Spring Equinox Collection

by Stuffies12

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Spring Equinox Collection

Artificer: Botanist

The Botanist grows and cultivates various plants for a variety of purposes. These artificers often find themselves in the company of druids and rangers as they study various flora from different environments. A Botanist can also be found in various settlements. A small village occasionally seeks out such an artificer to help strengthen their crops, while large forward-thinking cities seek this specialist when planning green architecture.

Tools of the Trade

3rd-level Botanist feature


You gain proficiency in the Nature skill. You also gain proficiency with the herbalism kit, and you can use it as a spellcasting focus for your spells. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Botanist Spells

3rd-level Botanist feature


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

Botanist Spells
Artificer Level Spell
3rd entangle, goodberry
5th healing spirit, spike growth
9th plant growth, speak with plants
13th control water, elemental bane
17th commune with nature, tree stride

Magic Saplings

3rd-level Botanist feature


You carry with you magically infused seeds that you can grow in a pinch. You gain a number of magical seeds equal to your proficiency bonus. As an action, you can throw one of these seeds onto an unoccupied space within 15 feet of you to grow a sapling, which is considered a Small Plant creature. You regain spent seeds at the end of a long rest. If you have no seeds remaining, you can use an action to expend a spell slot and regain one seed.

Each sapling has an AC of 10 + your Intelligence modifier, a number of hit points equal to twice your artificer level, and is immune to all conditions. If the sapling is forced to make an ability check, treat all its ability scores as 10 (+0). If it’s forced to make a saving throw, it gains a bonus to the roll equal to your Intelligence modifier (minimum of +1). The sapling disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss a sapling early as an action.

When you grow a sapling, you choose the type of flora it is, choosing from the Flora Genus table. On each of your turns, you can take a bonus action to command the sapling if you are within 60 feet of it.

As part of the same bonus action, you can direct the sapling to walk up to 15 feet to an unoccupied space. If you have more than one sapling, you can command any or all of them as part of the same bonus action. A creature within range of more than one sapling of the same type is only affected by it once.

Flora Genus
Sapling
Ability
Entangling Vine
Choose a creature within 5 feet of the plant and make a melee spell attack. On a hit, the creature takes 1d8 slashing damage and you can make it succeed on a Strength saving throw against your spell save DC or have it be grappled. While grappled, the creature is restrained and takes 1d8 slashing damage at the start of each of its turns. The plant is also unable to attack. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Venomous Stalk
You make the plant spray corrosive droplets. Each creature of your choice within 15 feet of this plant must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 2d4 acid damage immediately and 1d4 acid damage at the end of its next turn. On a successful save, the creature takes half of the initial damage and no damage at the end of its next turn.
Soothing Vera
You grow a stout plant with healing properties. Each creature of your choice within 10 feet of the plant regains 1d4 hit points.
Created by Stuffies12

Green Thumb

5th-level Botanist feature


You are a natural at raising your plants. When you use your Magic Saplings feature, you can now use an action to throw up to two seeds within range.

In addition, whenever you cast a spell using your herbalism kit that has a range of self or touch, you can have the target of the spell regain 1d4 hit points.

Growth Spurt

9th-level Botanist feature


You have become more adept in cultivating your plants, making them stronger and gaining the following benefits:

  • Your saplings can roll an additional die when dealing damage or restoring hit points.
  • While holding a herbalism kit, you can use an action to touch one of your saplings and make it undergo sudden growth. The sapling’s size becomes Large, the range of its effect is doubled, and its hit point maximum and current hit points increase by an amount equal to your artificer level.

As an action, you can also draw from your plants’ vitality to bolster your own. You choose any number of your plants within 60 feet of you and reduce any number of hit points from them. You then regain the same amount of hit points.

Botanical Garden

15th-level Botanist feature


Your plants become sprawling and lush, gaining the following benefits:

  • Your saplings gain a +1 bonus to AC and saving throws. You can also have up to two saplings enlarged with your Growth Spurt feature.
  • If you begin combat with no uses of your Magic Saplings, you regain one use.
  • When you use your Green Thumb to cast a spell with a range of self or touch, the target of the spell can now regain hit points equal to 1d4 + your Intelligence modifier.
  • You can cast wall of thorns without expending a spell slot, without preparing the spell, and without material components, provided you use a herbalism kit as the spellcasting focus. When you cast the spell in this way, you can make the saplings from your Magical Saplings feature immune to the spell's effects. Once you cast the spell in this way, you can't do so again until you finish a long rest.
Created by Stuffies12

Barbarian: Path of the Moon

The moon holds many a spot in tales of the supernatural and other fringe folklore. It often signifies the continuous march of time as its phases wax and wane, signalling the changing of seasons and the cycle of birth and death.

Barbarians that follow this path often do so unwillingly. Some barbarians of this path may previously be hermits, living in total isolation with only the moon as company. Others are unlucky to be born under the ill omen of a full moon. You can choose the origin of your moon-related madness or determine it by rolling on the Moon Affliction table.

