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Table of Contents
NPCs | Page Number |
---|---|
Commoners | 2 |
Criminals and Thieves | 15 |
Wildlings | 32 |
Artificers | 44 |
Barbarians | 64 |
Bards | 77 |
Blood Hunters | 90 |
Clerics | 100 |
Cultists | 113 |
Druids | 132 |
Monks | 145 |
Paladin | 157 |
Ranger | 171 |
Sorcerers | 186 |
Spellblades | 204 |
Warriors | 218 |
Army Templates | 228 |
Wizards | 235 |
Racial NPC Templates | 250 |
Commoners
Although the Material Plane is populated by terrifying monster and valiant heroes, it is important to remember that the majority of its denizens are everyday people. Although they do not possess any special abilities or supernatural endurance, commoners still play an important role in shaping the course of history, as they are the backbone on which powerful empires and kingdoms are built. Conversely, the general will of the commoner can be enough to bring down entire dynasties, as their plight often calls unlikely heroes and adventurers to rise to the occasion.
Commoner Goals
Commoner goals can vary depending on the individual. In general, commoners do not have lofty goals such as slaying gods and holding back demonic hordes. They tend to provide the best life for themselves and their family and friends. Such concerns can vary from maintaining their shop, looking out for their children, or simply their next cup of ale at the tavern..
Commoner Tactics
In general, commoners do not seek to engage in a fight, for after all, they are civilians. Only in extreme circumstances, such as self-defense or severe insult, will commoners engage in a fight, especially against an obviously superior foe. In the face of a greater threat, the commoner's first tactic is to flee, either saving themselves or those they care about.. If possible, they will seek the aid of guard or adventurers to come Due to their lack of training, most commoners are hardly a match for even fledgling adventurers. However, they can prove to be somewhat dangerous when riled up in an angry mob.
Commoner
Occupation Commoners can be found in a variety of occupations depending on the region. This compendium will provide a guide of several common occupations that commoners can have.
Acrobat
Acrobats can easily be distinguished by their incredible feats of dexterity and flexibility. Thanks to their incredible skill, they often can find use for their talents as athletes or performers.
Actors
Actors have perfected the art of disguise and role-playing. They are able t r unique talents make them spectacular performers and in some cases spies.
Archeologist
Archeologists have dedicated their lives to the study of ancient architecture and cultures. Archeologists spend much of their time in ancient ruins to uncover artifacts to learn the secrets of long-lost civilizations.
Others seek to restore the vestiges and return them to their former glory. Despite their academic focus, archeologists are keenly aware of the dangers associated with unearthing ancient treasure and have learned to best prepare against such threats.
Body Builder
Body builders are athletes that tirelessly train to increase their physical strength and endurance. Despite lacking martial training, body builders can often be found as hired muscle to for taverns and shops. Others serve as trainers for keeping other athletes and even in some cases guards in prime shape.
Chef
Chefs are master of the culinary arts. The role of a chef can have a variety of roles ranging from a cook, bartender, or both. Depending on the society, chef's have been known to make food from a variety of creatures, plants, and in some case minerals or crystals. However, every chef, regardless of their skill level, has a special dish in which they are especially proficient with making(for better or worse).
Couriers
Cpuriers are common occupations that can be found, even in the smallest of communities. They can take the form of town criers who proclaim the daily new each morning or can working in bustling media firms to find the next big scoop in bustling cities. Regardless of their role, adventurers are often bound to encounter one of these individual along their journeys, either as a source of information or as a result of their party's growing fame(or notoriety).
Farmer
Farmers are one of the most common occupation among civilians as they provide a continual source of crops and livestock to feed their communities. Farmers have a keen understanding of nature around them and can determine the optimal time and weather for planting or gathering crops.
Folk Hero
Sometimes in dire circumstances, ordinary people must rise to the occasion against a seemingly impossible threat. The actions of such individuals often turn into myth, tales, and superstition. Whether it is marauding heroes or a rampant monster, a folk hero is one who through a sheer determination, probably a lot of luck, accomplished mighty deeds akin to that of an adventurer. Such figures are community icons and are often welcomed into local communities around their home.
Forgemaster
Forgemasters are a general category of commoners that include blacksmiths and similar skilled artisans. These individuals have a keen talent for shaping raw metal into tools, armor, and weapons. Most settlements typically have an individual who fulfills this role and often serves as the settlement's artisan. Larger communities may have several suppliers or even entire guilds filled with blacksmiths, leatherworkers, and others of this particular skillset.
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Hunter
Hunters spend the majority of their time trekking through the wild in search of food. Thanks to their keen senses, they are able to stealthily pursue their prey with ease. It is not uncommon for hunters to travel in small groups with fellow hunters or bestial companions
Marathon Runners
Marathon runners are athlete whose extensive training allows theme to sprint at incredible speeds for prolonged periods of time. Their heightened stamina also grants them proficiency in climbing and swimming. These individuals represent the peak physical condition of most civilians, without reaching the caliber of most adventurers.
Medic
Medics can be found in nearly any sizeable settlement. Although they do not possess the magical healing capabilities of many clerics, they are able to apply numerous salves, potions, and herbs to provide remedies of most known diseases and ailments.
Merchants
Merchants are a staple in any settlement as they are the source of procuring all manner of goods. Some merchants sell all kinds of items as general wares, while others specialize in a particular object such as magical items, tapestry, or jewelry.
Noble
Nobles represent the upper social echelons of society, ranging from minor lord, court aids, or even royalty itself. In general, nobles typically use their authority to their advantage (for good and bad reasons). Oftentimes, their position and authority is enough to caused others of lesser social importance to do their bidding or intimidate those who oppose them.
In general, nobles can make for unpleasant enemies, not particularly for their skill in combat but rather their ability to use their authority or money to call guards or hire goons to deal with any threat.
Performer
Performers typically encompass a wide range of entertainers such as artists, musicians, dancers, or poets. Regardless of their specialization, performers have the uncanny ability to enrapture their audience in their work and are typically a welcome sight in most establishes.
Priest
Priests are often viewed as leaders of the faith in even the smallest of settlements. Although they cannot channel divine power in the same manner as a cleric or paladin, their devotion to the faith is still just as firm as their heroic counterpart. These individuals often provide refuge to those who share their faith and seek to convert followers to follow their deity.
Sailor
Sailors can cover a variety of roles such as a deckhand, fisherman, ship captain, or shipwrights. Regardless of their occupation, sailors have a keen understanding of the sea and can easily determine the weather and their bearing from a single glance at the skies. Sailors can also prove to be a great source of information due to their far travels; however, they have been known for their rather embellishing stories.
Scholar
Thanks to their keen mind, scholars are the ideal resource for those who seek to learn more about any subject. Typically, most scholars have a specific academic focus such as history, science, arcane, or other subjects; however, some truly gifted minds possess expertise in multiple fields. Because of their expertise, scholars can find themselves serving as archivists, librarians, researchers, alchemists, and more.
Tavern Brawler
Tavern brawlers are typically individuals who spend a lot of time in taverns, usually drunk. Although tavern brawlers typically are quite unsavory character as they are continually intoxicated, some tavern brawlers are welcome sights in taverns as they are regulars. Despite being drunk, they act as an unofficial peacekeeper who put troublemakers in their place, as long as the ale keeps coming.
Acrobat
Medium Humanoid, varies
- Armor Class 12 (Natural Armor)
- Hit Points 9 (2d8)
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
- Saving Throws Dex +4
- Skills Acrobatics +4, Performance +2
- Senses passive Perception 10
- Languages Any one language
- Proficiency Bonus +2
- Challenge 1/8 (25 xp)
Acrobatic Performance When the acrobat makes a Charisma (Intimidation, Performance, or Persuasion) check, it can use Dexterity instead.
High Jump The acrobatic can double the distance it can high jump or long jump. They can use this jump without expending additional movement for a running start.
Graceful Landing When the acrobat takes fall damage, they can make a DC 10 Dexterity saving throw. On a successful saving throw, they take no damage and do not fall prone. On a failed saving throw, the acrobat takes half damage instead. The DC for this feature increases by 1 for every 10ft. above 30ft. the acrobat falls.
Limber The acrobat has advantage on Dexterity(Acrobatics) checks
Nimble Leap The acrobat only spends 5ft. of movement to get up from being knocked prone.
Quick Feet The acrobat has advantage on saving throws against being knocked prone.
Actions
Unarmed Strike Melee Weapon Attack: +4 to hit, 5ft., one target. Hit: 1 bludgeoning damage.
Acrobatics Lessons The acrobat can spend 1 hour teaching a creature the basics of acrobatics. For the next 24 hour hours, that creature can gain advantage on its choice of Dexterity (Acrobatics) checks
Actor
Medium Humanoid, varies
- Armor Class 10 (Natural Armor)
- Hit Points 9 (2d8)
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2)
- Skills Deception +4, Performance +4
- Senses passive Perception 10
- Languages Any one language
- Proficiency Bonus +2
- Challenge 1/8 (25 xp)
Roleplayer When the actor makes a Charisma (Intimidation, Performance, or Persuasion) check, it can do so with advantage
Voice Acting The actor can mimic sounds they have heard, including voices. A creature that hears the sounds it makes and can tell they are imitations with a successful Wisdom (Insight) check opposed by the actor's Charisma (Deception) check.
Actions
Unarmed Strike Melee Weapon Attack: +2 to hit, 5ft., one target. Hit: 1 bludgeoning damage.
Oration The actor can use their action to amplify their voice three times louder
Ventriloquism The actor can cause their voice to sound as if it originated from a spot within 30ft. of them. A creature that hears the sounds the performer makes can determine if this is a trick with a successful Wisdom (Insight) check opposed by the actor's Charisma (Deception) check.
Actor's Disguise (1/short rest) After spending 1 hour applying makeup, the actor can change their or another creature's appearance. The actor can determine the specifics of the changes, including its coloration, and hair length. The actor cannot adjust its height and weight, but not so much that its size changes. The actor can make itself appear as a member of another race, though none of its game statistics change. The actor can't duplicate the appearance of a creature it has never seen, and you must adopt a form that has the same basic arrangement of limbs that you have.
Rehearsal The actor can spend 1 hour teaching a creature the basics of acting. For the next 24 hour hours, that creature can gain advantage on its choice of Charisma (Deception or Performance) checks
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Archeologist
Medium Humanoid, varies
- Armor Class 10 (Natural Armor)
- Hit Points 9 (2d8)
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 14 (+2) 14 (+2) 10 (+0) 10 (+0)
- Skills History +4, History +4
- Senses passive Perception 10
- Languages Common and any three languages
- Proficiency Bonus +2
- Challenge 1/8 (25 xp)
Historian's Training The archeologist has advantage on Intelligence (History and Religion) checks regarding known ruins and societies
Trap Sense The archeologist has advantage on saving throws against traps. On a failed a saving throw, the archeologist takes half damage and none of a success.
Actions
Unarmed Strike Melee Weapon Attack: +2 to hit, 5ft., one target. Hit: 1 bludgeoning damage.
Lore Finder As an action, the archeologist can analyze ruins or items at least 100 years old and can determine its value, origins, and purpose if it was created by a known race
Body Builder
Medium Humanoid, varies
- Armor Class 10 (Natural Armor)
- Hit Points 26 (4d8+8)
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
- Saving Throws Str +2
- Skills Athletics +4
- Senses passive Perception 10
- Languages Any one language
- Proficiency Bonus +2
- Challenge 1/4 (50 xp)
Athletic Persona When the athlete makes a Charisma (Intimidation, Performance, or Persuasion) check, it can use Strength instead.
Sheer Strength The athlete has advantage on Strength(Athletic) checks
Powerful Build The athlete counts as one size when determining your carrying capacity and the weight you can push, drag, or lift.
Actions
Multiattack. The athlete can make two unarmed strikes
Unarmed Strike. Melee Weapon Attack: +4 to hit, 5ft., one target. Hit: 5 (1d4+2) bludgeoning damage.
Workout Routines
The body builder has a number of routines that its could use to enhance a creature's capabilities
Muscle Toning. The body builder can spend 1 hour teaching a creature the basics of body building. For the next 24 hours, that creature has advantage on its choice of Strength (Athletics) checks
Strength Training. The body builder can spend 1 hour increasing a creature's strength. For the next 24 hours, that creature counts as one size larger for the purposes of pushing, carry, or lifting.
Chef
Medium Humanoid, varies
- Armor Class 10 (Natural Armor)
- Hit Points 9 (2d8)
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
- Senses passive Perception 10
- Languages Common and any one language
- Proficiency Bonus +2
- Challenge 1/8 (25 xp)
Chef's Skill Whenever the chef rolls a d20 to cook a meal, it can reroll 1s and 2s.
Actions
Chef's Intuition The chef can use their action to analyze food and can identify the all known ingredients in it and where the ingredients can be found.
Knife. Melee Weapon Attack: +2 to hit, 5ft., one target. Hit: 3 (1d4) slashing damage.
Chef's Special(1/short rest)
The chef can create a special dish that grants the following benefits to those that partake (up to 4 Medium or smaller creatures)
- Heroes Buffet Creatures that spend 1 hour eating this meal gain advantage on saving throws against being frightened for 1 hour
- Healthy Delight Creatures that spend 1 hour eating this meal have advantage on saving throws against being charmed or diseased for 1 hour.
- Hearty Meal Creatures that spend 1 hour eating this meal gains 9(2d8) temporary hitpoints for 1 hour
- Wrath of the Chef Creatures that spend 1 hour eating this meal are poisoned for one hour.
Courier
Medium Humanoid, varies
- Armor Class 10 (Natural Armor)
- Hit Points 9 (2d8)
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
- Senses passive Perception 10
- Languages Common and any one language
- Proficiency Bonus +2
- Challenge 1/8 (25 xp)
Clue Finder Whenever the courier makes an Intelligence (History, Investigation) to recall knowledge about an object, person, or location, it can do so with advantage.
Courier's Sense When courier has advantage on Wisdom(Perception or Insight) checks
Actions
Unarmed Strike. Melee Weapon Attack: +2 to hit, 5ft., one target. Hit: 1 bludgeoning damage.
Spread the News The courier can use their action to amplify their voice three times louder
Investigation. The courier can spend 1 hour teaching a creature the basics of finding clues. For the next 24 houts, that creature gains advantage on its choice of Intelligence(History or Investigation) checks.
Farmer
Medium Humanoid, varies
- Armor Class 10 (Natural Armor)
- Hit Points 9 (2d8)
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
- Skills Nature +2, Animal Handling +2
- Senses passive Perception 10
- Languages Any one language
- Proficiency Bonus +2
- Challenge 1/8 (25 xp)
Early Bird The farmer always knows how many hours its is from sunrise and sunset.
Farmer's Intuition The farmer has advantage on Intelligence (Nature) and Wisdom (Animal Handling checks) regarding crops or livestock
There's a Nip in the Air The farmer can predict what the weather will be like within the next 24 hours at this location
Actions
Pitchfork. Melee Weapon Attack: +2 to hit, 5ft., one target. Hit: 3 (1d4) piercing damage.
Forgemaster
Medium Humanoid, varies
- Armor Class 10 (Natural Armor)
- Hit Points 9 (2d8)
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
- Skills Athletics +2, Sleight of Hand +2
- Senses passive Perception 10
- Languages Any one language
- Proficiency Bonus +2
- Challenge 1/8 (25 xp)
Master Craftsmen The forgemaster has advantage on ability checks made with Smith's Tools or a Leatherworker's Kit.
Tempered Creations When the forgemaster rolls a 1 on an ability check made with a Smith's Tools or Leatherworker's Kit, the forgemaster can roll again taking the new roll.
Actions
Heated Light Hammer. Melee Weapon Attack: +2 to hit, 5ft., one target. Hit: 3 (1d6+2) bludgeoning damage + 5(1d8) fire damage.
Armory Knowledge. As an action, the forgemaster can analyze any armor or weapon and can determine its value
Smithing Lessons. The forgemaster can spend 1 hour teaching a creature the basics of smithing. For the next 24 hours, that creature can gain advantage on its choice of checks made with Smithing or Leatherworker's Tools.
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Folk Hero
Medium Humanoid, varies
- Armor Class 15 (Patchwork Armor and makeshift shield)
- Hit Points 39 (6d8+12)
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 14 (+2) 14 (+2) 14 (+2)
- Skills Perception +4
- Saving Throws Str +4, Dex +4, Con +4, Int +4, Wis +4, Cha +4
- Senses passive Perception 14
- Languages Common and any one language
- Proficiency Bonus +2
- Challenge 3 (700 xp)
Dauntless The folk hero has advantage on saving throws against being charmed or frightened.
I Survived?? When the folk hero is hit with a critical hit, the folk hero takes normal damage instead
Legendary Resistance (3/day) If the folk hero fails a saving throw, the folk hero can choose to succeed. Upon using this feature, the folk hero gains 10 temporary hitpoints
Lucky Upon rolling a 1 on an attack roll, ability check, or saving throw, the folk hero can reroll the d20 taking the new roll
Lucky Blow Upon dealing a critical hit, the folk hero can triple the damage die
Mythic Favor When the folk hero has advantage on attack rolls, ability checks or saving throws, the folk hero can roll three times taking the highest roll.
Relentless If the folk hero is reduced to 0 hitpoint, it can make a DC 10 Constitution saving throw. On a successful saving throw, the folk hero regains 1 hitpoint. Upon each success, the DC increases by 5. After finishing a short or long rest, the DC resets to 10.
Actions
Multiattack. The folk hero can make two weapon attacks on their turn
Old Reliable Melee Weapon Attack: +4 to hit, 5ft., thrown 30ft., one target. Hit: 6 (1d6+2) bludgeoning, piercing, or slashing damage.
Bonus Actions
Second Wind(Recharge 5-6) The folk hero can regain 10 hitpoints
Reactions
Second Chance When the folk hero misses on a weapon attack, it can use its reaction to make another weapon attack against that creature
Legendary Actions (3/turn)
The folk hero can take three legendary actions on its turn. It can only use one legendary action on a turn and must use it at the end of a creature's turn. The folk hero regains all expended legendary action at the start of each of its turn.
