*There are monks who have studied for years on how to open their mind and access their Ki and are able to do incredible things. And then there are the Monks who have opted to instead become deeply in touch with their life, vitality, and corporeal existence. These Monks are naturally heartier and know how to manipulate their very life force in battle.*
### Corporeal Connection
At 3rd level, when you choose to commit yourself to the Way of Mortality monastic tradition, you gain these two effects;
- You can use your Constitution instead of Dexterity for the attack and damage rolls of your unarmed strikes and for the *Unarmored Defense* feature.
- Your hit dice increase to a d10 at 6th level and a d12 at 11th level and you regain all your hit dice after a long rest.
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### Somatic Strength
At 6th level, when a Way of Mortality monk, is healthy and invigorated, they are dangerous and extremely adept in fighting.
* If your hit points are above 1/2 their maximum, then once per turn, when you hit a creature with an unarmed strike, you can spend 1 ki point to roll your hit die (this does not expend it) and add force damage equal to the damage dealt.
* If you are at half your hit points or below, you gain +2 AC.
### Unbreakable Fortitude
At 11th level, you can tap into your deep well of stamina and health to have your body attempt to overpower incoming damage.
As a bonus action, you can spend a number of Ki points up to your proficiency bonus. Roll a hit die (this does not expend it) for each Ki point spent and regain hit points equal to the total result. All points that heal above your hit point maximum become temporary hit points.
Once you use this feature, you can not do so again until you finish a long rest.
### Impossible Vitality
At 17th level,your life force exceeds that of any natural creature. Your vitality and health has risen to supernatural levels.
When you are reduced to 0 hit points but not killed 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 long Rest, the DC resets to 10.
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## Sacred Oath
At 3rd level, a Paladin gains the Sacred Oath feature. The following option is available to a Paladin, in addition to those offered in the Player's Handbook.
### Oath of Penance
*There are those who have done wrong and their moral compass is shattered. When one finally hits rock bottom and the severity of their sins are too much to bear, you might find yourself praying for the first time, asking any god to help with this unbearable weight of guilt.*
*There are gods who are willing to help, but they demand that you should that you are worthy of redemption. True forgiveness can only come from one who is willing and penance is the way you have learned to show the world that you might just be a symbol of justice and peace one day.*
#### Tenets of Penance
**Honesty.** The road of redemption must first start with admitting your sins and owning your actions.
**Amends.** If you are capable of righting a wrong that you have once committed then you must.
**Forgiveness.** You must seek forgiveness from others, but you must also learn to forgive yourself.
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#### Oath of Penance Spells
You gain oath spells at the paladin levels listed in the Oath of Penance Spells table.
| Spell Level | Spells |
|:---:|:-----------:|
|
1st | *Hellish Rebuke*, *Sleep* |
| 2nd | *Silence, Tasha's Mind Whip* |
| 3rd | *Life Transference* , *Slow* |
| 4th | *Confusion*, *Raulothim's Psychic Lance* |
| 5th | *Hallow, Synaptic Static* |
### Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
**Forced Penance**. As an action, you can present your holy symbol and force a creature within 30 ft to succeed on a Strength saving throw or be forced to their knees, they are considered prone, and their movement is reduced to 0. The creature must repeat this saving throw at the end of each of its turns, regaining their movement on a success. You must concentrate on this effect (as if you were concentrating on a spell).
**Repentant Sight.** You can use your Channel Divinity to see the true intent of the creatures you interact with. As a bonus action, you grant yourself a +10 bonus to Wisdom (Insight) checks for 1 hour.
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### Crushing Guilt
Starting at 7th level, you radiate an aura with a 10 ft radius that holds the weight of your guilt. When you or a friendly creature hit a creature within your aura with an attack of opportunity, you can choose to reduce the creature's speed to 0.
At 18th level, the range of this aura increases to 30 feet.
### Divine Martyr
At 15th level, as a reaction to taking damage, you can give yourself vulnerability to the damage. If you do so the creature who dealt the damage takes an equal amount of the total damage dealt to you as psychic damage.
Once you use this feature you can’t do so again until you finish a short or long rest.
