increase by 1, your movement speed increases by 5ft and you add your proficiency modifier to Wisdom saving throws.

Jägerbane

At 14th level you have become so dedicated to killing a type of creature that you are no longer affected by its powers. You become immune to one of the following conditions; Charmed, Frightened, Paralyzed, Poisoned and Diseased. Once you have chosen this feature it cannot be replaced.

HexAlteste

At level 20, you join the ranks of the HexÄlteste council. Your are part of the decisions that affect the guilds future and are awarded 3 chapters from any tome of your choosing.

Tome of the Warrior

HexJägers who follow the tome of the warrior learn how to use their bound to enhance their body and imbue their weapons. They inflict excruciating damage onto foes with magical brands. They are considered master swordsmen who meet evil head on relying on their speed and unyielding nerve to cut down a foe.

The Tome of the Warrior
Chapter Features Helbane Weapon Damage Brand Slots
One Helbane Weapon, Helbane Brand 1d4 1
Two Bound Innervation 1d4 2
Three Curse of Quandary 1d6 2
Four Improved Helbane Weapon, Helbane Sentinel 1d6 3
Five Bound Adrenaline, Improved Helbane Brand 1d6 3
Six Bound Resolve 1d8 4

Helbane Weapon

As a bonus action you can activate Helbane Weapon on your weapon. It lasts for 1 minute or until you drop the weapon. The weapon does an additional 1d4 of a combination damage type that you choose from the list below. Once the damage type is chosen it cannot be changed until you recast Helbane Weapon. You can use this feature a number of times equal to your Charisma modifier. You regain one use after a short rest and all uses of this feature when you finish a long rest.

Which ever damage type would do the most damage supersedes the other. For example if you chose Gleaming Brand and attack a creature who is vulnerable to fire damage but resistant to radiant, the creature would be vulnerable to the attack.

Frozen Decay. Cold and Necrotic damage.

Gleaming Brand. Radiant and Fire damage.

Helbane Brand

When you choose Tome of the Warrior at 3rd level, you gain the ability channel your Helbane Weapon and sear a Brand into an enemy. You must first hit the creature with an attack from your Helbane Weapon. Choose two brands from the following list. You gain two additional improved brands when you acquire Chapter Five from the Tome of the Warrior.

The Brand Slots chart shows how many times you can use your brands. You regain all uses of this feature when you finish a long rest. The saving throw DC for your brands is calculated as follows:

Helbane Brand DC = 8 + your proficiency bonus + your Charisma modifier.

Brand of Binding

As a bonus action, you can attempt to bind a creature that is no more then one size larger then you. The target must succeed on a strength saving throw or have their speed be reduced to 0 and they cant use reactions until the end of your next turn.

Improved Brand of Binding The brand lasts for 1 minute and can affect a creature regardless of their size. At the end of each of its turns, the branded creature can make another Strength saving throw. On a success, this brand ends.

Brand of Bloated Agony

As a bonus action, you brand a creature that you have hit with your Helbane Weapon, causing them to painfully swell until the end of your next turn. For the duration of this brand, the creature has disadvantage on Strength and Dexterity ability checks, and suffers 1d8 necrotic damage if it makes more than one melee or ranged attack during its turn.

Improved Brand of Bloated Agony. This brand last for 1 minute. At the end of each of its turn, the branded creature can make a Constitution saving throw. On a success, the brand ends.

Brand of the Eyeless

When a creature within 30ft of you that you have hit with your Helbane Weapon makes an attack roll, you can use your reaction to roll one Helbane Weapon die and subtract the number rolled from the creature’s attack roll. You can choose to use this feature after the creature’s roll, but before the DM determines whether the attack roll succeeds. The creature is immune if it is immune to blindness.

Improved Brand of the Eyeless. You apply this brand to all of the creature’s attack rolls until the end of the turn. You roll a new Helbane Weapon die for each affected attack.

Brand of the Fallen Puppet

When a creature you have hit with your Helbane Weapon and you can see within 30 feet of you drops to 0 hit points, you can use your reaction to give that creature a final act of aggression. That creature immediately makes a single weapon attack against a target of your choice within its attack range.

Improved Brand of the Fallen Puppet. You can first move the branded creature up to half their speed, and you grant a bonus to the branded creature’s attack roll equal to your Charisma modifier (minimum of +1).

Brand of the Grave

When you hit a creature with your Helbane Weapon you can mark them for death. Your next attack that deals Helbane Weapon damage to the target, gains an additional Helbane Weapon die of damage.

Improved Brand of the Grave. The next attack roll you make against the target has advantage.

Bound Innervation

Chapter two from the Tome of the Warrior, teaches how to tap into the ferocity of the demon within. When you choose this chapter, you can attack twice, instead of once, whenever you take the attack action on your turn.

Curse of Quandary

Chapter three from the Tome of the Warrior, teaches the Curse of Quandary. Whenever you damage a creature with your Helbane Weapon feature, you can choose to curse the creature. You always know the direction to the cursed creature, and each time the cursed creature deals damage to you or a creature you can see within 5 feet of you, the creature takes psychic damage equal to your Charisma modifier (minimum of 1 damage).

Your curse lasts until you dismiss it, or you apply a curse to another creature. Your curse counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your HexJäger level (maximum of 9th level spell).

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

Improved Helbane Weapon

Chapter four from the Tome of the Warrior teaches improved abilities for your Helbane Weapon. As such your Helbane Weapon also has the following options:

Demilich. Force and Psychic damage.

Helserpent. Acid and Poison damage.

Stormborn. Lightning and Thunder damage.

Helbane Sentinel

Chapter four from the Tome of the Warrior also teaches the way of the Helbane Sentinel. When you choose this chapter the psychic damage from your Curse of Quandary increases to twice your Charisma modifier (minimum of 2 damage).

In addition, a cursed creature can’t take the Dash action, and if a creature cursed by you attempts to teleport or leave their current plane via ability, spell, or portal, they take 4d6 psychic damage and must make a Wisdom saving throw. On a failure, the teleport or plane shift fails.

Bound Adrenaline

Chapter five from the Tome of the Warrior teaches how to further channel your bounds energy. When you choose this chapter you can attack three times, instead of once, whenever you take the attack action on your turn.

Improved Helbane Brand

Chapter five from the Tome of the Warrior also teaches improved abilities for your Helbane Brand. As such your Helbane Brands can now use the improved versions. You also gain access to two more Helbane Brands which can include two of the options below.

Brand of Corrosion

As a bonus action, a creature you've hit with your Helbane Weapon becomes poisoned. The branded creature suffers 3d6 necrotic damage, and suffers this damage again every time it fails its Constitution saving throw to end this brand at the end of its turn.

At the end of each of its turns, the target can make another Constitution saving throw. On a success, the curse ends.

Brand of the Soul Collector

When a creature that you've hit with your Helbane Weapon is reduced to 0 hit points within 30 feet of you, you can use your reaction to collect their soul. Doing this gives you advantage on attack rolls of creatures of the same type for 1 minute.

Brand of Sundering

You expose a fragment of your foe’s essence, leaving them vulnerable to your Helbane Weapon. When you hit a creature with your Helbane Weapon, you can brand them and your weapon deals one additional Helbane Weapon die of damage to that creature for 1 minute.

Bound Resolve

Chapter six from the Tome of the Warrior teaches you to protect your fading life by absorbing your Helbane Weapon. When you are reduced to 0 hit points while you have an active Helbane weapon, but don’t die outright, the Helbane weapon ends and you drop to 1 hit point instead. If you have Helbane Weapons active on multiple weapons, you choose which one ends.

Tome of the Sigilist

Those dedicated to the Tome of the Sigilist learn magics that would normally only be accessible to those in a pact with a greater demon. Sigils are protective runes traced in the air, which leave a glowing after image. The sigil forms a sort of gateway to the infernal plane allowing the demonic magic to flow onto the material plane but keep the demon at bay. In a way it is a theft of a demons innate power. Sigilists are very versatile and can fight up close with hexes or explosions of fire. Or a distance launching Eldritch energy.

Tome of the Sigilist
Chapter Features Cantrips Known Spells Known Spell Slots Slot Level
One Bound Focus 2 2 1 1
Two Discovered Arcana 2 3 1 1
Three Revealed Arcana 3 4 2 2
Four Bound Frenzy 3 5 2 2
Five Unsealed Arcana 3 7 2 3
Six Soul Eater 4 9 3 4

Bound Focus

When you choose the Tome of the Sigilist at 3rd level, you learn spells from the warlock spell list. Your off hand is the focus for your sigil magic. It takes on demonic features of your choosing. Every spell cast this way negates verbal components and instead must use somatic components, which are runes traced in the air by this possessed hand.

Discovered Arcana

When you choose Chapter Two from the Tome of the Sigilist you learn what greater demon your bound was spawned from. You gain a specific benefit based on your bounds type.

Piximort

When you deal spell damage to a creature, it glows with faint light until the end of your next turn. For the duration, the creature can't benefit from half cover, three-quarters cover, or being invisible.

Pollux

As a bonus action you can heal one creature that you can see within 60 feet of you. They regain a number of hit points equal to your HexJäger level + your Charisma modifier (minimum of +1).

Imp

When you make a spell attack, if you roll a 1 or 2 on your damage die, you can reroll the die and choose which roll to use.

Dagon

When you score a critical hit against a creature , that creature is frightened of you until the end of your next turn.

Hexadecimal

Whenever you target a creature with the Hex spell, your next attack against the hexed creature has advantage.

Gloomwalker

Whenever you reduce a hostile creature to 0 hit points, you regain a number of hit points equal to you proficiency modifier + your Charisma modifier.

Revealed Arcana

When you choose Chapter three from the Tome of the Sigilist you gain access to dangerous arcane spells based on your bound.

Piximort

You can cast blur, once per long rest, without expending a spell slot.

Pollux

You can cast lesser restoration once using a pact magic spell slot. You can’t do so again until you finish a long rest.

Imp

You can cast scorching ray, once per long rest, without expending a spell slot.

Dagon

You can cast detect thoughts, once per long rest, without expending a spell slot.

Hexadecimal

You can cast branding smite, once per long rest, without expending a spell slot.

Gloomwalker

You can cast blindness/deafness, once per long rest, without expending a spell slot.

Bound Frenzy

When you choose Chapter four from the Tome of the Sigilist, your bound can drive you into a fervor. When you use your action to cast a cantrip, you can immediately make one weapon attack as a bonus action.

Unsealed Arcana

When you acquire Chapter five from the Tome of the Sigilist, your bound empowers you with another arcane spell.

Piximort

You can cast slow, once per long rest, without expending a spell slot.

Pollux

You can cast revivify, once per long rest, without expending a spell slot.

Imp

You can cast fireball, once per long rest, without expending a spell slot.

Dagon

You can cast haste, once per long rest, without expending a spell slot.

Hexadecimal

You can cast blink, once per long rest, without expending a spell slot.

Gloomwalker

You can cast bestow curse, once per long rest, without expending a spell slot.

Soul Eater

When you acquire Chapter six from the Tome of the Sigilist, you are able to siphon the soul from your fallen prey. When a creature that isn't a construct or undead is reduced to 0 hit points within 30 feet of you, you can use your reaction to usher their soul into your body granting you power. Your next warlock spell either has advantage on the attack roll or the target has disadvantage on their saving throw against your spell. In addition, once per long rest you can use this feature to regain an expended warlock spell slot.

Tome of the Alchemist

HexJägers who follow the Tome of the Alchemist specialize in creating powerful decoctions by transforming mundane ingredients into rare reagents using Sigil magic. These decoctions grow in power with the HexJägers bound becoming more potent but volatile. HexJägers who study far enough learn how to negate some of the negative effects of these potions. Alchemists are versatile and have great utilities at their disposal. A prepared HexJägers should always have the right decoction up his sleeve.

Tome of the Alchemist
Chapter Features Decoctions Known Decoction Slots Active Decoctions
One Purge 4 3 2
Two Natural Toxicity 5 4 3
Three Strange Metabolism 6 5 3
Four Old Remedy 7 4 4
Five Improved Strange Metabolism 8 6 4
Six Double Dose 9 7 5

Basic Decoctions

Mammoth Hide Decoction

You gain resistance to bludgeoning damage.

Side effect. You have vulnerability to piercing damage.

Rattlebones Decoction

You gain resistance to piercing damage.

Side effect. You have vulnerability to slashing damage.

Strawjack Decoction

You gain resistance to slashing damage.

Side effect. You have vulnerability to bludgeoning damage.

Eyes of the Deep Decoction

For one hour you gain darkvision for up to 60 feet. If you already have darkvision, this increases its range by 60 additional feet,

Side effect. You have sunlight sensitivity, giving you disadvantage on all attack rolls, saving throws and ability checks while in direct sunlight.

Malortis Charm Decoction

You add your Charisma modifier to your spell attack and damage rolls.

Side effect. You subtract your Charisma modifier from your weapon attack and damage rolls.

Purge

When you choose Chapter One from the Tome of the Alchemist, you are able to change the remaining reagents of a decoction in your blood to have healing properties. You flush all decoctions currently active, their effects and side effects end (unless said side effects take place after the deoction has run its course.) You heal a number of hit points equal to one hit die + your Constituion modifier. You cannot use this feature again until you finish a short or long rest.

Chapter One Decoctions

Potency Decoction

Your Strength score increases by 3, as does your Strength maximum. This bonus increases by 1 at 11th and 18th level.

Side effect. You have disadvantage on Dexterity saving throws.

Agility Decoction

Your Dexterity score increases by 3, as does your Dexterity maximum. This bonus increases by 1 at 11th and 18th level.

Side effect. You have disadvantage on Wisdom saving throws.

Nimbleness Decoction

You gain advantage on Dexterity ability checks.

Side effect. You have disadvantage on Wisdom ability checks.

Sagacity Decoction

You gain advantage on Wisdom ability checks.

Side effect. You have disadvantage on Charisma ability checks.

Logic Decoction

You gain advantage on Intelligence ability checks.

Side effects. You have disadvantage on Wisdom ability checks.

Alluring Decoction

You gain advantage on Charisma ability checks.

Side effect. You have disadvantage on initiative rolls.

Edict Decoction

Your Charisma score increases by 3, as does your CHarisma maximum. This bonus increase by 1 at 11th and 18th level.

Side effect. You gave disadvantage on Intelligence saving throws.

Natural Toxicity

When you choose Chapter Two from the Tome of the Alchemist, your body becomes acclimated to having toxins regularly introduced to it. You gain resistance to poison damage and immunity to the poisoned condition.

Chapter Two Decoctions

Fervor Decoction

When you take the attack action, you can make an additional weapon attack as a bonus action.

Side effect. Your movement speed is cut in half.

Ember Decoction

You gain resistance to fire damage.

Side effect. You have vulnerability to cold damage.

Frost Decoction

You gain resistance to cold damage.

Side effect. You have vulnerability to fire damage.

Mobility Decoction

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

Side effect. You have disadvantage on Strength ability checks.

Swiftness Decoction

Your speed increases by 10 feet. At 15th level, your speed increases by 15 feet instead.

Side effect. You have disadvantage on Intelligence ability checks.

Black Blood Decoction

Creatures that hit you with a melee attack take your Charisma modifier of acid damage.

Side effect. You take half of the amount of the attacking creature takes, rounded down.

Strange Metabolism

When you choose Chapter Three from the Tome of the Alchemist, you can instill a burst of adrenaline to temporarily resist the negative effects of a decoction. You can choose to ignore the side effects of single decoction. You can do this a number of times equal to your Charisma modifier. You regain all uses of this feature when you take a long rest.

Chapter Three Decoctions

Troll's Decoction

You begin to rapidly regenerate. At the start of each of your turns, you regain hit points equal to your proficiency bonus if you have at least 1 hit point, but no more than half your hit points.

Side effect. You expend a hit dice.

Wakeful Decoction

You gain the benefits of a long rest without sleeping.

Side effect. You have disadvantage on all initiative rolls until you finish a long rest.

Titan's Decoction

You double your max carry, drag and lift until you finish a a long rest.

Side effect. You gain a level of exhaustion.

Mermaid's Decoction

You gain a swimming speed equal to your walking speed and can breathe underwater for 1 hour.

Side effect. You have disadvantage on attack rolls, saving throws and ability checks when not in water for 1 hour.

Demilich Decoction

Lesser undead creature of CR 2 or below ignore you unless commanded to attack or are attacked first.

Side effect. Beasts within 60ft of you are enraged by your presence.

Old Remedy

When you choose Chapter Four from the Tome of the Alchemist, your body has adapted to produce your toxins naturally in a moment of need. As a bonus action, you can choose one decoction currently affecting you to flush from your system and end, then immediately have a decoction you know the formula for take effect in its place. You cannot use this feature again until you finish a long rest.

Chapter Four Decoctions

Viper Decoction

Your weapon attacks score a critical hit on a roll of 19-20.

Side effect. You have disadvantage on Strength saving throws.

Fork Tail's Decoction

You add +1 to your next damage roll and an addition +1 for each consecutive hit after the first on a single creature. This counter resets if you miss an attack roll or your target dies.

Side effect. Subtract -1 from your next attack roll and an additional -1 for each consecutive hit after the first on a single creature. This counter resets if you miss an attack or your target dies.

Tempest Decoction

You gain resistance to lightning and thunder damage.

Side effect. You have vulnerability to acid and poison damage.

Himarian Decoction

You gain resistance to necrotic and radiant damage.

Side effect. You have vulnerability to force and pyschic damage.

Vampire Decoction

When you hit a creature with an attack you regain hit points equal to your charisma modifier. You may only regain hit points in this way once per turn.

Side effect. You have sunlight sensitivity. Giving you disadvantage on all attack rolls, saving throws and ability check while in direct sunlight.

Felbat Decoction

You are immune to poison damage and the poisoned condition.

Side effect. You have vulnerability to bludgeoning, piercing and slashing damage

Improved Strange Metabolism

When you choose Chapter Five from the Tome of the Alchemist, your ability to instill a burst of adrenaline to temporarily resist the negative effects of a decoction improves. You can choose to ignore the side effects of two decoctions at a time. You can do this a number of times equal to your Charisma modifier. You regain all uses of this feature when you take a long rest.

Chapter Five Decoctions

Celerity Decoction

For 30 seconds, your speed is doubled, you gain +2 AC, you have advantage on Dexterity saving throws, and you gain an additional action on each of your turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the effects of this decoction end, you can't move or take actions until after your next turn, as a wave of lethargy sweeps over you.

Side effect. When the effects of this decoction end you suffer a level of exhaustion.

Reckless Decoction

While this decoction is active you can choose to add your proficiency modifier to either your attack or damage rolls.

Side effect. When you add your proficiency modifier to your attack or damage roll, you must also subtract your proficiency modifier from either your attack or damage roll.

Shielding Decoction

You gain temp HP equal to one of your hit dice maximum + your Constitution modifier.

Side effect. You expend a hit dice.**

Double Dose

When you choose Chapter Six from the Tome of the Alchemist, you are able to amplify the effects of a single decoction. The effects of the decoction are doubled (for Celerity, Ferocity, and Warp Beast decoction, only the duration is doubled.) You cannot use this feature again until you finish a long rest.

Chapter Six Decoctions

Warp Beast Decoction

For 30 seconds your body turns ethereal is divided between the material and ethereal realms. If you are attacked, as a reaction you can teleport up to your movement speed to an unoccupied space that you can see.

Side effect. When the effects of this decoction end you take 4d8 acid damage, as your body is wracked with pain while re-entering the material plane.

Ferocity Decoction

You can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Side effect. Your movement speed is reduced to 0.

Fortress Decoction

You gain resistance to all damage type except psychic.

Side effect. You have disadvantage on death saving throws.

Order of the Lycan

Of the many terrible curses that plague Olin, few are as ancient or as feared as Lycanthropy. Passed through blood, this affliction seeds a host with the savage strength and hunger for violence of a wicked beast. These HexJägers use their curse to harness the power of the monster they harbor without losing themselves to it. Through intense honing of one’s own willpower, combined with the secrets of the order’s rituals, members learn to control and unleash their hybrid form for short periods of time. Enhanced physical prowess, unnatural resilience, and razor sharp claws make these warriors a terrible foe to any evil that crosses their path. Yet, no training is perfect, and without care and complete focus, even the greatest of HexJägers can temporarily lose themselves to the bloodlust.

Heightened Senses

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

Hybrid Transformation

Upon choosing this archetype at 3rd level, you begin to learn to control the lycanthropic curse that now lives in your blood. As a bonus action, you can transform into your hybrid form for up to 1 hour. You can speak, use equipment, and wear armor in this form. You can revert to your normal form earlier as a bonus action. You automatically revert to your normal form if you fall unconscious, drop to 0 hit points, or die. This feature replaces the rules for Lycanthropy within the Monster’s Manual.

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

Hybrid Transformation Features

While you are transformed, you gain the following features:

Feral Might. You gain a +1 to melee damage rolls. This bonus increases by 1 at 11th and 18th level. You also have advantage on Strength checks and Strength saving throws.

Resilient Hide. You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks not made with silver weapons. While you are not wearing heavy armor, you gain a +1 bonus to your AC.

Predatory Strikes. If you chose Tome of the Warrior you can apply the Helbane Weapon features to your unarmed strikes for a single claw. You can use Dexterity instead of Strength for the attack and damage rolIs of your unarmed strikes. When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action.

Your unarmed strikes deal 1d6 slashing damage. The damage increases to 1d8 at 11th level.

Bloodlust. If you begin your turn with no more than half of your maximum hit points, you must succeed on a DC 8 Wisdom saving throw or move directly towards the nearest creature to you and use the Attack action against that creature. You can choose whether or not to use your Extra Attack feature for this frenzied attack. If there is more than one possible target, roll to randomly determine the target. You then regain control for the remainder of your turn.

If you are under an effect that prevents you from concentrating (like the barbarian’s Rage feature), you automatically fail this saving throw.

Stalker's Prowess

At 7th level, your speed increases by 10 feet. You also can add 10 feet to your long jump distance and 3 feet to your high jump distance. In addition, your hybrid form gains the Improved Predatory Strikes feature.

Improved Predatory Strikes. Your attack count as magical for the purposes of overcoming resistances. In addition, when you have an active Helbane Weapon while in your hybrid form, one of your unarmed attacks can benefit from its damage bonus.

Advanced Transformation

Starting at 11th level, you learn to unleash and control more of the beast within. You can use your Hybrid Transformation feature twice, regaining all expended uses when you finish a short or long rest. In addition, your hybrid form gains the Lycan Regeneration feature.

Lycan Regeneration. At the start of each of your turns, before you roll for bloodlust, you regain hit points equal to 1 + your Constitution modifier (minimum of one) if you have at least 1 hit point and no more than half of your hit points left.

Mark of the Beast

At 15th level, you have advantage on your Wisdom saving throws to maintain control of your bloodlust in hybrid form. In addition, you can mark and enemy for death. While in your hybrid form, your attacks have advantage against a creature marked by you and you always know the direction of the marked creature. Your mark counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your HexJäger level (maximum of 9th level spell.)

You cannot use this feature again until you finish a short or long rest.

Hybrid Transformation Mastery

At 18th level, you have wrestled your inner predator and mastered it. You can use your Hybrid Transformation feature an unlimited number of times, and your hybrid form can now last indefinitely.

You also gain the Blood Howl feature.

Blood Howl. As an action, you unleash a blood-curdling howl. Each creature within 30feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. If they fail their saving throw by 5 or more, they are stunned while frightened in this way. A creature that succeeds on this saving throw is immune to your Blood Howl for 24 hours. You can choose any number of creatures you can see to be unaffected by your Blood Howl.

Order of the Damned

The Order of the Damned focuses their Jägers on the scourge of undead that plagues the land. They seek out and study the moment of death, obsessing over the mysteries of the transition and how it can become corrupted by unholy powers to rise once more. Tuning their abilities to annihilate such abominations, these zealous HexJägers seek out the sources of such necromantic energies, intent to destroy them wherever they arise.

Dawnbringer

At 3rd level, when you can activate an aura which wards of undead creatures giving you the following benefits.

  • Your weapon sheds bright light out to a radius of 20 feet.
  • You have resistance to necrotic damage.
  • You can change the damage type of any weapon attack or spell to radiant damage.
  • Sigil of Turning

Sigil of Turning. As an action, you trace a holy sigil in the air censuring the Undead. Each Undead 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 any 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

Mistwalker

Upon reaching 7th level, at the start of your turn, if you aren’t incapacitated, you can choose to magically step into the misty veil between the planes.

You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object. If you are inside an object when this feature ends, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved. This feature lasts for a number of rounds equal to your Charisma modifier (minimum of 1 round). In addition, while in this form, if you land a weapon attack on a creature, it can’t move through creatures or objects.

You can use this feature once. Beginning at 15th level, you can use your Ethereal Step feature twice between rests. You regain all expended uses when you finish a short or long rest.

Sigil of Consecration

You trace a sigil below you and a gleaming barrier extends out from you in a 20-foot radius and moves with you, remaining centered on you and hedging out undead creatures. The barrier lasts for one hour. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends.

You cannot use this feature again until you finish a long rest.

Sigil of Exorcism

At 15th level, as a bonus action, you can trace a sigil in front of a creature that is charmed, frightened, or possessed. The target creature is no longer charmed, frightened, or possessed and the creature that charmed, frightened, or possessed the target of your sigil suffers 3d6 psychic damage and must make a Wisdom saving throw or be stunned until the end of your next turn.

Sigil of Unholy Warding

Starting at 18th level, you no longer fear the curses of the dead. You are immune to possession, vampirism and curses from undead creatures.

Order of the Evernight

The Order of the Evernight are the original HexJägers. These predecessors were sent out into the land to hunt and destroy the four witches of Ragnarok. They knew little what to prepare themselves for so they combined the necessary skills to hunt and kill witches, demons and fiends alike. Honing their sigil magic to protect themselves from magic, they are formidable to any who use dark powers.

Sigil of Hel Warding

At 3rd level when you choose this order, you can trace a protective sigil on a creature within touch range, until this spell ends, one willing creature wears your sigil and is protected against fiends.

The protection grants several benefits. Fiends have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

You can use this feature a number of times equal to your Charisma modifier. You regain all uses of this feature when you fnish a long rest.

Sigil of Consumption

Starting at 7th level, you can trace a sigil in the air that attempts to consume a creatures spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

You cannot use this feature again until you finish a short or long rest.

Sigil of Banishment

At 11th level, you can trace a sigil in the air that attempts to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished.

If the target is native to the plane of existence you're on, you banish the target to a harmless Demiplane. While there, the target is Incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence that the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

Fiendish Invocation

Beginning at 15th level, you can utter a word of command to a fiend. It must give you its true name. By invoking its true name its resilience is weakened. It loses resistance to any of your weapon or spell attacks. If it is immune to any of your weapon or spell attacks it instead becomes resistant.

Sigil of Imprisonment

At 18th level, you can trace a sigil on the gound and a 10-foot-radius Invisible Sphere of antimagic surrounds you for up to 1 hour. This area is divorced from the magical energy that suffuses the multiverse. Within the Sphere, Spells can't be cast, summoned creatures disappear, and even Magic Items become mundane. Until the spell ends, the Sphere moves with you, centered on you.

Spells and other magical Effects, except those created by an artifact or a deity, are suppressed in the Sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its Duration.

Targeted Effects: Spells and other magical Effects, such as Magic Missile and Charm Person, that target a creature or an object in the Sphere have no effect on that target.

Areas of Magic: The area of another spell or magical effect, such as Fireball, can't extend into the Sphere. If the Sphere overlaps an area of magic, the part of the area that is covered by the Sphere is suppressed. For example, the flames created by a Wall of Fire are suppressed within the Sphere, creating a gap in the wall if the overlap is large enough.

Spells: Any active spell or other magical effect on a creature or an object in the Sphere is suppressed while the creature or object is in it.

Magic Items: The properties and powers of Magic Items are suppressed in the Sphere. For example, a +1 long sword in the Sphere functions as a nonmagical long sword. A magic weapon's properties and powers are suppressed if it is used against a target in the Sphere or wielded by an attacker in the Sphere. If a Magic Weapon or piece of magic Ammunition fully leaves the Sphere (For example, if you fire a Magic Arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.

Magical Travel: Teleportation and Planar Travel fail to work in the Sphere, whether the Sphere is the destination or the departure point for such magical Travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the Rope Trick Spells, temporarily closes while in the Sphere.

Creatures and Objects: A creature or object summoned or created by magic temporarily winks out of existence in the Sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the Sphere.

Dispel Magic: Spells and magical Effects such as Dispel Magic have no effect on the Sphere. Likewise, the spheres created by different antimagic field Spells don't nullify each other.

Order of the Feystalker

The Order of the Feystalker are the newest of the HexJäger guild. Forged in the wild, these frontiersman refused to give over Alfheim lands to the Feybeasts that haunted the forests at night. They press deeper into darkest jungles, and specialize in stealth and swiftnes. The once greatly feared Feybeasts become their prey.

Primeval Paranoia

At 3rd level when you choose this order, you have become accustomed to the frontier life. You are able to survive on what others would consider famine. You only require half a days ration of food and water to be sated and gain a long rest after 4 hours of sleep. Additionally, you gain advantage on initiative rolls and if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn.

Fey Trickery

At 7th level you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.

Feystalker's Mark

Beginning at 11th level, you become knowledgeable in hunting larger prey. You are able to apply the Feystalker's mark to a creature you can see within 60 feet. Doing so outlines the creature in blue, green, or violet light (your choice). For 1 minute the creatures sheds dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible. You can use this feature a number of times equal to your Charisma modifier. You regain all uses of this feature when you finish a long rest.

Sigil of Stalking

At 15th level, you can trace a sigil in the air making you invisible for 1 minute. Your next attack during the duration of this spell is made with advantage and if it hits is an automatic critical strike.

Sigil of Imprisonment

Starting at 18th level, you can choose a creature that you can see within a 90 foot range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

ToC

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Paladin

Clad in plate armor that gleams in the sunlight despite the dust and grime of long travel, an Olinheimer lays down her sword and shield and places her hands on a mortally wounded man. Divine radiance shines from her hands, the man’s wounds knit closed, and his eyes open wide with amazement.

A dwarf crouches behind an outcrop, his black cloak making him nearly invisible in the night, and watches an orc war band celebrating its recent victory. Silently, he stalks into their midst and whispers an oath, and two orcs are dead before they even realize he is there.

Silver hair shining in a shaft of light that seems to illuminate only him, an Elf laughs with exultation. His spear flashes like his eyes as he jabs again and again at a twisted giant, until at last his light overcomes its hideous darkness.

Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. Whether sworn before Obek's altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.

The Cause of Righteousness

A paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their sacred work. Although many paladins are devoted to gods of good, a paladin’s power comes as much from a commitment to justice itself as it does from a god.

Paladins train for years to learn the skills of combat, mastering a variety of weapons and armor. Even so, their martial skills are secondary to the magical power they wield: power to heal the sick and injured, to smite the wicked and the undead, and to protect the innocent and those who join them in the fight for justice.

Beyond the Mundane Life

Almost by definition, the life of a paladin is an adventuring life. Unless a lasting injury has taken him or her away from adventuring for a time, every paladin lives on the front lines of the cosmic struggle against evil. Vikings are rare enough among the ranks of the militias and armies of the world, but even fewer people can claim the true calling of a paladin. When they do receive the call, these warriors turn from their former occupations and take up arms to fight evil. Sometimes their oaths lead them into the service of the crown as leaders of elite groups of Thanes, but even then their loyalty is first to the cause of righteousness, not to crown and country.

The Paladin
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Divine Sense, Lay on Hands
2nd +2 Fighting Style, Spellcasting, Divine Smite 2
3rd +2 Divine Health, Sacred Oath 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Aura of Protection 4 2
7th +3 Sacred Oath feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Aura of Courage 4 3 2
11th +4 Improved Divine Smite 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 - 4 3 3 1
14th +5 Cleansing Touch 4 3 3 1
15th +5 Sacred Oath feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Aura improvements 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Sacred Oath feature 4 3 3 3 2

Creating a Paladin

The most important aspect of a paladin character is the nature of his or her quest. Are you a devoted servant of good, loyal to the god of justice and honor, a servant of Obek in shining armor venturing forth to smite evil? Are you a glorious champion of the light, cherishing everything beautiful that stands against the shadow, an adventurer whose oath descends from traditions older than many of the gods? Or are you an embittered loner sworn to take vengeance on those who have done great evil, sent as a valkyrie of death by the gods or driven by your need for revenge? The Gods of Olin section lists many deities worshiped by paladins throughout the nine realms.

How did you experience your call to serve as a paladin? Did you hear a whisper from an unseen god while you were at prayer? Did another paladin sense the potential within you and decide to train you as a squire? Or did some terrible event—the destruction of your home, perhaps—drive you to your quests?

As guardians against the forces of wickedness, paladins are rarely of any evil alignment. Most of them walk the paths of charity and justice. Consider how your alignment colors the way you pursue your quest and the manner in which you conduct yourself before gods and mortals.

Quick Build

You can make a paladin quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma.

Class Features

As a Paladin, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Paladin level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + you Constitution modifier

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from skills from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment

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

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) five javelins or (b) any simple melee weapon
  • (a) a priest's pack or (b) an explorer's pack
  • Chain mail and a holy symbol-

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Zahn Von Reznik, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

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. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Spellcasting

By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

Preparing and Casting Spells

The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your paladin spells.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Divine Health

By 3rd level, the divine magic flowing through you makes you immune to disease.

Sacred Oath

When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion detailed at the end of the class description or one from another source.

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.

If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Optionally, instead of increasing ability scores, you can gain 5 background points to spend on edges.

Extra Attack

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

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Aura of Courage

Starting at 10th level, you and friendly creatures within 10 feet of you can’t be frightened while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

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

Aura Improvements

At 18th level, the range of your auras increase to 30 feet.

Oath of Conquest

The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.

Tenets of Conquest

Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire.

Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.

Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.

Oath of Conquest Spells

Paladin Level Spells
1st armor of Agathys, command
3rd hold person, spiritual weapon
5th bestow curse, fear
7th dominate beast, stoneskin
9th cloudkill, dominate person

Channel Divinity

Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Aura of Conquest

Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.

At 18th level, the range of this aura increases to 30 feet.

Scornful Rebuke

Starting at 15th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.

Invincible Conqueror

At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute:

  • You have resistance to all damage.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
  • Once you use this feature, you can’t use it again until you finish a long rest.

Oath of Devotion

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. These paladins meet the ideal of the warrior in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to tenets as the measure of their devotion.

Tenets of Devotion

Honesty. Don’t lie or cheat. Let your word be your promise.

Courage. Never fear to act, though caution is wise.

Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.

Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Oath of Devotion Spells

Paladin Level Spells
1st protection from evil and good, sanctuary
3rd lesser restoration, zone of truth
5th beacon of hope, dispel magic
7th freedom of movement, guardian of faith
9th commune, flame strike

Channel Divinity

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead 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 Devotion

Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Purity of Spirit

Beginning at 15th level, you are always under the effects of a protection from evil and good spell.

Holy Nimbus

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

  • Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.

  • In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.

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

Paladin's Oath

“We have no worth if we do not try to make the world a better place. So be without fear in the face of your enemies. Be brave and upright that Obek may invite you to his hall. Speak the truth always, even if it leads to your death. Safeguard the helpless and do no wrong. We must create a kingdom of conscience, or nothing." - Brigid Gingibrosenn

Oath of Heroism

The Oath of Heroism is an affirmation of a destined path, one laid out for you by divine hands. For whatever reason, a god or a group of gods has included you in their machinations. You are not a reluctant hero, but one who fully embraces the idea that great deeds are yours to achieve. You train diligently, sculpting your body and refining your skills so you’re ready when destiny calls.

Tenets of Heroism

Actions over Words. Strive to be known by deeds not words.

Challenges Are but Tests. Every hardship serves to challenge your abilities and harden your resolve.

Embrace Destiny. You didn’t choose this path, but it’s yours to walk. And it will carry you into legend.

Hone the Body. Like raw stone, your body must be worked so its potential can be realized.

Oath of Heroism Spells

Paladin Level Spells
1st expeditious retreat, guiding bolt
3rd enhance ability, enthrall
5th haste, protection from energy
7th compulsion, freedom of movement
9th commune, conjure volley

Channel Divinity

Peerless Athlete. You can use your Channel Divinity to augment your athleticism with divine favor. As a bonus action, you gain advantage on all Strength (Athletics) and Dexterity (Acrobatics) checks for the next 10 minutes.

Legendary Strike. You can use your Channel Divinity as a bonus action to guide your attacks: for 1 minute, your weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

Mighty Deed

Your actions on the battlefield can supernaturally bolster your allies and demoralize your enemies. Whenever you score a critical hit or reduce a creature to 0 hit points, you can choose one or more creatures that you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). All the chosen creatures are affected by one of the following effects of your choice:

The creature gains temporary hit points equal to 1d6 + your Charisma modifier (minimum of 1 temporary hit point). The creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the start of your next turn. Once you use this feature, you can’t use it again until the start of your next turn.

Glorious Defense

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

Living Myth

You can now empower yourself with the legends—whether true or exaggerated—told of your great deeds. As a bonus action, you gain the following benefits for 10 minutes:

  • You are blessed with otherworldly comeliness, gaining advantage on all Charisma checks.
  • Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
  • If you fail a saving throw, you can use your reaction to succeed instead.
  • Once you use this feature, you can’t use it again until you finish a long rest.

Oath of Redemption

The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk. These paladins face evil creatures in the hope of turning their foes to the light, and they slay their enemies only when such a deed will clearly save other lives. Paladins who follow this path are known as redeemers.

While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, and other supernatural threats can be inherently evil. Against such foes, paladins who swear this oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, one day, even creatures of wickedness will invite their own redemption.

Tenets of Redemption

Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.

Innocence. All people begin life in an innocent state, and it is their environment or the influence of dark forces that drives them to evil. By setting the proper example, and working to heal the wounds of a deeply flawed world, you can set anyone on a righteous path.

Patience. Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow that seed to survive and flourish.

Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. While every creature can be redeemed, some are so far along the path of evil that you have no choice but to end their lives for the greater good. Any such action must be carefully weighed and the consequences fully understood, but once you have made the decision, follow through with it knowing your path is just.

Oath of Redemption Spells

Paladin Level Spells
1st sanctuary, sleep
3rd calm emotions, hold person
5th counterspell, hypnotic pattern
7th Otiluke’s resilient sphere, stoneskin
9th hold monster, wall of force

Channel Divinity

Emissary of Peace. You can use your Channel Divinity to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.

Rebuke the Violent. You can use your Channel Divinity to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

Aura of the Guardian

Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.

At 18th level, the range of this aura increases to 30 feet.

Protective Spirit

Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.

Emissary of Redemption

At 20th level, you become an avatar of peace, which gives you two benefits:

  • You have resistance to all damage dealt by other creatures (their attacks, spells, and other effects).
  • Whenever a creature hits you with an attack, it takes radiant damage equal to half the damage you take from the attack.
  • If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, neither benefit works against that creature until you finish a long rest.

Oath of the Ancients

The Oath of the Ancients is as old as the race of elves and the rituals of the shamans. Paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice.

Tenets of the Ancients

Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.

Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.

Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can’t preserve it in the world.

Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.

Oath of the Ancients Spells

Paladin Level Spells
1st ensnaring strike, speak with animals
3rd misty step, moonbeam
5th plant growth, protection from energy
7th ice storm, stoneskin
9th commune with nature, tree stride

Channel Divinity

Nature’s Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see.

The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.

Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature 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.

If the creature’s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Aura of Warding

Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.

At 18th level, the range of this aura increases to 30 feet.

Undying Sentinel

Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.

Additionally, you suffer none of the drawbacks of old age, and you can’t be aged magically.

Elder Champion

At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.
  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.
  • Once you use this feature, you can’t use it again until you finish a long rest.

Oath of the Crown

The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of Paladin in service to a nation or a sovereign, and undergo their oath as part of their admission to the order’s ranks.

Tenets of the Crown

Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.

Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.

Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don’t act, then who will?

Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.

Oath of the Crown Spells

Paladin Level Spells
1st command, compelled duels
3rd warding bond, zone of truth
5th aura of vitality, spirit guardians
7th banishment, guardian of faith
9th circle of power, geas

Channel Divinity

Champion Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.

Divine Allegiance

Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can’t be reduced or prevented in any way.

Unyielding Spirit

Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.

Exalted Champion

At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • Your allies have advantage on death saving throws while within 30 feet of you.
  • You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.
  • This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.

Oath of the Watchers

Paladins who vow the Oath of the Watchers seek to protect the mortal realm from the predations of extraplanar creatures, many of which can lay waste to mortal soldiers. Thus, the Watchers hone their minds, spirits, and bodies to be the ultimate weapons against such threats. Paladins who follow the Watchers’ oath are ever vigilant in spotting the influence of extraplanar forces, often establishing a network of spies and informants to gather information on suspected cults. To a Watcher, keeping a healthy suspicion and awareness about one’s surroundings is as natural as wearing armor in battle.

Tenets of the Watchers

Vigilance. The threats you face are cunning, powerful, and subversive. Be ever alert for their corruption.

Loyalty. Never accept gifts or favors from fiends or those who truck with them. Stay true to your order, your comrades, and your duty.

Discipline. You are the shield against the endless terrors that lie beyond the stars. Your blade must be forever sharp and your mind keen to survive what lies beyond.

Oath of the Watchers Spells

Paladin Level Spells
1st alarm, chromatic orb
3rd augury, moonbeam
5th counterspell, nondetection
7th aura of purity, banishment
9th hold monster, hallow

Channel Divinity

Watcher’s Will. You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, all the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.

Abjure the Extraplanar. You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each elemental, fey, fiend, or aberration within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature 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. 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 the Sentinel

You emit an aura of alertness while you aren’t incapacitated. When you and any creature of your choice within 10 feet of you rolls initiative, you each gain a bonus to initiative equal to your Charisma modifier (minimum of +1).

At 18th level, the range of this aura increases to 30 feet.

Vigilant Rebuke

You’ve learned how to magically chastise anyone who dares cast unwanted spells at you and your wards. Whenever you or a creature you can see within 30 feet of you succeeds on a saving throw against a spell, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the spellcaster.

Mortal Bulwark

You manifest a spark of your deity’s power in defense of your sacred oath. As a bonus action, you gain the following benefits for 1 minute:

  • You gain truesight in a 120-foot radius.
  • You have advantage on attack rolls against elementals, fey, fiends, and aberrations.
  • When you hit a creature with an attack and deal damage to it, you can also force it to make a Charisma saving throw. On a failed save, the creature is magically banished to its native plane of existence if it’s currently not there. On a successful save, the creature can’t be banished by this feature for 24 hours.
  • Once you use this bonus action, you can’t use it again until you finish a long rest.

Oath of Vengeance

The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves’ guild grows too violent and powerful, when a dragon rampages through the countryside — at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong.

Tenets of Vengeance

Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.

No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.

By Any Means Necessary. My qualms can’t get in the way of exterminating my foes.

Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.

Oath of Vengeance Spells

Paladin Level Spells
1st bane, hunter’s mark
3rd hold person, misty step
5th haste, protection from energy
7th banishment, dimension door
9th hold monster, scrying

Channel Divinity

Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed.

On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.

Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Relentless Avenger

By 7th level, your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.

Soul of Vengeance

Starting at 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

Avenging Angel

At 20th level, you can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • Wings sprout from your back and grant you a flying speed of 60 feet.
  • You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.
  • Once you use this feature, you can’t use it again until you finish a long rest.
A vow of vegeance

"It's to late for regrets. You have a meeting to attend in Hel's domain, and I'm here to arrange it. Pray you go swiftly. She may have mercy on you. I won't." - Gyda Vendari

Oathbreaker

An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin’s heart has been extinguished. Only darkness remains.

Oathbreaker Spells

Paladin Level Spells
1st hellish rebuke, inflict wounds
3rd crown of madness, darkness
5th animate dead, bestow curse
7th blight, confusion
9th contagion, dominate person

Channel Divinity

Control Undead. As an action, the paladin targets one undead creature he or she can see within 30 feet of him or her. The target must make a Wisdom saving throw. On a failed save, the target must obey the paladin’s commands for the next 24 hours, or until the paladin uses this Channel Divinity option again. An undead whose challenge rating is equal to or greater than the paladin’s level is immune to this effect.

Dreadful Aspect. As an action, the paladin channels the darkest emotions and focuses them into a burst of magical menace. Each creature of the paladin’s choice within 30 feet of the paladin must make a Wisdom saving throw if it can see the paladin. On a failed save, the target is frightened of the paladin for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from the paladin, it can attempt another Wisdom saving throw to end the effect on it.

ToC

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Aura of Hate

Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin’s Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.

At 18th level, the range of this aura increases to 30 feet.

Supernatural Resistance

At 15th level, the paladin gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Dread Lord

At 20th level, the paladin can, as an action, surround himself or herself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around the paladin to dim light. Whenever an enemy that is frightened by the paladin starts its turn in the aura, it takes 4d10 psychic damage. Additionally, the paladin and creatures he or she chooses in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

While the aura lasts, the paladin can use a bonus action on his or her turn to cause the shadows in the aura to attack one creature. The paladin makes a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + the paladin’s Charisma modifier.

After activating the aura, the paladin can’t do so again until he or she finishes a long rest.

Ranger

Rough and wild looking, a dwarf stalks alone through the shadows of trees, hunting the orcs he knows are planning a raid on a nearby farm. Clutching a shortsword in each hand, he becomes a whirlwind of steel, cutting down one enemy after another.

After tumbling away from a cone of freezing air, a hrimenn finds her feet and draws back her bow to loose an arrow at the white dragon. Shrugging off the wave of fear that emanates from the dragon like the cold of its breath, she sends one arrow after another to find the gaps between the dragon’s thick scales.

Holding his hand high, an elf whistles to the hawk that circles high above him, calling the bird back to his side. Whispering instructions in Elvish, he points to the owlbear he’s been tracking and sends the hawk to distract the creature while he readies his bow.

Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, Rangers keep their unending watch.

Deadly Hunters

Warriors of the wilderness, Rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.

Independent Adventurers

Though a Ranger might make a living as a hunter, a guide, or a tracker, a Ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and humanoid hordes that press in from the wild. In some places, Rangers gather in secretive orders or join forces with shamanistic circles. Many Rangers, though, are independent almost to a fault, knowing that, when a dragon or a band of orcs attacks, a Ranger might be the first—and possibly the last—line of defense.

This fierce independence makes Rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, Rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. Coddled city folk might not know how to feed themselves or find fresh water in the wild, but they make up for it in other ways.

The Ranger
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Favored Enemy, Natural Explorer
2nd +2 Fighting Style, Spellcasting 2 2
3rd +2 Primeval Awareness, Ranger Conclave 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Ranger Conclave feature 4 4 2
6th +3 Greater Favored Enemy 4 4 2
7th +3 Ranger Conclave feature 5 4 3
8th +3 Ability Score Improvement, Fleet of Foot 5 4 3
9th +4 6 4 3 2
10th +4 Hide in Plain Sight 6 4 3 2
11th +4 Ranger Conclave feature 7 4 3 3
12th +4 Ability Score Improvement 7 4 3 3
13th +5 8 4 3 3 1
14th +5 Vanish 8 4 3 3 1
15th +5 Ranger Conclave feature 9 4 3 3 2
16th +5 Ability Score Improvement 9 4 3 3 2
17th +6 10 4 3 3 3 1
18th +6 Feral Senses 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Foe Slayer 11 4 3 3 3 2

Creating a Ranger

As you create your Ranger character, consider the nature of the training that gave you your particular capabilities. Did you train with a single mentor, wandering the wilds together until you mastered the Ranger’s ways? Did you leave your apprenticeship, or was your mentor slain—perhaps by the same kind of monster that became your favored enemy? Or perhaps you learned your skills as part of a band of Rangers affiliated with a shamanistic circle, trained in mystic paths as well as wilderness lore. You might be self-taught, a recluse who learned combat skills, tracking, and even a magical connection to nature through the necessity of surviving in the wilds.

What’s the source of your particular hatred of a certain kind of enemy? Did a monster kill someone you loved or destroy your home village? Or did you see too much of the destruction these monsters cause and commit yourself to reining in their depredations? Is your adventuring career a continuation of your work in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the relief from solitude that they offer?

Quick Build

You can make a Ranger quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some Rangers who focus on two-weapon fighting make Strength higher than Dexterity.)

Class Features

As a Ranger, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Ranger level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Ranger level after 1s

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A longbow and a quiver of 20 arrows

Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.

Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead.

You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

Natural Explorer

You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:

  • You ignore difficult terrain.
  • You have advantage on initiative rolls.
  • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

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.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability

Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting and chapter 11 for the Ranger spell list.

Spell Slots

The Ranger 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.

For example, if you know the 1st-level spell animal friendship and have a 1st-level and a 2ndlevel spell slot available, you can cast animal friendship using either slot.

Spells Known of 1st Level and

Higher You know two 1st-level spells of your choice from the Ranger spell list.

The Spells Known column of the Ranger table shows when you learn more Ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Ranger spells you know and replace it with another spell from the Ranger spell list, which also must

Spellcasting Ability

Wisdom is your spellcasting ability for your Ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Ranger spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ranger Conclave

At 3rd level, you choose to emulate the ideals and training of a Ranger conclave. Your choice grants you features at 3rd level and again at 5th, 7th, 11th, and 15th level.

Primeval Awareness

Beginning at 3rd level, your mastery of Ranger lore allows you to establish a powerful link to beasts and to the land around you. You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.

You cannot use this ability against a creature that you have attacked within the past 10 minutes.

Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you.

If there are multiple groups of your favored enemies within range, you learn this information for each group.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Optionally, instead of increasing ability scores, you can gain 5 background points to spend on edges.

Greater Favored Enemy

At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.

Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.

Fleet of Foot

Beginning at 8th level, you can use the Dash action as a bonus action on your turn.

Hide in Plain Sight

Starting at 10th level, you can remain perfectly still for long periods of time to set up ambushes.

When you attempt to hide on your turn, you can opt to not move on that turn. If you avoid moving, creatures that attempt to detect you take a −10 penalty to their Wisdom (Perception) checks until the start of your next turn. You lose this benefit if you move or fall prone, either voluntarily or because of some external effect. You are still automatically detected if any effect or action causes you to no longer be hidden.

If you are still hidden on your next turn, you can continue to remain motionless and gain this benefit until you are detected.

Vanish

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.

Feral Senses

At 18th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t deafened.

Foe Slayer

At 20th level, you become an unparalleled hunter. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Ranger Conclaves

Across the wilds, Rangers come together to form conclaves—loose associations whose members share a similar outlook on how best to protect nature from those who would despoil it.

Beast Conclave

Many Rangers are more at home in the wilds than in civilization, to the point where animals consider them kin. Rangers of the Beast Conclave develop a close bond with a beast, then further strengthen that bond through the use of magic.

Animal Companion

At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world.

With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select you companion from any beast with a challenge rating of 1/4 or lower.

At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time.

If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body. If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion.

Companion’s Bond

Your animal companion gains a variety of benefits while it is linked to you. The animal companion loses its Multiattack action, if it has one. The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace.

Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.

Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.

Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.

Your companion shares your alignment.

Your animal companion gains the benefits of your Favored Enemy feature, and of your Greater Favored Enemy feature when you gain that feature at 6th level. It uses the favored enemies you selected for those features.

Coordinated Attack

Beginning at 5th level, you and your animal companion form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.

Beast’s Defense

At 7th level, while your companion can see you, it has advantage on all saving throws.

Storm of Claws and Fangs

At 11th level, your companion can use its action to make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.

Superior Beast’s Defense

At 15th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.

Fey Frontiersman Conclave

As a Fey Frontiersman, you guard the border between the Primordial veil and Nithroel, guiding the lost out of the realm and preventing dangerous fey from damaging elven lands. Choose your blessing from the Fey Gifts table or determine it randomly. You can change this after a short or long rest but lose any other Fey Gifts.

Fey Gifts
d6 Gift
1 Illusory butterflies flutter around you while you take a short or long rest.
2 Fresh, seasonal flowers sprout from your hair each dawn.
3 You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
4 Your shadow dances while no one is looking directly at it.
5 Delicate horns or antlers sprout from your head.
6 Your skin and hair change color to match the season at each dawn.

Fey Frontiersman Magic

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

Fey Frontiersman Spells

Ranger Level Spells
3rd charm person
5th Misty step
9th dispel magic
13th banishment
17th mislead

Cunning Will

At 3rd level, your experience with the fey has guarded your mind and sharpened your tongue. You have advantage on saving throws against being charmed or frightened.

In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion.

Dreadful Strikes

At 5th level, you augment your attacks with mind-scarring magic, drawn from the gloomy hollows of the bane fey. You gain an additional bonus action that you can use to imbue the weapon, or weapons, you’re currently holding with magic. Until the end of the turn, the weapons are magical, and they deal an extra 1d6 psychic damage on a hit. A creature can take this extra damage only once per turn.

When you engage in two-weapon fighting, you can imbue your weapons as part of the same bonus action you use to make the attack.

Blessings of the Courts

At 7th level, you have learned eerie techniques from both the Gloaming Court and the Summer Court of the Feywild. Once during each of your turns, when you hit a creature with a weapon attack, you can expend a spell slot to deal extra psychic damage. The extra damage is 3d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of you until the end of your next turn.

In addition, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier.

Beguiling Twist

At 11th level, you learn how to manipulate mind-altering magic, channeling it from your allies toward others. Whenever a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to succeed on a Wisdom saving throw against your spell save DC or suffer your choice of one of the following effects:

The creature is charmed or frightened by you (your choice) for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. The creature takes 3d10 psychic damage.

Misty Presence

At 15th level, you can magically remove yourself from one creature’s perception: you gain a bonus action that you can use to force a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the target can’t see or hear you for 24 hours. The target can repeat the saving throw at the end of any turn during which you hit it with an attack roll, forced it to make a saving throw, or dealt damage to it. The effect ends early if you use this bonus action again. On a successful save, the target is immune to this feature for 7 days.

Once you’ve used this bonus action, you can’t use it again until you finish a long rest or until you expend a spell slot of 4th level or higher to use it again.

Deep Stalker Conclave

Most folk descend into the depths of the Felhollow only under the most pressing conditions, undertaking some desperate quest or following the promise of vast riches. All too often, evil festers beneath the earth unnoticed, and Rangers of the Deep Stalker Conclave strive to uncover and defeat such threats before they can reach the surface.

Felhollow Scout

At 3rd level, you master the art of the ambush. On your first turn during combat, you gain a +10 bonus to your speed, and if you use the Attack action, you can make one additional attack.

You are also adept at evading creatures that rely on darkvision. Such creatures gain no benefit when attempting to detect you in dark and dim conditions. Additionally, when the DM determines if you can hide from a creature, that creature gains no benefit from its darkvision.

Deep Stalker Magic

At 3rd level, you gain darkvision out to a range of 90 feet. If you already have darkvision, you increase its range by 30 feet.

You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level. Once you gain a deep stalker spell, it counts as a Ranger spell for you but doesn’t count against the number of Ranger spells you know.

Deep Stalker Spells

Ranger Level Spells
3rd disguise self
5th rope trick
9th glyph of warding
13th greater invisibility
17th seeming

Extra Attack

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

Iron Mind

At 7th level, you gain proficiency in Wisdom saving throws.

Stalker’s Flurry

Starting at 11th level, once on each of your turns when you miss with an attack, you can make another attack.

