Shuffles' Critique of Everything

by CalvinTheRed

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SHUFFLES' CRITIQUE
of EVERYTHING

SHUFFLES' CRITIQUE
of EVERYTHING

Credits

My Inspirations

Special Thanks to...

Reddit Users


u/It-Me-Not-Mario for reviewing the Boughlin race.


u/LamboCryBaby for inspiring the Galvanist Artificer Specialist.


u/BigDaduyaddy for reviewing the Bardic College of Critics.


u/Surrealistik for inspiring the Field Medic Martial Archetype.


u/SoupAngel444 for inspiring the Executioner Roguish Archetype.


u/GenesisMoonTree for inspiring the Colossal Warlock Patron.


u/Monkey_DM for inspiring the Lady of the Lake Warlock Patron.


u/LaserLlama for inspiring the School of Divinity Arcane Tradition.

Boughlin

"I swear Shuffles, if you dragged me all the way out here just to crack a joke, by Eldath, I will have your lute!"

Shuffles grinned as Ethyl shouted at her from her rear, following her ever deeper into the forests. "Have no fear, my dear Ethyl, while I fully intend to crack a joke or two during our excursion, I guarantee it will be worth your while. After all, when have I not delivered on my word? Actually, don't answer that. Ah, here we are! Ethyl, meet your hopes and dreams manifest in the... well, bark, I suppose."

Ethyl stumbled over one final root and looked up with a snarl, seeing what appeared to be nothing more than a funny-shaped tree. But she nearly had a heart attack as the tree reached down a branchlike hand to her, speaking slowly. "Nice... to meet... you..."

Born of Bark and Branches

Boughlin are rumored to be special creations of Rillifane Rallathil, the Leaflord. He foresaw that the short-lived mortal races would quickly spread and destroy his forests in search of lumber and farmland. To ensure the survival of his forests, the Leaflord bestowed humanity upon a select few of his trees to stand guard over the woodlands. These creatures came to be known as the boughlin. All boughlin bear a resemblance to the trees found in their forests, having coarse bark-like skin, leafy growths across their body in various patterns, and a greater height than most other races.

Older than Civilization

Due to the unfathomably long lifespan of the boughlin, these creatures are often the final bastion of ancient knowledge long forgotten by other races. Scholars dream of interviewing a boughlin with the hope of rediscovering past lore and secrets, but few are ever granted this opportunity due to the reclusive nature of the boughlin, and even when an audience with one is established, the boughlin are often uninterested in the affairs of the world, and typically prefer to talk of things other than the distant past.

Stewards of Nature

The boughlin are protective of their forests, and will act to defend them from the encroachment of civilization. Boughlin are most commonly sighted when a civilization engages in excessive deforestation or hunting, although they also make their displeasure known whenever an ignorant noble sponsors the diversion or damming of streams or rivers which would otherwise run through a boughlin's forest. On rare occasions, boughlin will show their appreciation for societies which live in balance with nature by bestowing blessings upon their harvests. This is one of the highest honors which boughlin bestow upon outsiders, and such an honor often also earns the respect of other nature-sensitive races such as Firbolgs and Halflings.

Slow and Patient

Boughlin have all the time in the world to wait and have patience. They will regularly make plans which span the course of several centuries, sometimes even stretching into multiple millennia if other races aren't involved. They speak and move slowly, rarely feeling a sense of urgency. Boughlin have difficulty keeping up with the hustle and bustle of the shorter-lived folk, often being overwhelmed by the pace at which they work, which leads them to appreciate the company of elves and gnomes. While the boughlin still view the lifespan of these races as being rather brief, they nonetheless can appreciate the patience exhibited by such creatures. Boughlin who share a forest may go several years at a time without interacting; they are content to spend decades doing nothing other than tending to the plants of the forest. Their friendships (and their grudges) can last for centuries, and they feel no rush to socialize.

Boughlin Traits

Boughlin may resemble any type of tree, but all share certain characteristics in common.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different ability scores by 1.

Age. The full lifespan of the boughlin is unknown. Scholars estimate that the oldest known boughlin is over 10,000 years old, and no outsiders have ever seen boughlin younger than 1,000 years. Boughlin rarely keep track of their own age after they reach adulthood at 1,500 years.

Alignment. Because boughlin rarely engage in the affairs of the outside world, they tend towards being neutral.

Size. Boughlin are among the tallest of all races common to the material plane, standing between 7 and 9 feet tall. Your size is medium.

Speed. Your base walking speed is 25 feet.

Plant. Your creature type is plant, rather than humanoid.

Photosynthesis. As a plant, you can produce the nutrients you need to stay alive. As long as you have access to water, sunlight, and healthy soil, you do not need to eat to survive.

Knowledge of the Ancients. You have proficiency in the History and Nature skills. Furthermore, you have advantage on Intelligence (History) checks to recall information from over 1,000 years ago.

Arborist Magic. A steward of the forests, you can call on the magic of plants and trees. You can cast Thorn Whip with this trait. At 3rd level, you can cast Entangle with it, and starting at 5th level, you can also cast Barkskin with it. Once you cast a spell with this trait, you can’t cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.

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

Subrace. Three main subraces of boughlin populate the forests of the world: strongwood boughlin, sleekwood boughlin, and corpsewood boughlin. Choose one of these subraces when you choose to play as this race.

Strongwood

Strongwood boughlin resemble trees known for their strength and sturdiness, such as oak and redwood. Your skin inherits the strength from these trees, and it is difficult for other creatures to injure you.

Natural Protection. Your bark-like skin serves as an extra layer of protection against harm.

  • You gain a +1 bonus to AC.
  • You can don only armor with which you have proficiency. To don armor, you must grow into it over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
  • While you live, your armor can't be removed from your body against your will.

Sleekwood

Sleekwood boughlin resemble trees known for their light bark or flexibility, such as birch and willow. Your body inherits the lightweight or limber properties of these trees, and you are accustomed to enduring rough weather.

Supple Limbs. When you take damage, you can use your reaction to reduce that damage by an amount equal to half your level plus your Dexterity modifier.

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

Corpsewood

When a strongwood or sleekwood boughlin's forest is dead or dying, the boughlin living there become corpsewood boughlin. Their leaves wither away and their bark-like skin dries and cracks. Corpsewood boughlin hunger for the vitality in other living things, and they seek to return that vitality to their home so that they may raise a new forest there.

Absorb. When you hit another creature with a melee attack on your turn and deal damage, you can deal additional necrotic damage to it equal to your level. If the creature is not a construct or undead, you also gain temporary hit points equal to your level.

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

Boughlin Names

As it is rare for more than two boughlin to meet at the same time, boughlin have less use for names than other races. However, when names become necessary, a boughlin will take inspiration from words pertaining to plants. Some examples include Twigs, Branches, Ivy, Oak, Petal, Bark, and Forest. However, boughlin do not strongly associate with these names, and exchange them for others whenever inspiration moves them to do so. A social boughlin might take on hundreds or even thousands of different names over the course of its life.

Art: 'Guardian of the Forest' by JulieLohen on deviantart.com

Mucoid

COMING SOON...

Sentient Slimes

When a jelly, ooze, or slime is exposed to prolonged magical experimentation, or if it lingers in a mana-rich environment for long enough, it may develop a personality and a sense of self. These newly-sentient creatures are called mucoids, and they take on the form of a small humanoid rather than their original shape. Mucoids share some traits in common with jellies, oozes, and slimes, but most prefer to not be compared to them.

Arcane Accidents

Because mucoids are the products of oozes interacting with mana, there are occasional reports of oozes transforming into mucoids when wizards or other spellcasters engage in combat with an ooze. Transformations are rare in these contexts, but when they occur, the newly manifested mucoid displays a sense of loyalty to the magician that created it. This loyalty lasts until the mucoid reaches maturity, but may end earlier if the mucoid is mistreated or neglected. Conversely, if the mucoid is treated kindly, its sense of loyalty towards its creator may persist into its long-term personality.

Not Quite Monsters

Mucoids typically do not associate with their unawakened kin, preferring to be considered as a distinct kind of creature entirely. Despite this, most members of the other races are hesitant to accept their company. Slimes and oozes are well-known monsters in the adventuring business, and are widely known by even commoners. Many suspect that mucoids are still hosting a semblance of their monstrous past within them, though the suspicion has rarely been vindicated. Because mucoids are less than warmly welcomed by most civilizations, they empathize with other races and individuals who face rejection, such as tieflings and devilborn sorcerers.

Malleable Form

Mucoids generally take on a single stable form within a few days of awakening, but they retain the ability to make small adjustments to their appearance if they wish. These changes are not significant enough to conceal their identity or allow them to pass as another race, but a mucoid could briefly cause its teeth to sharpen, sprout small horns, change the length of its hair, or perform other minor aesthetic changes. A mucoid may undergo such changes unconsciously in reflection of its emotional state, or intentionally if they wish to show off or put on a performance. However, many are understandably reluctant to show off this ability intentionally, as it is a large part of why they are untrusted by the general population.

Mucoid Traits

Mucoids take on many shapes and appearances, but all share certain characteristics in common with each other.

Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different ability scores by 1.

Age. It is suspected that mucoids, like the oozes they formed from, will never die of old age. Most mucoids are considered to be mature within 5 years of when they first awaken.

Alignment. Mucoids don't tend towards any particular alignment. However, if a Mucoid comes to exist through the actions of a magician, it will likely share that magician's alignment.

Size. Mucoids have difficulty maintaining their shape as they grow in size, so few are taller than 3 or 4 feet. Your size is small.

Speed. Your base walking speed is 25 feet.

Ooze. Your creature type is ooze, rather than humanoid.

Amorphous. Your body is not solid, which allows you to twist and squeeze in ways which other races can't. You have advantage on ability checks and saving throws made to initiate or escape being grappled or restrained. You can also use your action to don or doff a suit of armor you can touch. Finally, you can move through a space as narrow as 1 inch wide without squeezing. Any equipment you attempt to bring with you through such openings must be able to fit as usual.

Blindsight. You retain a limited version of the blindsight you once relied upon. You have blindsight out to a distance of 10 feet.

Bonus Proficiency. You have proficiency in your choice of Intimidation or Performance.

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

Subrace. four main subraces of mucoid populate the world: caustic ooze mucoids, clear ooze mucoids, mana ooze mucoids, and metallic ooze mucoids. Choose one of these subraces when you choose to play as this race.

Caustic Ooze

Caustic ooze mucoids form when a mucoid spends a large portion of time in a toxic, filthy, or otherwise refuse-ridden environment during its formative years, such as a swamp or the territory of a green dragon. Their bodies absorb the filth of the environment and adapt to it, taking on shades of green, yellow, red, or black.

Caustic Skin. You have resistance against acid and poison damage. Furthermore, if you hit with an unarmed strike, you deal acid damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Finally, a creature takes 1d4 acid damage at the start of its turn if it is grappling you or grappled by you.

Clear Ooze

Clear ooze mucoids are the default manifestation of mucoids, forming when a mucoid does not adapt to any particular environmental pressures during its formative years. These mucoids are a translucent shade of gray or blue.

Clear Body. While you aren't wearing armor, you have advantage on Dexterity (Stealth) checks you make to hide and you can attempt to hide even when you are only lightly obscured.

Furthermore, you have advantage on saving throws against gaze-based attacks (such as the petrifying gaze of a Basilisk).

Mana Ooze

Mana ooze mucoids form when a mucoid spends its formative years in close proximity to great reservoirs of mana, such as a mana-rich environment or in the presence of a great archmage. These mucoids are soft shades of pink, blue, or purple.

Cantrip. You learn one cantrip from the wizard spell list. Intelligence is your spellcasting ability for it.

Devour Spell. When a creature casts a spell of 1st level or higher which targets you or a space you occupy, you can use your reaction to attempt to devour that spell. Make a Constitution saving throw (DC equal to 10 + the level of the spell). On a success, the spell fails and has no effect, and you gain temporary hit points equal to 5 times the level of the spell.

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

Metallic Ooze

Metallic ooze mucoids form when a mucoid spends its formative years underground in a cave rich with ore. Their bodies have a distinctive metallic sheen, and they take on the colors of any ores present in their formative environment, often taking on more than one color to reflect multiple ore types.

Metal Body. You have resistance to fire damage. Furthermore, you can use a bonus action to transform one or both of your hands into any one-handed melee weapon or shield you are proficient with. Equipment you manifest with this feature counts as being made of metal, and lasts until you are incapacitated, use this feature again, or end it as a bonus action.

If you consume silver dust worth at least 10 gold, weapons you manifest using this feature count as being silvered until you complete a long rest.

Mucoid Names

Because mucoids form in isolation, they often spend a great number of years alone, never having a need for a name. When they first engage in a long-term interaction with another intelligent creature, that creature will often assign a name to the mucoid. The mucoid will usually honor this name until their namer has passed away, but they may abandon it sooner if they come to dislike their namer. A mucoid will go without a name after they abandon one until another creature assigns them a new one.

Art: "Slime girl reg" by avaart on deviantart.com

Artificer Specialist

At 3rd level, an artificer gains the Artificer Specialist feature, which offers you the choice of a subclass. The Galvanist and the Rocketeer are options available to an artificer making that choice.

Galvanist

"Sometimes, enough just isn't enough, so you have to bottle it up and save it for later." - Shuffles

Where there is a market, there is an eager entrepreneur willing to do a bit of creative innovation. One such market is for the production of Galvan Batteries, magical reservoirs which can grant non-magicians the ability to make use of magic. While the demand for such items is high, it has proven remarkably difficult to achieve, and the race for the first safe-to-use Galvan Battery is where the galvanist lives.

Each galvanist has a unique design for their battery, which they guard jealously from their competition. While most have come up with designs which are more or less functional, none have successfully recreated the precise control achieved by wizards and other students of magic who commit themselves to years of traditional study and practice. For this reason, many galvanists face criticism from other artificers for pursuing a fool's errand.

Galvanist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Galvanist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer Level Spells
3rd Thunderous Smite, Witch Bolt
5th Kinetic Jaunt, Shatter
9th Lightning Bolt, Revivify
13th Elemental Bane, Storm Sphere
17th Hold Monster, Synaptic Static

Galvanic Battery

3rd-level Galvanist feature


You gain a Galvanic Battery, a magical device used to store and expend arcane energy. You can use your Galvanic Battery as a spellcasting focus for your artificer spells.