Movement(1 actions) The folk hero can move up to half its movement speed without provoking attacks of opportunity
Attack(2 actions) The folk hero can make one weapon attack with Old Reliable
Resilience (3 actions) The folk hero can end one spell effect or status condition on itself
Hunter
Medium Humanoid, varies
- Armor Class 11 (Leather Armor)
- Hit Points 9 (2d8)
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
- Skills Perception +2, Stealth +2, Survival +2
- Senses passive Perception 10
- Languages Any one language
- Proficiency Bonus +2
- Challenge 1/4 (50 xp)
Hunter's Stride Choose one of the following terrains: forest, rocky, ice, or underwater. The hunter has can move through this terrain without having to make ability checks or expending additional movement.
Keen Tracker The hunter has advantage on Wisdom (Survival and Perception) checks made
Hunter's Intuition The hunter cannot get lost by non-magical means in a location
Terrain Stealth Choose one of the following terrains: forest, rocky, ice, or underwater. The hunter has advantage on Dexterity(Stealth) checks made in that terrain
Actions
Spear. Melee Weapon Attack: +2 to hit, 5ft., one target. Hit: 4 (1d8) piercing damage.
Shortbow. Ranged Weapon Attack: +2 to hit, 100/400ft., one target. Hit: 4 (1d6) piercing damage.
Hunting Lessons. The hunter can spend 1 hour teaching a creature the basics of hunting. For the next 24 hour hours, that creature has advantage on its choice of Wisdom(Survival or Perception) checks ,
Marathon Runner
Medium Humanoid, varies
- Armor Class 11 (Natural Armor)
- Hit Points 22 (4d8+4)
- Speed 40ft., 40ft. climb, 40ft. swim
STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
- Saving Throws Con +3
- Skills Athletics +3, Acrobatics +3
- Senses passive Perception 10
- Languages Any one language
- Proficiency Bonus +2
- Challenge 1/4 (50 xp)
Athletic Persona When the athlete makes a Charisma (Intimidation, Performance, or Persuasion) check, it can use Strength instead.
Hold Breath The athlete can hold their breath for up to 5 minutes
Master Athlete The athlete has advantage on Strength (Athletics) and Dexterity (Acrobatics) ability checks.
Actions
Unarmed Strike. Melee Weapon Attack: +3 to hit, 5ft., one target. Hit: 4 (1d4+1) bludgeoning damage.
Workout Routines
The runner has a number of routines that its could use to enhance a creature's capabilities
Stretching Regimen The runner can spend 1 hour loosening a creature's muscles. For the next 24 hours, the creature can increase its choice of walking, climbing, or swimming speed by 5ft. A creature cannot stack duplicate features in this manner
Endurance Training The runner can spend 1 hour improving a creature's endurance. For the next 24 hours, that creature can gain advantage on Constitution saving throws.
Bonus Actions
Adrenaline Burst The athlete can use their bonus action to grant themselves advantage on the next Strength or Dexterity saving throw until the start of their next turn
Sprint Burst The athlete can use their bonus action to Dash
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Medic
Medium Humanoid, varies
- Armor Class 10 (Natural Armor)
- Hit Points 9 (2d8)
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 14 (+2) 14 (+2) 10 (+0)
- Skills Medicine +4, Medicine +4, Perception +4
- Senses passive Perception 12
- Languages Common and one language of choice
- Proficiency Bonus +2
- Challenge 1/8 (25 xp)
Physician's Training The medic has advantage on Wisdom (Medicine) and Intelligence (Nature) checks regarding diseases and conditions
Actions
Unarmed Strike. Melee Weapon Attack: +2 to hit, 5ft., one target. Hit: 1 bludgeoning damage.
Emergency Triage. The medic can stabilize a creature it can touch that has 0 hitpoints. Upon using this feature, that creature regains 1 hitpoint.
Provide Cure. The medic can spend 10 minutes to end one of the following conditions: blinded, deafened, diseased, exhaustion, paralyzed, poisoned, or stunned.
Mend Wounds The medic can spend 10 minutes to cause a creature to regain 7 (1d8+2) hitpoints
Prescribed Treatment(1/short rest) The medic can create a specialized salve or medicine to grant a creature advantage against one of the following conditions for the next hour: blinded, deafened, diseased, exhaustion, paralyzed, poisoned, or stunned
Merchant
Medium Humanoid, varies
- Armor Class 10 (Natural Armor)
- Hit Points 9 (2d8)
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2)
- Skills Deception +4, Persuasion +4
- Senses passive Perception 10
- Languages Common and any two languages of choice
- Proficiency Bonus +2
- Challenge 1/8 (25 xp)
Eye for Magic The merchant can use its action to determine if an object in magical or not. It is up to the DM to determine if the merchant would know the capabilities of the magical item (based on the NPCs encounters)
Haggler The merchant has advantage on Charisma (Deception and Persuasion) checks to negotiate prices
Actions
Unarmed Strike Melee Weapon Attack: +2 to hit, 5ft., one target. Hit: 1 bludgeoning damage.
Appraisal. As an action, the merchant can analyze an known item they can see to determine it market value. The merchant can also determine where one can acquire that particular item as well.
Noble
Medium Humanoid, varies
- Armor Class 10 (Natural Armor)
- Hit Points 9 (2d8)
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2)
- Skills Persuasion +4, Intimidation +4
- Senses passive Perception 10
- Languages Common and any two languages of choice
- Proficiency Bonus +2
- Challenge 1/4 (50 xp)
Escort When the noble is within 5ft. of an ally, attacks against the noble has disadvantage.
Noble's Presence Allied creatures within 30ft. of the noble has advantage on saving throws against being charmed or frightened as long as the noble is not incapacitated
Actions
Unarmed Strike. Melee Weapon Attack: +2 to hit, 5ft., one target. Hit: 1 bludgeoning damage.
Noble's Voice As an action, the noble can use its action to force a creature that can see or hear it to make a DC 12 Wisdom saving throw. On a failed saving throw, that creature is charmed or frightened by the noble for the next 24 hours. On a successful saving throw, are immune to this effect for the next 24 hors
Bonus Actions
Kill Them The noble can command an allied creature that can see or hear it within 30ft. to use its reaction make a weapon attack against a creature of the noble's choice
Reactions
Defend Me The noble can use its action to command an allied creature within 5ft. of the noble to intercept an attack intended for the noble. If the attack still hits, the allied creatures takes half damage instead.
Performer
Medium Humanoid, varies
- Armor Class 10 (Natural Armor)
- Hit Points 9 (2d8)
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2)
- Skills Deception +4, Performance +4
- Senses passive Perception 10
- Languages Any two languages
- Proficiency Bonus +2
- Challenge 1/8 (25 xp)
Rehearsed Performance The performer has advantage Charisma (Performance) checks
Voice Acting The performer can mimic sounds they have heard, including voices. A creature that hears the sounds it makes and can tell they are imitations with a successful Wisdom (Insight) check opposed by the Performer's Charisma (Deception) check.
Actions
Unarmed Strike. Melee Weapon Attack: +2 to hit, 5ft., one target. Hit: 1 bludgeoning damage.
Performer's Voice. The performer can use their action to amplify their voice three times louder
Ventriloquism. The performer can cause their voice to sound as if it originated from a spot within 30ft. of them. A creature that hears the sounds the performer makes can determine if this is a trick with a successful Wisdom (Insight) check opposed by the Performer's Charisma (Deception) check.
Masterful Performance (1 /short rest). Creatures that can see or hear the performer while within 60ft. of the performer must succeed a DC 12 Wisdom saving throw. On a failed saving throw, affected creatures have disadvantage on Wisdom (Perception) checks for 1 hour.
Performance Lessons. The performer can spend 1 hour teaching a creature the basics of acting. For the next 24 hour hours, that creature can gain advantage on its choice of Charisma (Performance) checks
Reactions
Improvise When the performer fails a Charisma (Performance) check, it can use its reaction to roll a d20 an additional time taking the new roll.
![](https://external-preview.redd.it/EhqKSMtLw1CIxm0KfNHl9cE5MwBbfEFWqwTaNaIqXfU.jpg?auto=webp&s=c1e7db34031c830bf1ced001411eb43d81324f3c)
![](https://watercolors.giantsoup.com/phb/phb_top/0002.png)
Priest
Medium Humanoid, varies
- Armor Class 10 (Natural Armor)
- Hit Points 9 (2d8)
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 10 (+0)
- Skills History +2, Religion +4, Insight +4
- Senses passive Perception 10
- Languages Common and two languages of choice
- Proficiency Bonus +2
- Challenge 1/8 (25 xp)
Religion Study The priest has advantage on Intelligence(Wisdom) checks.
Devotion The priest has advantage on saving throws against being charmed or frightened.
Actions
Unarmed Strike Melee Weapon Attack: +2 to hit, 5ft., one target. Hit: 1 bludgeoning damage.
Holy Ritual(1/short rest)
The priest can perform a special prayer or ritual with up to 4 creatures granting them the following benefits for the next hour.
- Prayer's Blessing Creatures that take part in this prayer can reroll 1s on attack rolls, ability checks, and saving throws for the duration of the effect
- Divine Peace Creatures that take part of this prayer gains advantage on saving throws against being charmed or frightened.
- Divine Protection Creatures that take part of this prayer gain advantage on death saving throws for the next 24 hours.
Sailor
Medium Humanoid, varies
- Armor Class 10 (Natural Armor)
- Hit Points 9 (2d8)
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
- Skills Arcana +4, History +4, Investigation +4, Nature +4, Perception +2
- Senses passive Perception 12
- Languages Common and two languages of choice
- Proficiency Bonus +2
- Challenge 1/4 (50 xp)
Navigator The sailor always knows which direction is north as long as they can see the sky
Sea Legs The sailor has advantage on Strength or Dexterity saves against being knocked prone
Sailor's Intuition The sailor cannot get lost by non-magical means in a location that they are familiar with
Weather Sense The sailor can predict what the weather will be like within the next 24 hours at this location
Actions
Trident Melee Weapon Attack: +2 to hit, 5ft., one target. Hit: 4(1d6) piercing damage.
Unarmed Strike. Melee Weapon Attack: +2 to hit, 5ft., one target. Hit: 1 bludgeoning damage.
Net A Large or smaller creature hit by a net is restrained until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
![](https://media.wizards.com/2018/images/daily/3vqn4sZJ7K.jpg)
![](https://watercolors.giantsoup.com/phb/phb_top/0002.png)
Scholar
Medium Humanoid, varies
- Armor Class 10 (Natural Armor)
- Hit Points 9 (2d8)
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 14 (+2) 10 (+0) 10 (+0)
- Skills Arcana +4, History +4, Investigation +4, Nature +4, Perception +2
- Senses passive Perception 12
- Languages Common and two languages of choice
- Proficiency Bonus +2
- Challenge 1/8 (25 xp)
Scholastic Knowledge The scholar has advantage on Intelligence(Arcana, History, or Nature) checks.
Keen Mind The scholar knows how many hours it is from sunset or sunrise
Actions
Unarmed Strike Melee Weapon Attack: +2 to hit, 5ft., one target. Hit: 1 bludgeoning damage.
Academic Aid When the scholar uses its action to grant the Help action to a creature on an Intelligence (Arcana, Nature, or History) check, that creature can roll the die three times taking the highest roll instead
Tutelage The scholar can spend 1 hour teaching a creature the basics of nearly any subject. For the next 24 hour hours, that creature has advantage on its choice of Intelligence (Arcana, History, or Nature) checks
Tavern Brawler
Medium Humanoid, varies
- Armor Class 10 (Natural Armor)
- Hit Points 9 (2d8)
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
- Skills Athletics +2
- Senses passive Perception 10
- Languages Any one language
- Proficiency Bonus +2
- Challenge 1/4 (50 xp)
Drunk Brawling While intoxicated, the tavern brawler can make one additional unarmed strike whenever they take the attack action
High Tolerance The tavern brawler has advantage on Constitution saving throws against being intoxicated
Liquid Courage While intoxicated, the tavern brawler is immune to being charmed or frightened.
Reckless At the start of their turn, the tavern brawler can choose to grant themselves advantage on attack rolls until the start of their next turn. For the duration of this effect, attacks against the tavern brawler have advantage.
Actions
Multiattack. The tavern brawler can make two attacks with their unarmed strike
Unarmed Strike. Melee Weapon Attack: +2 to hit, 5ft., one target. Hit: 3 (1d4) bludgeoning damage.
Improvised Weapon. Melee Weapon Attack: +2 to hit, 5ft., thrown 20ft., one target. Hit: 3 (1d6) bludgeoning damage.
Bonus Actions
Another Round (Recharge 5-6) The tavern brawler can gulp down another mug of alcohol grant themselves 5 temporary hitpoints
Common Criminals
Bandits tend to be the most common criminal in any society. Many are simply ordinary people who have taken this path due to a wide variety of causes such as bad luck, war, poverty, or simply because they had the power to do so.
Bandit Raider
Bandit raiders tend to rely on numbers and intimidation to get what they want. Although they lack training and skill, they make up for it with the element of surprise and numbers to overwhelm their enemies.
Bandit Burglar
Bandit burglars prefer to stealthily acquire treasure rather than use violence. When confronted, they'll typically only engage long enough for them to make their escape. However, if they outnumber their opponents, they can prove to be quite deadly.
Bandit Thug
Bandit thugs often serve as the muscle or for criminals, using their strength to smash through reinforced doors and vaults that protect valuable goods.
Bandit Mage
Bandit mages are individuals who have acquired a basic knack for spellcasting, using their abilities to intimidate others to get what they want. Due to their limited arcane skill, they rely on the element of surprise or distractions from their allies to defeat more capable opponents.
Bandit Enforcer
Enforcers typically are a standard above the common bandit. These individuals are often hired as bodyguards to escort crime bosses or to make a show of force against rivals. They excel at hand-to-hand combat, using their iron grip to prevent their opponent's escape
Renegade
Renegades are individuals who combine their criminal wit with their charismatic charm. These individuals are often able to organize unruly bandits to work towards a sustainable goal beyond simple ambushes. As a result, they are known to use tactics such as holding towns' hostage for tribute under the threat of a raid.
Thief Lord
Some criminals have gained a legendary and oftentimes notorious reputation for their exploits. Despite their renown, their true identity is often shrouded by a number of aliases. Although many are known to lead multiple bands of criminals, they are known as a source of inspiration for criminals far beyond their reach.
At times, these individuals have been known to be popular enough among the masses to lead rebellions or provide aid in times of crisis or oppression.
Syndicates
Members of syndicates are involved in organized crime, often in the form of thieves guilds or crime rings. These organizations have numerous contacts through all levels of society trading information, currency, goods, and services to those who pay the right price.
Guild Rogue
These individuals are the foot soldiers of most syndicates, acting as their eyes and ears on the streets. They prefer to fight on their own terms using numbers, their knowledge of their surroundings; and the element of surprise to their advantage.
Street Mage
These individuals use their arcane talents for deception and misdirection. As a result, they are an extremely versatile member of any crime ring. Also, they have several offensive capabilities, they are especially effective at using their abilities to find contacts, swindle the naive, and blackmail rivals.
Guild Thief
These individuals excel at the art of burglary. Syndicates employ these individuals during heists to efficiently acquire their prize. In combat, the thief has a number of tools to enable them to make a quick escape, only engaging if there is no other alternative.
Arcane Collector
These individuals are often the masterminds behind entire crime rings. Due to their extensive connections and knowledge, they have acquired a vast array of artifacts at their disposal.
Their affinity for such rare artifacts has granted them keen knowledge of their hoard. In combat, they can prove to be extremely dangerous and unpredictable opponents as they unleash their full magical arsenal to defend themselves.
However, the hardest part about fighting an arcane collector is actually getting to them in the first place; it is nearly impossible to track these individuals down unless one has insider knowledge from the syndicate, not to mention the collector would have a number of protections and wards against their treasure.
When using the arcane collector statblock, its equipment is equivalent to +3 generic weapons and armor. You can build your arcane collector how you see fit to add any additional effects their magic items may possess.
Due to the wide variety of magic items and their varying strengths, the challenge rating of the Arcane collector. A good guideline for gauging their strength is to increase their challenge rating by 2 or 3 if they are equipped with 6 items of equal or greater strength to a +3 generic armor or weapons.
Bandit Raider
Medium Humanoid, varies
- Armor Class 13 (Leather Armor)
- Hit Points 23 (4d8+4)
- Speed 30ft.
STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
- Skills Stealth +3, Perception +2
- Senses passive Perception 12
- Languages Common, and any one language
- Proficiency Bonus +2
- Challenge 1/2(100)xp
Ambush The bandit raider has advantage on initiative checks. If the bandit takes the Attack action against a creature that is surprised or hasn't acted yet in combat, it can make one additional shortsword or crossbow attack on its turn.
Opportunist When the bandit raider takes the Attack action against a creature within 5ft. of it that is suffering from a from one of the following conditions: blinded, deafened, paralyzed, prone, stunned, or unconscious, it can make one additional shortsword attack as part of that action
Pack Tactics The bandit raider has advantage on an attack roll against a creature if at least one of the bandit's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Shortsword. Melee Weapon Attack: +3 to hit, 5ft, one target. Hit: 5 (1d6+1) piercing damage
Crossbow. Ranged Weapon Attack: +3 to hit, 100/400ft, one target. Hit: 6 (1d8+1) piercing damage
Bandit Burglar
Medium Humanoid, varies
- Armor Class 14 (Leather Armor)
- Hit Points 23 (4d8+4)
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
- Skills Stealth +5, Sleight of Hand +5, Perception +2
- Senses passive Perception 12
- Languages Common, and any one language
- Proficiency Bonus +2
- Challenge 1/2(100)xp
Pack Tactics The bandit burglar has advantage on an attack roll against a creature if at least one of the bandit's allies is within 5 feet of the creature and the ally isn't incapacitated.
Sneak Attack When the bandit burglar makes a weapon attack against a creature that is surprised or if the bandit burglar has advantage on attack rolls against it, it can deal an additional 7(2d6) damage. It can only benefit from this feature once a turn.
Actions
Dagger. Melee Weapon Attack: +4 to hit, 5ft, one target. Hit: 5 (1d4+2) piercing damage
Crossbow. Ranged Weapon Attack: +4 to hit, 100/400ft, one target. Hit: 7 (1d8+2) piercing damage
Bonus Actions
Cunning Action The bandit burglar can use its bonus action to Dash, Disengage, or Hide
Bandit Thug
Medium Humanoid, varies
- Armor Class 14 (Breastplate Armor)
- Hit Points 27 (4d8+8)
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
- Skills Athletics +5, Perception +2
- Senses passive Perception 12
- Languages Common, and any one language
- Proficiency Bonus +2
- Challenge 1/2(100 xp)
Brutal The bandit thug can deal a critical hit on a 19-20. Upon a critical hit, they can triple the damage die instead of doubling it.