Moon Affliction
d6
Reason
1 My birth was the result of a ritualistic sacrifice that was conducted under a full moon.
2 I was accosted by werewolves during my travels. I managed to escape, but not before one of them inflicted me with its terrible curse.
3 I was alone during the occurrence of a blood moon and have never been the same since.
4 I fell in love with the moon. I can hear it whispering to me through its changing phases.
5 I was tricked by a fey of the Gloaming Court and was forced to wander the Feywild for years.
6 My entire village was wiped out by raiders under a full moon. Now, whenever the moon appears, my memories are triggered.

Eyes of Night

3rd-level Path of the Moon feature


Your senses are adapted to the dull shine of the moon. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.

Cresent Glow

3rd-level Path of the Moon feature


The moon’s eerie light fuels you with supernatural vitality. When you first enter your rage, you gain a number of temporary points equal to your Constitution modifier plus Rage Damage bonus. At the start of each of your subsequent turns while you are raging, you regain these temporary hit points. These temporary hit points disappear when you are no longer raging.

Full Phase

6th-level Path of the Moon feature


Your mind is one with the moon. You gain resistance to psychic damage and have advantage on saving throws to avoid or end the frightened condition on yourself. While you’re raging, you instead gain immunity to psychic damage and are immune to being frightened. If you are frightened when you enter your rage, the effect is suspended for the duration of the rage.

Lunar Madness

10th-level Path of the Moon feature


You inflict others with your insanity. As a bonus action, you can choose one creature you can see within 30 feet of you. If the creature can see or hear you, it must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier), with disadvantage if you are raging. On a failed save, the creature must use its reaction to make one weapon attack against a random target it can see (excluding yourself). If the affected creature hits the target, the creature takes psychic damage equal to the damage dealt to the target.

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.

Blood Moon

14th-level Path of the Moon feature


You allow the moon to draw out your killer instinct. If you have advantage on a melee weapon attack roll while raging, you can reroll one of the dice once.

In addition, you can roll an additional damage die when determining the extra damage for a critical hit with a melee weapon attack. You can deal this extra damage a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Created by Stuffies12

Bard: College of the Hearth

Stories aren’t just used to spread grand messages or sway the popular masses. Stories can also offer respite after arduous days; to be able to sit around a warm fire and retell such tales, to have comrades commiserate or laugh aloud, can provide a hearty relief.

Bards of the College of the Hearth understand the catharsis such acts can bring, as well as its importance in fostering bonds and making sure everyone feels included. Being able to relax and unwind watching their performances are what bards of this college place the most importance on.

Campfire Keeper

3rd-level College of the Hearth feature


A campfire is the perfect tool to set the mood for stories. You learn the create bonfire cantrip, which counts as a bard cantrip for you, but doesn’t count against the number of cantrips you know. When you cast this cantrip, you can modify it so that it lasts for 1 hour without requiring concentration. When you do so, each creature of your choice within 5 feet of the bonfire (including yourself) can use an action to spend one Hit Die to regain its hit points, which it can do once before the end of its next long rest.

When you cast create bonfire using this feature, the cantrip ends early if you cast it again or you dismiss it (no action required). You regain the ability to cast in this way when you finish a long rest.

Protection of Flames

3rd-level College of the Hearth feature


A hearth is meant to invoke calm and comfort; their flames must never be used to harm. You gain resistance to fire damage. Additionally, when a creature holds one of your Bardic Inspiration dice, it also gains resistance to fire damage.

Cozy Inspiration

6th-level College of the Hearth feature


Your performances have a warm, lasting impression. When you give a creature one of your Bardic Inspiration dice, you can make it so that the creature can use the die once within the next 1 hour. When you do so, you regain that use of Bardic Inspiration when you finish a long rest.

Tales of Camaraderie

14th-level College of the Hearth feature


Your stories are able to bring people together and strengthen their bonds. When a creature rolls one of your Bardic Inspiration dice, it can use its reaction to choose any number of creatures within 10 feet of it. A chosen creature can add the number rolled on the Bardic Inspiration die to one ability check, attack roll, or saving throw it makes before the end of the chooser's next turn.

Created by Stuffies12

Cleric: Darkness Domain

The darkness is usually seen by most as something to avoid, a formless entity that contains an unknowable amount of dangers. However, the darkness can also be a respite. Its emptiness protects those that must hide from hostile forces; its silence a tranquil reminder of the completion of a hard day’s work.

Clerics of this domain understand the two sides of darkness, and use its powers accordingly to protect those under its void or to unleash the horrors it can bring. Examples of deities in this domain can be seen in the Darkness Deities table.

Darkness Deities
Example Deity Pantheon
  Nott Norse
  Nyx Greek
  Sehanine Moonbow Elven
  Shar Forgotten Realms

Domain Spells

1st-level Darkness Domain feature


You gain domain spells at the cleric levels listed in the Darkness Domain Spells table. See the Divine Domain class feature for how domain spells work.

Darkness Domain Spells
Cleric Level Spell
1st sleep, cause fear
3rd moonbeam, silence
5th catnap, fear
7th phantasmal killer, shadow of moil
9th dream, mislead

Bonus Proficiency

1st-level Darkness Domain feature


You gain proficiency with martial weapons.