Your Galvanic Battery can store a number of charges equal to your level. You regain all expended charges when you finish a long rest if you spend at least 1 hour charging it using Glassblower's Tools or Jeweler's Tools. You can spend these charges in the following ways:

  • Galvanic Infusion. You can use your bonus action to recover one of your expended spell slots by spending a number of charges from your Galvanic Battery equal to twice the level of the spell slot.
  • Galvanic Shock. When you hit a creature with an attack and deal damage, you can spend 1 or more charges from your Galvanic Battery to deal additional lightning damage to the target equal to 1d6, plus an additional 1d6 for each charge spent.

Discharging your Galvanic Battery too quickly risks causing an explosion. If the number of charges you spend from your Galvanic Battery at once is greater than your proficiency bonus, it becomes unstable. If your Galvanic Battery is unstable at the end of your turn, it explodes. You can use your reaction to make an Intelligence (Arcana) check to attempt to stabilize your Galvanic Battery or to throw it up to 20 feet away from you, where it immediately explodes. The DC for the check is equal to 10 + half your level, rounded up. On a success, it becomes stable and will not explode. On a fail, it explodes immediately.

When your Galvanic Battery explodes, all creatures within 15 feet of it must make a Dexterity saving throw. On a failed save, a creature takes lightning damage equal to 3 times your level, or half as much on a successful one. It then loses all remaining charges, and can't gain charges again until you repair it or craft a new one using Glassblower's Tools or Jeweler's Tools. This can be done during a long rest.


Art: 'Teleportal' by Scott M Fischer on mtgnexus.com

Galvanic Artifice

3rd-level Galvanist feature


You gain proficiency with Glassblower's Tools or Jeweler's Tools (your choice).

Arcane Flux Regulator

5th-level Galvanist feature


You can use your Galvanic Battery to generate a magical barrier which shields you from harm. When you take damage, you can use your reaction to spend any number of charges from your Galvanic Battery. The damage you take is reduced by an amount equal to 1d8 per charge spent.

Galvanic Manipulator

9th-level Galvanist feature


You are accustomed to working with your Galvanic Battery and the dangers it presents. You have resistance to lightning damage.

Additionally, you have advantage on ability checks made to stabilize your Galvanic Battery, and you can use your action to cause it to become unstable.

Arcane Reabsorption Chamber

15th-level Galvanist feature


Your Galvanic Battery can absorb ambient energy produced by nearby magical effects. When you or a creature you can see within 30 feet of you casts a spell of 1st level or higher, you can use your reaction to cause your Galvanic Battery to regain a number of expended charges equal to the level of the triggering spell.

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

Rocketeer

"Your recklessness is nearly as frightening as an ancient dragon, I'll have you know." - Shuffles

Rocketeers are experts in the world of demolition, explosives, and generally hazardous substances. They are skilled craftsmen just like their other colleagues, but their creations and magic tend to resemble rockets in one way or another, and this distinctive crafting style earned them their name. Rocketeers are highly valued in the demolition business and during siege warfare, as they have a uniquely effective ability to bring large structures tumbling down with mirthful ease.

Rocketeers love nothing more than a good explosion and the fallout it causes, but they are fully capable of functioning in a society without causing too much chaos. The worst accusations typically levied at rocketeers are those of noise complaints, but they are quickly forgiven after they put on a beautiful fireworks show as an apology.

What drew your interest towards rockets, fireworks, and other volatile substances? Do you put your skills with rockets to use as a destructive force, or as entertainment?

Art: 'Rocket Goblin' by Den Petrov on artstation.com

Rocketeer Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Rocketeer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer Level Spells
3rd Fog Cloud, Magic Missile
5th Pyrotechnics, Scorching Ray
9th Ashardalon's Stride, Fireball
13th Vitriolic Sphere, Wall of Fire
17th Cloudkill, Immolation

Fireworks Engineer

3rd-level Rocketeer feature


You gain proficiency with Alchemist's Supplies and the Performance skill. The gold and time you must spend to create Acid, Alchemist's Fire, or Oil using Alchemist's Supplies is halved.

Rocket Launcher

3rd-level Rocketeer feature


You design and construct a Rocket Launcher. Your Rocket Launcher's design is unique, and it could resemble anything from a handheld cannon to a backpack peppered with small silos. You can use your Rocket Launcher as a spellcasting focus for your artificer spells.

As a bonus action, you can expend one spell slot to launch a rocket from your Rocket Launcher. All creatures in a 10-foot square you can see within 90 feet of you must make a Dexterity saving throw or take 1d4 fire damage and 1d4 thunder damage, and be blinded until the end of their next turn. Objects occupying the targeted space automatically take this damage.

When you spend a spell slot of 2nd level or higher, the thunder damage increases by 1d4 for each slot level above 1st.

Siege Magic

5th-level Rocketeer feature


You can leverage your understanding of explosions to bring structures toppling to the ground. Your Rocketeer Spells and rockets from your Rocket Launcher deal double damage to objects and structures.

Furthermore, constructs have disadvantage on saving throws made against your Rocketeer Spells and the effects of your rockets from your Rocket Launcher.

Pinwheel Rockets

9th-level Rocketeer feature


When you use your Rocket Launcher to launch a rocket, you can choose to launch a pinwheel rocket instead of a normal rocket. A pinwheel rocket can be launched up to 30 feet before it begins to violently spin on the ground, emitting a piercing screech and throwing out sparks in all directions.

When a creature starts its turn within 5 feet of a pinwheel rocket or moves within 5 feet of one for the first time on a turn, it must made a Dexterity saving throw. On a failed save, a creature takes 1d10 fire damage, or half as much on a successful one. All creatures within 20 feet of the pinwheel rocket are deafened, and spells which require a vocal component have a 50 percent chance of failing if they are cast from within this area.

A creature which can reach the pinwheel rocket can use its action to kick or throw it up to 20 feet, or to attempt to destroy it by making a Strength check against your spell save DC.

A pinwheel rocket continues spinning for 1 minute, until it is destroyed, or until it is exposed to water.


Art:'New Chapter' by Ninjatic on deviantart.com

Grand Finale

15th-level Rocketeer feature


You can use your action to put on a distracting show of light and explosions. While the show lasts, if you use your Rocket Launcher to launch a rocket, you regain one expended spell slot. The slot you regain must be of a level lower than the slot you used to launch the rocket.

This show lasts for 1 minute or until you are incapacitated. During this time, you emit bright light out to a distance of 50 feet and dim light for an additional 50 feet, and you have advantage on Charisma (Performance) checks. All creatures within 100 feet of you have disadvantage on ability checks made using sight if they can see you, and sound if they can hear you.

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

Primal Path

At 3rd level, a barbarian gains the Primal Path feature, which offers you the choice of a subclass. The Path of the Crypt Warrior and the Path of the Heavens are options available to a barbarian making that choice.

Path of the Crypt Warrior

"You're... creepy. Like, really creepy. Can't we just let the dead rest in peace?" - Shuffles

Most races have rituals they perform when one of their members dies. While most rituals of this nature are intended to ease the passage of the dead to the afterlife, some are designed to bind the dead to the world of the living. If this practice of binding the dead to the living is practiced over several generations, the living become empowered by the spirits bound to them. Users of this power have access to frightening abilities and transformations which they use to augment their combat prowess and terrify their enemies. Due to their prolonged connection to death, those who practice this tradition to the point of acquiring special powers have come to be known by the rest of the world as Crypt Warriors.

Wrath of the Dead

3rd-level Path of the Crypt Warrior feature


When you enter your rage, you take on the appearance of the dead as they empower your attacks. You gain the following benefits while you are raging:

  • You gain resistance to necrotic and poison damage.
  • Once during each of your turns, when you hit a creature with an attack, you can force it to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier). If it fails, the target is frightened of you until the end of your next turn.

Your appearance reflects some aspect of the dead, and you can choose a different appearance each time you rage. For example, you might grow thin and bony to reflect the appearance of a skeleton, or your body might rot and decompose to reflect the appearance of a decaying corpse. These changes are temporary, and you assume your normal appearance when your rage ends.

Tomb Teller

6th-level Path of the Crypt Warrior feature


You become sensitive to the whispers of the dead all around you. You gain proficiency in one skill of your choice.

Furthermore, you can cast Speak with Dead using this feature. Constitution is your spellcasting ability for this spell. Once you use this feature, you can't use it again until you finish a long rest.

Art: 'Undead Warrior' by NinjaArt1st on deviantart.com

Shield of Spirits

10th-level Path of the Crypt Warrior feature


You can wrest a degree of vitality from those you fell in combat. When you kill a creature with an attack on your turn, you can use your reaction to gain temporary hit points equal to 3 times the creature's CR.

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

Undying Rage

14th-level Path of the Crypt Warrior feature


Your rage transcends death itself. If you take damage that reduces you to 0 hit points while you are raging, you do not fall unconscious, and you can act on your turns as normal. While you have 0 hit points during this time, you choose whether to make a death saving throw at the start of each of your turns, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. If your rage ends, you fall unconscious if you still have 0 hit points. If you succeed on 3 death saving throws and you are still raging, you regain 1 hit point and become stable.

Path of the Heavens

"It's all well and good to have your head in the clouds, as long as you've got something grounding you." - Shuffles

Those who are drawn to wide, open spaces, a clear view of the sky, and the fresh air of the wilderness might find themselves following the Path of the Heavens. This tradition places great respect on the heavenly bodies, believing they embody important divine and spiritual entities and foretell of auspicious moments in history.

Through study and observation, those who follow this path learn to augment their own strength with the powers of these heavenly bodies. While the tradition is not as academic as other means of studying the heavenly bodies, scholars acknowledge that the tradition has found something which most others have missed. Members of the druidic circle of stars oftentimes find themselves working alongside these individuals and serving as consultants for each other as they observe the stars, moon, and sun.

Cosmic Rage

3rd-level Path of the Heavens feature


When you enter your rage, you can harness the power of the cosmos to augment your rage. Choose a cosmic body: the Moon, the Stars, or the Sun. You make this choice each time you rage, and your choice determines the benefits you receive while raging:


Moon. While you are raging, you radiate the cold light of the moon. You emit dim light in a 20-foot radius around you. Furthermore, when a creature you can see within 20 feet of you hits you with an attack, you can use your reaction to deal cold damage to it equal to 1d6 plus half your level.


Stars. While you are raging, the stars in the heavens guide your destiny. You can roll a d6 and add the number rolled to an attack roll, an ability check, or a saving throw you make. Once you do, you can't do so again until the start of your next turn.


Sun. While you are raging, you shine with the light of the sun. You emit bright light in a 20-foot radius around you, and dim light for an additional 20 feet. A creature can't benefit from being invisible while it is in the bright light created by this feature.

Celestial Navigator

3rd-level Path of the Heavens feature


You can glean knowledge of your location from observing the heavens. If you can see the stars, you can spend 1 minute studying them to learn which plane of existence you are on, your approximate location, and which direction is north.


Art: 'Barbarian' by Joodraws on artstation.com

Celestial Strikes

6th-level Path of the Heavens feature


Your attacks are empowered by the heavens. The first time you hit a creature with a melee weapon attack on your turn while you are raging, you can deal additional damage corresponding to the cosmic body you manifested for your rage: 1d8 cold damage (the Moon), 1d8 radiant damage (the Stars), or 1d8 fire damage (the Sun).

Once you deal this damage, you can't do so again until the start of your next turn.

Heavenly Attunement

10th-level Path of the Heavens feature


You become attuned with the heavens. You receive additional benefits while raging depending to the cosmic body you manifest:


Moon. Hostile creatures treat the area within 20 feet of you as difficult terrain, and you gain temporary hit points equal to your level when you enter your rage. These temporary hit points remain until your rage ends. Furthermore, your weapon attacks are considered to be silvered if they aren't already.


Stars. When you make an attack roll, an ability check, or a saving throw, you can reroll the d20. You must use the new result, even if it is lower. You can choose to do this after you roll the die, but before the outcome is determined. You can use this feature only once per rage.


Sun. The light created by your rage is sunlight. If a creature within the bright light created by your rage makes an attack, you can use your reaction to impose disadvantage on the attack roll.

Empyrian

14th-level Path of the Heavens feature


Your connection to the heavens can elevate you high into the sky. You gain a flying speed equal to your movement speed while you are raging. If you are flying when your rage ends, you descend safely to the ground at a rate of 60 feet per round if you are conscious.

Bardic College

At 3rd level, a bard gains the Bardic College feature, which offers you the choice of a subclass. The College of Comedy and the College of Critics are options available to a bard making that choice.

College of Comedy

"Sometimes, all you can do in the face of overwhelming terror is laugh like an idiot." - Shuffles

Life is tough, and filled with too much tragedy to be taken seriously all the time. Those bards who recognize this fact often join the College of Comedy in order to spread humor and silliness in the world to distract others from the sorrows of life. These bards often dress in vibrant, colorful outfits and work as court jesters, clowns, or comedians. Some even use their familiarity with makeup and clothing to play the part of undercover investigators, relying on their humor to play off any slip-ups that might otherwise reveal them.

Members of the College of Comedy are not inclined towards violence, and typically avoid combat when possible. When fighting becomes inevitable, they try to use their humor to distract their aggressors until a vector of escape presents itself.

What tragic moment or realization led you to pursue the path of Comedy? Do you tell jokes to distract others from their woes, or to distract yourself from your own trauma?

Jester's Training

3rd-level College of Comedy feature


You gain proficiency with the Disguise Kit, Playing Cards, and the Performance skill. If you are already proficient in this skill, you gain proficiency in another skill of your choice instead.

Additionally, whenever you would choose two of your skill proficiencies to benefit from your Expertise feature, you may instead choose one skill proficiency and your proficiency in the Disguise Kit.

The Joker

3rd-level College of Comedy feature


When a creature you can see makes an attack roll against you or an ally within 15 feet of you, you can use your reaction to spend a use of your Bardic Inspiration and allow the target to magically swap places with someone else. Choose another willing creature within 15 feet of you and roll your Bardic Inspiration die. That creature gains temporary hit points equal to the roll. It then magically swaps places with the original target and becomes the new target of the triggering attack.

Art: 'The Joker' by Nanaki Wen on coolvibe.com

Comical Conduct

6th-level College of Comedy feature


You learn to put on a comical performance to entertain or distract others. As an action, you can force a number of creatures up to your Charisma modifier within 10 feet of you who can see or hear you to make a Wisdom saving throw. A creature which fails this save falls prone and is incapacitated until the start of your next turn as it begins to laugh hysterically.

If a creature succeeds on its saving throw against this effect, you cannot target it with this feature again for 24 hours. A creature with an Intelligence score of 4 or lower is immune to the effects of this feature.

Once you use this feature, your speed is reduced to 0 until the start of your next turn.

Laugh It Off

14th-level College of Comedy feature


You can laugh off even grievous wounds. When you take damage, you can use your reaction and expend one use of your Bardic Inspiration. Roll your Bardic Inspiration die. The damage you take is reduced by an amount equal to the roll plus half your level (to a minimum of 0 damage).