Opportunist When the bandit thug takes the Attack action against a creature within 5ft. of it that is suffering from a from one of the following conditions: blinded, deafened, paralyzed, prone, stunned, or unconscious, it can make one additional greatclub attack as part of that action
Pack Tactics The bandit thug has advantage on an attack roll against a creature if at least one of the bandit's allies is within 5 feet of the creature and the ally isn't incapacitated.
Siege Monster The bandit thug can deal double damage to buildings and objects
Actions
Greatclub. Melee Weapon Attack: +4 to hit, 5ft, one target. Hit: 5 (1d8+2) bludgeoning damage
Crossbow. Ranged Weapon Attack: +4 to hit, 100/400ft, one target. Hit: 7 (1d8+2) piercing damage
Bandit Mage
Medium Humanoid, varies
- Armor Class 14 (Leather Armor)
- Hit Points 23 (4d8+4)
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 12 (+1) 14 (+2) 12 (+1) 12 (+1)
- Skills Perception +2
- Senses passive Perception 12
- Languages Common, and any one language
- Proficiency Bonus +2
- Challenge 2 (450xp)
Combat Mage When a creature makes a saving throw against the bandit mage's spell effects while one of the bandit's mage's allies are within 5ft. of it, that creature has disadvantage on its saving throw. This effect only applies to spell effects that target only one creature.
Magical Ambush When the bandit mage casts a spell against a target that is surprised or has not acted yet in combat, the bandit mage, it can do so with advantage. If the spell requires a saving throw, creatures have disadvantage on its saving throw.
Pack Tactics The bandit mage has advantage on an attack rolls against a creature if at least one of the bandit's allies is within 5 feet of the creature and the ally isn't incapacitated.
Spellcasting
The bandit mage is an 4th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The bandit mage has the following spells prepared:
Cantrips(At will) Firebolt, Minor Illusion, Mage Hand, Message, Prestidigitation
1st Level Spells (4 slots) Charm Person, Burning Hands, Identify, Sleep
2nd Level Spells (3 slots) Invisibility, Knock, Suggestion, Wristpocket
Actions
Dagger. Melee Weapon Attack: +4 to hit, 5ft, one target. Hit: 5 (1d4+2) piercing damage
Renegade
Medium Humanoid, varies
- Armor Class 18 (Leather Armor)
- Hit Points 51 (6d8+12)
- Speed 40ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 16 (+3)
- Skills Athletics +5, Acrobatics +6, Deception+6, Stealth +6, Sleight of Hand +6, Perception +5, Persuasion +6
- Senses passive Perception 15
- Languages Common, and any one language
- Proficiency Bonus +3
- Challenge 5(1800 xp)
Audacity The renegade has advantage on initiative checks. Upon rolling initiative, it can move up to half its movement speed to a spot that it can see without provoking attacks of opportunity.
Dauntless The renegade has advantage on saving throws against being frightened.
Evasive The renegade does not provoke opportunity attack by moving outside a creatures reach.
Flourish When the renegade has advantage on an attack roll, or makes a weapon attack against a creature while no other creatures are within 5ft. of the renegade, it can deal an additional 11(3d6) damage. It can only benefit from this feature once a turn.
Panache The renegade can add its Charisma bonus to its Armor Class (already included in its AC)
Actions
Multiattack The renegade can make three scimitar attacks. Alternatively, it can make two crossbow attacks.
Scimitar. Melee Weapon Attack: +6 to hit, 5ft, one target. Hit: 7 (1d6+3) slashing damage
Crossbow. Ranged Weapon Attack: +6 to hit, 5ft, one target. Hit: 8 (1d8+3) piercing damage
Bonus Actions
Nimble Combatant The renegade can use its bonus to action to Dash
Reactions
Uncanny Dodge. When the renegade is hit with an attack, it can use its reaction to take half damage instead.
Enforcer
Medium Humanoid, varies
- Armor Class 14 (Breastplate)
- Hit Points 51 (6d8+18)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 16 (+3) 10 (+0) 14 (+2) 10 (+0)
- Skills Athletics+5, Perception +4, Intimidation +4
- Senses passive Perception 14
- Languages Common, and any one language
- Proficiency Bonus +2
- Challenge 3(700 xp)
Brutal Strike The enforcer can deal an additional 7 (2d6) damage against a creature that is grappled by it. It can benefit from this additional damage once on each of its turns.
Opportunist When the enforcer takes the Attack action against a creature within 5ft. of it that is suffering from a from one of the following conditions: blinded, deafened, paralyzed, prone, stunned, or unconscious, it can make one additional morningstar attack as part of that action
Pack Tactics The enforcer has advantage on an attack roll against a creature if at least one of the enforcer's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Multiattack The enforcer can make two attacks with its morningstar. It can substitute any number of these attacks for a heavy crossbow attack
Morningstar. Melee Weapon Attack: +5 to hit, 5ft, one target. Hit: 8 (1d8+3) bludgeoning damage
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, 100/400ft, one target. Hit: 10 (1d10+3) piercing damage
Bonus Actions
Vice Grip. The enforcer can use its bonus action to grapple a creature its size or smaller. For the duration of the grapple, the target is considered grappled and the enforcer can its bonus action to make an additional morningstar attack against that creature. The enforcer can only grapple one creature at a time in this manner
![](https://64.media.tumblr.com/c529716d178bb66b4d661f33dcd7736f/tumblr_p2ugsuEpIA1v4fvg9o1_1280.jpg)
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Thief Lord
Medium Humanoid, varies
- Armor Class 22 (Leather Armor)
- Hit Points 117 (18d8+36)
- Speed 40ft.
STR DEX CON INT WIS CHA 14 (+2) 20 (+5) 14 (+2) 16 (+3) 16 (+3) 20 (+5)
- Skills Athletics +10, Acrobatics +10, Deception+15, Stealth +10, Sleight of Hand +15, Perception +8, Persuasion +10
- Senses passive Perception 18
- Languages Common, and any one language
- Proficiency Bonus +5
- Challenge 15(13000xp)
Audacity The thief lord has advantage on initiative checks. Upon rolling initiative, it can move up to its movement speed to a spot that it can see.
Daring Fighter The thief lord can take another turn on its choice of initiative count 10 or 20 on top of its normal initiative.
Dauntless The thief lord has advantage on saving throws against being frightened.
Evasive The thief lord does not provoke opportunity attack by moving outside a creatures reach.
Flourish When the thief lord has advantage on an attack roll, or makes a weapon attack against a creature while no other creatures are within 5ft. of the thief lord, it can deal an additional 19(5d6) damage. It can only benefit from this feature once a turn.
Legendary Resistance(3/turn) Upon failing a saving throw, the thief lord can choose to succeed. Upon using this feature, they can take the Dash action.
Panache The thief lord can add its Charisma bonus to its Armor Class (already included in its AC)
Reactive The thief lord can take a reaction at the end of every creatures turn.
Actions
Multiattack The thief lord can make three scimitar attacks. Alternatively, it can make two crossbow attacks.
Scimitar Melee Weapon Attack: +10 to hit, 5ft, one target. Hit: 9 (1d6+5) slashing damage
Crossbow Ranged Weapon Attack: +10 to hit, 100/400ft, one target. Hit: 10 (1d8+5) piercing damage
Bonus Actions
Nimble Combatant. The thief lord can use its bonus to action to Dash
Reactions
Counterstrike. When the thief lord is hit with an attack, they can use its reaction to make a scimitar attack.
Uncanny Dodge. When the thief lord is hit with an attack, it can use its reaction to take half damage instead.
Legendary Actions(3/turn)
The thief lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The thief lord regains spent legendary actions at the start of its turn
- Cunning Action(1 action) The thief lord can use its Cunning Action
- Attack(2 actions) The thief lord can make an attack with their Scimitar or Crossbow
- Resilience(3 actions) The arcane collector can end one status condition or spell effect itself
![](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/2944b766-5f0b-434b-9f56-84a86a344439/d5h4n9g-75966490-c1a2-4b70-b581-558f2a4ff64c.jpg/v1/fill/w_1024,h_750,q_75,strp/assassin_s_strike_mtg_by_chasestone_d5h4n9g-fullview.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9NzUwIiwicGF0aCI6IlwvZlwvMjk0NGI3NjYtNWYwYi00MzRiLTlmNTYtODRhODZhMzQ0NDM5XC9kNWg0bjlnLTc1OTY2NDkwLWMxYTItNGI3MC1iNTgxLTU1OGYyYTRmZjY0Yy5qcGciLCJ3aWR0aCI6Ijw9MTAyNCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRpb25zIl19.l-h9swQR1cjS_kINvxFb6-1_kGK08k1bqOawh1XmD2I)
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Guild Rogue
Medium Humanoid, varies
- Armor Class 15 (Studded Leather)
- Hit Points 33 (6d8+6)
- Speed 30ft.
STR DEX CON INT WIS CHA 12 (+1) 16(+3) 12 (+1) 14 (+2) 12 (+1) 14 (+2)
- Skills Deception +4, Perception +4, Sleight of Hand +7, Stealth +7
- Senses passive Perception 14
- Languages Common, and any one language
- Proficiency Bonus +2
- Challenge 3(700)xp
Evasion When the guild rogue fails a Dexterity saving throw, it takes half damage. On a successful saving throw, it takes no damage.
Pack Tactics The guild rogue has advantage on an attack roll against a creature if at least one of the bandit's allies is within 5 feet of the creature and the ally isn't incapacitated.
Sneak Attack When the guild rogue makes a weapon attack against a creature that is surprised or if the guild rogue has advantage on attack rolls against it, it can deal an additional 7(2d6) damage. It can only benefit from this feature once a turn.
Actions
Multiattack The guild rogue can make two attacks with their knife. It can substitute any number of these attacks for a hand crossbow attack
Knife. Melee Weapon Attack: +5 to hit, 5ft, one target. Hit: 6 (1d4+3) piercing damage
Hand Crossbow Ranged Weapon Attack: +5 to hit, 30/120ft, one target. Hit: 7 (1d6+3) piercing damage
Bonus Actions
Cunning Action. The guild rogue can use its bonus action to Dash, Disengage, or Hide.
Fast Hands. The guild rogue can use it bonus action to make a Dexterity (Sleight of Hand) check to pickpocket or stow an object on another creature.
Reactions
Uncanny Dodge When the guild rogue is hit with an attack, it can use its reaction to take half damage instead.
![](https://cdn.inprnt.com/thumbs/1f/27/1f2712bef9d81f8077e42edf0727acb1.jpg?response-cache-control=max-age=2628000)
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Street Mage
Medium Humanoid, varies
- Armor Class 14 (Leather Armor)
- Hit Points 33 (6d8+6)
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 14 (+2) 12 (+1) 12 (+1)
- Skills Deception +7, Stealth +4, Perception +3, Performance +7, Persuasion +7
- Senses passive Perception 13
- Languages Common, and any one language
- Proficiency Bonus +2
- Challenge 3(700)xp
Evasion When the street mage fails a Dexterity saving throw, it takes half damage. On a successful saving throw, it takes no damage.
Magical Ambush When the street mage casts a spell against a target that is surprised or has not acted yet in combat, the street mage, it can do so with advantage. If the spell requires a saving throw, creatures have disadvantage on its saving throw.
Spellcasting
The street mage is an 6th level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The street mage has the following spells prepared:
Cantrips(At will) Friends, Minor Illusion, Mage Hand, Message, Prestidigitation, Vicious Mockery
1st Level Spells (4 slots) Charm Person, Disguise Self, Dissonant Whispers, Sleep
2nd Level Spells (3 slots) Hold Person, Invisibility, Knock, Phantasmal Force. Suggestion, Wristpocket
3rd Level Spells (3 slots) Fast Friends, Hypnotic Pattern, Lightning Bolt
Actions
Dagger. Melee Weapon Attack: +4 to hit, 5ft, one target. Hit: 5 (1d4+2) piercing damage
Bonus Actions
Cunning Action The street mage can use its bonus action to Dash, Disengage, or Hide
Magic Trick. The street mage can cast a cantrip that does not deal damage as a bonus action. If the street mage produces an effect within 5ft.of a creature within range, that street mage as advantage on attack rolls against that creature until the end of its next turn. Additionally, that creature has disadvantage on the street mage's spell effects.
Reactions
Uncanny Dodge When the street mage is hit with an attack, it can use its reaction to take half damage instead.
![](https://www.mtgnexus.com/img/gallery/1157-robber-of-the-rich.jpg)
![](https://watercolors.giantsoup.com/phb/phb_top/0002.png)
Guild Thief
Medium Humanoid, varies
- Armor Class 15 (Studded Leath)
- Hit Points 44 (8d8+8)
- Speed 30ft., 30ft. climb
STR DEX CON INT WIS CHA 12 (+1) 16(+3) 12 (+1) 14 (+2) 12 (+1) 14 (+2)
- Skills Perception +4, Sleight of Hand +7, Stealth +7
- Senses passive Perception 14
- Languages Common, and any one language
- Proficiency Bonus +2
- Challenge 4(1100)xp
Cunning Action The guild thief can use its bonus action to Dash, Disengage, or Hide.
Evasion When the guild thief fails a Dexterity saving throw, it takes half damage. On a successful saving throw, it takes no damage.
Fast Hands The guild thief can use it bonus action to interact or use an object or to make a Dexterity(Sleight of Hand) check to pickpocket or stow an object on another creature.
Nimble Form The guild thief is able to move through a space for a creature one size smaller than it without squeezing.
Sneak Attack When the guild thief makes a weapon attack against a creature that is surprised or if the guild rogue has advantage on attack rolls against it, it can deal an additional 7(2d6) damage. It can only benefit from this feature once a turn.
Actions
Multiattack The guild thief can make two attacks with their knife. It can substitute any number of these attacks for a hand crossbow attack
Knife. Melee Weapon Attack: +5 to hit, 5ft, one target. Hit: 6 (1d4+3) piercing damage
Hand Crossbow Ranged Weapon Attack: +5 to hit, 30/120ft, one target. Hit: 7 (1d6+3) piercing damage
Grappling Hook The grappling hook can be fired to be secured on a ledge, limb, or other secure protrusion. The grappling hook has a full length of 60ft. As part of this action, the guild thief is pulled 30ft. along this rope.
Smoke Bomb(3/day) The guild thief can throw a smoke bomb to obscure vision. Creatures in a 10ft. radius around a spot within 30ft. of the thief is heavily obscured by a cloud of smoke. This smoke counts as non-magical darkness and lasts until the end of the guild thief's next turn. Creatures that first enter within this radius must succeed a DC 12 Constitution saving throw. On a failed saving throw, creatures cannot take actions, bonus actions, or reactions until the end of its next turn.
Ball Bearing(3/day) The guild thief can throw a number of ball bearing to knock creatures prone. Creatures in a 10ft. radius around a spot within 30ft. of the thief is covered with small ball bearing for one minute. Creatures that first enters in this space must succeed a DC 12 Dexterity saving throw or fall prone.
Reactions
Uncanny Dodge When the guild thief is hit with an attack, it can use its reaction to take half damage instead.
Arcane Collector
Medium Humanoid, varies
- Armor Class 21 (Enchanted Leather Armor)
- Hit Points 117 (18d8+36)
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 20(+5) 14 (+2) 20 (+5) 14 (+2) 18 (+4)
- Damage Resistances Non-magical bludgeoning, piercing, and slashing damage.
- Saving Throws Str +8, Dex +11, Con +8, Int +11, Wis +8, Cha +10
- Skills Arcana +15 , Deception +10, Sleight of Hand +15, Stealth +10, Perception +7,
- Senses passive Perception 17
- Languages Common, and any one language
- Proficiency Bonus +5
- Challenge 13(10000)xp
Evasion When the arcane collector fails a Dexterity saving throw, it takes half damage. On a successful saving throw, it takes no damage.
Legendary Resistance(3/long day) When the collector fails a saving throw, it can choose to succeed instead. Upon using this feature, it can use of of its attuned magical items.
Living Attunement(6/long rest) When the collector is reduced to 0 hitpoints, it can end one of its attunements to a magical item to regain 1 hitpoint. It cannot benefit from that attunement slot until it completes a long rest.
Magical Resistance The arcane collector has advantage on saving throws against spell effects.
Master Collector The arcane collector can ignore race and class restrictions for magical items. Additionally, the arcane collector can attune up to 6 items.
Sneak Attack When the arcane collector makes a weapon attack against a creature that is surprised, if the arcane collector has advantage on attack rolls against it, or while attuned to at least one magical item, it can deal an additional 18(5d6) damage. It can only benefit from this feature once a turn.
Thief Reflexes The arcane collector can make take two bonus actions on its turn.
Treasure Sense The arcane collector can pinpoint the presence of a magical item that it can see within range. It is able to learn the full capabilities of that item.
Actions
Multiattack The arcane collector can use its Item Recharge(if available) and can make two attacks with their shortsword. It can substitute any number of these attacks for a hand crossbow attack.
Alternatively it can use its Item Recharge(if available) and cast a spell.
Magical +3 Shortsword. Melee Weapon Attack: +13 to hit, 5ft, one target. Hit: 12 (1d6+8) magical piercing damage
Magical +3 Hand Crossbow Ranged Weapon Attack: +13 to hit, 30/120ft, one target. Hit: 12 (1d6+8) piercing damage
Rapid Attunement The arcane collector can attune to one magical item. It can choose to use this feature to swap its attunement from one item to another
Item Recharge(Recharge 5-6) One of the arcane collector's items can regain 1d4 expended charges.
Bonus Actions
Cunning Action. The arcane collector can use its bonus action to Dash, Disengage, or Hide.
Fast Hands The arcane collector can use its bonus action to interact or use an object or to make a Dexterity(Sleight of Hand) check to pickpocket or stow an object on another creature.
Reactions
Uncanny Dodge When the arcane collector is hit with an attack, it can use its reaction to take half damage instead.
Legendary Actions (3/turn)
The arcane collector can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The arcane collector regains spent legendary actions at the start of its turn
- Cunning Action(1 action) The arcane collector can use its Cunning Action
- Magical Item(2 actions) The arcane collector can use one of its magical items
- Resilience(3 actions) The arcane collector can end one status condition or spell effect itself
- Rapid Attunement (3 actions) The arcane collector can use one of its rapid attunement feature
Hired Killers
Many guilds and crime rings employ hired killers to take out rivals or to fulfill contracts for clients. These mercenaries have perfected the art of death, seeking to kill their opponent quickly and silently.