Divine Night

1st-level Darkness Domain feature


The powers of your deity allow you to navigate through the empty night. You gain darkvision out to a range of 120 feet.

In addition, when you reach 3rd level in this class, you learn the darkness spell, which counts as a cleric spell for you, but doesn’t count against the number of spells you can prepare each day. You can cast this spell using spell slots, as normal, or by expending one use of your Channel Divinity. If you cast it using Channel Divinity, you can see through the darkness created by the spell.

Created by Stuffies12

Night Veil

1st-level Darkness Domain feature


You can drape the surrounding darkness around you. You gain proficiency in the Stealth skill.

In addition, while you’re in dim light or darkness, you can use an action to turn invisible while you’re in that area of dim light or darkness (as if you were concentrating on a spell). Once you use this action, you can't use it again until you finish a long rest.

Channel Divinity: Black Blot

2nd-level Darkness Domain feature


You use your Channel Divinity to alter a person so that they absorb all light. As an action, you can choose a willing creature within 30 feet of you. The target’s physical features, as well as everything it is wearing and carrying, becomes completely covered in darkness. When in dim light or darkness, the target becomes invisible. In bright light, the target’s silhouette can still be observed, although the darkness hides its physical appearance and any equipment it is wearing or carrying. When it speaks, its voice comes out soft and muffled to anyone listening to it. Another creature that can see in magical darkness or that has truesight can observe the darkened creature normally.

When you use this feature, you and a number of creatures of your choice up to your Wisdom modifier (minimum of one extra creature) can see and hear the target properly. The effect lasts for 1 hour or until you or the target dismiss it as an action.

Frozen Dread

6th-level Darkness Domain feature


You are able to prey on a creature’s primal fear of the unknown. As a bonus action, you can choose a creature you can see within 30 feet of you that is frightened of you, and inflict one of the following effects on it.

  • Attack rolls against the creature have advantage.
  • The creature’s speed becomes 0.
  • The creature becomes incapacitated.

The chosen effect ends early if the creature is no longer frightened of you. 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.

Divine Strike

8th-level Darkness Domain feature


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

Void Being

17th-level Darkness Domain feature


You become one with the dark. You gain immunity to radiant damage. You can also see in magical darkness out to a range of 120 feet. Additionally, when a creature in dim light or darkness makes a saving throw against your spells, it does so with disadvantage.

Created by Stuffies12

Druid: Circle of Renewal

Druids of the Circle of Renewal are charged with ensuring the proper cycle of life starts over after stagnation. The coming spring from winter, the awakening of animals from hibernation, or the unfolding of petals from a once dormant flower; the return and flourishing of new life is a critical part of the natural order.

Circle Spells

2nd-level Circle of Renewal feature


Your commitment to seeing the cycle of life start anew grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Renewal Spells table.

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

Circle of Renewal Spells
Druid Level Spell
2nd bless, cure wounds
3rd gust of wind, lesser restoration
5th aura of vitality, plant growth
7th aura of life, find greater steed
9th greater restoration, mass cure wounds

Verdant Land

2nd-level Circle of Renewal feature


As an action, you can increase the vitality of life in a small area. You choose a 10-foot square area you can see within 60 feet of you. This area must be a patch of land, part of a lake or ocean, or some other natural terrain, otherwise the action fails.

Whenever a creature of your choice starts its turn in the area, it regains 1d4 hit points. Additionally, when the creature hits a target with an attack, it can deal an extra 1d4 damage of the attack’s type; the creature can do so only once on each of its turns. As a bonus action, you can move this area up to 30 feet within range.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a use of Wild Shape to use this feature again. When you use your Wild Shape in this way, you regain its use at the end of a long rest.

Resilient Life

6th-level Circle of Renewal feature


Around you, life always finds a way to press on. When creatures of your choice within 10 feet of you are reduced to 0 hit points and not killed outright, they automatically become stable as long as you aren’t incapacitated.

Flourishing Verdancy

10th-level Circle of Renewal feature


Your allies feel more empowered when inside your Verdant Land. Creatures of your choice now have advantage on Constitution saving throws while inside the area, and the dice from your Verdant Land feature becomes a 1d6.

In addition, the range of your Verdant Land is now 120 feet and its area now encompasses a 20-foot square.

Land's Protection

14th-level Circle of Renewal feature


You call upon vibrant flora to shield others. When a creature inside your Verdant Land is damaged by an attack or harmful spell, you can use your reaction to half the damage taken.

In addition, you can use a bonus action to teleport yourself or a willing creature within 5 feet of you to an unoccupied space you can see within your Verdant Land’s area. You can do so only once per use of your Verdant Land feature.

Created by Stuffies12

Fighter: Outlander

The Outlander is a fighter of the wilds, having spent the majority of their life living in it. Sharing the space with other strong bestial predators, they fight brutishly, often bordering on feral. Outside of fights, an Outlander shows adept knowledge in the natural world and how to live off the land.