College of Critics

"Say, how much should I charge the rogues for the dirt we found on the King?" - Shuffles

Bards are collectors of stories, legends, and lore. Their collections typically serve to inspire awe and wonder in themselves and others, but not every story is inspirational. Some bards have the misfortune of encountering a tale so vile and wicked that it shatters their faith in the goodwill of others entirely. These individuals find themselves constantly questioning the motives of those who seem to be acting out of kindness, and they often harbor a bitter resentment towards figures who present themselves as paragons of virtue.

Members of the College of Critics often meet to vindicate their perspective with rumors of public figures falling to temptation, or long-forgotten legends of dark times when even Bahamut himself condescended to wickedness.

What story or experience led you down the path of the critic? Do you try to make others see the world the way you do, or do you let your frustrations with the world simmer silently under the surface?

Skeptical Eye

3rd-level College of Critics feature


You learn to guard yourself against malign enchantments and deception. You have advantage on saving throws against being charmed or frightened.

Additionally, you have advantage on ability checks and saving throws made to notice or see through illusions.

Jeering Cry

3rd-level College of Critics feature


You can magically mock and distract another creature. As a bonus action, you can choose one creature within 60 feet of you that can see or hear you. Spend a use of your Bardic Inspiration and roll your Bardic Inspiration die. Until the end of its next turn, the target's speed is reduced by a number of feet equal to 5 times the number rolled.

Critical Assessment

6th-level College of Critics feature


You learn to correct others' techniques on the fly. When a creature you can see within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, you can spend your reaction to allow the creature to re-roll your bardic inspiration die and use the new roll, possibly changing the outcome of the roll.

Constructive Criticism

14th-level College of Critics feature


Your critiques take on a more constructive tone, working to further empower your allies. If a creature within 60 feet of you adds one of your Bardic Inspiration dice to an ability check, attack roll, or saving throw and the roll succeeds, one damage roll that creature makes before the end of its next turn deals extra damage equal to the number rolled on the Bardic Inspiration die.


Art: 'Bard's Tale IV - Tavern' by CONCEPT4 on artstation.com

Divine Domain

At 1st level, a cleric gains the Divine Domain feature, which offers you the choice of a subclass. The Aberrant Domain and the Fealty Domain are options available to a cleric making that choice.

Aberrant Domain

"You worship a tentacle monster, but I'm the weird one for putting molasses in my milk?" - Shuffles

Gods are not the only beings which a cleric might choose to worship. Some call out instead to incomprehensible entities which exist at the very edges of the multiverse. Such clerics act as the agents of these beings in the material world. Some serve entities which wish to have a physical manifestation, tempting mortals with promises of remaking the world in their image and granting positions of favor to their followers. Others serve entities which perceive the material world as madness, and seek to understand. While these clerics are often perceived as cultists regardless of their deity's motivations, followers of more passive deities can typically find refuge in niche academic circles and with others interested in alien lore.

How did you come to learn of the entity you serve, and what are its motives?

Domain Spells

1st-level Aberrant Domain feature


You gain domain spells at the cleric levels listed in the Aberrant Domain Spells table. See the Divine Domain class feature in the Player's Handbook for how domain spells work.

Aberrant Domain Spells
Cleric Level Spells
1st Arms of Hadar, Dissonant Whispers
3rd Detect Thoughts, Tasha's Mind Whip
5th Hunger of Hadar, Intellect Fortress
7th Evard's Black Tentacles, Summon Aberration
9th Contact Other Plane, Telekinesis

Bonus Cantrip

1st-level Aberrant Domain feature


You learn the Mind Sliver cantrip. This cantrip counts as a cleric spell for you, and it doesn’t count against the number of cleric cantrips you know.


Art: 'Through the Gates of the Silver Key (HP Lovecraft)' by Claudio Bergamin on bergaminart.com

Alien Magic

1st-level Aberrant Domain feature


You can infuse your spells with a strange, alien power. Immediately after you cast a cleric spell that deals psychic damage, you can force one creature targeted by that spell to make an Intelligence saving throw or be incapacitated until the end of your next turn. This condition ends early if the target takes any damage or if another creature uses its action to shake the target back to its senses.

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

Channel Divinity: Telepathic Hub

2nd-level Aberrant Domain feature


As an action, you can use your Channel Divinity to transform your mind into a telepathic hub. You and a number of willing creatures you can see up to your Wisdom modifier become mentally linked, and can communicate telepathically with each other. Affected creatures don't need to share a common language for them to understand each others' thoughts, but a creature must be able to understand at least one language to benefit from this feature. This effect ends for a creature if it is ever a number of miles away from you greater than your proficiency bonus.

This effect lasts for 1 hour, until you dismiss it as an action, or until you lose concentration (as though you were concentrating on a spell).

Deviant Mind

6th-level Aberrant Domain feature


Your connection with the Far Realm has gifted you with great mental fortitude. You gain resistance to psychic damage and you have advantage on Intelligence, Wisdom, and Charisma saving throws.

Potent Spellcasting

8th-level Aberrant Domain feature


You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Aberrant Aura

17th-level Aberrant Domain feature


You can spend an action to cause the environment around you to take on an amorphous, putty-like quality. Hostile creatures treat the space within 15 feet of you as difficult terrain. When a hostile creature moves within 15 feet of you for the first time on a turn or starts its turn there, it must succeed on a Strength saving throw or be grappled until the start of its next turn. A creature grappled in this way can repeat the saving throw as an action, ending the grapple on a success.

This effect lasts for 1 minute or until you dismiss it as an action.

Art: 'Artist's depiction of a Medieval king being coronated' by Mohawk Games

Fealty Domain

"Come on, how much coid did your king have to cough up to get in a god's good graces?" - Shuffles

Unlike most other priests, clerics of the fealty domain are not known for worshipping gods of a particular portfolio. While the motives and alignments of these clerics vary drastically, they all share a sense of loyalty and duty to a country, kingdom, or other settlement which has garnered favor in the eyes of their deity. It is common for a fealty cleric to be present during the crowning of a new king or queen, and more often than not, it is this cleric who bestows the crown at the conclusion of the ceremony.

Fealty clerics adopt the armaments common to the militia of their deity's favored civilization, often wearing armor resembling that of the royal guard and wielding weaponry more often seen in the hands of experienced soldiers. Because of this, it is not uncommon for a fealty cleric to be confused for a paladin or even an ordinary soldier.

Do you serve a large kingdom or country, or perhaps a smaller settlement such as a city or village? What did this settlement or civilization do to garner the goodwill of your deity, and what equipment do you carry to display your loyalty to that society?

Art: 'Sky Kingdom' by whatzitoya on deviantart.com

Domain Spells

1st-level Fealty Domain feature


You gain domain spells at the cleric levels listed in the Fealty Domain Spells table. See the Divine Domain class feature in the Player's Handbook for how domain spells work.

Fealty Domain Spells
Cleric Level Spells
1st Charm Person, Heroism
3rd Crown of Madness, Spiritual Weapon
5th Enemies Abound, Galder's Tower
7th Locate Creature, Staggering Smite
9th Holy Weapon, Legend Lore

Bonus Proficiencies

1st-level Fealty Domain feature


You gain proficiency with martial weapons and heavy armor.

Guarded

1st-level Fealty Domain feature


You cannot be surprised while you are conscious.

You also gain proficiency in the Insight skill. Your proficiency bonus is doubled for any ability check you make with this skill. You must not already be benefiting from a feature, such as Expertise, that doubles your proficiency bonus with this skill.

Channel Divinity: Kneel for the King

2nd-level Fealty Domain feature


You can invoke your Channel Divinity to procure a sense of deference and submission in your foes. As an action, you can force creatures of your choice within 30 feet of you who can hear you to make a Wisdom saving throw. On a fail, a creature falls prone and its speed is reduced to 0 until the start of your next turn. Creatures which are immune to being charmed are immune to this feature.

Royal Ward

6th-level Fealty Domain feature


When you or a creature you can see within 30 feet of you takes bludgeoning, piercing, or slashing damage, you can use your reaction to grant resistance to the creature against that instance of the damage.

You can use this reaction a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.

Divine Strike

8th-level Fealty 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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Coronation

17th-level Fealty Domain feature


You gain the ability to perform a short ceremony to emulate the crowning of a King. You can perform a 10-minute ceremony to crown a willing creature, including yourself. Upon the completion of this ceremony, a faint spectral crown or tiara (your choice) manifests around the head of the creature. The crown lasts until you use this feature again or until it is dismissed. While the crown is present, the creature gains the following benefits:

  • The creature can't be charmed or frightened.
  • Whenever the creature completes a short or long rest, it gains 20 temporary hit points.

If the creature is reduced to 0 hit points within 60 feet of you but not killed outright, you can use your reaction to dismiss the spectral crown and restore the creature to half of its hit point maximum. A fanfare of trumpets is audible up to 100 feet away from the creature when the crown is dismissed in this way, and the creature can immediately rise to its feet.

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

Druid Circle

At 2nd level, a druid gains the Druid Circle feature, which offers you the choice of a subclass. The Circle of Shadows and the Circle of Winter are options available to a druid making that choice.

Circle of Shadows

"Nothing screams 'be afraid' quite like a pair of glowing yellow eyes staring at you from the shadows." - Shuffles

To the world of diurnal creatures, the dark is often a source of fear. It is symbolic of the unknown and often contains dangers hidden from the observer. But to certain druids, the dark is the most natural and comfortable thing in the world.

Circle of Shadows druids embrace the darkness, recognizing that the night is when life is most active, and are typically not very active during the day. Even at night, these druids are difficult to notice; they weave the shadows of the night around themselves in order to remain unnoticed, and are more interested in observing than interacting with others. They are the unseen guardians of the forest, only emerging to confront those who disturb nature or to protect travelers from the dangers lurking in the darkness.

What caused you to emerge from the shadows of the forest and begin adventuring in the daytime? How do you balance the druidic tradition of being an observer with your newfound role as an actor in the world?

Circle Spells

Your connection to the primal darkness of the night grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Shadows 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 Shadows Spells
Druid Level Spells
2nd Faerie Fire, Sleep
3rd Darkness, Shadow Blade
5th Fear, Nondetection
7th Hallucinatory Terrain, Phantasmal Killer
9th Dream, Scrying

Shadowy Form

2nd-level Circle of Shadows feature


You gain the ability to draw upon the shadows of the night to alter your form. As a bonus action, you can expend a use of your Wild Shape feature to take on a shadowy form, rather than transforming into a beast.

While in your Shadowy Form, you retain your game statistics, but your body becomes wreathed in shadows; you become difficult to see and your form flickers like a dark candle.

Also while you are in your Shadowy Form, you exude a shadowy aura. The area within 10 feet of you becomes dark as all nonmagical light is suppressed by shadows. Nonmagical light is partially suppressed for a further 10 feet; bright light becomes dim light in this area, and dim light becomes darkness.

This form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated or die, or use this feature again.

Whenever you assume your Shadowy Form, choose which of the following shadows manifest around your body; your choice gives you certain benefits while in the form:

  • Eyes in the Dark. When you manifest this shadow, your eyes glow with a primal red, yellow, or green, and can be seen clearly through your shadowy aura. You can see through any magical darkness which is within range of your darkvision while this shadow remains.
  • Nightmarish Claws. When you manifest this shadow, darkness coalesces around your arms and hands, forming wicked claws. When you activate this form, and as a bonus action on your subsequent turns while this shadow remains, you can make a melee spell attack against a creature within your reach. On a hit, the attack deals psychic damage equal to 1d8 + your Wisdom modifier, and the target must make a Wisdom saving throw. On a failed save, the target becomes frightened until the start of your next turn.

Art: 'Tentacle Shadow Monster' by pyrhho on deviantart.com


Art: 'Ursa Polaris' from the Creature Codex for 5th Edition

Night Stalker

2nd-level Circle of Shadows feature


You gain proficiency in the Stealth skill and you gain darkvision out to a range of 60 feet. Furthermore, you can't be frightened while you are in dim light or darkness.

Cloak of Shadows

6th-level Circle of Shadows feature


You can attempt to hide if you are in an area of dim light or darkness, even if you do not have cover.

Additionally, ability checks made to perceive you while you are hidden are at disadvantage.

Terror of the Night

10th-level Circle of Shadows feature


The shadows of your Shadowy Form improve. The 1d8 of your Nightmarish Claws becomes 2d8, and while your Eyes in the Dark is active, you have darkvision out to a range of 120 feet.

Moreover, if you are in an area of dim light or darkness while you are in your Shadowy Form, you can spend a bonus action to magically teleport up to 30 feet to another space of dim light or darkness.

Flickering Form

14th-level Circle of Shadows feature


You can cause your Shadowy Form to flicker and evade the brunt of a dangerous attack. When you are hit by an attack while in your Shadowy Form, you can spend your reaction to take only half of that damage, unless it is radiant damage or you are in bright light.

Circle of Winter

"Best leave them be - they almost killed me once for relieving myself against the wrong tree." - Shuffles

Some druids find the constant change and adaptation of the natural world to be overwhelming. While they agree that all of nature is a beautiful thing, they prefer to slow down and appreciate beauty in the moment rather than constantly chase after it as it changes. Such druids gather together and form a Circle of Winter, freezing over their grove and much of the surrounding landscape. The affected area is transformed into a winter wonderland, and while only the hardiest of life can live in this environment, the beauty of the frozen trees and rivers is unparalleled. These druids take very careful care of this beauty, and will not hesitate to lash out against any foolish enough to disturb the land.

It is considered taboo for Circle of Winter druids to leave their territory, and they are rarely even seen by outsiders. There are scattered reports of travellers being led to shelter or guarded from predators by a pure white beast or a spirit of winter, but this is the extent to which these druids are typically disposed to reveal themselves to outsiders. Once these outsiders are no longer in danger, the white beast or winter spirit swiftly flees into the wilderness.

What events caused you to leave your druid grove? Are you welcome to return if you so choose, or have you been banished for engaging with outsiders?

Circle Spells

You have embraced the preservative powers of elemental cold, and this grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Winter 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 Winter Spells
Druid Level Spells
2nd Fog Cloud, Ray of Frost
3rd Snilloc's Snowball Storm, Hold Person
5th Gaseous Form, Sleet Storm
7th Ice Storm, Water Sphere
9th Cone of Cold, Control Winds

Winter Wanderer

2nd-level Circle of Winter feature


You gain proficiency in the Survival skill. If you are already proficient in this skill, you gain proficiency in another skill of your choice instead.