### True Redemption
At 20th level, you have been redeemed and you are no have been blessed to show others the way. As a bonus action, you gain the following benefits for 10 minute:
* Creature's within 30 ft of you can not lie.
* When a creature of your choice within 30 ft of you takes a hostile action, they must make a Charisma saving throw against your spell save DC or lose the action without any effect.
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### Nature Calls
Beginning at 3rd level, you gain expertise in either *Nature* or
*Survival* as well as proficiency in Cartographer tools.
Additionally, during the course of a long rest you can commune with your spellcasting focus to accurately predict the natural weather patterns within 3 miles of you for the next 24 hours.
####
Explorer Spells
| Ranger Spells | Spells |
|:---:|:-----------:|
| 3rd | *Fog Cloud* |
| 5th | *Gust of Wind* |
| 9th | *Thunder Step* |
| 13th | *Storm Sphere* |
| 17th | *Cone of Cold* |
### Climate Control
At 3rd level, your knowledge of weather starts to weave with the arcane. As a bonus action, you can choose any point within 60 ft of you where you create a thunderous storm with a 30 ft radius. The storm hovers above the space and lasts for 1 minute. You can use your bonus action to move the storm 20 feet in any direction. The center of the storm must stay within 60 feet of you. or it dissipates. (Write about a room)
* Once per turn when you hit a creature that is within your storm you can imbue the strike with the storms rage dealing 1d6 cold, lightning, or thunder damage (your choice damage).
* You can use your bonus action to stir the storm causing the ground beneath it to be difficult terrain for creatures of your choice until the start of your next turn.
You can form an amount of storms equal to your Wisdom modifier and regain all uses after a long rest or if you expend a spell slot to use this feature.
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### Nimbus Nebula
At 7th level, while you are within your storm you can start to manipulate and control your storm in order to give yourself an advantage in battle;
* **Winds** - If you are the target of a ranged attack while you are within your storm you can use your reaction to impose disadvantage on the attack roll.
* **Rain** - As a reaction, when a creature within your storm makes a Constitution saving throw to maintain concentration, you can call down a heavy downpour attempting to break the creatures concentration giving it disadvantage on the saving throw.
* **Hail** - When a creature within your storm is knocked prone you can use your reaction to have the earth freeze around them. The creature is considered grappled until the end of their next turn.
### Storm Strike
At 11th level, when you take the Attack action, you can also call down a bolt of lightning as oart if the action. You choose a creature that you can see under your storm cloud, and a bolt of lightning flashes down from the cloud to that creature.
The target must make make a Dexterity saving throw against your spellcasting save DC. On a failed save the creature takes 1d12 lightning damage, and it and all creatures within 5 ft of the target can’t take reactions until the start of its next turn
### Dancing Winds
At 15th level, you and your Storm have become part of each other. While you are within your storm if a hostile creature attempts to come within 10 ft of you, your Storm protects you and the winds attempt to make it impossible to get closer.
The creature must succeed on a Strength saving throw against your spell save DC or they are unable to get through the winds and can not come within 10 ft of you. This feature does not trigger if a creature starts their turn within 10 ft of you.
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*Some spell casters have approached (or perhaps been preyed upon by) a patron of great power. These patrons radiate arcane energy and they are able to bestow their gifts on creatures of their choosing. An Eldritch Scoundrel, however, makes no pact, instead subtly stealing this power from these demi-gods.*
### Marked Patron
At 3rd level, you have a specific entity you've marked, subtly siphoning power off of them.
Choose a warlock patron available at the end of the subclass description. Each patron has a list of spells that you gain at the rogue levels noted in the table. Once you gain a spell, you can cast it without expending a spell slot. Once you cast a spell in this way, you can’t cast that spell in this way again until you finish a long rest.
#### Spellcasting Ability
You can use either Intelligence or Charisma as your spellcasting ability for your spells (chosen when you get this feature). You use your choice whenever a spell refers to your spellcasting ability. In addition, you use your chosen modifier when setting the saving throw DC for a spell you cast from this archetype and when making an attack roll with one.