Stalker’s Dodge

At 15th level, whenever a creature attacks you and does not have advantage, you can use your reaction to impose disadvantage on the creature’s attack roll against you. You can use this feature before or after the attack roll is made, but it must be used before the outcome of the roll is determined.

Horizon Walker Conclave

Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes.

Horizon Walker Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Horizon Walker Spells table. The spell counts as a Ranger spell for you, but it doesn’t count against the number of Ranger spells you know.

Horizon Walker Spells

Ranger Level Spells
3rd protection from evil and good
5th misty step
9th haste
13th banishment
17th teleportation circle

Detect Portal

At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you.

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

Planar Warrior

At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks.

As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.

Ethereal Step

At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.

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

Distant Strike

At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

Spectral Defense

At 15th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack’s damage on this turn.

Hunter Conclave

Some Rangers seek to master weapons to better protect civilization from the terrors of the wilderness. Members of the Hunter Conclave learn specialized fighting techniques for use against the most dire threats, from rampaging ogres and hordes of orcs to towering giants and terrifying dragons.

Hunter’s Prey

At 3rd level, you gain one of the following features of your choice.

Colossus Slayer. Your tenacity can wear down the most potent foes. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn.

Giant Killer. When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Extra Attack

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

Defensive Tactics

At 7th level, you gain one of the following features of your choice. Escape the Horde. Opportunity attacks against you are made with disadvantage.

Multiattack Defense. When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn.

Steel Will. You have advantage on saving throws against being frightened.

Multiattack

At 11th level, you gain one of the following features of your choice.

Volley. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

Whirlwind Attack. You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target.

Superior Hunter’s Defense

At 15th level, you gain one of the following features of your choice.

Evasion. When you are subjected to an effect, such as a red dragon’s fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail.

Stand Against the Tide. When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Dragonslayer's Advice

"If you want to kill a dragon, don't charge straight into the roost, swords swinging. Sneak in an steal a few coins from it's hoard. Assuredly the greedy beast will come find you." - Ivar Dragonsbane

Monster Slayer Conclave

You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.

Monster Slayer Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monster Slayer Spells table. The spell counts as a Ranger spell for you, but it doesn’t count against the number of Ranger spells you know.

Monster Slayer Spells

Ranger Level Spells
3rd protection from evil and good
5th zone of truth
9th magic circle
13th banishment
17th hold monster

Hunter’s Sense

At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.

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

Slayer’s Prey

Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a bonus action, you designate one creature you can see within 60 feet of you as the target of this feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon.

This benefit lasts until you finish a short or long rest. It ends early if you designate a different creature.

Supernatural Defense

At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you make an ability check to escape that target’s grapple, add 1d6 to your roll.

Magic-User’s Nemesis

At 11th level, you gain the ability to thwart someone else’s magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted.

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

Slayer’s Counter

At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to make one weapon attack against the quarry. You make this attack immediately before making the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack’s normal effects.

Swarmkeeper Conclave

Feeling a deep connection to the world around them, some Rangers reach out through their magical connection to nature and gather a host of fey spirits, which take the form of swarming beasts—be they buzzing insects, fluttering birds, slippery squids, or otherwise. The swarm becomes a potent force in battle, as well as helpful—if potentially disturbing—company for the Ranger. Some Swarmkeepers are outcasts or hermits, keeping to themselves and their attendant swarms rather than dealing with the discomfort of others. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.

Swarmkeeper Magic

You learn the mage hand cantrip if you don’t already know it. When you cast it, the hand takes the form of swarming nature spirits.

You also learn an additional spell when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. These spells count as Ranger spells for you, but don’t count against the number of Ranger spells you know.

Swarmkeeper Spells

Ranger Level Spells
3rd faerie fire
5th web
9th gaseous form
13th giant insect
17th insect plague

Gathered Swarm

At 3rd level, you magically attract a swarm of fey spirits that look like Tiny beasts of your choice. The swarm remains in your space, crawling on you or through your clothing, or flying and skittering immediately around you within your space.

As a bonus action, you can agitate the swarm for 1 minute. For the duration, some of the swarm clings to your weapons or follows your strikes when you attack: once during each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d6 force damage to that creature, and the swarm moves the creature up to 5 feet toward you or away from you (your choice). At 11th level, the extra damage increases to 2d6.

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

ToC

Writhing Tide

At 7th level, you can condense part of your swarm into a focused mass that lifts or sweeps you along. Whenever you activate your Gathered Swarm feature, choose one of the following additional benefits:

  • Your walking speed increases by 10 feet, and you can take the Disengage action as a bonus action.
  • You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down on ceilings, without making an ability check.
  • You gain a flying speed of 10 feet and can hover.

Scuttling Eyes

At 11th level, as an action, you can magically form one of the spirits of your swarm into the shape of a Tiny beast of your choice. The transformation lasts for 1 hour, at which point the spirit disappears. For the duration, the spirit has a speed of 40 feet, which it can use to walk, climb, fly, or swim. The spirit has your senses and telepathically relays what it sees and hears to you. During your turn, you can speak through the spirit, telepathically command it to move, and it can Hide using your bonus to Dexterity (Stealth) checks. The spirit has AC 18. If it takes damage, you must succeed on a Wisdom saving throw (DC equal to 10, or half the damage dealt, whichever is higher) or the spirit disappears.

As an action, you can dismiss the spirit early. If you do, you can magically teleport to an unoccupied space within 5 feet of where the spirit disappeared.

Once you use this feature, you can’t do so again until you finish a long rest. You can also use it again by expending a spell slot of 3rd level or higher.

Storm of Minions

At 15th level, your swarm can expel a seething storm of spirits that drains life from others. As an action, you create a magical sphere filled with an enraged swarm centered on a point you can see within 120 feet of you. The sphere has a 10-foot-radius and lasts for 1 minute. The sphere is difficult terrain for creatures other than you. A creature other than you that starts its turn in the sphere’s area must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d8 necrotic damage and is blinded until the start of its next turn. On a successful save, it takes half as much damage and isn’t blinded. At the start of your turn, if any number of Small or larger creatures took necrotic damage from the swarm, you regain 1d8 hit points. On subsequent turns, you can use a bonus action to move the sphere up to 30 feet.

When you activate this feature, you can choose any number of creatures you can see to be unaffected by it.

Once you use this feature, you can’t do so again until you finish a long rest. You can also use it again by expending a spell slot of 4th level or higher.

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Rogue

Signaling for her companions to wait, a half-ork creeps forward through the dungeon hall. She presses and ear against the door, then pulls out a set of tools and picks the lock in the blink of an eye. Then she disappears into the shadows as her fighter friend moves forward to kick the door open.

A holgerian lurks in the shadows of an alley while his accomplice prepares for her part in the ambush. When their target — a notorious slaver — passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin’s blade cuts his throat before he can make a sound.

Suppressing a giggle, a fey dreki waggles her fingers and magically lifts the key ring from the guard’s belt. In a moment, the keys are in her hand, the cell door is open, and she and her companions are free to make their escape.

Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.

Skill and Precision

Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many Rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.

When it comes to combat, Rogues prioritize cunning over brute strength. A Rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.

A Shady Living

Every town and city has its share of Rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Rogues often operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few Rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where dire rats—and wererats—haunt the sewers.

As adventurers, Rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.

The Rogue
Level Proficiency Bonus Sneak Attack Features
1st +2 1d6 Expertise, Sneak Attack, Thieve's Cant
2nd +2 1d6 Cunning Action
3rd +2 2d6 Rogue House
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Uncanny Dodge
6th +3 3d6 Expertise
7th +3 4d6 Evasion
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Rogue House Feature
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Reliable Talent
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Rogue House Feature
14th +5 7d6 Blindsense
15th +5 8d6 Slippery Mind
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Rogue House Feature
18th +6 9d6 Elusive
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Stroke of Luck

Creating a Rogue

As you create your Rogue character, consider the character’s relationship to the law. Do you have a criminal past—or present? Are you on the run from the law or from an angry thieves’ guild master? Or did you leave your guild in search of bigger risks and bigger rewards? Is it greed that drives you in your adventures, or some other desire or ideal?

What was the trigger that led you away from your previous life? Did a great con or heist gone terribly wrong cause you to reevaluate your career? Maybe you were lucky and a successful robbery gave you the coin you needed to escape the squalor of your life. Did wanderlust finally call you away from your home? Perhaps you suddenly found yourself cut off from your family or your mentor, and you had to find a new means of support. Or maybe you made a new friend—another member of your adventuring party—who showed you new possibilities for earning a living and employing your particular talents.

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Quick Build

You can make a Rogue quickly by following these suggestions. First, Dexterity should be your highest ability score. Make Intelligence your next-highest if you want to excel at Investigation or plan to take up the Arcane Trickster house. Choose Charisma instead if you plan to emphasize deception and social interaction.

Class Features

As a Rogue, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
  • Tools: Thieves’ tools

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

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

  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar's pack, (b) a dungeoneers's pack, or (c) an explorer's pack
  • Leather armor, Two daggers, and thieves' tools

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves’ Cant

During your Rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Rogue House

At 3rd level, you choose a house that you emulate in the exercise of your Rogue abilities, detailed at the end of the class description. Your house choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Optionally, instead of increasing ability scores, you can gain 5 background points to spend on edges.

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Expertise

At 6th level, choose two more of your skill proficiencies, or one more of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

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

Rogue Houses

Rogue Houses have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different Rogues steer those talents in varying directions, embodied by their Rogue houses. Your choice of house is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques.

House of the Arcane Trickster

Some Rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These Rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard 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.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.

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

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

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

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

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

Mage Hand Legerdemain

Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

You can stow one object the hand is holding in a container worn or carried by another creature. You can retrieve an object in a container worn or carried by another creature. You can use thieves’ tools to pick locks and disarm traps at range. You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Magical Ambush

Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

Versatile Trickster

At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.

Spell Thief

At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.

Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed.

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

House of Assassins

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

Bonus Proficiencies

When you choose this house at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit.

Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Infiltration Expertise

Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.

Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

Impostor

At 13th level, you gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Death Strike

Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

House of the Inquisitive

As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils.

Ear for Deceit

When you choose this house at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

Eye for Detail

Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

Insightful Fighting

At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

Steady Eye

Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.

Unerring Eye

Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren’t blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.

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

Eye for Weakness

At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.

House of the Mastermind

Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this house, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.

Master of Intrigue

When you choose this house at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.

Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.

Master of Tactics

Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.

Insightful Manipulator

Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Intelligence score
  • Wisdom score
  • Charisma score
  • Class levels (if any)
  • At the DM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any.

Misdirection

Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.

Soul of Deceit

Starting at 17th level, your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader’s Wisdom (Insight) check.

Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can’t be compelled to tell the truth by magic.

House of Phantoms

Some Rogues are masters of these macabre techniques. Dwelling in places like the Felhollow, the swamps of Carac, and the dark jungles of Nithroel. Where necromancers practice their craft, a Phantom can become a Wizard's confidant and right hand. In temples of Xyacsee, the Phantom works as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave.

Whispers of the Dead

At 3rd level, echoes of those who have died begin to cling to you. Whenever you finish a short or long rest, you can gain one skill or tool proficiency of your choice, as a ghostly presence shares its knowledge with you. This proficiency lasts until you use this feature again.

Wails from the Grave

Beginning at 3rd level, as you nudge someone closer to the grave, you can cause deathly wails to be heard near them. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes psychic damage equal to the roll’s total, as wails of the dead sound around them for a moment.

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

Tokens of the Departed

at 9th level, when a life ends in your presence, you’re able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you open your free hand and a Tiny trinket appears there, a soul trinket. The DM chooses the trinket’s form or has you roll on the Trinkets table in the Player’s Handbook to determine it.

While the soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, as your vitality is enhanced by the life essence within the object. You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can’t create one while at your maximum.

As an action, you can destroy one of your soul trinkets, no matter where it’s located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It’s under no obligation to be truthful, and it answers as concisely as possible, eager to be free.

Ghost Walk

Beginning at 13th level, you can now phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.

You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk.

Death Knell

At 17th level, when you use your Wails from the Grave feature, you can now deal the psychic damage to both the first and the second creature.

House of Scouts

You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this house are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter — these are just a few of the roles that Scouts assume as they range the world.

Skirmisher

Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

Survivalist

When you choose this house at 3rd level, you gain proficiency in the Nature and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Superior Mobility

At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

Ambush Master

Starting at 13th level, you excel at leading ambushes and acting first in a fight.

You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

Sudden Strike

Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack against the same target more than once in a turn.

House of the Soulknife

Most assassins strike with physical weapons, and many burglars and spies use thieves’ tools to infiltrate secure locations, whereas a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These Rogues are given psionic power by the Norn Verdandi, and channel it to do their Rogue work. They find easy employment as members of thieves’ guilds, though they are often mistrusted by Rogues who are leery of anyone using strange mind powers to conduct their business, and most monarchies would be happy to employ a Soulknife as a spy.

Psionic Talent

At 3rd level, you harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.

Psionic Talent Options. You can use your Psionic Talent die in the following ways:

Psi-Bolstered Knack. When your non-psionic training fails you, you can tap into your psionic power to help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll your Psionic Talent die and add the number rolled to the check, potentially turning failure into success.

Psychic Whispers. You can use your psychic abilities to establish telepathic communication between yourself and others—perfect for quiet infiltration. As an action, you give yourself and at least one other creature the ability to speak telepathically with each other. When you do so, roll your Psionic Talent die, and choose creatures you can see, up to a number of creatures equal to the number rolled. For 1 hour, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can’t use this telepathy if it can’t speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don’t need to speak a common language to understand each other.

Changing the Die’s Size. If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it’s a d4 and you roll a 4, it becomes unusable until you finish a long rest. Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6. Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

Psi Replenishment. As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can’t use Psi Replenishment again until you finish a long rest.

Psychic Blades

Starting at 3rd level, you can manifest your psionic power as shimmering blades of psychic energy. When you are about to make a melee or ranged weapon attack against a creature, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.

After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.

Soul Blades

At 9th level, your Psychic Blades are now an expression of your psi-suffused soul, giving you finer control over them in the following ways:

Homing Strikes. If you make an attack roll with your Psychic Blades and miss the target, you can roll your Psionic Talent die and add the number rolled to the attack roll. If this causes the attack to hit, your Psionic Talent die decreases by one die size, regardless of the number rolled.

Psychic Teleportation. If your Psionic Talent die is available, you can hurl your Psychic Blades to magically transport yourself to another location. As a bonus action, you manifest one of your Psychic Blades and throw it at an unoccupied space you can see, up to a number of feet away equal to 5 times the highest number on your Psionic Talent die. You then teleport to that space, the blade vanishes, and your Psionic Talent die decreases by one die size.

Psionic Veil

Starting at 13th level, you can weave a veil of psychic static to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 10 minutes or until you dismiss this effect (no action required). This invisibility ends if you deal damage to a creature or if you force a creature to make a saving throw.

Once you use this feature, you can’t do so again until you finish a long rest, unless you decrease your Psionic Talent die by one die size to use this feature again

Rend Mind

At 17th level, you can sweep your Psychic Blades directly through a creature’s mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). Unless the save succeeds, the target is stunned until the end of your next turn.

Once you use this feature, you can’t do so again until you finish a long rest, unless you decrease your Psionic Talent die by one die size to use this feature again.

House of Swashbucklers

You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this house.

A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.

Fancy Footwork

When you choose this house at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.

Rakish Audacity

Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Panache

At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.

If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

Elegant Maneuver

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.

Master Duelist

Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use this feature again until you finish a short or long rest.

House of Thieves

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this house, but so do Rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ.

Fast Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

Second-Story Work

When you choose this house at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

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Supreme Sneak

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

Use Magic Device

By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

Thief’s Reflexes

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

ToC

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For the Pack

"A man might befriend the wolves, even break one, but no man can truly tame them." - Ulf Vintervarg

Shaman

Holding high a gnarled staff wreathed with holly, an elf summons the fury of the storm and calls down explosive bolts of lightning to smite the torch-carrying orcs who threaten her forest.

Crouching out of sight on a high tree branch in the form of a spirit leopard, a galduri peers out of the jungle at the strange construction of a temple of Evil Elemental Wind, keeping a close eye on the cultists’ activities.

Swinging a blade formed of pure fire, a half-ork charges into a mass of skeletal soldiers, sundering the unnatural magic that gives the foul creatures the mocking semblance of life.

Whether calling on the elemental forces of nature or emulating the creatures of the spirit world, shamans are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will.

Power of Nature

Shamans revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many Shamans pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient shamanistic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.

Preserve the Balance

For Shamans, nature exists in a precarious balance. The nine elements that make up Midraholm wind, earth, fire, water, time, space, light, dark and chaos must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component elements. Thus, Shamans oppose cults of Elemental Evil and others who promote one element to the exclusion of others.

Shamans are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony with nature, not in opposition to it. Shamans accept that which is cruel in nature, and they hate that which is unnatural, including aberrations (such as beholders and mind flayers) and undead (such as zombies and vampires). Shamans sometimes lead raids against such creatures, especially when the monsters encroach on the Shamans’ territory.

Shamans are often found guarding sacred sites or watching over villages as chieftans or elders. But when a significant danger arises, threatening nature’s balance or the lands they protect, Shamans take on a more active role in combating the threat, as adventurers.

The Shaman
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Shamanistic, Spellcasting 2 2
2nd +2 Shaman Circle 2 3
3rd +2 Nature's Boon 2 4 2
4th +2 Ability Score Improvement 3 4 3
5th +3 3 4 3 2
6th +3 Shaman Circle feature 3 4 3 3
7th +3 3 4 3 3 1
8th +3 Ability Score Improvement 3 4 3 3 2
9th +4 Nature's Ward 3 4 3 3 3 1
10th +4 Shaman Circle feature 4 4 3 3 3 2
11th +4 4 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 4 3 3 3 2 1
13th +5 4 4 3 3 3 2 1 1
14th +5 Shaman Circle feature 4 4 3 3 3 2 1 1
15th +5 4 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1
17th +6 4 4 3 3 3 2 1 1 1 1
18th +6 Shaman Circle feature, Timeless Body 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th +6 ArchShaman 4 4 3 3 3 3 2 2 1 1

Creating a Shaman

When making a Shaman, consider why your character has such a close bond with nature. Perhaps your character lives in a society where the Old Faith still thrives, or was raised by a Shaman after being abandoned in the depths of a forest. Perhaps your character had a dramatic encounter with the spirits of nature, coming face to face with a giant eagle or dire wolf and surviving the experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that becoming a Shaman was part of your character’s destiny.

Quick Build

You can make a Shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution.

Class Features

As a Shaman, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Shaman level
  • Hit Points at 1st Level: 8 + your Constitution modifer
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifer per Shaman level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields (shamans will not wear armor or use shields made of metal)
  • Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
  • Tools: Herbalism kit

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from skills from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Equipment

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

  • (a) a wooden shield or (b) any simple weapon
  • (a) scimitar or (b) any simple melee weapon
  • Leather armor, an explorer's pack and a Shamanistic focus

Shamanistic

You know Shamanistic, the secret language of Shamans. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Shaman (Druid) spell list.

Cantrips

At 1st level, you know three cantrips of your choice from the Shaman (Druid) spell list. You learn additional Shaman (Druid) cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shaman table.

Preparing and Casting Spells

The Shaman table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Shaman spells, you must expend a slot of the spell’s level or higher.

You regain all expended spell slots when you finish a long rest. You prepare the list of Shaman spells that are available for you to cast, choosing from the Shaman spell list. When you do so, choose a number of Shaman spells equal to your Wisdom modifier + your Shaman level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level Shaman, you have four 1st- level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of Shaman spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your Shaman spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Shaman spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a Shaman spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a Shamanistic focus as a spellcasting focus for your Shaman spells.

Sacred Plants and Wood

A Shaman holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Shamans often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe. Similarly, a Shaman uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins. Shamans from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a Shaman of a desert region might value the yucca tree and cactus plants.

Shamans and the Gods

Some Shamans venerate the forces of nature themselves, but most Shamans are devoted to one or several of nature deities. The worship of these deities is often considered a more ancient tradition than the faiths of Clerics and urbanized peoples. This belief sometimes make Shamans clash with priests from other religions, especially those formed around the newer, less inclusive deities. Some Shamans hold animistic beliefs completely unconnected to deities. They believe that every living thing and every natural phenomenon—sun, moon, wind, fire, and the world itself—has a spirit. Their spells, then, are a means to communicate with and command these spirits. Different Shamanistic sects, though, hold different philosophies about the proper relationship of these spirits to each other and to the forces of civilization.

Shaman Circle

At 2nd level, you choose to identify with a circle of Shamans, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, 14th and 18th level.

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 2nd, 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to your chosen Circle. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the Shaman spell list, the spell is nonetheless a Shaman spell for you.

Nature's Boon

As you protect nature, nature protects you, leaving you untouched by natural hazards. Beginning at 3rd level, you're naturally acclimated to high altitude and adapted to warm and cold climates, as described in chapter 5 of the Dungeon Master's Guide (Pg. 110).

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by. As normal, you can’t increase an ability score above 20 using this feature. Optionally, instead of increasing ability scores, you can gain 5 background points to spend on edges.

Nature’s Ward

When you reach 9th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.

Timeless Body

Starting at 18th level, the primal magic that you wield causes you to age more slowly. For every 10 years that pass, your body ages only 1 year.

ArchShaman

At 20th level, you and nature have become one, and you can draw upon its full power with a mere thought. As a bonus action you can enter a state of deep connection to the world which lasts for 1 minute. While in this state you may cast any spell from the Shaman spell list as if you had it prepared. You can enter this state again after you finish a long rest. Additionally, you can ignore the verbal and somatic components of your Shaman spells, as well as any material components that lack a cost and aren’t consumed by a spell.

Circle of Growth

Shamans of the Circle of Growth delve more completely into the ancient rituals and hidden knowledge of nature. These Shamans draw upon the power of the World's Tree and forests they protect to heal, defend, or help others understand them. As a member of this circle, your magic allows you to be one with your surroundings, gaining control over the plants around you.

Circle Spells

You gain circle spells at the Shaman levels listed. Growth Spells

Shaman Level Spells
2nd entangle, safety net
3rd arm of the wild, spike growth
5th skewering branch, spray of thorns
7th grasping vine, tree strike
9th tree stride, wrath of nature

Plant Shape

Starting at 2nd level, you can use your bonus action to magically assume the shape of an Twig of Ysilda. You can use this feature twice and regain expended uses when you finish a short or long rest.

You can stay in this shape for up to 1 hour. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply: Your game statistics are replaced by the statistics of the Twig of Ysilda, but you retain your alignment, personality, proficiency modifier (already added in the statblock for attacks, increase it with levels), skill proficiencies, saving throws, and Intelligence, Wisdom, and Charisma scores.

When you transform, you assume the form’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form and you must make a Constitution saving throw against the excess damage, gaining a level of exhaustion on a failure. For example, if you take 10 damage in plant form and have only 1 hit point left, you revert and take 9 damage and must make a DC 9 Constitution saving throw. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.

  • You cannot cast any spells except spells on your Circle spell list. Transforming doesn’t break your concentration on a spell you’ve already cast or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast. You retain the benefit of any features from your class, race, or other source and can use them if the tree would be physically capable of doing so. However, you can’t use any of your special senses, such as darkvision.

  • Your equipment merges into your new form and has no effect (unless stated otherwises) until you leave the form.

The Way of Nature

Starting at 2nd level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Bludgeoning Limbs

At 6th level, the strength of your tree limbs and plant magic increases. If you successfully grapple, attack, or deal damage to a creature with a Circle spell while in Plant Shape it takes an additional 1d8 bludgeoning damage. A creature also takes this damage if it is grappled or restrained by you or one of your Circle spells at the start of their turn. This damage increases by 1d8 at level 10 (2d8) and at level 14 (3d8). Additionally, your attacks in tree form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Take Root

Starting at 10th level, your connection to the natural world deepens. As an action you can root yourself to the ground while in your Plant Shape. You can end this effect by using a bonus action. While rooted you gain the following:

  • Your movement speed is 0 and you have advantage on Strength (Athletics) checks.
  • You can use a bonus action to try and Grapple a creature within 15 feet.
  • Your AC increases to 20, unless already higher.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • You have advantage on Strength and Constitution saving throws, but disadvantage on Dexterity saving throw.

Great Tree

Starting at 14th level, while in Plant Shape your movement speed is now 30 feet and you gain an additional arm making you able to grapple an additional creature, as well as attack while grappling two creatures. Also, while rooted you can make two Grapple attempts using a bonus action.

Roots of the World

At 18th level, you can stay in Plant Shape for an unlimited amount of time and you can choose to become Huge when transforming. Also, while rooted, you can cast any spells you have prepared. Finally, you are always under the effect of the speak with plants spell.


Twig of Ysilda

Large Plant


  • Armor Class 16 (thick bark)
  • Hit Points 15 (2d6+8)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
18 (+4) 7 (-2) 18 (+4) Your (Mod) Your (Mod) Your (Mod)

Thick Bark. Your AC is 16 and your Hit Points in this form increase by 8 (1d6 + 4) for each Shaman level above 2nd.

Wooden Arms. When you try to a grapple a creature you have a reach of 10 feet. At the start of your turn you can pull a grappled creature 5 feet closer.


Actions

Slam. Melee Weapon Attack: +6 (proficiency bonus + Strength modifier), reach 10 ft., one target. Hit: 1d12 + 4 bludgeoning damage.

Circle of Keepers

Shamans are allies of nature and the creatures that make it their home. A few Shamans take it upon themselves to wander across the lands to protect the wilds from harm. During these travels they often gain a staunt ally which helps them preserve and protect. Together they form a powerful bond which empowers the them both.

Circle Spells

You gain circle spells at the Shaman levels listed.

Shaman Level Spells
2nd find familiar, sanctuary
3rd enhance ability, enlarge/reduce
5th haste, nondetection
7th death ward, freedom of movement
9th Rary's telepathic bond, skill empowerment

Old Tongue

You have a deep connection to nature and the creatures therein. At 2nd level you have advantage on Wisdom (Animal Handling) checks.

Animal Companion

At 2nd level, you bond yourself to a willing beast which is of importance to you. The rules for creating an Animal Companion are at the end of this class. The Companion obeys your commands as best it can. If your Animal Companion is ever slain, the magical bond you share allows you to return it to life. By performing a 1 hour ritual and the expenditure of 15 gp per Shaman level worth of rare herbs and fine food, you call forth your Companion's spirit and use your magic to create a new body for it. You can return a Companion to life in this manner even if you do not possess any part of its body.

Companion’s Bond

Your Animal Companion gains a variety of benefits while it is accompanying you:

  • It acts on your initiative, and you determine its actions, decisions, attitudes, and so on (no action required by you). If you are incapacitated or absent, your Companion acts on its own.

  • Your Animal Companion has abilities and game statistics determined in part by your level. Your Companion uses your proficiency bonus rather than its own.

  • Whenever you gain the Ability Score Improvement Shaman class feature, so does your Companion. Your Companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. Your Companion can’t increase an ability score above 22 using this feature.

Supernatural Bond

Your magic reverberates with your companion empowering its attacks. At 6th level, your Companion's attacks counts as magical for the purpose of overcoming damage reduction. In addition, whenever you target your Companion with a spell of 1st level or higher or it is under the effect of one of your spells, your Companion deals additional damage equal to your Wisdom modifier + the spell's level on all attacks until the start of its next turn.

Share Spells

At 10th level, whenever you cast a spell targeting a creature, you can also target your Companion if it is within range of the spell.

Twin Spirits

At 14th level, you can use an action to turn your familiar into the same animal as your companion, gaining the same statistics as it. The transformation lasts for 1 minute and if it dies, you have to resummon it using find familiar. While transformed your familiar can attack as your Companion can. Once you've done this, you cannot do so again until you finish a long rest.

Keepers of the Land

At 18th level, your Animal Companion doesn't have to be in range to be targeted by a spell you cast on a creature and if your familiar is affected by Twin Spirits you can target it as well. Additionally, if your familiar is affected by Twin Spirits and within 5 feet of your Companion, both gain advantage on melee attacks.

Co-owned

If you have an Animal Companion from the Ranger class, you don't get a new Companion, though it does gain Ability Score Increases as it would if you were a Shaman.

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Circle of Remembrance

The Shamans of the Circle of Remembrance believes that no living being deserves to be forgotten. They spend most of their lives living the past, walking the memories and tasting the emotions of creatures they never met. Some of the memories are from the long dead, but the intensity of their emotions are so powerful that they linger even after any other remnant of their being is long gone.

These memories can affect the Shaman deeply, often making them sullen and later alienated, as their mood changes harshly from day to day. Sometimes they are seen as judges able to see past facades and see what is real and true.

Circle Spells

You gain circle spells at the Shaman levels listed.

Shaman Level Spells
2nd identify
3rd detect thoughts
5th speak with dead
7th locate creature
9th legend lore

Empathic Chronicler

Starting at 2nd level, you are starting to be able to see and feel the memories of the world as if they were your own. You gain the flash enchantment cantrip and proficiency in history. When you use flash enchantment it deal psychic damage instead.

Reservoir of Memories

At 2nd level, you can manifest a memory, focusing the raw emotion into a semi-transparent totem. As an action choose; anguish, despair, or hope. A totem of the chosen memory appears in a 5-foot square within 15 feet of you. and you gain access to its memory spells. As part of manifesting the memory, you can cast one of the spells related to that particular memory.

When casting a memory spell you can only cast it through the totem as if you stood in its area. You can do so as long as you are within 15 feet of it. If a spell has a range of Touch you can target any creature within 15 feet of the totem.

A totem is an object that fills a 5-foot square, it has an AC equal to 14 + your proficiency bonus, and hit points equal to 10 + twice your Shaman level, but it can't be affected by spells and abilities which target an area of effect. If the totem is destroyed, any spell being cast through it immediately ends. it blocks the area but it cannot be climbed upon, since any creature which tries to enter its area are overwhelmed by emotions. After 1 minute, or if its is destroyed, it disappears into nothingness. You can use this feature twice and regain expended uses when you finish a short or long rest but you can only have one memory manifested at any one time.

Memory of Anguish Spells
Shaman Level Spells
2nd inflict wounds
3rd suffer
5th slow
7th phantasmal killer
9th agonizing whip
Memory of Despair Spells
Shaman Level Spells
2nd bane
3rd hold person
5th fear
7th banishment
9th hold monster
Memory of Hope Spells
Shaman Level Spells
2nd heroism
3rd lesser restoration
5th beacon of hope
7th freedom of movement
9th circle of power

Emotional Resonance

Beginning at 6th level, the minds of your enemies becomes unstable in the presence of your manifested memories. While you are concentrating on a spell through your totem, you can use your reaction when a creature within 15 feet of it takes damage to inflict an additional 1d6 psychic damage.

Emboldened Mind

At 10th level, you have begun to long for more powerful experiences. While within 15 feet of a totem, your Emotional Resonance ability is strengthened depending on the memory:

Anguish. The target takes an additional 1d6 damage (2d6).

Despair. You can target a creature within 30 feet.

Hope. You are healed for the same amount.

Conscious Duality

At 14th level, you have become powerful enough to maintain two different memories at the same time. You can have two different manifested memories at a time. You may only cast spells of the particular memory through its associated totem. For example, you can only channel memory of hope spells through the hope totem. You can summon two additional totems before you must finish a short or long rest.

Worldly Echoes

At 18th level, you've embraced the memories of the world, channeling their power without much thought. While you are concentrating on a memory spell, you can cast an additional memory spell of a different memory that requires concentration and choose to maintain concentration on both spells simultaneously. For example, you can cast hold person from your despair totem and beacon of hope from your hope totem, but you can't concentrate on two hold person spells. If you fail a Constitution saving throw to maintain concentration, you lose concentration on both spells.

Circle of Spores

Shamans of the Circle of Spores find beauty in decay. They see within mold and other fungi the ability to transform lifeless material into abundant, albeit somewhat strange, life. These Shamans believe that life and death are parts of a grand cycle, with one leading to the other and then back again. Death isn't the end of life, but instead a change of state that sees life shift into a new form.

Shamans of this circle have a complex relationship with the undead. Unlike most other Shamans, they see nothing inherently wrong with undeath, which they consider to be a companion to life and death. But these Shamans believe that the natural cycle is healthiest when each segment of it is vibrant and changing. Undead that seek to replace all life with undeath, or that try to avoid passing to a final rest, violate the cycle and must be thwarted.

Circle Spells

You gain circle spells at the Shaman levels listed. Spore Spells

Shaman Level Spells
2nd rapport spores, ray of sickness
3rd blindness/deafness, gentle repose
5th animate dead, gaseous form
7th blight, confusion
9th cloudkill, contagion

Halo of Spores

Starting at 2nd level, you are surrounded by invisible necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 poison damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The poison damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level. Additionally, you learn the blightclaw cantrip.

Symbiotic Entity

At 2nd level, you gain the ability to channel magic into your spores. At the start of your turn, you can awaken those spores and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

  • When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total.
  • Your melee attacks deal an extra 1d6 poison damage to any target they hit.

These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use this feature again. You can do this twice before you have to finish a short or long rest.

Fungal Infestation

At 6th level, when you cast blightclaw you can cast it again as a bonus action and your poison damage and poisoned condition ignore resistance and treat immunity as resistance.

Also your spores gain the ability to infest a corpse and animate it. If a beast or a humanoid that is Small or Medium dies within 10 feet of you, you can use your reaction to animate it, causing it to stand up immediately as an infested. It remains animate for 1 hour, after which time it collapses and dies.

In combat, the infested's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.


Infested

Medium undead, neutral evil


  • Armor Class 8
  • Hit Points 1
  • Speed 20 ft.

STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

  • Saving Throws Wis +0
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 60 ft., passive Perception 8
  • Languages Understands the Shaman but cant speak
  • Challenge 1/4

Undead Fortitude. If damage reduces the infested to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the infested drops to 1 hit point instead.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage.

Spreading Spores

At 10th level, you gain the ability to seed an area with deadly spores. As a bonus action while your Symbiotic Entity feature is active, you can hurl spores up to 30 feet away. where they swirl in a 10-foot cube for 1 minute. The spores disappear early if you use this feature again, if you dismiss them as a bonus action, or if your Symbiotic Entity feature is no longer active.

Whenever a creature moves into the cube or starts its turn there, that creature takes your Halo of Spores damage, unless the creature succeeds on a Constitution saving throw against your spell save DC. A creature can take this damage no more than once per turn. While the cube of spores persists, you can't use your Halo of Spores reaction.

Fungal Body

At 14th level, the fungal spores in your body alter you: you can't be blinded, deafened, or frightened, and any critical hit against you counts as a normal hit instead, unless you're incapacitated.

Invading Spores

Beginning at 18th level, when an undead creature under your control dies, it explodes in a cloud of spores. Each creature of your choice within 10 feet must roll a Constitution saving throw against your spell save DC or take 5d6 poison damage and become poisoned for 1 minute. On a successful save, a creature takes half damage and is not poisoned.

Circle of the Constellations

One of the smallest circles, Shamans of the Circle of the Constellations are empowered by the power of the cosmos. Its legendary constellations have earned their place upon its black tapestry but still they yearn to do more. There are many different reasons why they seek the darkness. Some venture there to show that even the darkest places are not without light. Others to create new legends that will last for eternities for all to see. A few even seek to expand its reach, striving to keep the careful balance between light and dark.

Circle Spells

You gain circle spells at the Shaman levels listed. Constellation Spells

Shaman Level Spells
2nd guiding bolt, magic missile
3rd darkness, moonbeam
5th crusader's mantle, fly
7th divination, guardian of faith
9th magic missile barrage, midnight

Powerful Fragments

At 2nd level, as you draw upon your power, you attract the power of the cosmos. Whenever you cast a Shaman spell of 1st level or higher, you gain a mote of starlight which drifts around you. You can have a maximum number of motes equal to your proficiency modifier at any one time. They last for 1 minute and the duration refreshes each time you gain one. You can use an action to consume your motes, targeting a creature that you can see within 60 feet. For each mote consumed you can choose to either heal it for 1d4 + 1 or deal 1d4 + 1 radiant damage to it.

Written in the Stars

At 2nd level, your presence has become the focus of one of the legendary constellations. Choose one of the following:

The Anvil. Whenever you finish a short or long rest, you gain the benefits of mage armor.

The Beast. You gain a natural weapon, such as a bite or claw attack, which you are proficient with. You use your Strength or Dexterity modifier for attack and damage rolls. It deals 1d8 bludgeoning, piercing, or slashing damage.

The Chalice. You can cast bless once without expending a spell slot. You can’t do so again until you finish a long rest. When you cast it, you gain 1 mote of starlight.

The Crown. You can cast command once without expending a spell slot. You can’t do so again until you finish a long rest. When you cast it, you gain 1 mote of starlight.

The Galley. You gain a 30 feet swim speed.

The Harp. You have advantage on saving throws made to avoid being frightened.

The Jester. Opportunity attacks made against you have disadvantage.

The Lover. You can cast blindness/deafness once without expending a spell slot. You can’t do so again until you finish a long rest. When you cast it, you gain 1 mote of starlight.

The Magus. You gain two cantrips from the Wizard spell list, they count as Shaman cantrips for you.

The Serpent. Disguise self is added to your spell list.

The Stranger. You can add your proficiency bonus to death saving throws.

The Sword. You can consume your motes as part of making an attack roll.

The Traveler. Your base walking speed increases by 10 feet.

The Triplets. You can use a bonus action to gain a number of motes equal to your proficiency bonus. You can’t do so again until you finish a long rest.

The Watcher. You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.

Cosmic Tales

At 6th level, you weave the motes you collect into to constellations of your own. You can consume your available motes to cast a Shaman spell of equal level to the number of motes consumed without expending a spell slot. Once you've done this, you must finish a long rest before you can do so again.

Additionally, you can attune to a second constellation.

Living Constellations

At 10th level, you power changes as the world turns to reveal new legends. After you finish a long rest, you can change which constellations you are attuned to. Additionally, you can attune to a third constellation.

Hearth of Moon and Stars

Beginning at 14th level, the moon protects you wherever you are. During a short or long rest, you can invoke the power of the moon to guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.

While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames or magic in the sphere (a campfire, dancing lights spell, torches, or the like) isn't visible outside it. The upper part of the sphere shows a replica of the night sky, even if the sky is otherwise hidden. The sphere vanishes at the end of the rest or when you leave the sphere.

Additionally, as long as you are under the night sky, you can ignore the material cost of the divination spell.

Legends by Many Names

Most constellations have different names and fables in different cultures, but their significance remains the same. Some are shown below:

The Anvil - Sturm's Window, The Altar

The Beast - The Dog, The Jackal, The Leopard, The Lion

The Chalice - The Amulet, The Horn, The Necklace

The Crown - The Cage, The Court, The King, The Throne

The Galley - Tothrok's Wrath, The Whale

The Harp - The Archer, The Bow, The Lyre

The Jester - Mask of Loki, The Fool, The Trickster

The Lover - Zahn, The Mistress, The Incubus

The Magus - Obek's Shadow, The Archmage, The Robe, The Wizard

The Serpent - Raac, Traitor's Tongue

The Stranger - Cowl of the Unknown, Death, The Shadow, The Veil

The Sword - The Slayer, The Soldier, The Warrior

The Traveler - Pipe Smoke, The Road, Vellan's Path

The Triplets - The Norns, The Children, The Crusade, The Mountains

The Watcher - The Dual Daggers, The Eyes

Celestial Body

Beginning at 18th level, you have become a legend of your own and the cosmos has seen fit to immortalize you among the stars. You gain the following benefits: Your motes use d8's instead of d4's, and whenever you use a mote on a target other than yourself, you are healed for half the amount of damage dealt or healing given. When you consume the motes, you can divide the damage and healing as you see fit. For example, with 6 motes you can heal a friendly creature for 4d8 while dealing 2d8 to an enemy creature.

When you roll for initiative, you gain 6 motes. Additionally, you can change your attuned constellations when you finish a short rest.

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Circle of Court

Shamans who are members of the Circle of Court must successfully manage the fey, creatures who are both fickle and dangerous. Fey are often divided into Bane and Urbane, the element from which they were born, or the court they have fealty too, but that doesn't mean one is more evil than the other. Both are just as prone to cause terror as they are to bring joy since they are both unpredictable and hard to please.

Circle Spells

You gain circle spells at the Shaman levels listed. Court Spells

Shaman Level Spells
2nd charm person, klazomania
3rd darkness, invisibility
5th perplex, pincushion
7th confusion, greater invisibility
9th dominate person, far step

Court Attendee

Starting at 2nd level, you have gained enough prowess to survive the dangerous Veil courts. You learn to speak, read, and write Veilin and gain proficiency in the Deception and Persuasion skill.

Warrior of the Primordial Veil

At 2nd level, the warriors of the fey have taught you much of how to fight. You gain proficiency with simple weapons, longbows, longswords, rapiers, shortswords and tridents. Additionally, you gain the minor illusion and vicious mockery cantrips.

Unconventional Warfare

At 6th level, you have taken on another aspect of fey combat. After you take the Attack action on your turn, you can cast vicious mockery or one of your Circle Spells at its lowest level as a bonus action.

Grace of the Urbane

At 10th level, the Urbane fey have granted your their blessing. Whenever you hit a creature with a weapon attack, the target is charmed by you until the end of your turn. If you had advantage on the attack roll, the creature is charmed until the end of its turn.

Beauty of the Bane

At 14th level, the Bane fey have bestowed their powers upon you. When casting charm person or dominate person, the target doesn't gain advantage on the saving throw if it is fighting you.

Additionally, creatures have disadvantage on Wisdom (Perception) checks against you.

Dream Warrior

Beginning at 18th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Also, you can cast your Circle Spells of 2nd level or lower without expending a spell slot.

Circle of Forgotten

Not much is known about the Circle of Forgotten since they tend to keep to the darkest corners of nature, usually seen wandering alone. Shamans of this circle are disconnected from the regular life most live, often finding themselves bonding with the millions of unseen lives they thrive in darkness. Those who have come upon such a Shaman often feel uncomfortable speaking about it, sometimes even downright fearful of mentioning the Shaman's name.

What little is known is that they use insects to control their enemies and aid their allies. The swarms they control moves with a singular mind and with a dangerous intellect.

Circle Spells

You gain circle spells at the Shaman levels listed.

Shaman Level Spells
2nd false life, inflict wounds
3rd locate object, mind spike
5th enemies abound, fear
7th giant insect, locate creature
9th insect plague, modify memory

Focused Harassment

At 2nd level, you've learned how to attack your enemies in such a way to force them to move where you want them. You gain the infestation cantrip. When you cast the infestation cantrip, you can choose which direction the creature moves. Additionally, you can choose for infestation to deal piercing damage instead of poison.

Milling Shield

Starting at 2nd level, the thousands of insects around you will put themselves as a barrier between you and danger. Each time you cast a Shaman spell of 1st level or higher you gain temporary hit points equal to your Wisdom modifier. If the spell gives temporary hit points, this is in addition.

Strength of the Swarm

Beginning at 6th level, your swarm will aid your allies as well. When you cast infestation, you can take the Help action as a bonus action and you can do so from 30 feet away.

Hive Mind

At 10th level, your control over insects is frightening to behold. While you have Milling Shield active, you can use your reaction to consume the temporary hit points, activating one of the following effects:

Biting Swarm. When a creature moves within 30 feet while under the effect of one of your spells, you can deal 3d4 piercing damage.

Covering Mass. Before a creature rolls a ranged attack you can grant half cover to the targeted creature, if it is within 30 feet of you, for that attack only.

Intense Harassment. When a creature within 30 feet would make an opportunity attack, you can make it unable to do so until the end of the current turn.

Intervening Shield. When a creature within 30 feet of you makes a melee attack, you can reduce the damage the targeted creature takes by the amount of temporary hit points you consume.

Relentless Horde

At 14th level, some insects stay behind to continue harassing their victims. When you cast a Circle spell, you may cast infestation on one of the affected creature as part of the same action

Milling Swarm

Starting at 18th level, the swarm you control are consistently returning to protect you. At the start of your turn, you gain a Milling Shield and the temporary hit points granted by Milling Shield is now equal to twice your Wisdom modifier. Additionally, while under the effect of Milling Shield you gain resistance to all damage except psychic.

Circle of the Prime Elements

The Circle of the Prime Elements is made up of wanderers and sages who keeps the connection between the elemental planes and the material plane safe and under control. These druids are often rumored to be destructive and dangerous, which is true, but only when they need to be.

Elemental Attunement

Starting at 2nd level, you have begun your journey to become one with the elements. Choose wind, earth, fire, or water. This is the ancient element you are attuned to; gaining you an Elemental Shape and Circle Spells associated with it. During a long rest, you can attune yourself to another of the four elements, but you can only be attuned to one element at a time. Also, you can speak, read, and write Primordial.

Circle Spells

You gain circle spells at the Shaman levels listed.

Wind Spells
Shaman Level Spells
2nd thunderwave
3rd gust of wind
5th cyclone blast
7th windblade
9th control winds
Earth Spells
Shaman Level Spells
2nd earth tremor
3rd Maxmimilian's earthen grasp
5th erupting earth
7th stone shape
9th transmute rock
Fire Spells
Shaman Level Spells
2nd burning hands
3rd Aganazzar's scorcher
5th fireball
7th fire shield
9th immolation
Water Spells
Shaman Level Spells
2nd ocean pulse
3rd waterspout
5th tidal wave
7th control water
9th maelstrom

Elemental Shape

Starting at 2nd level, you can use your bonus action to magically assume the shape of an elemental, all listed on the next page. You can use this feature twice and regain expended uses when you finish a short or long rest.

You can stay in an Elemental Shape for 1 minute. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the elemental, but you retain your alignment, personality, proficiency modifier, skill proficiencies, saving throws, and Intelligence, Wisdom, and Charisma scores.

  • When you transform, you assume the elemental’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.

  • You can only cast the Circle Spells associated with the form, and you can only speak Primordial. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision.

  • Your equipment merges into your new form and has no effect (unless stated otherwises) until you leave the form.

Primordial Connection

Starting at 6th level, your connection to the elemental planes strengthens. You can add your Wisdom modifier to damage done by spells while in Elemental Shape.

Elemental Mastery

At 10th level, your mastery over the elements has increased significantly. Your Elemental Shapes lasts for 10 minutes and each form gains the following benefits:

Air. Your fly speed increases by 20 feet and you can choose to become a Small air elemental when transforming.

Earth. You can choose to become a Large earth elemental when transforming. Also, your movement speed increases by 10 feet and you gain a burrowing speed of 20 feet.

Fire. Your movement speed increases by 15 feet and after you are struck by a melee attack you can use your reaction to make the target suffer fire damage equal to 1d8 + your Wisdom modifier.

Water. Your swim speed increases by 20 feet and you can move through spaces as if you were one size smaller.

One with the Elements

At 14th level, you've become more attuned to the elements of the world. You no longer need to attune to an element each long rest, instead you have access to all Elemental Shapes and Circle Spells.

Part of the Whole

At 18th level, your knowledge of the elements have shown you that everything -no matter how insignificant- is part of the whole. You can cast all spells while in Elemental Shape. While in Elemental Shape and the spell is on one of your Circle Spell lists you have advantage on the attack roll and the enemy has disadvantage on the saving throw. Finally, each form can become one size larger.


Wind

Medium elemental


  • Armor Class 14
  • Hit Points 7 (2d6)
  • Speed fly 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 10 (+0) Your (Mod) Your (Mod) Your (Mod)

Gas Form. Your AC equals 10 + your Dexterity modifier and your Hit Points in this form increases by 4 (1d6) for each Shaman level above 2nd.

One with the Wind. You can move through spaces as if you were one size smaller.


Actions

Touch of Air. You can cast the shocking grasp and gust cantrips.


Earth

Medium Elemental


  • Armor Class 15 (rocky exterior)
  • Hit Points 15 (2d10+4)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 14 (+2) Your (Mod) Your (Mod) Your (Mod)

  • Damage Vulnerabilities Thunder
  • Damage Resistances Nonmagical bludgeoning, piercing, and slashing

  • Sturdy Form. Your AC equals 16 + your Dexterity modifier and your Hit Points in this form increases by 8 (1d10+2) for each Shaman level above 2nd.

Actions

Touch of Earth. You can cast the stonefist and mold earth cantrips.


Fire

Medium Elemental


  • Armor Class 13
  • Hit Points 9 (2d6+2)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) Your (Mod) Your (Mod) Your (Mod)

  • Damage Resistances Fire

Fiery Form. Your AC equals 10 + your Dexterity modifier and your Hit Points in this form increases by 5 (1d6+1) for each Shaman level above 2nd.

Warmth of the World. You shine bright light for 15 ft. and dim light for an additional 15 ft.


Actions

Touch of Fire. You can cast the control fire and fire bolt cantrips.


Water

Medium Elemental


  • Armor Class 14
  • Hit Points 13 (2d8+4)
  • Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) Your (Mod) Your (Mod) Your (Mod)

  • Damage Resistances Acid
  • Senses Darkvision 60 ft.

Liquid Form. Your AC equals 11 + your Dexterity modifier and your Hit Points in this form increases by 7 (1d8+2) for each Shaman level above 2nd. You can breathe underwater.


Actions

Touch of Water. You can cast the douse and shape water cantrips.

Circle of the Sun

Shamans of this circle revere the sun, one of the most important astral bodies, as it is a wellspring of life. They draw upon its power to restore and repair those in need, as well as burn away those who spurn the living. There are many stories where these Shamans turn up and heal someone in need without asking for anything in return, other tales tell about how a king's request and gold was turned down.

Circle Spells

You gain circle spells at the Shaman levels listed.

Shaman Level Spells
2nd bless, healing word
3rd guiding light, prayer of healing
5th daylight, mass healing word
7th aura of life, hammer of the gods
9th dawn, mass cure wounds

Nurtured by the Sun

At 2nd level, the sun blesses you with its power, you gain the light and sacred flame cantrips. Additionally, as long as you have spent 2 hours or more in the sun during the day, you don't need to eat, drink, or sleep for the next 24 hours.

Radiant Power

Also at 2nd level, your powers scorch those who are careless. When you cast a spell to heal a creature you can use your reaction to damage another creature within 5 feet of it. The damage is radiant and equals half the amount for which you healed the creature.

Also, the dice you roll for healing spells increase by one dice size, for example cure wounds use d10's instead of d8's.

Light's Embrace

At 6th level, you further the reach of the sun's powers. As long as a you and a target share the same bright light of a spell you have created you can target it with a healing spell, disregarding its normal range. Additionally, as long as an allied creature is in magical or non-magical bright light, you don't need line of sight to target it with a spell.

The Sun's Grace

At 10th level, your power which burns down evil can also restore those true of heart. When you cast a spell that deals radiant damage in an area, you can choose one creature within the area which is unaffected. This creature is healed for half the damage rolled.

Blinding Radiance

Beginning at 14th level, the light you bring can singe the eyes of those unpure. When you cast a spell that sheds bright light, each creature of your choice within the bright light must make a Constitution saving throw against your spell save DC. On a failure, the creature is blinded until the end of their next turn. You can use this feature again until you finish a long rest.

Lightbringer

At 18th level, you can control all of the sun's powers. When an allied creature within 50 feet of you is in within an magical light you created or sunlight, it is affected by the bless spell. Also, the bright light of your spells count as sunlight. Additionally, when you use The Sun's Grace, you can choose up to five creatures which are unaffected and healed. Finally, you can cast light as a bonus action.

Circle of the Wild

Shamans of the Circle of the Wild are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another Shaman.

Changeable as the weather, a Shaman of this circle might prowl as a great spirit cat one night, soar over the treetops as an eagle spirit the next day, and crash through the undergrowth as a spirit bear to drive off a trespassing monster. The wild is in the Shaman’s blood.

Circle Spells

You gain circle spells at the Shaman levels listed.

Shaman Level Spells
2nd dark pounce, hunter's pace
3rd blur, pass without trace
5th serpent's bite, warrior's cry
7th dominate beast, splitting shout
9th pride of the wild, survival instincts

Spirit Beast Shape

Starting at 2nd level, you can use your bonus action to magically assume the shape of different spirit beasts. You gain access to five different types of shapes, though you decide how they look visually. You can use this feature twice and regain expended uses when you finish a short or long rest.

You stay in a spirit beast shape until you use a bonus action on your turn to revert to humanoid form. You automatically revert if you fall unconscious, drop to 0 hit points, or die. Whenever you gain an Ability Score Increase, you may add that to each form. While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of a beast detailed on the next page, but you retain your alignment, personality, proficiency modifier (already added in the statblock for attacks, increase it with levels), skill proficiencies, saving throws, and Intelligence, Wisdom, and Charisma scores. You count as a shapeshifter.

  • When you transform, you assume the beast’s hit points. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.

  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.

  • Your equipment merges into your new form and has no effect until you leave the form. If you equip equipment in a spirit Beast Shape and leave the form, the item will disappear and appear equipped when you re-enter the form.

  • While you are transformed by Spirit Beast Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

Primal Form

Starting at 6th level, while you are in Spirt Beast Shape you can attack twice, instead of once, whenever you take the Attack action on your turn.

Also, you can cast your Circle Spells of 2nd level or lower when in Spirit Beast Shape. At 8th level you can cast spells of 3rd level, at 10th spells of 4th level, at 12th spell of 5th level. Finally, your attacks in S[irit Beast Shape count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Dire Forms

At 10th level, your shaping has become even more potent, the damage die size of your forms increases by one (for example d10 becomes d12) and each form can become one size larger. Additionally, each of your forms gain a new benefit:

Spirit of the Guardian. You can use your reaction to reduce one instance of incoming bludgeoning, piercing, or slashing damage by half and your Armor Class is equal to 16 + Dexterity modifier.

Spirit of the Hunter Hunter. While in Hunter form you can attack three times instead of twice, whenever you take the Attack action on your turn and you can take the Dash action as a bonus action.

Spirit of the Prowler. Your movement speed increases by 20 feet and you can take the Hide action as a bonus action.

Spirit of the Seeker. Your swim speed increases by 30 feet and your darkvision is increased by 60 feet.

Spirit of the Watcher. Your fly speed increases by 20 feet and your Armor Class is equal to 12 + Dexterity modifier.

One with the Wild

At 14th level, your spirit beast shapes are one with the wild. You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, for each beast form. Your maximum for Strength, Dexterity, and Constitution in Beast Shape is now 22. Finally, you can cast any 5th level spells or lower that doesn't have a material cost in Beast Shape.

Spirit Shape

Beginning at 18th level, the skill at which you transform makes you able to combine the strengths of your forms. When you enter a spirit beast form you can choose one of the other benefits gained by a different form at 10th level, and gain that benefit as well. For example, when you enter Guardian form you can choose to gain the benefits of the Dire Watcher form as well to gain a small flight speed while in Guardian form. Also, you can use Spirit Beast Shape one additional time before you need to take a short or long rest. Finally, you gain


Spirit of the Prowler

Small Beast


  • Armor Class 14
  • Hit Points 7 (2d4+2)
  • Speed 45 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 13 (+1) Your (Mod) Your (Mod) Your (Mod)

  • Senses Low-light vision 60 ft.

Hide. Your AC equals 11 + your Dexterity modifier and your Hit Points in this form increase by 1d6 + the form's Constitution modifier for each Shaman level above 2nd.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.


Actions

Claw. Melee Weapon Attack: +3, reach 5 ft., one target. Hit: 1d6 + 1 slashing damage.