Wild Knowledge

3rd-level Outlander feature


You possess innate knowledge of the wilderness. You gain proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, Survival. When you reach 10th level in this class, you can choose to gain proficiency in another skill of your choice from the list above.

Savage Power

3rd-level Outlander feature


You display feats of savage strength from brawling with bestial predators. These feats are represented by your Savagery dice, which are each d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel your supernatural feats of strength, which are detailed below.

Some of your powers expend the Savagery die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Savagery dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Savagery die, but you can't do so again until you finish a short or long rest.

When you reach certain levels in this class, the size of your Savagery dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12).

The powers below use your Savagery dice.

Calloused Body. Your body is rugged from weathering harsh conditions. When you are forced to make a saving throw against a spell or harmful effect that deals damage, you can use your reaction to expend and roll one Savagery die, adding the number rolled to your saving throw. Whether you succeed or fail, you also reduce the damage taken by an amount equal to the number rolled.

Darting Punch. You’re able to follow up with quick fists. As a bonus action, you can expend one Savagery die and make an unarmed strike against a target within your reach. If you hit, you add the Savagery die to the attack’s damage roll.

Ground Slam. You’re able to violently pin down your opponent. As an action, you can expend one Savagery die and make a grapple check against a creature within your reach. If you succeed, you roll a Savagery die and the target takes bludgeoning damage equal to the number rolled. While grappled in this way, the target is also restrained until the grapple ends.

Created by Stuffies12

Bushwalker

7th-level Outlander feature


You have picked up ways to survive out in the wilderness, gaining new ways to use your savage instincts.

Natural Foraging. You are able to live off the land. When you are in a natural environment, you can use an action to cast goodberry. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Savagery die to take it again.

Call of the Pack. Your primal strength can rouse others. As an action, you can expend a Savagery die and choose a number of creatures within 60 feet of you that can hear you, including yourself, up to your proficiency bonus. You roll the die, and each creature gains a number of temporary hit points equal to the number rolled. These temporary hit points last until the creature finishes a short or long rest.

Athlete's Arm

10th-level Outlander feature


Your strength not only allows you to deal deadly blows, but also throw tremendous distances. You gain new powers that use your Savagery dice.

Herculean Throw. You throw with monumental force. As an action, you can expend one Savagery die and force a creature that is grappled by you to succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier), with advantage if it is at least one size category larger than you, or be thrown a number of feet equal to twice your Strength score and fall prone. For every 10 feet it travels, you roll a Savagery die, and the creature takes bludgeoning damage equal to the number rolled. If the thrown creature hits another creature or object, it also takes damage equal to one Savagery die. You must have two free hands to use this action.

Forceful Toss. You catapult projectiles over vast distances. When you make a ranged attack with a melee weapon that has the thrown property, you can expend a Savagery die to quadruple the weapon’s normal and long range. If you hit, you add the Savagery die to the attack’s damage roll, and you can push the target 5 feet away from you. This attack ignores half and three-quarters cover.

Towering Figure

15th-level Outlander feature


Your become an imposing, physical bulwark. You count as one size larger when determining your carrying weight, the weight you can push, drag, or lift, and the creatures you can grapple and that can grapple you.

Apex Predator

18th-level Outlander feature


In the wild, you are the clear alpha. You can cast the dominate monster spell, and your spellcasting ability for the spell is Strength. Whenever the target has to make a saving throw against the spell, you can expend and roll one Savagery die, subtracting the rolled number from the target’s saving throw. Additionally, on each of your turns while you concentrate on the spell, including the turn when you cast it, you can make one attack with a weapon as a bonus action.

Once you cast the spell with this feature, you can't do so again until you finish a short or long rest, unless you expend a Savagery die to cast it again.

Created by Stuffies12

Monk: Way of the Flower Petal

Monks that follow the Way of the Flower Petal seek to understand and draw inspiration from nature. Like a flower petal, they uphold themselves with eye-catching grace and beauty, and their techniques emulate the free flowing movements of a petal in the wind.

Airy Persona

3rd-level Way of the Flower Petal feature


You carry yourself with the calmness of a spring breeze. You gain proficiency in one of the following skills of your choice: Acrobatics, Performance, Persuasion.

Gale Winds

3rd-level Way of the Flower Petal feature


You strike at your opponents with speed. You can use your Flurry of Blows without spending a ki point. Once you do, you must finish a short or long rest before you can do so again.

In addition, you gain the following benefits when you hit with an unarmed strike or monk weapon:

  • You deal bonus damage equal to the number of ki points you have remaining, which you can do once on each of your turns.
  • You can force the target to succeed on a Strength saving throw against your ki save DC or move it 5 feet toward or away from you in a straight line (your choice).

Winds Grace The Flower

6th-level Way of the Flower Petal feature


You move like a flower petal in the wind, able to shift your direction at a moment’s notice. You can use your Patient Defense and Step of the Wind without expending a ki point, which you can do a total number of times equal to your proficiency bonus. You regain spent uses at the end of your next long rest.