Assassins
Assassins are extremely patient combatants, only engaging at the perfect opportunity, and will never engage in a prolonged fight. If they are unable to slay their foes within a matter of seconds, they will attempt to make a quick escape.
Faceless
Faceless assassins are the masters of disguise. They are known to carefully study their targets and their acquaintances in order to get close enough for a killing blow. Their special training even allows them to shield their mind against effects that would blow their cover.
Nightblade
Night blades have mastered the art of camouflage to avoid detection. They are at their strongest during the night, capable of seemingly walking up upon their quarry virtually unseen.
Venomblade
These assassins specialize in using various toxins to debilitate their target, these poisons are crafted to be especially effective against any creature and can be tailored to weaken their opponents according to their specific strengths.
Sniper
Snipers have mastered the ability to eliminate foes from long distances. Thanks to their keen vision and stealthy tactics, they are able to fire on their unsuspecting opponent without revealing their position.
Mage Spy
These individuals have mastered the ability to find information for their clients. As their goal is primarily to acquire intel or track a target, they only engage long enough to make a quick escape. However, their primary weapon is to rely on deceit and subterfuge to evade detection or confrontation by erasing their very presence from one's memory.
Mage Assassin
Mage assassins are just as lethal as their martial counterparts. Once targeted by these mages, there is no escaping their gaze except by planar travel. If possible, the mage prefers to stealthily eliminate its opponent using their ability to silently cast spells even while being in another room. If their cover is blown, they have an arsenal of enchantment spells to confuse their enemy long enough for them to either finish the job or to make a hasty retreat.
Mercenaries
Bounty hunters and bounty mages are individuals who specialize in finding and taking down targets for clients (either dead or alive).
Bounty Hunter and Bounty Mages
Most mercenaries tend to be largely objective, lending their services to those who pay the most. However, it is not uncommon for those individuals to be regularly hired under a specific individual or organization.
Although many mercenaries have been known to work alone, a lot of them tend to work in small groups of 4(1d6) on challenging contracts to ensure the job is easily completed
Bounty Hunter
Bounty hunters tend to be patient opponents, seeking to find as much information they can about their opponent and then devising a plan to target their weakness. The more information they are able to acquire, the easier their task becomes.
In general, bounty hunters and bounty mages tend to be very versatile in their skillset. Firstly, that makes them more lucrative to potential clients, and it also enables them to handle nearly any challenge. However, the one downside to many bounty hunters is that many times, they will back out of a bounty if the price is not worth the risk or involves more than what they were paid.
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Assassin
Medium Humanoid, varies
- Armor Class 17 (Studded Leather)
- Hit Points 78 (12d8+24)
- Speed 30ft., 30ft. climb
STR DEX CON INT WIS CHA 12 (+1) 18(+4) 14 (+2) 16 (+3) 16 (+3) 18 (+4)
- Saving Throws Dex +8, Int +6, Wis +6
- Skills Acrobatics +8, Deception+12, Sleight of Hand +12, Stealth +12, Perception +11
- Senses passive Perception 21
- Languages Common, and any one language
- Proficiency Bonus +4
- Challenge 9(5000)xp
Evasion When the assassin fails a Dexterity saving throw, it takes half damage. On a successful saving throw, it takes no damage.
First Strike The assassin has advantage on initiative attacks. Whenever the assassin take the Attack action against a creature that is surprised, it can force that creature to make a DC 16 Constitution saving throw. On a failed saving throw, the damage dealt by that attack is doubled.
Killing Blow If the assassin reduces a creature to 0 hitpoints, it is instantly killed.
Killer Strike The assassin can deal a critical hit on an 18-20. Upon dealing critical damage, the assassin can triple the damage die.
Sneak Attack When the assassin makes a weapon attack against a creature that is surprised, if the assassin scores a critical hit, or if the assassin has advantage on attack rolls against it, it can deal an additional 18(4d8) damage. It can only benefit from this feature once a turn.
Actions
Multiattack. The assassin can make two attacks with their knife. It can substitute any number of these attacks for a hand crossbow attack. Alternatively, it can make two
Knife. Melee Weapon Attack: +8 to hit, 5ft, one target. Hit: 7 (1d4+4) piercing damage
Hand Crossbow Ranged Weapon Attack: +8 to hit, 30/120ft, one target. Hit: 8 (1d6+4) piercing damage
Bonus Actions
Cunning Action. The assassin can use its bonus action to Dash, Disengage, or Hide.
Reactions
Uncanny Dodge. When the assassin is hit with an attack, it can use its reaction to take half damage instead.
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Master Assassin
Medium Humanoid, varies
- Armor Class 18 (Studded Leather)
- Hit Points 135 (18d8+54)
- Speed 30ft., 30ft. climb
STR DEX CON INT WIS CHA 14 (+2) 20(+5) 16 (+3) 20 (+5) 20 (+5) 20 (+5)
- Saving Throws Dex +10, Int +10, Wis +10
- Skills Acrobatics +8, Deception+15, Insight +10, Sleight of Hand +15, Stealth +15, Perception +15
- Senses passive Perception 25
- Languages Common, and any one language
- Proficiency Bonus +5
- Challenge 15(13000)xp
Death Blow Upon reducing a creature to 0 hitpoints, the master assassin can use its reaction to make an additional weapon attack against a creature within range. This extra attack can benefit from Sneak Attack.
Evasion When the master assassin fails a Dexterity saving throw, it takes half damage. On a successful saving throw, it takes no damage.
First Strike The master assassin has advantage on initiative attacks. Whenever the assassin take the Attack action against a creature that is surprised, it can force that creature to make a DC 19 Constitution saving throw. On a failed saving throw, the damage dealt by that attack is doubled.
Killing Bow If the master assassin reduces a creature to 0 hitpoints, it is instantly killed.
Killer Strike The master assassin can deal a critical hit on an 18-20. Upon dealing critical damage, the master assassin can triple the damage die instead of doubling it.
Legendary Resistance(3/day) If the master assassin fails a saving throw, it can choose to succeed. Upon using this feature, they can use their Cunning Action.
Sneak Attack When the master assassin makes a weapon attack against a creature that is surprised, if the assassin scores a critical hit, or if the assassin has advantage on attack rolls against it, it can deal an additional 27(6d8) damage. It can only benefit from this feature once a turn.
Actions
Multiattack. The assassin can make three attacks with their dagger. It can substitute any number of these attacks for a hand crossbow attack. Alternatively, it can make two
Knife. Melee Weapon Attack: +10 to hit, 5ft, one target. Hit: 8 (1d4+5) piercing damage
Hand Crossbow. Ranged Weapon Attack: +10 to hit, 30/120ft, one target. Hit: 9 (1d6+5) piercing damage
Bonus Actions
Cunning Action. The master assassin can use its bonus action to Dash or Disengage.
Vanish in Plain Sight. The assassin can take the Hide action even if there is no suitable cover
Reactions
Uncanny Dodge When the master assassin is hit with an attack, it can use its reaction to take half damage instead.
Legendary Actions(3/turn)
The master assassin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The master assassin regains spent legendary actions at the start of its turn
Cunning Action(1 action) The master assassin can use its Cunning Action.
Death Blow(2 actions) The master assassin can make an attack with there Knife or Hand Crossbow
Resilience(3 actions) The master assassin can end of status condition or spell effect on it.
Assassin Variants
Faceless
False Persona The assassin's thoughts can't be read by telepathy or other means unless it allows it. Magic cannot compel it to speak the truth and always indicates that it is truthful unless it chooses not to.
Numerous Forms(1/short rest) The assassin can its appearance and voice. The assassin can change its appearance to match a humanoid it has seen including features such as coloration, appearance of gender, and hair length. However, it cannot change its height, weight, or acquire significant biological features it would otherwise its appearance, such as horns, additional limbs, or tails. However minor features such as pointed ears, eye color, or sharpened teeth can be imitated. It also acquires clothing appropriate to its form.
Mimicry The assassin can mimic sounds it has heard, including voices. A creature that hears the sounds the assassin makes can tell they are imitations with a successful Wisdom (Insight) check opposed by its Charisma (Deception) check.
Reactions
Misdirection. If the assassin is hit with an attack while within 5ft. of another creature, it can use its reaction to cause that creature to take damage instead
Nightblade
- Challenge Rating Increases by 1
Gloomy Presence Whenever the assassin fails a saving throw against an effect that deals damage and only targets the assassin, the assassin can take half damage. On a successful saving throw, it takes no damage.
Gloom Sight The assassin's vision is not obscured by magical darkness
Shadow Strike While in dim light or darkness, the assassin can benefit from its Sneak Attack feature.
Reactions
Vanish. If the assassin succeeds a Dexterity saving throw, it can use its reaction to move up to half its movement speed and take the Hide action.
Venomblade
- Challenge Rating Increases by 2
Potent Toxin When the assassin deals poison damage, it can ignore resistance and immunity when dealing poison damage or saving against the poisoned condition.
Potent Poison (3/day)
The assassin can use its bonus action to coat a weapon with poison. The next time it hits a creature with a weapon attack, the target must succeed a DC 15 Constitution saving throw. On a failed saving throw, the target takes 28(8d6) poison damage and is poisoned for one minute. On a successful saving throw, creatures take half damage and are not poisoned. Creatures poisoned in this manner can repeat its saving throw at the end of each of its turns ending it upon a success. Poisoned creatures suffer one of the following effects depending on the poison.
- Mage Bane While poisoned, a creature cannot cast spells for the duration of the effect.
- Pulsing Toxin While poisoned, a creature takes 14(4d6) poison damage at the start of each of its turns.
- Withering Toxin While poisoned, a creature cannot recover hitpoints for the duration.
Sniper
- Challenge Rating Increases by 1
Keen Sight The assassin has advantage on Wisdom(Perception) checks that rely on sight.
Sniper Firing a ranged weapon does not reveal the assassin's position while hidden. It cannot benefit from this feature if it spends any movement on its turn.
Sharpshooter The assassin can double the range of its ranged weapon attacks and does not suffer any penalties due to range. This bonus is already included in the attack. Additionally, it can ignore any bonuses granted by half and three fourth cover.
Actions
Heavy Crossbow Ranged Weapon Attack: +9 to hit, 1200ft, one target. Hit: 8 (1d10+4) piercing damage
Bonus Actions
Keen Aim. The assassin can use its bonus action to grant itself advantage on its next ranged weapon attack
![](https://www.hipstersofthecoast.com/wp-content/uploads/2019/04/12.duskmantle-operative_anna-steinbauer.jpg)
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Mage Assassin
Medium Humanoid, varies
- Armor Class 16 (Mage Armor)
- Hit Points 78(12d8+24)
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 16(+3) 14 (+2) 18 (+4) 16 (+3) 18 (+4)
- Saving Throws Dex +7, Int +8, Wis +7
- Skills Arcana 8, Deception +11, Sleight of Hand +7, Stealth +11, Perception + 11
- Senses passive Perception 21
- Languages Common, and any one language
- Proficiency Bonus +4
- Challenge 9(5000xp)
Death Weave When the mage assassin casts a spell of 1st level or higher, it next melee weapon attack deals an additional 1d6 force damage to its next weapon attack for each level of the spell cast.
Evasion When the mage assassin fails a Dexterity saving throw, it takes half damage. On a successful saving throw, it takes no damage.
Killing Blow If the mage assassin reduces a creature to 0 hitpoints, it is instantly killed.
Magical Ambush When the mage assassin casts a spell against a target that is surprised or has not acted yet in combat, the mage assassin, it can do so with advantage. If the spell requires a saving throw, creatures have disadvantage on its saving throw. If the target fails a saving throw against a spell effect that deals damage and only targets that creature, the target takes maximum damage from the spell effect
Silent Casting The mage assassin can ignore the verbal and somatic components of its spells
Spellcasting
The mage assassin is an 12th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The mage assassin has the following spells prepared:
Cantrips(At will) Booming Blade, Firebolt, Friends, Mage Hand, Minor Illusion, Message, Prestidigitation
1st Level Spells (4 slots) Charm Person, Disguise Self, Magic Missile, Silent Image
2nd Level Spells (3 slots) Hold Person, Invisibility, Mind Spike, Misty Step, Nystul's Magic Aura, Pass Without Trace, See Invisibility, Suggestion
3rd Level Spells (3 slots) Counterspell, Dispel Magic, Fireball, Haste, Hypnotic Pattern, Major Image
4th Level Spells (3 slots) Arcane Eye, Blight, Charm Monster, Dimension Door, Greater Invisibility, Otiluke's Resilient Sphere, Phantasmal Killer
5th Level Spells (2 slots) Dream, Dominate Person, Immolation, Far Step, Hold Monster, Scrying, Seeming, Teleportation Circle,
6th Level Spells (1/long rest) Contingency, Chain Lightning, Disintegrate, Mass Suggestion
Actions
Multiattack. The mage assassin can cast a spell and make a single dagger attack on its turn.
Dagger. Melee Weapon Attack: +7 to hit, 5ft, one target. Hit: 6 (1d4+3) slashing damage
Bonus Actions
Assassin's Mark. As a bonus action,the assassin can mark a creature it can see within 120ft. as its quarry. While under this effect, the mage assassin can pinpoint the location of that creature as long as they are on the same plane of existence.
While this effect is active, the mage assassin is able to ignore half, three-fourths, and full cover when it casts a spell effect against that creature. However, the spell effect can only target one creature at a time.
The mage assassin can only mark one creature at a time in this manner. If it marks a second creature or if the mage is incapacitated, the first mark is immediately dismissed.
Cunning Action. The mage assassin can use its bonus action to Dash, Disengage, or Hide.
Reactions
Uncanny Dodge. The assassin mage can use its reaction to take half damage when hit with an attack.
Mage Spy
Medium Humanoid, varies
- Armor Class 15 (Mage Armor)
- Hit Points 78(12d8+24)
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 14(+2) 14 (+2) 18 (+4) 18 (+4) 18 (+4)
- Saving Throws Dex +5, Int +6, Wis +6
- Skills Arcana +5, Deception +7, Stealth +5, Intimidation +7, Investigation + 10 Perception + 10, Survival +10, Persuasion +7
- Senses passive Perception 20
- Languages Common, and any one language
- Proficiency Bonus +3
- Challenge 7(2900xp)
Evasion When the mage spy fails a Dexterity saving throw, it takes half damage. On a successful saving throw, it takes no damage.
False Impressions Whenever a creature is charmed by the mage spy, it can choose to cause the target to either complete forget or remember false memories for up to 3 hours.
False Persona The mage spy's thoughts can't be read by telepathy or other means unless it allows it.
Master Disguise The mage spy is able to magically polymorph itself into a Small or Medium humanoid of its choice as an action. The mage can its appearance and voice. The mage can make itself appear identical to any humanoid it has seen and can adjust its height and weight. However, its game statistics do not change
Mimicry The mage spy can mimic sounds it has heard, including voices. A creature that hears the sounds the mage spy makes can tell they are imitations with a successful Wisdom (Insight) check opposed by its Charisma (Deception) check.
Traceless The mage spy cannot be tracked by divination spells.
Spellcasting
The mage spy is an 12th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The mage spy has the following spells prepared:
Cantrips(At will) Booming Blade, Firebolt, Friends, Mage Hand, Minor Illusion, Message
1st Level Spells (4 slots) Charm Person, Disguise Self, Magic Missile, Silent Image
2nd Level Spells (3 slots) Alter Self, Hold Person, Invisibility, Mind Spike, Misty Step, Nystul's Magic Aura, Pass Without Trace, See Invisibility, Suggestion, Web
3rd Level Spells (3 slots) Counterspell, Dispel Magic, Fireball, Glyph of Warding, Slow
4th Level Spells (3 slots) Arcane Eye, Charm Monster, Locate Creature, Dimension Door, Greater Invisibility Phantasmal Killer
5th Level Spells (2 slots) Dream, Dominate Person, Hold Monster, Passwall, Scrying, Seeming, Teleportation Circle, Wall of Force
6th Level Spells (1/long rest) Contingency, Chain Lightning, Mass Suggestion, True Seeing
Actions
Multiattack The mage spy can cast a spell and make a single dagger attack on its turn.
Dagger. Melee Weapon Attack: +5 to hit, 5ft, one target. Hit: 5 (1d4+2) slashing damage
Bonus Actions
Cunning Action. The mage spy can use its bonus action to Dash, Disengage, or Hide.
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Bounty Hunter
Medium Humanoid, varies
- Armor Class 16 (Studded Leather)
- Hit Points 90 (12d8+36)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 16(+3) 16 (+3) 16 (+3) 16 (+3) 18 (+4)
- Skills Athletics +6, Acrobatics +6,Stealth +6, Investigation + 9 Perception + 9, Survival +9
- Senses passive Perception 19
- Languages Common, and any one language
- Proficiency Bonus +3
- Challenge 7(2900xp)
Ambusher The bounty hunter has advantage on initiative checks. If the bounty hunter makes an attack against a creature that is surprised or has not taken its action yet, it can do so with advantage.
Background Check If a creature remains under the effects of the Bounty's Mark for at least 24 hours, the bounty hunter is able to collect enough information to predict their targets movements. They are able to learn information as if Legend Lore were cast of the individual and know the general location of their target at long as they are within 1 mile of them.
Bounty's Insight If a creature remains under the effects of the Bounty's Mark for at least 24 hours, the bounty hunter is able to collect enough information about the creature's tactics and abilities. It can learn that creatures Ability Scores, Class Features and Levels(if any), Condition Immunities, Damage Resistances and Immunities, Magic Items in its possession, Movement Speed, Proficiencies, Saving Throws, or Spells (if any). This information can be collected through eyewitnesses, word of mouth, etc.
Keen Senses The bounty hunter has advantage on Wisdom(Perception) and Intelligence(Investigation) checks
Actions
Multiattack The bounty hunter can make three attacks with their longsword. Alternatively, the bounty hunter can make two crossbow attacks. It can substitute any one of its weapon attacks for a Bola.
Longsword. Melee Weapon Attack: +6 to hit, 5ft, one target. Hit: 8 (1d8+3) slashing damage
Crossbow. Ranged Weapon Attack: +6 to hit, 30/120ft, one target. Hit: 7 (1d8+3) piercing damage
Bola. Melee Weapon Attack: +6 to hit, 10/30ft, one target. Hit: 6 (1d4+3) bludgeoning damage. Upon a hit, Medium and smaller creatures fall prone and are restrained. It must use its action to succeed a DC 15 Strength saving throw to escape the bola.