Spirit of the Guardian

Large Beast


  • Armor Class 15
  • Hit Points 13 (2d6+6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 16 (+3) Your (Mod) Your (Mod) Your (Mod)

Tough Hide. Your AC equals 14 + your Dexterity modifier and your Hit Points in this form increase by 1d6 + the form's Constitution modifier for each Shaman level above 2nd.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.


Actions

Bite. Melee Weapon Attack: +4, reach 5 ft., one target. Hit: 1d8 + 2 piercing damage.


Spirit of the Hunter

Medium Beast


  • Armor Class 14
  • Hit Points 9 (2d6+2)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 13 (+1) Your (Mod) Your (Mod) Your (Mod)

Rough Hide. Your AC equals 12 + your Dexterity modifier and your Hit Points in this form increase by 1d6 + the form's Constitution modifier for each Shaman level above 2nd.

Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.


Actions

Claw. Melee Weapon Attack: +5, reach 5 ft., one target. Hit: 1d10 + 3 slashing damage.


Spirit of the Seeker

Medium Beast


  • Armor Class 15
  • Hit Points 11 (2d6+4)
  • Speed 10 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 14 (+2) Your (Mod) Your (Mod) Your (Mod)

  • Senses Darkvision 60 ft.

Scaled. Your AC equals 13 + your Dexterity modifier and your Hit Points in this form increase by 1d6 + the form's Constitution modifier for each Shaman level above 2nd.

Water Breathing. You can breathe underwater.


Actions

Slam. Melee Weapon Attack: +4, 5ft reach, one target. Hit: 1d8 + 2 piercing damage.


Spirit of the Watcher

Tiny Beast


  • Armor Class 14
  • Hit Points 3 (2d4-2)
  • Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 8 (-1) Your (Mod) Your (Mod) Your (Mod)

Feathered. Your AC equals 10 + your Dexterity modifier and your Hit Points in this form increase by 1d4 + the form's Constitution modifier for each Shaman level above 2nd.

Keen Sight. You have advantage on Wisdom (Perception) checks that rely on sight.


Actions

Peck. Melee Weapon Attack: +1, 5ft reach, one target. Hit: 1d4 - 1 piercing damage.

Circle of Twilight

The circle of Twilight is compromised of Shamans who wish to be a part of not only the world they live in, but also the ethereal world that remains a mystery to so many. The members of this circle focus on making amends between spirits and the world. To be alone among spirits is extremely dangerous and this is why the members of this circle participate in many rituals to discover their personal spirit guide.

A spirit guide can take many shapes, sometimes as ethereal animals, others as incorporeal wisps, or simply as balls of light. These creatures guide the Shamans on their journey among the spirits of the deceased, however, they are not the only spirits which walk beside the Shaman.

Circle Spells

You gain circle spells at the Shaman levels listed.

Shaman Level Spells
2nd find familiar, unseen servant
3rd augury, see invisibility
5th conjure animals, gaseous form
7th awareness, conjure woodland beings
9th hallow, scrying

Spirit Guide

At 2nd level you gain a spirit sworn to serve alongside you. The familiar you summon using the find familiar spell is your Spirit Guide. Your Spirit Guide is more durable than a standard familiar. It has maximum hit points equal to three times your Shaman level and has proficiency in the same saving throws that you do.

Your spirit animal also has inherent boons and magical effects. Select 1 lesser and 1 greater boon from the list of Spirit Boons. When you finish a long rest you can swap one boon you have for a new one of the same type.

Sixth Sense

Also at 2nd level, you can sense the auras of the recently dead. As an action, you become aware if any creatures have died in a 30 foot area around you in the last 24 hours. You do not know how they died, but you do know what type of creature they were (such as humanoid, beast or monstrosity). This feature can be used a number of times per long rest equal to your Wisdom modifier (minimum 1). Additionally, you have advantage on Charisma ability checks made to interact with spirits.

Enhanced Spirits

Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or fey summoned or created by a spell that you cast gains the following benefits:

  • The creature has temporary hit points equal to half your Shaman level.

  • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Ritualist

At 10th level, the spirits share their knowledge of ancient magics. You can cast all Shaman spells with the ritual tag as rituals without having them prepared. You can add any 2 ritual spells from any spell list to your spell list, they count as Shaman spells and you can only cast them as rituals. Also, you can choose an additional lesser boon for your Spirit Guide when you finish a long rest.

Vengeful Spirits

At 14th level, the ferocity of beasts and fey that you conjure are increased. Any beast or fey summoned or created by a spell that you cast gains the following benefits:

  • The creature can add your Wisdom modifier to its AC, saving throws, attack, and damage rolls.

  • The creatures movement speed is increase by 10 feet.

Spirit Walkers

At 18th level, the spirits you summon can shift between the realms at will. Any beast or fey summoned or created by a spell that you cast gains the following benefits:

  • During the creature's turn it is ethereal; opportunity attacks against it are made with disadvantage and it can move through the space of any creature, though it cannot stop in a creature's space.

  • When you are going to take damage, if the creature is within 5 feet of you, it can use its reaction to take the damage instead. If it reduced to 0, you take any leftover damage.

Finally, you can now choose an additional lesser and greater boon for your Spirit Guide when you finish a long rest.

Spirit Boons

Lesser Boons

Boon of Life. Creatures of the Shamans choice within 5 feet of the Spirit Guide have advantage on death saving throws.

Boon of Quickening. While within 15 feet of the Spirit Guide, any ritual cast by the Shaman only takes half the listed time to cast.

Boon of Recovery. Allies within 15 feet of the Spirit Guide may roll their Hit Die twice and use either total when recovering hit points during a short rest.

Boon of Revelations. Enemies within 15 feet of the Spirit Guide don't benefit from half cover.

Boon of Sight. The Shaman can always perceive through the Spirit Guide's senses if they are on the same plane, regardless of distance.

Boon of Vigilance. Allied creatures within 15 feet of the Spirit Guide cannot be surprised.

Boon of Visions. The Spirit Guide gains limited telepathy to communicate simple ideas, emotions and images to any creature within 100 feet of itself that it can see.

Greater Boons

Boon of Guidance. The Spirit Guide can grant the Help action from 15 feet away.

Boon of Interference. When a creature attacks a target within 5 feet of the Spirit Guide, it may use its reaction to impose disadvantage on the roll.

Boon of Mysticism. While within 30 feet of the Spirit Guide, if the Shaman casts a spell the Spirit Guide may use its reaction to become the point of origin for that spell.

Boon of Shifting. The Spirit Guide can use its action to target an ally within 5 feet. The target can immediately use its reaction to move 5 feet without provoking opportunity attacks.

Boon of Warping. If a spell that would hit a creature within 5 feet of the Spirit Guide would deal acid, cold, fire, lightning, poison, or thunder damage, the spirit animal may use its reaction to change the type of damage to another type from that list.

Boon of Vigor. If the Spirit Guide takes any damage while within 15 feet of the Shaman, the Shaman may use their reaction to take the damage instead.

Circle of Wrath

Most Shamans strives toward protecting nature and its balance by indirect means, but there are a few which have taken a to arms to solve the problems in a more immediate way. These Shamans have seen the hardships and death brought by oppressors and tyrants, and have taken upon themselves to crush any who threaten the innocent. Some creatures will never see the fault in taking what they can and must be removed from the scales to reattain balance. Some see this violence as a last resort, while others believe that everyone that stands idly by have chosen a side. A few spill the blood of their enemies to sate the spirits of the old world.

Circle Spells

You gain circle spells at the Shaman levels listed.

Shaman Level Spells
2nd absorb elements, zephyr strike
3rd corrode metal, skyward rise
5th blink, grasp of the wind
7th avenger's wrath, steel wind strike
9th nemesis, shard storm

Ire of the Oppressed

At 2nd level, you have begun taking your first steps towards protecting nature against those who mean it harm. You gain proficiency in martial melee weapons and Intimidation.

Protective Markings

Also at 2nd level, whenever you reduce a creature to 0 hit points, you gain temporary hit points equal to your Shaman level + your Wisdom modifier.

Extra Attack

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

Elementally Imbued Weapons

Starting at 10th level, the elements themselves have granted you their blessing. You can cast elemental weapon at its lowest level targeting your own weapons without expending a spell slot. When cast in this way, you don't need to concentrate on the spell and you can target weapons which are magical. The spell ends if you let go of the weapon.

Wrathful Steps

At 14th level, your unleashed fury carries you through combat. When you walk more than 10 feet during your turn, you can move vertically without falling down. If you are still in the air at the end of your turn, you fall down. If you travel through the air you gain resistance to nonmagical piercing, slashing and bludgeoning damage until the start of your next turn. Finally, your movement speed increases by 10 feet.

Fury of the World

Beginning at 18th level, you can use an action to unleash centuries of collected fury. You gain the effects of the haste spell, except you don't have to concentrate on it and you don't get stunned when the effect ends. Once you've done this, you can't do so again until you finish a short or long rest. Additionally, when you enchant a weapon using Elementally Imbued Weapons, it is cast as a 5th-level spell.

Animal Companion

Your Companion starts with the following statistics:

Strength: 8

Dexterity: 8 Constitution: 8

Intelligence: 3

Wisdom: 8

Charisma: 8

Proficiency bonus: Same as the Shaman.

Attack: Your Companion has a natural attack, such as bite or claw, and uses its Strength modifier for attack and damage rolls. It is proficient with this weapon. Choose bludgeoning, piercing, or slashing; the size of its damage die depends on its base.

Hit Dice: 1 per Shaman level, its size depends on its base.

Hit Points at 1st level: Max Hit Die + Constitution modifier.

Hit Points at Higher levels: You can roll a Hit Die and add its Constitution modifier for every Shaman level after 1st.

Saving Throws: Same as the Shaman.

Skills: Choose two from Acrobatics, Athletics, Insight, Intimidate, Perception, Performance, Stealth, and Survival.

Speed: 35 feet.

Alignment: Neutral.

Creature Type: Beast.

Ability save DC: 8 + its proficiency bonus + Strength modifier

Languages: Understands its master's spoken words but cannot speak or write.

Challenge Rating: 1/2 the owner's level.

Ability Scores

You increase your Companion's ability scores using the Ability Score Point table found below, on which you have 23 points to spend. Intelligence cannot be increased.

After spending your points, you can increase one score by 2 and another one score by 1, or increase three different scores by 1 each.

1. Ability Score Cost
Ability Cost
8 0
9 1
10 2
11 3
Ability Cost
12 4
13 5
14 7
15 9

2. Base

Choose a base for your Animal Companion; massive, regular, sea dwelling, or winged. Your creature's abilities and available Enhancement Points (EP) are based upon this choice.

Creature Base
Base Size Hit Die Damage Die EP
Massive Large 1d6 1d10 4
Regular Medium 1d6 1d10 8
Sea Dwelling Medium 1d6 1d10 8
Winged Small 1d4 1d10 3

Basic Abilities

Your Companion gains benefits depending on its base:

  • A Massive Companion gains Charge, Grab, Hold Breath, Keen Sense, or Swallow. If you choose Hold Breath or Keen Sense, its damage die increases to 2d6.
  • A Regular Companion gains Keen Smell or Hold Breath.
  • A Sea Dwelling Companion breathes water and gains Darkvision. It gains a 50 feet swim speed as long as it isn't wearing medium or heavy barding but its walking speed is reduced to 0.
  • A Winged Companion gains a 35 feet fly speed as long as it isn't wearing barding but its walking speed is reduced to 10. Your Companion gains Keen Sense or Mimicry.

Charge. If your Companion moves at least 20 feet straight toward a target and then hits it with an attack on the same turn, the target takes an additional damage die. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.

Darkvision. Your Companion can see in dim light within 60 feet of it as if it were bright light, and in darkness as if it were dim light. It can't discern color in darkness, only shades of gray.

Keen Sense. Your Companion has advantage on Wisdom (Perception) checks that rely on one of the following sense; hearing, sight, or smell.

Grab. When your Companion hits a creature with its natural attack, it can use its bonus action to attempt to grapple the target. It can only grapple one creature at a time, and while grappling it can only attack that creature. You can choose for it to be able to grapple two creatures at a time, if so, it can attack other creatures while one arm is free but reduce its damage die by two steps.

Hold Breath. Your Companion can hold its breath for 15 minutes. Choose whether it breathes air or water.

Mimicry. Your Companion can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Swallow. If your Companion makes a successful attack against a creature it is grappling that is at least one size smaller than itself, it can use its bonus action to swallow that creature. The swallowed target is no longer grappled but it is blinded and restrained.

It has total cover against attacks and other effects outside the Companion, and it takes acid damage equal to 1d4 + your Companion's Constitution modifier at the start of each of its turns. Only one creature can be swallowed at a time. At the end of a swallowed creature's turn it can make a Strength saving throw, on a success it is no longer swallowed and exits on an unoccupied space within 5 feet of your Companion.

3. Defense

Choose one of the following Armor Class options:

Adapting. When not wearing barding your Companion's AC is equal to 10 + Strength modifier + Dexterity modifier.

Enduring. When not wearing barding your Companion's AC is equal to 12 + Constitution modifier.

Fleeting. When not wearing barding your Companion's AC is equal to 10 + Dexterity modifier. While wearing light or no barding opportunity attacks made against it are made with disadvantage.

Natural Armor. When not wearing barding your Companion's AC is equal to 13 + Dexterity modifier.

4. Abilities

Spend your EP across the special abilities in the table below. You cannot pick an ability more than once unless specified.

d8 Loot
Agile 0
Aquatic 1
Arsenal 1
Barding Proficiency 1
Darting 1
Grisly 1
Hold Breath 1
d8 Loot
Keen Sense 1
Leaper 1
Low-light Vision 1
Relentless 1
Amphibious 2
Climber 2
Resourceful 2
d8 Loot
Grab 3
Harassing 3
Hunting Pack 3
Toppler 3
Venomous 3
Charge 4
Spider Climb 5

Enhancement Descriptions

Agile. Your Companion can use its Dexterity modifier when making attacks and damage rolls using natural weapons. Its damage die is reduced by one step, for example 2d6 to 1d10 and its size is reduced by one step (minimum Tiny).

Amphibious. Your Companion can breathe air and water.

Aquatic. Your Companion gains a 30 feet swim speed but its walking speed is reduced by 5 feet.

Arsenal. Your Companion gains an additional type of natural attack, such as bite or claw, and uses its Strength modifier for attack and damage rolls. It is proficient with this weapon. Choose bludgeoning, piercing, or slashing; the size of its damage die depends on its base. It can attack with this attack even if its other type of attack is grappling a creature.

Barding Proficiency. Your Companion gains the ability to wear light, medium, and heavy barding.

Charge. If your Companion moves at least 20 feet straight toward a target and then hits it with an attack on the same turn, the target takes an additional damage die. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.

Climber. Your Companion gains a 30 feet climb speed.

Darting. Increase one of your Companion's movement speeds by 5 feet. This ability can be taken multiple times.

Grab. When your Companion hits a creature with its natural attack, it can use its bonus action to attempt to grapple the target. It can only grapple one creature at a time, and while grappling it can only attack that creature. You can choose for it to be able to grapple two creatures at a time, if so, it can attack other creatures while one arm is free but reduce its damage die by one step. For example d10 to d8.

Grisly. Your Companion uses its Strength modifier for Intimidation checks.

Harassing. If your Companion has attacked a creature and is within 5 feet of it, you gain advantage on your next attack towards it. Your Companion's damage die is reduced by one step, for example d8 to d6.

Hold Breath. Your Companion can hold its breath for 15 minutes. Choose whether it breathes air or water. This ability can be taken multiple times.

Hunting Pack. You and your Companion have mastered the art of working in tandem, as long as you are within 5 feet of the enemy your Companion attacks, it has advantage on its attacks.

Keen Sense. Your Companion has advantage on Wisdom (Perception) checks that rely on one of the following sense; hearing, sight, or smell. Can be taken multiple times.

Leaper. Your Companion's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Low-light Vision. Your Companion can see in dim light within 60 feet of it as if it were bright light.

Relentless. Once per short or long rest when your companion would be reduced to 0 hit points, it is reduced to 1 hit point instead.

Resourceful. Your Companion gains proficiency in one additional skill available to it. Can be taken multiple times.

Spider Climb. Your Companion gains a climb speed of 30 feet and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. It can't use this ability if it is wearing medium or heavy barding, or is heavily encumbered.

Toppler. When your Companion hits a creature with its natural attack, it can use its bonus action to attempt to shove the target.

Venomous. Your Companion gains a second type of natural attack which deals 1d4 + Strength modifier piercing damage + 3d4 poison damage. This attack can't be modified. Your Companion becomes one size smaller (minimum Tiny).

ToC

Shapeshifter

The enemy surrounds the human woman on all sides. They close in for the kill but are taken by surprise as her flesh and bones begin to rearrange themselves. Fur sprouts from her pale skin and her mouth elongates into a snarling snout. The enemies cowers in fear of the beast that now stands before them. The bear lets out a roar as it charges forward with the ferocity of the hunt driving it.

A posse chases the myrkelf criminal through the woods. The criminal does not try to outrun them, instead he keeps a pace making sure that they can follow. His pursuers clench teeth and the anticipation of the long awaited catch. Still the myrkelf coolie carries on. Deeper in the thicket the posse begins to notice bones on the ground. Soon after carcasses, they stumble into a clearing ready to leap on the rogue bandit when they are shocked to see the last phase of his transformation. He now stands before them with the visage of a green dragon. They surround him him preparing for the kill when out from the brush springs five more green dragons. It isn't long before the thud of the mother is heard.

The varulf leader stands eye to eye with his insubordinate second in command, who has challenged for the right to alpha. The leader chooses the form of a dire wolf and readies for his opponent to do the same. The challenger grins, knowing that he posses abilities that the alpha can't fathom.

White fur indeed sprouts from the challengers skin but not of a wolf. Demonic horns grow from its head and its hunched over body displays a countenance of the varulf's sworn enemy. The challenger has taken the form of a Yeti.

Molding Flesh and Bone

A Shapeshifter's blood magic is able to reshape their body to take on new forms. Some more experienced Shapeshifter can even manipulate the production of blood and mold it into flesh and bone, allowing them to transform into creatures larger than themselves. Though the doing and undoing of this process is not only painful but quite messy. The training of mind required to prepare themselves for a painful transformation mixed with them assuming so many different forms it is often that Shapeshifters develop split personalities.

Encyclopedia Of Creatures

Playing a Shapeshifter requires a vast and fast knowledge of the creatures available for your transformations. Having a guide book or a list of the traits, stats and skills of these creatures is helpful.

The Shapeshifter
Level Proficiency Bonus Features Fleshcrafts Known Fleashcrafts Slots Shapeshifts C/R
1st +2 Basic Fleshcrafts 2 2
2nd +2 Aspect, Shapeshifting 3 2 1d6 1
3rd +2 Intermediate Fleshcrafts, Accelerated Metamorphisis 4 3 1d6 1
4th +2 Ability Score Improvement 4 3 2d6 2
5th +3 Aspect Feature 4 3 2d6 2
6th +3 Advanced Fleshcrafts 5 5 3d6 3
7th +3 Aspect Feature 5 5 3d6 3
8th +3 Ability Score Improvement 5 5 4d6 4
9th +4 Master Fleshcraft 5 5 4d6 4
10th +4 Ventriloquism 5 6 5d6 5
11th +4 Aspect Feature 5 6 5d6 5
12th +4 Ability Score Improvement 5 6 6d6 6
13th +5 Experienced Fleshcrafts 6 7 6d6 6
14th +5 Renewed Form 6 8 7d6 7
15th +5 Aspect Feature 6 8 7d6 7
16th +5 Ability Score Improvement 6 8 8d6 8
17th +6 Exper Fleshcrafts 7 9 8d6 8
18th +6 Legendary Fleshcrafts 7 12 9d6 9
19th +6 Ability Score Improvement 7 12 9d6 9
20th +6 Reflective Carapace 8 12 10d6 10

Creating A Shapeshifter

When creating a Shapeshifter character, remember that you have chosen the path of blood magic. What drove your character to strive for these abilities? Was it some sort of innate gift? A dark path you discovered during the study of magic? Or were you part of some secret society that covets this type of magic?

Quick Build

You can make a Shapeshifter quickly by following these suggestions. First constitution should be your highest attribute, followed by strength or dexterity depending on what role you would like to assume.

Class Features

As a Shapeshifter, you gain the following class features

Hit Points


  • Hit Dice: 1d12 per Shapeshifter level
  • Hit Points at 1st Level: 12 + your Constitution modifier.
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier.

Proficiencies


  • Armor: None
  • Weapons: Simple
  • Tools: None

  • Saving Throws: Constitution, Pick one
  • Skills: Choose any two skills

Equipment

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

  • (a) a simple weapon or (b) a crossbow and 20 bolts
  • (a) a scholars's pack or (b) a explorer's pack

Fleshcraft

At 1st level when you choose this class you gain the ability to manipulate your blood, flesh and bone. You can spend an action and one of your fleshcraft slots to ehance your physiology or the physiology of the creature you have shifted into. Fleshcraft options are detailed at the end of this section. You cannot use any one fleshcraft more then once on any creature at a time. Starting at 1st level you gain 2 known fleshcrafts. You gain additional known fleshcrafts at 2nd, 3rd, 6th, 13th, 17 and 20th level. Once you've chosen your fleshcrafts you cannot switch them.

Fleshcraft slots determine how many times you can use your fleshcrafts. You gain more slots as you gain levels in this class. You can use as many fleshcrafts as listed on the Shapeshifter leveling chart. You gain additional fleshcraft slots at 4th, 6th, 10th, 13th, 14th, 17th and 18th level.

Bonded Clothing

Starting at 1st level when you choose this class you are able to cover your nudity by making your skin appear as simple clothing. If you are wearing other clothing when you shapeshift it is destroyed.

Aspect

At 2nd level you grow familiar with the physiology of a type of creature, modeling your fleshcraft enhancements after their likeness. You can choose Dragons, Beasts or Monstrosities, each of which are detail at the end of the class description. Your choice grants you features at 2nd level and again at 5th, 7th, 11th and 15th level.

Shapeshifting

At 2nd level you gain the ability to shapeshift into creatures of your chosen aspect. When you do so, you must spend an action and take 1d6 of necrotic damage to your true form for each C/R of the creature chosen. This damage cannot be reduced in anyway. The die type of this damage is increased by 1 for every size larger or smaller the creature is. For example if you are a medium creature and shapeshift into a large creature the die type becomes 1d8. If you shapeshift into a gargantuan creature the die type is 1d12. You can change into a creature of your chosen type with a C/R equal to the number indicated on the Shapeshifter table. When you transform you assume its statistics and abilities. Its suggested health pool becomes your health pool for the duration of the shapeshift. If you are reduced to 0 in this form you revert back to your true form, losing all active fleshcrafts. Shapesifts last a number of hours equal to your Constitution modifier. You can use this feature a number of times equal to your Constitution modifier.

Your Shapeshifter level and aspect determines the creatures you can transform into. At 2nd Level, for example, you can transform into a creature that has a Challenge rating of 1 or lower that doesn't have a flying or swimming speed.

Level Max. CR Limitation
2nd 1 No flying or swimming speed
4th 2 No flying speed
8th 4 None

Accelerated Metamorphisis

By 3rd level you have mastered the art of quickly molding your body into the desired shape. As such you are able to use shapeshift or fleshcraft as a bonus action.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Optionally, instead of increasing ability scores, you can gain 5 background points to spend on edges.

Master Fleshcraft

When you reach 9th level you have mastered the art of fleshcraft to understand the physiology of other creatures. You can spend a use of your fleshcraft to attempt to alter a creature within 5ft. If the creature is unwilling it must succeed on a spell save. (Spell save DC = 8 + Proficiency + Your Constitution modifier) if the creature fails it undergoes your chosen fleshcraft alteration until the fleshcraft duration ends, you end the fleshcraft or your concentration is broken.

Ventriloquism

At 10th level your knowledge of others physiology allows you to steal a creatures voice and use it as your own. As a reaction you can expend a fleshcraft to attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your fleshcrafting ability. The DC equals 10 + the spell's level. On a success, the creature's spell is cast from you instead at a target of your choosing. You must finish a long rest before using this feature again.

Renewed Form

When you hit 14th level you gain the ability repair your entire body. To do so you must spend an action and a fleshcraft slot. You immediatley shapeshift into a new desired form Regaining HP on your true form equal to your shapeshift damage roll. You lose any other fleshcrafts from your previous form. You cannot use this feature again until you finish a a long rest.

Reflective Carapace

At 20th level you can use a fleshcraft to create a reflective carapace. Any time you are targeted by a Magic Missile spell, a line spell, or a spell that requires a ranged Attack roll, roll a d6. On a 1 to 5, you are unaffected. On a 6, you are unaffected, and the effect is reflected back at the caster as though it originated from you, turning the caster into the target.

Basic Fleshcrafts

Bioluminescence

You begin to glow. You decide what color the light is and where it is emitted from. You can grow an extra appendage for the light source as well. Until this fleshcraft ends, you shed bright light in a 20-foot radius and dim light for an additional 20 feet. You can dim the light at will while this fleshcraft is active.

Many faces

You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this fleshcraft to become quadrupedal, for instance. At any time for the duration of this fleshcraft, you can use your action to change your appearance in this way again.

Natural Weapons

You grow claws, fangs, spines, horns, or a different natural weapon of your coice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you add a +1 bonus to the attack and damage rolls you make using it.

Patagium

You grow a thin membrane of skin beneath your your arms and legs. This allows you to fall or glide at a rate of 60 feet per round or faster if you choose. If you land before this fleshcraft ends and can land on your feet you take no falling damage.

Spring Legs

You grow frog like legs that allow you double your jumping dsitance.

Volatile Saliva

You grow glands in your jaw that produce a potent acid. You are able to spit acidic saliva from your mouth at a range of 30 feet. If the attack hits a creature they take 1d12 acid damage.

Intermediate Fleshcrafts

Blubber

While you are shapeshifted you gain an additional of the creatures hit dice of temp HP.

Bone Plating

You mold layers of bone underneath your skin into chitinous armor. Your AC is 13 + your current Dexterity modifier.

Camouflage

Your body changes color, warping tint and hue to match your surroundings. Throught the duration of this fleshcraft, your coloration changes instantly to match the background of any new environment you enter, with no effort on your part. This effect grants you a +10 bonus to Dexterirty (Stealth) checks.

Eyes of the Beast

You gain the ability to see in the dark. For the duration, you have darkvision out to a range of 60 feet.

Immune Cells

Your cells work quickly to fight off infections. You become immune to poisons and diseases.

Setules

You gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also also gain a climbing speed equal to your walking speed.

Experienced Flashcrafts

Adrenaline Glands

You can attack twice instead of once, when you take the attack action on your turn. This attack does not apply any effects from the creature you are.

Elemental Infusion

You suffuse your attacks with elemental energy. For the duration you can add 1d6 fire, cold or lightning damage to your attack rolls.

Improved Specie

You become an improved specimen of the creature you are. For the duration you can improve a single attribute by 3.

Resistant Hide

Your hide becomes resistant to a certain damage type. Choose; fire, cold, lightning, thunder, radiant or necrotic. For the duration you become resistant to damage from that type.

Spiky carapace

Creatures who hit you with a melee weapon attack receive your Constitution modifier of piercing damage returned.

Steed

You become more suitable for riding. A creature you are willing to take as a rider gains the following benefits.

  • They have advantage on melee attack rolls against unmounted creatures that are smaller than you.
  • They can force an attack targeted at you to target them instead.

Advanced Flesh Crafts

Wings

You grow wings, for the duration you gain a flying speed equal to your walking speed.

Burrowing

Your sprout limbs with shovel like ends, you are able to burrow through soft ground at a rate equal to half your walking speed.

Aquatic adaptation

You adpat your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to double your walking speed.

Swift Hunter

You alter your physique with long powerful leg muscles. Your movement speed is increased by 20ft for the duration of this fleshcraft.

Expert Fleshcrafts

Phase Beast

As an action you can magically shift from The Material Plane to the Ethereal Plane, or vice versa.

Skin of Stone

Until the fleshcraft ends, you have resistance to nonmagical bludgeoning, piercing, and slashing damage.

Vicious Strikes

You can add the strength or dexterity modifier of your true form to your damage rolls while shapeshifted.

Legendary Fleshcrafts

Phoenix

If you die in true form, your body turns to ash and then is reformed after 1 hour. If the ash's are scattered you cannot be resurrected in this way until they are brought back together.

Adaptable Lair

You are able to choose an area to become your "lair" for 24 hours. While in your lair you are able to use any lair action features of the creature you are.

Legendary Resistance

You gain 3 legendary resistances that you can use every 24 hours. If you fail a saving throw, you can use one of these legendary resistances to succeed instead.

Aspect of the Dragon

A Shapeshifter with Aspects of the Dragon have most likely traveled the world, collecting scales from these creatures. Their metamorphosis is the most painful but the adrenaline of becoming one of the most feared creatures in Olin is worth the consequence.

Dragon Scales

Starting at 5th level when you choose this archtype, your skin becomes solid like dragon scales. Your AC cannot be less then 16.

Hoard

When you reach 7th level you begin to collect your own dragon hoard. A valuable that becomes part of your hoard can be stowed at will. When summoned, it materializes in a space in front of you after a long rest.

Draconic Resistance

At 11th level your draconic aspects manifest themselves in your essence. Choose any one damage type. You become resistant to that damage type.

Dragon Fear

Starting at 15th level you can use the frightful presence feature. Each creature of the your choice that is within 120 feet of the you and aware of you must succeed on a DC 16 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the Effect on itself on a success. If a creature's saving throw is successful or the Effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.


Green Dragon

Medium dragon, Neutral


  • Armor Class 12
  • Hit Points 16
  • Speed 40ft

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 14 (+2) 3 (-4) 14 (+2) 6 (-3)

  • Senses passive Perception 12
  • Languages None
  • Challenge 1

Actions

Pounce. If the green dragon moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the dragon can make one bite attack against it as a bonus action.

Claw. Melee Weapon Attack: +4 to hit, Reach 5 ft., one target. Hit: 1d6+2 slashing damage.

Bite. Melee Weapon Attack: +4 to hit, Reach 5ft., one target. Hit: 1d8+2 piercing damage.

Keen Smell. The green dragon has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The green dragon has advantage on an attack roll against a creature if at least one of the dragon's allies is within 5 ft. of the creature and the ally isn't incapacitated.

.


Fey Dragon

Small dragon, chaotic good


  • Armor Class 12
  • Hit Points 8
  • Speed 20 ft., fly 20ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 12 (+1) 12 (+1) 18 (+4)

  • Saving Throws The fey dragon has advantage on saving throws against spells and other magical effects.
  • Senses passive Perception 11
  • Languages Aelven, Common, Draconic
  • Challenge 1

Actions

Innate Magic. The fey dragon has the minor illusion cantrip and can choose one other cantrip from the wizards spell list. It also gets the following spells which it can cast once per long rest; Color spray, disguise self, illusionary script and silent image.

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


Black Dragon

Large dragon, chaotic evil


  • Armor Class 16 or 10 in direct sunlight
  • Hit Points 33
  • Speed 30 ft., glide 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 10 (+0) 10 (+0) 10 (+0) 3 (-4)

  • Skills Stealth, Perception, Dark vision 60 ft.
  • Damage Vulnerabilities Radiant
  • Damage Resistances Acid, Poison
  • Senses passive Perception 14
  • Languages Draconic
  • Challenge 2

Actions

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: (2d6 + 4) bludgeoning damage. The target is grappled (escape dc 16) Until this grapple ends, the creature is restrained, and the dragon can't constrict another target

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: (2d6 + 4) piercing damage.

Acidic Secretion. If the dragon has a creature grappled it may use its action to secret acid from its coils deal 2d4 acid damage to the grappled creature.


Brass Dragon

Medium dragon, lawful good


  • Armor Class 16
  • Hit Points 34
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 13 (+1) 14 (+2) 14 (+2) 19 (+4)

  • Saving Throws The brass dragon has advantage on saving throws against spells and abilities that charm, fear, paralyze or sleep.
  • Skills Persuasion, Performance
  • Senses passive Perceptoin 10
  • Languages Aelven, Common, Draconic, Dvergr, Giant
  • Challenge 2

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d8 + 2) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (2d6 + 2) slashing damage.

Sleep Breath. Once per short or long rest the dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.


Bronze Dragon

Large dragon, chaotic good


  • Armor Class 16
  • Hit Points 68
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 17 (+3) 12 (+1) 11 (+0) 5 (-3)

  • Senses passive Perception 10
  • Languages Common, Draconic
  • Challenge 3

Multiattack. The bronze dragon can make two attacks: one with its claw and one with its bite.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (1d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (2d6 + 4) piercing damage.

Thunder Roar (Recharge 6). The dragon lets out a thunderous roar. Each creature in a 30ft cone makes a constitution saving throw DC 14. On failed save they take 4d8 thunder damage, are deafened and knocked prone. Or half as much damage on a succesful save they are not deafened or knocked prone.


Angler Dragon

Medium dragon, chaotic evil


  • Armor Class 12
  • Hit Points 60
  • Speed swimming 50 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 13 (+1) 3 (-4) 12 (+1) 7 (-2)

  • Skills Stealth, Perception, Water breathing, Darkvision 120 ft.
  • Senses passive Perception 13
  • Languages Languages
  • Challenge 3

Actions

Multiattack. The angler dragon can make two bite attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: (2d8 + 4) piercing damage.

Lure. The dragon can attempt charm any creatures that can see its lure within 120 ft. It must make a Wisdom saving throw DC 16, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you for 5 minutes or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the charm ends, the creature knows it was charmed by you.


White Dragon

Huge dragon, chaotic evil


  • Armor Class 16
  • Hit Points 75
  • Speed 30 ft., burrow 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 17 (+3) 8 (-1) 16 (+3) 5 (-3)

  • Saving Throws saving_throws
  • Skills Perception, Stealth
  • Damage Vulnerabilities Fire
  • Damage Immunities Cold
  • Condition Immunities Blind, Deafen
  • Senses passive Perception 18, Tremorsense 120 ft.
  • Languages None
  • Challenge 4

Actions

Multiattack. The white dragon can make two bite attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit:(2d8 + 5) piercing damage.

Frost Breath (Recharge 6). The dragon exhales frost in a 40-foot line that is 15 ft. wide that leaves behind a icy trail. Each creature in that line must make a DC 16 Dexterity saving throw, taking (4d10) cold damage on a failed save and being rooted to the ground until it can succeed on a DC 14 Strength saving throw. If the creature succeeds it takes half as much damage and is not rooted.

Sled. The dragon can board the ice trail made by his breath weapon and move up to the full distance of it as a bonus action.


Iron Dragon

Large dragon, chaotic good


  • Armor Class 20
  • Hit Points 70
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 12 (+1)

  • Damage Vulnerabilities Fire
  • Damage Resistances Bludgeoning, piercing and slashing
  • Damage Immunities Bludgeoning, piercing and slashing from non-magical attacks
  • Senses passive Perception 10
  • Languages Common, Draconic
  • Challenge 4

Actions

Multiattack. The iron dragon can make two attacks one with its bite and one with its tail.

Bite. Attack Style: +8 to hit, reach 5 ft., one target. Hit: (1d10 + 4) piercing damage plus (1d10) fire damage.

Tail Whip. +8 to hit, reach 10 ft., one target. Hit: (1d10 + 4) Bludgeoning damage. If a creature is hit, itmust succeed on a DC 14 strength saving throw or be knocked prone.

Roll. The dragon can curl up into a ball and begin to roll. Its movement speed is increased by 10ft. If the dragon has moved at least 10ft in a straight line and collides with a creature, the creature takes 2d10 bludgeoning damage and the dragon exits this form. Additionally if a creature is hit, it must succeed on a DC 14 strength saving throw or be knocked prone.


Mercury Dragon

Large dragon, neutral


  • Armor Class 15
  • Hit Points 121
  • Speed 35 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 17 (+3) 6 (-2) 10 (+0) 15 (+2)

  • Saving Throws If the mercury dragon succeeds on a saving throw to take only half damage, it instead takes no damage.
  • Skills Stealth
  • Damage Resistances acid, cold, lightning, slashing
  • Condition Immunities charmed, frightened, prone
  • Senses passive Perception 10
  • Languages Common, Draconic
  • Challenge 5

Actions

Spider CLimb. The mercury dragon can climb difficult surfaces, including upside down on ceiling, without needing to make an ability check.

Poisonous. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: the creature is grappled by the dragon and takes (2d8) bludgeoning damage and (2d8) poison damage, a grappled creature can attempt to break free at the start of each of its turns by succeeding on a DC 14 Strength saving throw.

Amorphous. The mercury dragon can move through a space as narrow as 1 inch wide without squeezing.


Copper Dragon

Huge dragon, lawful good


  • Armor Class 17
  • Hit Points 119
  • Speed 40 ft., flying 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 24 (+7) 17 (+3) 15 (+2)

  • Skills Insight, Investigation
  • Damage Immunities Psychic
  • Condition Immunities Charmed
  • Senses passive Perception 13
  • Languages Aleven, Common, Draconic, Dvergr, Giant
  • Challenge 6

Actions

Multiattack. The copper dragon makes three attacks, one with its bite and two with its claws.

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 3) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 3) slashing damage.

Mind Lag (Recharge 6). Each creature that the dragon chooses and can see in a 30 ft. cone must make a DC 14 intelligence saving throw. On a failed saved a creature can't use reactions, its speed is halved, it can't make more then 1 attack, and can use only an action or bonus action for 1 minute. The creature can attempt a saving another saving throw at the end of each of its turns. If it succeeds the effects end.


Silver Dragon

Huge Dragon, Lawful good


  • Armor Class 18
  • Hit Points 127
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 17 (+3) 12 (+1) 11 (+0) 15 (+2)

  • Skills Perception
  • Damage Resistances Radiant
  • Senses passive Perception 13
  • Languages Common, Draconic
  • Challenge 7

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage

Moonlight Beam (Recharge 6). The dragon fires a silvery beam of pale light from its mouth at an area within 60 ft. It hits a 10-foot radius centered on a point within range, dim light fills the Cylinder. Creatures within it are engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 4d10 radiant damage on a failed save and is stunned for one turn, or half as much damage on a successful one and is not stunned.


Red Dragon

Large dragon, chaotic evil


  • Armor Class 16
  • Hit Points 120
  • Speed 30 ft., flying 60 ft.

STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 18 (+4) 7 (-2) 10 (+0) 10 (-0)

  • Skills Athletics, Perception,
  • Damage Vulnerabilities Cold
  • Damage Resistances Lightning
  • Damage Immunities Fire
  • Condition Immunities Frightened
  • Senses passive Perception 13
  • Languages Common, Dvergr, Draconic, Giant, Infernal
  • Challenge 7

Actions

Multiattack. The red dragon can make two bite attacks.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: (2d10 + 5) piercing damage plus 7 (1d10) fire damage.

Fire Breath (Recharge 5-6). The dragon exhales fire in a 30‐foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking (8d6) fire damage on a failed save, or half as much damage on a successful one.


Leviathan Dragon

Huge dragon, Neutral


  • Armor Class 16
  • Hit Points 136
  • Speed Glide 40 ft., Jump 30 ft., Swim 80 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 19 (+4) 14 (+2) 12 (+1) 17 (+3)

  • Saving Throws The leviathan dragon has advantage against Dexterity based saving throws.
  • Skills Perception, Performance, Persuasion, Stealth
  • Damage Vulnerabilities Lightning
  • Damage Resistances Bludgeoning, piercing, slashing from non-magical attacks
  • Senses passive Perception 15
  • Languages Draconic
  • Challenge 8

Actions

Multiattack. The leviathan dragon makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the dragon can't bite another target

Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: (3d8 + 7) bludgeoning damage.

Spit. The dragon can spit a stream of water at a creature it can see within 60ft. The dragon make a ranged attack roll. If it hits it deal 2d10 bludgeoning damage must make a DC 15 Strength saving throw. On a failed save the creature is shoved 30ft in the opposite direction it was hit.

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Blue Dragon

Gargantuan dragon, neutral


  • Armor Class 18
  • Hit Points 136
  • Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 15 (+2)

  • Skills Perception, Stealth
  • Damage Resistances Bludgeoning, piercing, slashing from non-magical attacks
  • Damage Immunities Lightning
  • Senses passive Perception 14
  • Languages Languages
  • Challenge 8

Actions

Multiattack. The blue dragon can make two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: (4d10 + 5) piercing damage.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (2d6 + 5) piercing damage.

Lightning Breath (Recharge 5-6). You breathe a bolt of lightning that arcs toward a target of your choice that you can see within 60 feet. Up to three bolts then leap from that target to as many as three other targets within 15 feet of the first target. The lightning imposes a Dexterity saving throw DC 16 and deals 12d6 lightning damage or half as much on a successful save. Creatures that fail the saving throw from your breath weapon generate an additional bolt of lightning, arcing to a creature or object within 10 feet that has not yet been hit by your Lightning Breath, taking half the damage dealt to the original creature.


Gold Dragon

Huge dragon, lawful good


  • Armor Class 18
  • Hit Points 168
  • Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4)

  • Skills Arcana, History, Perception
  • Damage Resistances Fire
  • Damage Immunities Radiant
  • Senses passive Perception 18
  • Languages Languages
  • Challenge 9

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Radiant Scales (Recharge 5-6). The dragon's scale shine with searing light in 60ft radius around the dragon. Creatures withing the radius must succeed on a DC 17 constitution saving throw or take 12d8 radiant damage, or half as much on a succesful saving throw.


Dragon Turtle

Gargantuan dragon, neutral


  • Armor Class 20
  • Hit Points 300
  • Speed 30 ft., Swim 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 20 (+5) 10 (+0) 12 (+1) 12 (+1)

  • Damage Resistances Fire
  • Amphibious The dragon turtle can breathe air and water.
  • Senses darkvision 120 ft., passive Pereption 11
  • Languages Aelven, Aquan. Common, Draconic, Dvergr, Giant
  • Challenge 10

Actions

Multiattack. The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tongue attack in place of its two claw attacks.

Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.

Barbed Tongue. Melee Weapon Attack: +13 to hit, reach 30 ft., one target. Hit: 26 (3d12 + 7) piercing damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pulled 25ft feet toward the dragon turtle and is restrained.

Steam Breath (Recharge 5-6). The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.

Aspect of the Chimera

The Varulf shamans began this practice taking the forms of the animals which their clans identified with. The most notible being the wolves of Ulf Vintervarg. Overtime pups of the clan broke off and began to take on the forms of multiple animals and with experience they were able to combine the strongest aspects of the creatures to create more deadly beasts.

Altered Beast

Starting at 5th level you are able to combine beasts together to create a more formidable creature. When you shapeshift you can use any one stat or feature from another beast that you can shapeshift into.

Breath Weapon

When you reach 7th level, your Chimera form is able to use the breath weapon of a dragon with the same CR. Choose a breath weapon from the Aspect of the Dragon list with a CR equal to or less then the CR of your Chimera. This feature counts as a fleshcraft though it does not use a fleshcraft slot.

Triple Threat

At 11th level you are able to combine more beasts into your Chimera form. When you shapeshift you can instead use two stats or features from two separate beasts that you can shapeshift into.

Tail Strike

Starting at 15th level, you are able to combine a 4th beast into you Chimera form taking its place as a tail. When you shapeshift you can instead use three stats or features from three separate beasts that you can shapeshift into.

Beast List

Below is a list of beasts that you can shapeshift into. Other options are availble. Consult your DM.

CR Beast
1 Brown Bear
1 Dire Wolf
1 Giant Hyena
1 Giant Spider
1 Giant Toad
1 Lion
1 Tiger
2 Aurochs
2 Cave Bear
2 Giant Boar
2 Giant Constrictor Snake
2 Giant Elk
2 Hunter Shark
2 Polar Bear
2 Rhinoceros
2 Saber-toothed Tiger

.

CR Beast
3 Giant Scorpion
3 Killer Whale
4 Elephant
4 Feywild Mantis Shrimp (see Chuul)
5 Giant Crocodile
5 Giant Shark
5 Hel Ape (see Balgura)
5 Feywild Kyr (see Triceratops)
6 Mammoth
6 Vroc (see Vroc)
6 Stone Shell (see Galeb Duhr)
7 Giant Ape
7 Trollywug (see Blue Slaad)
7 Fylgjur (see Shield Guardian)
8 Cloak Ray (see Cloaker)
8 Feywild Noxious Toad (see Hezrou)
8 Crag Lizard (see Tyrannosaurus Rex)
9 Grove Stag (see Treant)
9 Ancient Felbat (see Bone Devil)
10 Frost Salamander (see Frost Salamander)
10 Feywild Mind Eel (see Aboleth)
10 Roc (see Roc)

Aspect of the Monstrosity

Shapeshifter's blood magic has always been condemned in the nine realms, but the aspect of the monstrosity was met with pure hatred and fear. These shifters are capable of changing into the very creatures that dwell in the subterranean lairs of darkness. Most who follow this aspect do so to gain power and receive infamy.

Bigger, Badder

At 5th level when you choose this archtype. You can increase the size of your shapeshift by 1. You cannot use this feature again until you finish a long rest.

Huge Creature

Starting at 7th level, you can reduce the die type of a shapeshift by 1, if you shapeshift into a Large creature.

Unyielding

At 11th level, while shapeshifted you are immune to charm, fear and sleep.

Gargantuan Creature

Starting at 15th level, you can reduce the die type of a shapeshift by 1, if you shapeshift into a huge creature.

Monstrosities List

Below is a list of monstrosities you can shapeshift into. Other options are available, consult your DM.

CR Monstrosity
1 Death Dog
1 Female Steeder
1 Giant Strider
1 Harpy
1 Hippogriff
2 Ankheg
2 Carrion Crawler
2 Ettercap
2 Grick
2 Griffon
2 Merrow
2 Mimic
2 Peyton
2 Shadow Mastiff
3 Basilisk
3 Cave Fisher
3 Displacer Beast
3 Hook Horror
3 Manticore
3 Minotaur
3 Owlbear
3 Yeti
ToC

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CR Monstrosity
4 Girallon
4 Lamia
5 Bulette
5 Gorgon
5 Roper
5 Umberhulk
6 Chimera
6 Drider
6 Medusa
7 Lost Sorrowsworn
7 Yuan-ti Abomination
8 Hydra
8 Spirit Naga
9 Abominable Yeti
9 Lonely Sorrowsworn
10 Froghemoth
10 Guardian Naga

Skald

Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, an elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her song—knowledge of the people who constructed the monument and the mythic saga it depicts.

A stern keskan warrior bangs his sword rhythmically against his scale mail, setting the tempo for his war chant and exhorting his companions to bravery and heroism. The magic of his song fortifies and emboldens them.

Laughing as she tunes her Nykelharpa, a fey dreki weaves her subtle magic over the assembled nobles, ensuring that her companions’ words will be well received.

Whether scholar, Bard, or scoundrel, a Skald weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds.

Music and Magic

In the realms of Olin, words and music are not just vibrations of air, but vocalizations with power all their own. The Skald is a master of song, speech, and the magic they contain. Skalds say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of Skalds is an attempt to snatch and harness those echoes, subtly woven into their spells and powers.

The greatest strength of Skalds is their sheer versatility. Many Skalds prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But Skalds are capable of defending themselves in melee if necessary, using their magic to bolster their swords and armor. Skalds become masters of the talents they set their minds to perfecting, from musical performance to esoteric knowledge.

Learning from Experience

Discovering the magic hidden in music requires hard study and some measure of natural talent that most troubadours and jongleurs lack. It can be hard to spot the difference between these performers and true Skalds, though. A Skald’s life is spent wandering across the land gathering lore, telling stories, and living on the gratitude of audiences, much like any other entertainer. But a depth of knowledge, a level of musical skill, and a touch of magic set Skalds apart from their fellows. Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic, decipher old tomes, travel to strange places, or encounter exotic creatures. Skalds love to accompany heroes to witness their deeds firsthand.

A Skald who can tell an awe-inspiring story from personal experience earns renown among other Skalds. Indeed, after telling so many stories about heroes accomplishing mighty deeds, many Skalds take these themes to heart and assume heroic roles themselves.

Creating a Skald

Skalds thrive on stories, whether those stories are true or not. Your character’s background and motivations are not as important as the stories that he or she tells about them. Perhaps you had a secure and mundane childhood. There’s no good story to be told about that, so you might paint yourself as an orphan raised by a hag in a dismal swamp. Or your childhood might be worthy of a story. Some Skalds acquire their magical music through extraordinary means, including the inspiration of fey or other supernatural creatures.

Did you serve an apprenticeship, studying under a master, following the more experienced Skald until you were ready to strike out on your own? Or did you attend a college where you studied Skaldic lore and practiced your musical magic? Perhaps you were a young runaway or orphan, befriended by a wandering Skald who became your mentor. Or you might have been a spoiled noble child tutored by a master. Perhaps you stumbled into the clutches of a hag, making a bargain for a musical gift in addition to your life and freedom, but at what cost?

Quick Build

You can make a Skald quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the dancing lights and vicious mockery cantrips, along with the following 1st-level spells: charm person, detect magic, healing word, and thunderwave.

Class Features

As a Skald, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
  • Tools: Three musical instruments of your choice

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose any three

Equipment

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

  • (a) a rapier or (b) longsword or (c) any simple weapon
  • (a) a diplomat's pack or (b) an entertainer's pack
  • (a) a lute or (b) any other musical instrument
  • Leather armor and a dagger

Spellcasting

You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your Spells are part of your vast repertoire, magic that you can tune to different situations. See chapter 10 for the general rules of Spellcasting and chapter 11 for the Skald spell list.

Cantrips

You know two Cantrips of your choice from the Skald spell list. You learn additional Skald Cantrips of your choice at higher levels, learning a 3rd cantrip at 4th Level and a 4th at 10th level.

Spell Slots

The Skald 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.

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

The Skald
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Skaldic Inspiration (d6) 2 4 2
2nd +2 Jack of All Trades, Song of Rest (d6) 2 5 3
3rd +2 Skald College, Expertise 2 6 4 2
4th +2 Ability Score Improvement 3 7 4 3
5th +3 Skaldic Inspiration (d8), Font of Inspiration 3 8 4 3 2
6th +3 Countercharm, Skald College feature 3 9 4 3 3
7th +3 3 10 4 3 3 1
8th +3 Ability Score Improvement 3 11 4 3 3 2
9th +4 Song of Rest (d8) 3 12 4 3 3 3 1
10th +4 Skaldic Inspiration (d8), Expertise, Magical Secrets 4 14 4 3 3 3 2
11th +4 4 15 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1
13th +5 Song of Rest (d10) 4 16 4 3 3 3 2 1 1
14th +5 Magical Secrets, Skald College feature 4 18 4 3 3 3 2 1 1
15th +5 Skaldic Inspiration (d12) 4 19 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1
17th +6 Song of Rest (d12) 4 20 4 3 3 3 2 1 1 1 1
18th +6 Magical Secrets 4 22 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 22 4 3 3 3 3 2 1 1 1
20th +6 Superior Inspiration 4 22 4 3 3 3 3 2 2 1 1

Spells Known of 1st Level and Higher

You know four 1st-level Spells of your choice from the Skald spell list.

You learn an additional Skald spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 3rd Level in this class, you can learn one new spell of 1st or 2nd Level.

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

Spellcasting Ability

Charisma is your Spellcasting Ability for your Skald Spells. Your magic comes from the heart and soul you pour into the Performance of your music or oration.

You use your Charisma whenever a spell refers to your Spellcasting Ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Skald spell you cast and when Making an Attack roll with one.

Spell save DC = 8 + your Proficiency Bonus + your Charisma modifier

Spell Attack modifier = your Proficiency Bonus + your Charisma modifier

Ritual Casting

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

Spellcasting Focus

You can use a musical instrument (see "Equipment") as a Spellcasting focus for your Skald Spells.

Skaldic Inspiration

You can inspire others through stirring words or music. To do so, you use a Bonus Action on Your Turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Skaldic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes.

Once the Skaldic Inspiration die is rolled, it is lost. A creature can have only one Skaldic Inspiration die at a time.

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

Your Skaldic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th Level, a d10 at 10th level, and a d12 at 15th level.

Jack of All Trades

Starting at 2nd Level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.

Song of Rest

Beginning at 2nd Level, you can use soothing music or oration to help revitalize your wounded allies during a Short Rest. If you or any friendly creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those creatures regains an extra 1d6 Hit Points.

The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Skald College

At 3rd Level, you delve into the advanced Techniques of a Skald college of your choice, such as the College of Lore. Your choice grants you features at 3rd Level and again at 6th and 14th level.

Expertise

At 3rd Level, choose two of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.

At 10th level, you can choose another two skill Proficiencies to gain this benefit.

Ability Score Improvement

When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Optionally, instead of increasing ability scores, you can gain 5 background points to spend on edges.

Font of Inspiration

Beginning when you reach 5th Level, you regain all of your expended uses of Skaldic Inspiration when you finish a short or Long Rest.

Countercharm

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).

Magical Secrets

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two Spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Skald table, or a cantrip.

The chosen Spells count as Skald Spells for you and are included in the number in the Spells Known column of the Skald table.

You learn two additional Spells from any class at 14th level and again at 18th level.

Superior Inspiration

At 20th level, when you roll Initiative and have no uses of Skaldic Inspiration left, you regain one use.

College of Lore

Skalds of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these Skalds use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local Temple to their loyalty to the king.

The loyalty of these Skalds lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a Skald as a herald or Advisor knows that the Skald would rather be honest than politic.

The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.

Bonus Proficiencies

When you join the College of Lore at 3rd Level, you gain proficiency with three Skills of your choice.

Cutting Words

Also at 3rd Level, when a creature that you can see within 60 feet of you makes an Attack roll, an ability check, or a damage roll, you can use your Reaction to expend one of your uses of Skaldic Inspiration, rolling a Skaldic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the Attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being Charmed.

Additional Magical Secrets

At 6th level, you learn two Spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Skald table, or a cantrip. The chosen Spells count as Skald Spells for you but don’t count against the number of Skald Spells you know.

Peerless Skill

Starting at 14th level, when you make an ability check, you can expend one use of Skaldic Inspiration. Roll a Skaldic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.

College of the Tonskald

Skalds of the College of the Tonskald focus their talents on musical compositions. Every note struck true rings out across the battlefield to aid allies or hinder enemies. To them music is not only an expression but a language to be taught and heard by all. It is often a ballad written in the heat of battle will be heard sung at the local tavern by every day folk.

Bonus Proficiencies

When you join the College of the Tonskald at 3rd level, you gain proficiency in performance and up to three additional instruments of your choice.

Striking Note

Also at 3rd level, you lay down your arms to favor the use of your chosen instrument in combat. You can make a ranged attack roll to strike a note which rings across the battle field towards a creature with concussive force. The range is 30ft and you deal thunder damage equal to your Skaldic inspiration die. Charisma is your modifier for the attack and damage roll.

Concertos

Additionally at 3rd level you gain access to pieces of soloist music that you can continually play to bolster your allies in combat. You can change concertos using a bonus action.

Minuet of Movement. You play a graceful flowing tune that inspires motion. A number of creatures, you choose, up to your Charisma modifier, that are within 60ft of you, gain an additional 10ft of movement during their turn.

Sonata of Shielding. You play play a melodic and mythodical tune which carries to those near you. A number of creature, you choose, up to your Charisma modifier, that start their turn within 5ft of you gain your Charisma modifier in temporary hp.