Additionally, your beast forms manifest coated with snow and ice. When you use your Wild Shape, you gain temporary hit points equal to three times your druid level. While in your beast form, your natural weapon attacks deal an extra 1d4 cold damage on a hit. This extra damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4) in this class.

Elusive Flurry

2nd-level Circle of Winter feature


You are adept at evading close encounters. When an enemy ends its turn within 5 feet of you, you may spend your reaction to disappear in a puff of snow and ice, teleporting to an unoccupied space you can see within 30 feet of where you disappeared.

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

Mystical Forms

6th-level Circle of Winter feature


Your beast forms take on graceful and mystical qualities. While you are in your beast form, you receive the following benefits:

  • You have resistance to cold damage.
  • You can move across difficult terrain created by ice or snow without spending extra movement.
  • You can move across water as though it were solid ground.
  • Your natural weapon attacks count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

White Magic

10th-level Circle of Winter feature


You can ignore the verbal and somatic components of your circle spells, as well as any material components that lack a cost and aren’t consumed by the spell.

Flash Freeze

14th-level Circle of Winter feature


If you are reduced to 0 hit points but not killed outright, you may drop to 1 hit point instead. When you do so, elemental cold erupts from you, forcing hostile creatures within 30 feet of you to make a Constitution saving throw or be restrained for 1 minute as they become partially frozen. A frozen creature or one of its allies may spend an action to make a Strength check against your spell save DC to attempt to break free. An affected creature is also freed if it takes any fire damage.

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


Art: 'winter in the mountains' by Fel-X on deviantart.com

Martial Archetype

At 3rd level, a fighter gains the Martial Archetype feature, which offers you the choice of a subclass. The Field Medic and the Missileman are options available to a fighter making that choice.

Field Medic

"I would still have preferred a cleric, but I can't deny my hand feels way better now. Thanks." - Shuffles

When a warrior isn't slaying dragons or rescuing damsels from towers, he or she will likely serve as a member of a nation's army. While this title is much less likely to attract fame or notoriety, it is crucial for the security of any nation, and a honorable way to earn a living. However, even among a faceless army, there are those whose feats often go unsung by bards and historians: the medics. Field medics compose the backbone of any military force worth its salt, treating the wounds of their allies and helping to ensure that they make it home in one piece after a war.

While these soldiers spend the majority of their time treating the sick and injured alongside priests and the odd druid, they are still soldiers just like those in the front lines. They serve as the final line of defense for their army in the case where a hostile agent manages to sneak through and target the vulnerable back lines. And may the gods have mercy on any who underestimate these soldiers, as their unique understanding of anatomy can render them even more deadly than their front-liner peers when their backs are up against a wall.

Medical Adept

3rd-level Field Medic feature


You become adept at treating wounds and sickness. You gain proficiency in the Medicine skill and in the use of Herbalism Kits.

Additionally, you can spend 1 hour foraging for medicinal herbs and ingredients to craft a Healer's Kit. You can do this during a short or long rest, provided that you are in an area with ample plant life. Healer's Kits created in this way are too crude to be sold to most vendors, and will go bad if they are not used within 24 hours.

Field Medicine

3rd-level Field Medic feature


You can treat the wounds of your allies on the battlefield. As an action, you can spend 1 use of a held Healer's Kit and choose one creature you can see and touch. If that creature is not a construct or undead, it can spend and roll a number of hit dice up to your proficiency bonus. For each hit die spent, the creature regains hit points equal to the number rolled plus your Wisdom modifier. You can end one effect causing the creature to be paralyzed, poisoned, or stunned when you use this feature. The creature cannot benefit from this feature again until it finishes a short or long rest.

Art: 'Frontline Medic' MtG Art from Gatecrash by Willian Murai

Surgeon's Eye

7th-level Field Medic feature


You are able to perform cursory medical evaluations on the fly. As a bonus action, you can choose one creature you can see within 10 feet of you. Make a Wisdom (Medicine) check contested against the target's Constitution (Deception) check. On a success, you glean insight into the creature's anatomy. During this time, your attacks against the target score a critical hit on a roll of 19 or 20, and you have advantage on the first attack roll you make against the target each turn. Furthermore, you learn if the target is sick or diseased, and any damage immunities, resistances, or vulnerabilities possessed by the target.

This effect lasts for 1 minute or until you use this feature again. If a creature beats your check, you can't target it again using this feature for 24 hours.

You can use this feature a number of times equal to your Wisdom modifier. You regain all extended uses when you finish a long rest.

Pharmacologist

10th-level Field Medic feature


Your medical knowledge becomes more refined. Your proficiency bonus is doubled for any ability check you make that uses your proficiency in the Medicine skill. You must not already be benefiting from a feature, such as Expertise, that doubles your proficiency bonus with this skill.

Additionally, at the end of each long rest, if you have access to an Herbalism Kit, you can attempt to prepare a special medicine using herbs you have collected. Make a DC 20 Wisdom (Medicine) check. On a success, you prepare a special medicine. When consumed, this medicine heals a creature for 2d4+2 hit points, and grants resistance to poison damage and advantage on saving throws made against being poisoned for the next hour. At 18th level, the healing provided by this medicine becomes 4d4+4, and consuming it grants immunity to poison damage and the poisoned condition instead.

Unused medicine will go bad after a number of days equal to your proficiency bonus.


Art: 'Ard Feainn Crossbowman' by Oleksandr Kozachenko on gwent.one

Resuscitate

15th-level Field Medic feature


Your medical expertise grants you the ability to wrench your allies back from the grip of death. As an action, you can spend 1 use of a held Healer's Kit to make a DC 25 Wisdom (Medicine) check targeting a dead creature you can see and touch. The dead creature must not be an undead or construct, must have died within the past minute, must not have died of old age, and must have died with at least 1 hit die remaining. On a success, the creature returns to life and spends 1 hit die, regaining a number of hit points equal to the number rolled plus your Wisdom modifier. This feature does not restore missing or damaged body parts or cure any sickness or disease afflicting the target. The target can't be revived in this way again until it finishes a short or long rest.

Doctor of War

18th-level Field Medic feature


Your knowledge of anatomy and medicine is unparalleled. You gain the following benefits:

  • When you make a Wisdom (Medicine) check, you can treat a d20 roll of 9 or lower as a 10.
  • You can use a held Healer's Kit to stabilize a dying creature as a bonus action.
  • When you use your Field Medicine, you can spend 1 extra use of your Healer's Kit to make a Wisdom (Medicine) check. The target gains temporary hit points equal to the roll. Any unspent temporary hit points are lost after 1 hour.
  • When you use your Surgeon's Eye and succeed, your attacks against the target score a critical hit on a roll of 18, 19, or 20 for the duration of the effect.

Missileman

"See that bottle way over there? I'll bet you a silver you can't hit it... oh, wow, okay, here you go." - Shuffles

Archers are valuable assets in any army, providing cover for their allies and attacking their foes from a distance. However, archery units suffer a fatal weakness: they struggle to defend themselves if an enemy unit manages to approach and attack them in close-quarters combat. In response to this shortcoming, a special training regiment was developed to train archers to use their weapons effectively no matter the distance of the enemy. The elite archers who complete this training are known as Missilemen.

Missilemen are difficult to train and highly valued in warfare. They remain effective at all distances, raining bolts and arrows upon their targets as they approach as well as once they arrive. In fact, the training focuses so much on close-quarters combat that it is often safer to keep your distance from these marksmen. Fighting them is the ultimate lose-lose scenario; keep your distance and get picked off by a rain of missiles, or approach and subject your troops to even more potent attacks.

Marksman

3rd level Missileman feature


You gain expertise in the use of ranged weaponry. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls, and your ranged weapon attacks ignore half and three-quarters cover.

Additionally, you can ignore the loading property of weapons with which you are proficient.

Point Blank

3rd level Missileman feature


You learn to take advantage of your target when you are in close quarters with it. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged weapon attack rolls.

Additionally, once during your turn when you hit a creature within 5 feet of you with a ranged weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the attack's damage roll.

Keen Sight

7th level Missileman feature


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, and you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks involving sight.

Evasion

10th level Missileman feature


You can nimbly dodge out of the way of certain area effects, such as a 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.

Rapid Fire

15th level Missileman feature


When you take the Attack action on your turn and attack using a ranged weapon, you can make an additional ranged attack using that weapon as a bonus action.

Counterfire

18th level Missileman feature


Your familiarity with missile warfare allows you to dissuade incoming enemy attacks by retaliating with counterfire. When a creature you can see within range of a ranged weapon you are holding targets a creature with a ranged attack, you can use your reaction to make a ranged weapon attack against that creature. If this attack hits, the triggering attack automatically misses and the target has disadvantage on ranged attacks until the end of its turn.


Art: 'An Autumn War' by zippo514 on deviantart.com

Monastic Tradition

At 3rd level, a monk gains the Monastic Tradition feature, which offers you the choice of a subclass. The Way of the Primal Palm and the Way of Wild Ki are options available to a monk making that choice.

Way of the Primal Palm

"Aren't monks supposed to be disciplined and spiritual? You're just... savage." - Shuffles

Many monks carefully refine their martial art through careful study, training, and discipline. However, there are some believe that if a martial art becomes too wrapped up in the theory, it becomes formulaic, predictable, and ultimately exploitable by an observant opponent. These monks follow the Way of the Primal Palm, a teaching which encourages its students to turn to nature and the creatures therein for inspiration in their martial arts. These monks are often looked down upon as unrefined savages by their peers, though their fighting style is reluctantly acknowledged within the martial arts community as being highly effective.

Monks who follow the Way of the Primal Palm are more closely connected to nature than most of their peers. They often don robes woven from the furs or hides of the animals whose styles they adopt, and wear jewelery crafted from bones, claws, or teeth. The spiritual disposition of these monks, combined with their natural appearance, often causes them to be mistaken for druids at first glance.

Which animals did you turn to for inspiration in your martial arts? How does that choice influence the garments you wear? How does your affinity for the natural world impact the way you act around beasts and other humanoids?

Student of the Wild

3rd-level Way of the Primal Palm feature


You have spent countless hours studying nature and wild animals. Choose one of the following skills: Animal Handling, Medicine, Nature, Perception, or Survival. You gain proficiency in the chosen skill if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses that proficiency. You must not already be benefitting from another feature, such as Expertise, which doubles your proficiency bonus in this way.

Primal Arts

3rd-level Way of the Primal Palm feature


You learn to incorporate certain animal movements into your martial arts. Choose two Primal Stances to learn from the Primal Stances list at the end of this subclass. You may spend 1 Ki point as a bonus action to assume one of these stances for 1 minute. Your stance ends early if you are incapacitated, if you spend a bonus action to end it, or if you use this feature again.

You learn an additional stance at 6th level, 11th level, and 17th level. Each time you learn a new stance, you may replace one stance you know for a different one from the Primal Stances list.


Art: 'Tabaxi Monk' by Jarek Madyda on pinterest.com

Primal Instinct

6th-level Way of the Primal Palm feature


Your time spent in the wilderness has honed your senses. You can add your Wisdom modifier to your 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 assume a Primal Stance before doing anything else on that turn.

Improved Primal Arts

11th-level Way of the Primal Palm feature


While you are assuming a Primal Stance, you may use the Improved Stance it describes.

Savage Survivor

17th-level Way of the Primal Palm feature


When you are reduced to 0 hit points, but not killed outright, you can use your reaction to spend 1 Ki point and make an unarmed strike against a creature you can reach. If you hit, you gain hit points equal to the damage dealt by the attack and don't fall unconscious.

Primal Stances

Primal Stances are special techniques which a Way of the Primal Palm monk can learn to augment their martial arts. The description of each of the Primal Stances explains its effect, along with an improved stance which you can use when you gain the Improved Primal Stances feature at level 11.

Crane Stance

Once on your turn, when you hit a creature with an unarmed strike, you can move that creature 5 feet in a direction you choose.

Improves Crane Stance: when you use your Flurry of Blows, you can move all creatures within 10 feet of you up to 5 feet in a direction you choose. You do not need to move every target in the same direction.

Crocodile Stance

You gain a swimming speed equal to your movement speed, and you have advantage on attack rolls made underwater.

Improved Crocodile Stance: when a creature you are grappling successfully escapes from your grapple, you can use your reaction to spend 1 Ki point and cause it to fail instead.

Dragon Stance

You have resistance to one of the following damage types: acid, cold, fire, lightning, or poison. You choose this damage type each time you assume this stance.

Improved Dragon Stance: Once during your turn when you hit a creature with an unarmed strike, you can deal extra damage equal to one roll of your martial arts die. This damage is of the type you chose when you assumed this stance.

Goose Stance

Your Slow Fall feature now reduces damage taken from falling to 0, and you gain a swimming speed equal to your movement speed.

Improved Goose Stance: when you use your Flurry of Blows, you can cause creatures of your choice within 10 feet of you to make a Wisdom saving throw. On a fail, they are frightened of you until the start of your next turn.

Mantis Stance

You count as one size category smaller than you actually are.

Improved Mantis Stance: When you use your Flurry of Blows feature, you can spend an additional Ki point to make an additional unarmed strike.

Monkey Stance

When you make a Strength (Athletics) or Dexterity (Acrobatics) check, you can roll your martial arts die and add it to the total.

Improved Monkey Stance: While you are not holding anything in your hands, your reach increases by 5 feet.

Ox Stance

You count as one size category larger than you actually are.

Improved Ox Stance: If you take the Dash action on your turn, you can spend 1 Ki point to use your Flurry of Blows feature as a bonus action.

Panda Stance

Once on your turn, when you make an ability check, attack roll, or saving throw at disadvantage, you gain advantage on the next ability check, attack roll, or saving throw you make before the end of your next turn.

Improved Panda Stance: when you are hit with a melee weapon attack by a creature within 5 feet of you, you can spend your reaction and 1 Ki point to halve the damage from the attack. The attacker then takes bludgeoning damage equal to one roll of your martial arts die.

Tiger Stance

You are able to move and fight effectively on all fours. Standing up from prone takes 5 feet of movement, crawling does not slow your movement, you do not have disadvantage on attack rolls you make while prone, and other creatures do not have advantage on attack rolls made against you while you are prone if they are within 5 feet of you.

Improved Tiger Stance: you can take the Search action as a bonus action. When you do, you can roll your martial arts die and add the result to any Wisdom (Perception) or Intelligence (Investigation) checks you make.

Tortoise Stance

Your AC increases by 2 and your movement speed decreases by 15 feet.

Improved Tortoise Stance: you can use your action to gain resistance to all damage except psychic damage until the start of your next turn.

Viper Stance

You have resistance to poison damage and advantage on saving throws against the Poisoned condition.