**Spell save DC** = 8 + your proficiency bonus + your spellcasting modifier
**Spell attack modifier** = your proficiency bonus + your spellcasting modifier
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#### Siphoned Blast
Additionally, you learn how to channel and form the energy you have stolen from a patron to create a beam of your patrons arcane energy called a Siphoned Blast, which you can use as an action to make a ranged spell attack against a creature within 120 feet. Each patron has a different effect and damage when you hit, as seen in the Siphoned Blast Table.
You are able to use your *Sneak Attack* feature with Siphoned Blast.
### Stolen Secrets
Also 3rd level, you have gained some minor abilities thanks to the well of power you've obtained. You gain one Eldritch Invocation of your choice from the Warlock class. You must meet all of the normal prerequisites for this invocation.
### Eldritch Draining
Once you reach 9th level, your subtle methods are able to drain your marked patron of energy more often.
Once per day when you finish a short rest, you regain the ability to cast a number of spells you've expended that have a combined spell level equal to half your Rogue level (rounded down).
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### Second Mark
At 13th level, you have dared to steal from not one but two different patrons at the same time. You may choose a second patron to steal from. You can cast each of their spells once without expending a spell slot, in addition to your first patron's spells, as per the *Marked Patron* feature, and you can use their Siphoned Blast.
### Final Heist
At 17th level, you have drained a patron to the point where you have obtained a portion of their essence that you can shape as you wish.
You may choose three Eldritch Invocations. You must meet all prerequisites and cannot choose an Invocation requiring you to be higher than 9th level. You may benefit from one invocation at a time. You may replacing this invocation with another of your selections after finishing a long rest.
### Siphoned Blast
| Chosen Patron | Siphoned Blast |
|:---:|:-----------:|
| **Archfey** | Your Siphoned Blast does psychic damage equal to 1d6 + your spellcasting modifier, and the target has disadvantage on attack rolls against you until the start of their next turn.|
| **Celestial** | Your Siphoned Blast does 1d6 radiant damage, The next attack against the creature has advantage.
| **Fathomless** | Your Siphoned Blast does 1d10 cold damage + your spellcasting modifier and the target's speed is halved until the start of your next turn. |
| **Fiend**| Your Siphoned Blast does fire damage equal an 2d6 + your spellcasting modifier. |
| **Genie** | Your Siphoned Blast does 1d6 bludgeoning, cold, fire, or thunder (chosen when you get this feature) damage + your spellcasting modifier, and you have resistance to damage dealt by the target until the start of your next turn. |
| **Great Old One** | Your Siphoned Blast does psychic damage equal to 1d10 + your spellcasting modifier, and the target cannot take reactions until the start of its next turn.|
| **Hexblade** | When you take the attack action with a melee weapon, it deals force damage instead of the normal damage type and deals an additional 1d4 force damage. In addition, you can use your spellcasting ability, instead of Strength or Dexterity, for the attack and damage rolls. |
| **Undead** | Your Siphoned Blast does necrotic damage equal to 1d8 + your spellcasting modifier, If the target is missing more than half its hit points, it instead takes necrotic damage equal to 2d8 + your spellcasting modifier. |
| **Undying** | Your Siphoned Blast does necrotic damage equal to 2d4 + your spellcasting modifier. When you reduce a creature to 0 hit points with this attack, you gain temporary hit points equal to your level which last for 1 minute. |
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> ###
Getting Found Out
>
As an Eldritch Scoundrel, you are messing with some very powerful entities. Discuss with your DM how you might avoid detection from these powerful beings. Are you simply beneath their notice? Do you perform special rituals to avoid detection? Then again, some say the most subtle of plans include unknowing pawns...