Bolero of Echoes. You play a deep, reverberating tune that creates resounding waves that flow through the battlefield. A number of creatures, you choose, up to your Charisma modifier, can add your Charisma modifier in thunder damage to their damage rolls while they remain within 10ft of you.

Crescendos

At 6th level, you are able to apply a sudden rise in your musical movements. When you crescendo you must change your concerto, but can do so as a free action.

Prelude of the Bastion. - You play a heavy, stomping tune which shakes an enemies stance and lowers their defense. If you are currently playing the Minuet of Movement, you can spend a Skaldic inspiration die to lower a target creatures AC. Make a ranged attack roll, if you hit you can add your Skaldic inspiration dice to the damage, and lower the targets AC by half the amount rolled. This effect lasts until the start of your next turn.

Serenade of Regeneration. You play a light intimate piece of music that soothes those near you. If you are playing the Sonata of Shielding, you can spend a Skaldic inspiration die to heal nearby allies. You can heal a number of creature up to your Charisma modifier, that are within 30ft, for the amount rolled on your Skaldic inspiration die.

Toccata of Fervor. You play a quick tune with an air of virtuosity. If you are playing the Bolero of Echoes, you can spend a Skaldic inspiration die to influence an ally to act on aggression. On your turn you can allow a creature within 30ft to use its reaction to attack a creature in range. They can add the Skaldic inspiration die roll to the attacks damage.

The Overture of Change

Starting at 14th level, you can play an loud, overwhelming tune that fills the area with music. You attempt to interrupt a creature in the process of casting a spell. As a bonus action you can spend a 3rd level spell slot. If the creature is casting a spell of 3rd level or lower, its spell is replaced by a spell that you know and choose, including its target. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell is replaced by a spell that you know and choose, including its target. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell is changed if its level is less than or equal to the level of the spell slot you used. You cannot use this feature again until you finish a long rest.

College of Valor

Skalds of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These Skalds gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.

Bonus Proficiencies

When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

Combat Inspiration

Also at 3rd level, you learn to inspire others in battle. A creature that has a Skaldic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Skaldic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

Extra Attack

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

Battle Magic

At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a Skald spell, you can make one weapon attack as a bonus action.

College of Glamour

The College of Glamour is the home of Skalds who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these Skalds learn to use their magic to delight and captivate others.

Mantle of Inspiration

When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.

As a bonus action, you can expend one use of your Skaldic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and who can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.

The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.

Enthralling Performance

Starting at 3rd level, you can charge your performance with seductive, fey magic.

If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

If a target succeeds on its saving throw, the target has no hint that you tried to charm it.

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

Mantle of Majesty

At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast Command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast Command as a bonus action on each of your turns, without expending a spell slot.

Any creature charmed by you automatically fails its saving throw against the Command you cast with this feature.

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

Unbreakable Majesty

At 14th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.

In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.

Once you assume this majestic presence, you can't do so again until you finish a short or long rest.

College of Swords

Skalds of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.

Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.

Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.

Bonus Proficiencies

When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.

If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your Skald spells.

Fighting Style

At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

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

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Blade Flourish

At 3rd level, you learn to conduct impressive displays of martial prowess and speed.

Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.

Defensive Flourish. You can expend one use of your Skaldic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Skaldic Inspiration die. You also add the number rolled to your AC until the start of your next turn.

Slashing Flourish. You can expend one use of your Skaldic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Skaldic Inspiration die.

Mobile Flourish. You can expend one use of your Skaldic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Skaldic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.

Extra Attack

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

Master's Flourish

Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Skaldic Inspiration die.

College of Whispers

Most folk are happy to welcome a Skald into their midst. Skalds of the College of Whispers use this to their advantage. They appear to be like any other Skald, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These Skalds use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.

Many other Skalds hate the College of Whispers, viewing it as a parasite that uses the Skalds’ reputation to acquire wealth and power. For this reason, these Skalds rarely reveal their true nature unless they must. They typically claim to follow some other college, or keep their true nature secret in order to better infiltrate and exploit royal courts and other settings of power.

Psychic Blades

When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind.

When you hit a creature with a weapon attack, you can expend one use of your Skaldic Inspiration to deal an additional 2d6 psychic damage to that target. You can do so only once per round on your turn.

The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.

Words of Terror

At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.

If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.

If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.

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

Mantle of Whispers

At 6th level, you gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.

You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.

While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.

Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.

Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest.

Shadow Lore

At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.

As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.

If the target fails its saving throw, it is charmed by you for the next 8 hours or until you or your allies attack or damage it. It interprets the whispers as a description of its most mortifying secret.

While you gain no knowledge of this secret, the target is convinced you know it. While charmed in this way, the creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.

When the effect ends, the creature has no understanding of why it held you in such fear.

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

Sorcerer

Golden eyes flashing, a keskan stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to the air.

Long hair whipped by a conjured wind, an elf spreads his arms wide and throws his head back. Lifting him momentarily off the ground, a wave of magic surges up in him, through him, and out from him in a mighty blast of lightning.

Crouching behind a stalagmite, a dwarf points a finger at a charging troglodyte. A blast of fire springs from her finger to strike the creature. She ducks back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue.

Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can’t study Sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses Sorcery; the power chooses the Sorcerer.

Raw Magic

Magic is a part of every Sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some Sorcerer wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.

The appearance of Sorcerous powers is wildly unpredictable. Most of the time, the talents of Sorcery appear as apparent flukes. Some Sorcerer can’t name the origin of their power, while others trace it to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring might spark the gift of Sorcery. So too might the gift of a deity of magic, exposure to the elemental forces, and so on.

Unexplained Powers

Sorcerer are rare in the world, and it’s unusual to find a Sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn’t like to stay quiet. A Sorcerer’s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn’t called on.

Sorcerer often have obscure or quixotic motivations driving them to adventure. Some seek a greater understanding of the magical force that infuses them, or the answer to the mystery of its origin. Others hope to find a way to get rid of it, or to unleash its full potential. Whatever their goals, Sorcerer are every bit as useful to an adventuring party as wizards, making up for a comparative lack of breadth in their magical knowledge with enormous flexibility in using the spells they know.

The Sorcerer
Level Proficiency Bonus Sorcery Points Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Sorcerous Origin 4 2 2
2nd +2 2 Font of Magic 4 3 3
3rd +2 3 Metamagic 4 4 4 2
4th +2 4 Ability Score Improvement 5 5 4 3
5th +3 5 5 6 4 3 2
6th +3 6 Sorcerous Origin Feature 5 7 4 3 3
7th +3 7 5 8 4 3 3 1
8th +3 8 Ability Score Improvement 5 9 4 3 3 2
9th +4 9 5 10 4 3 3 3 1
10th +4 10 Metamagic 6 11 4 3 3 3 2
11th +4 11 6 12 4 3 3 3 2 1
12th +4 12 Ability Score Improvement 6 12 4 3 3 3 2 1
13th +5 13 6 13 4 3 3 3 2 1 1
14th +5 14 Sorcerous Origin Feature 6 13 4 3 3 3 2 1 1
15th +5 15 6 14 4 3 3 3 2 1 1 1
16th +5 16 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1
17th +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1
18th +6 18 Sorcerous Origin Feature 6 15 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1

Creating a Sorcerer

The most important question to consider when creating your Sorcerer is the origin of your power. As a starting character, you’ll choose an origin that ties to a draconic bloodline or the influence of wild magic or another source of power is up to you to decide. Is it a family curse, passed down to you from distant ancestors? Or did some extraordinary event leave you blessed with inherent magic but perhaps scarred as well?

QUICK BUILD

You can make a Sorcerer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the light, prestidigitation, ray of frost, and shocking grasp cantrips, along with the 1st-level spells shield and magic missile.

Class Features

As a Sorcerer, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Two daggers

Spellcasting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Sorcerer spell list.

Cantrips

At 1st level, you know four cantrips of your choice from the Sorcerer (Sorcerers) spell list. You learn additional Sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Slots

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

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

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Sorcerer (Sorcerers) spell list.

The Spells Known column of the Sorcerer table shows when you learn more Sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

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

Spellcasting Ability

Charisma is your spellcasting ability for your Sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Sorcerer spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your Sorcerer spells.

Sorcerous Origin

Choose a Sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Origin Spells

Some Sorcerous Origins allow you to learn additional spells when you reach certain levels in this class, as shown on the Spells table for your chosen origin. 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.

Font of Magic

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by Sorcery points, which allow you to create a variety of magical effects.

Sorcery Points

You have 2 Sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more Sorcery points than shown on the table for your level. You regain all spent Sorcery points when you finish a long rest.

Flexible Casting

You can use your Sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional Sorcery points. You learn other ways to use your Sorcery points as you reach higher levels.

Creating Spell Slots. You can transform unexpended Sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Any spell slot you create with this feature vanishes when you finish a long rest.

Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of Sorcery points equal to the slot’s level.

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 Sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 Sorcery point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 Sorcery point to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend 1 Sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Sorcery point to double its duration, to a maximum duration of 24 hours.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 Sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 Sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell

When you cast a spell, you can spend 1 Sorcery point to cast it without any somatic or verbal components.

Twinned Spell

When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of Sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 Sorcery point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Optionally, instead of increasing ability scores, you can gain 5 background points to spend on edges.

Sorcerous Restoration

At 20th level, you regain 4 expended Sorcery points whenever you finish a short rest.

Ancient Soul

There are many Vanish on Midraholm but few who were departed with the magic of their ancient bloodline. Some Vanish Sorcerers were born with these abilities, but other races may have acquired them by chance. Being singed by Sturm's eternal flame, or eating of the sacred fruit of Ysilda. Whatever be the case your magic is an entity the combines the power of all nine of the ancient and their ability to inflict chaos or law at will.

The power of the Ancients can seem strange and alien to others, but for you it is part of a vast and glorious system that others can’t comprehend. At your option, you can pick from or roll on the Manifestations of the Ancients table to create a way your connection to them manifests while you are casting a spell.

d10 Manifestation
1 Plants grow rapidly around you
2 Your body is surrounded by flames
3 Tornadoes form around your arms
4 It briefly rains around you
5 You briefly grow older or younger
6 You are surrounded by twinkling star constellations
7 Prismatic light erupts from your hands
8 Shadowy smoke surrounds your body
9 The spell looks completely different but has the same effect
10 No manifestation

Ancient Soul Spells

Sorcerer Level Spells
2nd alarm, protection from evil and good
3rd find traps, heat metal
5th counterspell, glyph of warding
7th arcane eye, Otiluke's resilient sphere
9th animate objects, wall of force

Restore Balance

At 1st level when you choose this subclass, your connection to the ancients allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

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

Bulwark of Law

Beginning at 6th level, you can imbue a creature with a shimmering shield. As an action, you can expend 1 to 5 Sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.

The ward is represented by a number of d8s equal to the number of Sorcery points spent to create it. When the warded creature takes damage, it can use its reaction to spend a number of those dice, roll them, and reduce the damage taken by the total of the spent dice.

Trance of Order

You gain the ability to enter a state of ordered consciousness as a bonus action. For the next minute, attack rolls against you can’t benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a d20 roll of 9 or lower as a 10. Once you use this action, you can’t use it again until you finish a long rest or until you expend 5 Sorcery points to use it again.

Ancient Cavalcade

At 18th level, you summon spirits of the Ancients to restore balance around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like manifestations of the nine ancients or other elementals of your choice. The spirits are intangible and invulnerable, work fast and efficiently, and create the following effects within the cube before vanishing:

The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube. Any damaged objects entirely in the cube are repaired. Every spell of 6th level or lower ends on creatures and objects of your choice in the cube. Once you use this action, you can’t use it again until you finish a long rest or until you expend 7 Sorcery points to use it again.

Divine Soul

Sometimes the spark of magic that fuels a Sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands sacred power, a Divine Soul can undermine an existing order by claiming a direct tie to the divine.

In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

Divine Magic

Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a Sorcerer cantrip or a Sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the Sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a Sorcerer spell for you.

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a Sorcerer spell for you, but it doesn’t count against your number of Sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

Chaos

You learn the bane spell, but it doesn’t count against your number of Sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

Evil

You learn the inflict wounds spell, but it doesn’t count against your number of Sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

Good

You learn the cure wounds spell, but it doesn’t count against your number of Sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

Law

You learn the bless spell, but it doesn’t count against your number of Sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

Neutrality

You learn the protection from evil and good spell, but it doesn’t count against your number of Sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

Favored by the Gods

Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.

Empowered Healing

Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 Sorcery point to reroll any number of those dice once, provided you aren’t incapacitated. You can use this feature only once per turn.

Otherworldly Wings

Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you’re incapacitated, you die, or you dismiss them as a bonus action.

The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

Unearthly Recovery

At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

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

Draconic Bloodline

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, Sorcerer with this origin trace their descent back to a mighty Sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given Sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

Draconic Ancestry

Dragon Damage Type
Black Acid
Blue Lightning
Brass Psychic
Bronze Thunder
Copper Psychic
Gold Radiant
Green Poison
Red Fire
Silver Radiant
White Cold

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.

Elemental Affinity

Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 Sorcery point to gain resistance to that damage type for 1 hour.

Dragon Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Draconic Presence

Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 Sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

Psionic Soul

One day a light blazed forth within you—the illumination of psionic power. Your mind now simmers with this power, the full extent of which you won’t fully grasp for years to come. You can touch other minds with it and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?

Psionic Soul Sorcerer are revered and marshaled on both sides of the gith war. In Eberron, many kalashtar dream of discovering this origin’s abilities within themselves, and in Athas, more Sorcerer are born with a Psionic Soul than with any other source of power. In the glades of primeval woods touched by the Feywild, children sometimes awaken to the wonders of psionic power. And in communities that survive Far Realm incursions, some folk are mutated into horrific aberrations, while a lucky few not only remain themselves, but also discover that psionic energy now suffuses their minds.

Psionic Talent

You harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.

Psionic Talent Options

You can use your Psionic Talent die in the following ways:

Psionic Discovery. You can unlock the ability to cast a mind-oriented Sorcerer spell you don’t already know. After meditating for 10 minutes (which can be done during a rest), roll your Psionic Talent die, and choose a Sorcerer spell of a level for which you have spell slots and that is in the school of divination or enchantment. You know the chosen spell for a number of hours equal to the number you rolled.

Psychic Sorcery. When you cast a spell, you can use your mind to form it, rather than relying on words, gestures, and materials. To do so, roll your Psionic Talent die. The spell then requires no verbal component, and if you rolled the level of the spell or higher, the spell doesn’t require somatic or material components either.

Telepathic Speech. You can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see, and roll your Psionic Talent die. For a number of hours equal to the number you rolled, you and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to the number you rolled. To understand each other, you each must speak mentally in a language the other knows. The telepathic connection ends early if you use this ability to form a connection with a different creature.

Changing the Die’s Size

If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it’s a d4 and you roll a 4, it becomes unusable until you finish a long rest.

Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.

Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

Psi Replenishment

As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can’t use Psi Replenishment again until you finish a long rest.

Psychic Strike

You have learned to channel additional psychic energy into your spells. Immediately after you deal damage to a creature with a Sorcerer spell for which you expend a spell slot, you can roll your Psionic Talent die and also deal psychic damage to that creature equal to the number rolled. You can deal this extra damage only once per turn.

Mind Over Body

You can now use the psi that flows through you to give your body extraordinary abilities. As a bonus action, you can roll your Psionic Talent die and spend 1 or more Sorcery points to magically transform yourself for a number of hours equal to the number rolled. Until the transformation ends, you gain one of the following benefits of your choice for each Sorcery point you spent, choosing a different benefit for each point:

  • You can see any invisible creature within 60 feet of you, provided it isn’t behind total cover.
  • You gain a flying speed equal to your walking speed, and you can hover.
  • You gain a swimming speed equal to twice your walking speed, and you can breathe underwater.
  • Your body, along with any equipment you are wearing or carrying, becomes pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Psychic Aura

If your Psionic Talent die is available, you can unleash your psionic power in a crackling aura of psychic energy; as a bonus action, you can magically radiate this transparent, 30-foot radius aura for 1 minute or until you’re incapacitated or lose the use of your Psionic Talent die.

Whenever a creature starts its turn in the aura or moves into it for the first time on a turn, you can roll your Psionic Talent die and deal psychic damage to the creature, equaling the number rolled plus your Charisma modifier. If the creature takes any of this damage, its speed is halved until the start of its next turn.

Shadow Magic

You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.

The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.

Shadow Sorcerer Quirks

d6 Damage Quirk
1 You are always icy cold to the touch.
2 When you are asleep, you don’t appear to breathe (though you must still breathe to survive).
3 You barely bleed, even when badly injured.
4 Your heart beats once per minute. This event sometimes surprises you.
5 You have trouble remembering that living creatures and corpses should be treated differently
6 You blinked. Once. Last week.

Eyes of the Dark

Starting at 1st level, you have darkvision with a range of 120 feet.

When you reach 3rd level in this class, you learn the darkness spell, which doesn’t count against your number of Sorcerer spells known. In addition, you can cast it by spending 2 Sorcery points or by expending a spell slot. If you cast it with Sorcery points, you can see through the darkness created by the spell.

Strength of the Grave

Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, you can’t use this feature again until you finish a long rest.

Hound of Ill Omen

At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 Sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf statistics (see the Monster Manual or appendix C in the Player’s Handbook), with the following changes:

  • The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
  • It appears with a number of temporary hit points equal to half your Sorcerer level.
  • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
  • At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.
  • The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Shadow Walk

At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Umbral Form

Starting at 18th level, you can spend 6 Sorcery points as a bonus action to magically transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

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

Storm Soul

Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm permeates your being.

Storm Sorcerer are invaluable members of a ship’s crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.

Wind Speaker

The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Tempestuous Magic

Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

Heart of the Storm

At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your Sorcerer level.

Storm Guide

At 6th level, you gain the ability to subtly control the weather around you.

If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind.

Storm’s Fury

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your Sorcerer level. The attacker must also make a Strength saving throw against your Sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

Wind Soul

At 18th level, you gain immunity to lightning and thunder damage.

You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.

Wild Magic

Your innate magic comes from the forces of chaos that underlie the order of creation. You might have endured exposure to raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the Far Realm. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause. However it came to be, this magic churns within you, waiting for any outlet.

Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. When you cast a spell you must roll a d20 if it is equal to or higher than your surge number you trigger wild magic. Your surge number starts at (20) and goes down each time you cast a spell. Your surge number is reduced by the same number of the spells level. For example if your surge number is (18) and you cast a 3rd level spell, your surge number goes down to (15.) See the table at the end of this subclass for wild magic surgers.

Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a Sorcerer spell of 1st level or higher. You then regain the use of this feature.

Bend Luck

Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 Sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the creature rolls but before any effects of the roll occur.

Controlled Chaos

At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Spell Bombardment

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

Roll Wild Magic
1 Roll on this table every round for 1 minute
2 You and your target switch positions after the spell
3 You can see invisible creatures for 1 minute
4 A flaming squirrel appears
5 A Heltech gizmo appears within 5 feet for 1 minute
6 You explode with plant growth
7 You cast fireball at 3rd level centered on self
8 Weapons in a 60 foot radius turn to food for 1 minute
9 You cast magic missile as a 5th level spell
10 You breathe a 30 foot cone of fire (3d6 damage)
11 Your height changes by 1d10: Even = Grow, Odd = Shrink
12 You cast confusion centered on yourself
13 You cast thunderwave centered on yourself
14 You are cocooned in crystal until someone breaks it 15 HP
15 You regain 5 HP a round for 1 minute
16 Your target is transported to the ethereal plane for 1 minute
17 You grow a long beard made of feathers until you sneeze
18 A swarm of rats carries you 30 feet in a random direction
19 You cast grease centered on yourself
20 Creatures within 30 feet are rooted unless they make a DC 15 Strength saving throw
21 For 1 minute targets of your spells have disadvantage on saving throws
22 A mature oak sprouts in an unoccupied space near you
23 Your skin turns a vibrant blue until you can remove the curse
24 You can only speak to animals for 24 hours
25 A third eye grows on your forehead, you have advantage on perception checks
26 You gain 100 lbs. Your movement speed is reduced by 10 feet. for 1 minute
27 Your spells take up your action and bonus action to cast
28 Next turn you take no action and vomit 1d100 silver pieces
29 You teleport up to 60 feet away into an unoccupied space
30 Your hands become covered in stick goop
31 You are transported to the astral plane until the end of your next turn
32 Cabbages sprout abundantly within 30 feet around you
33 Your next damage spell cast within 1 minute does max damage
34 You can mimic your target's voice perfectly for 24 hours
35 Your age changes by 1d10 years: Odd = younger, Even = older
36 You grow antlers, you shed them after 24 hours
Roll Wild Magic
37 1d6 flumphs appear for 1 minute within 60 feet, they are scared
38 You and your target are flung 10 feet in opposite directions
39 You regain 2d10 HP
40 Gravity reverses in a 30 foot radius till the start of your next turn
41 You become a potted plant until the start of your next turn
42 You are distracted by a cloud of gnats for 1 minute and have disadvantage on attack rolls
43 For the next minute you can teleport up to 20 feet as a bonus action
44 Your spell ricochets and hits another random target within 30 feet
45 You cast levitate on yourself
46 Your money alters, your copper becomes silver and your gold becomes copper
47 A unicorn appears within 5 feet for 1 minute
48 One of the target's eyes is replaced by a sapphire
49 You cannot speak, when you try to pink bubbles come out of your mouth
50 Smoke fumes come out of your ears for 1 minute
51 You gain a spectral shield for 1 minute and have +2 AC
52 You gain a 3 foot long prehensile tail for 1 hour
53 You cannot get drunk for 5d6 days
54 All unlocked doors and windows within 60 feet fling open
55 Your hair falls out, but grows back in 24 hours
56 Your face is blackened by a small explosion
57 For 1 minute your touch ignites flammable (non worn or carried) objects
58 A geyser lifts you in the air 50 feet until the start of your next turn
59 You regain a 1st level spell slot
60 A confused bear appears within 60 feet for 1 minute
61 For 1 minute you can only shout when speaking
62 3 foot tall grass sprouts everywhere in a 20 foot radius
63 You can breathe underwater for 1 minute
64 You cast fog cloud centered on yourself
65 3 creatures of your choice within 30 feet take 4d10 lightning damage
66 You fall unconscious until the start of your next turn
67 You frighten the nearest creature until the end of your next turn
68 If your target dies within the next minute, its ghost haunts you
69 Everyone within 30 feet of you becomes invisible for 1 minute or until they attack
70 Creatures within 60 feet of you must make a DC 15 Wisdom saving throw or drop what they are holding
71 You have resistance to all damage for 1 minute
72 Everything within 20 feet of you is pulled 10 feet towards you
73 A random creature within 60 feet is poisoned for 24 hours
74 You smell like lavender for 1d6 days
75 You glow brightly for 1 minute and blind people with 5 feet of you
76 Your clothes become uncomfortably tight
77 You cast polymorph on yourself
78 If you kill your target its extremities explode outward
79 Illusory butterflies flutter from you for 1 minute
80 You are trapped in a giant glass ball
81 You can take another action immediately
82 Your fists become huge dealing 1d8 bludgeoning damage
83 All creatures within 30 feet suffer 1d10 necrotic damage and you gain Temp HP equal to the loss
84 A loud voice ridicules you for 1 minute
85 You cast mirror image
86 Your arms become tentacles for 1 minute
87 You cast fly on a random creature within 60 feet
88 A large floating eye follows you around for 1 hour
89 You are silenced for 1 minute
90 Your Intelligence and Strength scores are swapped for 1 hour
91 If you die within 1 minunte you come back via the Reincarnate spell
92 You see everyone as a decaying corpse for 1 minute
93 You size increases by 1 for 1 minute
94 All light sources within 60 feet are extinguished
95 All creatures within 30 feet are vulnerable to piercing damage
96 You become frightened of a color for 1 hour
97 You are surrounded by faint ethereal music for 1 minute
98 You suffer a head cold for 24 hours
99 You regain all expended Sorcery points
100 The next phrase you speak becomes true
ToC

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Vernon

Arrows rain down around her as she runs towards the hobgoblins. Desperate to close the distance, the half-ork fights through the sting of a dozen cuts to reach her foes. The pain only makes her stronger. As she descends on the snarling pack she swings wildly, knocking several hobgoblins off their feet and sending the rest scattering before her.

The keskan braces himself for the impact as the ork rushes him. Then the monster makes a mistake, telegraphing its next move, and that’s all the opening the midgardian needs. He ducks beneath the ork’s wide swing then raises both hands high above his head and brings them down on the ork’s back, forcing the brute to the ground.

The dwarf smiles broadly and chuckles as the petty noble raises his hand to strike him for the impudent remark. Quick as a flash, the dwarf shatters the bottle in his hand against the bar and brandishes it before the noble. The young dandy flinches, stumbles backward, and runs away as the dwarf turns back to the bar to order another round.

Warriors who charge into battle with fists instead of axes, must be crazy right? Some still say that about Vernon Ironfist. The legacy he left behind is dozens of Fight Clubs who honor him by calling themselves Vernons. tumble life that leaves them full of determination and reckless, either from overconfidence or desperation.

Swagger for Days

Vernons unconsciously tap into their own inner strength in the form of Moxie. This is not an esoteric or mystical energy that flows through the multiverse, but the result of determination forged over a lifetime of hardship with a never-say-die attitude.

Life on the Street

Every city in the Midraholm has its back alleys, its underground fighting rackets, its ghettos. The Vernons who live in these places don’t have time to consider the lofty ideals of philosophy or ponder the mysteries of the universe. The Vernons, growing up on the wrong side of the tracks, spend all their time chasing down their next meal or, if they’re fortunate enough to have that, their next drink, bedfellow, or flophouse. For Vernons, becoming an adventurer might be the only way out of whatever miserable situation they’ve been stuck in since infancy. For others, getting lost out in the world is an escape from the tangled web of debt or enemies they’ve piled up. Other Vernons fight because it’s the only thing they know how to do. Whatever the reason for their adventuring, Vernons are as excited by the prospect of throwing punches as they are spending every last gold coin they earn.

Creating a Vernon

As you build your Vernon, consider how you came to be a bare knuckle brawler. Did you learn to fight to defend yourself? Was scraping the natural result of your nose for trouble? Or did you learn to fight as a way of intimidating and controlling others? Were you fighting for the entertainment, or did you fight because you had to? Did you try to become a more traditional martial artist but just couldn’t hack it? Vernons are a rowdy bunch that like to brag about how they learned to fight, so you better have a good story to tell.

What events in your life gave you the sheer determination and will that Vernons call on? Did you spend every day hustling on the street to make ends meet? Were you forgotten and ignored by your family? Were you an outsider in your community who had to constantly struggle against the ignorant stereotypes the people there had of you? The most important element of the Vernon is that they are driven. Once you have decided what events made you into the Vernon you are today, decide how that may shape the actions you take in the future.

Quick Build

You can make a Vernon quickly by following these suggestions. First, make Strength your highest ability score, followed by Constitution.

Class Features

As a Vernon, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, improvised weapons, whip, hand crossbow
  • Tools: Your choice of one artisan's tools, gaming set, or thieves' tools

  • Saving Throws: Strength, Constitution
  • Skills: Choose two from skills from Acrobatics, Athletics, Deception, Intimidation, Perception, Sleight of Hand, and Stealth.

Equipment

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

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

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The Vernon
Level Proficiency Bonus Fisticuffs Moxie Points Features
1st +2 1d6 Fisticuffs, Iron Chin
2nd +2 1d6 2 Moxie, Street Smart
3rd +2 1d6 2 Bloodied but Unbowed, Fight Club
4th +2 1d6 3 Ability Score Improvement, Dig Deep
5th +3 1d8 3 Extra Attack, Haymaker
6th +3 1d8 4 Fight Club feature,Moxie-Fueled Fists
7th +3 1d8 4 Fancy Footwork, Shake It Off
8th +3 1d8 5 Ability Score Improvement
9th +4 1d8 5 Down but Not Out
10th +4 1d8 6 School of Hard Knocks
11th +4 1d10 6 Fight Club feature
12th +4 1d10 7 Ability Score Improvement
13th +5 1d10 7 Rabble Rouser
14th +5 1d10 8 Unbreakable
15th +5 1d10 8 Mighty
16th +5 1d10 9 Ability Score Improvement
17th +6 1d12 9 Fight Club feature
18th +6 1d12 10 Fighting Spirit
19th +6 1d12 10 Ability Score Improvement
20th +6 1d12 12 Peak Physical Condition

Fisticuffs

At 1st level, your years of fighting in back alleys and taverns have given you mastery over combat styles that use unarmed strikes and Vernon weapons, which are simple melee weapons without the two-handed property, whips, and improvised weapons. You may not use the finesse property of a weapon while using it as a Vernon weapon. You gain the following benefits while you are unarmed or using only Vernon weapons and you are wearing light or no armor and not using a shield:

  • You can roll a d6 in place of the normal damage of your unarmed strike or Vernon weapon. This die changes as you gain Vernon levels, as shown in the Fisticuffs column on the Vernon table.
  • When you use the Attack action with an unarmed strike or a Vernon weapon on your turn, you can make one unarmed strike or grapple as a bonus action.

Iron Chin

Starting at 1st level, you can add your constitution modifier instead of your dexterity modifier to determine your armor class when you are wearing light or no armor and are not using a shield.

Moxie

Starting at 2nd level, your experience laying the beatdown on others has given you a Moxie you can channel in the midst of battle. This swagger is represented by a number of Moxie points. Your Vernon level determines the maximum number of points you have, as shown in the Moxie Points column of the Vernon table. You can spend these points to fuel various Moxie features. You start knowing three such features: brace up, the old one-two, and stick and move. You learn more Moxie features as you gain levels in this class. When an enemy creature deals damage to you that causes you to lose hit points equal to half your level or higher (not temporary hit points) you gain 1 Moxie point, up to your maximum. You regain all expended Moxie points when you complete a short or long rest.

Brace Up

You can use a bonus action and spend 1 Moxie point to brace for attacks. Roll your fisticuff’s die + your proficiency modifier + your Constitution modifier and gain that many temporary hit points.

The Old One-Two

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

Stick and Move

You can use a bonus action and expend 1 Moxie point to make a shove attack or the Dash action.

Street Smart

Beginning at 2nd level, carousing, shadowboxing, and sparring all count as light activity for the purposes of resting for you. Additionally, once you have completed a long rest in a city you know all public locations in the city and you cannot be lost by non-magical means while within the city.

Bloodied but Unbowed

Starting at 3rd level, when you are reduced to less than half of your maximum hit points you gain your Vernon level + your Constitution modifier in temporary hit points. You cannot use this feature again until you complete a short or long rest. At 9th level, when you use this feature you also add half your proficiency bonus to your damage with unarmed attacks and Vernon weapons for 1 minute.

Fight Club

Starting at 3rd level, your style is exemplified in a fight club: Brottare or Ivrig, both detailed at the end of the class description. Your fight club grants you features at 3rd level and again at 6th, 11th, and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Optionally, instead of increasing ability scores, you can gain 5 background points to spend on edges.

Dig Deep

Starting at 4th level, you discover a strength inside you that can’t be broken. As a bonus action you gain resistance to bludgeoning, piercing, and slashing damage for one minute. At the end of that minute you gain a level of exhaustion.

Extra Attack

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

Haymaker

Starting at 5th level, before you make an attack roll with an unarmed strike or Vernon melee weapon attack that does not already have disadvantage you can declare you are swinging wild haymakers. You make all attack rolls until the end of this turn with disadvantage and when you deal damage you do not roll for damage but use the maximum die result instead.

Moxie-Fueled Fists

Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. Fancy Footwork At 7th level, you gain proficiency in Dexterity saving throws.

Shake It Off

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

School of Hard Knocks

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

Rabble Rouser

Starting at 13th level, word of your exploits travels quickly in cities and other settlements. Once you have taken a long rest by carousing in a settlement you gain advantage on all Charisma (Persuasion) and Charisma (Intimidation) rolls made against the people who live there.

Unbreakable

Starting at 14th level, you gain advantage on Strength, Dexterity, and Constitution saving throws. Additionally, whenever you make a saving throw and fail, you can spend 1 Moxie point to reroll it and take the second result.

Mighty

At 15th level, your carrying capacity is doubled, your jump height and distance are doubled, and when you deal damage to an inanimate object that damage is doubled.

Fighting Spirit

Starting at 18th level, when you are reduced to 0 hit points you regain half of your maximum hit points, half of your maximum Moxie points, and gain a level of exhaustion. You cannot use this feature again until you complete a long rest.

Peak Physical Condition

At 20th level, your Strength and Constitution ability scores increase by 2 to a maximum of 22. Additionally, when you take a long rest you recover 2 levels of exhaustion instead of 1 and you regain all your expended hit dice instead of half your expended hit dice.

Fight Clubs

Despite the name, Fight Clubs are not formal fraternities or sororities but collections of Vernons who, by training or happenstance, share a similar style. In Olin, Fight Clubs can tell you a lot about what realm a person comes from while in others there are representatives of many fighting styles.

Champion of the Jotunnca Arena

"Some people like swords and bows and fancy weapons like that. But what is steel compared to the hand that wields it? Give me a bottle of the good stuff and i'll send em all packin." - Vernon Ironfist

The Grand Arena

Vernons of the Grand Arena Fight Club travel and fight in the various tournaments of Olin that originated in Jotunnca. They earn their keep as equal parts performer and gladiator. Wether performing in staged physical competitions, or fighting it out in unscripted brawls, Vernons in the Grand Arena care as much about the theatrics of a fight as they do its outcome. They work to build up local and regional legends about their performing personas

Bonus Proficiency

Starting when you choose this Fight Club at 3rd level, you gain proficiency in the Performance skill, if you don’t have it already. If you do, you gain proficiency in your choice of the Intimidation or Persuasion skill.

Alternate Persona

Also at 3rd level, you create an alternate persona that you can adopt or discard as a bonus action on your turn. When you create an alternate persona you should give the persona a striking name as well as some physical signifier (such as a mask, colorful cape, or another prominent idiosyncratic feature). Unless you tell a creature, or the creature sees you adopt your persona, they do not know you and the adopted persona are the same person.

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Additionally, you have a pool of persona points equal to 3 + your Charisma modifier (minimum 1). When you use an ability that costs Moxie points, you can spend persona points instead. In addition, before you make a Charisma ability check you can spend a persona point to add your Strength modifier to the result. You can only use persona points while you have adopted your persona. You regain all expended persona points when you finish a long rest.

Work the Crowd

At 6th level, while you have adopted your alternate persona, you can use your action to inspire your choice of fear or adoration in those nearby. When you do, all creatures within 30 feet who can see you must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be charmed, if you chose adoration, or frightened if you chose fear. This effect lasts for one minute. Each time a creature takes damage from you or one of your allies it can repeat the saving throw, ending the effect on a success. You can use this feature again after you finish a long rest.

High Flyer

Starting at 11th level, your base movement increases by 10 feet, your jump distance is doubled, and you can use a bonus action on your turn to take the Dash action.

Signature Move

Starting at 17th level, you create a signature move that you can use while you have adopted your alternate persona. Give your signature move a name and a description. You can replace one of your unarmed attacks or attacks with a Vernon weapon on your turn with this signature move. When you use your signature move, you can jump in any direction up to your movement speed, make an attack roll with advantage against a creature in your reach and, if you hit, the attack is a critical and the creature is stunned until the end of your next turn. If you hit with your signature move, you must finish a long rest before you can use it again. If you miss with your signature move, you regain the use of it after 1 minute.

The Fang and Claw

Vernons in the Fang and Claw Fight Club are as faithful to their animal companions as their animal companions are to them. In Nithroel these fighters not only test their might in Vernon to Vernon combat, but beast to beast. Entering the ring with their very best friend at their side.

Bonus Proficiency

When you choose this Fight Club at 3rd level, you gain proficiency with the Animal Handling skill if you don’t already have it. If you do, you gain proficiency in your choice of the Perception or Survival skill.

Brawler’s Best Friend

Also at 3rd level, you gain an animal companion that accompanies you on your adventures and fights alongside you. Your companion can be any beast of CR 1/4 or lower. You add your proficiency bonus to your companion's AC, saving throws, attack rolls, and damage rolls.

For each level you gain after 3rd, your companion gains an additional d8 hit die and increases its hit points accordingly. Your companion can use its own action on its turn to take the Attack, Dash, Disengage, Dodge, or Help action. If you are incapacitated or absent, your companion acts on its own (continuing to act on your turn, if you are incapacitated), focusing on protecting you and itself. If your companion dies, you can obtain a new one by spending 8 hours bonding with a beast that isn’t hostile to you.

Beast With Moxie

At 3rd level, you share everything with your faithful beast: food, shelter, even Moxie. When you use certain Moxie abilities, your companion gains a benefit as well.

Brace Up. When you gain temporary hit points as a result of using your Brace Up Moxie ability, your hound gains the same number of temporary hit points.

The Old One-Two. When you use your The Old One- Two Moxie ability, your hound can make one or both attacks instead of you.

Stick and Move. When you use your Stick and Move Moxie ability, your hound can take the Dash action.

Arcanine Bite

At 6th level, your companion’s attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Coordinated Attack

Also at 6th level, you and your canine companion form a more potent fighting team. When you use the Attack action on your turn, if your hound can see you, it can use its reaction to make a melee attack.

Hound’s Best Friend

At 11th level, when a creature deals damage to your hound with an attack, you can use your reaction to make an opportunity attack against that creature if you are within range.

Dire Beast

Beginning at 17th level, you can have a companion of CR 1 or lower, except that its size is Medium. The beast's statistics are modified as described in your Brawler’s Best Friend feature.

Ysiltown Brawlers

Vernons in the Ysilstown Brawlers Fight Club are notorious for looking for trouble and finding it every time. Originating in Ysilguard they began to form their own private militias to safeguard the town from ruffians. Members of this Fight Club are highly observant of character traits and physical evidence and can form an almost supernatural connection to the cities they live in. Most use these abilities to become urban defenders of the downtrodden but other lend their talents to less savory organizations.

Ever Vigilant

When you choose this Fight Club at 3rd level, you have advantage on initiative rolls. During the first round of combat, you have advantage on attack rolls against creatures who haven’t acted yet.

Detective Work

Also at 3rd level, you gain proficiency with two of the following skills of your choice: Insight, Investigation, or Perception. In addition, when you make an Intelligence (Investigation), Wisdom (Insight), or Wisdom (Perception) ability check you can spend 1 Moxie point to gain advantage on that ability check.

Scrap Like a Sleuth

At 6th level, you can use a bonus action and expend 2 Moxie points to hone in on the idiosyncrasies and bad habits of an enemy you can see within 30 feet. When you do, you have advantage on weapon attacks against the creature and you add your proficiency bonus to your AC against attacks made by that creature. These effects continue for 1 minute or until you use this feature again.

Heart of the City

Starting at 11th level, when you take a long rest in a settlement, you can choose to become familiar with the settlement. When you use this feature again, you replace your previous familiar settlement with the current one. You gain the following benefits while in a familiar settlement:

  • You cannot be surprised and you add your proficiency bonus to your initiative.
  • You have darkvision to a range of 120 feet.
  • When you make an ability check using the Insight, Investigation, or Perception skills that adds your proficiency bonus, add twice your proficiency bonus instead.
  • You cannot be lost by any means.
  • When you are not in combat, you can travel between any two points in the settlement twice as fast as your speed would normally allow.

Eyes Wide Open

Starting at 17th level, you can use a bonus action and spend 1 Moxie point to open your senses to your surroundings for 1 minute. During this time, you have advantage on saving throws against being blinded or deafened and have truesight out to a distance of 30 feet.

The Frostbiters

Vernons of the Frostbiters Fight Club are as bitter as the Vaga-Iss cold they originate from. Ever been slugged in the dead of winter? Or had a snowball thrown in your eye? Well you’d have a bad attitude as well. Widely despised for their obscene curses and dirty tricks, these Vernons take pride in their ability to provoke and fight to win at all costs.

Bonus Proficiency

Starting when you choose this Fight Club at 3rd level, you gain proficiency with the Intimidation skill if you don’t have it already.

Salty Salute

Also at 3rd level, you have mastered the art of the enraging insult. You can use a bonus action on your turn to provoke a creature within 60 feet who can see or hear you. That creature must make a Wisdom saving throw. On a failure, the creature takes your fisticuff’s damage die + your Charisma modifier in psychic damage and has disadvantage on any attack rolls it makes that do not include you as a target before the start of your next turn. For any of your Frostbiters features that require your opponent to make a saving throw, the saving DC is calculated as follows: Frostbiters save DC = 8 + your proficiency bonus + your Charisma modifier

Dirty Tricks

Starting at 6th level, you have a few tricks up your sleeve to even the odds when the going gets rough. You can use each of these dirty tricks once and regain their use when you finish a short or long rest.

Heelstomper. When you deal damage with an unarmed attack, you attempt to slow the creature you hit. The creature must make a Dexterity saving throw. On a failure, you gain 1 Moxie point (up to your maximum) and its movement speed is halved for one minute.

Low Blow. When you deal damage with an unarmed attack you can choose to hit them below the belt. The creature must make a Strength saving throw. On a failure, you gain 1 Moxie point (up to your maximum) and it is knocked prone.

Snowball. You can use a bonus action to attempt to blind a creature within 5 feet. The creature must make a Constitution saving throw. On a failure, you gian 1 Moxie point (up to your maximum) and it is blinded until the end of its next turn.

Mean Old Cuss

At 11th level, your threats and mean spirited tricks pack an extra punch. When you make a Charisma (Intimidation) ability check, you can use your reaction and spend 1 Moxie to give yourself advantage on the roll. When a creature makes a saving throw against one of your Frostbiters features, you can use your reaction and spend 1 Moxie to give that roll disadvantage.

The Uncouth Art

Starting at 17th level, you gain the ability to offend every creature in the room with minimal effort. When you use your Salty Salute feature, you can choose to target a number of creatures within 60 feet who can see or hear you up to your level in this class instead of a single creature. You gain 1 Moxie point (up to your maximum) the first time each creature targeted in this way hits you with an attack before the start of your next turn. You can use this feature again after you finish a long rest.

The Disarmed

Vernons of the Disarmed Fight Club know how to knock and opponent senseless or get them to submit. Originating in Holgeria, the soldiers were taught advanced hand to hand techniques, should they ever be disarmed. As it turns out some were more lethal without weapons.

Groundwork

Starting when you choose this Fight Club at 3rd level, you gain the following additional Moxie features.

Compression Lock. When a creature attempts to break a grapple with you and succeeds, you can use your reaction and spend 1 Moxie point to force the creature to roll again. The creature must use the second result.

Quick Pin. When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction and spend 1 Moxie point to make a grapple attack instead of an opportunity attack.

To the Mat. You can use a bonus action and spend 1 Moxie point to make a grapple attack against a creature within range. If successful, the creature is also knocked prone.

Meat Shield

At 6th level, when you have an enemy creature grappled, you gain half cover against all attacks made against you by a creature you are not grappling. When a weapon attack made by a creature you are not grappling misses you, you may use your reaction and spend 1 Moxie point to have that creature make the same attack with a new roll against an enemy creature you are grappling.

Heavyweight

At 11th level, you count as one size larger than you are for the purposes of grappling. In addition, you can move your full movement speed when you are dragging or carrying a grappled creature your size or smaller.

Clean Finish

At 17th level, your mastery of grappling reaches its peak. While you have a creature grappled, you gain advantage on all attacks against it. Additionally, when you make an unarmed strike or Vernon weapon attack against a creature you have grappled, you score a critical hit on a roll of 19 or 20.

The Kingsman

Vernons of the Kingsman Fight Club hit hard, fast, and often. This style was created on Olinheim for the training of thanes and royalty eventually devolving into the entertainment of the upper classes. Over time it became just as practiced in the back alleys and taverns by those whose next breath depended on a knock out.

Cross Counter

Starting when you choose this Fight Club at 3rd level, you can block the brunt of an attack and launch one of your own in the same fluid motion. You can use your reaction and spend 2 Moxie points to reduce the damage of a melee weapon attack made against you by 1d10 + your Strength modifier + your Vernon level. If you reduce the damage to 0, you can make an unarmed strike, or Vernon weapon attack, against a creature within range as part of the same reaction.

One, Two, Three, Floor

At 6th level, when you use your bonus action to use the Old One-Two and hit the same creature with both attacks, you can spend 1 Moxie to make an additional unarmed strike against that creature as part of the same bonus action. If you hit, the creature is knocked prone in addition to taking damage as normal for your unarmed strike.

Float Like a Butterfly, Sting Like a Bee

At 11th level, when you reduce damage from an attack to 0 and successfully hit an enemy creature using your Cross Counter feature you regain 1 Moxie point (up to your maximum).

Knock Out

At 17th level, when you hit with an unarmed strike or Vernon weapon, you can spend 1 or more Moxie points to try to knock out the opponent instead of dealing damage. Roll 3d12 + 2d12 for every Moxie point spent after the first and add your Vernon level to the result; if the total is equal to or greater than the creature’s remaining hit points, it is unconscious for 10 minutes

The Booze Bruisers

Vernons of the Booze Bruisers Fight Club move with the jerky, unpredictable movements of drunkards. The dwarves of Duerfall discovered this fighting style when they started playing drinking games that involved fist fighting. They would sway, tottering on unsteady feet, to present what seems like an incompetent combatant. Deception, was the key. How drunk is the opponent? A feign to conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.

A Booze Bruiser often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the Booze Bruiser can be a maddening, masterful foe.

Bonus Proficiencies

When you choose this Fight Club at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer’s supplies if you don’t already have it.

Drunken Technique

At 3rd level, you learn how to twist and turn quickly as part of your The Old One-Two. Whenever you use The Old One-Two, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

Tipsy Sway

Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits.

Leap to Your Feet. When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.

Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 Moxie point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

Drunkard’s Luck

Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 Moxie points to cancel the disadvantage for that roll.

Intoxicated Frenzy

At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your The Old One-Two, you can make up to three additional attacks with it (up to a total of five), provided that each of The Old One-Two's attack targets a different creature this turn.

The Shadow Ring

Vernons of The Shadow Ring Fight Club give a whole new meaning to the term shadow boxing. This fighting style was first developed in the Felhollow. The myrkelves used the shadows to bolster their advantage in a fight. Slipping in and out to blind side an opponent may not be honest, but sure is effective.

Shadow Arts

Starting when you choose this Fight Club at 3rd level, you can use your Moxie to duplicate the effects of certain spells. As an action, you can spend 2 Moxie points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don’t already know it.

Shadow Step

At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Cloak of Shadows

By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Opportunist

At 17th level, you can exploit a creature’s momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you is hit by an attack made by a creature other than you, you can use your reaction to make a melee attack against that creature.

Arcane Fist

Vernons of the Arcane Fist Fight Club channel arcane magic into their Moxie allowing them to open a whole new fighting style. The mages of Carrac developed this technique to even the odds in the ring. Using magical hands to strike opponents with fists of arcane energy, fire, ice, or radiant light.

Arcane Fist

Starting when you choose this Fight Club at 3rd level, you can summon arcane fists to make your unarmed strikes.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Strength modifier to its attack and damage rolls. Its damage is force, and its damage die is a d6. This die changes as you gain Vernon levels, as shown in the Fisticuffs column of the Vernon table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 Moxie point to make the special attack twice as a bonus action.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Searing Arc Strike

At 6th level, you gain the ability to channel your Moxie into searing waves of energy. Immediately after you take the Attack action on your turn, you can spend 2 Moxie points to cast the burning hands spell as a bonus action.

You can spend additional Moxie points to cast burning hands as a higher-level spell. Each additional Moxie point you spend increases the spell’s level by 1. The maximum number of Moxie points (2 plus any additional points) that you can spend on the spell equals half your Vernon level.

Searing Sunburst

At 11th level, you gain the ability to create an orb of ice that erupts into a devastating explosion. As an action, you magically create an ice orb and hurl it at a point you choose within 150 feet, where it erupts into shards of ice for a brief but deadly instant.

Each creature in that 20-foot-radius sphere must succeed on a Dexterity saving throw or take 2d6 cold damage. A creature doesn’t need to make the save if the creature is behind total cover.

You can increase the sphere’s damage by spending Moxie points. Each point you spend, to a maximum of 3, increases the damage by 2d6.

Sun Shield

At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a bonus action.

If a creature hits you with a melee attack while this light shines, you can use your reaction to deal radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier.

The Old Salt

Vernons of the Old Salt Fight Club hit the ports as hard as they hit their opponents. Their fighting style is influenced by their love of the sea. They are able to summon the spirits of ocean creatures to imbue their Moxie making them as tough as barnacles. Sailors, pirates, fisherman, and smugglers alike make up the bulk of this club.

Ocean Spirits

At 3rd level when you take this Fight Club you choose a spirit to imbue your Moxie that you are of level to use. You imbue an additional spirit at 6th and 11th levels. You can change the imbued spirits after completing a short rest.

Spirit of the Whale

At 3rd level, whenever you spend Moxie to use The Old One-Two you may instead imbue your fist with the spirit of the whale. You make a single unarmed strike downward at the earth summoning a whales tail that damages and, crushes each creature within a 15ft cone. Creatures hit must succeed on a Dexterity saving through or be knocked prone.

Sprit of the Pelican

At 3rd level, whenever you spend Moxie to Stick and Move. You can become the spirit of a pelican, you gain a flying speed equal to your movement speed until the end of your turn. Additionally you can have the spirit of the pelican take a willing or grappled creature with you in it’s gullet, when you finish your movement you fall.

Spirit of Crab

At 3rd level, whenever you spend Moxie to use Brace Up your arms are imbued with the spirit of the crab. A massive crab claw erupts from your arm. When a creature within 5 feet of you makes a melee weapon attack against a target within 5ft of you, you can use your reaction to attempt to disarm the attacking creature. The creature must succeed on a Strength saving throw or the weapon falls at its feet.

Spirit of the Dolphin

At 6th level, when you are in the water you and your allies that are also in the water are guided by the spirits of dolphins. You and you allies within 30ft of you gain a swim speed equal to their walking speed. Additionally creatures with this benefit don’t suffer disadvantage with weapon attacks while underwater.

Spirit of the Hammer head

At 11th level, when a creature is hit by your Haymaker you and allies attacking the creature are aided by a frenzy of spiritual hammer heads. All creatures that damage the creature deal an additional 1d4 damage until the end of your next turn.

Spirit of the Albatross

At 11th level, when you succeed on a saving throw against effects that would make you stunned or unconscious, you can spend 1 Moxie point to invoke the spirit of the Albatross. Make a single unarmed strike against the attacking creature or gain a flying speed and move up to your movement provoking opportunity attacks.

Spirit of the Walrus

At 11th level, when you use Shake It Off you summon the spirit of a walrus gaining its size and strength. Allowing you to additionally end any effect that is causing you to be grappled or restrained.

Spirit of the Ocean

When you reach level 17th level you gain access to all of the Ocean spirits

ToC

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Warlock

With a pseudodragon curled on his shoulder, a young myrkelf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.

As flames spring to life in her hands, a wizened galduri whispers the secret name of her demonic patron, infusing her spell with fiendish magic.

Shifting his gaze between a battered tome and the odd alignment of the stars overhead, a wild-eyed helborn chants the mystic ritual that will open a doorway to a distant world.

Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, Warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of demonic beings that dwell in the nine hells.

Sworn and Beholden

A Warlock is defined by a pact with an otherworldly being. Sometimes the relationship between Warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for Warlocks are not gods. A Warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The Warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf.

The magic bestowed on a Warlock ranges from minor but lasting alterations to the Warlock’s being (such as the ability to see in darkness or to read any language) to access to powerful spells. Unlike bookish wizards, Warlocks supplement their magic with some facility at hand-to-hand combat. They are comfortable in light armor and know how to use simple weapons.

Delvers into Secrets

Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives Warlocks into their pacts and shapes their later careers as well.

Once a pact is made, a Warlock’s thirst for knowledge and power can’t be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn’t intend to use the power thus gained. Rather, the vast majority of Warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive Warlocks toward adventure.

The Warlock
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Spell Level Invocations Known
1st +2 Otherworldly Patron, Pact Magic 2 2 1 1st
2nd +2 Eldritch Invocations 2 3 2 1st 2
3rd +2 Pact Boon 2 4 2 2nd 2
4th +2 Ability Score Improvement 3 5 2 2nd 2
5th +3 3 6 2 3rd 3
6th +3 Otherworldly Patron Feature 3 7 2 3rd 3
7th +3 3 8 2 4th 4
8th +3 Ability Score Improvement 3 9 2 4th 4
9th +4 3 10 2 5th 5
10th +4 Otherworldly Patron Feature 4 10 2 5th 5
11th +4 Mystic Arcanum (6th level) 4 11 3 5th 5
12th +4 Ability Score Improvement 4 11 3 5th 6
13th +5 Mystic Arcanum (7th level) 4 12 3 5th 6
14th +5 Otherworldly Patron Feature 4 12 3 5th 6
15th +5 Mystic Arcanum (8th level) 4 13 3 5th 7
16th +5 Ability Score Improvement 4 13 3 5th 7
17th +6 Mystic Arcanum (9th level) 4 14 4 5th 7
18th +6 4 14 4 5th 8
19th +6 Ability Score Improvement 4 15 4 5th 8
20th +6 Eldritch Master 4 15 4 5th 8

Creating a Warlock

As you make your Warlock character, spend some time thinking about your patron and the obligations that your pact imposes upon you. What led you to make the pact, and how did you make contact with your patron? Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you search for your patron, or did your patron find and choose you? Do you chafe under the obligations of your pact or serve joyfully in anticipation of the rewards promised to you?

Work with your DM to determine how big a part your pact will play in your character’s adventuring career. Your patron’s demands might drive you into adventures, or they might consist entirely of small favors you can do between adventures.

What kind of relationship do you have with your patron? Is it friendly, antagonistic, uneasy, or romantic? How important does your patron consider you to be? What part do you play in your patron’s plans? Do you know other servants of your patron?

How does your patron communicate with you? If you have a familiar, it might occasionally speak with your patron’s voice. Some Warlocks find messages from their patrons etched on trees, mingled among tea leaves, or adrift in the clouds — messages that only the Warlock can see. Other Warlocks converse with their patrons in dreams or waking visions, or deal only with intermediaries.

QUICK BUILD

You can make a Warlock quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the eldritch blast and chill touch cantrips, along with the 1st-level spells charm person and witch bolt.

Class Features

As a Warlock, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two skills from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion

Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • Leather armor, any simple weapon, and two daggers

Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells. At c See Spells Rules for the general rules of spellcasting and the Spells Listing for the Warlock spell list.

Cantrips

You know two cantrips of your choice from the Warlock spell list. You learn additional Warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots

The Warlock table shows how many spell slots you have to cast your Warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

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

The Spells Known column of the Warlock table shows when you learn more Warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new Warlock spell, which can be 1st, 2nd, or 3rd level.

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

Spellcasting Ability

Charisma is your spellcasting ability for your Warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Warlock spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your Warlock spells.

Eldritch Invocations

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. A level prerequisite refers to your level in this class.

At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain Warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.

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

If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class

Agonizing Blast

Prerequisite: eldritch blast cantrip

When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Armor of Shadows

You can cast mage armor on yourself at will, without expending a spell slot or material components.

Ascendant Step

Prerequisite: 9th level

You can cast levitate on yourself at will, without expending a spell slot or material components.

Aspect of the Moon

Prerequisite: Pact of the Tome feature

You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows and keeping watch.