Nimble Evasion

11th-level Way of the Flower Petal feature


Your body is limber enough to avoid even the most taxing of physical harm. When you make a Strength or Constitution saving throw to take only half damage on a successful save, you can spend 3 ki points to make it so you take no damage if you succeed on the saving throw, and only half damage if you fail. You must choose to do this before making the saving throw.

Untethered Motion

17th-level Way of the Flower Petal feature


You are unbounded from the earth. You can spend 4 ki points to cast the freedom of movement spell on yourself. You also can’t fall prone unless you choose to, and getting up from prone only takes 5 feet of movement, rather than half your speed.

In addition, you can make three attacks when you use your Extra Attack.

Created by Stuffies12

Paladin: Oath of Light

The paladins of the Oath of Light seek to remove deceptions and root out evil forces that work in the shadows. These paladins act as beacons to help guide the lost and disenfranchised who would otherwise have nowhere else to turnt to. Paladins who swear this oath ensure that nothing stays hidden so that everyone can be accountable for their own actions, and that justice can be dealt accordingly.

Tenets of Light

A paladin who assumes the Oath of Light seeks to illuminate darkness, wherever it may be.

Illuminate the Dark. What is hidden cannot remain so, and what lurks in the shadows must be revealed.

Guide the Lost. You must become a beacon that ensures others don’t stray from the path of good.

Reveal Deceptions. The light reveals the true face of all things. Never let falsehoods win.

Oath Spells

3rd-level Oath of Light feature


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

Oath of Light Spells
Paladin Level Spell
3rd faerie fire, searing smite
5th darkvision, flaming sphere
9th blinding smite, daylight
13th death ward, fire shield
17th dawn, wall of light

Channel Divinity

3rd-level Oath of Light feature


You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Bestow Smite. You can use a bonus action to touch a melee weapon and bless it with your holy light. Whenever a creature makes a melee attack and hits a target with the weapon, it can deal an extra 1d8 radiant damage to the target. The weapon is able to deal this extra damage a number of times equal to your Charisma modifier (minimum of once). When you finish a short or long rest, the weapon loses any unused smites.

Marked Radiance. No one is able to escape from your divine light. As an action, you can present your holy symbol and force a creature you can see within 30 feet of you to make a Charisma saving throw against your spell save DC. Undead and Fiend creatures have disadvantage on this saving throw. On a failed save, the target no longer has resistance or immunity to radiant damage, and is now vulnerable to radiant damage for 1 minute.

Aura of Revealing

7th-level Oath of Light feature


You can see even if there is no light to aid you. You gain blindsight out to a range of 10 feet. If you aren’t incapacitated, your allies within 5 feet of you also gain blindsight out to a range of 5 feet.

When you reach 18th level in this class, creatures within 10 feet of you gain blindsight out to a range of 10 feet.

Blinding Rebuke

15th-level Oath of Light feature


Your light deters others from trying to strike you. Whenever a hostile creature hits you with an attack, that creature takes radiant damage equal to your Charisma modifier (minimum of one damage) if you're not incapacitated.

In addition, you can use your reaction to make the attacker succeed on a Constitution saving throw against your spell save DC or have it be blinded until the start of your next turn. You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Radiant Warrior

20th-level Oath of Light feature


You bathe yourself in holy light. As a bonus action, you gain the following benefits for 1 minute:

  • You gain truesight with a range of 120 feet, and any illusion within 60 feet of you is instantly dispelled.
  • Each creature of your choice within 30 feet of you deals an extra 1d4 radiant damage when it hits with a weapon attack.
  • Creatures of your choice have disadvantage on saving throws against your spells that deal radiant damage.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Created by Stuffies12

Ranger: Equinox

The Equinox is a ranger that is in tune with the changing of the seasons. This innate sense for keeping track of these seasonal shifts allows them to be more adaptable and aware of their surroundings. Such rangers are extremely versatile in that they can shift their hunting techniques to suit the time of day or the current season.

Seasonal Precipice

3rd-level Equinox feature


As a ranger that keeps track of the seasons, you are able to adapt to them accordingly. Whenever you finish a long rest, you must choose either the Vernal or Autumnal version of each feature in this subclass to adopt.

Equinox Magic

3rd-level Equinox feature


You learn an additional spell when you reach certain levels in this class, as shown in the Equinox Spells table. You can choose from the Vernal or Autumnal list, and can change this list at the end of a long rest. When you change your spell list, you learn the spells from the new list and forget the spells from the previous list.

Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Equinox Spells
Ranger Level
Vernal Spell
Autumnal Spell
3rd bless sleep
5th flame blade moonbeam
9th create food and water catnap
13th aura of life death ward
17th dawn control winds

Rise and Set

3rd-level Equinox feature


You observe whether the days hold more or less sunlight as part of your combat preparations.


  • Vernal. Once per turn, when you hit a target with an attack, you can add your Wisdom modifier to the attack’s damage roll (minimum of one damage). You also ignore disadvantage when making an attack roll against a creature in bright light, unless it is hidden from you.
  • Autumnal. When you attack a creature that is in dim light or darkness, you can use a bonus action to make the attack roll with advantage instead of disadvantage. If the attack hits, the target takes an extra 1d6 damage of the weapon’s type. At 11th level in this class, this becomes a 1d8.