## Patron Spells
#### The Archfey
| Rogue Level | Spell |
|:---:|:-----------:|
| 3rd | Faerie Fire |
| 5th | Misty Step |
| 9th | Summon Fey |
| 13th | Charm Monster |
| 17th | Dominate Person |
#### The Celestial
| Rogue Level | Spell |
|:---:|:-----------:|
| 3rd | Cure Wounds |
| 5th | Borrowed Knowledge* |
| 9th | Dispel |
| 13th | Guardian of Faith |
| 17th | Flame Strike |
#### The Fathomless
| Rogue Level | Spell |
|:---:|:-----------:|
| 3rd | Thunderwave |
| 5th | Silence |
| 9th | Lightning Bolt |
| 13th | Evard's Black Tentacles |
| 17th | Cone of Cold |
#### The Fiend
| Rogue Level | Spell |
|:---:|:-----------:|
| 3rd | Command |
| 5th | Darkness |
| 9th | Fireball |
| 13th | Wall of Fire |
| 17th | Contact Other Planes |
\pagebreakNum
#### The Genie
| Rogue Level | Spell |
|:---:|:-----------:|
| 3rd | Unseen Servant |
| 5th | Phantasmal Force |
| 9th | Fly |
| 13th | Phantasmal Killer |
| 17th | Creation |
#### The Great Old One
| Rogue Level | Spell |
|:---:|:-----------:|
| 3rd | Dissonant Whispers |
| 5th | Detect Thoughts |
| 9th | Clairvoyance |
| 13th | Summon Aberration |
| 17th | Telekinesis |
#### The Hexblade
| Rogue Level | Spell |
|:---:|:-----------:|
| 3rd | Hex |
| 5th | Shadow Blade |
| 9th | Blink |
| 13th | Shadow of Moil |
| 17th | Banishing Smite |
#### The Undead
| Rogue Level | Spell |
|:---:|:-----------:|
| 3rd | False Life|
| 5th | Spider Climb |
| 9th | Summon Undead |
| 13th | Sickening Radiance |
| 17th | Enervation |
#### The Undying
| Rogue Level | Spell |
|:---:|:-----------:|
| 3rd | Protection from Evil and Good |
| 5th | Blindness/Deafness |
| 9th | Speak with Dead |
| 13th | Death Ward |
| 17th | Contagion |
> ###
Creating a Custom Patron
> If your DM allows it, you may have your Marked Patron be an entity not on this list, such as from another homebrew. Your DM should choose one spell from 1st to 5th level, preferably from the patron's extended spell list or the warlock spell list. Then, either choose an existing Siphoned Blast from an existing patron or create an original Siphoned Blast
>
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### Chronomancy Adept
You learn additional spells when you reach certain levels in this class, as shown on the Temporal Spells table. Each spell counts as a sorcerer spell for you, but they do not count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class.
| Sorcerer Level |Spells|
|:---:|:-----------:|
| 1st | *Bane*,*Shield*|
| 3rd | *Arcane Lock, Hold Person* |
| 5th | *Haste*, *Slow* |
| 7th | *Banishment*, *Freedom of Movement* |
| 9th | *Hold Monster*, *Far Step* |
### Temporal Teleportation
___
Starting at 1st level, you can manipulate the flow of time as you weave your spells, allowing you to blink back to somewhere you've recently been. Whenever you cast a spell of 1st level or higher you can teleport to an unoccupied space that you have occupied since the start of your turn.
You may use this feature three times and you regain all uses after a short or long rest.
### Arcane Echo
Also at 6th level, you are able to cause an echo in time which causes a moment to be redone. As an action you may imbue someone with the ability to create an echo. On their next turn the imbued creature may take two actions.
You can use this a number of times equal to your proficiency bonus and regain all uses after a long rest.
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### Parallel Lives
At 14th level you, can feel the passage of time pass you by and you are able to actually alter a series of events that unfold before you. You may dig deep into your connection with the great temporal tides and reverse time.
After any kind of roll is made and you learn the result as a reaction you can use your temporal magic to go back 6 seconds in time. Any attack rolls, ability checks, or saving throws rolled on the turn your used your reaction are rerolled, potentially causing different outcomes. Others are unaware and unchanged from the event, and only you are aware of what happened in the other timeline.
Once you use this feature you can not do so again until you have completed a long rest or if you spend 5 sorcery points.
### Chrono Conduit
At 18th level, when you roll initiative you can cast the *Mirror Image* spell (no action required). Your duplicates AC is 12 + your Charisma modifier.
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*Legends says there are certain creatures of myth scattered through the planes that if found, caught, or bartered with can bring you luck and good fortune for the rest of your life. They are notoriously hard to find and even harder to engage with. But through some miracle one of these such creatures has chosen to become your patron and now the world seems to bend and twist in your favor.*
### Proficiencies
You gain proficiency in every *Game Set*. Additionally when you roll a check with a *Game Set* your proficiency is doubled.