Beast Speech

You can cast speak with animals at will, without expending a spell slot.

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills.

Bewitching Whispers

Prerequisite: 7th level

You can cast compulsion once using a Warlock spell slot. You can’t do so again until you finish a long rest.

Bond of the Talisman

Prerequisite: 12th-level warlock, Pact of the Talisman feature

While someone else is wearing your talisman, you can use your action to teleport to the unoccupied space closest to them, provided the two of you are on the same plane of existence. The wearer of your talisman can do the same thing, using their action to teleport to you. The teleportation can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

Book of Ancient Secrets

Prerequisite: Pact of the Tome feature

You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list). The spells appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can’t cast the spells except as rituals, unless you’ve learned them by some other means. You can also cast a Warlock spell you know as a ritual if it has the ritual tag.

On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your Warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Chains of Carceri

Prerequisite: 15th level, Pact of the Chain feature

You can cast hold monster at will — targeting a celestial, fiend, or elemental — without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.

Cloak of Flies

Prerequisite: 5th level

As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura extends 5 feet from you in every direction, but not through total cover. It lasts until you’re incapacitated or you dismiss it as a bonus action.

The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage).

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

Controller of Chaos

Prerequisite: 15th level, Pact of the Helcube

When you trigger chaotic magic, you can choose to alter the number on one of your d100 dice to a number of your choosing. You cannot use this feature again until you finish a long rest.

Devil’s Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Dreadful Word

Prerequisite: 7th level

You can cast confusion once using a Warlock spell slot. You can’t do so again until you finish a long rest.

Eldritch Mind

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

Eldritch Sight

You can cast detect magic at will, without expending a spell slot.

Eldritch Slash

Prerequisite: Eldritch Blast cantrip

Your Eldritch Blast cantrip becomes a range touch, single target spell and you can add your proficiency modifier to the damage of the first slash.

Eldritch Smite

Prerequisite: 5th level, Pact of the Blade feature

Once per turn when you hit a creature with your pact weapon, you can expend a Warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.

Eldritch Spear

Prerequisite: eldritch blast cantrip

When you cast eldritch blast, its range is 300 feet.

Eyes of the Rune Keeper

You can read all writing.

Far Scribe

Prerequisite: 5th-level warlock, Pact of the Tome feature

A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.

You can cast the sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and if the target replies, their message appears on the page, rather than in your mind. The writing disappears after 1 minute.

As an action, you can magically erase a name on the page by touching it.

Fiendish Vigor

You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

Gaze of Two Minds

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Ghostly Gaze

Prerequisite: 7th level

As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.

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

Gift of the Depths

Prerequisite: 5th level

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

You can also cast water breathing once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Gift of the Ever-Living Ones

Prerequisite: Pact of the Chain feature

Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

Gift of the Protectors

Prerequisite: 9th-level warlock, Pact of the Tome feature

A new page appears in your Book of Shadows. With your permission, a creature can use its action to write its name on that page, which can contain a number of names equal to your proficiency bonus.

When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead. Once this magic is triggered, no creature can benefit from it until you finish a long rest.

As an action, you can magically erase a name on the page by touching it.

Grasp of Hadar

Prerequisite: eldritch blast cantrip

Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you.

Improved Pact Weapon

Prerequisite: Pact of the Blade feature

You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your Warlock spells.

In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.

Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.

Investment of the Chain Master

Prerequisite: Pact of the Chain feature

When you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits:

The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet. As a bonus action, you can command the familiar to take the Attack action. The familiar’s weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks. If the familiar forces a creature to make a saving throw, it uses your spell save DC. When the familiar takes damage, you can use your reaction to grant it resistance against that damage.

Iron Price

Prerequisite: Pact of the Iron Halo

You can also pay you blood price to cast an additional spell or cantrip as a bonus action.

Iron Vampire

Prerequisite: 15th level, Pact of the Iron Halo

Once per long rest you can take your blood price from a creature within 30ft of you.

Lance of Lethargy

Prerequisite: eldritch blast cantrip

Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.

Lifedrinker

Prerequisite: 12th level, Pact of the Blade feature

When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

Maddening Hex

Prerequisite: 5th level, hex spell or a Warlock feature that curses

As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a Warlock feature of yours, such as Wrathful’s Curse or Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage).

Mask of Many Faces

You can cast disguise self at will, without expending a spell slot.

Master of Myriad Forms

Prerequisite: 15th level

You can cast alter self at will, without expending a spell slot.

Minions of Chaos

Prerequisite: 9th level

You can cast conjure elemental once using a Warlock spell slot. You can’t do so again until you finish a long rest.

Mire the Mind

Prerequisite: 5th level

You can cast slow once using a Warlock spell slot. You can’t do so again until you finish a long rest.

Misty Visions

You can cast silent image at will, without expending a spell slot or material components.

Numbers of the Patron

Prerequisite: Pact of the Helcube

When you trigger chatoic magic, you can choose to reroll the result up to your Intelligence modifier of times. You regain expended uses of this feature after you finish a long rest.

One with Shadows

Prerequisite: 5th level

When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Otherworldly Leap

Prerequisite: 9th level

You can cast jump on yourself at will, without expending a spell slot or material components.

Protection of the Talisman

Prerequisite: 7th-level warlock, Pact of the Talisman feature

When the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

Rebuke of the Talisman

Prerequisite: Pact of the Talisman feature

When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman’s wearer.

Relentless Hex

Prerequisite: 7th level, hex spell or a Warlock feature that curses

Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a Warlock feature of yours, such as Wrathful’s Curse or Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.

Repelling Blast

Prerequisite: eldritch blast cantrip

When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.

Sculptor of Flesh

Prerequisite: 7th level

You can cast polymorph once using a Warlock spell slot. You can’t do so again until you finish a long rest.

Shroud of Shadow

Prerequisite: 15th level

You can cast invisibility at will, without expending a spell slot.

Sign of Ill Omen

Prerequisite: 5th level

You can cast bestow curse once using a Warlock spell slot. You can’t do so again until you finish a long rest.

Thirsting Blade

Prerequisite: 5th level, Pact of the Blade feature

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Trickster's Escape

Prerequisite: 7th level

You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.

Undying Servitude

Prerequisite: 5th-level warlock

You can cast animate dead without using a spell slot. Once you do so, you can’t cast it in this way again until you finish a long rest.

Visions of Distant Realms

Prerequisite: 15th level

You can cast arcane eye at will, without expending a spell slot.

Voice of the Chain Master

Prerequisite: Pact of the Chain feature

You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.

Witch Sight

Prerequisite: 15th level

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see the Weapons section for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Pact of the Chain

You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list (the three needn’t be from the same list). While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known. If they don’t appear on the Warlock spell list, they are nonetheless Warlock spells for you.

If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Pact of the Talisman

Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.

If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.

Pact of the Iron Halo

Your patron affixes an Iron Halo onto your wrist, head or neck. The Halo looks like a dark iron circlet with nails that transfix it to you. As a free action you can invoke the halo drawing your blood and feeding your life essence into it, this is called paying the "blood price". Doing this allows you to regain a Warlock spell slot. You lose a number of hitpoints equal to twice your Warlock level.

Pact of the Helcube

Your patron gives you a small puzzle box called a Helcube, it becomes your spell casting focus. Your spellcasting can unleash surges of untamed demon magic. When you cast a spell you must roll a d20 if it is equal to or higher than your surge number, you trigger the box to open and unleash the chaotic magic within. Your surge number starts at (20) and goes down each time you cast a spell. Your surge number is reduced by the same number of the spells level (1 for cantrips). For example if your surge number is (18) and you cast a 3rd level spell, your surge number goes down to (15.) See the table at the end of this class for chaotic magic surges.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Optionally, instead of increasing ability scores, you can gain 5 background points to spend on edges.

Mystic Arcanum (6th level)

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the Warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more Warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Mystic Arcanum (7th level)

At 13th level, your patron bestows upon you a magical secret called an arcanum. Choose one 7th-level spell from the Warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more Warlock spells of your choice that can be cast in this way: one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Mystic Arcanum (8th level)

At 15th level, your patron bestows upon you a magical secret called an arcanum. Choose one 8th-level spell from the Warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

At 17th level, you gain a 9th-level Warlock spell of your choice that can be cast in this way. You regain all uses of your Mystic Arcanum when you finish a long rest.

Mystic Arcanum (9th level)

At 17th level, your patron bestows upon you a magical secret called an arcanum. Choose one 9th-level spell from the Warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

You regain all uses of your Mystic Arcanum when you finish a long rest.

Eldritch Master

At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Otherworldly Patrons

The beings that serve as patrons for Warlocks are mighty inhabitants of other planes of existence—not gods, but almost godlike in their power. Various patrons give their Warlocks access to different powers and invocations, and expect significant favors in return.

Some patrons collect Warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one Warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.

The Greedy

Your patron is a creature who holds artifacts that were forgotten before the mortal races were born. This being’s motivations are often driven to collect more into its horde, constantly striving for greater magical power or the settling of age-old grudges. They have little to no compassion for living creatures and covet their possession above all. Beings of this sort include the Glimmering Prince, The Hoarder, Daegnoth the Golden, Illsy of the Nine Rings and the Jewel Thief.

Expanded Spell List

The Greedy 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.

Greed Spell List

Spell Level Spells
1st identify, sleep
2nd arcane lock, invisibility
3rd glyph of warding, haste
4th greater invisibility, Leomund's secret chest
5th animate objects, telekinesis

Coveted Vault

Starting at 1st level, you gain access to a vault of your coveted possessions. You can send an item to your vault using a spell slot or as a ritual provided that is an inanimate object and it is not larger then yourself. You may retrieve items from your vault in the same manner. There is no limit of space in your vault.

Flesh or Coin

Also starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1). When you hit 6th level, you may instead turn a hostile creature you reduce to 0 hit points into gold equal to your Charisma modifier + your warlock level (minimum of 1).

Fool's Gold

When you hit 6th level you can turn an amount of gold equal to your Charisma modifier + your warlock level in to "fool's gold." When you do so that gold is always bound to you vault. You may spend it freely and it will return to your vault after a long rest.

Sanctuary Hoard

Beginning at 10th level, you can enter your vault and can choose up to five willing creatures that you can see within 30 feet of you to enter the vault with you.

As a bonus action, you can eject any number of creatures from the vault, and everyone is ejected if you leave or die. In addition, anyone (including you) who remains within the vault for at least 10 minutes gains the benefit of finishing a short rest, and anyone can add your proficiency bonus to the number of hit points they regain if they spend any Hit Dice as part of a short rest there.

Acquisitive Patron

You entreat your patron to grant you access to his vault. As an action, you request an item from his hoard that has the effect of one spell that is 6th level or lower and has a casting time of 1 action. The spell can be from any class’s spell list, and you don’t need to meet the requirements in that spell, including costly components; the spell simply takes effect as part of this action. After use the item is instantly teleported back to your patron's vault.

Once you use this feature, you can’t use it again until you finish 1d4 long rests.

The Envious

Your patron is a powerful being with eyes for the mortal world. You have bound yourself to an ancient Muggoth, Gilkus the pathetic, Trechna the Tormented, or another entity that resides in the planes of wanting. A realm of hel where there is nothing but windows to the outside world. Creatures there live in eternal torment seeing the world turn whilst they are trapped and forced to watch.

Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven latch on to certain people. Serving and empowering them because it feeds your envious nature. At times, your heart might also be filled with a longing for what they have. The voice of your patron living vicariously through you.

Expanded Spell List

The Envious 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.

Envy Expanded Spells

Spells Level Spells
1st cure wounds, guiding bolt
2nd gentle repose, lesser restoration
3rd beacon of hope, revivify
4th death ward, guardian of faith
5th greater restoration, mass cure wounds

Arcane Yearning

At 1st level, you learn two additional cantrips from any spell list.

Discontent Magics

Also at 1st level, you gain the ability to channel energy from other spells. You can change the damage type of a spell you cast to any damage type you have a spell for.

Covetous Soul

When you hit 6th level, your patron shows you how to covet the powers of those nearby. If a creature within 60ft of you casts a spell you may add that spell to your spell book assuming you have a spell slot high enough to cast it. The spell remains in your spell book until you finish a long rest.

Additionally the first time you cast that spell it does not consume a spell slot or components.

You cannot use this feature again until you finish a long rest.

Yearning Resistance

Starting at 10th level, your link to the Envious allows you to eagerly posses others defense. You can mimic a single damage resistance of a creature that is within 60ft of you. This resistance last until you use this feature again.

Envy for the Living

Starting at 14th level, the envious energy you channel allows you to resist death, feeling a green eyed wanting for life. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of necrotic energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes necrotic damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.

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

The Gluttonous

You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the consumption of all things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Rotgut, Orcus, The Black Pig, and Blixalinachus the Eater of Worlds.

Expanded Spell List

The Gluttonous 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.

Glutton Expanded Spells

Spells Level Spells
1st burning hands, grease
2nd enlarge/reduce, scorching ray
3rd fireball, stinking cloud
4th fire shield, wall of fire
5th flame strike, hallow

Eldritch Hunger

Starting at 1st level, when you hit a creature with Eldritch blast or a melee weapon attack, you gain temporary hit points equal to your Charisma modifier (minimum of 1).

Blubberous Hide

Starting at 6th level, as a reaction, you can can consume any amount of temporary hit points on yourself and add the number to your AC till the end of the reaction.

You can use this feature a number of time equal to your proficiency modifier.

Voracious Resilience

Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

Gourmandize

Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target into the mouth of the Gluttonous. The creature disappears and hurtles through your patron's intestinal track.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 5d10 acid damage and 5d10 psychic as it reels from its horrific experience.

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

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The Lustful

Your patron is a entity whose nature is insatiable. It tempts mortals with their most carnal desires eventually wishing to enthrall and dominate them entirely. Entities of this type include The Queen of the Black Coast, Shyvana the Dragon Host and Lucian the Phallic

Expanded Spell List

The Lustful 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.

Lust Expanded Spells

Spells Level Spells
1st cure wounds, Tasha's hideous laughter
2nd lesser restoration, phantasmal force
3rd hypnotic pattern, revivify
4th death ward, dominate beast
5th dominate person, mass cure wounds

Ardorous Regeneration

At 1st level, you gain the ability to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier.

Your pool regains all expended dice when you finish a long rest.

Lecherous

Starting at 6th level, if a creature you are attempting to charm or frighten succeeds on it's saving throw. You can spend a spell slot to force them to fail. This feature does not counter a Legendary Resistance.

Salacious Ward

Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

Carnal Enthrallment

At 14th level, you gain the ability to infect a humanoid’s mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.

You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

The Wrathful

You have made your pact with a mysterious entity from hel, a force that manifests in sentient magic weapons carved from the shards of Wrath. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The helish force behind these weapons can offer power to Warlocks who form pacts with it. Many Wrathful Warlocks create weapons that emulate those formed in hel. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting.

Because the Wrathful is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with Wrathful Warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.

Wrath Expanded Spells

Spells Level Spells
1st shield, wrathful smite
2nd blur, branding smite
3rd blink, elemental weapon
4th phantasmal killer, staggering smite
5th banishing smite, cone of cold

Wrathful’s Curse

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • If the cursed target dies, you regain hit points equal to your Warlock level + your Charisma modifier (minimum of 1 hit point).

You can’t use this feature again until you finish a short or long rest.

Vexed Warrior

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.

Specter of Rage

Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your Warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).

The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

Once you bind a specter with this feature, you can’t use the feature again until you finish a long rest.

Armor of Ire

At 10th level, your vexation grows more powerful. If the target cursed by your Wrathful’s Curse hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

Master of Fury

Starting at 14th level, you can spread your Wrathful’s Curse from a slain creature to another creature. When the creature cursed by your Wrathful’s Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren’t incapacitated. When you apply the curse in this way, you don’t regain hit points from the death of the previously cursed creature.

The Indolent

The Indolent is an entity that resides in the dark corners hel. A realm wrought in endless lethargy. What little power these creatures have they urge mortals to use ultimately to serve their own ends that they themselves are to torpid to achieve. Your patron could be The Sleeper, Brisonallus, The Drown Maiden, The Watcher or Burgdrool. You may seek to gain knowledge from your patron’s countless lifetimes of experience, while it may see you as a piece of a centuries long plan.

Indolent Expanded Spells

Spells Level Spells
1st ray of sickness, unseen servant
2nd blindness/deafness, ray of engeeblement
3rd bestow curse, slow
4th confusion, banishment
5th contagion, mislead

Living Tendrils

At 1st level you can magically summon spectral tendrils to fight allowing you rest. As a bonus action, you create two 10-foot-long tendrils attached to your body The tendrils lasts for 1 minute or until you use this feature again. You can create an additional two tendrils when you reach 10th level in this class.

When you create the tendrils, you can make melee spell attacks equal to the number of tendrils against creatures within 10 feet of you. On a hit, the targets takes 1d6 necrotic damage, and its speed is reduced by 10 feet until the start of your next turn. While the tendrils are active your movement speed is reduced by half.

You can summon the tendrils a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Apathetic Being

Starting at 6th level the lethargic nature of your patron has passed to you, allowing you to shrug off pain. While your tendrils are active you have resistance to one damage type of your choice. When you summon the tendrils again you can choose a new damage type.

Additionally your tendrils work hard to defend you and others, interposing themselves between them and harm. When you or a creature you can see takes damage while within 10 feet of you, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 2d4. When you reach 10th level in this class, the damage reduced by the tentacle increases to 4d4.

Volatile Inertia

When you reach 10th level your patrons influence has grown. While you still need sleep you no longer need to eat, drink or breathe.

Additionally when a creature hits you with a surprise attack you can use your reaction to summon your tendrils, additionally they lash out into the mind of the enemy and attempt to magically put the creature to sleep. As part of the same reaction they cast a single target sleep spell at the highest level you have spell slots for, though this reaction does not use a spell slot or components.

Lash of Lethargy

At 14th level one of your tendrils can become the Lash of Lethargy. When you hit a creature with the Lash of Lethargy it must make a Constitution saving throw or be affected by lethargy until the start of your next turn. A creature affected by lethargy suffers the following affects:

  • An affected target's speed is halved.
  • The target takes a −2 penalty to AC and Dexterity saving throws.
  • It can't use reactions.
  • On its turn, it can use either an action or a bonus action, not both.
  • Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
  • If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.

The Prideful

Death holds no sway over your patron who is too proud to move into the next phase of life. Though this power—comes at a price. Once mortal, these creatures would not pass into the afterlife and would rather live a thousand lifetimes in hel then a mortal lifetime that passes like the seasons. They also refuse to be risen as undead and thus have a disdain for such creatures. Such entities may include: The Leonin, Larloch the Undying, The God-king, Grazzar the Powerful and Killikus Dal-Azar.

Expanded Spell List

The Prideful 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.

Pride Expanded Spells

Spells Level Spells
1st command, shield
2nd calm emotions, hold person
3rd protection from energy, water walk
4th Mordenkainen's faithful hound, phantasmal killer
5th hold monster, seeming

Disdain

Starting at 1st level, you learn the spare the dying cantrip, which counts as a Warlock cantrip for you. You also have advantage on saving throws against any disease.

Additionally, you can refuse to be hurt by creatures making rethink harming you. As a reaction you can declair Disdain upon a creature that is targeting you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (a creature needn’t make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An creature is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.

You can use this feature a number of time equal to your Charisma modifier. You regain all uses of this feature when you finish a long rest.

Vainglory

Starting at 6th level, you can give yourself vitality when you cheat death or when you help someone else cheat it. You can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying.

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

Egocentric Authenticity

Beginning at 10th level, you can hold your breath indefinitely, and you don’t require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.

In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Undying Hubris

When you reach 14th level, you partake of some of the true secrets of the Prideful. Refusing to give up or die. On your turn, you can use a bonus action to regain hit points equal to 1d8 + your Warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.

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

Roll Helcube Effect
1 Roll on this table every round for 1 minute
2 You and your target switch bodies untilt the end of your next turn
3 You can sense fiends within 1 mile for 1 minute
4 Your head looks like a flaming skull for 1 minute
5 A Heltech gizmo appears within 5 feet for 1 minute
6 You explode with helfire dealing 1d6 fire damage a round to each creature within 10 feet of you
7 You cast fireball at 3rd level centered on self
8 Weapons in a 60 foot radius ignite and deal an extra 1d6 fire damage for 1 minute
9 You cast magic witch bolt as a 5th level spell
10 Your eyes fire a 60 foot long 10 foot wide beam of necrotic energy (3d6 damage)
11 You have clawed feet for 1 minute giving you spider climb
12 You cast contagion on the creature closest to you
13 You cast Hellish Rebuke
14 You are cocooned in cystalized blood until someone breaks it 15 HP
15 You regain 5 HP a round for 1 minute
16 Your target is transported to the infernal plane for 1 minute
17 You take on the appearance of a demon for 1 minute
18 You drop into a shadow and you appear 30 feet away in a random direction
19 You cast grease centered on yourself
20 Creatures within 30 feet are frightened unless they make a DC 15 Wisdom saving throw
21 For 1 minute targets of your spells have disadvantage on saving throws
22 A demonic idol appears in an unoccupied space within 60 feet
23 Your skin turns bone white until you can remove the curse
24 You can only speak to ghosts for 24 hours
25 A third eye grows on your forehead, you have advantage on perception checks
26 You have a slug-like body Your movement speed is reduced by 10 feet. for 1 minute
27 Your spells take up your action and bonus action to cast
28 You are possessed by a demon and take no actions on your next turn
29 You turn into a swarm of bats and instantly fly up to 60 feet away into an unoccupied space
30 Your hands drip blood for 1 minute
31 You burst into flames and are reborn from the ashes at the end of your next turn
32 Severed heads sprout abundantly within 30 feet around you
33 Your next damage spell cast within 1 minute does max damage
34 You can mimic your target's appearance perfectly for 24 hours
35 Your hair and nails grow 1d10 inches
36 You grow demonic horns, you shed them after 24 hours
37 1d6 imps appear for 1 minute within 60 feet, they are enraged
38 You and your target are flung 10 feet in opposite directions
39 You regain 2d10 HP
40 Gravity reverses in a 30 foot radius till the start of your next turn
41 You become a pile of bones until the start of your next turn
42 You are distracted by a cloud of locusts for 1 minute and have disadvantage on attack rolls
43 For the next minute you can cast firebolt as a bonus action
Roll Helcube Effect
44 Your spell ricochets and hits another random target within 30 feet
45 You cast darkness centered on yourself on yourself
46 All food within a 60 foot radius spoils
47 A nightmare appears within 5 feet for 1 minute
48 One of the target's eyes is replaced by a ruby
49 You cannot speak, when you try to frogs come out of your mouth
50 Smoke fumes come out of your eyes for 1 minute
51 You gain demonic bone plating for 1 minute and have +2 AC
52 You gain a 3 foot long spaded tail for 1 hour
53 You are drunk for 1d4 days
54 All unlocked doors and windows within 60 feet fling open
55 Your hair becomes a gout of flame for 24 hours
56 Your eyes turn solid black
57 For 1 minute your touch ignites flammable (non worn or carried) objects
58 A pillar of skulls lifts you in the air 20 feet until the start of your next turn
59 You regain a spell slot
60 A confused Helhound appears within 60 feet for 1 minute
61 For 1 minute you can only "Metal Speak" when speaking
62 A 3 foot deep 30 foot wide pool of blood forms for 1 minute beneath your feet
63 You don't have to breath for 1 minute
64 You cast burning hands
Roll Helcube Effect
65 3 creatures of your choice within 30 feet take 4d10 necrotic damage
66 You choose a creature within 15 feet to unconscious until the start of your next turn
67 You frighten the nearest creature until the end of your next turn
68 If your target dies within the next minute, you gain control of it in the form of the unseen servant spell, you must use a spell slot to do so
69 Everyone within 30 feet of you becomes a shadow for 1 minute or until they attack
70 Creatures within 60 feet of you must make a DC 15 Wisdom saving throw or drop what they are holding
71 You have resistance to all damage for 1 minute
72 Everything within 20 feet of you is pulled 10 feet towards you
73 A random creature within 60 feet is poisoned for 24 hours
74 You smell like ash for 1d6 days
75 You glow brightly for 1 minute and blind people with 5 feet of you
76 Your clothes turn into writhing snakes for 1 minute
77 You cast polymorph on yourself but instead turn into a demon with CR 6 or lower
78 If you kill your target its extremities explode outward
79 You are followed by a posse of ghosts for 1 minute
80 You are trapped in a spider's web
81 You can take another action immediately
82 Your fists become bone spikes dealing 1d8 piercing damage
83 All creatures within 30 feet suffer 1d10 necrotic damage and you gain Temp HP equal to the loss
84 A incorporeal imp ridicules you for 1 minute
85 You cast hypnotic pattern
86 Your arms become tentacles for 1 minute
87 A random creature within 60 feet grows demonic wings gaining a flying speed equal to your walking speed
88 A large floating eye follows you around for 1 hour
89 You are silenced for 1 minute
90 Your Intelligence and Strength scores are swapped for 1 hour
91 If you die within 1 minunte you come back via the Reincarnate spell
92 You see everyone as a decaying corpse for 1 minute
93 You size increases by 1 for 1 minute
94 All light sources within 60 feet are extinguished
95 All creatures within 30 feet are vulnerable to piercing damage
96 You become frightened of shadows for 1 minute
97 You are surrounded by faint demonic chanting for 1 minute
98 You suffer from stigmata for 24 hours
99 You regain all Warlock spellslots
100 The next creatures name you speak dies
ToC

Warlord

Two vast armies stand across the field of death, fear gripping the heart of every soldier. From their ranks, the banner is carried forth - a shining beacon without fear. Before they even know it, their feet pound across the ground, their fear left behind as they follow their symbol of hope to victory.

Collapsing to the ground, a man succumbs to wounds, exhaustion, terror, and the overwhelming clash of steel all around. Death closes in, but before it can claim him, a hand appears, pulling him to his feet. "On your feet, soldier".

The line was about to be overwhelmed, the inevitable break would come, for the soldiers could hold no more. Until, among their ranks, they noticed their liege, unwilling to turn aside. Unwilling to step back from danger, and the men realized that retreat was no longer an option, and not a step backwards was taken. A new strength was found behind every blow and they fought as no man has ever fought before.

Everywhere the enemy probed, they met only a wall of spears and a rain of arrows. Every flanking maneuver flanked, every bluff called and every gambit a failure. The foes could do naught but curse the luck that had turned against them. But there was a man that made that luck with one brilliant tactical decision after another, and his men knew that as long as he was by their side, luck would always abandon their foes.

A Warlord is a force multiplier for their companions. Some of them may be fearsome combatants, while others may never lift a weapon, but in either case their presence on the battlefield will drive their companions to new heights, guiding them through what would surely have been their doom safely.

How this is brought about can vary, from inciting crazed zeal to tempering an overeager charge, from turning a rout into an unbreakable last stand to pulling their companions out of the line of danger in the nick of time. The sole commonality is that a Warlord alone is but a man, while a Warlord with their companions is a legend.

Purpose and Drive

A common element to those that walk the path of a Warlord is a purpose. One which gives them a larger-than-life presence and allows them to be a guiding hand to all those around them. Some Warlords may not seek any particular cause, and merely seek victory - either as a tribute to a god they worship or simply to meet a personal achievement. More often, though, a Warlord is driven by a higher purpose - a loyalty to their country or their men, a drive to protect the innocent or to crush the weak.

It is an important consideration to a Warlord in understanding why they fight, as it will inform how they fight. Do they try to keep their companions and followers out of danger? Or do they simply press for the strategy that is most likely to win?

The Warlord
Level Proficiency Bonus Features Leadership Die Leadership Dice
1st +2 Warlord Specialization, Battlefield Presence
2nd +2 Leadership Dice d6 2
3rd +2 Warlord Specialization Feature, Warlord's Expertise d6 3
4th +2 Ability Score Improvement d6 4
5th +3 Extra Attack d8 5
6th +3 Prepare for Battle, Press the Advantage d8 6
7th +3 Warlord Specialization Feature d8 7
8th +3 Ability Score Improvement d8 8
9th +4 Oversight d10 9
10th +4 Ability Score Improvement d10 10
11th +4 Warlord Specialization Feature d10 11
12th +4 Ability Score Improvement d10 12
13th +5 Warlord's Intuition d12 13
14th +5 Vigilant Leader d12 14
15th +5 Warlord Specialization Feature d12 15
16th +5 Ability Score Improvement d12 16
17th +6 Undying Command 2d6 17
18th +6 Warlord Specialization Feature 2d6 18
19th +6 Ability Score Improvement 2d8 19
20th +6 Tireless Leader 2d8 20

Creating a Warlord

When creating a Warlord you should always start with answering the question: what sort of Presence does this person bring to battlefield? Are they are a charismatic inspiration to their allies that drives them to fight on? Are they a wise veteran who acts as a force multiplier for their companions, offering pointers and grit? Or are they a scheming manipulator who sees one step ahead of any move their foes can make, always making sure their allies are in the right spot?

Any of these paths and many more are all possible through the Warlord, but what sort of Presence you select at level one will guide what attribute is most impactful for you in exerting your influence and driving your companions to greater heights.

Quick Build

You can make an Warlord quickly by following these suggestions. For an Alpha select Strength as your highest attribute followed by Charisma. For a Cheiftan select Strength as your highest attribute followed by Wisdom. For a Warskald select Charisma as your highest attribute followed by Constitution.

Class Features

As a Warlord, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Warlord level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Warlord level after 1st

Proficiencies


  • Armor: light armor, medium armor
  • Weapons: simple weapons
  • Tools: none

  • Saving Throws: Wisdom, Constitution
  • Skills: Choose three from Athletics, Deception, History, Insight, Investigation, Medicine, Performance, Persuasion, or Intimidation.

Equipment

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

  • (a) a simple or (b) a martial weapon (if proficient)
  • (a) a light crossbow and 20 bolts, or (b) a shield (if proficient).
  • (a) leather armor, or (b) scale mail, or (c) chain mail (if proficient).
  • (a) a scholar's pack or (b) an explorer's pack

Warlord Specialization

At 1st level, you pick the archetype of Warlord you embody, choosing from Alpha, Chieftan, or Warskald. Your choice grants you features at 1st level, and again at 3rd, 7th, 11th, 15th, and 18th level.

Battlefield Presence

Starting at 1st level, when you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant an allied creature that can see or hear you an additional attack the next time they take the Attack action during their turn.

An allied creature can only gain one additional attack per turn from this feature and unused attacks are lost at the start of your next turn.

Leadership Dice

Starting at 2nd level, you have access to Leadership Dice. These represent your ability to focus your battlefield presence to powerful results. Your Warlord level determines the number and size of the dice, as shown on the Leadership Dice column of the Warlord table.

You can spend these to fuel various features. When you get this feature, you can spend one Leadership Die per turn.

A Leadership Die is expended when you use it. You regain all of your expended Leadership Dice when you finish a short or long rest.

The First Warlord

"War did not change me. I changed war." - Leif Jarnskeg

Rallying Mark

As a bonus action, you can expend a number of Leadership Dice to mark a hostile creature within 60 feet of you. On the next damage roll made against this target by an ally before the start of your next turn, add the Leadership dice expended to the damage roll, and the ally regains regains health equal to the amount rolled on the Leadership Dice.

Overwhelming Mark

As a bonus action, you can expend a number of Leadership Dice to mark a hostile creature within 60 feet of you. On the next damage roll made against this target by an ally before the start of your next turn, add the Leadership dice expended to the damage roll, and the target must make a Constitution saving throw (DC equal to the damage dealt), becoming stunned on a failed save until the end of your next turn. A creature that fails their saving throw by 5 or more is instead Paralyzed until the end of your next turn.

Pro Tem Protector

As a bonus action, you can expend a number of Leadership Dice to mark an ally within 60 feet of you. Until the start of your next turn, any enemy within 5 feet of the Protector suffers disadvantage on attack rolls against anyone except the Protector. When a creature within 20 feet of the Protector makes an Attack roll, an ability check, or a damage roll, they can use their Reaction to roll one of the Leadership Dice, subtracting the number rolled from the creature’s roll.

The ally may also expend a Leadership Dice at the start of your turn, extending the effect for another round.

Helpful Word

You can spend a Leadership Die to take the Help action as a bonus action on your turn. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.

Warlord's Expertise

Starting at 3rd level, you gain proficiency in two of the following skills: Persuasion, Intimidation, Insight or Investigation skill. If you are already proficient in either of the skills you select, your proficiency bonus is doubled for any ability check you make that uses that skill.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Optionally, instead of increasing ability scores, you can gain 5 background points to spend on edges.

Extra Attack

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

You can use Battlefield Presence in place of either or both attacks.

Prepare for Battle

Starting at 6th level, you can spend a minute preparing up to five allies for combat. You can expend a number of Leadership Dice up to your per turn limit, rolling them and causing your allies to gain temporary hit points equal to the number rolled. Allies that have benefited from this ability can expend a number of hit dice equal to the number of Leadership Dice you expended, using them as they would during a short rest. Any temporary hit points gained from this last until you complete a short or long rest.

Press the Advantage

Starting at 6th level, you can spend two Leadership Dice per turn. The number you can expend increases at 11th level (to three dice), and again at 17th level (to four dice).

Oversight

Starting at 9th level, when an allied creature that can see or hear you makes a skill check, you can expend a Leadership Die and add it to the roll. You can choose to do this after you see the result of the roll, but before you know the outcome.

Warlord's Intuition

Starting at 13th level, before rolling a skill check you are proficient in, you can exercise this ability, choosing for the result of the roll to be equal to your Warlord level rather than rolling. Once you do this, you cannot do this until you complete a short rest.

Vigilant Leader

Starting at 14th level, the Warlord cannot be frightened, charmed or surprised, and gains immunity to these conditions.

Undying Command

At 17th level, when you would drop to 0 hit points you may instead drop to 1. Once you have used this feature you may not do so again until you have completed a long rest,

Tireless Leader

Starting at 20th level, you can roll d4s and use them instead of expending Leadership Dice for any feature requiring Leadership Dice.

Alpha's Presence

It is often that we elude to the hunting tactics of wolves. Their teamwork and ferocity is unrivaled by other creatures. Alpha's adopt the mentality of wolves and apply their tactics to the battlefield. They have no qualms about jumping to the fray along side their pack. They are keen leaders and ravenous hunters at heart.

Alpha's Proficiency

Starting at 1st level when you take this Presence, you gain proficiency in martial weapons, medium armor, the Intimidation skill, and can choose either the Great Weapon Fighting Style or Two-Weapon Fighting Style.

Warhowl

Starting at 1st level, when you roll initiative, or as bonus action, you can unleash a mighty howl by expending and rolling a number of Leadership Dice. You and any allied creature within 20 feet of you gain temporary hit points equal to the roll + your Charisma modifier.

Inciting Rampage

Starting at 3rd level, when you score a critical hit with an attack or kill a creature, you regain one Leadership dice, and may grant an allied creature your Battlefield Presence as if you had expended an attack.

Two-Fanged Strike

Additionally at 3rd level, when you take the Attack action, you can expend a Leadership Dice to apply Rallying Mark, Overwhelming Mark, or unleash a Warhowl as part of a melee weapon attack.

Whenever you expend a Leadership Dice as part of making an attack, you can add the expended Leadership Dice to the damage roll of the attack you just made.

Reckless Assault

Starting at 7th level, when a creature with temporary hitpoints from one of your abilities deals damage with a weapon attack, they can sacrifice those temporary hitpoints to add damage equal to the amount sacrificed to their damage roll.

Wolfpack Tactics

Starting at 11th level, you excel at taking down prey in coordination with your allies. Your first attack against a creature that has taken damage from one of your allies since the end of your last turn is made with advantage.

If an attack you grant with Battlefield Presence is used to attack a creature you dealt damage to during your turn, that attack is made with advantage.

Staggering Roar

Starting at 15th level, when you unleash your Warhowl you can attempt to strike terror into your enemies. Any creature of your choice within range of your Warhowl must make a Wisdom saving throw with a DC of 8 + Charisma modifier + your proficiency bonus or become Paralyzed with fear until the end of their turn. Once you have used Staggering Roar, you cannot use it in this way again until you complete a long rest.

Additionally, the range of your Leadership features is doubled.

Wolfpack Victory

Starting at 18th level, your Inciting Rampage feature may now be triggered by allies.

Chieftan's Presence

A Chieftan on the field can be many things - a trusted leader, a weary Veteran, or merely a man with an uncommon degree of common sense and a particularly keen eye for how to win a fight.

While not as flashy as other Presences on the Battlefield, they are less likely to get themselves skewered. A keen word there and helping hand here, their influence is subtle but effective, inexorably shifting the tides of battle in their favor.

A Chieftan can come from any background, but is usually someone that has acquired their Wisdom the hard way, having seen a bit of what life and battlefields have to offer.

Martial Proficiency

Starting at 1st level when you take this Presence, you gain proficiency in heavy armor, shields, martial weapons, Insight, and can choose either the Archery, Defense, or Protection Fighting Style.

Battle Preparation

Starting at 1st level, when you roll initiative while not surprised, you and any willing allies within 60 feet may exchange your initiative scores with each other.

In addition, when you roll initiative, or as a bonus action, you can expend a Leadership Dice, allowing any allied creatures within 60 feet to move up to a number of feet equal to five times the amount rolled.

Tactical Maneuvers

Starting at 3rd level, when you take Battle Prepatations to allow allies to move, you may apply one of the following tactics to each ally's movement:

Advance. They may move ten times the amount rolled, instead of five.

Disengage. They do not provoke opportunity attacks during this movement.

Charge. If they move at least 10 feet in a straight line towards a target, their next melee attack will knock the target prone and deal additional damage equal to the Leadership Dice rolled..

Bunker. They may choose to forgo moving, instead gaining a bonus to their AC equal to the amount rolled on the Leadership Dice until the start of your next turn.

Martial Experience

Additionally at 3rd level, once per turn, when one of your allies within 30 feet takes or deals damage, you may add a d4 to a pool. You can have a maximum number of d4 dice in this pool equal to your Wisdom modifier (minimum of one). The next time you deal damage, you can expend this pool of d4s as additional damage. Any unused dice are lost at the end of your turn.

Dauntless Resolve

Starting at 7th level, when you fail a Saving Throw, you can choose to succeed instead. Once you do this, you cannot do this again until you complete a long rest.

Seasoned Leadership

Starting at 11th level, your Leadership features gain additional effects:

Rallying Mark. When the mark is triggered, you may choose an ally within 20 feet of the marked creature to regain health, instead of the triggering ally.

Overwhelming Mark. You add your Wisdom modifier to the DC of the saving throw.

Pro Tem Protector. The ranges for the Protector are doubled.

Helpful Word. You may offer help to two allies, instead of one.

Stalwart Example

Starting at 15th level, when you and any allied creature within 30 feet must make a Saving Throw against the same effect, if you pass your Saving Throw, your allies gain Advantage on their Saving Throw against that effect.

Stand Defiant

Starting at 18th level, your allies will never fall so long as their Chieftan stands. When an ally is reduced to zero hit points withing 60 feet of you, they are instead reduced to 1 hit point so long as they can see or hear you.

Once an allied creature benefits from this effect, they cannot benefit from it again until they complete a long rest.

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Warskald's Presence

A Warskald is gifted with a personality so strong, it exudes magic. These Warlords are ones that push and drive their companions onto greater heights through sheer charisma, inspiring them with an enchanting force of arcane power.

Heart of the Skald

Starting at 1st level when you take this Presence you gain proficiency in Performance, as well as proficiency in one instrument of your choice. Additionally, you gain one extra Leadership Die added to your total at 3rd level, 9th level, and 15th level.

Warsong

Also at 1st level, you learn to play a battle song that inspires your allies, when you use your Battlefield Presence to grant an ally an extra attack, that ally can add you Charisma modifier to the attack and damage rolls.

Spellcasting

When you reach 3rd level, you augment your battlefield presence and gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the skald (bard) spell list.

Cantrips

You learn two cantrips of your choice from the skald (bard) spell list.

Spell Slots

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

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

Spells Known of 1st-Level and Higher

You know three 1st-level skald (bard) spells of your choice.

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

Whenever you gain a level in this class, you can replace one of the skald spells you know with another spell of your choice from the skald spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your skald spells, since you learn your spells through study and memorization. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Beguiling Presence

Starting at 3rd level, you gain additional options when you use your Battlefield Presence:

  • Instead of granting an additional attack, you may allow an ally to cast a Cantrip as a bonus action during their next turn.
  • You may target a hostile creature that must succeed a Wisdom saving throw or becomes charmed by you until the end of its next turn. If the charmed targets uses the Attack action it makes one less Attack than it normally could.

Arcane Armaments

Beginning at 7th level, when you use your action to cast a cantrip, you can also use your Battlefield Presence feature to allow an ally to make one weapon attack or cast a cantrip as a bonus action on their turn..

Imperative Narrative

Starting at 11th level, your Battlefield Presence feature improves further. The allied creature can use their reaction to immediately make the granted weapon attack or Cantrip.

Chaotic Crescendo

Additionally at 11th level, attacks made by allied creatures within 20 feet of a creature effected by your Warsong can add your Charisma modifier to the damage rolls until the start of your next turn.

Glamorous Glibness

At 15th level, when you use your action to cast a spell you can use your Battlefield Presence as a bonus action.

Warsong Finale

Finally at 18th level, your Warsong rings out across the battlefield. All allies within 30ft of you can add your Charisma modifier to attack and damage rolls.

The Warskald
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
ToC

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Warrior

A keskan in clanging plate armor holds her shield before her as she runs toward the massed goblins. A Myrkelf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The half-ork nearby shouts orders, helping the two combatants coordinate their assault to the best advantage.

A dwarf in chain mail interposes his shield between the ogre’s club and his companion, knocking the deadly blow aside. His companion, a firekin in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses.

A jotunkin gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd’s delight—and his own tactical advantage. His opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him.

All of these heroes are Warriors, perhaps the most diverse class of characters in the world of Midraholm. They all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face.

Well-Rounded Specialists

Warriors learn the basics of all combat styles. Every Warrior can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a Warrior is adept with shields and every form of armor. Beyond that basic degree of familiarity, each Warrior specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes Warriors superior combatants on battlefields and in dungeons alike.

Trained for Danger

Not every member of the city watch, the village militia, or the king’s army is a Warrior. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated thegns, and similar figures are Warriors.

Some Warriors feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a Warrior, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards—few Warriors in the city watch have the opportunity to discover a sword as grand as Angruvadal, for example.

The Warrior
Level Proficiency Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (one use)
3rd +2 Martial Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Martial Archetype feature
8th +3 Ability Score Improvement
9th +4 Indomitable (one use)
10th +4 Martial Archetype feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Indomitable (two uses)
14th +5 Ability Score Improvement
15th +5 Martial Archetype feature
16th +5 Ability Score Improvement
17th +6 Action Surge (two uses), Indomitable (three uses)
18th +6 Martial Archetype feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)

Creating a Warrior

As you build your Warrior, think about two related elements of your character’s background: Where did you get your combat training, and what set you apart from the mundane warriors around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors.

You might have enjoyed formal training in a noble’s army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught—unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions—the only things that stand between you and death’s embrace.

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Quick Build

You can make a Warrior quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution, or Intelligence if you plan to adopt the Eldritch thane martial archetype.

Class Features

As a Warrior, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Warrior level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Warrior level after 1st

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Strength, Constitution
  • Skills: Choose two from skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

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

  • (a) chain mail or (b) leather, longbow, and 20 arrows
  • (a) a marital weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two hand axes
  • (a) a dungeoneer's pack or (b) an explorer's pack

Fighting Style

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

Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.

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.

Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Shield Wall. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

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Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Warrior level. Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch thane, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Optionally, instead of increasing ability scores, you can gain 5 background points to spend on edges.

Extra Attack

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

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Martial Archetypes

Different Warriors choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

Champion

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.

Survivor

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

Blademaster

The Blademaster is a Warrior who draws on an implacable fighting spirit to overcome enemies. A Blademaster’s resolve is nearly unbreakable, and the enemies in a Blademaster’s path have two choices: yield or die fighting.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Fighting Spirit

Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

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

Elegant Courtier

Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Tireless Spirit

Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.

Rapid Strike

Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

Strength before Death

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

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

Arcane Archer

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

Arcane Shot

At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see “Arcane Shot Options” below).

Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits a creature, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.

You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level Warrior.

Magic Arrow

At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.

Curving Shot

At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Ever-Ready Shot

Starting at 15th level, your magical archery is available whenever battle starts. If you roll initiative and have no uses of Arcane Shot remaining, you regain one use of it.

Arcane Shot Options

The Arcane Shot feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.

If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.

Banishing Arrow

You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, the target’s speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it.

Beguiling Arrow

Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

The psychic damage increases to 4d6 when you reach 18th level in this class.

Bursting Arrow

You imbue your arrow with force energy drawn from the school of evocation. The energy detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.

The force damage increases to 4d6 when you reach 18th level in this class.

Enfeebling Arrow

You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

The necrotic damage increases to 4d6 when you reach 18th level in this class.

Grasping Arrow

When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.

The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.

Piercing Arrow

You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.

The piercing damage increases to 2d6 when you reach 18th level in this class.

Seeking Arrow

Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.

The force damage increases to 2d6 when you reach 18th level in this class.

Shadow Arrow

You weave illusion magic into your arrow, causing it to occlude your foe’s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

The psychic damage increases to 4d6 when you reach 18th level in this class.

Bannerman

A Bannerman is a warrior who hails from the kingdom of Olinheim. Pledged to protect the crown, they take the fight against evil beyond their kingdom’s borders. They are tasked with wandering the land as thegn errant, relying on their judgment, bravery, and fidelity to the code of chivalry to guide them in defeating evildoers.

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

A thane prefers to lead through deeds, not words. As a thane spearheads an attack, the thane’s actions can awaken reserves of courage and conviction in allies that they never suspected they had.

Rallying Cry

When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries.

When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your Warrior level, provided that the creature can see or hear you.

Royal Envoy

A Bannerman serves as an envoy of the Olinheim crown. Thanes of high standing are expected to conduct themselves with grace.

At 7th level, you gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance.

Your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.

Inspiring Surge

Starting at 10th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you.

Starting at 18th level, you can choose two allies within 60 feet of you, rather than one.

Bulwark

Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren’t incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.

Rune Knight

You discovered how to enhance your martial prowess using the supernatural power of runes. The ancient practice of rune magic originated with giants. Skiltgravr (“rune cutters”) can be found among any type of giants, and you likely learned your methods first or second hand from such a mystical artisan. Whether you found the giant’s work carved into a hill or cave, learned of the runes from a traveling sage, or met the giant in person, you studied the giant’s craft. In time, you learned how to carve and apply runes to your equipment and how to invoke their magic, ultimately becoming a Rune Knight.

Bonus Proficiencies

You gain proficiency with smith’s tools, and you learn to speak, read, and write Giant.

Rune Magic

You learn how to use runes to enhance your gear. When you gain this feature, you learn how to inscribe two runes of your choice on weapons, armor, or shields (see “Rune Options”).

Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, or a shield.

Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes.

Each time you gain a level in this class, you can replace one rune you know with a different one.

Rune Options

Here are rune options for the Rune Magic feature. They are all magical effects.

If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Intelligence modifier.

Haug (Hill Rune)

This rune’s magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object inscribed with this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage.

In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke the rune, you can’t do so again until you finish a short or long rest.

Ild (Fire Rune)

This rune’s magic channels the masterful craftsmanship of fire giant smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.

In addition, when you hit a creature with a weapon attack, you can invoke the rune to summon fiery shackles: the target must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke the rune, you can’t do so again until you finish a short or long rest.

Ise (Frost Rune)

This rune’s magic evokes a frost giant’s stoic calm. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks.

In addition, you can invoke the rune as a bonus action to increase your Strength score by 2 for 10 minutes. This increase can cause your score to exceed 20, but not 30. Once you invoke the rune, you can’t do so again until you finish a short or long rest.

Skye (Cloud Rune)

This rune’s magic emulates the deceptiveness of a cloud giant. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks.

In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and cause that attack to target a different creature within 30 feet of you (other than the attacker), using the same roll. This magic can transfer the attack regardless of the attack’s range. Once you invoke the rune, you can’t do so again until you finish a short or long rest.

Stein (Stone Rune)

This rune’s magic channels the insightfulness of a stone giant. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.

In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The effect ends if the charmed creature takes any damage or if someone else uses an action to shake the creature out of its haze. Once you invoke the rune, you can’t do so again until you finish a short or long rest.

Uvar (Storm Rune)

Using this rune, you can glimpse the future like a storm giant. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can’t be surprised as long as you are not incapacitated.

In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you’re incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke the rune, you can’t do so again until you finish a short or long rest.

Giant Might

You can imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute:

If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change. You have advantage on Strength checks and Strength saving throws. Your weapon attacks deal an extra 1d6 damage. You can use this feature twice, and you regain all expended uses of it when you finish a long rest.

Defensive Runes

You learn to invoke your rune magic to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the creature’s AC against that attack. The bonus equals 1 + your Intelligence modifier (minimum of +2).

In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of three).

Great Stature

The magic of your runes permanently alters you. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll. Moreover, the extra damage you deal with your Giant Might feature increases to 1d8.

In addition, you learn one new rune of your choice from your Rune Magic feature (for a total of four).

Rune Magic Mastery

You can invoke each rune you know from your Rune Magic feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.

In addition, you learn one new rune of your choice from the Rune Magic feature (for a total of five).

Runic Juggernaut

You learn how to share your rune magic with your allies. When you use your Giant Might feature, you can choose one willing creature you can see within 60 feet of you. The chosen creature also gains the benefits of your Giant Might feature.

Battle Master

Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every Warrior absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded Warriors of great skill and knowledge.

Combat Superiority

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

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

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Student of War

At 3rd level, you gain proficiency with one type of artisan’s tools of your choice.

Maneuvers

The maneuvers are presented in alphabetical order.

Commander’s Strike

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

Disarming Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike

When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Feinting Attack

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll.

Goading Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Lunging Attack

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

Maneuvering Attack

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry

When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Precision Attack

When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Rally

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

Sweeping Attack

When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Trip Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Know Your Enemy

Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels (if any)
  • Warrior class levels (if any)
  • Improved Combat Superiority
  • At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

Relentless

Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.

Improved Combat Superiority

At 18th level, your superiority dice turn into d12s.

Psi Knight

Awake to the psionic power within, a Psi Knight is a fighter who augments their physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force.

As a Psi Knight, you might have honed your psionic abilities through solo discipline, unlocked it under the tutelage of a master, or refined it at an academy dedicated to wielding the mind’s power as both weapon and shield

Psionic Talent

You harbor a wellspring of psionic power within yourself, an energy that ebbs and flows as you channel it in various ways. This power is represented by your Psionic Talent die, the starting size of which is a d6.

Psionic Talent Options. You can use your Psionic Talent die in the following ways:

Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to roll your Psionic Talent die and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.

Psi-Powered Leap. When you make a high or long jump, you can roll your Psionic Talent die and extend the distance of the jump, up to a number of feet equal to twice the number rolled plus twice your Intelligence modifier (minimum of 1 extra foot). This extra distance costs you only 1 foot of movement.

Telekinetic Strike. You can propel your attacks with telekinetic force. Once on each of your turns, immediately after you deal damage to a target within 30 feet of you with a weapon attack, you can roll your Psionic Talent die and also deal force damage to the target equal to the number rolled.

Changing the Die’s Size. If you roll the highest number on your Psionic Talent die, it decreases by one die size after the roll. This represents you burning through your psionic energy. For example, if the die is a d6 and you roll a 6, it becomes a d4. If it’s a d4 and you roll a 4, it becomes unusable until you finish a long rest.

Conversely, if you roll a 1 on your Psionic Talent die, it increases by one die size after the roll, up to its starting size. This represents you conserving psionic energy for later use. For example, if you roll a 1 on a d4, the die then becomes a d6.

Whenever you finish a long rest, your Psionic Talent die resets to its starting size. When you reach certain levels in this class, the starting size of your Psionic Talent die increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

Psi Replenishment. As a bonus action, you can calm your mind for a moment and restore your Psionic Talent die to its starting size. You then can’t use Psi Replenishment again until you finish a long rest.

Telekinetic Adept

You have mastered new ways to use your telekinesis:

Psionic Thrust. When you deal damage to a target with the Telekinetic Strike of your Psionic Talent, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. Unless the save succeeds, you can knock the target prone or move it up to 10 feet in any direction horizontally.

Telekinetic Movement. If your Psionic Talent die is available, you can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. When you take this action, your Psionic Talent die decreases by one die size.

Psi-Enhanced Metabolism

At 10th level yhe psionic energy flowing through you has bolstered your mind and body. You have resistance to poison and psychic damage, and you are immune to the poisoned condition.

Bulwark of Force

At 15th level you can shield yourself and others with telekinetic force. As a bonus action, you can choose creatures, which can include you, that you can see within 30 feet of you, up to a number of creatures equal to your Intelligence modifier (minimum of one creature). Each of the chosen creatures is protected by half cover for 1 minute or until you’re incapacitated.

Once you use this feature, you can’t do so again until you finish a long rest, unless you decrease your Psionic Talent die by one die size to use this feature again.

Telekinetic Master

Your ability to move creatures and objects with your mind is matched by few. If your Psionic Talent die is available, you can cast the telekinesis spell, requiring no components. Your spellcasting ability for the spell is Intelligence. When you cast this spell, your Psionic Talent die decreases by one die size.

Echo Knight

A mysterious and feared frontline Warrior, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. The three offer a boon. The power to manipulate those in timelines past. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.

Manifest Echo

You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you’re incapacitated.

Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.

As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you. When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo’s space. You make this choice for each attack. When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo’s space.

Unleash Incarnation

You can heighten your echo’s fury. Whenever you take the Attack action, you can make one additional melee attack from the echo’s position.

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

Echo Avatar

You can temporarily transfer your consciousness to your echo. As an action, you can see through your echo’s eyes and hear through its ears. During this time, you are deafened and blinded. You can sustain this effect for up to 10 minutes, and you can end it at any time (requires no action). While your echo is being used in this way, it can be up to 1,000 feet away from you without being destroyed.

Shadow Martyr

You can make your echo throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the echo to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your echo.

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

Reclaim Potential

You’ve learned to absorb the fleeting magic of your echo. When an echo of yours is destroyed by taking damage, you can gain a number of temporary hit points equal to 2d6 + your Constitution modifier, provided you don’t already have temporary hit points.

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

Legion of One

You can use a bonus action to create two echoes with your Manifest Echo feature, and these echoes can coexist. If you try to create a third echo, the previous two echoes are destroyed. Anything you can do from one echo’s position can be done from the other’s instead. In addition, when you roll initiative and have no uses of your Unleash Incarnation feature left, you regain one use of that feature.

Cavalier

The archetypal Cavalier excels at mounted combat. Usually born among the Olinheimer nobles they versed in the ways of combat on ferocious beasts. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these Warriors leave their lives of comfort to embark on glorious adventure.

Born to the Saddle

Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.

Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Unwavering Mark

Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.

While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn’t target you.

In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to the target equal to half your Warrior level.

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Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Warding Maneuver

At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target’s AC against that attack. If the attack still hits, the target has resistance against the attack’s damage.

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

Hold the Line

At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the current turn.

Ferocious Charger

Starting at 15th level, you can run down your foes, whether you’re mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.

Vigilant Defender

Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.