Bonus Actions
Bounty's Mark. The bounty hunter can mark a creature for its quarry. While this mark is active, the bounty hunter has advantage on Intelligence, Wisdom, and Charisma checks to track and find information about that creature.
While under this mark, the bounty hunter can deal add an additional 5(1d8) to its damage rolls against that creature and can make one additional weapon attack against it. It can also deal a critical hit against that creature on a 19-20.
The bounty hunter can only track one creature at a time in this manner ending the effect if it targets another creature or if it is killed.
Bounty Mage
Medium Humanoid, varies
- Armor Class 15 (Mage Armor)
- Hit Points 78(12d8+24)
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 14(+2) 14 (+2) 18 (+4) 18 (+4) 18 (+4)
- Skills Arcana +5, Deception +7, Stealth +5, Intimidation +7, Investigation + 10 Perception + 10, Survival +10, Persuasion +7
- Senses passive Perception 20
- Languages Common, and any one language
- Proficiency Bonus +3
- Challenge 7(2900xp)
Ambusher The bounty mage has advantage on initiative checks. If the bounty mage makes an attack against a creature that is surprised or has not taken its action yet, it can do so with advantage. Creatures that meet this condition also have disadvantage on saving throws against the bounty mage's spell effects.
Background Check If a creature remains under the effects of the Bounty's Mark for at least 24 hours, the bounty mage is able to collect enough information to predict their targets movements. It can cast Legend Lore and Scrying on that creature at will without expending spell slots.
Bounty's Insight If a creature remains under the effects of the Bounty's Mark for at least 24 hours, the bounty mage is able to collect enough information about the creature's tactics and abilities. It can learn that creatures Ability Scores, Class Features and Levels(if any), Condition Immunities, Damage Resistances and Immunities, Magic Items in its possession, Movement Speed, Proficiencies, Saving Throws, or Spells (if any). This information can be collected through eyewitnesses, word of mouth, etc.
Keen Senses The bounty mage has advantage on Wisdom(Perception and Survival) and Intelligence(Investigation) checks.
Spellcasting
The bounty mage is an 12th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The bounty mage has the following spells prepared:
Cantrips(At will) Booming Blade, Firebolt, Friends, Minor Illusion, Message
1st Level Spells (4 slots) Burning Hands, Charm Person, Disguise Self, Hunter's Mark, Magic Missile, Shield, Sleep
2nd Level Spells (3 slots) Hold Person, Invisibility, Mind Spike, Nystul's Magic Aura, Pass Without Trace, See Invisibility, Suggestion, Web
3rd Level Spells (3 slots) Counterspell, Dispel Magic, Fast Friends, Fireball, Haste, Hypnotic Pattern, Sending, Slow
4th Level Spells (3 slots) Charm Monster, Dimension Door, Otiluke's Resilient Sphere, Phantasmal Killer
5th Level Spells (2 slots) Dominate Person, Hold Monster, Scrying, Seeming
6th Level Spells (1 slot) Chain Lightning, Disintegrate
Actions
Multiattack The bounty mage can cast a spell and make a single dagger attack on its turn.
Dagger. Melee Weapon Attack: +6 to hit, 5ft, one target. Hit: 8 (1d8+3) piercing damage
Bonus Actions
Bounty's Mark. As a bonus action, the bounty mage can mark a creature for its quarry. While this mark is active, the bounty hunter has advantage on Intelligence, Wisdom, and Charisma checks to track and find information about that creature.
While under this mark, the bounty mage can deal add an additional 5(1d8) to its damage rolls against that creature. Additionally, that creature suffers disadvantage on saving throws against the bounty mage's spell effects. Additionally, the bounty mage's spell attack rolls have advantage against its target.
The bounty hunter can only track one creature at a time in this manner ending the effect if it targets another creature or if it is killed.
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Wildlings
Wildlings represent a number of societies that live outside the normal sphere of civilization on the Material Plane. These societies tend to have a close connection to nature and their environment by living off the land in large but relatively isolated communities or regularly traveling as a nomadic horde.
Because of their differing way of life, they are often viewed as barbarians by many other societies. Sometimes this difference places great tension between them and civilization, which often leads to numerous conflicts and raids between them.
Wildling Societies
Just like any civilization, wildlings possess very diverse cultures and motives that make it quite difficult to fully categorize them concisely. For this guide, wildling societies will be categorized according to location, as they would share a number of traits and skills to enable them to live within such environments.
Arctic Civilizations
These wildling civilizations make their home in the frozen reaches of the Material Plane. They have learned to adapt to their frigid environment, using it to their advantage, as well as to quickly traverse the slick terrain and survive in its harsh temperatures.
Badland Civilizations
Badland wildlings thrive in hazardous environments such as deserts or volcanic flats. Not only have they learned to adapt to the extreme heat, they are able to use the rather stark landscape to hide themselves from their opponents.
Primal Civilizations
Primal wildlings have chosen to embrace their primal aspect, embracing the humanoid's role as an apex predator. These societies view other humanoids and other intelligent creatures are potential prey and will conduct raiding parties or hunt wars for sustenance.
Coastal Civilizations
Coastal wildlings spend most of their life at sea. They have mastered the skills of navigation and naval engineering to make a living off of the sea. They also use their nautical advantage to conduct raids on coastal settlements as well.
Subterranean Civilizations
These wildling civilizations make their home in the deepest caverns of the Material Plane, such as the Underdark. Due to their time living in these environments, they have learned to use the shadows to their advantage to avoid deadlier threats.
Woodland Civilizations
Woodland wildlings call the numerous forests, jungles, and swamps of the Material Plane home. They are quite adept at climbing and traveling through the tangled forests, which makes it easier to evade their enemies or to track their quarry.
Wildling
There are numerous varieties of wildlings that one can face in battle. Below are several types of wildling warriors, each that specialize in a particular form of combat.
Berserker
Berserkers revel in the chaos of battle, which drives them into a war fury. On the battlefield, these individuals are an unstoppable force of bone or steel, cleaving anything in their path with their battleaxes.
However, berserkers are most known for their ability to become nearly unkillable in battle. Whenever they enter into their frenzied state, they seemingly become numb to all pain and are even to rise up from seemingly lethal wounds.
Savage
Savages are known particularly for their brutality on the battlefield. When deployed on the battlefield, savage take glee in slaying as many enemies as possible. With each kill, they enter into a rampage, aggressively chasing down their next target. They are particularly drawn to weak or wounded opponents, making sport of their victim before skewering them with a flurry of sword thrusts.
Beastlord
Wildling beastlords are the masters of mounted combat. Although they are known to mount creatures commonly domesticated by most civilizations, they are also known to tame much more dangerous mounts such as bears, dire wolves, rhinos, and even much larger creatures such as dinosaurs or mammoths.
Predator
Wildling predators serve as the eyes and ears of a raiding party. They are able to blend into their surrounding with ease, freely moving behind enemy lines or to track their quarry.
They are also known as expert ambushes and skirmishers, using their ability to camouflage into their surroundings to make a lethal first strike against their foe before fleeing into the safety of the surrounding terrain.
Shaman
Shamans have a special connection to the primal forces of nature around them, granting them the ability to conjure beasts of the wild and even transform into them at will. They also serve as mediums or emissaries between their tribe and their gods or the nature spirits that they commune with.
In battle, one shaman is a force to be reckoned with, as they are able to call upon hordes of beasts to overwhelm their foes. If in dire straits, they are able to transform into a beast, granting them the necessary strength to either finish the battle or to make their escape.
Skald
Skalds often serve as generals or commanders on the battlefield, using their arcane abilities to invigorate their allies and confuse their foes. A single skald can transform a small wildling raiding party into a devastating force, capable of crushing a small battalion or even taking a small village with only a few casualties.
On the battlefield, they are constantly barking commands to their allies, maneuvering them to advantageous positions and alerting them from danger. When a skald is on the battlefield, it is best that they are eliminated as quickly as possible. However, fighting a skald is no easy task. Although they are often accompanied by a considerable number of wildlings, they also are accomplished warriors in their own right, as they have combined martial prowess with their primal magic.
Spikelords
Spikelords are easily recognizable by their spike laden armor. Thanks to their armor, spikelords are nearly impervious on the battlefield, as their thick armor is able to deflect most attacks. They have a rather unique fighting style as they wield spiked bucklers instead of conventional weapons to leap into the midst of a fray. Whenever they are hit with an attack, they are able to ram into their opponent, impaling them on their spiked armor.
Thanks to their defensive tactics, they are used as shock troopers to draw enemy fire and intercept any attacks that would target their allies.
Ragemonger
Ragemongers are equivalent to living siege engines in humanoid form. They are best known for their immense strength, equivalent to that of creatures many times larger than them. Thanks to this ability, they are able to wield enlarged weapons with deadly efficiency and accuracy. Ragemongers are often deployed onto the battlefield to literally carve a path through enemies ranks, using their greatswords to strike multiple foes at a time. They also wield powerful greatbows capable of piercing through their target, pinning it to the ground or wall.
Bladestorm
As their name suggests, bladestorms are dervishes of bone or steel on the battlefield. These individuals are unmatched in close combat, unleashing a perpetual flurry of sword strikes against their foe. Their keen reflexes grants them the ability to engage multiple foes at a time, parrying their attacks while returning the favor with a series of counterstrikes.
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Chieftain
Chieftains serve as the leader of many wildling societies. Although many shamans or skalds may lead small wildling communities, chieftains often lord over numerous tribes at a time. Chieftains tend to lead their respective communities by strength, honor, respect, and power. There are numerous ways a chieftain can come to power, depending on the culture. Some methods a chieftain may come to power is a trial of passage that a prospective chieftain must complete. Others have come to power through trial by combat against an unworthy or weak leader. Others rule by a more conventional manner, wherein rulership is passed down through bloodline.
Unlike many other societies, many chieftains are known to accompany their subjects in time in war. In battle, a chieftain can easily be identified as a terrifying figure, cleaving foes in two. Their very presence on the battlefield is able to stir their allies into a battle frenzy.
Shaman Elder
Most sizable wildling communities have at least one shaman in their midst. However, larger tribes that possess multiple shamans tend to have a shaman elder to lead them. In most wildling societies, shaman elders work in tandem with their tribe chieftain, leading the mystical side of wildling society and culture. They often serve as the voice of the primal forces of nature, or even as emissaries to the tribe's god or patron. However, in some circumstances, shaman elders have been known to rule entire wildling tribes.
In combat, shaman elders are an immensely dangerous opponents thanks to their mastery of primal magic. They are able to conjure legions of beasts and nature spirits to come to their aid. They are even able to shapeshift into nearly any creature and even cast spells while in their beast shape.
Wildling Berserker
medium humanoid, varies
- Armor Class 16 (Unarmored)
- Hit Points 51(6d8+18)
- Speed 30ft., 30ft. climb
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 17 (+3) 9 (-1) 16 (+3) 9 (-1)
- Saving Throws Strength +5, Constitution +5
- Skills Athletics +5, Perception +5, Intimidation +3
- Senses passive Perception 15
- Languages Common, and any one language
- Proficiency Bonus +2
- Challenge 3(700 xp)
Brutal The berserker can deal a critical hit on a 19-20. Upon a critical hit, it can triple the damage die.
Berserker Frenzy When the berserker starts its turn below half its hitpoint maximum, the berserker gains resistance to bludgeoning, piercing, and slashing damage until the end of its next turn
Reckless At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls until the start of its the next turn but attack rolls against it has advantage for the duration.
Relentless When the berserker is reduced to 0 hitpoints, it can make a DC 10 Constitution saving throw. Upon a successful saving throw, it regains 1 hitpoint. Upon each successful saving throw, the DC for this feature increases by 5. This DC resets after a short or long rest.
Siege Monster The berserker deals double damage to buildings and objects
Actions
Multiattack The berserker can make two greateaxe or longbow attacks
Greataxe. Melee Weapon Attack: +5 to hit, 5ft., one target. Hit: 9 (1d12+3) bludgeoning damage
Longbow. Melee Weapon Attack: +4 to hit, 150/600ft., one target. Hit: 6 (1d8+2) piercing damage
Reactions
Retaliation. When the berserker is hit with a melee attack from a creature within 5ft. of it, the berserker can use its reaction to greataxe attack against that creature.
Wildling Savage
medium humanoid, varies
- Armor Class 16 (Unarmored + duel wielding.)
- Hit Points 51(6d8+51)
- Speed 30ft., 30ft. climb
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 17 (+3) 9 (-1) 16 (+3) 9 (-1)
- Saving Throws Strength +5, Constitution +5
- Skills Athletics +5, Perception +5, Intimidation +3
- Senses passive Perception 15
- Languages Common and any one language
- Proficiency Bonus +2
- Challenge 3(700 xp)
Blood Frenzy When the savage makes an attack against a creature below half its hitpoint maximum, the savage can make an additional weapon attack as part of its Attack action against that creature.
Brutal The savage can deal a critical hit on a 19-20. Upon a critical hit, it can triple the damage die.
Reckless At the start of its turn, the savage can gain advantage on all melee weapon attack rolls until the start of its the next turn but attack rolls against it has advantage for the duration.
Actions
Multiattack. The savage can make three shortsword attacks. Alternatively, they can make two longbow attacks
Longsword. Melee Weapon Attack: +5 to hit, 5ft., one target. Hit: 8 (1d6+3) piercing damage
Longbow. Melee Weapon Attack: +4 to hit, 150/600ft., one target. Hit: 7 (1d8+2) piercing damage
Bonus Actions
Aggressive The savage can use its bonus action to move up to its movement speed towards a hostile creature it can see. It must end this movement closer to a hostile creature.
Reactions
Rampage. When the savage reduces a creature to 0 hitpoints or deals a critical hit, it can use its reaction to move up to half its movement speed to make one additional weapon attack against a creature within range.
![](https://media.wizards.com/2020/images/daily/Lead-the-Stampede_cardart.jpg)
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Wildling Beastlord
medium humanoid, varies
- Armor Class 15 (Unarmored + duel wielding.)
- Hit Points 51(6d8+18)
- Speed 30ft., 30ft. climb
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 17 (+3) 9 (-1) 16 (+3) 9 (-1)
- Saving Throws Strength +5, Constitution +5
- Skills Athletics +5, Perception +5, Intimidation +3
- Senses passive Perception 15
- Languages Common and any one language
- Proficiency Bonus +2
- Challenge 4(1100 xp)
Brutal The beastlord and its mount can deal a critical hit on a 19-20. Upon a critical hit, it can triple the damage die.
Charge If the beastlord moves at least 20ft. on its turn while mounted and hits a creature with its battleaxe on the same turn, the beastlord can deal an additional 11(2d10) slashing damage on its next battleaxe attack. If the target is a creature, it must succeed a DC 13 Strength saving throw or be knocked prone.
Reckless At the start of its turn, the beastlord and its mount can gain advantage on all melee weapon attack rolls until the start of its the next turn but attack rolls against it has advantage for the duration.
Battle Mount While mounted, the beastlord and its mount both take actions on the same turn. Its mount can either before or after the beastlord's turn.
Mounted Flurry If the beastlord makes two melee weapon attack against two different creatures on its turn, it can make an additional melee weapon attack against a third creature in range.
Saddle Born While mounted, both the beastlord and its mount have advantage on Dexterity saving throws. Upon failing a saving throw, the beastlord and its mount takes half damage and upon a successful saving throw, they both take no damage.
Actions
Multiattack The beastlord can make two attacks with its choice of battleaxe or longbow
Battle Axe. Melee Weapon Attack: +5 to hit, 5ft., one target. Hit: 7 (1d10+3) slashing damage
Longbow. Melee Weapon Attack: +4 to hit, 150/600ft., one target. Hit: 6 (1d8+2) piercing damage
Bonus Actions
Savage Mount The beastlord can use their bonus action to command its mount to use its reaction to make a melee weapon attack against a creature in range.
Reactions
Battle Bond While mounted, the beastlord or their mount takes damage, the beastlord can use its reaction to split the damage between both targets.
Wildling Predator
medium humanoid, varies
- Armor Class 16 (Unarmored + duel wielding.)
- Hit Points 51(6d8+18)
- Speed 30ft., 30ft. climb
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 17 (+3) 9 (-1) 16 (+3) 9 (-1)
- Saving Throws Strength +5, Constitution +5
- Skills Athletics +5, Stealth +7, Perception +7, Intimidation +3
- Senses passive Perception 17
- Languages Common,and any one language
- Proficiency Bonus +2
- Challenge 3(700 xp)
Ambusher The predator has advantage on initiative checks and attack rolls against creatures that are surprised or have not acted yet it combat.
Brutal The predator can deal a critical hit on a 19-20. Upon a critical hit, it can triple the damage die.
First Strike When the predator takes the Attack action against a creature that is surprised or not acted yet, it can make an additional longsword or longbow attack.
Keen Senses The predator has advantage on Wisdom(Perception) checks that rely on sight, sound, or smell.
Reckless At the start of its turn, the predator can gain advantage on all melee weapon attack rolls until the start of its the next turn but attack rolls against it has advantage for the duration.
Sneak Attack Once on each of its turns, the predator can deal an additional 7(2d6) damage against a surprised creature or if predator has advantage on an attack against that creature.
Actions
Multiattack The predator can make three attacks with its handaxe. Alternatively, the wildling predator can make two longbow attacks.
Handaxe. Melee Weapon Attack: +6 to hit, 5ft., one target. Hit: 7 (1d6+3) slashing damage
Longbow. Melee Weapon Attack: +6 to hit, 150/600ft., one target. Hit: 7 (1d8+3) piercing damage
Bonus Actions
Wild's Camouflage While lightly obscured by ample natural terrain, the predator can use its bonus action to Disengage or Hide.
Wildling Shaman
medium humanoid, varies
- Armor Class 15 (Unarmored)
- Hit Points 68(9d8+27)
- Speed 30ft., 30ft. climb
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 17 (+3) 14 (+2) 16 (+3) 14 (+2)
- Saving Throws Str +6, Con +6, Wis +6
- Skills Animal Handling +9,Athletics +6, Stealth +5, Nature +5, Perception +6, Survival +6 Intimidation +5
- Senses passive Perception 16
- Languages Common, and any one language
- Challenge 7(2900 xp) Proficiency Bonus +3
Brutal The shaman can deal a critical hit on a 19-20. Upon a critical hit, it can triple the damage die.