Improved Viper Stance: When you hit a creature with an unarmed strike, you can spend 1 Ki point to deal additional poison damage equal to 1 roll of your martial arts die. If you do, the target must make a Constitution saving throw. On a fail, it becomes poisoned until the start of your next turn.

Way of Wild Ki

"Why bother training for years when you can just awaken your full potential all at once?" - Shuffles

Monks are known for their calm and meditated relationship with their Ki, but this is not always the case. Some monks for one reason or another have a very fragile grasp on their Ki. While these monks can still use their Ki proficiently, doing so causes their Ki to flare up beyond their control, unleashing unpredictable and uncontrollable side effects. Monks who suffer from this incomplete control over their Ki are oftentimes compared to wild magic sorcerers and wild magic barbarians, and consequently have come to be known as wild ki monks, or more simply, wild monks.

What is the cause for your incomplete control over your Ki? Were you hasty during your training, or did a powerful artifact or entity awaken your power before you were prepared to control it?


Art: 'Monk' by Edwardch93 on deviantart.com

Wild Ki

3rd-level Way of Wild Ki feature


Your Ki becomes wild and unpredictable, unleashing extra effects whenever you attempt to use it. The first time you spend Ki points on your turn, roll on the Wild Ki table to determine what extra effect is unleashed.

Wild Ki
d10  Effect
1  You regain 3 expended Ki points.
2  You magically teleport and swap places with a random creature within 60 feet of you.
3  You gain truesight out to a distance of 120 feet and can see into the Etherial Plane within that range. This special vision lasts until the end of your next turn.
4  You and creatures within 5 feet of you have advantage on saving throws against spells and other magical effects until the start of your next turn.
5  You or a creature of your choice within 5 feet of you regains hit points equal to your level.
6  You gain resistance to all damage until the start of your next turn.
7  One creature of your choice within 5 feet of you must make a Constitution saving throw or be stunned until the end of your next turn.
8  Your movement does not provoke opportunity attacks until the start of your next turn.
9  Your movement speed and your jump distance both double until the end of your turn.
10  All other creatures within 5 feet of you take force damage equal to half your level.

Chaotic Strikes

6th-level Way of Wild Ki feature


You can channel the chaotic energy of your Ki to empower your attacks. Each time you roll on the Wild Ki table, until the end of your next turn, the next time you hit with an unarmed strike or a monk weapon, the attack deals extra force damage equal to one roll of your martial arts die.

Wild Infusion

11th-level Way of Wild Ki feature


You can infuse creatures with the chaotic energy of your Ki. As an action, you can spend 1 Ki point to touch a willing creature (including yourself). For the next 10 minutes or until you use this feature again, whenever that creature makes an ability check, attack roll, or saving throw, it can roll your Martial Arts die and add the result to the roll. The creature can wait until after it rolls the d20 before deciding to do so. If the creature rolls an odd number on the die, it rolls on the Wild Ki table (using your Wisdom modifier and level when necessary) and this effect ends on it.

You do not roll on the Wild Ki table when you use this feature.

Chaos Control

17th-level Way of Wild Ki feature


You have gained greater control over your Ki. Whenever you roll on the Wild Ki table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

Sacred Oath

At 3rd level, a paladin gains the Sacred Oath feature, which offers you the choice of a subclass. The Oath of Doom and the Oath of the Crimson Tide are options available to a paladin making that choice.

Oath of Doom

"I don't judge you for needing to get stuff done. I judge you for how you go about doing it." - Shuffles

While paladins are typically understood to be acting in the name of a god or an ideal of some kind, not all have such lofty motivations behind their deeds. Those who take on the Oath of Doom have a mission they feel compelled to complete which they would ordinarily not live long enough to see finished. Usually, this oath is taken on by the sick or the elderly as a last-ditch effort to accomplish something important to them, drawing just enough strength from their oath to see their mission carried out. However, there are occasions where a healthy, youthful indiaivual will take on this oath if they know that their mission will take a very long time, longer than they are likely to live.

Due to the nature of this oath, it is remarkably rare to meet a member of a longer-lived race, such as an elf, who has taken this oath. Humans are by far the most likely to take on this oath, as their ambition extends far beyond their short lives, and those confronted with their own death often reflect upon unrealized desires.

What is it that you wish to achieve before your death, and what is preventing you from achieving it on your own? How does the knowledge of your own looming mortality inform your choices and behavior?

Tenets of Doom

The tenets of the Oath of Doom, unlike many other oath tenets, are largely self-motivated, and even by paladin standards, are rarely broken.


Dawdle Not. You do not have time to sit idly by. Whatever it is which motivated you to take on this oath, every action must move you closer to realizing that goal.


Whatever it Takes. No challenge is too great, nor price too high, for the realization of your goal.


Unwaivering. You must be resolute in your convictions. You have committed to realizing your goal, and it will not be questioned.


Bear Witness. You must ensure that you are there to bear witness to the realization of your goal. Do not needlessly place yourself at risk before then.


Art: 'Veteran Paladin' uploaded to pinterest.com by Anthony Argentin

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Doom Spells
Paladin Level Spells
3rd Bane, Longstrider
5th Crown of Madness, Ray of Enfeeblement
9th Feign Death, Spirit Shroud
13th Compulsion, Freedom of Movement
17th Skill Empowerment, Passwall

Source of Doom

Every creature which takes on this oath has a Source of Doom, something against which the creature is racing to achieve its goal. To determine your Source of Doom, choose from one of the options below or create one of your own design.

Source of Doom
You risk dying of old age before your goal can be completed.
You are fighting an incurable illness.
Someone or something wants to kill you.
You must uphold a promise you made to someone else before they die.

Channel Divinity

3rd-level Oath of Doom feature


You gain the following two Channel Divinity options.

  • Evoke Dread. You can use your Channel Divinity to flood the mind of another creature with images of its own death. As an action, you can present your holy symbol to a creature you can see within 30 feet of you. The creature must make a Wisdom saving throw or become paralyzed for the next minute. The target can repeat the saving throw at the end of each of its turns and each time it takes damage. A creature which is immune to the frightened condition is unaffected by this feature.

  • Invoke Resolve. You can use your Channel Divinity to call upon your resolve and grant yourself a bonus to a single ability check, attack roll, or saving throw equal to half your level. You can do so after you roll the die, but before the outcome is determined.

Aura of Impetus

7th-level Oath of Doom feature


You and friendly creatures within 10 feet of you can't be grappled or restrained and can ignore the movement penalties caused by difficult terrain while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Through to the End

15th-level Oath of Doom feature


Your oath sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

Finally, at the end of a long rest, you gain the effect of a Death Ward spell that lasts until the start of your next long rest (the spell can end early as normal). This feature can not be used to protect you from your Source of Doom.

Doomsayer

20th-level Oath of Doom feature


You can cause the doom surrounding you to become perceptible to others. As a bonus action, you can manifest your doom as a cloak of darkness and shadows. For the next minute, or until you end the effect as a bonus action, you gain the following benefits:

  • You become shrouded in magical darkness. This darkness cannot be dispelled by anything short of a Wish spell.
  • Your weapon attacks deal additional psychic damage equal to your Charisma modifier.
  • Once during each of your turns, when you hit a creature with a weapon attack, you can force that creature to make a Wisdom saving throw. On a fail, the creature has disadvantage on all ability checks, attack rolls, and saving throws until the end of your next turn.

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

Oath of the Crimson Tide

"Don't get me wrong, I like blood too - I just don't like other people's blood." - Shuffles

There lies a great power in blood. Few dare to pursue this power, however, as the reckless pursuit of that power places the life of the user in great peril. But for those heedless individuals who push their luck in pursuit of this power and manage to survive the endeavor, their power will crystalize into something incredible. These individuals take on the Oath of the Crimson Tide, gaining distinct powers from the more conservative hemomancers who acknowledge their limitations.

This oath is fundamentally grounded in the alchemical principle of equivalent exchange, trading the blood of others in exchange for access to the power held within their own blood. As such, if an individual who has taken this oath makes regular use of their powers without paying the fee, they risk losing access to their powers, or, in rare cases, being consumed by those powers. This perceived incentive to go around slaughtering anything and everything has earned the oath a rather negative reputation, but those who take it on insist that the oath is neither good nor evil, and that it entirely depends upon the user's disposition.

Tenets of the Crimson Tide

The tenets of the Oath of the Crimson Tide are ominous and repulsive to many, and are typically carved somewhere on a paladin's arm or torso as a reminder.


Blood for the Blood Gods. The gods of blood must drink their fill; you shall permit no foe to escape your wrath without first spilling their blood.


Blood Runs Thicker than Water. Once earned, your loyalty is absolute; do not betray the trust you work to foster in others.


Let the Rivers Run Red. You do not fear the sight of your own blood; you must not flee conflict simply because you may sustain bodily harm.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Crimson Tide Spells
Paladin Level Spells
3rd Bane, False Life
5th Blindness/Deafness, Wither and Bloom
9th Life Transferrence, Vampiric Touch
13th Compulsion, Death Ward
17th Contagion, Enervation

Channel Divinity

3rd-level Oath of the Crimson Tide feature


You gain the following two Channel Divinity options.

  • Crimson Retort. As a reaction when you or a creature you can see within 30 feet of you takes damage from a melee attack, you can spend your Channel Divinity to cause the attacker to take necrotic damage equal to the damage dealt by the attack. The target of the attack then gains that many temporary hit points.

  • Rend Wounds. As an action, you can present your holy symbol to agitate the wounds of another creature. Choose one creature you can see within 30 feet of you. That creature must make a Constitution saving throw. A creature makes this saving throw with advantage if it is not missing any hit points. On a fail, the creature takes necrotic damage equal to your level, and for the next minute, it has disadvantage on all ability checks, attack rolls, and saving throws which use Strength, and it deals half damage on damage rolls made using Strength. On a success, the target takes half as much damage and does not suffer any additional effects. Constructs and undead are unaffected by this feature.

Aura of Bleeding

7th-level Oath of the Crimson Tide feature


You exude an aura to a distance of 10 feet which compels wounds to bleed. Whenever a hostile creature in this aura receives healing, that healing is halved. Furthermore, when a hostile creature which is missing any hit points starts its turn in this aura or enters it for the first time on a turn, it must make a Constitution saving throw. On a fail, it takes necrotic damage equal to your Charisma modifier.

Art: A fierce Blood Knight by Obaida Is Making Videos on playgroundai.com

Crimson Disciple

15th-level Oath of the Crimson Tide feature


Your dedication to blood grants you special protections. You gain resistance to necrotic damage, and your hit point maximum cannot be reduced unless you allow it.

Additionally, you gain proficiency in Constitution saving throws.

Avatar of Blood

20th-level Oath of the Crimson Tide feature


You can harness the divine power of your own blood. As an action, you can become an avatar of blood, gaining the following benefits for 1 minute:

  • You gain 20 temporary hit points.
  • You gain immunity to necrotic damage.
  • Whenever dice are rolled to determine an amount of healing you receive, you may treat those dice as having rolled their maximum value.
  • As a bonus action, you can extend a tendril of blood from your body to make a special attack. Make a melee spell attack against a creature within 30 feet of you. On a hit, the target takes 4d6 necrotic damage. If the target is not a construct or undead, you regain lost hit points equal to half the necrotic damage dealt by this attack.

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

Ranger Conclave

At 3rd level, a ranger gains the Ranger Conclave feature, which offers you the choice of a subclass. The Beyonder and the Time Treader are options available to a ranger making that choice.

Beyonder

"Wait, I can get superpowers just by relaxing on some alien beach? Sign me up!" - Shuffles

Permanent interplanar portals are rare, dangerous, and well-documented by groups such as the Horizon Walker ranger conclave. However, temporary portals are known to open spontaneously and unpredictably. And sometimes, those portals transport unsuspecting creatures to a place far removed from the other planes, a place called the Far Realm.

Most unfortunate souls who unexpectedly find themselves in the Far Realm will succumb to madness after witnessing the alien world. But for those who prove to be strong of will, they are able to endure the madenning experience and, with a bit of fortune, make their way home. But during this journey, these individuals are vulnerable to the transformations the Far Realm performs on their minds, and may begin to develop special psionic abilities as a result. Once this process begins, it is irreversible and will continue to act upon the person even after they leave the plane.

Those who are subjected to this change are referred to as Beyonders, and are sought out by scholars researching the Far Realm and psionics.

Beyonder Magic

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

Beyonder Spells
Ranger Level Spells
3rd Command
5th Mind Spike
9th Sending
13th Confusion
17th Contact Other Plane

Psionic Strikes

3rd-level Beyonder feature


You gain the ability to directly attack a creature's mind. Once during your turn, when you hit a creature with a melee weapon attack, you can change the attack's damage type to psychic instead of its normal damage type. When you do, the attack deals an additional 1d6 psychic damage.

Knowledge from Beyond

3rd-level Beyonder feature


Your knowledge of the beyond lends itself to your everyday tasks. As a result, whenever you make an Intelligence check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

Invasive Mind

7th-level Beyonder feature


You can touch another creature to psychically link with its mind. An unwilling creature can make an Intelligence saving throw, becoming immune to this effect for the next 24 hours on a success.

For the next 10 minutes, or until you use this feature again, you can perceive through the target's senses and read its surface thoughts if you share a language (no action required). You gain the benefits of any special senses possessed by the target, such as blindsight, when you do.

When the target makes an ability check, attack roll, or saving throw, you can use your reaction to end this effect early and grant advantage or disadvantage to the roll (your choice).

Master of Madness

11th-level Beyonder feature


You have grown accustomed to the mind-breaking effects of alien encounters. You are immune to insanity and madness, and you gain proficiency in Intelligence saving throws.

Also, when you deal psychic damage to another creature, you can force it to make a Wisdom saving throw or become afflicted by a random form of short-term madness as described in the Dungeon Master's Guide.

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


Art: 'Nightstalker' by @EmberWickArt on twitter.com

Mind Break

15th-level Beyonder feature


You learn to channel the psionic powers you have developed into a single devistating blast. You can cast the Feeblemind spell as an action. This spell counts as a ranger spell for you, and does not require any spell components to be cast.

Once you use this feature, you can't use it again until you complete 1d4 long rests.


Art: 'DnD - Timelord's Sorrow' by rudiindra4 on artstation.com

Time Treader

"Where in the godsforsaken Hells did you come from? I just watched you get run through by a spear!" - Shuffles

Time is a finnicky thing, and disturbing it can have dangerous consequences. Those who dedicate themselves to maintaining the integrity of time itself are called Time Treaders. They are rarely seen on the job, as threats to time itself are few and far between, but their work is critical for the continuity and wellbeing of all the planes.