Spell Blade

The archetypal Spell Blade combines the martial mastery common to all Warriors with a careful study of magic. Spell Blades use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Spell Blade additional protection in battle, and evocation spells deal damage to many foes at once, extending the Warrior’s reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

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

Spell Slots

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

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

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

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

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

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

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

War Magic

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

Eldritch Strike

At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Arcane Charge

At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.

Improved War Magic

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

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

Shield Warrior

Standing in the shield wall has alway been the pride of the Warrior warrior. But few have the honor of standing next to a shield warrior. The shield warrior specializes in shield combat, not just defensively but offensively. They can strike enemies with their oversized shield while still protecting themselves and allies.

Shield Bash

At 3rd level when you choose this martial arch type you learn to strike foes with your shield as if it was a weapon. Your shield bash deals 1d6 + your Strength modifier bludgeoning damage. The damage of your shield increases to 1d8 at 7th level, 1d10 at 10th level, 2d6 at 15th level and 2d8 and 18th level.

Block

At 3rd level when you choose this martial arch type you also learn to maneuver your shield in a way to absorb incoming damage. As a reaction you can reduce incoming damage to yourself by 1d6. This amount increases to 2d6 at 7th level, 3d6 at 10th level, 4d6 at 15th level and 5d6 at 18th level.

Shield stance

At 7th level you learn an impenetrable shield stance. While wielding a shield you can use one of your attacks during the attack action to enter a shield stance. By doing so you gain resistance to bludgeoning piercing and slashing damage until the start of your next turn.

Shieldwall

Starting at 10th level, allies that are within 5ft of you gain your shield bonus to ac.

Guardian

At 15th level you focus on defending your allies. You can use your reaction to absorb the damage from a weapon attack on an ally within your movement speed, you must move within 5ft to do so.

Counter

At 18th level you can counter attack targets that do not match your might. If you’re reaction is able to reduce the damage of an attack to zero, you can make a single weapon attack against the attacker.

ToC

Wizard

Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers.

Checking and rechecking his work, a galduri scribes an intricate magic circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the circle, bringing a whiff of brimstone from the otherworldly plane beyond.

Crouching on the floor in a dungeon intersection, a dwarf tosses a handful of small bones inscribed with mystic symbols, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left.

Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, Wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.

Scholars of the Arcane

Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study.

Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other Wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.

The Lure of Knowledge

The lure of knowledge and power calls even the most unadventurous Wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most Wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age.

The Wizard
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Arcane Recovery 3 2
2nd +2 Arcane Tradition 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 4 4 3 2
6th +3 Arcane Tradition feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Arcane Tradition feature 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Arcane Tradition feature 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 5 4 3 3 3 2 1 1 1 1
18th +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Signature Spell 5 4 3 3 3 3 2 2 1 1

Creating a Wizard

Creating a Wizard character demands a backstory dominated by at least one extraordinary event. How did your character first come into contact with magic? How did you discover you had an aptitude for it? Did you encounter a magical creature or an ancient tome that taught you the basics of magic?

What drew you forth from your life of study? Did your first taste of magical knowledge leave you hungry for more? Have you received word of a secret repository of knowledge not yet plundered by any other Wizard? Perhaps you’re simply eager to put your newfound magical skills to the test in the face of danger.

QUICK BUILD

You can make a Wizard quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. If you plan to join the School of Enchantment, make Charisma your next-best score. Second, choose the mage hand, light, and ray of frost cantrips, along with the following 1st-level spells for your spellbook: burning hands, charm person, feather fall, mage armor, magic missile, and sleep.

Class Features

As a Wizard, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None

  • Saving Throws: Intelligence, Wisdom
  • Skills: CChoose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Equipment

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

  • (a) a quarterstaff or (b) a dagger
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) an explorer’s pack
  • A spellbook

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Wizard spell list.

Cantrips

At 1st level, you know three cantrips of your choice from the Wizard spell list. You learn additional Wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.

Spellbook

At 1st level, you have a spellbook containing six 1st-level Wizard spells of your choice. Your spellbook is the repository of the Wizard spells you know, except your cantrips, which are fixed in your mind.

Preparing and Casting Spells

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

You prepare the list of Wizard spells that are available for you to cast. To do so, choose a number of Wizard spells from your spellbook equal to your Intelligence modifier + your Wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you’re a 3rd-level Wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your Wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Wizard spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a Wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your Wizard spells.

Learning Spells of 1st Level and Higher

Each time you gain a Wizard level, you can add two Wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar).

Your Spellbook

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil Wizard’s chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book. When you find a Wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the Wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many Wizards keep backup spellbooks in a safe place.

Arcane Tradition

When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of schools, which are detailed at the end of the class description..

Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Optionally, instead of increasing ability scores, you can gain 5 background points to spend on edges.

Spell Mastery

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level Wizard spell and a 2nd-level Wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

Signature Spells

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level Wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

Arcane Traditions

The study of Wizardy is ancient, stretching back to the earliest mortal discoveries of magic.

The most common arcane traditions revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into these categories called schools, as described beyond this page. In some places, these traditions are literally schools; a Wizard might study at the School of Illusion while another studies across town at the School of Enchantment. In other institutions, the schools are more like academic departments, with rival faculties competing for students and funding. Even Wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.

Shool of Bladesingers

Bladesingers are Wizards who bravely defend their people and lands. They master a school of sword fighting grounded in a tradition of arcane magic. In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense.

Training in War and Song

When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.

You also gain proficiency in the Performance skill if you don’t already have it.

Bladesong

Starting at 2nd level, you can invoke a secret Aelven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time you choose (no action required).

While your Bladesong is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1). (This does not apply if you have natural armor ie turtle dreki shell, thogail plating.)
  • Your walking speed increases by 10 feet.
  • You have advantage on Dexterity (Acrobatics) checks.
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
  • You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

Extra Attack

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

Song of Defense

Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot’s level.

Song of Victory

Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Bladesong is active.

School of Chronurgy

Focusing on the manipulation of time, those who follow the School of Chronurgy learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.

Chronal Shift

Beginning at 2nd level when you choose this subclass, you can magically exert limited control over the flow of time around a creature. As a reaction, after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll.

You can use this ability twice, and you regain any expended uses when you finish a long rest.

Temporal Awareness

Also at 2nd level when you choose this subclass, you can add your Intelligence modifier to your initiative rolls.

Momentary Stasis

At 6th level, as an action, you can magically force a Large or smaller creature you can see within 60 feet of you to make a Constitution saving throw against your spell save DC. Unless the saving throw is a success, the creature is encased in a field of magical energy until the end of your next turn or until the creature takes any damage. While encased in this way, the creature is incapacitated and has a speed of 0.

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.

Arcane Abeyance

Starting at 10th level, when you cast a spell using a spell slot of 4th level or lower, you can condense the spell’s magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost.

A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.

Once you create a bead with this feature, you can’t do so again until you finish a short or long rest.

Convergent Future

At 14th level, you can peer through possible futures and magically pull one of them into events around you, ensuring a particular outcome. When you or a creature you can see within 60 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to ignore the die roll and decide whether the number rolled is the minimum needed to succeed or one less than that number (your choice).

When you use this feature, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.

Graviturgy Magic

Understanding and mastering the forces that draw bodies of matter together or drive them apart, the students of the school of Graviturgy learn to further bend and manipulate the violent energy of gravity to their benefit, and the terrible detriment of their enemies.

Adjust Density

Starting at 2nd level when you choose this subclass, as an action, you can magically alter the weight of one object or creature you can see within 30 feet of you. The object or creature must be Large or smaller. The target’s weight is halved or doubled for up to 1 minute or until your concentration ends (as if you were concentrating on a spell).

While the weight of a creature is halved by this effect, the creature’s speed increases by 10 feet, it can jump twice as far as normal, and it has disadvantage on Strength checks and Strength saving throws. While the weight of a creature is doubled by this effect, the creature’s speed is reduced by 10 feet, and it has advantage on Strength checks and Strength saving throws.

Upon reaching 10th level in this class, you can target an object or a creature that is Huge or smaller.

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Gravity Well

At 6th level, you’ve learned how to manipulate gravity around a living being: whenever you cast a spell on a creature, you can move the target 5 feet to an unoccupied space of your choice if the target is willing to move, the spell hits it with an attack, or it fails a saving throw against the spell.

Violent Attraction

Beginning at 10th level, when another creature that you can see within 60 feet of you hits with a weapon attack, you can use your reaction to increase the attack’s velocity, causing the attack’s target to take an extra 1d10 damage of the weapon’s type.

Alternatively, if a creature within 60 feet of you takes damage from a fall, you can use your reaction to increase the fall’s damage by 2d10.

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.

Event Horizon

At 14th level, as an action, you can magically emit a powerful field of gravitational energy that tugs at other creatures for up to 1 minute or until your concentration ends (as if you were concentrating on a spell). For the duration, whenever a creature hostile to you starts its turn within 30 feet of you, it must make a Strength saving throw against your spell save DC. On a failed save, it takes 2d10 force damage, and its speed is reduced to 0 until the start of its next turn. On a successful save, it takes half as much damage, and every foot it moves this turn costs 2 extra feet of movement.

Once you use this feature, you can’t do so again until you finish a long rest or until you expend a spell slot of 3rd level or higher on it.

School of Scribes

Among Wizards, the school of Scribes is the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries in tomes and scrolls so that Wizardry can flourish. And while every Wizard values their spellbook, a scribe in the school of Scribes dedicates themself to magically awakening their book, turning it into a trusted companion.

Wizardly Quill

Starting at 2nd level when you choose this subclass, as a bonus action, you can magically create a Tiny quill in your free hand. The magic quill has the following properties:

  • The quill doesn’t require ink. When you write with it, it produces ink in a color of your choice on the writing surface.
  • The gold and time you must spend to copy a spell into your spellbook are halved if you use the quill for the transcription.
  • You can erase anything you write with the quill if you wave the feather over the text as a bonus action, provided the text is within 5 feet of you.
  • This quill disappears if you create another one or if you die.

Awakened Spellbook

Also at 2nd level when you choose this subclass, using specially prepared inks and ancient incantations passed down by your Wizardly order, you have awakened an arcane sentience within your spellbook.

While you are holding the book, it grants you the following benefits:

  • You can use the book as a spellcasting focus for your Wizard spells.
  • When you cast a Wizard spell with a spell slot, you can temporarily replace its damage type with the damage type of another spell in your spellbook, as your spellbook magically alters the spell’s formula for this casting.
  • When you cast a Wizard spell as a ritual, you can use the spell’s normal casting time, rather than adding 10 minutes to it. Once you use this benefit, you can’t do so again until you finish a long rest.
  • If necessary, you can replace the book over the course of a short rest by using your Wizardly Quill to write arcane sigils in a blank book or a magic spellbook to which you’re attuned. At the end of the rest, your spellbook’s consciousness is summoned into the new book, which the consciousness transforms into your spellbook, along with all its spells. If the previous book still existed somewhere, all the spells vanish from its pages.

Master Scrivener

At 6th level, whenever you finish a long rest, you can create one magic scroll by touching your Wizardly Quill to a blank piece of paper or parchment and causing one spell from your Awakened Spellbook to be copied onto the scroll.

The spellbook must be within 5 feet of you when you make the scroll. The chosen spell must be of 1st or 2nd level and must have a casting time of 1 action. Once in the scroll, the spell’s power is enhanced, counting as one level higher than normal. You can cast the spell from the scroll by reading it as an action. The scroll is unintelligible to anyone else, and the spell vanishes from the scroll when you cast it or when you finish your next long rest.

You are also adept at crafting spell scrolls, which are described in chapter 7 of the Dungeon Master’s Guide. The gold and time you must spend to make such a scroll are halved if you use your Wizardly Quill.

Manifest Mind

Beginning at 10th level, you are now able to conjure forth the mind of your Awakened Spellbook. As a bonus action while the book is on your person, you can cause the mind to manifest as a Tiny spectral construct, hovering in an unoccupied space of your choice within 60 feet of you. This presence is intangible and doesn’t occupy its space, and it sheds dim light in a 10-foot radius. It looks like a ghostly tome, a cascade of text, or a scholar from the past (your choice). The spectral mind has a number of hit points equal to your Wizard level plus your Intelligence modifier, and it uses your Armor Class and saving throw modifiers.

While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. As an action, you can hear and see using its senses, instead of your own, until your concentration ends (as if concentrating on a spell).

Whenever you cast a Wizard spell on your turn, you can cast it as if you were in the spectral mind’s space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects. The spectral mind stops manifesting if it is ever more than 300 feet away from you, if it drops to 0 hit points, if you die, or if you dismiss it as a bonus action.

One with the Word

At 14th level, your connection to your Awakened Spellbook has become so profound that your soul has become entwined with it. While you are holding the book and its spectral mind is manifest, you can take an action to cause the two of you to teleport, swapping places. You can teleport in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Moreover, if you die but at least one spell remains in your Awakened Spellbook, you can return to life 1 minute later within 5 feet of the book. You revive with 1 hit point. Then roll 3d6. The book loses spells of your choice that have a combined spell level equal to that roll or higher. For example, if the roll’s total is 9, spells vanish from the book that have a combined level of at least 9, which could mean one 9th-level spell, three 3rd-level spells, or some other combination.

Thereafter, you are incapable of casting the lost spells, even if you find them on a scroll or in another spellbook. The only way to restore your ability to cast one of the lost spells is through the wish spell, which can restore one spell to the book per casting.

School of Abjuration

The School of Abjuration emphasizes magic that blocks, banishes, or protects. Detractors of this school say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harmful effects, protecting the weak, and banishing evil influences is anything but a philosophical void. It is a proud and respected vocation.

Called abjurers, members of this school are sought when baleful spirits require exorcism, when important locations must be guarded against magical spying, and when portals to other planes of existence must be closed.

Abjuration Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved.

Arcane Ward

Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has a hit point maximum equal to twice your Wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Once you create the ward, you can’t create it again until you finish a long rest.

Projected Ward

Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.

Improved Abjuration

Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.

Spell Resistance

Starting at 14th level, you have advantage on saving throws against spells.

Furthermore, you have resistance against the damage of spells.

School of Conjuration

As a conjurer, you favor spells that produce objects and creatures out of thin air. You can conjure billowing clouds of killing fog or summon creatures from elsewhere to fight on your behalf. As your mastery grows, you learn spells of transportation and can teleport yourself across vast distances, even to other planes of existence, in an instant.

Conjuration Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a conjuration spell into your spellbook is halved.

Minor Conjuration

Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.

Benign Transposition

Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.

Focused Conjuration

Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.

Durable Summons

Starting at 14th level, any creature that you summon or create with a conjuration spell has 30 temporary hit points.

School of Divination

The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.

Divination Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.

Portent

Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Expert Divination

Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.

The Third Eye

Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest.

Darkvision. You gain darkvision out to a range of 60 feet, as described in chapter 8, “Adventuring.”

Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.

Greater Comprehension. You can read any language.

See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.

Greater Portent

Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.

School of Enchantment

As a member of the School of Enchantment, you have honed your ability to magically entrance and beguile other people and monsters. Some enchanters are peacemakers who bewitch the violent to lay down their arms and charm the cruel into showing mercy. Others are tyrants who magically bind the unwilling into their service. Most enchanters fall somewhere in between.

Enchantment Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an enchantment spell into your spellbook is halved.

Hypnotic Gaze

Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your Wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.

On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.

Instinctive Charm

Beginning at 6th level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your Wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest.

You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.

Split Enchantment

Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.

Alter Memories

At 14th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed.

Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your Wizard spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell.

School of Evocation

You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.

Evocation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved.

Sculpt Spells

Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Potent Cantrip

Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

Empowered Evocation

Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any Wizard evocation spell you cast.

Overchannel

Starting at 14th level, you can increase the power of your simpler spells. When you cast a Wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

School of Illusion

You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists — including many Fey Dreki Wizards — are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.

Illusion Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.

Improved Minor Illusion

When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different Wizard cantrip of your choice. The cantrip doesn’t count against your number of cantrips known.

When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.

Malleable Illusions

Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion.

Illusory Self

Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.

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

Illusory Reality

By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.

The object can’t deal damage or otherwise directly harm anyone.

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School of Necromancy

The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things.

Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.

Necromancy Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.

Grim Harvest

At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.

Undead Thralls

At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

Whenever you create an undead using a necromancy spell, it has additional benefits:

The creature’s hit point maximum is increased by an amount equal to your Wizard level. The creature adds your proficiency bonus to its weapon damage rolls.

Inured to Undeath

Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.

Command Undead

Starting at 14th level, you can use magic to bring undead under your control, even those created by other Wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your Wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

School of Transmutation

You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality’s forge.

Some transmuters are tinkerers and pranksters, turning people into toads and transforming copper into silver for fun and occasional profit. Others pursue their magical studies with deadly seriousness, seeking the power of the gods to make and destroy worlds.

Transmutation Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a transmutation spell into your spellbook is halved.

Minor Alchemy

Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.

Transmuter’s Stone

Starting at 6th level, you can spend 8 hours creating a transmuter’s stone that stores transmutation magic. You can benefit from the stone yourself or give it to another creature. A creature gains a benefit of your choice as long as the stone is in the creature’s possession. When you create the stone, choose the benefit from the following options:

Darkvision out to a range of 60 feet An increase to speed of 10 feet while the creature is unencumbered Proficiency in Constitution saving throws Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit) Each time you cast a transmutation spell of 1st level or higher, you can change the effect of your stone if the stone is on your person.

If you create a new transmuter’s stone, the previous one ceases to function.

Shapechanger

At 10th level, you add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.

Once you cast polymorph in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.

Master Transmuter

Starting at 14th level, you can use your action to consume the reserve of transmutation magic stored within your transmuter’s stone in a single burst. When you do so, choose one of the following effects. Your transmuter’s stone is destroyed and can’t be remade until you finish a long rest.

Major Transformation. You can transmute one nonmagical object—no larger than a 5-foot cube—into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.

Panacea. You remove all curses, diseases, and poisons affecting a creature that you touch with the transmuter’s stone. The creature also regains all its hit points.

Restore Life. You cast the raise dead spell on a creature you touch with the transmuter’s stone, without expending a spell slot or needing to have the spell in your spellbook.

Restore Youth. You touch the transmuter’s stone to a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn’t extend the creature’s lifespan.

School of War Magic

A variety of arcane colleges specialize in training Wizards for war. The tradition of War Magic blends principles of evocation and abjuration, rather than specializing in either of those schools. It teaches techniques that empower a caster’s spells, while also providing methods for Wizards to bolster their own defenses.

Followers of this tradition are known as war mages. They see their magic as both a weapon and armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters’ magical energy against them.

In great battles, a war mage often works with evokers, abjurers, and other types of Wizards. Evokers, in particular, sometimes tease war mages for splitting their attention between offense and defense. A war mage’s typical response: “What good is being able to throw a mighty fireball if I die before I can cast it?”

Arcane Deflection

At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.

When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.

Tactical Wit

Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

Power Surge

Starting at 6th level, you can store magical energy within yourself to later empower your damaging spells. In its stored form, this energy is called a power surge.

You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with dispel magic or counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.

Once per turn when you deal damage to a creature or object with a Wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your Wizard level.

Durable Magic

Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.

Deflecting Shroud

At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your Wizard level.

ToC

Chapter 5

Backgrounds

Backgrounds and Advancements

Every story has a beginning. Your character’s background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester. Choosing edges and hindrances provides you with important story cues about your character’s identity.

During the story of you character, they may pick up new skills, languages or edges. These are called advancements. It is important to note how such things came to you. Did you find a tome that contained the knowledge? Or perhaps you already had the training but not the power? A god may have gifted it to you or perhaps the spirits of your ancestors. Consult your DM for ideas on character advancements.

Background Points

When creating your background you start with 7pts that can be spent however you like.

Proficiencies

Your background may include skills that you've learned along the way. Proficiency in a skill or with a set of tools costs 2pts.

Languages

Some characters may have had trade with dwarven merchants or lived amongst the elves. If your character is such a person they may learn another language at a cost of 2pts per language.

Equipment

You have the starting equipment of your class + 100 gold. You may sell any of the starting equipment from your class for its full gold value and choose other gear.

Feats

Feats have been removed from the game and are instead the individual features of each feat are included in Edges.

Characteristics

A background should help to motivate a choice of characteristics. These are represented by four simple concepts. Bond, Flaw, Ideal and Personality.

  • Bond - Why does your character want to travel with a party?
  • Flaw - What about you character do others consider a point of contention?
  • Ideal - What is your characters system of belief? A god, An Idea, or some other cause?
  • Personality - What about your character sets them apart from everyone else?
ToC

Customizing a Background

You might want to tweak some of the features of a background so it better fits your character or the campaign setting. You can gain additional background points by taking hindrances. You can only take a maximum of (2) hindrances on your character.

Improving Attributes

Your characters attributes are determined by standard array. (15, 14, 13, 12, 10, 8.) You may move points around freely with these exceptions.

  • You cannot raise a starting attribute above an 18
  • You cannot lower a starting attribute below a 6
  • If a starting attribute is above a 16 or below an 8 there must be a justification for the number (See below for examples.)
  • You may subtract attribute points to gain edge points, skills or languages at a cost of 1 for 1.
  • You may take hindrances to add to your attributes but at a cost of 1pts for every bonus modifier. (16 and 17 would cost 3pts.)
Strength

Above 16. Your character has had a very physical past or perhaps as part of their tribe they are given magical strength enhancing tattoos.

Below 8. Your character is anorexic, or perhaps they have a curse on them that drains their strength.

Dexterity

Above 16. Your character has supernatural coordination and balance, or your character was raised in the jungle by elves.

Below 8. Your character is clumsy as hel, or perhaps they are missing fingers or toes.

Constitution

Above 16. Your character is someone of true grit, maybe they have giants blood in them.

Below 8. You character is a dandy or just a fragile individual

Intelligence

Above 16. Your character is a prodigy at all studies, or they have a wit as sharp as a knife.

Below 8. Your character is special, or maybe has a large lack of education due to their culture.

Wisdom

Above 16. Your character was gifted wisdom and knowledge from their god, or perhaps they are just elderly and learned.

Below 8. Your character has never been out into the world, or they are just young and never had the chance.

Charisma

Above 16. Your character is silver tongue or handsome as sin.

Below 8. Your character has a speech impediment or is ugly as a mule.

Hindrances

+3pts - Addiction

If you just can’t think without a pipe in your pie-hole, you’ve got yourself a habit. If it’s alcohol or opium you’re craving, welcome to Addiction City, population one. Characters with this hindrance must indulge in their addiction once every 24 hours or suffer a level of exhaustion. (Max 3.)

+2pts - All Thumbs

Gripping a sword just about all your hands are good for, your hands are to shaky or uncoordinated to do much else. Your character has disadvantage on all Sleight of Hand checks.

+1-5pts - Arch Enemy

The past has a nasty way of coming back to haunt an adventurer. Remember that every foe you put down likely has some friends or family who might come looking for you later. Your character has an enemy or enemies of some sort. You and the DM should determine the value of any enemies based on their relative power level and frequency of appearance.

+2pts - Atheist

The gods seems to curse you constantly or maybe you just plain don't believe they exist. You refused to learn their teachings and as such you have disadvantage on religion checks.

+2pts - Bad Ears

Whether it be from wartime, age or you were just born that way you are hard of hearing. Players with this hindrance have disadvantage on all sound based perception rolls.

+2pts - Bad Eyes

Maybe you need spectacles or your peepers don't focus like they should. A player with this hindrance has disadvantage on all sight based perception rolls.

+2pts - Bad Luck

The cursed got nothing on you. Just when you think you did good it all goes south. A character with this hindrance must re-roll the first natural 20 in the game session.

+5pts - Bloody Knuckles

Prerequisite: Vernon

Fists of fury don't exactly mean fists of iron. Whenever you hit a creature with an unarmed attack you take 1 bludgeoning damage.

+2pts - Can't swim

You never learned to swim. Perhaps you're afraid of the water? Or maybe you've lived in a land locked desert your whole life either which way. Your swimming speed is 0 and you sink at a rate of 10ft per round.

+2pts- City bred

You grew up in the city never having to hunt or scavenge for a meal. You have disadvantage on nature checks.

+2pts - Clueless

Maybe your too trusting or even a bit naive. Whatever the case you have disadvantage on insight checks.

+1-5pts Crazy

No one in their right mind would stand up to some of the monster in the world. Maybe that’s why there are so many people out of their mind. Crazy covers all sorts. This can range from being absentminded to being a compulsive liar or suffering from phobias, delusions, depression, or schizophrenia. The illness is always present, and it rules your character’s actions most of the time. The value of the hindrance depends on the severity of the illness and its effects on the character. You should discuss the exact dementia with the DM and work out the effects and penalties it has on your nutjob.

+4pts - Curse of Silence

Prerequisite: Ravenfolk

The curse of your family line ran just a little deeper then others. You can read and write any languages you know but you can only speak using your mimicry trait.

+3pts - Distracted

Your character is easily distracted by unimportant details. This constantly makes you miss the bigger pictures. You have disadvantage on all investigation checks.

+5pts - Divine plan

Prerequisite: Cleric, Paladin

Your god has a plan. Although you may not always understand it, you abide by it and can even fear it. If you roll a natural 1 against and enemy. You become frightened of the creature for 1 minute, believing that your epic miss was the will of your god.

+5pts - Doomed

Death looms over your character like an old friend. A player with this hindrance has disadvantage on your first death saving throw.

+4pts - Elven Settler

Prerequisite: Elf

You never ventured into the frontier of the feywilds. You've spent your life in the masterfully crafted cities of the elven nations. As such you never learned to meditate like the other elves. When you take this feature you lose your Nature's Lullaby feature.

+3pts - Faceplant

When you crash down, you crash hard and always manage to land on your face. When you are knocked prone, it takes your full movement speed to stand rather then half.

+4pts - Fallen Soul

Prerequisite Aesuri

Cursing the god that created you, you have long since lost your radiant soul and become one of the fallen. As such when you use you radiant soul feature you instead gain the following benefits: Starting at 3rd level, you can use your action to unleash the fallen energy within yourself, causing your eyes to darken and two shadowed and tattered wings to sprout from your back.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you can glide as though under the effects of a feather fall spell, and once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals half your level.

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

+2pts - False transformation

Prerequisite: Shapeshifter

When you roll the minimum damage on a shapeshift the DM instead chooses your form.

+4pts - Foreigner

You are a foreigner wherever you go. You can only read, write and speak one language other then common.

+5pts - Fragile Rage

Prerequisite: Berserker

If you roll a natural 1 on attack roll while raging, your rage instantly ends.

+5pts - Gremlins

Prerequisite: Heltech

Despite your years of work put into your machines they inevitably seem to malfunction. You got a bad case of the gremlins. When a Heltech with this hindrance must roll a reliability check when using their devices. If the device is being used to attack then the attack roll can count double as the reliability. On a roll of 1 the device malfunctions in a horrible way.

+2pts - Heavy Sleeper

Logs wake up faster then you, you have disadvantage on perception checks to be woken up.

+4pts - Human Contentment

Prerequisite: Human

You have gotten through life content without the drive and struggle of other humans. When you choose this hindrance you lose your human determination feature.

+3pts - Illiterate

You can't read or write in any languages, including the languages you know.

+3pts - Lame

You got a bum leg, pigeon toes or maybe you're just slow. Characters with this hindrance subtract 5ft from their movement speed.

+2pts Lying Eyes

Something about you says snake. People look at you and just cant trust you. As such you have disadvantage on all decpetion checks.

+5pts - Mana burn

Prerequisite: Bard, Sorcerer, Wizard, Warlock

Your devotion to magic went sour somewhere along the line and now casting even the simplest of spells causes you pain. Whenever you cast a spell you take the spells level in damage (1 damage for cantrips.)

+4pts - Measured adaptation

Prerequisite: Vanish

Your ancestral blood is weak and you are slow to adapt to the elements around you. When you use your ancient bloodline feature you cannot change the resistance type until you have finished a long rest.

+4pts - Mostly Human

Prerequisite: Giantkin

Though you are part giant you don't much resemble one. Either your bloodline was watered down through generations or you take more after one parent or the other you just don't quite measure up. When you choose this hindrance you lose your powerful build feature as well as your born feature (ie magma born, frost born etc.)

+5pts - Night terrors

The elves say nightmares are glimpses into the fae hunting grounds—a mad limbo where evil spirits devour the souls of the newly dead. Your nightmares make you think there might be some truth to this. Your character never sleeps well. As such they are in a constant state of exhaustion. After every long rest make a constitution saving throw. The DC is equal to 12 and goes up by 1 for every long rest. Once it hits 20 it then goes back down to 12 and starts over again. On a failed save the characters starts the day with one level of exhaustion. (max 3.)

+2pts - Oath or Obligation

A person is only as good as their word. Your hero has an oath or obligation to perform some important task or always react to certain conditions. Or maybe your character is obligated to his family, his job, the military, a town, or a duty of some sort. This will be inconvenient from time to time, as they have to report to work or go off on an assignment from time to time.

+5pts - One armed man

There are a lot of people who lost limbs in the war. Fortunately it only takes one hand to wield a sword. You character may not use 2h weapons. Their movement speed for simple climbs or swimming is cut in half and they have disadvantage for all athletics checks that involve hands. For all purposes whether you've only lost your hand you are treated as if you've lost your whole arm. Weapons and armor may not be attached to it.

+5pts - One eyed

A stray arrow got you right in the peeper or maybe you angered one to many birds. Your character has lost an eye and has -4 to all attack rolls and sight based perception checks.

+1-5pts - Outlaw

Your character is wanted for some crime. They may not be guilty, but they are on the run and don’t want to be caught.

Level Wanted
1 Your character is wanted for a lesser crime in a single realm
2 Your character is wanted for a slew of crimes in multiple realms that could land them in prison
3 Your character is wanted for a major crime and is wanted 4 or more realms. Penalties range from prison to death
4 Your character is wanted for a slew of major crimes all over the 9 realms and beyond
5 Your character is a notorious villain, orders are to kill on site

+4pts - Passive

Prerequisite: Half-Ork

The fire that is in the blood of the rest of your kind smolders within you. You don't charge into battle unless you have to. When you take this hindrance you lose your aggressive feature. Additionally you lose your first strike feature.

+3pts - Peculiar scent

You don't like animals and they don't seem to like you. You have disadvantage on animal handling checks.

+4pts - Phobia

Throughout your history you may have come across a horde of zombies that wiped out your village. Or maybe a beholder kept you as a slave. Whatever the creature type your scared of it. Pick a creature type: Abberation, Fey, Fiend, Giant, Monstrosity or Undead. When fighting these creatures you are always considered frightened.

+3pts - Pigeon toed

Clumsy, uncoordinated and down right accident prone your character has disadvantage on all acrobatics checks.

+2pts - Poverty

Your character is broke. Maybe they were born into it, or just never cared about money. You only start with 10 starting gold.

+3pts - Provided for

You grew up pampered and provided for. You've never had to start a fire or slept out in the rain. You have disadvantage on survival checks.

+2pts - Runt

Prequisite: Medium size or larger

Sometimes a half-ork is born the size of a dwarf. Other times a human is mistaken for a skeleton. Characters with this hindrance count as one size smaller to a minimum of small.

+5pts - Scared of heights

You have a real problem with heights. Your knees get to shakin and you become a nervous wreck. When in high up locations (as determined by the DM) You suffer the effects of level 3 exhaustion but are not exhausted. When you are no longer in such a location the exhaustion effects fade.

+2pts - Short attention span

You never paid attention to your schoolin, or maybe your head is just in the here and now. Your character has disadvantage on history checks.

+3pts - Slow Start

Slow to react or a little to observant of the field. You have disadvantage on initiative rolls.

+5pts - Spell fizzle

Prerequisite: Cleric, Shaman, Skald, Sorcerer, Warlock, Wizard.

If your spell ever just disappeared into the ether you've experienced a fizzle. If you roll a natural 1 on a spell attack roll or a creature rolls a natural 20 against your spell save DC your spell fizzles and you cannot cast a spell from that school for 1 minute.

+2pts - Squeamish

The sight of blood, or sick people turns your guts sour. You have disadvantage on medicine checks.

+2pts - Stage fright

You don't get up in crowds, they make you nervous. You have disadvantage on performance checks.

+3pts - Standing out

Some people stick out in a crowd or even are just bad at concealing themselves. Thats you, as such you have disadvantage on all stealth checks.

+4pts - Stubby

Prerequisite: Dwarf

Dwarves have always been seen as squat but you are just a little bit more stumpy. Your limbs don't quite reach the proper length. As such your movement speed is reduced by 5ft and you cannot wield any two handed items or weapons.

+4pts - Sunlight Sensitivity

Prerequisite: Myrkelf

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

+2pts - Superstitious

Some folks stay away from anything that they can't make sense of. Others grow up in religious households that scorn such things. Whatever be the case you never learned anything of the arcane and stay away from it. Your character has disadvantage on all arcana checks.

+4pts - Surface born

Prerequisite: Helborne

You never knew the darkness of Hel. You were born or lived in the surface dwellers cities. You lose your Realm of Eternal Darkness feature.

+4pts - Thin skinned

You cry when you get a splinter. Your character is fragile and always has -1 to their AC.

+3pts - Tuckered

Wether it be that your character is lazy or just down right tired they get disadvantage on all athletics checks.

+2pts - Undaunting

You look like your slouching even when you stand up straight or maybe you have a squeaky voice. Because of this you have disadvantage on intimidation checks.

+4pts - Unfinished Construct

Prerequisite: Thogail

You were either a proto-type or a flawed design. As such you only start with 5 augmentation points.

+2-4pts Waining Bloodline

Prerequisite: Dreki

The draconic blood that once permeated your ancestors is weakening. You are unable to use their most powerful gift the breath weapon. (Point value varies for dragon type.)

  • +3pts - Black (Caustic Spit)
  • +4pts - Blue (Lightning Breath)
  • +4pts - Red (Fire Breath)
  • +3pts - Green (Zygodactyl)
  • +4pts - White (Frost Beam)
  • +2pts - Brass (Narcoleptic Gaze)
  • +3pts - Bronze (Knell Yell)
  • +3pts - Silver (Twilight Prison)
  • +4pts - Gold (Blinding Radiance)
  • +4pts - Copper (Mind Lag)
  • +2pts - Iron (Burning Maw)
  • +4pts - Mercury (Quicksilver)
  • +4pts - Angler (Esca)
  • +3pts - Leviathan (Water Cannon)
  • +2pts - Turtle (Piercing Tongue)
  • +3pts - Fey (Euphoria Breath)
ToC

+4pts - Weapon Breaker

Prerequisite: Strength score of 16 or more and proficiency with martial weapons.

When you hit with a weapon you hit hard and sometimes a little to wild. If you roll a natural 1 with a weapon attack roll damage against the first object hit, whether it be the floor or furniture. If you roll above half on the damage dice the weapon is broken. It is considered unusable until repaired.

+3pts - Winded

Your character ain't got enough wind to blow out a candle. You cannot take the dash action.

+2pts - Yeller

You don't have a heart for horror and you're willing to prove it. You character is a scaredy cat and has disadvantage on all checks vs. fear.

Edges

2pts - Alert

Always on the lookout for danger, you can't be surprised while you are conscious. Additionally other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.

2pts - Archaeologist

When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, black dreki, or some other known race. In addition, you can determine the monetary value of art or objects more than a century old.

2pts - Athlete

You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

2pts - Avenger

When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this edge), you can use your reaction to make a melee weapon attack against the attacking creature.

4pts Barding Mastery

Prerequisite: An animal companion capable of wearing barding

You have trained your Companion to master the use of barding, granting it the following benefits:

  • No barding imposes disadvantage on its Stealth (Dexterity) checks.

  • The barding is considered to weigh half when determining encumbrance.

  • When wearing medium barding, it can add 3, rather than 2, to its AC if it have a Dexterity of 16 or higher.

  • When wearing heavy barding, bludgeoning, piercing, and slashing damage that it take from non-magical weapons is reduced by your proficiency.

1-10pts - Belongings

Some characters may have acquired extravagant or special items before their adventuring life. See the table below and work with your DM to figure out where that item may lay.

Level Belongings
1 A toolkit or martial weapon
3 A horse or exotic weapon
5 A farmstead or magical weapon
7 A villa or galleon
10 A castle or a relic item

2pts - Big Ears

Prerequisite: Perception.

A character with the big ears edge has expertise on all sound based perception rolls.

2pts - Big'un

Now and then you'll see a character that doesn't quite fit the build of his race. A 7ft tall elf or a 600lb hefty human for example. Those with the Big'un edge count as a size larger when determining their carrying capacity and max lift, push or drag.

2pts - Blend In

Prerequisite: Dexterity 13 or higher.

You can try to hide when you are lightly obscured from the creature from which you are hiding.

1pt - Bounce Back

When you are prone, standing up uses only 5 feet of your movement.

2pts - Brave

When you're straing down the muzzle of a red dragon its hard not to cry for mama. Players with this edge have advantage on saving throws vs. fear.

5pts - Charger

When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.

If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).

2pts - City Secrets

You know hidden, underground pathways that you can use to bypass crowds, obstacles, and observation as you move through the city. When you aren’t in combat, you and companions you lead can travel between any two locations in the city twice as fast as your speed would normally allow. The paths of the undercity are haunted by dangers that rarely brave the light of the surface world, so your journey isn’t guaranteed to be safe.

1pt - Climber

Climbing doesn't cost you extra movement.

2pts - Command Performance

You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

3pts - Concentration Breaker

When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.

1pt - Criminal Contact

You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

4pts - Crossbow Expert

Thanks to extensive practice with the crossbow, you gain the following benefits:

  • You ignore the loading property of crossbows with which you are proficient.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.

4pts - Crusher

Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you. When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.

6pts - Defensive Duelist

Prerequisite: Dexterity 13 or higher.

When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

1pt - Discovery

Through quiet seclusion you gained access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society.

Work with your DM to determine the details of your discovery and its impact on the campaign.

3pts - Dragon Fear

Prerequisite: Dreki

Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.

5pts - Dual Wielder

You master fighting with two weapons, gaining the following benefits:

  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

4pts - Dungeon Delver

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • Traveling at a fast pace doesn't impose the normal −5 penalty on your passive Wisdom (Perception) score.

3pts - Durable

When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).

2pts - Eagle Eyes

Prerequisite: Perception.

You gain expertise on all sight based perception rolls.

5pts - Eldritch Adept

Prerequisite: Spellcasting or Pact Magic feature

Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you’re a warlock who meets the prerequisite.

Whenever you gain a level, you can replace the invocation with another one from the warlock class.

6pts - Elemental Adept

Prerequisite: The ability to cast at least one spell

When you gain this edge, choose one of the following damage types: acid, cold, fire, lightning, or thunder.

Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. You can select this edge multiple times. Each time you do so, you must choose a different damage type.

2pts - False Identity

You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

3pts - Fandom

You have attracted admiration among spectators, fellow athletes, and trainers in any region that hosted your past athletic victories. When visiting any settlement within 100 miles of where you grew up, there is a 50 percent chance you can find someone there who admires you and is willing to provide information or temporary shelter. Between adventures, you might compete in athletic events sufficient enough to maintain a comfortable lifestyle, as per the “Practicing a Profession” downtime activity in chapter 8 of the Player’s Handbook.

2pts - Feint

When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

6pts - Fighting Intiate

Prerequisite: Proficiency with a martial weapon

Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the warrior class. If you already have a style, the one you choose must be different.

Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat’s fighting style with another one from the warrior class that you don’t have.

4pts - Firearm Specialist

You are adept at using guns effectively giving you the following benefits:

  • You gain proficiency with Firearms.
  • If you roll a misfire on an attack with a firearm, you can use your reaction to roll a d20. If the number rolled is higher than the weapon’s misfire score, the firearm does not misfire. You cannot use this feature of this feat again until you complete a short or long rest.
  • When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded firearm with the light property you are holding.

3pts - Fortitude

Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).

2pts - Good luck

Some adventurers are just born lucky. Rain arros at them and you just ruin their new tunic. Characters with the good luck edge get to reroll a 1 on the d20 once per game session

5pts - Grappler

Prerequisite: Strength 13 or higher.

You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • You have advantage on attack rolls against a creature you are grappling.

  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.

5pts - Great Weapon Master

You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

3pts - Guardian Angel

An adventurer who just can't seem to die probably has a guardian angel watching over them. Those who take this edge have advantage on their first death saving throw.

2pts - Guildy

As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.

You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.

4pts - Healer

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
  • As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.

2pts - Heavily Armored

Prerequisite: Proficiency with medium armor

You gain proficiency with heavy armor.

3pts - Heavy Armor Master

Prerequisite: Proficiency with heavy armor

While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.

3pts - Heldra's Servant

Some adventurers dish out death like its going out of style. Wherever they hit they always seem to find the right mark. Characters with this edge can raise the value of the critical effect by 1 when they score a critical hit.

3pts - Helfire

When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1. Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.

5pts - Heltech Initiate

You’ve learned some of an Heltech’s inventiveness:

You learn one cantrip of your choice from the Heltech spell list, and you learn one 1st-level spell of your choice from that list. Intelligence is your spellcasting ability for these spells. You can cast this edges’s 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. You gain proficiency with one type of artisan’s tools of your choice, and you can use that type of tool to create items that are magical.

2pts - Holy Refuge

You command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

5pts - Innovator's Upgrade

Prerequisite: Heltech

You've honed your mind into a nonstop analytical machine. You can select an additional upgrade from your subclass list. You can select this edge multiple times, selecting a different upgrade each time.

1-10pts - Inhertitance

Choose or work with your Dungeon Master to come up with details of your inheritance: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.

The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item’s history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.

When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.

5pts - Inspiring Leader

Prerequisite: Charisma 13 or higher.

You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

1pt - Investigator

Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you’re more likely to be welcome in the former locations rather than the latter.

2pts - Iron Fists

Your unarmed strike uses a d4 for damage.

2pts - Keen Mind

You can accurately recall anything you have seen or heard within the past month.

2pts - Kept in Style

While you are in your home realm or an allied realm, your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family’s estate to settle what you owe.

This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income—the benefit is a line of credit, not an actual monetary reward.

3pts - Knightly Regard

You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your order is a religious one, you can gain aid from temples and other religious communities of your deity. Knights of civic orders can get help from the community—whether a lone settlement or a great nation—that they serve, and knights of philosophical orders can find help from those they have aided in pursuit of their ideals, and those who share those ideals.

3pts - Lawman

You have the authority to enforce the laws of your king, and that status inspires a certain amount of respect and even fear in the populace. People mind their manners in your presence and avoid drawing your attention; they assume you have the right to be wherever you are. Showing your kings insignia gets you an audience with anyone you want to talk to (though it might cause more problems than it solves when you’re dealing with incorrigible lawbreakers or in a rivaling realm). If you abuse this privilege, though, you can get in serious trouble with your superiors and even be stripped of your position.

3pts - Leverage

Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

3pts - Light Sleeper

Sleep is never an easy thing to get for an adventurer, some learn to just live with it. A character with this edge get advantage on perception checks while sleeping. (You cannot take this edge if you took the heavy sleeper hindrance.)

2pts - Lightly Armored

You gain proficiency with light armor.

2pts - Linguist

You can communicate with humanoids who don’t speak any language you know. You must observe the humanoids interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures—enough to communicate on a rudimentary level.

5pts - Mage Slayer

When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.

6pts - Magic Intitiate

Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.

In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again using this feat. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. You cannot use this feat to gain access to crafting magical items.

6pts - Martial Adept

You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

5pts - Medium Armor Master

Prerequisite: Proficiency with medium armor

You have practiced moving in medium armor to gain the following benefits:

  • Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
  • When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.

2pts - Merc Life

You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see “Practicing a Profession” under “Downtime Activities” in chapter 8 of the Player’s Handbook).

3pts - Merciless

When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.

5pts - Metamagic Adept

Prerequisite: Spellcasting or Pact Magic feature

You’ve learned how to exert your will on your spells to alter how they function:

You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class. You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.

1-5pts - Military Rank

You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Level Rank
1 Man at arms
2 Sergeant
3 Captain
4 Commander
5 General

2pts - Mimicry

You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

Moderately Armored

Prerequisite: Proficiency with light armor

You gain proficiency with medium armor and shields.

6pts - Mounted Combatant

You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits:

  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
  • You can force an attack targeted at your mount to target you instead.
  • If your mount 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.

3pts - Observant

Quick to notice details of your environment, you gain the following benefits:

If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

2pts - Parry Weapon

You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.

4pts - Piercer

You have achieved a penetrating precision in combat, granting you the following benefits:

  • Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack’s damage dice, and you must use the new roll.
  • When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.

6pts - Poisoner

You can prepare and deliver deadly poisons, granting you the following benefits:

When you make a damage roll that deals poison damage, it ignores resistance to poison damage.

  • You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.
  • You gain proficiency with the Poisoner's Kit if you don’t already have it. With one hour of work using a poisoner’s kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.

6pts - Polearm Master

You can keep your enemies at bay with reach weapons. You gain the following benefits:

  • When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.
  • While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach.

2pts - Position of Privelage

Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

1pt - Rare Breed

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

3pts - Reactive

You gain a +5 bonus to initiative.

1pt - Researcher

When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

5pts - Resilient

Choose one ability, you gain proficiency in saving throws using the chosen ability.

3pts - Retainers

You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.

This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.

5pts - Ritual Caster

Prerequisite: Intelligence or Wisdom of 13 or higher.

You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.

When you choose this edge, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

1pt - Safe Haven

As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.

1pt - Sailor

When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

6pts - Savage Attacker

Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.

2pts - Sentinel

Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.

7pts - Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover and three-quarters cover.
  • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

2pts - Shield Bash

If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.

5pts - Shield Master

If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

2pts - Silver Tongue

Prerequisite: Deception.

Some people can sell ice to a Hrimmen. This edge gives you expertise on all deception rolls.

4pts - Skilled

You are particularly gifted at a skill. Super strong, or agile, quick witted or sharp as a razor edge. You gain expertise in one skill of your choice.

2pts - Skulker

Prerequisite: Dexterity 13 or higher.

Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.

5pts - Slasher

Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn. Additionally when you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.

2pts - Spell dodge

You have advantage on saving throws against spells cast by creatures within 5 feet of you.

6pts - Spell Sniper

Prerequisite: The ability to cast at least one spell

You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

  • When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
  • Your ranged spell attacks ignore half cover and three-quarters cover.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

3pts - Sniper

Prerequisite: Dexterity 13 or higher.

When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.

1pt - Strong bearing

You always know which way is north.

1pt - Sure footed

When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.

4pts - Swift

There often comes a time when a player needs to hightail it away from some angry dungeon denizen. Characters with this edge add 10ft to their movement speed.

2pts - Tavern Brawler

You are proficient with improvised weapons.

5pts - Telekinesis

You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat. As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.

3pts - Telepathy

You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically.

2pts - Thick Skinned

Whether he’s tough-as-nails or just plain dumb, an adventurer who can handle a little pain is a warrior who’s hard to beat. Players with this edge add +1 to their unarmored AC.

1pt - Time of day

You always know the number of hours left before the next sunrise or sunset.

6pts - Tough

Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

2pts - Urban Infrastructure

The popular conception of the Heltech is based on mad inventions, dangerous experiments, and explosive blasts. Much of that perception is accurate, but they are also involved with mundane tasks of construction and architecture — primarily in crafting the infrastructure that allows larger cities to enjoy running water, levitating platforms, and other magical and technological wonders.

You have a basic knowledge of the structure of buildings, including the stuff behind the walls. You can also find blueprints of a specific building in order to learn the details of its construction. Such blueprints might provide knowledge of entry points, structural weaknesses, or secret spaces. Your access to such information isn’t unlimited. If obtaining or using the information gets you in trouble with the law, the guild can’t shield you from the repercussions.

5pts- Upgrade

You can select an upgrade from the Heltech lists that is not from your subclass list, so long as you can apply it to something in your possession. This upgrade cannot be a level restricted upgrade.

2pts - Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

2pts - War Archer

Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.

7pts - Warcaster

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

1-9pts - Wealth

Money talks and if you can’t take out the bounty hunter after you, a little gold might hire someone who can. Players with this edge have extra starting gold or .

Level Starting gold
1 50gp
3 150gp
5 300gp
7 500gp
9 1000gp

5pts - Weapon Master

You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon.

2pts - Wrestler

When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

ToC

Chapter 6

Gods

The Gods of Midraholm

The world of Midraholm is host to many beliefs. Indeed many gods, demigods, demons, and other creatures of power, influence the inhabitants of the planet. It would be impossible to list every pantheon that exists here, so rather I will give you a list of the nine most known gods and what their religions are about. If none of these seem to fit your characters story or origin I give you, the player the option of creating a new god that could fit into this world. The addition of these gods will help show the diversity of the people and cultures on Midraholm. Though I still want to keep them all fitting and lucrative to the story.

Piety

Each of my gods grants your character a starting power. As we go through the story a more pious character may be granted more powers at higher levels, or in opportune moments. Consult your DM for more details.

The Godless

Those who do not worship the gods make time for other things in their life. Though you cannot gain Piety, if you choose not to have a god you gain proficiency in one skill of your choice.

Creating a God

If you should choose to create a god, work with your DM to flesh the creation out. I will want to know the following things;

  • The name of the god
  • Any other gods in that pantheon
  • What the god represents, its domains and tenets
  • The gods alignments and any nicknames it may have
  • How one worships that god and if it grants you any special abilities by doing so
  • Any racial affiliations the god may have
  • Its story of creation and end of days

Obek

Nicknames

The Sunspear, Old One Eye, The All-Father

Domains

Light, the Sun, the Moon, War, Magic, Order, Life, Humanity

Symbol

The Sunspear

Alignment

Lawful Good

Tenets

Seek the light, fight the darkness, always strive for truth and justice.

How to worship

Prayer before the light, destroying darkness, letting the sun brown your skin.

Afterlife

The followers of Obek who die honorably are promised a seat in the Hymhall. It is said that in this great golden hall in the clouds allows those worthy to continue their trade in service to Obek and his fight against the forces of Darkness. Those who are deemed evil are sent to the nine Hels to pay for their sins throughout eternity.

Clergy

The Solarium, the leader being the king of Olinheim called the Solaris Prime

Places of Worship

Temples of Obek are usually columned structures of stone with open courtyards as the main place of worship. Great statues are erected here in Obeks likeness.

Racial affiliation

Obek is considered the Prime god by most. He is openly worshipped by many human and non human followers alike. Though other races may not agree with his worship such as Myrkelves.

In the beginning

In the beginning, before there was soil, or sky, or any green thing, there was only a vast gaping abyss. This chaos of perfect silence and darkness was interrupted by an event known as the spark of creation. The tiniest speck of light appeared in the void and it grew larger day by day. After nine days Obek was born taking the form of the sun. The darkness of the abyss fought back struggling to regain dominance over the universe but was warded off by the brilliance of Obek’s light. Order was brought to the universe and thus Obek began his creation of everything we know. The first tree he planted upon Midraholm became the worlds tree and from its twigs he carved the first beings, a man and a woman. Midraholm knew peace for hundreds of years, until chaos returned. It called itself Ordu and brought a darkness to the world called the “evernight.” Demons prowled the evernight and it seemed the world was doomed until Obek began to seek out and fight the monsters. Mankind knew this happening as “the wild hunt.” Obek chased the demons from one corner of the world to the next but still the half of Midraholm he could not see suffered and so he made a selfless sacrifice. He cut out his eye and fastened it to the other side of the world so that his light would shine upon the good and inspire them to fight back against the darkness.

In the end

Every 600 years the “Evernight” returns. If Midraholm should ever forsake the light and let fail our bonds to magic then Ordu will win. The world shall be plunged into chaos and eternal darkness.

Obek's Spark

You gain the Light cantrip.

Sturm

Nicknames

The Forgefather, The Creator, The Brighthammer

Domains

Fire, the Forge, Crafting, Progress

Symbol

The Forgehammer

Alignment

Chaotic Good

Tenets

Create for the greater good, Greatness through progress, Innovation before preservation

How to worship

Strive to master ones craft, applying ones craft to help those in need, Innovate and do not become complacent.

Afterlife

Sturm curses those who lay about with no ambition, those that have no drive or will to create shall serve as fuel in his forge, burning for all eternity. However, those who craft to the best of their ability in any creative thing; baking, tattooing, smithing or even painting. Shall ascend to the “Forgemountain.” A place of innovation that one may use subtle influence to inspire those still alive on Midraholm. Even in death your ideas shall live on through the future generations of craftsmen.

Clergy

Anyone deemed a master craftsmen by their guild can also become an ordained minister of Sturm.

Places of Worship

Any craftsmen space, though there are larger forge temples in any of the dwarven kingdoms and a few human ones.

Racial affiliation

Sturm is a god worshipped by most craftsmen of all races, though more commonly by the dwarves. He is widely accepted by most, though there have been some conflicts between his followers and the followers of Ysilda.

In the beginning

Stone, it was once all stone with a molten core. Midraholm stood a world apart in the cosmos, devoid of life or light. We call this “the age of slumbering.” Aye for that was the age that Sturm slept, resting, for he knew that a great task was upon him. First he had to give himself form. This is where we begin “the age of creation.” He carved his visage from a stout mountain and then set to work on the rest of the world. Plants, animals and then the dwarves who he crafted in his image came next. He imbued the dwarves with his own will of creation and looked on as a proud master watches his apprentices fulfill their work. Eventually the dwarves became complacent and thus Sturm forged the other races so that the dwarves would feel the challenge for supremacy and their iron will to create would never leave them, this we call “the age of competition.” Throughout the years Sturm whispered to the great craftsmen of the world, giving them this idea and that. The crafts advanced as did Sturm’s people in an ever evolving society of technology and skill, this is our age “the age of progress.”

In the end

Those who bless the world with their crafts will be saved when “the age of forge fire” begins. Aye indeed one day Midraholm will burn. Sturm will lament its destruction but use the opportunity to reforge Midraholm and improve his creation. Only those with the will to fight and create will survive. Thus only these will be allowed to carry on in his new world of progress.

Sturm's Schematic

You gain proficiency with one tool set of your choice.

Raac

Nicknames

The World Wyrm, The Ever-Serpent, The Whisperer

Domains

Water, the Elements, Dragons,

Symbol

The serpent who bites his tail

Alignment

Neutral Good

Tenets

Water is life, rain will always return to the clouds like your actions upon you, always look forward to what’s around the river bend, your days shall ebb and flow like the ocean, sometimes rough and other times smooth.

How to worship

Listening to the whispers of Raac in the rain, daily baptism as water connects us to Raac.

Afterlife

Those who die trusting in Raac and who followed the path set before them, will enter the “Reservoir.” This land is personal paradise created for each individual. Those who struggle against their fate are cursed and returned to Midraholm, their mass becoming water to replenish the resources of the world.

Clergy

The Drakdal

Places of Worship

The followers of Raac often build their temples out of materials near the source of water they are near. An ocean temple might be made of coral or a river temple may serve as a dam as well.

Racial affiliation

Raac is openly worshiped by many but he is considered a more passive god by those who do not worship it. Most Dreki tend to worship Raac as it is believed it is responsible for their creation.