### Expanded Spell List
The Bountiful Beast 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.
#### Bountiful Beast Expanded Spells
| Spell Level | Spells |
|:---:|:-----------:|
| 1st | *Heroism*, *Silvery Barbs* |
| 2nd | *Aid, Enhance Ability* |
| 3rd | *Fast Friends, Beacon of Hope* |
| 4th | *Aura of Purity, Freedom of Movement* |
| 5th | *Dawn, Skill Empowerment* |
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### Fortunes Fountain
At 1st level, you gain ability to tap into a wondrous Fountain of Fortune that flows through you and fills your very being. Your Fountain can hold a number of Fortune Points equal to your proficiency bonus and you regain all points after a short or long rest. These points can be used to tip the scales in your favor and help good things happen around you.
Whenever you roll for an ability check, attack roll, or saving throw you can use your reaction in order to expend Fortune Points to boost your luck and possibly change your fate. You choose this after you roll the die but before you know the result of the roll and you can expend as many points as you wish per reaction. Each point expended gives you 1d4 to the roll. When you take the Help action, you may also expend Fortune Points to add to the result of the roll.
### Turn the Tides
At 6th level, if you roll with disadvantage and fail an ability check or saving throw you gain temporary hit points equal to your Warlock level + Charisma modifier. If you succeed on the roll the amount of temporary hit points you gain is doubled.
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### Favored Fighter
At 10th level, you can ask for help from your patron in battle. Their help makes you more difficult to hit as you find that things just work out for you on the battlefield and you seem to just barely avoid oncoming attacks.
As a reaction when you are attacked you can spend Fortune Points to increase your AC. Roll 1d4 for each fortune point spent and your armor increases by the result until the end of your next turn, including against the triggering attack, until the end of your next turn. If a creature misses an attack roll against you while this feature is active the next attack roll you make against the attacking creature before the end of your next turn has advantage.
### Pay it Forward
Once you reach 14th level, when you roll with advantage and succeed on the roll you can choose a creature within 60 ft of you. The next roll the chosen creature makes has advantage. If the chosen creature succeeds on that roll then you may choose another creature within 60 ft of you and they gain advantage on their next roll and so on and so forth. A creature can only benefit from this feature once per use and this feature may continue until there is a failed roll or there are no viable creatures to be chosen.
Once you use this feature you can not do so again until you finish a short or long rest.
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##
##
### Studious Hexing
Beginning when you select this school at 2nd level, you can copy Warlock spells from Warlock spell scrolls into your spell books.
### Unbearable Odds
Also at 2nd level, when a creature within 30 ft of you makes an attack roll, skill check, or saving throw, after you know the result you can use your reaction to reduce the number that is rolled by your Intelligence modifier.
You can use this a number of times equal to your proficiency bonus and regain all uses after a long rest.
### Continued Malice
At 6th level, you have uncovered ways to hinder and afflict your foes in terrible ways.
As an action you may choose a number of creatures equal to your proficiency bonus within 30 ft of you and force them to make an Charisma saving throw against your spell save DC. On a failure, The creatures are either be blinded, deafened, frightened, or poisoned. You must select one afflicted condition that applies to all who failed their save until the end of your next turn.
You can use this feature two times and regain all uses after a long rest.
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### Dreadful Infection
At 10th level, you have studied ways from ancient tomes that allow your spells to hex creature's minds and twist their reality with your arcane spells.
When you cast a spell that forces a single creature to make a saving throw you may replace the ability score used for the saving throw and make it a Charisma saving throw instead.
You can use this feature an amount of times equal to your proficiency modifier and regain all uses after a long rest.
### Adaptive Misfortune
At 14th level, as an action, you can create an aura of debilitating magic with a 60 ft radius that remains centered on you. Any creature of your choice within that aura has disadvantage on their first attack roll or ability check on each of their turns. The effect lasts for 1 minute or until you dispel it as a free action.
Once you use this feature can not do so again until you finish a long rest.
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# Art Credits