Shifting Seasons

7th-level Equinox feature


You adapt to the minute changes each day brings. As an action, you can expend a spell slot of any level and spend 1 minute in silent meditation (as if you were concentrating on a spell). At the end of the duration, you choose one of your features from this subclass and change it to its other version. If you choose your Equinox Magic feature and have an ongoing effect from a spell in the Equinox Spells table,
it lasts for the remainder of the duration (as normal) or
until dispelled.

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

Equitorial Senses

7th-level Equinox feature


Your ability to trace and locate the sun’s path and positioning in the sky gives you superior tracking abilities.

Created by Stuffies12

  • Vernal. You gain advantage on ability checks that use Wisdom, as well as with Intelligence (Investigation) checks. In addition, you can add your Wisdom modifier whenever you make a Constitution saving throw (minimum of +1).
  • Autumnal. You gain advantage on Wisdom saving throws, and you can’t be surprised. You also gain the ability to see in normal and magical darkness out to a range of 60 feet.

Daybreak and Twilight

11th-level Equinox feature


Imitating the start and end of a full day, your combat prowess changes to reflect the time of day.


  • Vernal. While you are in bright light, you can use a bonus action to give yourself advantage on your next attack roll. If the attack hits, you deal bonus damage to the target equal to one roll of the attack’s damage dice and it must succeed on a Constitution saving throw against your spell save DC or become blinded until the start of your next turn. If the attack misses, you can choose one creature you can see within 30 feet of you and give it advantage on its next attack roll before the end of its next turn.
  • Autumnal. When you hit a creature with an attack, you can force it to succeed on a Wisdom saving throw against your spell save DC (with disadvantage if you are in darkness) or have it be frightened of you until the start of your next turn. While frightened in this way, the target takes an additional 1d4 psychic damage whenever it is damaged by an attack or spell. You can force a creature to make this saving throw only once on each of your turns.

Spring and Autumn

15th-level Equinox feature


You draw further power from the changing of the seasons to protect yourself and others.


  • Vernal. When you cast a spell that targets only yourself or an object you are wearing or carrying, you can also have one willing creature you can see within 30 feet of you, or an object it is wearing or carrying, to also be affected by the same spell. 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.
  • Autumnal. When you take damage, you can use your reaction to teleport to an unoccupied space you can see within 30 feet of you. You also gain resistance to all damage, including the triggering instance of damage, until the end of your next turn. 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.
Created by Stuffies12

Rogue: Lightbeam

Rogues of the Lightbeam archetype wreathe their weapons and their surroundings in flashes of blinding light. Many who pick up this archetype show affinity with creating light. Fire Genasi, elemental dragonborn, and tieflings are some of the more common practitioners. More mischievous Celestials and those that possess dragon blood may also adopt this archetype. Wherever they're from, almost all Lightbeam yearn for the spotlight ensuring all eyes are on them.

Spotlight Sensation

3rd-level Lightbeam feature


You relish the limelight. Whenever you make a Charisma (Performance) check, you can treat a 7 or lower on the d20 as an 8.

Shimmerform

3rd-level Lightbeam feature


You create a shining version of yourself. You know the dancing lights cantrip, and Charisma is your spellcasting ability for it. When you cast the spell, you can modify it so that you cast it as a bonus action. If you create a Medium Humanoid form with the spell while it lasts, the form counts as an ally for the purposes of determining your Sneak Attack.

In addition, if the Humanoid form created by the spell is inside a source of bright light you created, you can use a bonus action to have it make a melee spell attack against a target you can see within 5 feet of the Humanoid form. On a hit, the target takes radiant damage equal to half your Sneak Attack dice (rounded down, minimum of one die). The bonus action for this attack can be part of the same bonus action you use to cast the spell or when you choose to move the light.

Fiery Weapon

3rd-level Lightbeam feature


While wielding a weapon with the Light or Finesse property, you can bathe it in shimmering light. The weapon’s reach increases by 5 feet (if it is a melee weapon), it emits bright light in a 5-foot radius and dim light for an additional 5 feet, and it deals fire or radiant damage instead of its normal damage type (your choice). This doesn’t require an action, but the effect ends if you let go of the weapon.

Sorcerer: Brightburn

The origin of your magic manifests itself in fiery heat and dazzling light. Through your magic, you can make yourself the embodiment the sun. The possession of such raw magical power usually lays dormant until a spark ignites the magic, and these moments are often eruptive and explosive in their own right.

Such sorcerers evoke tremendous strength and power. A Brightburn may display strong bloodties to fire elementals, or may have been blessed with the boon of fire by a dragon. You may have also acquired your powers through a rare cosmic event, like a solar flare.

Brightburn Spells

1st-level Brightburn feature


You learn additional spells when you reach certain levels in this class, as shown on the Brightburn Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or illusion spell from the sorcerer, warlock, or wizard spell list.