In the beginning

Long ago, the dawning of the cosmos brought forth the greatest of all dragons, our lord eternal Raac. Slithering about it wandered the universe in search of its element, water. It consumed whole planets to sustain itself and each planet ingested gave Raac the knowledge of new elements. Its hunger led Raac to devour a star which it held in its belly, the warming sensation bringing thoughts of life and creation to its mind. Raac then set out in search of a land that was fertile enough to host its roost. It found that land in Midraholm, a world permeated in ocean. Raac regurgitated the star into the dark sky above becoming our sun. Raac then coiled it self about the world as the leviathan coils its nest, it then regurgitated the elements of a thousand consumed worlds onto Midraholm and soon the world became much like the one we know today, but devoid of sentient life. Raac, who was both male and female, impregnated itself and soon after gave birth to the dragons whom were imbued with the elements of all the alien worlds. For centuries after, dragons thrived, but life did not stop at them. Unforeseen organisms began to spawn in the oceans. Evolution of these creatures over thousands of years is what eventually brought on the other races of Midraholm. Raac however, did not see this as a slight against its own creations, it only saw opportunity. It whispered secrets into the ear of “the listener”, a human called Laszlo Slovak. We thank Raac “the whisperer” and Slovak the “the listener” for the creation of all Dreki kind. Throughout the ages Raac has remained coiled about the world to keep in the oceans.

In the end

One day Raac will choose a new world for its roost. It will loosen its coils and spill out the waters of Midraholm. It will consume what remains and use us vitally to give life to the new world.

Sacred Water

You gain the Shape Water cantrip.

Xyacsee

Nicknames

The Dark Mother, the Secret Weaver, the Spider Queen

Domains

Darkness, Secrets, Magic, Power

Symbol

The Iron Web

Alignment

Chaotic Evil

Tenets

Trust only your shadow, your most valuable possession is secrets, live in the veil of darkness.

How to worship

Gain status amongst your peers, be respected, be feared, feed the shadows and gain Xycasee’s favor.

Afterlife

There is only one after life for those who fall, you will enter the eternal shadow and your corpse will become sustenance for Xycasee. Immortality is the ultimate goal of all that follow Xycasee.

Clergy

The Nocturnus

Places of Worship

Typically these pyramid like temples are underground but in the rare case they are not they are unlit. They are called ziggurats by the followers of Xycasee and are usually adorned with cavernous chambers beneath.

Racial affiliation

Xycasee is a god shun by all but the Myrkelves. Those who openly worship Xycasee are met with fear or retaliation.

In the beginning

In the darkest corner of the universe Xycasee laid down the strands of creation. There in her web she captured hundreds of worlds which are those we now see in the night sky, among them was Midraholm which she cocooned to protect and create atmosphere. Within the cocoon she began to weave her great magic coaxing the shadows to life, and from them the world was formed and the Myrkelves were born. Greedy eyes turned their gaze upon Midraholm and other creatures hungered to have Midraholm for themselves. A great vessel of burning light collided with the galaxy web bringing with it hundreds of alien species that invaded our planet and claimed dominion over the now sun drenched surface. This event was foretold by the keepers of our lore and seers of our religion, the “Nocturnus”.

In the end

Xyacsee inevitably will win her struggle against the light and will tear the sun from the sky. It will collide with Midraholm, slaying all the surface dwellers. Until then we bide our time and try to gain Xycasee’s favor.

Shadow Sight

Your Darkvision can penetrate magical darkness. If you do not have Darkvision you instead gain Darkvision of 30ft.

Ysilda

Nicknames

The World’s Tree, Mother Midra, the Life Giver

Domains

Nature, Wild-life, Fertility, Balance

Symbol

The world tree

Alignment

Neutral Good

Tenets

Preserve and protect, restore balance, reap what you sow

How to worship

Planting flora, preserving fauna, praying to the goddess whenever you should take from her world.

Afterlife

Those who fail to follow the path of Ysilda will be recycled back into the soil, their bodies becoming nutrient for the world. Those who follow the path well will be returned into the cycle of sentience, though they will be reborn to another body.

Clergy

The Druid Circle, their leader being the Arch Druid. Not to be confused with the Shamans, though they are similar in many ways. Druids are forbidden to take the adventuring life, dedicating their entirety to the service of Ysilda.

Places of Worship

You will rarely find temples of Ysilda in civilized parts of the world. They are commonly found in the secluded wilds, wooden bastions woven out of live trees. Though ironically the largest place of worship for the followers of Ysilda can be found in Ysguards, the worlds largest city. A grand temple was erected at the foot of tree which praises both Obek and Ysilda.

Racial affiliation

Ysilda is a very common god amongst most races though not as popular in the new age as she once was. She is the most popular amongst the elves. Though the ideals of her followers contradict those of the followers of Sturm, the two religions have had discrepancies.

In the beginning

First there were only nine, nine primordial beings of ultimate power who controlled the very elements that made up the universe. Though very different by nature they agreed together to create life. They started by shaping Midraholm and laying its foundation but in the midst of creation they began to argue about who should be worshipped as prime god amongst them. Ysilda pleaded with them to work together, but arguments turned to battles and battles turned to all out war between them. Chaos and ruin nearly destroyed them all until Ysilda became the first casualty of war, an innocent caught in between forces. The other primordials buried her corpse upon Midraholm and left back to the primordial planes. On Midraholm Ysilda’s corpse began to decompose and fertilize the planet. From the ground Ysilda was reborn as the “World’s Tree.” Her new form was able to fill the planet with all manner of plants and living creatures, but first among them was the elves, who were charged with protecting the natural world. Those who worshipped Ysilda, strived to bring balance between sentient life and the natural world andquell the fires of industry and teach the old ways of life.

In the end

One day industry will escape the grasp of mankind and turn against it. It will bring about the end of all things, but we fear not this day as it is Ysilda’s will that we come to our end and will be reborn as she was.

Cultivation

You learn the Druidcraft cantrip.

Vellan

Nicknames

The Pathfinder, the Wanderer, the Star Hopper

Domains

Travel, Space, Exploration, Mirth

Symbol

The Fancy Compass

Alignment

Neutral

Tenets

Home is wherever the stars shine and family are those who share your wine, those who don’t travel will be forsaken always follow the path less taken, strive to travel the world across for a rolling stone gathers no moss.

How to worship

Travel and make merry, blaze a new trail and tell a new tale, pray to the stars for they will guide you. The Symbol of Vellan has always been the compass so make sure yours is worthy.

Afterlife

You must follow your own trail until it ends, on that day whatever star your body lays beneath shall become your new home to wander until your path there ends. If you should choose not to travel then you shall remain here and become one with the dirt. Those who travel will walk over your grave and you shall lament their footfalls.

Clergy

There are three sects of clergy; the Cartographers, the Astronomers and the Sailors. All work together to explore the world and guide the way for new travelers.

Places of Worship

Dotted throughout Midraholm are large stones that sit at every major crossroad, they are called the Waystones. Sometimes cities are erected around them but none the less these are sites of worship for the followers of Vellan.

Racial affiliation

Vellan though not widely followed is widely accepted and often prayed to for safe passage across the sea or on a long journey.

In the beginning

Millenia ago, a vast nothingness lay in between the nine primordial planes. Thousands of creatures struggled to break through the barrier of universes and claim dominion over this realm yet only one succeeded though he had no desire to own anything. An unassuming being from the plane of space called Vellan. Smiling he began to hop about the nothingness dotting the sky with stars as he went. He began to draw shapes out of some of them which we can identify as our constellations. He made maps in the sky so that we could find our way. Lastly he made Midraholm and filled it with life. The flora and fauna created to sustain his children the “Wanderers.” The ancient waystones of the world are no coincidence, they are the places where Vellan rested in his travels on Midraholm. As one who worships Vellan it is our goal to wander and visit all of the waystones. One day we will pave the way into the stars so that we can visit and explore all of Vellan’s worlds and beyond.

In the end

We must strive to leave Midraholm one day, as this world is finite, its resources limited and one day will be unable to sustain us. Thus it is Vellan’s will that we discover new worlds.

Wanderlust

You gain an extra 5ft of movement.

Heldra

Nicknames

Queen of the Nine Hels, Lady Death, Mistress of Souls

Domains

Time, Death, the Underworld

Symbol

The Raven

Alignment

Chaotic Neutral

Tenets

Your fate is sealed, do not fear death but do not welcome it, time kills us all

How to worship

Every soul given back to Heldra fuels her army, whether it be soldier or slave.

Afterlife

Those who kill mindlessly tamper with fate, they shall be punished as slaves in the underworld. Those who are worthy shall join Heldras army who fight against the other lairs of Hel and keep the demons at bay so they may never enter Midraholm.

Clergy

The Necrophage

Places of Worship

“Ravenhalls” are large mausoleums that house only the greatest of warriors, these few that have the honor of being buried there are legend amongst Heldra’s worshippers.

Racial affiliation

Heldra is a god shun by most people. However there is no dissension of race amongst her followers.

In the beginning

Long ago Heldra created planet called “Eternium.” It was a world of unaging people who thrived there and knew only progress. Through magic and technology the inhabitants of Eternium discovered ways to alter time and change their fates, they did so with selfish intent, not knowing the toll it would exact. Rifts in the time and space continuum opened and bled the life force from their world which eventually destroyed it. From the ashes of Eternium the nine Hels were born and the Eternians became twisted monsters who dwelled there. Heldra then created a new world of mortals and left her three daughters the “Norns” to watch over the world, while she battled against the demons of the nine Hels. The Norns hold the strands of fate and cut them at Heldra’s will. As such the followers of Heldra not fear death, they do not seek it, but are ready for it. They acknowledge that when their time comes they will have been chosen for a greater purpose.

In the end

If Heldra’s army should ever fail then the demons of the nine Hels will enter Midraholm and wreak havoc upon it.

Heldra's Favor

You can re-roll a single dice. You cannot use this power again until you finish a long rest.

Tothrok

Nicknames

The Storm Lord, the Gaelforce, the Thunderer

Domains

Wind, Storms, Honor, Giants, Strength

Symbol

The Lost Hand

Alignment

Neutral

Tenets

Death before dishonor, pain lets you know your still alive, the slightest breeze can erode the mountain.

How to worship

Stick to your code of honor, fight well, defend the weak

Afterlife

Only the few worshippers of Tothrok who live and die by honor may earn the right to become one of his tribe and live atop the “eternal mountain.” The rest go “Cimmordia.” A land of misty grey hills and endless slopes of inescapable snow that the dead must wander for eternity.

Clergy

Tothrok has no clergy, his words are simple.

Places of Worship

Do not worship Tothrok, begging him for favors will only draw his ire and he will send you dooms, not fortunes.

Racial affiliation

People of all races accept the followers of Tothrok as his followers tend to be moralistic even though a bit strange with their moral codes.Though he is not a very popular god he is most commonly followed by human, half giant and half-ork barbarian tribes.

In the beginning

Long ago, Tothrok and his tribe sailed the misty sea of the cosmos in search of a place to build their kingdom. In their travels they discovered many worlds but none fit to call their home. One day, a wanderer told them of a place beyond the great sun that was a paradise. “The Eternal Mountain” he called it, and claimed it was a home fit for a god. When Tothrok questioned why then the wanderer did not claim the home for his own he responded with “I am no warrior, and the mountain is guarded by four fierce giants. Now in exchange for this information and the location of paradise I demand a price from you.” Tothrok responded with “If this mountain is truly paradise, then you do my people a great service and by my word it shall not go unrewarded” “Then a bargain is struck” said the wanderer. “I require that you build a home for those who are not warriors, at the base of your mountain, a place where all may dwell and have the chance to become worthy of joining your tribe.” Tothrok nodded and said “I agree to your terms and seal this pact with blood to the wind, but know this I will only take the hardiest of warriors, those who truly have courage, tenacity and the iron will to slay and achieve may join my ranks.” With these words Tothrok and his warriors set out on their journey. The battle for the mountain was epic and savage, it lasted 9 days and 9 nights but Tothrok and his tribe were victorious. He honored his agreement to the wanderer by building Midraholm from the corpses of the great giants, their blood became the seas, their brains the clouds and flesh the land. He also decided to honor the giants, for these were the greatest foes he had ever face, he created a race of giants in their image to live on the world of the wanderers people.

In the end

As long the will to fight remains there shall be no end.

Movement of the Arc Cloud

You gain proficiency with a martial or exotic weapon of your choice.

Ordu

Nicknames

The Trickster, The Many Faced God, The Changer

Domains

Chaos, Trickery, Magic, Reality

Symbol

They Eye of Chaos

Alignment

Chaotic Neutral

Tenets

Embrace chaos, change is inevitable, endings give way to beginnings

How to worship

Trickery to confuse the masses and cause change, hedonism and anarchy to break the chains of society, those dubbed “insane” are the few who are truly free.

Afterlife

There is no afterlife to speak of, disappointing though this may be when we die we become dirt. Let us enjoy life while we have it and live deep while we live.

Clergy

The cryptics, who give orders of chaos and disarray

Places of Worship

The Bedlam Chapels are hidden in major cities as the followers try to break down the monarchies and institutions.

Racial affiliation

Member of all races worship Ordu but typically this is done in secret as he is not only an unpopular god but the followers tend to cause problems wherever they go.

In the beginning

No mortal truly knows why or how Ordu created the universe. For there are thousands of gods that exist, all with different stories. Even though these gods are very different they are all the many faces of Ordu, truly he must have created it all by whim or chance.

In the end

Eventually this world will destroy itself and thus we should not seek to preserve it. One day perhaps Ordu will create a new world this is not for us to know.

Glimpse of Chaoes

As a bonus action you can roll a d10 and add the result from the chart below to the outcome of the roll. You cannot use this feature again until you finish a long rest.

d10 Power
1 You cast firebolt targeted at whoever you're facing
2 You cast Disguise self taking on a random appearance
3 Your vision is clouded with darkness, you have disadvantage on your next saving throw, ability check or attack roll
4 Dancing Light twinkle about you
5 You cast Sword Burst
6 A sprinkling of rain falls on you for 10 seconds
7 Reroll the next dice you roll, you must use the new result
8 You teleport 10ft in any direction you choose
9 You cast Mind Sliver on yourself and one other target within range.
10 You trigger an effect on the Chaotic Magic chart
ToC

Chapter 7

Crafting

Crafting

Crafting has always been essential for progress in the nine realms. It has helped to build empires, fight wars and sometimes just make life easier on the common folk. Regardless of its application those who have a mind for crafting should be able to do so even when taking to a life of adventure. Though the materials may be harder to come by the rewards will be great. Whether it be making vessels, smithing or making down right weird gizmos, its a driving force for some characters. Here is a guide on how crafting works.

Right tools for the job

First the player must decide what their character wants to make. The DM will assign it to the proper skill. See the chart for a reference of tools and associated statistics. In certain circumstances a DM may call for you to use a different statistic in tandem with a set of tools. For example if you were smithing a suit of armor and wanted to add some delicate filigree work they may call for a Dexterity based roll with Smith's Tools.

Schematics

Once the proper skill for the job has been determined. You must use your imagination to draw out a schematic. This can be as vague and "magical" as you want it to be. Based on your schematic he DM will assign a difficulty rating. The difficulty chart is a guideline for the craft and a rough estimate of the amount of time and gold for materials you will need to craft said item. Even though a difficulty rating is assigned by the DM they may increase the time needed or gold cost depnding on the item's size, quality, or other factors. In certain circumstances the DM may even increase the difficulty.

Materials

You will need to find the materials necessary to build your item. Most of these will be mundane items that can be purchased in any local shop. However some of these items may not be purchasable and must be found. Also already having some materials may make your craft cheaper. Consult your DM for questions on either topic.

Difficulty Chart
Craft Difficulty Target Number Materials Cost in Gold Time Needed in Hours
Simple 10-15 1-10 1
Intermediate 12-16 10-50 1-5
Complex 14-18 50-500 2-5
Master 16-20 500-1,000 5-10
New tech 17-21 1,000-2,000 10-20
Tech that flaunts the laws of science 18-22 1,000-10,000 20-30
Tech that defies the laws of science 19-23 1,000-100,000 30-40
Tech that alters the laws of science 23-26+ 1,000-1,000,000 40-100
Tool Type Statistic
Alchemist's supplies Int
Archaeologist tools Wis
Artist's supplies Cha
Brewer's tools Wis
Carpenter's tools Str
Cartographer's tools Wis
Cobbler's tools Dex
Cook's Utensils Wis
Herbalist's tools Wis
Tool Type Statistic
Jeweler's tools Dex
Leatherworker's tools Dex
Poisoner's supplies Wis
Smith's tools Str
Tailor's supplies Dex
Tattoist's tools Str
Tinker's tools Int
Vesselist's tools Dex

Alchemy

This tool set is one of the most expensive in the game and for good reason. An alchemist deals with potions and chemical concoctions. Alchemists make their living by studying the arcane through the natural world. They are known for their potions and perhaps, more interesting concoctions.

Cost. 50 gp

Includes. Two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water.

Arcana. Proficiency with alchemist’s supplies allows you to unlock more information on Arcana checks involving potions and similar materials.

Investigation. When you inspect an area for clues, proficiency with alchemist’s supplies grants additional insight into any chemicals or other substances that might have been used in the area.

Alchemical Crafting. You can use this tool proficiency to create alchemical items.

Alchemy Examples
Difficulty Examples
Simple Makeup, Soap, Perfume
Intermediate Healing potions, Acid, Alchemist's fire
Complex Grease bombs, Flash powder, Fireless Torch
Master Greater healing poitions, Liquid luck, Love potion
New tech Fire flash bomb. Not many know who originally created this, its likey that they were destroyed in a blast of their own creations but these explosives spread like wild fire and blind all that look at them.
Tech that flaunts the laws of science Ellend Noone's potion of improvement. These became well know when Ellend Noone, once a scrawny elf started gaining mass beyond that of a half giant. Apparently the original concoction had some side effects as Dr. Noone was slowly driven mad. He is now a notorious murderer who goes by the name Mr. Midnight.
Tech that defies the laws of science Selby's pheonix down. It is said this potion has the ability to restore life to the dead.
Tech that alters the laws of science Haaken's liquid Castle. This potion is said to be able to become any solid structure of incredible size, or small size as long as there is space to allow it. When the contents are poured out the will of the creator imbues it with form.

Archeology

Archeology is not exactly a chased profession, more so only the truly eccentric are typically found delving into ancient crypts and forgotten cities in search of clues to the past. This trade is typically met with great respect or heinous treachery from greedy treasure hunters, it is no doubt one of the more useful tool sets in the game. Archeologists are looked to for their skills with ancient languages and writings, and the identification of crafts from all cultures.

Cost. 20 gp

Includes. A crowbar, a trowel, a hammer, a chisel, brushes, a square, ink, parchment, and an ancient cipher (1 language.)

Arcana. Although archeology is of little help in deciphering the content of magical writings, proficiency with these tools can aid in identifying who wrote a script of a magical nature.

History. This tool proficiency can augment the benefit of successful checks made to analyze or investigate ancient constructions, writings, scrolls, or other texts, including runes etched in stone or messages in frescoes or other displays. With insight as to who may have built or written them.

Perception. You can spot irregularities in ancient architecture possibly being able to spot traps and secret passages.

Rune crafting. You can use this tool proficiency to craft ancient runes

Archeology Examples
Difficulty Examples
Simple Understanding Runes
Intermediate Ruinic Writing
Complex Runic art (paper)
Master Runic art (all mediums)
New tech Auto Rune Engraver. This device is capable of speeding up the rune carving process.
Tech that flaunts the laws of science Indica's rune spell. These runes are able to store spell's in them, usable by anyone until the magic within wanes.
Tech that defies the laws of science Rune blessings. Originally created by the priests of ancient religions, these rune stones can enhance the abilities of whoever holds them.
Tech that alters the laws of science Roland's runic contract. The wizard who created these runes was the headmaster the wizard's collegiate. Having his students sign these contracts to ensure that their magic would only be used for "good." It was later found that these contracts were flawed as the intention of "good" was entirely up to the signer of the contract. Still they can be commonly found amongst business and are a often used at Orvar's casinos to ensure timely payments of debts.

Artistry

Whether it be painting a breath taking picture on canvas, creating a theatrical costume or mastering the subtleties of hand writing and art, a true artist excels at these things and more. Those with proficiency in artists supplies, have an eye for shape and color, and more so a knack for expression.

Painting Kit Cost. 10 gp Includes: an easel, canvas, paints, brushes, charcoal sticks, and a palette.

Writer's Kit Cost. 15 gp Includes: several different types of ink, a variety of parchments and papers, several quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted wax to mimic a seal.

Costume Kit Cost. 25 gp Includes: cosmetics, hair dye, small props, and a few pieces of clothing.

Arcana, History, Religion. Your expertise aids you in uncovering lore of any sort that is attached to a work of art, such as the magical properties of a painting or the origins of a strange mural found in a dungeon.

Investigation, Perception. When you inspect a painting, poem or a similar work art, your knowledge of the practices behind creating it can grant you additional insight.

Painting and Drawing (Painting Kit.) As part of a short or long rest, you can produce a work of art. Although your work might lack precision, you can capture an image or a scene, or make a quick copy of a piece of art you saw. Though the time needed may vary depending on the desired piece. Consult your DM.

Deception (Writer's Kit.) A well-crafted forgery, such as papers proclaiming you to be a noble or a writ that grants you safe passage, can lend credence to a lie. History. A writer's kit combined with your knowledge of history improves your ability to create fake historical documents or to tell if an old document is authentic.

Deception (Costume Kit.) In certain cases, a disguise can improve your ability to weave convincing lies. Intimidation. The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully.

Performance Costume Kit.) A cunning disguise can enhance an audience’s enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction. Persuasion. Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective.

Create Disguise (Costume Kit.) As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound. At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes

.

Artistry Examples
Difficulty Examples
Simple Making basic colored inks, dyes, make up, canvases, brushes, simple forgeries
Intermediate Basic paintings, calligraphy, costumes
Complex Making advanced colored inks, dyes, makeup
Master Making advanced and or detailed paintings, costumes and calligraphy on a variety of mediums
New tech Infused Ink. These semi magical inks are made to appeal to other senses besides sight
Tech that flaunts the laws of science Meltor's mask of many faces. This makes allows the wearer to disguise themselves however they wish assuming their impersonation is of similar size and build.
Tech that defies the laws of science The calligrapher's doorway. It is unknown who invented this magical quill. The magic within has allowed its possessors to draw a door into any surface and indeed that door becomes true.
Tech that alters the laws of science Irina's soul painting. Irina Palus, an artist of some reknown, is the proprietor of the world's only know "living gallery." Her art is considered evil by some as it allows a deceased host to live on in a painting, allowing them to interact with the environment painted there for them.

Brewing

"The more potent the spirits in the cup, the higher the spirits in the room."- Joseph Bugman, Dwarven Brewmaster. Anyone who takes the time to master the art of brewing is well liked indeed amongst the nine, however it is the precision and mastery of flavor and complexity in a beverage that sets a true brewer aside from the plain innkeeper and his swill ale.

Cost. 20 gp

Includes. a large glass jug , a quantity of hops, grape, grain, a yeast strain, a siphon, and several feet of tubing.

History. Proficiency with brewer’s supplies gives you additional insight on Intelligence (History) checks concerning events that involve alcohol as a significant element.

Medicine. This tool proficiency grants additional insight when you treat anyone suffering from alcohol poisoning or when you can use alcohol to dull pain.

Persuasion. A stiff drink can help soften the hardest heart. Your proficiency with brewer’s supplies can help you ply someone with drink, giving them just enough alcohol to mellow their mood.

Potable Water. Your knowledge of brewing enables you to purify water that would otherwise be undrinkable. As part of a long rest, you can purify up to 6 gallons of water, or 1 gallon as part of a short rest.

Brewing. With this skill you can brew alcohol of a wide variety.

Brewing Examples
Difficulty Examples
Simple Making ale, wine, yakyuk
Intermediate Making beer, mead, brandy
Complex Making spirits
Master Making finished and aged spirits
New tech Cactus Juice. This drink originiated in the Jotuncca desert, thought the creator claimed to be from Liandelle, he was a brown skinned man with a perculiar accent. It consists of fermented cactus, prickly pear and other spices. Someone drinking this beverage may realize not only are they getting drunk but their need for water is sated as well.
Tech that flaunts the laws of science Wonk's fizzy lifting drink. Ravenkin brewer Wonk fulfilled his dream of flying when he created this beverage, the drinker is lifted into the air, unfortunately there it was too late discovered that in order to float down one must expel the gas created by the liquid.
Tech that defies the laws of science Bugman's thunder lager. Master dwarven brewer Joseph Bugman brewed this concoction as a bet against his cousin. The bet being that Joseph couldn't expel a belch loud enough to create an avalanche.
Tech that alters the laws of science Foresight mead. No one knows who created this masterpiece, only that it is an acient recipe, and that there are only three known vials left in the world. The drinker of its contents is able to see their own future up until the time of their death and recall this information likewise.

Carpentry

Carpenters are not only the base of civilization, they are also the foundation on which a city thrives. More so their skills lightly touch base upon many other profession such as black smithing and weaving and navigate other avenues such as fletching and wood carving. The knowledge that comes with this tool set can allow a player to understand wooden structures and create the necessary tools and hardware to accommodate the craft.

Cost. 10 gp

Includes a saw, a hammer, nails, a hatchet, a square, a ruler, an adze, a plane, and a chisel, a knife, a gouge, and a small saw

History. This tool proficiency aids you in identifying the use and the origin of objects made of wood.

Investigation. You gain additional insight when inspecting areas within wooden structures, because you know tricks of construction that can conceal areas from discovery.

Woodcraft. You can craft objects made of wood by either carving them or through the use of other materials.

Arrows. As part of a short rest, you can craft up to five arrows. As part of a long rest, you can craft up to twenty.

Carpentry Examples
Difficulty Examples
Simple Refining materials
Intermediate Making furniture, simple bows and arrows
Complex Refining luxurious materials, making martial bows and arrows
Master Creating structures, Mastercrafted bows and arrows
New tech Ivar's quick quiver. This quiver contains a plethora of arrow heads that can be quickly changed out. Each arrow head has a different use.
Tech that flaunts the laws of science Whistlers wind driven carriage. A hot commodity, the wind driven carriage travels at a slow but steady pace. The nobility has preferred this item over Otmillan's steam engines as the term "smooth sailing" was coined.
Tech that defies the laws of science Marcy's unbreakable mimic. This unbreakable chest was made not only to keep ones goods safe, but serve double as a friendly companion.
Tech that alters the laws of science Flaako's folding frigate . This amazing vessel is able to fold up into a small cube of wood and cloth. Creator Flaako Tannis had a grand idea to make an entire mobile fleet of these, however his dream was short lived as the guild of ship builders placed a ban on the contraption in all harbors. They claimed it would be too hard to regulate the coming and going of such vessels.

Cartography

A cartographer makes maps. They can scout out unmapped areas, create detailed maps of known areas, or simply mass-produce maps for purchase. A skilled cartographer is often found in a large city where there are abundant adventurer’s to purchase their maps.

Cost. 15 gp

Includes. A quill, ink, parchment, a pair of compasses, calipers, and a ruler.

Arcana, History, Religion. You can use your knowledge of maps and locations to unearth more detailed information when you use these skills. You might spot hidden messages in a map, identify when the map was made to determine if geographical features have changed since then.

Nature, Survival. Your familiarity with physical geography makes it easier for you to answer questions or solve issues relating to the terrain around you. You have studied so many maps that common patterns, such as how trade routes evolve and where settlements a rise in relation to geographic locations, are familiar to you.

Craft a Map. While traveling, you can draw a map as you go in addition to engaging in other activity.

Cartography Examples
Difficulty Examples
Simple Basic regional maps
Intermediate Detailed regional maps
Complex Basic world maps
Master Detailed world maps
New tech Temporal Globe. A wonder of the modern world, indeed it reveals the modern world and all of its time zones, along with its seasons.
Tech that flaunts the laws of science The cartographer's stone. This simple stone is more then it appears, created in days long past, the stone projects a three dimensional image of the world as we know it and fills itself in as the world changes.
Tech that defies the laws of science Marko's moving map This map is well known amongst cartographers and widely sought after by followers of Vellan. The map itself is ever changing based on your location in the world, it reveals all terrain, and towns. It also seems to update itself as the world changes.
Tech that alters the laws of science Cortana's Compass. A legendary item indeed. Cortana the "courteous theif." Was able to find whatever she desired when she created this compass. Unfortunately the items sometimes belonged to others, however she was kind enough to leave behind items of "equal value" to compensate for her acquirement of said items.

Cobblery

Some of you might be surprised to learn that a cobbler is someone who makes shoes. Cobblers are similar to leatherworkers, but they specialize in hard, tough leather fit for making shoes. Cobbler’s are found in every city and town, but their level varies greatly. Some cobbler’s focus on making rough, working shoes for the common folks, while others are really artists, crafting only the finest of shoes for Lords and Ladies.

Cost. 5 gp

Includes. A hammer, an awl, a knife, a shoe stand, a cutter, spare leather, and thread.

Investigation. Footwear holds a surprising number of secrets. You can learn where someone has recently visited by examining the wear and the dirt that has accumulated on their shoes. Your experience in repairing shoes makes it easier for you to identify where damage might come from.

Maintain, upgrade shoes. As part of a long rest, you can repair your companions’ shoes or attempt to upgrade the quality. This could involve adding secret compartments, steel toes or other things of this nature.

Shoe craft. You are able to make footwear of all kinds and with multiple materials, this could involve the creation of greaves and other things of the like.

Cobblery Examples
Difficulty Examples
Simple Shoe repairs
Intermediate Shoe creation
Complex Footwear repairs
Master Footwear creation
New tech Sneakers. Rumored to have been created by the thieves guild this pair of fancy footwear help one to stealth with ease. The only downside, they only come in black.
Tech that flaunts the laws of science Phineus's flippy floppies. There is a reason these pods are dubbed the sailors best friend, they allow one to not only swim at incredible speeds but breathe underwater as though you were a creature of the sea.
Tech that defies the laws of science Xang's xangmazing hoverers. Boots are a necessary fashion for most of the world, if those boots should happen to make you float above the ground, all the better. This pair of xangmazing foorwear allowed Xang himself to defy the laws of gravity.
Tech that alters the laws of science Roland's dimension dockers. Only one pair of these are known to exist, the said pair have disappeared from our world some time ago. However, it is known that with these boots one could travel in between planes of existence.

Cooking

One of the cheapest and perhaps humblest of the tools is the cook’s utensils. But don’t let it fool you into thinking it is useless. It might be the most practical of the tool sets! Whether the character was a professional chef, or just a gifted amateur, having a dedicated cook in the party is a benefit to everyone!

Cost. 3 gp

Includes. A metal pot, knives, forks, a spatula, tongs, a peeler, a stirring spoon, a spit pole and a ladle.

History. Your knowledge of cooking techniques allows you to assess the social patterns involved in a culture’s eating habits.

Medicine. When administering treatment, you can transform medicine that is bitter or sour into a pleasing concoction.

Survival. When foraging for food, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals.

Prepare Meals. You have the ability to craft delicious foods. Additionally as part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during a short rest, provided you have access to your cook’s utensils and sufficient food.

Cooking Examples
Difficulty Examples
Simple Basic edibles
Intermediate Cooking 101
Complex Basic spices
Master Signature dishes
New tech Preservatives. With such chemicals, food made be preserved for longer then its natural shelf life.
Tech that flaunts the laws of science The feast of heroes. This magically imbued buffet is well know as the what may have been the last in the world. The heroes of Olin consumed this before their final battle.
Tech that defies the laws of science Brueger's instant pot. A pot that not only prepares the food for you, but also forages the necessary ingredients.
Tech that alters the laws of science The sensu bean. Just a single one of these miraculously crafted beans can bring a person back from near death. They are instantly cured of all ailments including; diseases, curses, and even old age.

Herbalism

An herbalism kit is different from an alchemist’s tools or a poisoner’s kit. Herbs are the main ingredient used in salves, while chemicals are the base of alchemy. The two are very different. Herbalist focus on finding/growing herbs necessary to create healing salves and antitoxins. Herbalists know plants and how to use them. They can create balms and salves that can be used to treat diseases.

Cost. 5gp

Includes. Pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.

Medicine. Your mastery of herbalism improves your ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants.

Nature and Survival. When you travel in the wild, your skill in herbalism makes it easier to identify plants and spot sources of food that others might overlook.

Craft. You can also find the best way to use said plants to create a herbalists creation.

Herbalism Examples
Difficulty Examples
Simple Teas, herb cultivation
Intermediate Healing salves, tobacco
Complex Antitoxins, anesthetics
Master Greater healing salves, Magileaf
New tech Deadmusk. This potpourri of herbs removes ones scent entirely from their body, though it has proven effective against hounds and other creatures the like its first tests were to see if undead could smell through it. The results were successful thus earning the concoction its name.
Tech that flaunts the laws of science Gill weed. This combination of herbs was discovered by an elven hermit off the fae coast. He claimed that the woman of the water called to him and he had to figure out a way to swim with her. As such he made gill weed which allowed him to breathe under water for a time.
Tech that defies the laws of science Black lotus tobacco. Though this substance is highly addictive, it can give one a clarity of mind that is beyond their own capabilities. It is said that through strange dreams users of black lotus tobacco are able to connect to extra dimensional beings and interpret their will.
Tech that alters the laws of science Golden lotus tobacco.* Only a single draft of this has ever been created. However the woman who finally perfected it, and smoked it. Was nearing the end of her ninety year life and was restored into her teens and freed from all disease and ailments for the remainder of her one hundred and eighty year second life.

Jeweling

A Jeweler is a person who works with precious stones and metals or other, more common materials. In a fantasy setting, this can include creating simple jewelry for common folks, cultural pieces, ceremonial items, enchanted items, or extremely fancy jewelry for the rich.

Cost. 25 gp

Includes. A head band mounted magnifying glass, a small saw and hammer, files, pliers, and tweezers.

Arcana. Proficiency with jeweler’s tools grants you knowledge about the reputed mystical uses of gems. This insight proves handy when you make Arcana checks related to gems or gem-encrusted items.

Investigation. When you inspect jeweled objects, your proficiency with jeweler’s tools aids you in picking out clues they might hold.

Identify Gems. You can identify gems and determine their value at a glance.

Jewelry craft. You are able to craft jewelry and accessories.

Jeweling Examples
Difficulty Examples
Simple Basic jewelry
Intermediate Rough gem cutting
Complex Designer jewelry
Master Gem shaping, designer stone cutting
New tech Pocket watch. The "time piece" as it is called by most, is a marvel of the new world. This trinket has the ability to tell time by a glance.
Tech that flaunts the laws of science Tella's hairpin of change. Created by a sorceress of the upper crust Tella's hairpin allowed her to change the style of her hair instantly with a thought. She never again had to dread showing up to a ball with the same hairstyle as another.
Tech that defies the laws of science Torc of the giant. Fae dreki jeweler Skillgith created this piece of fine jewelery and flaunted it well as she lifted tree trunks to clear the path for her trade route from the fae wilds..
Tech that alters the laws of science Antiken Ring. Some say that no god in particaular created the world but instead nine beings of elemental power did. An ancient and unknown jeweler apparently created four rings that harness some of the powers of these primordial creatures. These rings represent earth, fire, wind and water. The other five are yet to come forward and it is questionable whether or not they exist. What is known is the telling of the creation of these other five, and a tenth ring that is meant to grant the wielder power from all of the rings and thus granting them dominion over all things.

Leatherworking

“Leatherworker” is an extremely broad term for anyone who works with leather. A leatherworker could include making: saddles, leather armor, gloves, chaps, backpacks or saddlebags, book bindings, belts, component pouches, furniture, clothing, and engraved leather items.

Cost. 5gp

Includes. A skinning knife, a swivel knife, a small mallet, an edger, a variety of hole punches, thread, shears and leather scraps

Investigation. You gain added insight when studying leather items or clues related to them, as you draw on your knowledge of leather to pick out details that others would overlook.

Identify Hides. When looking at a hide or a leather item, you can determine the source of the leather and any special techniques used to treat it. For example, you can spot the difference between leather crafted using dwarven methods and leather crafted using dreki methods.

Leathercraft. You can create items made of leather.

Leatherworking Examples
Difficulty Examples
Simple Simple leather clothing, belts, pouches
Intermediate Basic leather armor, backpacks, hats
Complex Exquisite leather clothing, quivers, leather helmets
Master Mastercraft leather armor, saddles
New tech Pet barding. Everyone has heard of mount barding. Well now there is specialized barding you can get just for your pet. Heltech has been putting out this simple solution to your problem.
Tech that flaunts the laws of science Bataman's fancy utility belt. Much like a bag of holding, this container can hold a near unmeasurable amount of reagents, the difference being that the desired reagents are summoned to the users hand when he reaches into one of its many pouches.
Tech that defies the laws of science Loke's dimension mask. A truly frightening mask created by a mad man on the outskirts of the fae wilds, Loke's mask when worn transforms the wearer into a version of themselves from an alternate dimension, this effect can range to a normal looking person to a hideous monstrosity.
Tech that alters the laws of science Skullcap of Invisibility. There are only some written records of this item. Indeed many magical items that are imbued with invisibility are scattered throughout the world, however do not let its name fool you. While wearing this skullcap the wielder can render themselves not only invisible to the eye of whomever they choose, but also to the mind of those people. The targeted creatures would forget that such a person ever existed.

Poisons

A poisoner is the black sheep of the herbalist and alchemists family. Poisoners specialize in creating lethal and toxic concoctions to kill or incapacitate their enemies. This specialized training gives poisoners unique skills and knowledge no other profession gains.

Cost. 50 gp

Includes. Glass vials, a mortar and pestle, chemicals, and a glass stirring rod.

Investigation, Perception. Your knowledge of poisons has taught you to handle those substances carefully, giving you an edge when you inspect poisoned objects or try to extract clues from events that involve poison.

Medicine, Nature, Survival. Working with poisons enables you to acquire lore about which plants and animals are poisonous. As well as known ways to treat those who are poisoned.

Poisoning. Your proficiency allows you to create, handle and apply a poison without risk of exposing yourself to its effects.

Poisons Examples
Difficulty Examples
Simple Non-lethal poisons, toxin harvesting
Intermediate Basic narcotics, lethal ingestion poisons
Complex Lethal poisons, advanced toxin harvesting
Master Highly addictive narcotics, Airborne poisons
New tech Plague bomb. The creator of this device was never identified but their work is widely known as one of the greatest tragedies of the 10th century. Half of the city of Brees was slain by a single instance of this disease ridden warfare.
Tech that flaunts the laws of science Black lotus tar. Shade, some call it, or the users of it are sometimes known as blacktooths. This drug is not only highly addictive but sought after by many for its alternative uses. The user of black lotus tar feels almost no pain, and can sustain wounds far past what any mortal could normally sustain.
Tech that defies the laws of science Purple lotus powder. This finely ground poison is; tasteless, scentless and undetectable by even the most trained of tasters. Anyone who ingests this powder will not only die, but they will age at a rapid rate, their bones turning to dust within a week.
Tech that alters the laws of science Neurotxin Z. The application of this poison could have ended the world if it had not been in its test phase. It was designed to take control of the mind of whoever was afflicted by it. However the creator also took control of anyone who was bitten or scratched by a controlled minion, which caused the to shut down productino of the compound.

Smithing

Any item made of metal had to go through the hands of a smith, from a mighty sword to the simple horseshoe. Repairing and upgrading weapons and armor are essential and blacksmiths make that possible. Because of their essential nature, having proficiency in smithing can be quite useful.

Cost. 20 gp

Includes. A small anvil, hammers, tongs, charcoal, rags, and a whetstone.

Arcana and History. Your expertise lends you additional insight when examining metal objects, such as weapons.

Investigation. You can spot clues and make deductions that others might overlook when an investigation involves armor, weapons, or other metalwork.

Create and repair. With access to your tools and an open flame hot enough to make metal pliable, you can craft metal objects and you can restore 10 hit points to a damaged metal object for each hour of work.

Smithing Examples
Difficulty Examples
Simple Simple weapons, light armor
Intermediate Martial weapons, medium armor, heavy armor, shields
Complex Master crafted light armor, master crafted simple weapons
Master Master crafted medium armor, master crafted heavy armor, master crafted martial weapons
New tech Holgerian S.T.I.G. This combo of battle harness, war shield and glaive work together so that the wielder can hold a shield with one hand and a glaive with the other. This has become a battle standard in not only the Holgerian army but adapated across many military forces in the nine realms.
Tech that flaunts the laws of science Handless buckler. The duelists best friend. The handless buckler blocks incoming blows at the users will without being attached to a hand.
Tech that defies the laws of science Hellva's dreadknight gauntlet. Hellva Helhammer's creation was not only able to restore the lost limbs of war veterans but also enhance the basic abilities of the limb in question. One iteration of this device was able to pull an enemy into your striking range.
Tech that alters the laws of science Excelsior exoskeleton plate mail. Master smith Stanis Liam created a suit of plate mail that fused with his skin. It could not be removed by it also could not be destoryed.

Spellweaving

(prerequisite: spell casting)

Magic is a remarkable skill no matter what it is used for. Spellweavers are the creators and originators of the spells that hundreds of magic users still rely on today.

Cost. 50 gp

Includes. A spellbook, parchment, ink, quills, a component pouch belt.

Arcana, Investigation, History. You have intimate knowledge with spells and the workings of magic. This makes it easier for you to identify the schools of magic if any used when creating magical items or effects. Additionally you can attempt to discern how said effects were made and by what manner of person.

Perception. Your senses have been trained to identify when they are being effected by magic. As such you are more easily able to notice when you are being manipulated by magic.

Scroll and spellcraft. You are able to craft magical scrolls and spells.

Spellweaving Examples
Difficulty Examples
Simple Cantrip scrolls, simple sensory enchantments
Intermediate Basic spell scrolls, cantrip infusion
Complex Advanced spell scrolls, basic spell infusion
Master Cantrip blending, spell infusions
New tech Spell altering. This art began when wizards who were acclimated to fire spells were finding ways to make all of their spells channel fire above all other elements.
Tech that flaunts the laws of science Deila's destructive thunderbolt. Harshly judged were those who messed with the spells of old, yet it did not stop some from inventing ways to change the effects of spells. A lightning bolt that exploded in an radius for example was coined by sorceress Deila.
Tech that defies the laws of science Aldremenscu meteor strike. Study and perseverance lead the wizards of Aldremenscu to find that it was possible to combine the abilities of multiple spells. Though the first trial of this new magic almost destroyed the school. Not only were they able to reign meteors from the sky, but each meteor in turn became a very angry flaming stone golem.
Tech that alters the laws of science Mordekainen's Spellbook. Long sought after is the spellbook of Mordekainen. Many spells are known from the wizard's of old but there are few wizards today that are capable of creating their own spells. As such it is said that this lost volume contains not only many spells unknown to the world but also the key components necessary for creating your own spells.

Tailoring

Tailors are able to weave together materials to create fabrics for clothing and other uses. This fabric can be anything from fine silk to coarse wool. A weaver could create fine clothing for the rich or cheap cloth for peasants.

Cost. 10 gp

Includes. Thread, needles, scissors, a mini-loom and scraps of cloth.

Arcana, History. Your expertise lends you additional insight when examining cloth objects, including cloaks and robes.

Investigation. Using your knowledge of the process of creating cloth objects, you can spot clues and make deductions that others would overlook when you examine tapestries, upholstery, clothing, and other woven items.

Craft and repair. You can create outfits. Additionally, as part of a short rest, you can repair a single damaged cloth object.

Tailoring Examples
Difficulty Examples
Simple Simple textiles, rope, patches
Intermediate Simple clothing, hats
Complex Advanced textiles, tapestries, banners
Master Fine clothing, exquisite hats
New tech Reinforced clothing. Crafted by skilled by skilled tailor Archie Timble this clothing is specifically designed to look like ordinary street clothing but add just a little extra protection.
Tech that flaunts the laws of science Meeker's hidey hood. Meeker's, a well known tailoring savant wanted to add some mystery and flair to her shop and thus created the hidey hood. When worn it obscures all of ones facial features in darkness, replacing them with two glowing orbs for eyes.
Tech that defies the laws of science Parachute pantaloons. A failed merchant vessel from far south brought this miraculous garment to Olin shores. Anyone who can afford them will find that the over sized pants inflate when you are falling and allow them to glide to safety.
Tech that alters the laws of science Daemon's Cowl. Feared and infamous warlock Deidric Daemon wore this cowl before meeting his end. It is said while wearing it he could control the demon that gave him all of his power, thus making his power near limitless.

Tattooing

Tattooing is an art that runs back to our primal ancestors. Yet it will never be a lost art. Tattooists are able to apply permanent ink to the skin of other creatures, creating an art that can always been carried on your persons. They also deal with scarifications and piercing.

Cost. 10 gp

Includes. Several vials of colored ink, a small hammer, a variety of needles, a scaring knife, bandages.

Arcana, Investigation, History. You are well versed with tattoo art, piercings, scarification and the cultures that are affiliated with them. As such it is easier for you to identify what culture it is from and whether or not it contains any enchantment.

Tattooing, scaring, piercing. You can tattoo, scar and pierce creatures, creating body art.

Tattooing Examples
Difficulty Examples
Simple Basic shapes, lettering, simple piercings
Intermediate Simple artwork, simple scarification
Complex Ruinic letters, geometric shapes, advanced piercings
Master Portraiture, advanced scarification
New tech Renley's Auto-inker. World famous Renley's tattoo guns can be found scattered throughout the realms. Their tattoo's are not only cleaner but more quickly done. This device allows the needles to enter the skin hundreds of times a second.
Tech that flaunts the laws of science Wolf's agility. Some of the northern Varulf clans posses these tattoos that not only are amazing depictions of wolves, but enhance the canvases body with increased dexterity.
Tech that defies the laws of science Flemming's fists of fire. A well known Vernon and circuit fighter Feralt Flemming was kicked out of the grand tournaments after receiving knuckle tattoos that allowed his fists to create fire on contact with enemies.
Tech that alters the laws of science Bonding Brand. Two lovers received these tattoos rather then rings around their fingers. The connection between them was so great that with the completion of their branding they would be able to teleport to each others location at will and were able to speak to each other in the mind.

Tinkering

Tinkers are creative inventors who use a variety of tools and materials to craft…well…anything they can think of! Tinkers are even able to invent something out of random spare parts. They are mechanically-minded and have a keen eye for engineering. Perhaps more than the other professions, tinkers have a broad knowledge of mechanics and principals of movement, as well as mathematics, physics, and even magic!

Cost. 50 gp

Includes. a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue.

History. You can determine the age and origin of objects, even if you have only a few pieces remaining from the original.

Investigation. When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago.

Create and repair. You can create odd devices that can be cutting edge. Also you can restore 10 hit points to a damaged object for each hour of work.

Tinkering Examples
Difficulty Examples
Simple Nuts, bolts, simple odds and ends, basic repairs
Intermediate Simple machinery
Complex Odds and ends with multiple pieces, complex repairs
Master Advanced machines
New tech Fenix's flame spitter. Fenix Ironblade was known as a "mad scientist" to most. But to the Heltech community he is a legend with his archaic flamethrower he set out in Liandelle to battle the dead wherever they stood.
Tech that flaunts the laws of science Picron's power armor. Picron an inventor who was crippled at birth spend his life creating armor that would not only allows his body to move again, but allow it to be near invincible. He succeded after many years and passed the armor on to a young crippled orphan.
Tech that defies the laws of science Cid's magnificent airship. This inventor lives a very private and secluded life which may have been the reason for creating a vehicle that could get him away from people. When questioned about the ship he simply replied "its a ship that flies." He hasn't been seen since that initial interview.
Tech that alters the laws of science Ragnaros. Thalanos the mad thogail created a bomb that was meant to destroy half the population of the world in order to conserve its resources. Thankfully the device and thogail were both destroyed.

Vesseling

Vesseling is the process of making raw materials into a container, sometimes these containers can double as works of art. Sometimes this involves blowing glass or using your bare hands to mold clay into usable items. This skill is often overlooked by can provide many useful every day items.

Cost. 40 gp

Includes. a blowpipe, a small marver, blocks, tweezers, potter’s needles, ribs, scrapers, a knife, and calipers.

Arcana and History. Your expertise aids you in identifying containers , including when they were created and their likely place or culture of origin. Additionally you may be able to determine how the such a container may have been changed by magic, such as a potion that has been inside of it.

Reconstruction. By examining shards, you can determine an object’s original, intact form and its likely purpose.

Vessel craft. You are able to create vessels to hold different types of materials.

Vesseling Examples
Difficulty Examples
Simple Bottles, pots
Intermediate Exquisite bottles, vases
Complex Glass sculptures, windowed containers
Master Mirrors, spy glasses
New tech Shatter proof glass. As the name describes this glass cannot be broken by a mere swing of the sword. Innkeepers have rapidly begun shifting to these windows, especially the more rowdy businesses were a patron tends to go through a window on the regular.
Tech that flaunts the laws of science Bottle of cleansing These have become quite a popular item in the temples around Olin. Any liquid put into the bottle is instantly cleansed of all impurities. Such pure water is worthy of becoming holy water.
Tech that defies the laws of science Illzad's ever looking eye. This glass eye made by the wizard Illzad Illzane allowed him to view any location withing one hundred miles of his current location. It was later found he was using this for perverse and nefarious purposes and has been chased out of several towns for his actions.
Tech that alters the laws of science Millicent's mirror of destiny. Any who look into Millicent's mirror will see the entirety of their lives set out before them. She has begun charging a fee to gaze into her mirror and the viewing of it comes with a strict warning. Those who see their future are stuck in it. They cannot alter it no matter how hard they try.
ToC

Chapter 8

Weapons

Midraholm Weapons

Midraholm is a world of many cultures and peoples, as such there are a wide variety of weapons and armor available to players provided they have the coin and are able to find such items. You can find a list of these weapons and their special properties below. Common weapons such as those found in the players handbook do not share these special properties.

Weapon Properties

Ammunition

You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition.

Drawing the ammunition from a quiver, case, or other container is part of the attack you make with this weapon (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

Brutal

These weapons are massive axes or barbed spears. When you critically hit with an attack you may raise the critical effect by 1.

Bypass

These flexible weapons wrap around shields and other personal defenses. When you attack with a bypass weapon, you ignore the AC bonus granted by shields and features that parry or deflect attacks.

Cavalry

These weapons are well-suited to combat on the move. If you damage a creature with a cavalry weapon after moving at least 30 feet straight toward a target while mounted, you deal an extra 1d6 damage.

Charge

This weapon can be used to deal lethal damage on a charge. If you move at least 20 feet in a straight line before engaging an opponent, you may choose to take a -4 modifier on your first attack roll against that creature. If you hit with that attack, you roll an additional damage die, equal to that of the weapon’s usual damage die.

Cleaving

These weapons strike in broad motions. When you reduce an enemy to 0 hit points with a sweeping weapon, you can target another creature within 5 feet of the first that you can reach and, if the original attack roll can hit it, apply any remaining damage to it. If that creature is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to kill an enemy.

Ensnaring

These weapons feature chains, hooks, or other parts that entangle. When you hit with an ensnaring weapon, you can use your bonus action to attempt to shove the target prone, disarm it, or pull it into a space within 5 feet of you. You can use your weapon attack bonus instead of your Strength (Athletics) bonus when you attempt this action.

When you attempt to disarm a creature using a weapon with the ensnaring property, you do not have disadvantage on the roll if the target is larger than you.

Finesse

These precise weapons lend themselves to dextrous combat. When you attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

Finisher

Finisher weapons are well-suited to executing enemies at your mercy. When you damage a prone creature with a finisher weapon, you roll an additional weapon damage die.

Helcap

These weapons utilize volatile arcane energy as a propellant to fire projectiles or explode. They cannot be used underwater, and ammunition from these weapons cannot be reused. When you make an attack, the weapon flashes, expels smoke, and creates a bang that can be heard within 300 feet. It takes an action to load a Helcap weapon, which consumes both a helcap and piece of ammunition.

Carrying or storing too many helcaps is risky. When an item with the helcap property takes fire or lightning damage, it explodes. The blast forces all creatures and objects within 20 feet to make a DC 12 Dexterity saving throw. A target takes 3d6 fire damage on a failed save, or half as much damage on a success. A creature wearing, carrying, or wielding an exploding item automatically fails this saving throw.

Handy

You have advantage on attack rolls against a creature you are grappling, as well as against creatures that are grappling you.

Heavy

These weapons are unwieldier than most. Unless a creature has a Strength score of 12 or higher, it has disadvantage on attacks made with heavy weapons. A Small or smaller creature always suffers this disadvantage.

When you attack with a heavy weapon that you are proficient in, you can forego adding your proficiency bonus to the attack roll. If the attack hits, you add that proficiency bonus to the damage roll. You must decide to do this before making the attack roll. This ability can be used in conjunction with the Great Weapon Master feat.

Hidden

This weapon is deadly against a distracted foe. When you deal sneak attack damage you may reroll any 1s on the damage dice, taking the new roll instead. Additionally if you are searched for weapons the creature searching must succeed roll a contested investigation vs stealth roll.

Light

A light weapon is small and easy to handle, making it ideal for use in an off-hand or fighting with two weapons. See the rules for two-weapon fighting.

Loading

Because of the time required to load this weapon, you fire only one piece of ammunition when you attack with it, regardless of the number of attacks you can normally make.

Nonlethal

The weapon is designed to incapacitate or is otherwise capable of delivering a hit that does not kill the target. When you choose to knock a creature out instead of killing it, nonlethal weapons deal their normal damage.

Parry

If a creature hits you with a melee attack while you are wielding a weapon with the parry property that you are proficient with, you can use your reaction to add half your proficiency bonus to your AC for that attack, potentially causing it to miss. If you do so while wielding two parrying weapons, you add your entire proficiency bonus instead.

Prone Fighting

When you are prone and make a weapon attack with this weapon, you do not suffer disadvantage for being prone.

Ranged

A weapon that can be used to make a ranged attack has a range in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.

Some ranged weapons have a Strength requirement listed. You cannot make ranged attack rolls with that ranged weapon if your Strength is lower than that value.

Reach

This weapon's extended length adds 5 feet to your reach when you attack with it, as well as when determining your reach for opportunity attacks. Reach weapons cannot be used for two-weapon fighting regardless of strength or feats.

Special

Special weapons have entirely unique attributes, detailed after the weapon charts.

Status

Status weapons inflict extra effects on powerful hits. When an attack roll with a status weapon exceeds the target's AC by 5 or more, it inflicts an additional status effect based upon the type of damage dealt. A critical hit also triggers status. If you inflict status on an attack but deal no bludgeoning, piercing, or slashing to a creature with the attack, you do not trigger the effects of status.

Slashing weapons inflict gaping wounds and cause profuse bleeding, inflicting additional necrotic damage equal to your proficiency bonus. Objects, Constructs, and Elementals and other creatures that do not bleed may be immune to this damage, at the discretion of your DM.

Bludgeoning weapons hit with staggering blows that daze the target. Inflicting this status prevents the targeted creature from taking reactions and reduces its passive Perception by 5 until the start of its next turn.

Piercing weapons reward precise or focused attacks, punching holes in enemy defenses. When you inflict this status, the next attack made against the target gains a bonus equal to your proficiency bonus.

Improvised weapons may inflict status depending on their damage type and the discretion of your DM.

Sundering

Sundering weapons crush, break, or penetrate armor. You ignore resistances created by armor and you critically hit on a 19 or 20.

Thrown

If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for attack and damage rolls that you would use for a melee attack with it. The standard and maximum ranges of a weapon with the thrown property increases by a number of feet equal to 5 times your Strength modifier, unless your Strength modifier is negative.

Two-Handed

The weapon is large or cumbersome, and must be wielded in two hands to attack with it. If one of your hands is occupied by performing somatic components, grappling, etc, you cannot attack with this weapon until you return your hand to the weapon. This property is relevant only when you attack with the weapon, not when you simply hold it.