Spirit Beast(1/long rest) When reduced to 0 hitpoints, the shaman regains 1 hitpoint can activate its beastshape, even if it already expended a use of this feature.
Spellcasting
The shaman is a 9th level spellcaster. its spellcasting ability is Wisdom(spell save DC 14, +6 to hit with spell attacks). The shaman has the following spells prepared.
Cantrips(At Will) Druidcraft, Mold Earth, Commune with Nature, Speak with Plants
1st Level(4 slots) Animal Friendship, Beast Bond, Cure Wounds, Find Familiar, Hunter's Mark, Speak with Animal
2nd level(3 slots) Alter Self, Flock of Familiars, Lesser Restoration, Locate Animals and Plants, Summon Beast, Spider Climb
3rd level(3 slots) Conjure Animals, Spirit Guardians
4th level(2 slots) Dominate Beast, Guardian of Nature, Polymorph
5th level(2 slots) Awaken, Commune with Nature, Greater Restoration, Mass Cure Wounds
Actions
Multiattack The Shaman can cast a spell and make two quarterstaff attacks on its turn
Quarterstaff. Melee Weapon Attack: +6 to hit, 5ft., one target. Hit: 8 (1d8+3) magical bludgeoning damage
Bonus Actions
Beastshape (1/short rest) For up to three hours, the shaman can transform into a CR 3 beast using a bonus action. While in this state, its attacks count as magical for the purpose of overcoming resistance.
Wildling Skald
medium humanoid, varies
- Armor Class 15 (Unarmored)
- Hit Points 68(9d8+27)
- Speed 30ft., 30ft. climb
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 17 (+3) 14 (+2) 16 (+3) 19 (+4)
- Saving Throws Strength +6, Constitution +6, Wisdom +6
- Skills Animal Handling +9,Athletics +6, Stealth +5, Nature +5, Persuasion +10, Perception +6, Survival +6 Intimidation +10
- Senses passive Perception 16
- Languages Common and any one language
- Challenge 7(2900 xp) Proficiency Bonus +3
Brutal The skald can deal a critical hit on a 19-20. Upon a critical hit, it can triple the damage die.
Spellcasting
The skald is a 9th level spellcaster. its spellcasting ability is Charisma(spell save DC 15, +7 to hit with spell attacks). The skald has the following spells prepared.
Cantrips(At Will) Blade Ward, Booming Blade, Guidance, Resistance, True Strike, Vicious Mockery
1st Level(4 slots) Charm Person, Heroism, Hunter's Mark, Speak with Animals
2nd level(3 slots) Enhance Ability, Spiritual Weapon, Suggestion
3rd level(3 slots) Fear, Haste, Mass Healing Word
4th level(2 slots) Confusion, Dominate Beast
5th level(2 slots) Dominate Person, Steel Wind Strike, Swift Quiver
Actions
Multiattack The skald can cast a spell and make two attacks with its choice of a longsword or longbow. It can substitute a its spell effect for Battle Fervor (if available)
Battle Fervor(Recharge 5-6) Creatures of the skald 's choice (including the chieftain) within 30ft. of it. It gains advantage on attack rolls, ability checks, and saving throws until the end of its turn.
Longsword. Melee Weapon Attack: +6 to hit, 5ft., one target. Hit: 7 (1d8+3) slashing damage
Longbow Melee Weapon Attack: +6 to hit, range 150/600ft., one target. Hit: 7 (1d8+3) piercing damage
Bonus Actions
Battle Command. As a bonus action, the skald can command an ally it can see within 30ft. of it to use its reaction to move up to half its movement speed and make a single weapon attack.
Reaction
Evasive Command. The skald can warn its ally on incoming damage. As a reaction, whenever a creature that the skald can see within 30ft. of takes damage from an attack, the skald can cause that creature to take half damage instead.
Wildling Spikelord
medium humanoid, varies
- Armor Class 20 (Plate Armor + Bucklers)
- Hit Points 100(12d8+48)
- Speed 30ft.,
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 19 (+4) 9 (-1) 16 (+3) 9 (-1)
- Saving Throws Strength +7, Constitution +7
- Skills Athletics +10, Perception +6, Intimidation +5
- Senses passive Perception 16
- Languages Common, and any one language
- Challenge 5(1800 xp) Proficiency Bonus +3
Brutal The spikelord can deal a critical hit on a 19-20. Upon a critical hit, it can triple the damage die.
Spiked Armor When a creature grapples or hits the spike lord with a melee weapon attack while within 5ft. of it, they take 7(2d6) piercing damage.
Reactive The spikelord can take a reaction at the end of each creature's turns.
Actions
Multiattack The spikelord can make two attacks with its spiked buckler. It can substitute any one of those attacks for a heavy crossbow attack.
Spiked Buckler. Melee Weapon Attack: +7 to hit, reach 5ft., two targets in range. Hit: 7 (1d6+4) bludgeoning damage + 3(1d6) piercing damage. Creatures hit by this attack suffer disadvantage on all attack rolls except the spikelord until the end of its next turn.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit, 100/400ft., one target. Hit: 8 (1d10+2) piercing damage.
Reactions
Interception When a creature within 5 feet of the spikelord makes an attack against a target other than it, the creature must make an attack against the spikelord instead. If the attack still hits, the spikelord takes half damage.
Wildling Ragemonger
medium humanoid, varies
- Armor Class 16 (Unarmored)
- Hit Points 100(12d8+48)
- Speed 30ft.,
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 19 (+4) 9 (-1) 16 (+3) 9 (-1)
- Saving Throws Strength +7, Constitution +7
- Skills Athletics +10, Perception +6, Intimidation +5
- Senses passive Perception 16
- Languages Common, and any one language
- Challenge 5(1800 xp) Proficiency Bonus +3
Brutal The ragemonger can deal a critical hit on a 19-20. Upon a critical hit, it can triple the damage die.
Endurance When the ragemonger fails a saving throw against an effect that deals damage, they take half damage. Upon a successful saving throw, they take no damage.
Powerful Build When the ragemonger counts as one size Larger for the purposes of carrying, grappling, pushing, shoving, and wielding weapons
Relentless When the ragemonger starts its turn with 0 hitpoints, it can make a DC 10 Constitution saving throw. Upon a successful saving throw, it regains 1 hitpoint. Upon each successful saving throw, the DC for this feature increases by 5. This DC resets after a short or long rest.
Sheer Strength The ragemonger has advantage on Strength ability checks and saving throws.
Siege Monster The ragemonger can deal double damage to buildings and objects
Actions
Multiattack The ragemonger can make two greatsword or heavy longbow attacks
Oversized Greatsword. Melee Weapon Attack: +7 to hit, reach 10ft., two targets in range. Hit: 18 (4d6+4) slashing damage.
Greatbow. Ranged Weapon Attack: +7 to hit, 150/600ft., one target. Hit: 13 (2d8+4) piercing damage. Upon a hit, creatures must succeed a DC 15 Strength saving throw or have its movement speed reduced to 0. It must use its action to break the arrow free from its form.
Reactions
Endure Pain Upon taking damage, the ragemonger can use their reaction reduce the damage taken by gaining 20 temporary hitpoints which last until the start of its next turn.
Wildling Bladestorm
medium humanoid, varies
- Armor Class 18 (Unarmored + duel wielding)
- Hit Points 100(12d8+48)
- Speed 40ft.
STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 16 (+3) 9 (-1) 16 (+3) 9 (-1)
- Saving Throws Strength +6, Dexterity +6, Constitution +6
- Skills Athletics +6, Perception +6, Intimidation +5
- Senses passive Perception 16
- Languages Common, and any one language
- Proficiency Bonus +3
- Challenge 5(1800 xp)
Brutal The bladestorm can deal a critical hit on a 19-20. Upon a critical hit, it can triple the damage die.
Blade Storm Upon using its reaction to make an opportunity attack or use its riposte feature, the bladestorm can make two shortsword attacks instead of one.
Evasion When the bladestorm fails a Dexterity saving throw against an effect that deals damage, they take half damage. Upon a successful saving throw, they take no damage.
Quick Reflexes The bladestorm has advantage on Dexterity ability checks and saving throws.
Reactive the bladestorm can take a reaction at the end of every creatures turn.
Actions
Multiattack The bladestorm can make 4 shortsword attacks. Alternatively, it can make two long bow strikes
Shortsword. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 7 (1d6+4) piercing damage.
Longbow. Ranged Weapon Attack: +7 to hit, 150/600ft., one target. Hit: 9 (1d8+4) piercing damage.
Bonus Actions
Dervish. The bladestorm can use their bonus action to Disengage.
Reactions
Riposte. If a creature hits the bladestorm with a melee weapon attack, it can use its reaction to make two shortsword attacks.
Wildling Chieftain
medium humanoid, varies
- Armor Class 18 (Unarmored)
- Hit Points 189(18d8+108)
- Speed 40ft., 40ft. climb
STR DEX CON INT WIS CHA 21 (+5) 14 (+2) 22 (+6) 14 (+2) 16 (+3) 14 (+2)
- Saving Throws Strength +10, Constitution +11
- Skills Athletics +15, Perception +8, Intimidation +12
- Senses passive Perception 18
- Languages Common and any one language
- Proficiency Bonus +5
- Challenge 15(13000 xp)
Beserker's Prowess The chieftain has advantage on Strength saving throws and ability checks
Brutal The chieftain can deal a critical hit on a 18-20. Upon a critical hit, it can triple the damage die.
Chieftain's Fury When the chieftain starts its turn below half its hitpoint maximum, the chieftain gains resistance to all damage until the end of its next turn.
While in this state, the chieftain is immune to being charmed, frightened, stunned, or paralyzed.
They can also can make an additional greataxe attack whenever the chieftain takes the attack action.
Frightful Presence Creatures of the chieftain's choice that first enters or starts its turn within 60ft. of the chieftain must succeed a DC 18 Wisdom saving throw or become frightened for one minute. Creatures frightened in this manner can repeat its saving throw at the end of each of its turns to end the effect on a successful saving throw. Upon ending this effect, creatures are immune to being frightened in this manner for the next 24 hours.
Legendary Resistance(3/day) Upon failing a saving throw, the chieftain can choose to succeed. Upon using this feature, the chieftain can make a weapon attack against a creature within range.
Reckless At the start of its turn, the chieftain can gain advantage on all melee weapon attack rolls until the start of its the next turn but attack rolls against it has advantage for the duration.
Relentless When the chieftain starts its turn with 0 hitpoints, it can make a DC 10 Constitution saving throw. Upon a successful saving throw, it regains 1 hitpoint. Each time the chieftain uses this ability, it can take an additional Attack action against a creature within range.
Upon each successful saving throw, the DC for this feature increases by 5. This DC resets after a short or long rest.
Siege Monster The chieftain deals double damage to buildings and objects
Actions
Multiattack The chieftain can make a Frenzied Roar (if available) and three greataxe attacks on its turn. The chieftain can substitute any number of its greataxe attacks for a greatbow attack
Greataxe. Melee Weapon Attack: +10 to hit, 5ft., one target. Hit: 18 (2d12+5) slashing damage.
Longbow. Melee Weapon Attack: +10 to hit, 150/600ft., one target. Hit: 14 (2d8+5) piercing damage.
Frenzied Roar(Recharge 5-6) Creatures of the chieftain's choice (including the chieftain) within 30ft. of it. It gains advantage on attack rolls, ability checks, and saving throws until the end of its turn.
Whenever it makes the attack action, it can make an additional weapon attack as part of its action.
Reactions
Retaliation. When the chieftain is hit with a melee attack, it can use its reaction to greataxe attack against that creature.
Legendary Actions (3/turn)
The chieftain can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The chieftain regains spent legendary actions at the start of its turn
Movement(1 action) The chieftain can move up to half its movement speed to a spot that it can see without provoking attacks of opportunity
Command Wildlings (2 actions) The chieftain can command a wildling within 30ft. of it to use its reaction to move up to its full movement speed and to make a single weapon attack against a creature of the chieftain's choice.
Resilience(3 actions) The chieftain can end one condition or spell effect on it.
Wildling Shaman Elder
medium humanoid, varies
- Armor Class 15 (Unarmored)
- Hit Points 135(18d8+54)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 17(+3) 19 (+4) 21 (+5) 19 (+4)
- Saving Throws Strength +8, Constitution +8, Intelligence +9, Wisdom +10
- Skills Athletics +8, Animal Handling +15, Perception +7, Nature +14, Perception +10, Stealth +7, Survival +10, Intimidation +9
- Senses passive Perception 20
- Languages any one language
- Proficiency Bonus +5
- Challenge 15(13000 xp)
Beast Shape(1/short rest) For up to three hours, the shaman elder can transform into a CR 5 beast using a bonus action. While in this state, its attacks count as magical for the purpose of overcoming resistance. The shaman elder retains their Intelligence, Wisdom, and Charisma stats.
Brutal The shaman elder can deal a critical hit on a 18-20. Upon a critical hit, it can triple the damage die.
Spirit Beast(1/long rest) When reduced to 0 hitpoints, the shaman elder regains 1 hitpoint can activate its beastshape, even if it already expended a use of this feature.
Legendary Resistance (3/day) Upon failing a saving throw, the shaman elder can choose to succeed. Upon using this feature, the shaman cast a spell on a creature it can see within range.
Magical Forms When the shaman elder polymorphs a creature or summons a creature using its spells, that creature has advantage on attack rolls and its attacks count as magical for the purpose of overcoming resistance.
Archdruid While in their beast shape, the shaman elder can cast spells that only use verbal or somatic components.
Spellcasting
The shaman elder is a 18th level spellcaster. its spellcasting ability is Wisdom(spell save DC 18, +10 to hit with spell attacks). The shaman elder has the following spells prepared.
Cantrips(At Will) Druidcraft, Mold Earth, Commune with Nature, Speak with Plants
1st Level(4 slots) Animal Friendship, Beast Bond, Cure Wounds, Find Familiar, Hunter's Mark, Speak with Animal
2nd level(3 slots) Alter Self, Flock of Familiars, Lesser Restoration, Locate Animals and Plants, Summon Beast, Spider Climb
3rd level(3 slots) Conjure Animals, Spirit Guardians
4th level(2 slots) Dominate Beast, Guardian of Nature, Polymorph
5th level(2 slots) Awaken, Commune with Nature, Greater Restoration, Mass Cure Wounds
6th level(2 slots) Druid Grove, Tenser's Transformation
7th level(1 slot) Regenerate
8th level(1 slot) Animal Shapes
9th level(1 slot) True Polymorph
Actions
Multiattack The shaman elder can make a spell attack and two quarterstaff attacks on their turn.
Quarterstaff. Melee Weapon Attack: +8 to hit, 5ft., one target. Hit: 10 (1d8+5) magical bludgeoning damage.
Legendary Actions (3/turn)
The shaman elder can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The shaman elder regains spent legendary actions at the start of its turn
Movement(1 action) The shaman elder move up to its half movement speed to a spot that it can see without provoking attacks of opportunity.
Cast Spell (2 actions) The shaman elder can cast a spell of 5th level or lower.
Resilience(3 action) The shaman elder can end one condition or spell effect on it.
Regional Variants
Arctic
- Damage Resistances Cold
Ice Walk The wildling can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Snow Sight The wildling's vision is not obscured by fog or snowfall.
Snow Camouflage The Wildling has advantage on Stealth checks when in icy or snowy terrain or if obscured by ample fog or snowfall.
Shaman/Skald Spells
The wildling learns the following additional spells
Cantrips Ray of Frost
1st Level Frost Fingers
2nd level Hold Person
3rd level Sleet Storm
4th level Ice Storm
5th level Cone of Cold, Hold Monster
5th level Otiluke's Freezing Sphere, Wall of Ice
Bonus Actions
Snow Stalker While these conditions are met, can use bonus action to Hide.
Badlands
- Damage Resistances Fire
Sand Walk The wildling can move across and climb sandy or loose surfaces without needing to make an ability check. Additionally, difficult terrain composed of sand or stone doesn't cost additional movement
Sand Sight The wildling's vision is not obscured by sand or dust.
Sand Camouflage The wildling has advantage on Stealth checks when in sandy or rocky terrain. While these conditions are met, the wildling can use their bonus action to Hide.
Shaman/Skald Spells
The wildling learns the following additional spells
Cantrips Mold Earth, Magic Stone
1st Level Catapult, Earth Tremor
2nd level Dust Devil, Spike Growth
3rd level Erupting Earth
4th level Stone Shape, Stoneskin
5th level Passwall, Wall of Stone
6th level Bones of Earth
Fleshreaver
- Damage Resistances Necrotic, Poison
Blood Sense The wildling has advantage on Wisdom checks to track a creature that does not possess all of its hitpoints.
Devour If a creature the wildling kills a creature, it regains 10 hitpoints.
Shaman Spells
The wildling learns the following additional spells
Cantrips Toll the Dead
1st Level Inflict Wounds
2nd level Hold Person
3rd level Animate Dead, Vampiric Touch
5th level Enervation, Reincarnate
Reactions
Rampage When the wildling reduces a creature to 0 hitpoints, it can use its reaction to move up to half its movement speed to make a melee weapon attack against another creature in range.
Coastal
- Movement Speed Swim 30ft.
Fog Sight The wildling's vision is not obscured by fog or heavy rainfall.
Sea Legs The wildling has advantage on saving throws against effects that would knock it prone. Additionally, its movement speed is not affected by slippery surfaces.
Shaman Spells
The wildling learns the following additional spells Cantrips Shape Water
1st Level Create or Destroy Water, Fog Cloud, Grease
3rd level Tidal Wave, Wall of Water. Water Breathing, Waterwalk
4th Level Watery Sphere
5th level Maelstrom
Subterranean
- Senses Darkvision 120ft.
- Movement Climb 30ft.
Shadow Stealth The wildling has advantage on Stealth checks when in dim light or darkness.
Shaman Spells
The wildling learns the following additional spells
Cantrips Thaumaturgy
2nd level Darkness, Pass without a Trace, Invisibility
3rd level Stinking Cloud
4th Level Greater Invisibility
5th level Passwall
Bonus Actions
Skulker While these conditions are met, the wildling can use bonus action to Hide.
Woodland
- Damage Resistances Poison
- Movement Climb 30ft.
Plant Camouflage The wildling has advantage on Stealth checks when obscured by ample plant life.