Time Treaders have an uncanny relationship with time. They seem to mold the very fabric of time around themselves according to their need, and they have a curious ability to peer into and even traverse between alternate timelines. Such temporal displacements are mind-baffling to behold, but to a Time Treader, it is just another day on the job.

Time Treader Magic

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

Time Treader Spells
Ranger Level Spells
3rd Gift of Alacrity
5th Mirror Image
9th Haste
13th Divination
17th Far Step

Tempus Imperium

3rd-level Time Treader feature


Time warps and bends around you, allowing you to react more quickly to danger and fit more activity into the same amount of time. You gain a bonus to initiative rolls equal to your Wisdom modifier, and you can use your bonus action to take the Dash, Disengage, or Hide action.

Rewind

7th-level Time Treader feature


You can magically rewind time around yourself. As a bonus action, you can teleport to any unoccupied space that you occupied at some point in the past minute. You cannot teleport to another plane of existence in this way.

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

Portent Strike

11th-level Time Treader feature


You can peer into the future to preempt your own failure. When you make a weapon attack on your turn and miss, you can re-roll the attack. If you hit, the attack deals extra force damage equal to your level.

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

Borrowed Time

15th-level Time Treader feature


You can cross timelines in order to continue your journey where it might otherwise have ended. When you are reduced to 0 hit points but not killed outright, you can use your reaction to magically swap out with another version of yourself from a parallel timeline. You regain half of your maximum hit points, you gain 1 level of exhaustion, and you can teleport up to 60 feet to an unoccupied space you can see.

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

Roguish Archetype

At 3rd level, a rogue gains the Roguish Archetype feature, which offers you the choice of a subclass. The Executioner and the Reverent are options available to a rogue making that choice.

Executioner

"These guys know that one good swing is the only thing separating most folk from a eulogy." - Shuffles

Not all rogues slink about in the shadows. Some have chosen to emerge from the dregs of civilization and step into the public eye. Having less need for stealthy and secretive practices than their roguish colleagues, these individuals sacrifice calculated precision for brute force, often preferring greatswords and greataxes to daggers and shortswords.

As the name suggests, many of these individuals can be found working under a governing body - such as a kingdom or city - as executioners. Common folk are understandably wary of Executioners if their profession is made known, especially those who work under a governing body of some sort, but Executioners can typically fit in reasonably well and find work in civilized society.

What events led you to step out from the shadows? Are you seeking to leave your criminal ways behind, or are you seeking greater reputation and notoriety for the criminal activities you still pursue?

Blatant Combatant

3rd-level Executioner feature


You gain proficiency with medium armor and all weapons with the heavy property.

You also gain an additional way to use your Sneak Attack; you may use your Sneak Attack against a creature if that creature is within 5 feet of you, if you are attacking using a melee weapon with the heavy property, and if you do not have disadvantage on the attack roll.

To the Chopping Block

3rd-level Executioner feature


You have grown accustomed to forcibly moving others. You can use the bonus action granted by your Cunning Action to attempt to Shove a creature within 5 feet of you.

Additionally, your speed is not halved when you drag a creature unless that creature is larger than you.

Executioner's Mark

9th-level Executioner feature


Immediately before you attempt to shove or make an attack against a creature, you may choose to designate that creature as your Mark. This mark lasts for 1 minute, until the marked creature dies, or until you use this feature again.

You have advantage on Strength (Athletics) checks made to grapple or shove your Mark. If you use your Sneak Attack to deal damage to your Mark while it is prone, your Sneak Attack damage increases by 2d6.

If you kill your Mark, all enemies within 30 feet of you who can see or hear you must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be frightened of you until the end of your next turn.

You can mark a creature in this way a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Unrelenting

13th-level Executioner feature


When you are reduced to 0 hit points but not killed outright, you can choose to fall to 1 hit point instead. When you do so, you gain temporary hit points equal to your level, and all enemies within 30 feet of you become marked by your Executioner's Mark.

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

Executioner's Strike

17th-level Executioner feature


When you make an attack roll using a weapon with the heavy property against a creature marked by your Executioner's Mark, your attacks score a critical hit on a roll of 18, 19, or 20.


Art: 'SMITE Nemesis Executioner' by Scebiqu on deviantart.com

Reverent

"All I hear is that it took a slap from a god for you to see reason. That's not a great look." - Shuffles

The gods are usually content to allow the affairs of the mortal races to play out with minimal to no interference. However, on rare occasions, when a mortal of interest strays from the fate a god had intended for it, that god will reach out and guide the mortal back to a path of righteousness. Mortals who experience this divine intervention typically go on to become Reverents, renouncing their old ways and repurposing their skills to act in the service of the deity which reached out to them.

Reverent almost always come from a background of criminal behavior, as living an "average life" is rarely unacceptable in the eyes of the gods to the point of warranting direct intervention. While some reject the demands of the gods to change their ways, those who undergo genuine repentance and accept the wills of the gods find holy magic awakening within them shortly thereafter. While this magic is not quite as remarkable as what a conventional cleric could achieve, it provides the Reverent with a unique toolkit to augment their existing skill set.

What activities caused a deity to intervene and pull you back into the light, and which deity was it that reached out to contact you? Were you quick to accept the demands of the deity, or were you hesitant and doubtful?

Reverent Spellcasting
Rogue Level Cantrips Known Spells Known 1st level 2nd level 3rd level 4th level
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

Spellcasting

3rd-level Reverent feature


When you reach 3rd level, you gain the ability to cast spells.

Cantrips. You learn two cantrips of your choice from the cleric spell list. You learn another cleric cantrip of your choice at 10th level.

Spell Slots. The Reverent Spellcasting 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.

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

Spells Known of 1st Level and Higher. You know three 1st-level cleric spells of your choice, two of which you must choose from the abjuration and divination spells on the cleric spell list.

The Spells Known column of the Reverent Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an abjuration or divination 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 cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or divination spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells, since the power of your spells comes from your devotion to your deity. 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 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

Providential Strike

3rd-level Reverent feature


Your faith empowers your attacks. When you deal damage using your Sneak Attack, you can choose for that damage to be radiant damage instead of its normal damage type.

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 it is a fiend or an undead and if you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Holy Ward

9th-level Reverent feature


Your deity endows you with a holy ward you can use to keep yourself and others safe from harm. When you or a creature you can see within 30 feet of you takes damage, you can deploy this ward as a reaction to reduce the damage taken by an amount equal to your level plus your Wisdom modifier.

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

Revelation

13th-level Reverent feature


Your deity bestows divine revelations upon you. As a result, whenever you make an Intelligence check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

Judgement

17th-level Reverent feature


You can direct the ire of your deity at a single foe. When you roll radiant damage on your turn, you can deal maximum damage instead of rolling.

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


Art: 'Healer' by Oxana Che on artstation.com

Sorcerous Origin

At 1st level, a sorcerer gains the Sorcerous Origin feature, which offers you the choice of a subclass. The Elected Soul and the Infernal Soul are options available to a sorcerer making that choice.

Elected Soul

"Being able to draw a crowd doesn't make you special. I can do that too, just watch..." - Shuffles

While all royalty is, in a sense, born to lead, Elected Soul sorcerers take this phrase to another level. The magic bestowed upon these individuals is an embodiment of the will of a culture, kingdom, or other people group. This form of magic is rare, and typically manifests during times of great patriotism or of great civil unrest. Because their magic is born from the wills of countless other people, these sorcerers have an uncanny ability to attract others to their cause, whatever that might be, and are either viewed as a great asset or a great threat by the ruling class.

There are competing philosophies regarding the nature of an Elected Soul's magic. Some believe that the magic is always present, but is usually awaiting the birth of the perfect host before it manifests. Others suspect that the magic only appears during auspicious moments in history, and that it manifests in a random host who is then compelled to act out the will of the people, regardless of their natural inclination. However, due to the rarity of Elected Souls, the issue has not been robustly researched, and the true nature of their magic remains a mystery.

Voice of the People

1st-level Elected Soul feature


Your words have an uncanny power to draw others to your side. You learn the Friends and Charm Person spells. These spells don't count against the number of spells you know.

Collective Cunning

1st-level Elected Soul feature


Your magic grants you the cunning of countless others. You gain proficiency in two skills of your choice. You double your proficiency bonus for any ability check you make with these skills. You must not already be benefiting from another feature, such as Expertise, that doubles your proficiency bonus with these skills.

Born to Lead

6th-level Elected Soul feature


You demonstrate yourself to be a born leader. You gain a bonus to initiative checks equal to your Charisma modifier.

Furthermore, you and friendly creatures within 30 feet of you have advantage on all attack rolls and ability checks made during their first turn in combat. Other creatures do not gain this benefit if they can't see or hear you, or if you are incapacitated or surprised.


Art: 'Wizard of the East' by artspell on deviantart.com

Aura of Eminence

14th-level Elected Soul feature


The renown of the people you represent causes others to hesitate when they attack you. When a creature within 30 feet of you hits you with a weapon attack and deals damage, that damage is reduced by an amount equal to your Charisma modifier (to a minimum of 1 damage). Creatures with an Intelligence of 4 or lower or which are immune to being charmed are not affected by this feature.

Paramount Personage

18th-level Elected Soul feature


You can channel the authority of those you represent to force others to heed your presence. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of importance to a distance of 60 feet. For 1 minute or until you lose your concentration (as if concentrating on a spell), each creature of your choice that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed by you until the aura ends. A creature charmed by this feature has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks made to perceive anything other than you, and cannot willingly move away from you. A creature that succeeds on its saving throw is immune to this feature for 24 hours.

Infernal Soul

"There's a pun about horns just begging to be made here... but current company might not appreciate that humor." - Shuffles

When a devil mates with a humanoid, the result is a creature called a Cambion; a half-devil. However, if the child carries magic in its blood as a sorcerer, that magic becomes twisted and corrupted, taking on certain infernal traits of the devil parent. While still technically a breed of Cambion, these children rarely manifest their devilish traits before adulthood, and even then, they retain most of their humanoid features.

Once their devilish traits manifest, Infernal Souls are often mistaken for Tieflings, or even full-fledged devils by the uninformed and the paranoid. Local temples often attempt to drive out Infernal Souls, viewing them as a sacreligious affront to the gods, and most common folk are hesitant to associate with them due to their parentage. Consequently, many Infernal Souls rely on their magic to mask themselves when they go out in public.

What type of devil are you descended from? What hardships have you faced as a consequence of your heritage, and how has your heritage informed your views and beliefs?


Art: 'Chris Rallis Fantasy Art' by Chris Rallis on this-is-cool.co.uk

Hellish Heritage

1st-level Infernal Soul feature


Choose one type of devil as your ancestor. Your choice of devil will determine the benefits you receive from other features.

Devil Damage Type
Bone Devil Poison
Chain Devil Fire
Erinyes Poison
Horned Devil Fire
Ice Devil Cold

You can speak, read, and write Infernal. Additionally, whenever you make a Charisma check when interacting with devils, your proficiency bonus is doubled if it applies to the check. Finally, you learn additional spells at certain levels.

Sorcerer Level Spells
1st Hellish Rebuke
3rd Alter Self
5th Conjure Devils
7th Wall of Fire
9th Infernal Calling

These spells count as sorcerer spells for you, and don't count against the number of spells you know.

Infernal Resistance

1st-level Infernal Soul feature


Your body undergoes minor augmentations to reflect the nature of your devil ancestor. You might grow a pair of short horns, or develop bony ridges along your arms and back. These changes grant you resistance against the damage type associated with your Hellish Heritage.

Additionally, choose one of the following damage types: bludgeoning, piercing, or slashing. You gain resistance to that damage type while you are not wearing armor, unless it is dealt by a magical or silvered weapon. You can choose a different damage type when you finish a long rest.

Fiendish Manifestation

6th-level Infernal Soul feature


You gain the ability to undergo a fiendish manifestation according to your Hellish Heritage:

Manifest Stinger (Bone Devil). As a bonus action, you can spend 1 sorcery point to manifest a venomous, bony stinger. Make a melee spell attack against a creature you can see within 10 feet of you. On a hit, you deal 1d6 plus your Charisma modifier piercing damage plus 1d6 poison damage, and the target must make a Constitution saving throw or be poisoned for 1 minute. The target may repeat its saving throw at the end of each of its turns, ending the condition on a success.

The poison damage dealt by this attack increases by 1d6 when you reach 11th level (2d6) and 17th level (3d6).

Manifest Chains (Chain Devil). As a bonus action, you can spend 1 sorcery point to manifest an animated chain. Make a melee spell attack against a creature you can see within 10 feet of you. On a hit, you deal 1d6 plus your Charisma modifier slashing damage and the target is restrained for 1 minute. A restrained creature can attempt to escape using its action by making a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC. A restrained creature takes 1d6 slashing damage at the start of each of its turns.

The slashing damage a creature takes at the start of its turn increases by 1d6 at 11th level (2d6) and 17th level (3d6).

Manifest Wings (Erinyes). As a bonus action, you can spend 2 sorcery points to manifest a pair of great red-feathered wings for 1 minute. During this time, you have a flying speed equal to your movement speed. 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.

You can use your wings to block incoming attacks. When you are hit by an attack while your wings are manifested, you can use your reaction to gain a +2 bonus to your AC against the triggering attack.

Manifest Tail (Horned Devil). As a bonus action, you can spend 1 sorcery point to manifest an infernal tail. Make a melee spell attack against a creature you can see within 10 feet of you. On a hit, you deal 1d6 plus your Charisma modifier piercing damage, and the target must make a Constitution saving throw or suffer an infernal wound.

A wounded creature loses 1d6 hit points at the start of each of its turns. Any creature can take an action to staunch the wound with a successful Wisdom (Medicine) check made against your spell save DC. Infernal wounds also close after 1 minute or if the target receives magical healing.

The hit points lost at the start of a wounded creature's turn increase by 1d6 when you reach 11th level (2d6) and 17th level (3d6).

Manifest Ice (Ice Devil). As a bonus action, you can spend 1 sorcery point to coat yourself in a layer of magical ice. You gain a number of temporary hit points equal to your level plus your Charisma modifier. While these temporary hit points remain, you are immune to cold damage and to the effects of extreme hot and cold climates.


Art: 'Chain Devil' by Bartek Fedyczak on artstation.com

Magic Resistance

14th-level Infernal Soul feature


Your devilish blood wards you against malevolent magic. You have advantage on saving throws against spells and other magical effects.