Versatile

The weapon can be wielded in either one or two hands. A damage value in parentheses appears with the property, indicating the damage dealt when you use it with two hands.

Wind-up

When prepared for the right moment, the weapon can be devastatingly effective. In place of a weapon attack, you can wind up your weapon or brace it against the ground, depending on the weapon's design. The next time you hit with the wound-up weapon before the start of your next turn, you can roll three additional damage dice. A wound-up melee weapon can be used to make an opportunity attack when a hostile creature that you can see enters your reach.

Weapon Charts

The following section lists new weapons. Some weapons list multiple damage types. When attacking with one of those weapons, you indicate which damage type you use before you make the attack roll.

Simple Melee Weapons
Name Cost Damage Weight Properties
Black Jack 1 gp 1d4 bludgeoning 2 lb. Non lethal
Boar Spear 10 gp 1d6 piercing 5 lb. Versatile (1d8), special
Seax Dagger 20 gp 1d4 piercing/slashing 3/4 lb. Brutal, finesse, hidden, prone fighting, sundering
Goedendag 5 gp 1d6 bludgeoning/piercing 3 lb. Sundering, finisher, two-handed, wind-up
Light Hammer 2 sp 1d4 bludgeoning 1 lb. Light, status, sundering, thrown (20/60)
Peasant Flail 5 sp 1d8 bludgeoning 3 lb. Reach, status, two-handed
Martial Melee Weapons
Name Cost Damage Weight Properties
Arming Sword 20 gp 1d8 piercing/slashing 2 lb. Parry, special
Bastard Sword 30 gp 1d8 piercing/slashing 3 lb. Parry, status, versatile (2d4)
Bearded Axe 10 gp 1d8 slashing 3 lb. Ensnaring, light, versatile (2d4)
Cestus 1 gp 1d4 bludgeoning 1/2 lb. Light, nonlethal, special, status
Chain Whip 5 gp 1d6 bludgeoning 10 lb. Bypass, ensnaring, special, versatile (2d4)
Deurfall Battle Hammer 25 gp 1d8 bludgeoning 2 lb. Status, sundering, versatile (2d4)
Hrimmen Axe 25 gp 1d12 slashing 4 lb. Brutal, finisher, heavy, two-handed
Estoc 25 gp 1d8 piercing 2 lb. Finesse, sundering, versatile (2d4)
Felhollow Lash 2 gp 1d6 slashing 3 lb. Ensnaring, finesse, reach
Flail 20 gp 1d8 bludgeoning/piercing 2 lb. Bypass, ensnaring, wind-up
Gauntlet-sword 25 gp 1d6 slashing 4 lb. Cavalry, light, special
Guisarme 20 gp 1d10 piercing 5 lb. Ensnaring, heavy, reach, two-handed
Harpoon 10 gp 1d8 piercing 4 lb. Status (slashing), thrown (20/60)
Holgerian War Glaive 45 gp 1d10 piercing/slashing 5 lb. Heavy, reach, special, two-handed
Hooksword 35 gp 1d8 slashing 3 lb. Ensnaring, parry, special
Lance 40 gp 1d12 piercing 1 lb. Cavalry, reach, special, status
Keskan Long Blade 35 gp 1d10 bludgeoning/piercing/slashing 3 lb. Parry, status, sundering, two-handed
Lucerne 20 gp 1d10 bludgeoning/piercing 6 lb. Heavy, reach, sundering, two-handed
Jotunnca Great Maul 50 gp 2d6 bludgeoning 10 lb. Finisher, heavy, status, sundering, two-handed
Morningstar 45 gp 1d8 bludgeoning/piercing 4 lb. Special, sundering
Parrying Dagger 5 gp 1d4 piercing 1 lb. Finesse, light, parry, prone fighting, special
Ranseur 25 gp 1d10 piercing/slashing 5 lb. Brutal, heavy, reach, two-handed
Rondel 15 gp 1d4 piercing 1 lb. Finesse, finisher, light, prone fighting, sundering
Sabre 25 gp 1d8 slashing 3 lb. Cavalry, finesse, parry
Keskan Shortsword 25 gp 1d6 piercing/slashing 2 lb. Finesse, light, parry, status
Jotunnca Shotel 25 gp 1d8 piercing/slashing 3 lb. Bypass, ensnaring, finesse
Valkyrian Spear 100 gp 1d8 piercing 4 lb. Brutal, charge, reach, versatile (2d6)
War Scythe 25 gp 1d10 slashing 5 lb. Bypass, reach, sundering
Simple Ranged Weapons
Name Cost Damage Weight Strength Properties
Net 1 gp 1 lb. Special, thrown (5/15)
Staff Sling 4 sp 1d6 bludgeoning 5 lb. Ammunition (80/160), special, two-handed
Martial Ranged Weapons
Name Cost Damage Weight Strength Properties
Atlatl 20 gp 1d8 piercing 2 lb. Ammunition (100/200), special, status
Blowgun 10 gp 1 piercing 1 lb. Ammunition (25/50), loading, special
Boomerang 25 gp 1d4 bludgeoning 1 lb. Str 9 Finesse, nonlethal, special, thrown (30/60)
Greatbow 200 gp 2d6 piercing 10 lb. Str 18 Ammunition (150/600), heavy, special, status, two-handed
Helcap Long Rifle 400 gp 2d12 piercing 10 lb. Ammunition (60/120), helcap, loading, two-handed
Helcap Shorty 250 gp 2d6 piercing 4 lb. Ammunition (30/90), helcap, loading
Shields
Name Cost +AC Weight Properties Grip
Buckler 8 gp 1 2 lb. Parry 1h
Holgerian War Shield 100 gp 1d4 piercing 5 lb. special 1h
Pavise 25 gp 2 7 lb. Special 1h
Shield Maiden 75 gp 10 lb. Parry, special 2h
Ammunition
Name Cost Weight Weapon Properties
Barbed Quarrel 15 cp 1 oz. Crossbow Adds serrated modification
Blowgun Needle 2 cp 1 oz. Blowgun
Bodkin Arrow 30 cp 1 oz. Bow Sundering
Broadhead Arrow 50 cp 1 oz. Bow Slashing damage, status
Bullet 30 cp ⅛ oz. Gun
Dart 5 cp 4 oz. Atlatl
Elemental Ammunition 50 gp 1 oz. All Special
Firecage Arrow 1 gp 1 oz. Bow Special
Grapeshot 10 gp 3 oz. Gun Special
Quarrel 5 cp 1 oz. Crossbow Sundering
Sling Bullet 1/5 cp 1 oz. Sling
Silver Bullet 15 gp ⅛ oz. Gun Special
Whistling Arrow 1 gp 1 oz. Bow Special

Special Weapons

Atlatl. The atlatl benefits from skill with both ranged and thrown weapons. You can use your Strength modifier to increase the range of darts hurled with this weapon, as though it had the thrown property, and it and its darts are considered thrown weapons when used to make ranged attacks for the purposes of benefits such as the Thrown Weapon Fighting fighting style.

Arming Sword. The techniques of an arming sword are fairly basic, easy to learn, and highly defensive. As a result, you can safely focus on offense and deal more devastating attacks. You can inflict status with this weapon, and when you do you inflict the effects of both status: piercing and status: slashing, regardless of the damage type you dealt.

Boar Spear. This thick, heavy spear is better wielded in two hands than one. When wielded in both hands, a boar spear gains the reach and wind-up properties in addition to the increased damage it gains from the versatile property.

Boomerang. This weapon returns to your hand if you miss.

Blowgun. If you are hidden when you attack with this weapon, you do not reveal your location.

Blowgun Needle. These minute needles are small enough that when you apply a poison to them, a dose covers 10 pieces of ammunition instead of the usual 3.

Cestus. Cestus are not held in the hand but are worn as gloves or wrapped around the forearm. If you are wielding a cestus, you can use that hand to grapple or shove an enemy, but you cannot make attacks with that hand without ending the grapple. You cannot wield other weapons or shields in that hand, nor can it perform somatic components. Because of its small size and attachment to your hand, you cannot drop a cestus or be disarmed of one unless you are incapacitated. You must use an action to don or doff a cestus, but can don or doff a pair of cestus in one action.

Chain Whip. A length of chain is unbalanced and difficult to use, but can be a far-reaching weapon. When held in both hands, this weapon gains the reach property.

Elemental Ammunition. Elemental ammunition includes enchanted bullets, quarrels, needles, or arrows charged with magic. You cannot buy elemental ammunition, but you can craft it if you have proficiency in the appropriate tools and the Arcana skill, and can cast a spell that deals acid, cold, fire, lightning, or thunder damage without expending a spell slot. The ammunition deals that damage instead of its normal type, and returns to normal after one use.

Firecage Arrow. The curved metal bars that flare out from the shaft of this arrow create a cage that carries a burning coal through the air, which sheds dim light in a 5 ft. radius. When you hit with a firecage arrow, half the damage you deal is fire damage, instead of piercing. If you miss with a firecage arrow, choose a space within 15 feet of the target. The arrow ignites objects in that space that aren't being worn or carried.

Gauntlet-Sword. This specialized sword is built into a stiff gauntlet. You cannot drop or be disarmed of a gauntlet-sword. It takes an action to don or doff a gauntlet sword.

Grapeshot. Instead of a single bullet, a large number of tiny projectiles fill a canister of grapeshot ammunition. Upon firing, the projectiles fly in a line 5 foot wide and as long as the gun's normal range. You can target a number of creatures in that line equal to your proficiency bonus, making new attack rolls for each creature.

Greatbow. An enormous bow with massive draw weight, you must use Strength instead of Dexterity for attack and damage rolls with this weapon.

Holgerian War Glaive. These glaives designed by General Brandt are used in variety of fighting styles most notably the shield wall defense. If you have a Holgerian War Shield equipped and you can use this as a 1h weapon.

Holgerian War Shield. An apparatus combining a large shield and a gauntlet, and several blades. When wielded it adds +2 to your Armor Class, can be used to make a melee weapon attack that deals 1d4 piercing damage. It also has a cut out corner of the shield where a Holgerian War Glaive can sit and be wielded with 1h.

Hooksword. If you are holding a hooksword in each hand, checks from the weapon's ensnaring property are made with advantage, and the ability to link both hookswords together gives this weapon the sweeping property.

Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. A lance requires two hands to wield when you aren't mounted.

Morningstar. You can inflict status with this weapon, and when you do you inflict the effects of both status: piercing and status: bludgeoning, regardless of the damage type dealt.

Net. A Large or smaller creature hit by a net is restrained until freed. A net has no effect on creatures that are formless, or are Huge or larger. A creature can free itself or others by using its action and succeeding on a DC 10 Strength check. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, and destroys the net.

Parrying Dagger. Parrying daggers are best used as defensive options when wielded in conjunction with another weapon. When you hold a parrying dagger in one hand and another weapon in your other hand, you gain a +1 bonus to AC. This bonus cannot exceed 1, even if you have a parrying dagger in each hand.

Pavise. A pavise is a tall, oblong shield used to provide portable cover. You can use your action to plant a pavise in the ground, doffing it as part of the same action. In this state it is no longer wielded and stands on its own to act as 1/2 cover for an upright creature, or total cover for a prone one.

Shield Maiden. To wield one of these massive shields, you must have at least 15 Strength. You can use your reaction to gain three-quarters cover against harmful area-of-effects such as breath weapons or spells when targeted by such effects, unless the effect travels around corners. If you are directly between another creature of your size or smaller and the effect's origin, that creature gains half cover against the effect. You can also use the shield to make a melee attack dealing 1d6 bludgeoning damage.

Silver Bullet. This bullet deals no special damage against most creatures, but any attack with a silver bullet that hits a creature with a special vulnerability to silver, like some fiends or shapechangers, is an automatic critical hit.

Staff Sling. The shaft that adds leverage to the projectiles this sling throws can also be used for close-range combat. This weapon can make be wielded in melee combat as a quarterstaff. In addition, this weapon can be used to throw bombs to any point within its long range.

Whistling Arrow. The bulb carved from wood or antler in this arrow creates a loud whistle as it flies through the air that creatures within 300 feet of the line the arrow travels from the archer to its target can clearly hear.

Olin Armor

The Armor Table shows the cost, weight, armor class, and properties each type of armor. Class proficiencies and stealth rules remain unchanged, as do donning and doffing rules. However, armor weighs half as much while you wear it for the purposes of determining encumbrance.

Heavy Armor

Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.

Intimidating

Armors with the intimidating quality are built from materials others would consider unsavory or from lands that scare normal folks. While wearing this armor you have proficiency in intimidation checks, if you are already proficient you instead have expertise.

Light Armor

Made from supple and thin materials, Light Armor favors agile adventurers since it offers some Protection without sacrificing mobility. If you wear Light Armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class.

Medium Armor

Medium Armor offers more Protection than Light Armor, but it also impairs Movement more. If you wear Medium Armor, you add your Dexterity modifier, to a maximum of +2 (unless otherwise stated), to the base number from your armor type to determine your Armor Class.

Resistance

Certain type of armor are specially built to withstand a specific weapon. The table will indicate which damage type the armor is resistant to.

Special

Special armors have entirely unique attributes, detailed after the armor chart.

Spiky

Some armors are built with special spikes or hooks, most are just decorations but others can be used effectively in combat. Grappling a target deals 1d4 piercing damage.

ToC

Stealth

If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks.

Armor Table

Light Cost AC Strength Stealth Weight Properties
Holgerian Battle Harness 45 gp 11+Dex 10 lb.
Jackchains 25 gp 13+Dex Disad. 15 lb.
Keskan Leather Coat 25 gp 11+Dex 8 lb. Resistance (slashing)
Light Elf Gambeson 20 gp 12+Dex 10 lb. Resistance (piercing)
Medium
Duerfall Spiky Cuirass 400 gp 14+Dex (max 3) 25 lb. Spiky
Fae Hide 100 gp 12+Dex (max 2) 12 lb. Special
Fel Breastplate 200 gp 13+Dex (max 3) 20 lb. Intimidating
Himarian Plate 1,000 gp 15+Dex (max 3) Str 12 Disad. 30 lb. Resistance (necrotic)
Lamellar 200 gp 14+Dex (max 3) Disad. 25 lb. Resistance (piercing)
Heavy
Dragon Scale 50-1000 gp 15 Str 12 Disad. 40 lb. Resistance (special)
Jotunnca Hauberk 250 gp 16+Dex (max 2) Str 17 Disad. 30 lb. Resistance (bludgeoning), spiky
Hrimmen Splint 300 gp 17 Str 14 Disad. 35 lb. Resistance (slashing), special
Olinheim Aasatru Plate 1,500 gp 18 Str 14 Disad. 45 lb. Resistance (bludgeoning, piercing, slashing)

Dragon Scale. These variety of scale armors differ from whatever specie they are made out of. Thus the price differs as well as the resistance. Consult your DM for the exact price and resistance provided.

Holgerian Battle Harness. This armor is made to protect the exposed shoulders of the Holgerian warriors without sacrificing their ability move or heft weapons. A character wearing this armor can still gain the benefit of the unarmored feature.

Hrimmen Splint. This armor is specially designed with layers of fur insulation inside leather and plates. It allows the wearer to resist cold temperatures as described in chapter 5 of the Dungeon Master’s Guide.

Fae Hide. This hide armor is made from the skins of fae creatures and has an almost supernatural bond with the land. While wearing fae hide you have proficiency on stealth checks. If you are already proficient in stealth you have expertise.

Chapter 9

Games

Games of Midraholm

Midraholm is host to hundreds of games that are played by many cultures. Here is just a small example of some of the more popular games that are unique to my world.

Juggernaut

Juggernaut was once called Blodkula, a very popular blood sport in the Jotunnca arena. Later the sport was adopted by people all over the nine realms and created its own league in Olin. Rules were changed to better fit the pro leagues that were forming and a name change happened in order to in-differentiate itself from its predecessor.

Positions

Slagger. A ball handler who attempts to run the ball to the enemies shield wall and break down a shield

Womper. An offensive player that hits opposing players with a cudgel.

Gripper. The defender of the shield wall.

Terminology

Slag. The heart of the scrimmage.

Shieldwall. The “goal” knocking out all 6 shields ensures victory.

Womp. The stick used to hit other players

Croc. The “ball” a large blood stained stone with carved handles.

Killzone. The Grippers box that the slaggers cannot enter and must throw the Croc into in order to hit a shield.

Rules

  • Kick off. To start the game the Croc starts in the center of the arena. All players then roll initiative and go in turn order from there.

  • Exertion Dice. You start with your constitution modifier of d6s that can be used to
    add to an athletics check, a roll to hit, or add to your movement speed. When used to add to movement speed you multiply the roll by 5. Carrying: Players may attempt to take the Croc from another player. If the carrier unwilling then they roll a contested athletics vs. athletics roll the winner becoming the new carrier.

  • Womping. Wompers can hit any other player with their womp doing so gives that player disadvantage on athletics checks and attack rolls until the end of their next turn.

  • Scoring a kill. A Slagger who reaches the edge of the killzone may throw the Croc at the enemies shieldwall by making a strength based ranged attack roll vs a similar roll made by the Gripper which can be either strength or dexterity based. The player with the higher roll succeeds in their task.

  • Amping the crowd. While the Gripper is not defending on his turn he can attempt to amp up the crowd drawing attention to the action. To do so he must roll a Charisma Performance roll and if the number is higher then the “crowd mood” You gain a number of Exertion dice equal to your Charisma modifier. Exertion Dice earned this way can be given to your team freely at the end of your turn.

  • Crowd Mood. The crowd mood is a fluctuating number which is equal to the last "Amp the Crowd" roll and goes down by 1d6 every round.

Orvar

(Liar’s Dice) As the popularity of the Orvar’s Casinos grew so did the fame of this game. It became the main game played by all gamblers and as it was the game that won Orvar and Leif Jarnskeg a great fortune. If someone goes all in they call it “bidding the whole elephant.” After a fashion the name was changed from Liar’s Dice to Orvar.

Rules

Players flip a number of d6s equal to the amount of players in a cup. These dice are to remain secret to all except the players whom the dice belong to. In clockwise order starting with the player to the north, each play will state a number of dice that landed on a specific number (ie I have [3] fives) this number can not be said twice throughout a match. Any player may choose to call this player a liar or it will be the next players turn. If a liar is called the player must reveal his dice. If he is lying the player is removed from the game. If he is telling the truth, the player who called liar is removed from the game. It will go on in this way until there is only one player remaining.

Arkenbones

Arkenbones origins start in Ysgaard, often played in the back alleys or seedy taverns it became a widely known and played game as the dice sets used to play the game became more elegant made out of rare metals or precious stones.

Rules

Each player starts with a standard dice set; d4, d6, d8, d10, d12, d20. Players then roll a d20 to see who goes first and the game goes clockwise from there. After the turn order is determined the first player can choose any one die from his set and roll it. The next player in line does the same. The player with the highest roll regardless of the dice used wins that round. Each die type may only be rolled once per game. The player that wins the most rounds wins the game.

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Kings Watch

King’s Watch is a game very similar to Chess or Tafl. It was developed by Leif Jarnskeg to test commanders in the study of war. Later it became very popular as just a general pass time.

Rules

First a player will choose which strategy they are using. They do this by placing a hidden d6 in front of them with their strategy choice. Each strategy is strong against one and weak against another. If you choose a strategy that is strong against the enemies strategy you have advantage on the KW roll.

  • 1 > 6
  • 2 > 1
  • 3 > 5
  • 4 > 2
  • 5 > 4
  • 6 > 3

You then roll a d20 and add your Kings Watch proficiency if you have one and then your wisdom, intelligence or charisma modifier. The player with the higher roll wins the game.

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Ragnarok

About 20 years after the “War of the Evernight” this game was developed by admirers of the heroes of old. They based the game off the war and called it Ragnarok which means end of days in the old tongue. The game itself is a complex turn based card game that involves intense strategies and ardent card collection. The cards themselves are thick rectangles of parchment with magical inscriptions on them. They all have depictions of the champions they represent which can range from a simple Olinheim soldier to the rarest and most sought after card Fjern Madirson . The runic inscriptions on the cards makes them impossible to forge and in fact the collection of these cards became so fervid with the rareness of some, wars had started over the more unique cards.

ToC

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Your deck

You can buy a Ragnarok starter deck for 10g or if your class starts with a “gaming set” this can be that set. Throughout your travels be sure to stop by inns and taverns to see if anyone is selling some more unique cards. You may also bet your rare cards for other in tournaments. Your basic deck strength is (0) but each unique card will add to your deck strength as you go. Other more rare cards also have bonus effects which are resolved as the card indicates. You cannot use cards from different deck sets, though some cards have more then one set. There are 9 different decks to choose from;

  1. The Human Militia
  2. The Dwarven Army
  3. The Fae Wild Host
  4. The Greenskin Horde
  5. The Undead Swarm
  6. The Demonic Legions
  7. The Giant Corps
  8. The Draconic Array
  9. The Hymmarian Coalition

Rules

Playing the game is simple. Roll a d20 and add your Ragnarok proficiency if any along with your intelligence, wisdom or charisma modifier. Then add your deck strength and resolve any rare card modifiers. The player with the highest number wins.

Chapter 10

Spells and Damage

Homebrew Spells

Cantrips

Blightclaw

Necromancy cantrip

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous

Classes: Sorcerer, Warlock

You slash at a target with a claw of greenish-black energy at a target within range. Make a melee spell attack against the target. On a hit, the target takes 1d6 poison damage and is poisoned until the start of their next turn.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Douse

Conjuration cantrip

Casting Time: 1 action

Range: 30 feet

Components: S

Duration: Instantaneous

Classes: Shaman, Sorcerer, Wizard

You gesture, summoning a splash of saltwater to fall upon a creature or object within range. Flames are instantly quenched, and objects targeted by this spell cannot be ignited for at least one minute. If you target a creature, you can choose to have the saltwater be bone-chillingly cold. The target must make a Constitution saving throw. If they fail, they take 1d10 cold damage.

This spell’s damage increases by 1d8 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Flash Enchantment

Transmutation cantrip

Casting Time: 1 action

Range: 60 feet Components: V, S

Duration: 1 round

Classes: Shaman, Warlock, Sorcerer, Wizard

Elemental energy billows from your fingers and wrap around a weapon held by an ally of your choice. Choose acid, cold, fire, or lightning damage, the next time the ally hits with a weapon attack using that weapon they deal an additional 1d8 of the chosen type and the weapon is considered to be magical for the purpose of overcoming resistances and immunities.

This spell's damage increases when you reach higher levels. At 5th level, the attack deals an extra 1d8 damage (2d8). This damage increase by 1d8 at 11th level (3d8) and 17th level (4d8).

Stonefist

Transmutation cantrip

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous

Classes: Shaman, Sorcerer

You magically transform one of your hands into solid stone and strike your foe with it. Make a melee spell attack. On a hit, the target takes 1d12 bludgeoning damage. This spell deals double damage against objects.

This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

1st Level Spells

Arcane Ablation

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

You touch a piece of worn armor or clothing and imbue it with magic. The creature wearing this the imbued item gains 4 temporary hit points for the duration. When these temporary hit points are exhausted, at the start of the creature's next turn it will gain hit points equal to 1 hit point less than the previous amount gained from this spell (for example, from 4 to 3), until no temporary hit points would be gained and the spell ends.

At Higher Levels: The initial temporary hit points increases by 1 for each slot level above 1st.

Arcane Weapon

1st-level transmutation


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Classes: Heltech

You touch a weapon and imbue it with magic. For the duration the weapon counts as a magical weapon and any damage dealt by it is Force damage.

Bond Item

1st-level conjuration


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S
  • Duration: 8 hours
  • Classes: Heltech

You touch a item weighing no more than 100 pounds and form a link between you and it. Until the spell ends, you can recall it to your hand as a bonus action.

If another creature is holding or wearing the item when you try to recall it, they make a Charisma saving throw to retain possession of the item, and if they succeed, the spell fails. They make this save with advantage if they have had possession of the item for more than 1 minute.

Dark Pounce

1st-level conjuration

Casting Time: 1 action

Range: Self

Components: V, S

Duration: 1 round

Classes: Ranger, Warlock

he first time before the end of your next turn you make a running jump, you instead teleport to your landing location. If this jump would take you into a Large or smaller creature's space you appear in an unoccupied space in front of the creature (if there is none, the spell fails). The target must make a Strength saving throw. On a failure, the target falls prone and if you have a free hand, is grappled by you.

At Higher Levels. When you cast this spell using a 3rd level slot or higher, you can cast it with a bonus action.

Fall

1st-level transmutation


  • Classes: Heltech, Sorcerer, Wizard
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You alter gravity for yourself, causing you to reorient which way is down for you until the end of your turn. You can pick any direction to fall as if under the effect of gravity, falling up to 500 feet before the spell ends.

If you collide with something during this time, you take falling damage as normal, but you can control your fall as you could under normal conditions by holding onto objects or move along a surface according to your new orientation as normal until your turn ends and gravity returns to normal.

Hunter’s Pace

1st-level transmutation

Casting Time: 1 bonus action

Range: Self

Components: V

Duration: Concentration, up to 1 hour

Classes: Ranger

You let out a hunting cry, empowering your body with speed and tirelessness. While you maintain concentration on this spell, you gain advantage on Athletics checks to jump, climb, swim, or move. You also gain advantage on saving throws against exhaustion and on checks to mitigate the effects of difficult terrain.

At Higher Levels. When you cast this spell using a slot of 2nd level or higher, your movement speed also increases by 5 feet per slot level above 1st.

Klazomania

1st-level enchantment

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: 1 round

Classes: Skald, Warlock, Wizard

You point at a creature within range and suggest a short phrase of up to 5 words, forcing the target to make a Wisdom saving throw. On a failure, the creature is forced to use their reaction to shout the nearest approximation to the proffered phrase that exists in their native tongue.

Ocean Pulse

1st-level evocation

Casting Time: 1 action

Range: 60 feet

Components: S, M (a seashell)

Duration: Instantaneous

Classes: Shaman, Sorcerer, Wizard

You attempt to hit a creature within range with a blast of salty water, forcing them to make a Dexterity saving throw. On a failed save, the target takes 3d6 bludgeoning damage and is knocked prone. On a success, the target takes half damage and is not knocked prone. Creatures that is Large or larger is immune to the prone effect of the spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Rapport Spores

1st-level conjuration

Casting Time: 1 action

Range: Self (30-foot radius)

Components: V, S, M (a fungal spore)

Duration: 1 hour

Classes: Shaman

You conjure a 30-foot radius of spores extending from your position. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. For the duration, affected creatures can communicate telepathically with one another while they are within 60 feet of each other.

Safety Net

1st-level conjuration

Casting Time: 1 reaction

Range: Self

Components: V

Duration: Instantaneous

Classes: Shaman, Ranger

When you are forced to move in any direction and within 10 feet of solid ground, you can use your reaction call forth vines from the ground. They wrap around your body to keep you in place and remain until the started of your next turn.

Seeking Projectile

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Classes: Heltech

You touch a piece of ammunition or weapon with the thrown property imbuing it with the property of seeking its target. When an ranged attack roll is made with that weapon, the attack roll can add your spell casting modifier to the value on the dice. If that makes the value on the die a 20 or more, the attack is a critical hit as if a 20 was rolled. After making the attack roll, the spell ends.

Unburden

1st-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour
  • Classes: Heltech

A creature you touch no longer suffers the penalties to movement speed or to their Dexterity (Stealth) checks while wearing medium or heavy armor, and is no long encumbered from carry weight unless they are carrying more than twice the weight that would encumber them.

2nd Level Spells

Arm of the Wild

2nd-level transmutation

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute

Classes: Shaman, Ranger

You transform one of your arms into an extendable vine whose end sticks to any surface that it touches. The arm cannot be used to wield any objects or weapons. On every turn within the duration, including the turn that you cast the spell, you can make either of the following actions:

Grab Creature. As a bonus action, you extend your vine arm forward, attempting to pull one creature you choose within 20 feet of you. The target must succeed on a Dexterity saving throw or be pulled 10 feet directly towards you.

Grab Surface. As a bonus action, you extend your vine arm forward, pulling yourself to a hard surface such as a wall or ceiling within 20 feet of you. If this movement would cause you to be suspended off the ground, you remain so until you take an action or the concentration ends.

Corrode Metal

2nd-level transmutation

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a vial of stomach acid)

Duration: Concentration, up to 1 minute

Classes: Heltech, Shaman, Wizard

Choose a nonmagical metal object such as a stove, weapon, suit of armor, or shield that you can see within range. When you cast the spell and as a bonus action until the spell ends you cause the object to rust and corrode. The spell has different effects depending on your target.

Armor. The armor receives a -1 penalty to the AC it offers. A nonmagical armor reduced to an AC of 10 is destroyed.

Shield. The shield receives a -1 penalty to the AC it offers. A nonmagical shield that drops to a +0 bonus is destroyed.

Weapon. The weapon takes a -1 penalty to its attack and damage rolls. A nonmagical weapon that drops to -3 penalty is destroyed.

Other Object. An object takes 3 pounds of acid damage. An object that is reduced to 0 pounds is destroyed.

While an object is under the effect of the spell it is vulnerable to bludgeoning, piercing, and slashing damage.

The effect the spell has on an item is not removed after the spell ends but can be removed with mending or similar spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target an additional object for each slot level above 2nd.

Guiding Light

2nd-level evocation

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

Classes: Cleric

You release an orb of light from your palm. It travels in a line 5 feet wide 60 feet long in a direction you choose. Each creature in the line must make a Constitution saving throw. A creature takes 3d6 radiant damage on a failed save, or half as much damage on a successful one. Fiends and undead make the saving throw with disadvantage. The area is illuminated by bright light until the end of your next turn, and the area within 5 feet of the spell is illuminated by dim light.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Imbue Luck

2nd-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour
  • Classes: Heltech

You touch a weapon or worn item and imbue luck into it. If imbued on a weapon, for the duration, on an attack roll, the wielder can roll an additional d20 (they can choose to do this after they roll, but before the outcome is determined). The creature can choose which of the d20s is used for the attack roll.

If imbued into a worn item, they can roll a d20 when attacked, then choose whether the attack uses the attacker's roll or theirs.

With either use, the spell immediately ends upon rolling the extra d20.

Lightning Charged

2nd-level evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a piece of once used lightning rod)
  • Duration: 10 minutes
  • Classes: Heltech

You channel lightning energy into a creature. The energy is harmless to the creature, but escapes in dangerous bursts to other nearby creatures.

Every time that creature strikes another creature with a melee attack, a spell with a range of touch, is struck by another creature with melee attack, or ends their turn while grappling or being grappled by another creature, they deal 1d6 Lightning damage to that creature.

Once this spell has discharged 6 times (dealing up to 6d6 damage), the spell ends.

At Higher Levels: The spell can discharge damage 2 additional times (dealing 2d6 more total damage) before the spell ends for each slot level above 2nd.

Skyward Rise

2nd-level evocation

Casting Time: 1 action

Range: 15 feet

Components: V

Duration: 1 round

Classes: Shaman, Ranger

You shout, calling the winds to bind a creature within range. The target must make a Strength saving throw. If it fails, it is suspended above the ground until the end of its next turn and is restrained. As a bonus action before the end of your current turn, you can make a melee weapon attack against the creature if it is within your reach, inflicting an additional 2d6 damage if you hit. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 damage for each slot level above 2nd.

Suffer

2nd-level enchantment

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous

Classes: Skald, Cleric

You point at a creature within range and speak a terrible word, commanding them to suffer. The target must make a Charisma saving throw. If they fail, they take 4d8 psychic damage and they have disadvantage on Strength and Dexterity ability checks until the end of their next turn. If they succeed, they take half as much damage and do not have disadvantage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Thunderburst Mine

2nd-level abjuration


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (Any tiny nonmagical item, which is destroyed by the activation of the spell)
  • Duration: 8 hours
  • Classes: Heltech

You can set a magical trap by infusing explosive magic into an item. You can set this item to detonate when someone comes within 5 feet of it, or by a verbal command using your reaction (one or more mines can be detonated).

When the magic trap detonates, each creature in a 10-foot-radius sphere centered on the item must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. If a creature is in the area of effect of more than one thunderburst mine during a turn, they take half damage from any subsequent effects of the mines.

A magical mine must be set 5 feet or more from another mine, and cannot be moved once placed; any attempt to move it results in it detonating unless the Heltech that set it disarms it with an action.

Waterspout

2nd-level conjuration

Casting Time: 1 action

Range: Self (15-foot line)

Components: V, S, M (a vial of water)

Duration: Instant

Classes: Shaman, Sorcerer, Wizard

You create a forceful stream of water that rushes out in a line 15 feet long and 5 feet wide. Each creature in the line must make a Strength saving throw. On a failure, the creature takes 3d6 bludgeoning damage and is pushed up to 15 feet away from you. If the creature succeeds on its saving throw, it takes half as much damage and is not pushed.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase the bludgeoning damage by 1d6 per slot level above 2nd.

3rd Level Spells

Cyclone Blast

3rd-level evocation

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous

Classes: Shaman, Sorcerer, Wizard

You blast a creature with gale-force winds, dealing damage and knocking it down. One creature you can see within range is affected by the winds. It must make a Strength saving throw. On a failure, it takes 5d8 bludgeoning damage, is pushed up to 10 feet away from you, and is knocked prone. On a success, it takes half as much damage and is neither pushed or knocked down.

Dispel Construct

3rd-level abjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Heltech

You can attempt to purge the magic animating a construct within range, rendering it inert. The target must succeed on a Constitution saving throw, or be reduced to zero hit points. If the target has more than 100 hit points remaining, it makes this roll with advantage.

Fireburst Mine

3rd-level abjuration


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (Any tiny nonmagical item, which is destroyed by the activation of the spell)
  • Duration: 8 hours
  • Classes: Heltech

You can set a magical trap by infusing explosive magic into an item. You can set this item to detonate when someone comes within 5 feet of it, or by a verbal command using your reaction (one or more mines can be detonated).

When the magic trap detonates, each creature in a 20-foot-radius sphere centered on the item must make a Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. If a creature is in the area of effect of more than one fireburst mine during a turn, they take half damage from any subsequent effects of the mines.

A magical mine must be set 5 feet or more from another mine, and cannot be moved once placed; any attempt to move it results in it detonating unless the Heltech that set it disarms it with an action.

Grasp of the Wind

3rd-level evocation

Casting Time: 1 action

Range: Self (20 feet radius)

Components: V, M (a melee weapon)

Duration: Instantaneous

Classes: Shaman, Ranger

You call upon the wind to aid you, and let it guide your strikes. Each Large or smaller creature you choose within range and line of sight must make a Strength saving throw. On a failure, they are pushed as close to you as possible in a straight line towards you. When you cast this spell, you also take the Attack action after pushing your enemies closer. All melee attacks are made with advantage until the start of your next turn.

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

Perplex

3rd-level enchantment

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

Classes: Skald, Warlock, Wizard

Designate a creature you can see within range, which makes a Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. On a failure, the target rolls a d6 at the start of its turn, taking the amount rolled as psychic damage, and subtracting that number from attack rolls, ability checks, and Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

Pincushion

3rd-level transmutation

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Concentration, up to 10 minutes

Classes: Heltech, Skald, Ranger, Wizard

You change one object or creature of Small or larger size to magically attract physical projectiles that pass near it. If the target is a creature, you must make a melee spell attack to touch the creature. Any ranged attack that fires a physical projectile towards another creature or point within 15 feet of the affected creature or object is made with disadvantage. If the attack misses it automatically hits the affected creature or object. Any ranged weapon attack aimed at the target is made with advantage.

Serpent’s Bite

3rd-level transmutation Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute

Classes: Shaman, Ranger

Massive, venomous fangs spring from your mouth. Make a melee spell attack against a target within your reach. On a hit, the target takes 3d6 poison damage, and the target must make a Constitution saving throw. If they fail, they are poisoned until the start of your next turn. Until the spell ends, you can make the attack again on each of your turns as a bonus action. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 per slot level above 3rd.

Skewering Branch

3rd-level conjuration

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute

Classes: Shaman, Ranger

You cause a thick branch to shoot out of the ground along a line 5 feet wide and 30 feet long. Each creature in the line must succeed on a Dexterity saving throw or be pushed along the length of the branch as it grows in a direction of your choice. If the branch impacts a hard surface, such as a wall, it immediately stops and skewers all creatures that were pushed against that wall. Each creature takes 3d4 piercing damage and is restrained, skewered to the surface. If a creature can't be pushed against the wall, as other creatures are taking up the space, it is moved as close as possible to the wall.

A restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s save DC, ending the effect on a success. On a failed check, a creature takes an additional 3d4 piercing damage. When the spell ends, the conjured branch breaks and wilts away.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, both instances of damage increases by 1d4 for each slot level above 3rd.

Spray of Thorns

3rd-level conjuration

Casting Time: 1 action

Range: 20-foot cone

Components: V, S, M (a rose thorn)

Duration: 1 round

Classes: Shaman, Ranger

You shoot forth a burst of thorns from your hands which pierce through your enemy’s defenses, making them vulnerable to attacks. Each creature in a 20-foot cone must make a Dexterity saving throw. On a failed save, a creature takes 8d4 piercing damage, and until the start of your next turn they take an additional 1d4 piercing damage whenever they are hit by a weapon attack. On a successful save, a creature takes half damage and suffers no other effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial damage increases by 2d4 for each slot level above 3rd.

Warrior's Cry

3rd-level enchantment

Casting Time: 1 bonus action

Range: Self (25-foot radius)

Components: V

Duration: 1 minute

Classes: Skald, Paladin

You unleash a mighty war cry, inspiring your allies and demoralizing your enemies. Each creature of your choice within the area that can hear you adds your spellcasting ability modifier to its next attack roll or ability check. All other creatures in the area that can hear you must make a Wisdom saving throw. On a failure, they apply your spellcasting ability modifier as a penalty to their next attack roll or ability check. Once a creature has applied the bonus (or penalty) the spell ends for that creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, each affected creature applies the bonus or the penalty to the next two attack rolls or ability checks.

4th Level Spells

Awareness

4th-level divination

Casting Time: 1 action

Range: Self

Components: V, S, M (a glass eye)

Duration: Concentration, up to 1 hour

Classes: Heltech, Shaman, Ranger, Warlock, Wizard

You create an invisible magical sensor that floats just above your head and shares your space. You can see through the sensor in all directions. For the duration, no melee attack roll can have advantage against you, and you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on sight.

Avenger's Wrath

4th-level evocation

Casting Time: 1 reaction

Range: 5 feet

Components: V

Duration: Instantaneous

Classes: Paladin

Your allies suffering triggers the divine wrath inside you. In response to an ally being damaged by a creature within 5 feet of you that you can see, you can make a melee weapon attack towards the creature which attacked your ally, on a hit you deal an additional 2d10 radiant damage. If the damage made your ally unconscious the attack is made with advantage. If the damage killed your ally the attack is a critical hit.

At Higher Levels. When you cast this spell using a spell slot of 5th level, increase the radiant damage by 1d10.

Hammer of the Gods

4th-level evocation

Casting Time: 1 action

Range: 120 feet

Components: V, S, (a tiny golden hammer worth at least 25 gold)

Duration: Instantaneous

Classes: Cleric

You summon a pillar of bright golden light that burns creatures in its area with its radiance. The spell affects a cylinder that is 40 feet high and has a 15-foot radius. All creatures in the area must make a Constitution saving throw, taking 6d8 radiant damage on a failed save, or half as much on a successful one. Fiends and undead makes this saving throw with disadvantage and are stunned on a failed save. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, increase the radiant damage by 1d8 per slot level above 4th.

Repair

4th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Heltech

You touch a construct or inanimate object, causing it regain 10d6 hit points. This causes any parts or material that has broken away from the construct or object to reattach, repairing it to the condition it was in before losing those hit points.

If the construct or object damaged state is the result of age, you can instead repair to the condition it was in 10d6 years ago, if it was previously in a better condition during that time (the condition can only improve or not change).

At Higher Levels: The hit points restored increases by 2d6 (or the years restored) for each slot above 4th.

Splitting Shout

4th-level evocation

Casting Time: 1 action

Range: Self (30-foot-radius)

Components: V

Duration: Instantaneous

Classes: Skald, Sorcerer, Warlock, Wizard

You release a magically-enhanced ear-splitting cry, that deafens and damage creatures near you, and can be heard up to 1000 feet away. Each creature other than you within 30 feet of you must make a Constitution save, if a creature is within 10 feet, they make the saving throw with disadvantage. On a failure, it takes 10d6 thunder damage, and is deafened for 1 minute. On a success, it takes half the damage and is not deafened. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A non magical object that isn't being worn or carried also takes the damage if it’s in the spell's area.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the thunder damage increases by 2d6 for each slot level above 4th.

Steel Wind Strike

4th-level conjuration

Casting Time: 1 action

Range: 30 feet

Components: S, M (a melee weapon)

Duration: Instantaneous

Classes: Ranger, Wizard

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to four creatures you can see within range. As part of the casting of this spell, make a melee attack against each target with the weapon used in the casting. On each hit, the target takes additional force damage equal to 1d10 + your spellcasting ability modifier. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

Tree Strike

4th-level transmutation

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a small twig)

Duration: Concentration, up to 1 minute

Classes: Shaman, Ranger

You cause a tree to grasp at a creature within 10 feet of it with its branches, pulling and constricting that creature. The target must succeed on a Dexterity saving throw or take 6d8 bludgeoning damage, be pulled to the tree, and become restrained. At the start of each of its turns, the restrained creature takes 2d8 bludgeoning damage. A restrained creature can use an action to make a Strength or Dexterity check (the creature’s choice) against the spell’s saving throw DC. On a success, the creature is no longer restrained.

Windblade

4th-level evocation

Casting Time: 1 action

Range: Self (30-foot cone)

Components: V, S

Duration: Instantaneous

Classes: Shaman, Sorcerer, Wizard

With a sweeping gesture you unleash an invisible scythe of wind in a 30-foot cone, which cuts cleanly through trees and walls. Creatures within the area must make a Dexterity saving throw. If they fail, they take 8d8 slashing damage. On a success, a creature takes half the damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the slashing damage increases by 1d8 per slot level above 5th. 5th level

5th Level Spells

Agonizing Whip

5th-level evocation

Casting Time: 1 action

Range: 20 feet

Components: V, S

Duration: 1 minute Classes: Cleric, Sorcerer, Warlock

You manifest a whip out of pure coalesced pain that hums with the faint screams of horrors inflicted past. When you cast this spell, you make 3 melee spell attacks at targets within range. You can lash out at one target or several. On a hit, the target takes 3d8 psychic damage. If at least two of your attacks hit the same creature, the creature must make a Constitution saving throw or be incapacitated for the duration. If three hit, the creature is stunned for the same duration. At the end of each of its turns, it can make another Wisdom save. On a success, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 6th-level or higher, you make an additional attack for each slot level above 5th.

Magic Missile Barrage

5th-level evocation

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Concentration, up to 1 minute

Classes: Sorcerer, Wizard

You call forth a swarm of magical darts of glowing force, which swirl around you as they move with you. Each time a creature that you can see ends its turn within range, you can have a single dart fly forth and unerringly strike them. Additionally, as part of casting this spell and as an action on your turn you cause up to 6 darts to fly forth and strike a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target and is considered a magic missile for effects such as the shield spell. The darts all strike simultaneously and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell creates one more dart for each slot above 5th each time you use an action on your turn to cause darts to fly forth.

Midnight

5th-level evocation

Casting Time: 1 action

Range: 60 feet Components: V, S

Duration: 1 hour

A 60-foot-radius sphere of darkness spreads out from a point you choose within range. The sphere is magical darkness, which means that darkvision can't see through it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of the same level or lower, the spell that created the light is dispelled.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius increases 5 feet for each slot level above 5th.

Nemesis

5th-level divination

Casting Time: 1 minute

Range: Unlimited

Components: V, S, M (a small trinket)

Duration: 8 hours

Classes: Ranger

You declare a challenge, and describe a creature that you have damaged or has damaged you within the past year. If that creature is on the same plane of existence that creature becomes marked by your magic, and it feels a sense of impending doom that grows the closer you get to it. You become supernaturally alert towards any sign of your quarry or information that would aid your search, gaining advantage on all checks made to discern the target’s location or path of travel. The first time the target sees you, they must make a Wisdom saving throw. If they fail, they are frightened until the end of their next turn, and must attempt to flee via the safest route they are aware of during their next turn. Once the target has seen you, the spell ends.

Pride of the Wild

5th-level enchantment

*Casting Time: 1 minute

Range: 5 feet

Components: V, S, M (the claw of a cheetah)

Duration: 1 hour

Classes: Shaman, Ranger

Up to 6 creatures of your choosing within range have their movement speed doubled for the duration. This effect is removed if a target takes a hostile action towards any creature.

Shard Storm

5th-level evocation

Casting Time: 1 action

Range: 60 feet

Components: V, S, M (a shard of glass)

Duration: Concentration, up to 1 minute

Classes: Sorcerer, Warlock, Wizard

You create a whirling maelstrom of invisible blades that fills a cylinder 30 feet tall and 30 feet across. Any creature that starts its turn in the area must make a Dexterity saving throw. On a failure, the creature takes 12d4 slashing damage. On a success, it only takes half damage.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, increase the slashing damage by 2d4 for each slot level above 5th.

Survival Instincts

5th-level transmutation

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a pinch of powdered emerald worth 100 gold, which the spell consumes)

Duration: Concentration, up to 10 minutes

Classes: Shaman, Ranger

You imbue yourself and up to 6 allies within range with improved reflexes. Affected creatures gain a bonus to Dexterity saves equal to your spellcasting ability modifier, and when they are subjected to an effect that allows them to make a Dexterity save for half damage, they instead take no damage on a success. On a failure, they only take half damage.

Vorpal Weapon

5th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, Up to 1 hour
  • Classes: Heltech

You touch a weapon and imbue it with power. Until the spell ends, the weapon becomes indescribably sharp, ignoring resistance to slashing damage, and gains the Siege property, dealing double damage to inanimate objects such as structures. If weapon has a modifier of less than +3 to attack and damage rolls, its modifier becomes +3 to attack and damage rolls for the duration of the spell.

Additionally, if a critical strike of this weapon would leave a creature with less than 50 hitpoints, the target creature is decapitated, killing it.

ToC
Acid
d100 Effect
1-70 +1 Damage dice
71-80 +2 Damage dice
81-90 +2 Damage dice and acid splashes in the targets eyes. The creature has disadvantage on ability checks and attack rolls until restored.
91-97 +2 Damage dice and acid melts through the targeted creatures armor. The armor is irreparable. If the target is not wearing armor they suffer the effects of 98-99
98-99 +2 Damage dice and acid disfigures the targeted creature, leaving irreparable scares and giving a permanent -4 to Charisma..
100 +2 Damage dice and acid completely dissolves the targeted creature. The target is killed outright and leaves behind a bubbling acidic pool.
Bludgeoning
d100 Effect
1-70 +1 Damage dice
71-80 +2 Damage dice
81-90 +2 Damage dice and target creatures ribs are broken. The creature is stunned for 1d4 rounds.
91-97 +2 Damage dice and a bone of the targeted creature is broken. Roll a hit location dice. The limb is useless until healed. If torso is hit use 81-90 effects if head is hit use the effects of 100.
98-99 +2 Damage dice and a bone of the targeted creature is shattered. Roll a hit location dice. The limb is useless until restored and the limb is permanently weakened even after being restored. Arms- attacks made with that arm are made at disadvantage. Legs- suffer -10 to movement speed. Torso- suffer the effects of 81-90 and -2 to constitution. Head- suffer the effects of 100.
100 +2 Damage dice and the targets skull is crushed. The creature must make a Constitution saving throw of DC 10+1/3 of the damage dealt or die out right. On success they take the full amount of damage but live with a permanent -4 intelligence.
Cold
d100 Effect
1-70 +1 Damage dice
71-80 +2 Damage dice
81-90 +2 Damage dice and targeted creature is numbed it has disadvantage on all attack and ability rolls until it can bring it’s temperature back to normal using an action.
91-97 +2 Damage dice and the creature is frostbitten. Roll a hit location dice. The limb is useless until restored and the limb is permanently weakened even after being restored. Arms- attacks made with that arm receive disadvantage. Legs- suffer -10 to movement speed. Torso and head suffer the effects of 98-99.
98-99 +2 Damage dice and targeted creatures body goes into state of hypothermia. It is considered stunned for the duration. The creature continuously takes 2 damage dice each turn until an effort is made by another creature to warm its body. Hypothermia lasts a total of 1/4 the damage dealt in rounds.
100 +2 Damage dice and targeted creature is frozen solid in a block of ice. It must make a Constitution saving throw DC 10+1/3 damage dealt or die outright. On success the creature takes full damage and will die in 3 rounds unless the ice is shattered. If the creature escapes the ice it suffers the effects of 98-99.
Fire
d100 Effect
1-70 +1 Damage dice
71-80 +2 Damage dice
81-90 +2 Damage dice and the targeted creature is ignited. It suffers 1 damage dice every turn until an action is spent to put out the fire.
91-97 +2 Damage dice and targeted creature is vulnerable to fire attacks until restored.
98-99 +2 Damage dice and targeted creature is charred. The creature's is vulnerable to fire attacks. It also suffers -2 to it's Charisma and Constitution permanently.
100 +2 Damage dice and the target is incinerated. The creature dies outright and its corpse bursts into flames. Every creature within 10ft of it must make a dexterity saving throw DC 10+1/3 the damage dealt or take damage equal to the initial damage roll, 1/2 as much on a successful save.
Force
d100 Effect
1-70 +1 Damage dice
71-80 +2 Damage dice
81-90 +2 Damage dice and the targeted creature is hit with brutal force. It is shoved back 10ft and stunned for 1 round.
91-97 +2 Damage dice and the targeted creature is hit with a planar rift. It is temporarily shoved into a different plane of existence for a number of minutes equal to the damage dealt.
98-99 +2 Damage dice and an extremity of the creature is hit by phantom rift. Roll a hit location dice. The limb is removed from existence and is replaced by a spectral limb that cannot effect things in this reality. The limb cannot be regrown.
100 +2 Damage dice and the targeted creature is blasted into another dimension. It is removed entirely from the game. The creature cannot be resurrected.
Lightning
d100 Effect
1-70 +1 Damage dice
71-80 +2 Damage dice
81-90 +2 Damage dice and the target creature is shocked and stunned for a round.
91-97 +2 Damage dice and all metal on target creatures being is charged with lightning. For every metal object touching the creature it suffers the effects of the shocking grasp spell.
98-99 +2 Damage dice and the targeted creatures body suffers irreparable nerve damage giving it a permanent -4 to Dexterity.
100 +2 Damage dice and chain lightning erupts from the targeted creature. The creature itself is killed outright. Any creature within 5ft of the creature of origin must make a dexterity saving throw DC 10+1/3 of the damage dealt or suffer damage equal to 1/2 the initial roll, 1/4 as much on a successful save. Every new creature within 5ft of a creature being struck by chain lightning will suffer the same effect with the damage being cut in half on each jump
Necrotic
d100 Effect
1-70 +1 Damage dice
71-80 +2 Damage dice
81-90 +2 Damage dice and targeted creatures skin begins to rot. The creature suffers 1 damage dice per turn until restored.
91-97 +2 Damage dice and the player is afflicted with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust.
98-99 +2 Damage dice and an extremity of the targeted creature begins to decay. Roll a hit location dice. The extremity becomes an undead creature with its own will.
100 +2 Damage dice and the targeted creature becomes zombified. It dies outright and is instantly risen as an undead minion of the damage origin. Consult the DM for stats.
Piercing
d100 Effect
1-70 +1 Damage dice
71-80 +2 Damage dice
81-90 +2 Damage dice and targeted creature is punctured. It begins to bleed heavily and takes 1 damage dice a round until healed.
91-97 +2 Damage dice and targeted creature is skewered. It is considered restrained and the attacker may inflict its weapon damage again for each turn the targeted creature remains restrained.
98-99 +2 Damage dice and the attacker hits the bullseye. An eye of the targeted creature is struck. Roll a d4 Odd- Left, Even- Right. The eye is permanently blinded. Targeted creature receives -4 on attack rolls and -4 on sight based perception rolls.
100 +2 Damage dice and the attacker gets a headshot. The targeted creatures brain is pierced. It dies outright and its corpse cannot be turned to undead.
Poison
d100 Effect
1-70 +1 Damage dice
71-80 +2 Damage dice
81-90 +2 Damage dice and the target creature is affected by a virulent poison. It suffers 1 damage dice a turn until restored or it dies.
91-97 +2 Damage dice and targeted creatures body suffers from sepsis. It is paralyzed for 1d4 rounds and suffers the effects of 81-90.
98-99 +2 Damage dice and the targeted creature is afflicted with a disease that contaminates its body. Consult the DM for details.
100 +2 Damage dice and targeted creature succumbs to toxic shock. It must make a Constitution saving throw equal to DC 10+1/3 damage dealt or be killed outright. On a successful save the creature will die in 3 turns unless a Greater Restoration spell is cast on it. If the target lives it suffers the effects of 98-99.
ToC
Psychic
d100 Effect
1-70 +1 Damage dice
71-80 +2 Damage dice
81-90 +2 Damage dice and the targeted creature becomes hysteric. It is stunned for a turn in a fit of lunacy.
91-97 +2 Damage dice and targeted creature is frightened of the attacking creature until it can succeed on a Wisdom saving throw equal to DC 10+1/3 of the damage dealt.
98-99 +2 Damage dice and the targeted creature suffers from delusions and night terrors hindrance.
100 +2 Damage dice and the target creature's mind breaks. 1-Lobotomized, 2–Paranoid delusions, 3-Rage, 4-Raving Lunacy.
Radiant
d100 Effect
1-70 +1 Damage dice
71-80 +2 Damage dice
81-90 +2 Damage dice and the targeted creature is blinded by a bright light. It is considered blinded for a round.
91-97 +2 Damage dice and the targeted creatures skin is severely seared. Making them vulnerable to radiant damage until restored.
98-99 +2 Damage dice and targeted creature is hit with ray of burning light. The creature is permanently blinded.
100 +2 Damage dice and the attacking creatures gods intervene. The target is instantly slain in a fashion suited for that god.
Slashing
d100 Effect
1-70 +1 Damage dice
71-80 +2 Damage dice
81-90 +2 Damage dice and the targeted creatures hamstring is cut. It movement speed reduced by 1/2.
91-97 +2 Damage dice and the targeted creatures throat is slashed. It cannot speak until healed.
98-99 +2 Damage dice and the targeted creature is dismembered. Roll a hit location dice. The limb cannot be reattached or regrown except by a Greater Restoration spell.
100 +2 Damage dice the targeted creature is beheaded. It dies outright and cannot be raised as undead.
Thunder
d100 Effect
1-70 +1 Damage dice
71-80 +2 Damage dice
81-90 +2 Damage dice and the targeted creature is hit with a powerful sound wave. It is knocked back 10ft and stunned for a round.
91-97 +2 Damage dice and the targeted creature is hit with a wave of distortion. It is stunned for 1d4 rounds and is deafened until restored.
98-99 +2 Damage dice and the targeted creature is hit with a sonic boom that stuns them for 1d4 rounds and permanently deafens them.
100 +2 Damage dice and a sound wave perfectly hits the targets resonate frequency. They die outright and explode in a shower of gore.

Fin