Brightburn Spells
Sorcerer Level Spell
1st chromatic orb, guiding bolt
3rd scorching ray, flaming sphere
5th daylight, fireball
7th fire shield, sickening radiance
9th dawn, flame strike

Sunrise Form

1st-level Brightburn feature


You emit resplendent light. As a bonus action, you can shed bright light in a 20-foot radius and dim light for an additional 20 feet; this light is sunlight. A hostile creature within the bright light has disadvantage on attack rolls made against you and your allies. This effect lasts for 1 minute or until you dismiss it (no action required).

Once you use this bonus action, you can't use it again until you finish a long rest. When you reach 2nd level in this class, you can spend 2 sorcery points to use this feature again.

Aura of the Sun

6th-level Brightburn feature


Your light is a gentle warmth that soothes or a fiery blaze that harms. While you are in your Sunrise Form, you can use a bonus action and choose one creature you can see within the bright light you emit. You either deal fire or radiant damage (your choice), or regain hit points to the target equal to your Charisma modifier (minimum of one damage or hit point). Additionally, the bright light from your Sunrise Form now dispels magical darkness. If the magical darkness is created by a spell, it is dispelled if it is a 2nd level spell or lower.

Sun Child

6th-level Brightburn feature


Your magic gives you a tolerance to blistering heat. While you are in your Sunrise Form, you gain resistance to fire and radiant damage.

Booster Flare

14th-level Brightburn feature


You spew out dangerous wisps of fire in order to take flight. As a bonus action, or as part of the same bonus action you take to enter your Sunrise Form, you can spend 2 sorcery points to give yourself a flying speed equal to your walking speed. Using this flying speed doesn’t provoke opportunity attacks, and it lasts until the end of your next short or long rest. It ends early if you're incapacitated, you die, or you dismiss it as a bonus action.

When you use your flying speed to move within 5 feet of a creature or an object that isn't being worn or carried, you can choose to deal fire damage equal to half your sorcerer level from your trail of heat. A creature or object can take this damage only once during a turn.

Blazing Luminescence

18th-level Brightburn feature


You have your body act as a catalyst to unleash the full power of the sun. While in your Sunrise Form, your spells and effects that deal fire or radiant damage ignores resistance, and treats immunity to fire and radiant damage as resistance to that damage.

In addition, when you cast a spell that deals fire or radiant damage, you can use a bonus action to deal maximum damage, instead of rolling (you needn’t be in your Sunrise Form to use this benefit). Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 6 sorcery points to use it again.

Created by Stuffies12

Warlock: Wild Guardian

You have formed a pact with an ancient protector of the forests. These patrons can live for millennia, turning their natural surroundings into a domain of lush wildlife and greenery. Warlocks of this patron often work alongside druids, fey knights, and other wild beasts in the defence of the wilderness from undue harm.

Such patrons of these warlocks can include ancient treants, gods that oversee nature, and residents of the Feywild like dryads and eladrin who have a strong connection to nature.

Expanded Spell List

1st-level Wild Guardian feature


The Wild Guardian 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.

Wild Guardian Expanded Spells
Spell Level Spells
1st entangle, goodberry
2nd healing spirit, summon beast
3rd daylight, plant growth
4th conjure woodland beings, control water
5th awaken, commune with nature

Photosynthesis

1st-level Wild Guardian feature


Your patron’s powers allow you to receive all your nutritional needs from the sun. You no longer need to eat, drink, or breathe. However, if you spend more than 1 hour in an area under darkness or without sunlight, you lose these benefits, and you regain these benefits when you finish a long rest.

Implements of Nature

1st-level Wild Guardian feature


Your warlock has given you the tools needed to defend your ancestral home. You gain proficiency with medium armour and shields. You can’t use armour or shields made of metal.

In addition, you learn the primal savagery cantrip, which counts as a warlock cantrip for you and doesn’t count against the number of cantrips you know.

Sap Excretion

6th-level Wild Guardian feature


You expunge sticky sap to deter enemies. Once on each of your turns, when you hit a creature with a melee attack, you can force it to succeed on a Dexterity saving throw against your spell save DC or have it be restrained for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

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.

Nature's Whisperer

10th-level Wild Guardian feature


Your patron’s power allows you to become finely attuned to nature. You can cast the speak with animals and speak with plants spells at will, without expending a spell slot.

In addition, you adopt the tough wooden hide of the ancient trees. As a bonus action, you can give yourself resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. This effect lasts for up to 1 minute, and you must finish a short or long rest before you can use it again.

Chlorophyll Boost

14th-level Wild Guardian feature


You draw power directly from the sun to bolster your abilities. As a bonus action, or as part of the same bonus action you use to activate your Nature’s Whisperer feature, you can give yourself the following benefits for 1 minute.

  • Once on each of your turns, you can roll a d8 and add the number rolled to one attack or damage roll of your choice. You can roll the d8 after seeing the attack roll but before knowing the result.
  • You gain resistance to fire and radiant damage
  • You have advantage on Dexterity saving throws, and your movement doesn’t trigger opportunity attacks.
  • You can take the Dash and Attack action as a bonus action (making one attack with the Attack action).