Plant Stride The wildling is unaffected by difficult terrain caused by non-magical plants.
Shaman Spells
The wildling learns the following additional spells
Cantrips Druidcraft
1st Level Entangle
2nd level Barkskin
3rd level Plant Growth
4th Level Grasping Vine
5th level Wrath of Nature
Bonus Actions
Skulker While these conditions are met, the wildling can use their bonus action to Hide.
![](https://i.pinimg.com/originals/9e/42/4f/9e424fe631671f247977722acb21d54f.jpg)
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Artificers
In the pursuit to unravel the mysteries of the arcane, some brilliant minds learned to combine the disciplines of magic with that of technology. As a result, these individuals have been able to engineering magnificent creations that attempt to challenge the very limitations of magic itself. These creations can also result in dangerous and volatile new technologies, granting immense magical power to those with no natural arcane talents.
Artificer Types
Due to rapid growth and innovation of magical technology, it is hard to completely encompass every form in which these tools are used. However, many societies that possess such technology typically possess technology in the following three categories: magitech firearms, magitech armor, and constructs.
Artificer Gunners
Artificer gunners have learned to craft a new form of weaponry known as firearms, which are known to fire projectiles and arcane bursts of energy over long distances. Although they do not possess the range of other ranged weapons such as longbows, they make up for it with sheer power and relative ease of use.
Artificer Armorers
Whereas artificer gunners focus on offense, armorers utilize their magitech to create nearly invincible suits of armorer. These magically enhanced suits can take many forms as some design entire exoskeletons to protect their body while others even implement and replace their own natural limbs for magitech instead to give themselves superior strength, speed, endurance, and other unique abilities.
Artificer Tinkerers
Artificer tinkers focus primarily on the process of creation, creating magical constructs to serve them. These constructs can take many forms as they can be powered through numerous methods such as mechanically powered clockworks. Others rely on steam, electricity, runes, crystals, or other rare power sources.
Tinkerers possess the special ability to control their creations to fight as a singular unit with deadly efficiency.
Artificer Gunner Template
Medium Humanoid, Varies
- Armor Class 16 (Breastplate)
- Hit Points 39 (6d8+12)
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 16 (+3) 14 (+2) 12 (+1)
- Skills Arcana +7, Investigation +5, Perception +4
- Senses passive Perception 14
- Languages Common and one language of choice
- Proficiency Bonus +2
- Challenge 2 (450 xp)
Firearm The artificer gunner's ranged weapon attacks can ignore penalties from firing in close range.
Magitech Weapons The artificer gunner's weapon attacks count as adamantine, silvered, and magical for the purpose of overcoming resistance. They can also use their Intelligence modifier instead of using Strength or Dexterity for determining attack and damage rolls.
Magic Resistance The artificer gunner has advantage on saving throws against spells and magical effects.
Spell Gun The artificer gunner can use its weapons as its arcane focus. Additionally, spells cast through their weapons have their range doubled
Actions
Multiattack. The artificer gunner can two magitech rifle attacks. It can substitute a magitech rifle attack for a hammer
Magitech Hammer. Melee Weapon Attack: , +5 to hit, range 5ft. ,one target. Hit: 8(1d8+3) bludgeoning damage.
Magitech Rifle. Ranged Weapon Attack: , +5 to hit, range 90ft. ,one target. Hit: 9(1d10+3) piercing damage.
Artillerist Template
Medium Humanoid, Varies
- Armor Class 18 (Plate Armor)
- Hit Points 81 (12d8+36)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 18 (+4) 14 (+2) 12 (+1)
- Skills Arcana +10, Investigation +7, Perception +5
- Senses passive Perception 15
- Languages Common and one language of choice
- Proficiency Bonus +3
- Challenge 7 (2900 xp)
Firearm The artificer artillerist's ranged weapon attacks can ignore penalties from firing in close range.
Magitech Weapons The artificer artillerist's weapon attacks count as adamantine, silvered, and magical for the purpose of overcoming resistance. They can also use their Intelligence modifier instead of using Strength or Dexterity for determining attack and damage rolls.
Magic Resistance The artificer artillerist has advantage on saving throws against spells and magical effects.
Spell Gun The artificer artillerist can use its weapons as its arcane focus. Additionally, spells cast through their weapons have their range doubled
Actions
Multiattack. The artificer artillerist can cast a spell and can make two attacks with its magitech maul. It can substitute any number of maul attacks for a ballista attack.
Magitech Maul. Melee Weapon Attack: , +7 to hit, range 5ft. ,one target. Hit: 11(2d6+4) bludgeoning damage.
Magitech Ballista. Ranged Weapon Attack: , +7 to hit, range 60ft. ,one target. Hit: 16(2d10+4) piercing damage. Creatures within 5ft. of the original target takes the same amount of damage as well
![](https://www.gmbinder.com/images/IiYVXOw.jpeg)
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Artificer Gunmaster Template
Medium Humanoid, Varies
- Armor Class 18 (Plate Armor)
- Hit Points 170 (20d8+80)
- Speed 30ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 18 (+4) 20 (+5) 14 (+2) 12 (+1)
- Saving Throws Str +9, Dex +7, Con +9, Int +10, Wis +7, Cha +6
- Skills Arcana +15, Investigation +0, Perception +7
- Senses passive Perception 17
- Languages Common and one language of choice
- Proficiency Bonus +5
- Challenge 15 (13000 xp)
Firearm The artificer gunmaster's ranged weapon attacks can ignore penalties from firing in close range.
Legendary Resistances(3/day) Upon failing a saving throw, the artificer gunmaster can choose to succeed. Upon using this feature, the artificer gunmaster can cast a spell.
Magitech Weapons The artificer gunmaster's weapon attacks count as adamantine, silvered, and magical for the purpose of overcoming resistance. They can also use their Intelligence modifier instead of using Strength or Dexterity for determining attack and damage rolls.
Magic Resistance The artificer gunmaster has advantage on saving throws against spells and magical effects.
Spell Gun The artificer gunmaster can use its weapons as its arcane focus. Additionally, spells cast through their weapons have their range doubled
Actions
Multiattack. The artificer gunmaster can cast a spell and can make two attacks with its Magitech Cannon Glaive. It can substitute any number of cannon glaive attacks for a Magitech Cannon attack.
Magitech Cannon Glaive. Melee Weapon Attack: , +10 to hit, range 10ft. ,one target. Hit: 11(1d10+5) slashing damage.
Magitech Cannon. Ranged Weapon Attack: , +10 to hit, range 60ft. ,one target. Hit: 15(4d4+5) piercing damage.
Legendary Actions (3/turn)
The artificer gunmaster can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The artificer gunmaster regains spent legendary actions at the start of its turn.
Movement(1 action) The artificer gunmaster can move up half its movement speed to a location that it can see within range. If it possesses a special mobility feature, it can use that ability.
Arcane Tinkering (2 action) If the artificer gunmaster has a recharge ability, it can choose to roll a d6 again to recover that feature.
Quick Strike (2 action) If the artificer gunmaster can make an attack with its glaive or cannon. Alternatively, it can use on of its special weapon options instead.
Cast a spell (2 action) The artificer gunmaster can cast a spell of 5th level or lower
Resilience (3 action) The artificer gunmaster can end one spell effect or status condition on themselves
Artificer Armorer Template
Medium Humanoid, Varies
- Armor Class 18 (Artificer Armor)
- Hit Points 45 (6d8+18)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 16 (+3) 14 (+2) 12 (+1)
- Skills Arcana +7, Investigation +5, Perception +4
- Senses passive Perception 14
- Languages Common and one language of choice
- Proficiency Bonus +2
- Challenge 3 (700 xp)
Firearm The artificer armorer's ranged weapon attacks can ignore penalties from firing in close range.
Magitech Weapons The artificer armorer's weapon attacks count as adamantine, silvered, and magical for the purpose of overcoming resistance. They can also use their Intelligence modifier instead of using Strength or Dexterity for determining attack and damage rolls.
Powerful Build The artificer armorer counts as one size larger; however its physical size remain the same.
Magic Resistance The artificer armorer has advantage on saving throws against spells and magical effects.
Actions
Multiattack. The artificer armorer can two armored fist attacks. It can substitute a fist attack for a handcannon strike
Magitech Fist. Melee Weapon Attack: , +5 to hit, range 5ft. ,one target. Hit: 8(2d4+3) bludgeoning damage.
Magitech Hand Cannon. Ranged Weapon Attack: , +5 to hit, range 60ft. ,one target. Hit: 8(1d8+3) piercing damage.
Artificer Runemech Template
Medium Humanoid, Varies
- Armor Class 20 (Artificer Armor)
- Hit Points 102 (12d8+48)
- Speed 30ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 18 (+4) 18 (+4) 14 (+2) 12 (+1)
- Skills Arcana +12, Investigation +8, Perception +7
- Senses passive Perception 14
- Languages Common and one language of choice
- Proficiency Bonus +4
- Challenge 9 (5000 xp)
Firearm The artificer runemech's ranged weapon attacks can ignore penalties from firing in close range.
Magitech Weapons The artificer runemech's weapon attacks count as adamantine, silvered, and magical for the purpose of overcoming resistance. They can also use their Intelligence modifier instead of using Strength or Dexterity for determining attack and damage rolls.
Magic Resistance The artificer runemech has advantage on saving throws against spells and magical effects.
Powerful Build The artificer runemech counts as one size larger; however its physical size remain the same.
Actions
Multiattack. The artificer runemech can cast a spell and make two armored fist attacks. It can substitute a fist attack for a cannon strike
Magitech Fist. Melee Weapon Attack: , +8 to hit, range 5ft. ,one target. Hit: 14(4d4+4) bludgeoning damage.
Magitech Cannon. Ranged Weapon Attack: , +8 to hit, range 60ft. ,one target. Hit: 15(2d10+4) piercing damage.
![](https://64.media.tumblr.com/78482c4d240b56dd45cfe39fec2cf3f8/tumblr_oiary0eGVm1qia2dho1_1280.jpg)
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Artificer Mechlord Template
Medium Humanoid, Varies
- Armor Class 23 (Artificer Armor)
- Hit Points 210 (20d8+120)
- Speed 30ft.
STR DEX CON INT WIS CHA 22 (+6) 14 (+2) 22 (+6) 20 (+5) 14 (+2) 12 (+1)
- Saving Throws Str +12, Dex +8, Con +12, Int +11, Wis +8, Cha +7
- Skills Arcana +17, Investigation +11, Perception +8
- Senses passive Perception 18
- Languages Common and one language of choice
- Proficiency Bonus +6
- Challenge 18 (20000 xp)
Firearm The artificer mechlord's ranged weapon attacks can ignore penalties from firing in close range.
Legendary Resistances(3/day) Upon failing a saving throw, the artificer mechlord can choose to succeed. Upon using this feature, the artificer mechlord can cast a spell.
Magitech Weapons The artificer mechlord's weapon attacks count as adamantine, silvered, and magical for the purpose of overcoming resistance. They can also use their Intelligence modifier instead of using Strength or Dexterity for determining attack and damage rolls.
Magic Resistance The artificer mechlord has advantage on saving throws against spells and magical effects.
Powerful Build The artificer mechlord counts as one size larger; however its physical size remain the same.
Actions
Multiattack. The artificer mechlord can cast a spell and make two armored fist attacks. It can substitute a fist attack for a cannon strike
Magitech Greathammer. Melee Weapon Attack: , +12 to hit, range 5ft. ,one target. Hit: 16(4d4+6) bludgeoning damage.
Magitech Cannon. Ranged Weapon Attack: , +12 to hit, range 60ft. ,one target. Hit: 17(2d10+6) piercing damage.
Legendary Actions (3/turn)
The artificer mechlord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The artificer mechlord regains spent legendary actions at the start of its turn.
Movement(1 action) The artificer mechlord can move up to half its movement speed to a location that it can see within range. If it possesses a special mobility feature, it can use that ability.
Arcane Tinkering (2 actions) If the artificer mechlord has a recharge ability, it can choose to roll a d6 again to recover that feature.
Quick Strike (2 actions) If the artificer mechlord can make an attack with its glaive or cannon. Alternatively, it can use on of its special weapon options instead.
Cast a spell (2 actions) The artificer mechlord can cast a spell of 5th level or lower
Resilience (3 actions) The artificer mechlord can end one spell effect or status condition on themselves
![](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/0f32ddfc-07dd-4afe-bcfd-60218bd1c565/ddi0f5e-c13f5d36-c862-47d8-9561-4340d09005d7.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzBmMzJkZGZjLTA3ZGQtNGFmZS1iY2ZkLTYwMjE4YmQxYzU2NVwvZGRpMGY1ZS1jMTNmNWQzNi1jODYyLTQ3ZDgtOTU2MS00MzQwZDA5MDA1ZDcuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.D-hWkpBErd5-PZSmVKAFe0yyDUqRQbLouRLghzhHFts)
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Artificer Tinkerer Template
Medium Humanoid, Varies
- Armor Class 16 (Breastplate)
- Hit Points 39 (6d8+12)
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 16 (+3) 14 (+2) 12 (+1)
- Skills Arcana +7, Investigation +5, Perception +4
- Senses passive Perception 14
- Languages Common and one language of choice
- Proficiency Bonus +2
- Challenge 2 (450 xp)
Arcana Link The artificer tinkerer can concentrate on two spell effects using the bound construct to focus on the spell effect. The construct must succeed concentration checks to maintain the spell effect each time it takes damage.
As long the the artificer tinkerer is with 60ft. of the bound construct and can see it, the artificer tinkerer can cast spell's through a bound construct's space
Construct Tinkerer Whenever the artificer tinkerer casts a healing spells, constructs can benefit from this feature.
Firearm The artificer tinkerer's ranged weapon attacks can ignore penalties from firing in close range.
Magitech Weapons The artificer tinkerer's weapon attacks count as adamantine, silvered, and magical for the purpose of overcoming resistance. They can also use their Intelligence modifier instead of using Strength or Dexterity for determining attack and damage rolls.
Actions
Multiattack. The artificer tinkerer can two magitech pistol attacks. It can substituteany number of pistol attacks for a hammer.
Magitech Hammer. Melee Weapon Attack: , +5 to hit, range 5ft. ,one target. Hit: 8(1d8+3) bludgeoning damage.
Magitech Pistol. Ranged Weapon Attack: , +5 to hit, range 60ft. ,one target. Hit: 6(1d6+3) piercing damage.
Bonus Actions
Summon Bound Construct(1/short rest) The artificer tinker can summon or animate a construct of CR 2 or lower to fight on its behalf. The construct acts on the artificer tinkerer's initiative.
Reactions
Counterdefense Whenever the artificer tinkerer takes damage, it can use its reaction to command its construct to make a single weapon attack.
![](https://www.mtgnexus.com/img/gallery/3492-saheeli-sublime-artificer.jpg)
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Artificer Golemancer Template
Medium Humanoid, Varies
- Armor Class 16 (Breastplate)
- Hit Points 78 (12d8+36)
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 18 (+4) 14 (+2) 12 (+1)
- Skills Arcana +10, Investigation +7, Perception +5
- Senses passive Perception 15
- Languages Common and one language of choice
- Proficiency Bonus +3
- Challenge 7 (2900 xp)
Arcana Link The artificer golemancer can concentrate on two spell effects using the bound construct to focus on the spell effect. The construct must succeed concentration checks to maintain the spell effect each time it takes damage.
As long the the artificer golemancer is with 60ft. of the bound construct and can see it, the artificer golemancer can cast spell's through a bound construct's space
Bound Infusions The bound construct gains a bonus to its saving throws equal to the artificer golemancer's Intelligence modifier.
Construct Tinkerer Whenever the artificer golemancer casts a healing spells, constructs can benefit from this feature.
Firearm The artificer golemancer's ranged weapon attacks can ignore penalties from firing in close range.
Magitech Weapons The artificer golemancer's weapon attacks count as adamantine, silvered, and magical for the purpose of overcoming resistance. They can also use their Intelligence modifier instead of using Strength or Dexterity for determining attack and damage rolls.
Shield Link A bound construct gains 10 temporary hitpoints at the start of each of its turns.
Actions
Multiattack. The artificer golemancer can cast a spell two magitech pistol attacks. It can substitute any pistol attacks for a hammer attack
Magitech Hammer Melee Weapon Attack: , +7 to hit, range 5ft. ,one target. Hit: 9(1d8+4) bludgeoning damage.
Magitech Pistol Ranged Weapon Attack: , +7 to hit, range 60ft. ,one target. Hit: 7(1d6+4) piercing damage.
Bonus Actions
Summon Bound Construct(1/short rest) The artificer tinker can summon or animate a construct of CR 6 or lower to fight on its behalf. The construct acts on the artificer golemancer's initiative.
Reactions
Counterdefense Whenever the artificer golemancer takes damage, it can use its reaction to command its bound construct to make a single weapon attack.
Artificer Warmind Template
Medium Humanoid, Varies
- Armor Class 16 (Breastplate)
- Hit Points 150 (20d8+60)
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 16 (+3) 22 (+6) 14 (+2) 12 (+1)
- Saving Throws Str +7, Dex +7, Con +8, Int +11, Wis +7, Cha +6
- Skills Arcana +16, Investigation +11, Perception +7
- Senses passive Perception 17
- Languages Common and one language of choice
- Proficiency Bonus +5
- Challenge 15 (13000 xp)
Arcana Link The artificer warmind can concentrate on two spell effects using the bound construct to focus on the spell effect. The construct must succeed concentration checks to maintain the spell effect each time it takes damage.
As long the the artificer warmind is with 60ft. of the bound construct and can see it, the artificer warmind can cast spells through a bound construct's space
Bound Infusions The bound construct gains a bonus to its saving throws equal to the artificer warmind's Intelligence modifier.
Construct Tinkerer Whenever the artificer casts a healing spells, constructs can benefit from this feature.
Firearm The artificer warmind's ranged weapon attacks can ignore penalties from firing in close range.
Legendary Resistances(3/day) Upon failing a saving throw, the artificer warmind can choose to succeed. Upon using this feature, the artificer warmind can command its construct to make one weapon attack.
Magitech Weapons The artificer warmind's weapon attacks count as adamantine, silvered, and magical for the purpose of overcoming resistance. They can also use their Intelligence modifier instead of using Strength or Dexterity for determining attack and damage rolls.
Shield Link A bound construct gains 20 temporary hitpoints at the start of each of its turns.