Possession

18th-level Infernal Soul feature


You can use your fiendish powers to attempt to possess another creature. As an action, you can spend 5 sorcery points to choose one humanoid you can reach within 5 feet of you. That creature must succeed on a Charisma saving throw. On a success, the possession fails, and you can't attempt to possess the creature again for a year. On a fail, both you and the target become incapacitated and lose control of your own bodies. You now control the target's body, but you don't deprive it of awareness. You retain your alignment, proficiencies, Intelligence, Wisdom, and Charisma, but you otherwise use the possessed target's statistics. You don't gain access to the target's knowledge, features, or proficiencies through this feature.

Your body enters a state of suspended animation during the possession. During this time, your body does not need to eat, drink, or breathe, it has resistance to all damage and immunity to psychic damage, and you can't perceive anything through its senses.

The possession lasts until the target's body drops to 0 hit points, you end the possession as a bonus action, you wander more than 1 mile from your body, or you are forced out by an effect like the Dispel Evil and Good spell. When the possession ends, your consciousness returns to your body. If your body dies, the possession ends and you die.

At the end of each long rest, the target creature can make a new Charisma saving throw to attempt to force you out. On a success, the possession ends, and you can't attempt to possess the creature again for a year.

Warlock Patron

At 1st level, a warlock gains the Warlock Patron feature, which offers the choice of a subclass. The Colossal and the Lady of the Lake are options available to a warlock making that choice.

The Colossal

"And just like that, the little guy broke my wrist! That's why I don't do handshakes." - Shuffles

The mightiest entities in the universe are often the largest ones. This is the thought which leads some aspiring warlocks to seek a pact with a Colossal. Whether this is achieved by contracting with a powerful giant, a massive dragon turtle, or even the Terrasque itself, warlocks who walk this path have the power to channel the great size and weight of their patron to produce earth-shattering strikes and perform feats of strength which would otherwise be impossible for them to achieve.

Warlocks who choose a Colossal as their patron are often unassuming, having no need to develop or maintain their own musculature. For this reason, many of these warlocks' foes underestimate the strength they wield and suffer humiliating defeats before they realize their mistake. But when they want to intimidate or impress, Colossal warlocks have the capacity to grow larger than just about anything else for a short time.

Which Colossal did you form a pact with? Do you wear your strength on your sleeve, or do you conceal it until the moments when it is needed the most?


Art: 'Arm wrestling challenge in a tavern' by Tregis on pinterest.com

Expanded Spell List

The Colossal 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.

Colossal Expanded Spells
Spell Level Spells
1st Catapault, Earth Tremor
2nd Enlarge/Reduce, Maximillian's Earthen Grasp
3rd Erupting Earth, Protection from Energy
4th Freedom of Movement, Stoneskin
5th Bigby's Hand (appears as a limb of your patron), Destructive Wave

Eldritch Might

1st-level Colossal feature


You are afforded some of the might of your patron. You gain the following benefits:

  • Your hit point maximum increases by 1, and increases by 1 again each time you gain a level in this class.
  • While you aren't wearing armor and aren't wielding a shield, your AC equals 13 + your Constitution modifier.
  • Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
  • You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Titanic Transformation

6th-level Colossal feature


Your patron magically transforms your body. When you gain this feature, roll 3d4. You grow a number of inches in height equal to the roll.

Additionally, you can use a bonus action to magically grow larger for 1 minute. During this time, you gain the following benefits:

  • Your size increases by 1 category.
  • Your reach increases by 5 feet.
  • Your unarmed strikes deal extra damage equal to half your proficiency bonus (rounded up).
  • You gain resistance against nonmagical bludgeoning, piercing, or slashing damage (choose one each time you use this feature).

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

Heavy Strikes

10th-level Colossal feature


You can channel the weight of your patron to deliver devastating strikes. Your unarmed strikes deal double damage to objects and structures.

Additionally, when you hit a creature with an unarmed strike, you can force it to make a Constitution saving throw or be knocked prone and stunned until the start of your next turn. Whether the target succeeds or fails, the ground within 15 feet of it becomes difficult terrain as it fractures from the force of your attack. You can move across this difficult terrain without expending extra movement.

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

Gargantuan Grappler

14th-level Colossal feature


Your patron bestows you with the power to grow even larger. When you use your Titanic Transformation, your size increases by 2 size categories instead of 1, and creatures you grapple are also restrained if they are smaller than you.

Furthermore, if you are grappling a creature that is smaller than you, you can use your action to make an improvised weapon attack using that creature as a weapon. You can use your Charisma modifier instead of your Strength modifier for the attack and damage rolls of this attack. This attack deals 1d10 damage, plus an additional 1d10 damage for each size category larger the grappled creature is than small (to a maximum of 4d10). You are considered to be proficient with this attack.

Creatures which are Medium or larger are considered to have the heavy weapon property.

When you make an attack roll and hit while using another creature as a weapon, the grappled creature must make a Dexterity saving throw. On a failed save, it takes bludgeoning damage equal to the damage dealt by the attack, or half as much on a successful one.

The Lady of the Lake

"You know, I've got some Artificer friends who might like to meet you..." - Shuffles

COMING SOON...

Expanded Spell List

The Lady of the Lake 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.

Lady of the Lake Expanded Spells
Spell Level Spells
1st Create or Destroy Water, Fog Cloud
2nd Calm Emotions, Lesser Restoration
3rd Tidal Wave, Wall of Water
4th Control Water, Illusory Smite
5th Maelstrom, Raise Dead

Enchanted Duelist

1st-level Lady of the Lake feature


Your patron's magic infuses you to guide and protect you in combat. You gain proficiency with martial melee weapons.

Additionally, while you are wielding a melee weapon in only one hand, not wielding a shield, and not wearing armor, you gain the following benefits:

  • Your AC equals 10 + your Dexterity modifier + your Charisma modifier.
  • Your movement speed increases by 10 feet.
  • Opportunity attacks against you are made with disadvantage.
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Charisma modifier (minimum of +1).

Gift of the Lake

1st-level Lady of the Lake feature


You gain the ability to imbue Fey magic into a weapon. At the end of a long rest, you can touch one nonmagical melee weapon which lacks the two-handed property. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to attack and damage rolls.

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

Blessed Relics

6th-level Lady of the Lake feature


Your patron bestows you with more powerful gifts. You gain one of the following benefits according to your pact boon:

Excalibur's Edge (Pact of the Blade). Attacks made using your pact weapon or weapons you have enchanted using your Gift of the Lake deal extra radiant damage on a hit equal to half your proficiency bonus (rounded up).

Chains of Mist (Pact of the Chain). When you or a creature attacking with a weapon enchanted by your Gift of the Lake hit a creature you can see with a melee weapon attack, you can use your reaction to force that creature to make a Charisma saving throw or be caught in chains of mist for 1 minute.

A creature caught in these chains cannot teleport or leave its current plane of existence, and must make a Strength saving throw at the start of each of its turns. On a fail, the creature's speed is reduced to 0 until the start of its next turn.

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

Mirror Magic (Pact of the Tome). When a creature you can see and hear within 60 feet of you casts a spell, you can use your reaction to temporarily learn that spell. The spell must have a casting time of 1 action or 1 bonus action, and must be of a level that you could cast using your warlock spell slots. The spell counts as a warlock spell for you, and doesn't count against the number of spells you know. You remember the spell for 8 hours or until you cast it.

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

Tears of the Talisman (Pact of the Talisman). When a creature wearing your talisman starts its turn with 0 hit points, you can spend 1 use of your talisman to heal the creature (no action required). The creature regains hit points equal to 1d4 + your proficiency bonus, and can immediately rise to its feet.

Green Knight's Gauntlet (Pact of the Gauntlet). Whenever you suffer a critical hit, the attack counts as a normal hit instead. Furthermore, your attack rolls score critical hits on a roll of 19 or 20.

Fey-Forged

10th-level Lady of the Lake feature


Your patron provides you with more powerful enchantments. The bonus to attack and damage rolls granted by your Gift of the Lake increases to +2.

Additionally, whenever a creature you can see wielding a weapon enchanted with your Gift of the Lake takes damage from a spell or weapon attack, you can use your reaction to reduce that damage by an amount equal to 1d10 + your Charisma modifier.

Fog of War

14th-level Lady of the Lake feature


As an action, you can become a conduit for the Fey magic of your patron. For 1 minute, or until you lose concentration (as though you were concentrating on a spell), you conjure a thin cloud of mist in a 30-foot radius centered on you. The mist moves with you and lightly obscures the area it covers. When you use this feature and as a bonus action on subsequent turns, you can force one creature in the mist to make a Wisdom saving throw. On a fail, the creature becomes charmed by you until the start of your next turn, and must immediately use its reaction to move up to half its speed and make one weapon attack against a creature of your choice that you can see.

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


Art: 'Albions Legacy Lady of the lake' by HELMUTTT on deviantart.com

Pact Boon Option

3rd-level warlock feature


When you choose your Pact Boon feature, the following options are available to you.

Pact of the Blade (revised)

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. 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, and you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls made using it.

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 Gauntlet

Your patron imbues your body with its magic when you choose this boon. Your fists satisfy all requirements for spells and features which normally require the use of a melee weapon or a melee weapon attack, such as the Green Flame Blade spell or the Gift of the Lake feature.

Your unarmed strikes count as magical for the purposes of overcoming resistances and immunities to nonmagical attacks and damage, and you can use Charisma instead of Strength for the attack and damage rolls of your unarmed strikes.

Additionally, creatures which you are grappling with your hands have disadvantage on ability checks made to escape that grapple.

Eldritch Invocation Options

When you choose eldritch invocations, you have access to these additional options.

Blade of Providence

Prerequisite: The Celestial patron or the Lady of the Lake patron, Pact of the Blade, 11th level


You can cast Holy Weapon once without expending a Warlock spell slot. This spell doesn't require concentration when cast using this feature.

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

Claw of Khazzar

Prerequisite: The Colossal patron, Pact of the Blade


When you conjure a weapon using your Pact of the Blade, you can choose to have the weapon manifest as a twisted crimson claw that binds to one of your hands until it is dismissed and cannot be removed.

When you make an unarmed strike using this weapon, you gain a +1 bonus to your attack and damage rolls, and you can choose to have the attack deal acid, fire, or slashing damage instead of its normal damage type on a hit.

Finally, this claw can be used as a spellcasting focus for your warlock spells.

Eldritch Armaments

Prerequisite: Pact of the Blade, 5th level


You can cast Magic Weapon using a Warlock spell slot. You can't do so again until you finish a long rest.

Eldritch Prayer

Prerequisite: Pact of the Tome, 11th level


You can cast Mass Cure Wounds using a Warlock spell slot. You can't do so again until you finish a long rest.

Forceful Strike

Prerequisite: Pact of the Gauntlet


When you hit a creature with your unarmed strike, you can push that creature up to 15 feet in any direction. You can't do so again until you finish a short or long rest.

Grasping Gauntlet

Prerequisite: Pact of the Gauntlet, Arcane Gauntlet cantrip


When you hit a creature with your Arcane Gauntlet, you can immediately use your bonus action to attempt to grapple that creature.

One-Two Strike

Prerequisite: Pact of the Gauntlet, 5th level


Whenever you take the Attack action on your turn, you may attack twice, instead of once, provided that both attacks are used to make unarmed strikes, to grapple, or to shove.

Throw Down the Gauntlet

Prerequisite: Pact of the Gauntlet


You can cast Compelled Duel once without expending a warlock spell slot. You can't do so again until you finish a long rest.

Titan Tamer

Prerequisite: The Colossal patron, Pact of the Chain


When you first choose this invocation, and when you cast Find Familiar thereafter, you can choose for your familiar to have a size of medium instead of its normal size. When you do, your familiar gains a bonus to ability checks made using Strength or Constitution equal to your Charisma modifier, and it gains temporary hit points equal to your Charisma modifier at the start of each of its turns.

Vice Grip

Prerequisite: Pact of the Gauntlet, 7th level


While you are grappling a creature of your size or smaller, that creature is restrained, and it cannot be pushed or pulled by creatures other than you.

Arcane Tradition

At 2nd level, a wizard gains the Arcane Tradition feature, which offers you the choice of a subclass. High Court Magic and the School of Divinity are options available to a wizard making that choice.

High Court Magic

"What do you mean, I'm legally responsible for the fireball? It was a mistake!" - Shuffles

Unlike many of their more academic colleagues, wizards of the High Court do not specialize in any particular school of magic. Instead, they direct their efforts toward political engagements and judiciary issues. These wizards develop a distinct form of magic which they use to ensure civil discourse and promote non-violent solutions to disagreement and conflict.

Despite the name of wizards who practice this tradition, not all hold a seat in the High Court. In fact, most are clerks or in training to take on more official roles when a position becomes available. As such, it is common for a wizard of the High Court to venture out from the courthouse in order to travel on business, research foreign law, or investigate crime scenes. Those who run these tasks for their seniors often partner with a local adventurer's guild in order to ensure the safety of themselves and whatever knowledge or evidence they carry with them.

Ombudsman

2nd-level High Court Magic feature


Your experience as an adjudicator has granted you a special ability to communicate and root out lies. You learn one language of your choice, and you may use a gavel as a spellcasting focus for your wizard spells.

Additionally, when you reach 3rd level in this class, you add the Zone of Truth spell to your spellbook if it is not there already, and it counts as a Wizard spell for you.

Objection

2nd-level High Court Magic feature


You gain the ability to magically interfere with another creature's endeavors. When a creature you can see within 30 feet of you makes an ability check, attack roll, or saving throw, you may force that creature to reroll that ability check, attack roll, or saving throw. You can use this reaction after the d20 is rolled, but before its effects are resolved. You cannot use your reaction in this way if you are silenced.

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

Contempt of Court

6th-level High Court Magic feature


You emanate an aura of sagacity. The aura extends 30 feet from you in every direction, but not through total cover. If an enemy creature deals damage to another creature while in the aura, it takes psychic damage equal to your Intelligence modifier (minimum of 1). A creature can only take this damage once per turn.

If you make an attack, cast a spell that affects an enemy, or deal damage to another creature by any means other than this feature, enemy creatures no longer suffer the effects of this feature until you finish a short or long rest.

Arresting Magic

10th-level High Court Magic feature


You can modify your spells to arrest the motion of other creatures. Once during your turn when a creature fails a saving throw against one of your wizard spells of 1st level or higher, you can reduce that creature's movement to 0 until the end of your next turn.

Order in the Court

14th-level High Court Magic feature


You have learned how to remove disruptive individuals from your vicinity. Whenever you see a creature within 30 feet of you casting a spell or attacking another creature, you can spend your reaction to force the creature to make a Charisma saving throw or be banished. The target disappears to the sound of a gavel striking a wooden block if it is banished in this way, and is sent to a pocket dimension. The creature is incapacitated while it remains in the pocket dimension. At the end of the creature's next turn, it reappears in the space it left or in the nearest unoccupied space if that space is occupied.