You must have the benefits from your Photosynthesis feature to use this bonus action, or else it fails. Once you use this bonus action, you can't do so again until you finish a long rest.

Created by Stuffies12

Wizard: Fey Magic

Practitioners of Fey Magic are only open to a select few, limited by its spread of knowledge thanks to the chaotic locale the magic comes from: the Feywild. Typically, only Fey and creatures descended from them are able to practise such magic. However, the opening of the multiverse has spread this once secretive form of magic to a variety of practitioners.

Fey Magic is characterised by misdirection, guile, and chaos. All things that represent the realm of the Feywild and the creatures that inhabit it.

Restriction: Fey or Fey Ancestry Only

Only races that possess the Creature Type of Fey or that have the Fey Ancestry trait can choose this subclass, as Fey Magic draws directly from the Feywild. Your DM can lift this restriction to better suit your campaign.

Fey Child

2nd-level Fey Magic feature


You have further studied your unique Fey heritage, gaining the following benefits:

  • You can speak, read, and write Sylvan. Also, if another creature attempts to read your spellbook, it will be unable to understand or transcribe the spellbook unless it knows Sylvan or you choose to reveal its contents.
  • Whenever you make a Charisma check, you gain a bonus to the check equal to your Intelligence modifier (minimum of +1).

Glimmering Captivation

2nd-level Fey Magic feature


Your magic is able to beguile even the most hardened of creatures. As a bonus action, you can choose one creature you can see within 60 feet of you. If the target can see you, you can force it to succeed on a Wisdom saving throw against your spell save DC, or have it roll disadvantage whenever it makes a saving throw to avoid or end being charmed by you for 1 minute. The effect ends early if the target can no longer see you.

Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend a spell slot of any level to use it again.

Ancestral Connection

6th-level Fey Magic feature


Your exposure to the magical oddities of the Feywild have enhanced your ties with the chaotic realm. You gain the following benefits to your existing racial traits while holding your spellbook, as shown below.

Fey Creature Type. As a bonus action, you can use this trait to expend a spell slot of any level and roll a d20. On any number besides a 1, you teleport up to an unoccupied space that you can see within 30 feet of you. On a 20, you can also choose to turn invisible until the end of your next turn. On a 1, you don’t teleport and your speed is reduced to 0 until the start of your next turn.

Fey Ancestry. If you fail a saving throw to avoid or end the charmed condition on yourself, you can use your reaction and expend a spell slot of any level to roll a d20. On any number besides a 1, you succeed the saving throw instead. On a 20, you also charm the creature that tried to charm you for 1 minute, ending early if it takes damage. On a 1, you fail the saving throw, your speed drops to 0 and you become incapacitated until you no longer have the charmed condition.

Using Another Race Option

If you are using a race option that does not have the Fey Creature Type or Fey Ancestry trait, you can simply use each of the abilities in the Ancestral Connection feature as is. At the same time, you may also want to consider how your character displays these abilities despite not being outwardly Fey. Is learning Fey Magic a way to make up for their diluted heritage? A way to reconnect with their lost past? Or perhaps your character has no blood connection to the Fey, but instead spent a significant amount of time in one of the Feywild’s courts, that they deemed your character worthy of their magic.

Created by Stuffies12

Risky Distraction

10th-level Fey Magic feature


You let loose a peculiar occurrence to momentarily divert one’s attention. When a creature you can see within 60 feet of you succeeds on a Wisdom (Perception) check to find you or an ally, succeeds on an Intelligence (Investigation) check to determine an illusion created by you, or hits you or an ally with an attack roll, you can use your reaction to expend a spell slot and force the creature to reroll the d20 and use the new roll.

If the new roll results in the target failing the ability check or attack roll by an amount that is more than the spell slot level expended, it becomes stunned until the start of its next turn. However, if the new roll results in the target succeeding the ability check or attack roll by an amount equal to the spell slot level expended or higher, you become stunned until the end of your next turn.

Call of the Feywild

14th-level Fey Magic feature


Your connection to your heritage allows you to call your own kind in times of peril. You know the conjure fey spell, which counts as a wizard spell for you. Whenever you cast this spell, you must choose a Fey or Beast that shares at least one of your alignment types, or an unaligned creature. Additionally, you can modify the spell so that it doesn't require concentration. If you do so, the spell's duration becomes 1 minute for that casting. Once you modify the spell in this way, you can’t do so again until you finish a long rest.

Created by Stuffies12

Let The

Flowers Bloom

Spring has arrived. Life awakens from its cold winter hibernation to greet each other with dazzling colours, sweet scents, and cool refreshing skies. Feel the sun on your back and watch the plants and animals in bloom as they sing the song of life once more. Appreciate the sense of renewal and be grateful that this cycle will continue onward.

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Botanist - Path of the Moon
College of the Hearth - Darkness Domain
Circle of Renewal - Outlander
Way of the Flower Petal - Oath of Light
Equinox - Lightbeam - Brightburn
Wild Guardian - Fey Magic

Disclaimer

The Spring Equinox Collection is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.