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


Art: 'Mata Hari - Courtroom' by TamasGaspar on deviantart.com

School of Divinity

"You worship a god whose priests all hate you... and somehow your magic still works." - Shuffles

Many individuals are intrigued by the divine, though few end up becoming members of a temple's clergy. For those who are more interested in the academic side of the divine, who have grievances with organized religious institutions, or who lacked the spirituality or piety to become a priest, the School of Divinity serves as a different way of engaging with the gods and enacting your faith.

Wizards of this school spend as much time studying religious manuscripts and holy texts as they do studying the arcane. However, they rarely get along with priests. They often view religious institutions with suspicion or disdain born out of past experience, and most priests regard the faith of these wizards as being without spiritual substance, and thus meaningless.

Bonus Proficiency

2nd-level School of Divinity feature


You gain proficiency in the Religion skill. If you are already proficient in this skill, you gain proficiency in another skill of your choice instead.

Devout Initiate

2nd-level School of Divinity feature


You learn two cantrips of your choice from the cleric spell list. These cantrips count as wizard spells for you, and they don't count against the number of wizard cantrips you know.

Furthermore, you can use a holy symbol as a spellcasting focus for your wizard spells.

Art: 'Holy Radiance' by YasenStoilov on deviantart.com

Faithful Magic

6th-level School of Divinity feature


You add two spells from the cleric spell list to your wizard spellbook. The spells you choose must be of a level which you can cast, and they count as wizard spells for you. You gain an additional two spells in this way at 11th level and at 17th level.

Holy Magic

10th-level School of Divinity feature


Your spells become laced with holy power. Fiends and Undead have disadvantage on saving throws made against your wizard spells.

Arcane Miracle

14th-level School of Divinity feature


You have learned to emulate certain miracles of the gods. You can perform the following miracles:

  • Purify. As an action, you touch a willing creature. All curses, diseases, sicknesses, and other ailments afflicting that creature are ended.
  • Raise Dead. You cast Raise Dead without expending a spell slot. This spell does not require any material components when you cast it using this feature, and has a casting time of one action.
  • Restore. As an action, you touch a willing creature. That creature regains all its hit points, and any missing or damaged body parts are restored.

Performing these miracles is incredibly taxing on you. You gain 2 levels of exhaustion each time you use this feature. This exhaustion can not be reduced by any means other than by taking a long rest.

Spells

(WIP)
Cantrips (0 Level)
  • Arc Shot
  • Arcane Gauntlet
  • Chant
  • Holy Strike
  • Vile Shot
1st Level
  • Forceful Smite
  • Frigid Smite
  • Sickening Smite
2nd Level
  • Psionic Smite
  • Shuffles' Glamorous Gait
3rd Level
  • Binding Smite
  • Conjure Devils
  • Solar Strike
4th Level
  • Colorful Cascade
  • Illusory Smite
5th Level
  • Shuffles' Strobing Stars
6th Level
  • Spell A
  • Spell B
  • Spell C
7th Level
  • Spell A
  • Spell B
  • Spell C
8th Level
  • Spell A
  • Spell B
  • Spell C
9th Level
  • Shuffles' Mighty Riff

Arc Shot

Evocation cantrip


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: S, M (a ranged or thrown weapon worth at least 1sp)
  • Duration: Instantaneous
  • Classes: Artificer, Sorcerer, Warlock, Wizard

You brandish the weapon used in the spell’s casting and make a ranged attack with it against one creature within 30 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause an arc of lightning to leap to a different creature of your choice that you can see within 10 feet of it. The second creature takes lightning damage equal to your spellcasting ability modifier.

At 5th level, the ranged attack deals an extra 1d6 lightning damage to the target on a hit, and the lightning damage to the second creature increases to 1d6 + your spellcasting ability modifier. Both damage rolls increase by 1d6 at 11th level (2d6 and 2d6) and 17th level (3d6 and 3d6).

Arcane Gauntlet

Abjuration cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (scraps taken from a suit of metal armor)
  • Duration: Instantaneous
  • Classes: Warlock, Wizard

You manifest a gauntlet of arcane energy around your hand and strike out at a creature. Make a melee spell attack against the target. On a hit, the target takes 1d6 force damage and your AC increases by 1 until the start of your next turn.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Binding Smite

3rd-level conjuration


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration (up to 1 minute)
  • Classes: Paladin

The first time you hit with a melee weapon attack during this spell’s duration, your weapon releases invisible bands of force to bind your target, and the attack deals an extra 3d6 force damage to the target. The target must succeed on a Dexterity saving throw or be restrained for the duration of the spell.

As an action, the target can make a Strength (Athletics) check against your spell save DC. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage dealt by the attack increases by 1d6 for each slot level beyond 3rd.

Chant

Enchantment cantrip


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a small bell and a bit of parchment featuring a song or hymn)
  • Duration: Instantaneous
  • Classes: Bard, Cleric

You begin chanting a song or hymn laced with magical power, directed at a target you can see within range. That creature must make a Wisdom saving throw, taking 1d6 thunder damage on a failed save, or half as much on a successful one.

If you used your action on your previous turn to cast this spell, this spell deals an additional 1d6 damage.

The spell's base damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Colorful Cascade

4th-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a vial of dye)
  • Duration: Instantaneous
  • Classes: Druid, Ranger, Wizard

You conjure a waterfall of vibrant, multicolored water to cascade down from the sky. All creatures in a 20-foot radius, 60-foot high cylinder centered on a point you can see within range must make a Dexterity saving throw or be affected by a random color of water, each of which has its own effects. For each target, roll a d6 to determine which color of water affects it.

1 Red. The target takes 6d6 fire damage on a failed save, or half as much on a successful one.

2 Orange. The target takes 6d6 acid damage on a failed save, or half as much on a successful one.

3 Yellow. The target takes 6d6 lightning damage on a failed save, or half as much on a successful one.

4 Green. The target takes 6d6 poison damage on a failed save, or half as much on a successful one.

5 Blue. The target takes 6d6 cold damage on a failed save, or half as much on a successful one.

6 Violet. On a failed save, the target takes 6d6 force damage and is teleported up to 100 feet in a random direction to an unoccupied space. The target takes half as much damage and is not teleported on a successful one.

At Higher Levels. When you cast this spell using a slot of 5th level or higher, the damage of the spell increases by 1d6 for each level above 4th.

Conjure Devils

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (ruby dust worth at least 666 silver)
  • Duration: Concentration (up to 1 hour)
  • Classes: Warlock, Wizard

You utter a dark incantation, calling forth a small swarm of devils from the nine hells. The combined challenge rating of the conjured devils must be equal to 2. Your DM decides what devils appear when you conjure them, unless you conjure them using their true names, and you choose unoccupied spaces within range where they appear.

The devils are unfriendly toward you and your companions. Roll initiative for the devils, which each have their own turn. They are under the Dungeon Master’s control and act according to their nature on each of their turns, which might result in their attacking you if they think they can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creatures' statistics.

On each of your turns, you can try to issue a verbal command to the devils (no action required by you). They obey the command if the likely outcome is in accordance with their desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by the Wisdom (Insight) check of the highest-CR devil you summoned. You make the check with advantage if you say the devil’s true name. If your check fails, the devils become immune to your verbal commands for the duration of the spell, though they can still carry out your commands if they choose. If your check succeeds, the devils carry out your command— such as “attack my enemies,” “explore the room ahead," or “bear this message to the queen"—until they complete the activity, at which point they return to you to report having done so.

If your concentration ends before the spell reaches its full duration, the devils don't disappear if they have become immune to your verbal commands. Instead, they act in whatever manner they choose for 3d6 minutes, and then they disappear.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the combined challenge rating of the conjured devils increases by 1 for each slot level above 3rd.

Forceful Smite

1st-level enchantment


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration (up to 1 minute)
  • Classes: Paladin

The first time you hit with a melee weapon attack during this spell’s duration, it lands with the weight of a giant's strike, and the attack deals an extra 2d6 bludgeoning damage to the target. The target must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage dealt by the attack increases by 1d6 for each slot level beyond 1st.

Frigid Smite

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration (up to 1 minute)
  • Classes: Paladin

The first time you hit with a melee weapon attack during this spell’s duration, your weapon freezes over with elemental cold, and the attack deals an extra 2d6 cold damage to the target, and the target must succeed on a Constitution saving throw or have its speed halved for the duration of the spell.

At the end of each of its turns until the spell ends, the target can make a Constitution saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage dealt by the attack increases by 1d6 for each slot level beyond 1st.

Holy Strike

cantrip evocation


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Cleric

You conjure a blade of brilliant light and strike at a creature within range. Make a melee spell attack against the target. You have advantage on the attack roll if the target is a fiend or an undead. On a hit, the target takes 1d8 radiant damage.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Illusory Smite

4th-level enchantment


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration (up to 1 minute)
  • Classes: Paladin

The first time you hit with a melee weapon attack during this spell’s duration, your weapon flares with multicolored light, and the attack deals an extra 4d10 psychic damage to the target. The target must succeed on an Intelligence saving throw or become trapped in an illusion for the duration of the spell.

While trapped within the illusion, the target is blinded and deafened to its surroundings, and perceives illusory foes to be surrounding it on all sides. During this time, the target must use its action to make a melee weapon attack against a random creature it can reach. If there are no creatures within its reach, the target spends its action flailing wildly at the space around it.

At the end of each of its turns until the spell ends, and any time it takes any damage, the target can repeat its saving throw, ending the spell on a success. The spell ends instantly for any target that can see through illusions.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the extra damage dealt by the attack increases by 1d10 for each slot level beyond 4th.

Psionic Smite

2nd-level enchantment


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration (up to 1 minute)
  • Classes: Paladin

The first time you hit with a melee weapon attack during this spell’s duration, your weapon pulses with a wave of psionic energy, and the attack deals an extra 2d6 psychic damage to the target. The target must succeed on an Intelligence saving throw or be stunned for the duration of the spell.

At the end of each of its turns until the spell ends, and any time it takes any damage, the target can repeat its saving throw, ending the spell on a success.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage dealt by the attack increases by 1d6 for each slot level beyond 2nd.

Shuffles' Glamorous Gait

2nd-level enchantment


  • Casting Time: 1 action
  • Range: Self
  • Components: S, M (a shirt, pants, hat, or pair of shoes worth at least 50gp)
  • Duration: Concentration (up to 1 minute)
  • Classes: Bard

You magically enhance the already impressive clothing used in the casting of the spell. For the duration of the spell, you have advantage on Charisma (Performance) checks, and any time a creature targets you with an attack, it must first make a Wisdom saving throw. On a fail, it becomes charmed by you until the start of its next turn or until you damage it or force it to make an ability check or saving throw.

The spell ends early if you end your turn without having spent at least 10 feet of movement.

Shuffles' Mighty Riff

9th-level evocation


  • Casting Time: 1 action
  • Range: Self (100-foot cone)
  • Components: V, S, M (a stringed instrument worth at least 500gp)
  • Duration: Instantaneous
  • Classes: Bard

You release a magically supercharged chord from the instrument used in the casting of this spell, creating a devastating sonic wave emanating out from you. All creatures in a 100-foot cone originating from you must make a Constitution saving throw, taking 10d10 thunder damage and 10d10 force damage on a failed save, or half as much on a successful one.

Regardless of whether a creature passes or fails its save, it is pushed back 50 feet and knocked prone.

All non-magical, inert material not being warn or carried within the spell's area of effect is instantly destroyed. Creatures that are caught in the spell but not pushed out of the spell's area of effect may fall into a crater formed by the spell. The interior of any crater left behind by this spell is considered to be difficult terrain.

Shuffles' Strobing Stars

5th-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a pinch of glitter)
  • Duration: Concentration (up to 1 minute)
  • Classes: Bard, Druid

You conjure 3 glimmering motes of light within range. Each mote sheds bright light out to a distance of 10 feet, and dim light for an additional 10 feet. As a bonus action while the spell lasts, you can direct each mote to move up to 30 feet and then pulse brightly, forcing all creatures within 5 feet of it to make a Constitution saving throw or take 3d8 radiant damage and become blinded until the start of your next turn. On a successful save, a creature takes half as much damage and isn't blinded.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of motes conjured increases by 1 for every two slot levels above 5th.

Sickening Smite

1st-level evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration (up to 1 minute)
  • Classes: Paladin

The first time you hit with a melee weapon attack during this spell’s duration, your weapon radiates a sickening green aura, and the attack deals an extra 2d6 poison damage to the target, and the target must succeed on a Constitution saving throw or be poisoned for the duration of the spell.

At the end of each of its turns until the spell ends, the target can make a Constitution saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage dealt by the attack increases by 1d6 for each slot level beyond 1st.

Solar Strike

3rd-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a small glass or crystal lens)
  • Duration: Concentration (up to 1 minute)
  • Classes: Druid, Ranger

You must be in a space of bright light when you begin casting this spell. When you cast this spell, a glowing orb of light manifests above you, slowly growing larger before erupting a beam of sunlight at a space you choose within range. When you cast this spell or as an action thereafter, you can direct the gathered light to erupt towards a point you can see within range. Each target in a 5-foot radius of the point you choose must make a Constitution saving throw or take radiant damage equal to the total accumulated damage on a fail, or half as much on a pass, and the spell ends. The spell's base damage is 3d8. If at the end of your turn the orb has not erupted and you are in a brightly lit space, the damage increases by 1d8. If you lose concentration on the spell early, the gathered radiance disappears in a harmless flash of light.

The radiance created by this spell counts as sunlight.

At Higher Levels. When you cast this spell using a slot of 4th level or higher, the base damage of the spell increases by 1d8 for each level above 3rd.

Vile Shot

Conjuration cantrip


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: S, M (a ranged or thrown weapon worth at least 1sp)
  • Duration: 1 round
  • Classes: Artificer, Sorcerer, Warlock, Wizard

You brandish the weapon used in the spell's casting and make a ranged attack with it against a creature you can see within 30 feet of you. On a hit, the target suffers the attacks normal effects, and the target's space becomes filled with noxious fumes until the start of your next turn or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. If a creature ends its turn occupying the space filled with these fumes, it takes 1d10 poison damage, and the spell ends.

At 5th level, the ranged attack deals an extra 1d10 poison damage to the target on a hit, and the damage dealt by the fumes increases to 2d10. Both damage rolls increase by 1d10 at 11th level (2d10 and 3d10) and again at 17th level (3d10 and 4d10).

Fulfill the

prophecy of the

Foreverking!

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