Actions
Multiattack. The artificer warmind can cast a spell two magitech pistol attacks. They can substitute a pistol attack for a hammer attack
Magitech Hammer. Melee Weapon Attack: , +11 to hit, range 5ft. ,one target. Hit: 14(2d8+6) bludgeoning damage.
Magitech Pistol. Ranged Weapon Attack: , +11 to hit, range 60ft. ,one target. Hit: 13(2d6+6) piercing damage.
Bonus Actions
Summon Bound Construct(1/short rest) The artificer warmind can summon or animate a construct of CR 2 or lower to fight on its behalf. The construct acts on the artificer warmind's initiative.
Reactions
Counterdefense Whenever the artificer warmind takes damage, it can use its reaction to command its bound construct to make a single weapon attack.
Legendary Actions (3/turn)
The artificer warmind can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The artificer warmind regains spent legendary actions at the start of its turn. Movement(1 action) The artificer warmind can move up to 30ft. to a location that it can see within range. If it possesses a Special Mobility feature, it can use that ability.
Quick Strike (2 actions) If the artificer warmind can command a bound construct to move up to its movement speed and make a weapon attack against a creature in range
Cast a spell (2 action) The artificer warmind can cast a spell
Resilience (3 actions) The artificer warmind can end one spell effect or status condition on itself or a bound construct
Variants of Magitech
Throughout the multiverse, magitech can take many different forms. Although this technology utilizes some degree of magic, the source from which this technology is powered can give it a unique flair of its own. Not every realm may possess every form of magitech as its development is extremely dependent on even within that given realm. Even if various realms share similar variants of magitech, it may operate or appearance in a drastically different manner from the other. However, regardless of what form magitech develops into, there is practically no limit to the marvel and feats that it can accomplish. As magitech flourishes, it is bound to open new possibilities that could lead into new forms of magitech or even completely novel fields of arcane engineering.
Biotech
The foundations of biotech focus primarily on utilizing the magical energy found in every living creature. Using these concepts, artificers are able to push the physical limitations of one's body through arcane augmentation. Such enhancements can include superior strength, speed, endurance, and even innate spellcasting. Biotech also tends to be one of the most diverse of all forms of magitech as some variants focus on grafting parts of other creatures, some focus on magically induced mutations, while some simply integrate arcane prosthetics into their bodies. Regardless of their methods, biotech artificers seek to continually push the limitations of their mortal forms.
Bloomtech
Bloomtech is believed to be a subsidiary field of biotech. Instead of physical augmentation, bloomtech seeks to harness the natural ability of plant life to absorb and convert magical energy to different forms. Bloomtech is believed to be a natural approach to artifice founded by druids. Many druidic societies favor this form of arcane technology due to its efficiency in comparison to other forms of magitech. Whereas other forms of arcane technology run the risk of absorbing large amounts of magical aether from its surrounds, bloomtech simply focuses on arcane conversion instead consumption.
Chemtech
In comparison to other forms of magitech, chemtech is not very reliant on arcane energy. Instead, most of its capabilities are through complex alchemical reactions. In general, chemtech only requires a small burst of arcane energy to act as a catalyst for chemtech reactions. Although this gives chemtech technology a significant advantage over other forms of arcane technology in the presence of antimagic fields, chemtech can prove to be quite dangerous as many of the alchemical tools utilized in its creation can prove to be quite toxic to most mortals.
Cybertech
Cybertech is an advanced form of magitech that is able to convert arcane energy into electricity. Cybertech revolves around the duality of arcana and electricity as it regularly alternates between both power sources. Due to being able to convert arcana to electricity, cybertech is able to perform high-powered functions and task even in situations that would limit the effectiveness of magical effects.
Clockwork
Of all magitech, clockwork technology is the least reliant of magic. In most instances, clockwork technology only requires a small burst of arcane energy to initiate its mechanical chain reactions. In general, most clockworks are powered by a complex network of chain reactions, typically performed by gears. Despite their incredible complexity, the greatest feats of clockwork engineering are able to perform their tasks with impeccable precision. Despite its independence from an arcane power source, clockworks are susceptible to disrepair and malfunction if their internal mechanism are damaged.
Psytech
Psytech is an interesting for of arcane engineering that utilizes the psionic energy of the mind to power one's abilities. Whereas as most forms of magitech focus of physical enhancement or augmentation, psytech amplifies one's psionic capabilities instead. Psytech allows one to transfer information over long distances in an instant and the most advanced developments in this field even allows one to conjure objects from pure psychic energy.
Runetech
Runetech is typically what comes to mind when one thinks of magitech. As its name suggests, this form of arcane engineering stores arcane energy into runes which is able to convert that energy into a command, spell, or similar function. As a result, artificers are able to create complex networks of runes to power golems, weapons, tools, and other creations. There is practically no limit to the possibilities that runetech can provide as its effectiveness is only limited by the creativity of the caster. However, the only weakness that runetech possesses is that it is extremely susceptible to effects that hinder magical abilities.
Steamtech
In comparison to other forms of magitech, steamtech is somewhat archaic and inefficient. Steamtech can easily be identified by billowing columns of smoke and steam as well as scalding hot surfaces due to its reliance on heat. Typically, steamtech is found in realms where magitech is still in its early stages of development. Steamtech's reliance on heat and water makes for an easy source of power generation that is typically couple with a secondary power source which is usually some primitive variant of another form of magitech. Some of the most common combinations is that of steamtech and clockworks. Once the secondary form of power reaches its full potential, steamtech will quickly become outdated.
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Biotech
- Movement 40ft., 40ft. climb, 40ft. swim
Amphibious The artificer can breathe in air and in water
Bionic Casting The artificer can cast its spells without requiring material components
Metabolic Casting When the artificer casts a spell of 1st level or higher, it regains a 5 hitpoints for every level above 1st that the spell is cast.
Spider Climb The artificer can climb difficult surfaces (including ceilings) without needing to make an ability check
Spellcasting
The artificer has the following spells prepared
- Cantrips Druidcraft, Primal Savagry, Thorn Whip
- 1st Level Spells Cure Wounds, Detect Magic, Identify, Jump, Longstrider
- 2nd Level Spells Alter Self, Invisibility, Darkvision, Invisibility, Spider Climb, Web
- 3rd Level Spells Fly, Stinking Cloud, Guardian of Nature
- 4th Level Spells Blight, Polymorph
- 5th Level Spells Awaken, Bigby's Hand, Cloudkill
Bloomtech
Solar Power While in sunlight, the artificer regains a number of hitpoints 10 hitpoints.
Solar Weapons While in sunlight, the artificer deals an additional 5(1d8) radiant damage on its weapon attacks.
Spellcasting
The artificer has the following spells prepared
- Cantrips Druidcraft, Thorn Whip
- 1st Level Spells Cure Wounds, Detect Magic, Entangle, Guiding Bolt, Hail of Thorns, Identify, Jump, Longstrider
- 2nd Level Spells Barkskin, Spike Growth, Web
- 3rd Level Spells Daylight, Stinking Cloud, Plant Growth
- 4th Level Spells Blight, Grasping Vine, Sickening Radiance
- 5th Level Spells Cloudkill, Dawn, Wrath of Nature
Bonus Actions
Solar Recharge(1/short rest) While in sunlight, the artificer can use its bonus action to regain a number of spell slots equal to a number of d8s equal to half its proficiency bonus(rounded up)
Solar Rejuvenation While in sunlight,the artificer can use its bonus action to take the Dash action
Chemtech
- Damage Resistance Acid
- Challenge Rating increases by 1
Chemical Warfare When the artificer hits a creature with a weapon attack, it can deal an additional 1d8 acid or poison damage(the artificer's choice) to the total damage roll.
Chemical Leak When the artificer is reduced to 0 hitpoints, creatures within 10ft. of it must succeed a Constitution saving throw against the artificer's spell save DC. On a failed saving throw, it is poisoned for one minute.
Poison Heal When the artificer takes poison damage, it takes no damage and regains a number of hitpoints equal to the damage dealt instead.
Potent Toxins the artificer can ignore resistance to poison damage and treats immunity as resistance
Toxic Boost When poisoned, the artificer does not suffer the normal effects of the poisoned condition. Instead, it gains advantage on attack rolls, ability checks, and saving throws for the duration. Additionally, the artificer gains 10 temporary hitpoints at the start of each of its turns while poisoned.
Spellcasting
The artificer has the following spells prepared
- Cantrips Acid Splash, Poison Spray
- 1st Level Spells Detect Magic, Identify, Ray of Sickness, Tasha's Caustic Brew
- 2nd Level Spells Blindness/Deafness, Melf's Acid Arrow, Ray of Enervation
- 3rd Level Spells Stinking Cloud
- 4th Level Spells Blight, Vitreolic Sphere
- 5th Level Spells Cloudkill, Contagion
Cybertech
- Damage Resistance lightning
- Challenge Rating increases by 1
Cyber Weapons When the artificer hits a creature with a weapon attack, it can deal an additional 5(1d8) lightning damage to the total damage roll.
Supercharge When the artificer takes lightning damage, its movement speed is doubled until the end of its next turn. The artificer can also deal an additional 5(1d8) lighting damage on its weapon attacks
Spellcasting
The artificer has the following spells prepared
- Cantrips eldritch Blast, Lightning Lure
- 1st Level Spells Absorb Elements, Detect Magic, Identify, Witchbolt
- 2nd Level Spells Blur, Misty Step, Hold Person
- 3rd Level Spells Lightning Bolt, Major Image, Pulse Wave, Tiny Servant
- 4th Level Spells Summon Construct, Otiluke's Resilient Sphere
- 5th Level Spells Animate Objects, Far Step
Clockwork
Internal Clockwork The artificer has advantage on initiative checks
Mechanical Casting The artificer can ignore verbal components for its spell effects
Rapid Strike When the artificer deals a critical hit on a weapon attack, it can make one additional weapon attack as part of that action.
Overclock(recharge 5-6) At the start of its turn, the artificer can take an additional turn at initiative count +10.
Spellcasting
The artificer has the following spells prepared
- Cantrips eldritch Blast, Mending
- 1st Level Spells Detect Magic, Identify, Find Familiar, Shield, Tenser's Floating Disk, Longstrider
- 2nd Level Spells Flock of Familiars
- 3rd Level Spells Haste, Tiny Servant
- 4th Level Spells Fabricate, Summon Construct, Otiluke's Resilient Sphere
- 5th Level Spells Animate Objects, Creation
Necrotech
- Damage Resistance Necrotic
Necromantic Infusions When the artificer hits a creature with a weapon attack, it deals an additional 5(1d8) necrotic damage
Soul Harvest When the artificer reduces a creature to 0 hitpoints, it regains 10 hitpoints
Soul Power When the artificer reduces a creature to 0 hitpoints with a spell of 1st level or higher, it regains that expended spell slot.
Soul Tether When the artificer is reduced to 0 hitpoints, the artificer can spend any number of spell slots to regain a 5 hitpoints for each spell slot level expended.
Spellcasting
The artificer has the following spells prepared
- Cantrips Spare the Dying, Toll the Dead
- 1st Level Spells Detect Magic, Identify, Inflict Wounds
- 2nd Level Spells Blindness/Deafness, Ray of Enervation
- 3rd Level Spells Animate Dead, Speak with Dead, Summon Undead, Vampiric Touch
- 4th Level Spells Blight, Death Ward
- 5th Level Spells Antilife Shell, Danse Macabre, Negative Energy Flood, Reincanate
Psytech
- Damage Resistance Psychic
- Languages telepathy 60ft.
Mind Sense The artificer can detect the presence of creatures with an Intelligence of 6 or higher within 60ft. of it.
Psionic Casting The artificer can ignore material components for its spell effects
Psionic Infusions When the artificer hits a creature with a weapon attack, it deals an additional 5(1d8) psychic damage
Psytech Ward The artificer has advantage on saving throws against being charmed or frightened. Creatures are also unable to discern the thoughts of the artificer as long as it is not incapacitated.
Survey Mind When a creature is hit by the artificer's spell attacks or fails a saving throw against its spell effects, the artificer can discern the target's surface thoughts
Spellcasting
The artificer has the following spells prepared
- Cantrips Message, Mind Sliver, Guidance
- 1st Level Spells Cause Fear, Charm Person, Dissonant Whispers, Sleep
- 2nd Level Spells Calm Emotion, Detect Thoughts, Hold Person, Mind Spike Suggestion
- 3rd Level Spells Fast Friends, Fear, Pulse Wave
- 4th Level Spells Phantasmal Killer, Raulothim's Psychic Lance
- 5th Level Spells Animate Objects, Dream, Dominate Person, Telekinesis, Wall of Force
Reactions
Psionic Reflection When the artificer takes damage from a creature within 60ft. of it, the attack takes psychic damage equal to a number of d8s equal to the artificer's proficiency bonus
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Runetech
Aetheric Recharge When the artificer succeeds a saving throw against a spell effect, it takes no damage. If the spell is of 1st level or higher, the artificer regains a number of expended spell slots equal to the level of the spell cast.
Arcane Sensors The artificer can pinpoint the location of magical effects and objects within 60ft. of it.
Focused Aether The artificer has advantage on saving throws to maintain concentration on spell effects.
Runic Infusions When the artificer hits a creature with a weapon attack, it deals an additional 5(1d8) force damage
Spellcasting
The artificer has the following spells prepared
- Cantrips Eldritch Blast, Prestidigitation
- 1st Level Spells Detect Magic, Identify, Magic Missile, Shield
- 2nd Level Spells Magic Weapon, Misty Step, Nystul's Magic Aura
- 3rd Level Spells Counterspell, Dispel Magic, Pulse Wave
- 4th Level Spells Dimension Door
- 5th Level Spells Teleportation Circle, Wall of Force
Steamtech
-Damage Resistances Fire
Steam Infusion When the artificer hits a creature with a weapon attack, it deals an additional 5(1d8) fire damage
Steam Powered When the artificer takes damage, its movement speed is doubled until the end of its next turn.
Spellcasting
The artificer has the following spells prepared
- Cantrips Firebolt
- 1st Level Spells Absorb Elements, Burning Hands, Detect Magic, Identify, Fog Cloud
- 2nd Level Spells Heat Metal, Levitate, Skywrite
- 3rd Level Spells Fireball, Fly, Haste
- 4th Level Spells Fire Shield
- 5th Level Spells Immolate
Designing a Custom Artificer
Because artificers can take many forms and possess a wide array of abilities, the best method to design one for your setting are to use the following templates to create the perfect NPC for your setting.
Determining Template
The first step to creating your NPC is to identify how it will be implemented in an encounter, as that will largely determine their strength and abilities. Are they guards in a growing magitech utopia or a budding artificer novice, look for the perfect construct companion. For these scenarios, an artificer armor or tinkerer with a shield guardian companion may be an appropriate choice respectively. If you are looking at designing a rival adventurer or even a technological mastermind, an Artificer Artillerist or an Artificer Warmind coupled with an Iron Golem could be an appropriate encounter.
Determining Spells
Once you have identified your NPC, identifying what type of spells they would have is important to determining their flavor and abilities. For example, a magitech guard may possess Find Familiar and Hold Person to find and detain criminals, while an artificer warmind may possess Animate Objects and Summon Construct to demonstrate their ability to create robotic minions.
The adjacent table provides several spells that could be useful for an artificer themed characters with appropriate level restrictions depending on their strength. Although this list provides a basis for different spells they can use, feel free to deviate from the list to find what perfectly fits your character.
Adding Abilities
The final step for this is to determine the unique abilities for your characters. As a general guideline, it is advisable to only select one feature per category to ensure a balanced statblock. These new features will reliably increase the challenge rating by 1 or 2. Many of these features require a saving throw, which ultimately use the artificer's spellcasting DC as calculated in the adjacent table.
Some features such as the Weapon Options table are NOT meant to stack on the same weapon, as it is best you only apply one of these features on a weapon at a time. This caveat does not necessarily apply to the Secondary Weapon Options.
Many features are passive abilities that are always active, but some such as the Special Weapon options can be substituted for a standard weapon attacks unless otherwise specified. As for Power Attacks, these abilities use an action to activate unless stated otherwise.
Template Examples
The end of this document provides several example statblocks of artificer NPCs created using this templates.
Spellcasting
Low Tier Artificer This group includes gunners, armorers, and tinkerer's. They can cast up to 2nd level spells.
Mid Tier Artificer This group includes artillerists, runemechs, and golemancers. They can cast up to 3rd level spells.
Upper Tier Artificer This group includes gunmasters, mechlords, and warminds. They can cast up to 5th level spells.
Spellcasting Ability
The artificer's spellcasting ability is Intelligence (spell save is equal to 8 + its proficiency bonus + its Intelligence modifier, +Intelligence + proficiency bonus to hit with spell attacks). The artificer has the following spells prepared:
Available Spells
- Cantrips Booming Blade, Light, Mage Hand, Message, Minor Illusion, Prestigiditation, Thaumaturgy
- 1st Level Spells Absorb Elements, Cure Wounds, Find Familiar, Magic Missile, Thunderwave
- 2nd Level Spells Blur, Darkness, Hold Person, Invisibility, Mirror Image
- 3rd Level Spells Counterspell, Dispel Magic, Elemental Weapon, Fireball, Fly, Haste, Lightning, Slow
- 4th Level Spells Fabricate, Greater Invisibility, Otiluke's Resilient Sphere, Summon Construct
- 5th Level Spells Animate Objects, Bigby's Hand, Creation
Mobility Options
Mobility Option | Mobility Effect |
---|---|
1. Grappling Hook | As a bonus action, the artificer can propel itself 30ft. in a direction of their choice without provoking opportunity attacks. |
2. Magitech Thrusters | The artificer gains a flying speed of 30ft. This flying speed is considered to be hovering |
3. Magnetic Boots | The artificer gains a climbing speed of 30ft and can climb difficult surfaces (including upside down) without making ability checks. |
4. Nautical Suit | The artificer gains a swimming speed of 30ft. and can breathe in air and in water |
5. Magitech Enhancement | The artificer's movement speed increases by 10ft. and they can use their bonus action to Dash and is unaffected by non-magical difficult terrain. |
6. Teleportation Matrix | The artificer can use its bonus action to teleport 30ft. to a spot it can see within range. |
Sensory Options
Sense Option | Sensory Effect |
---|---|
1. Gloom Goggles | The artificer gains darkvision up to 300ft. The artificer's vision is not hampered by any effect that heavily obscures its vision. |
2. Illusion Goggles | The artificer can see invisible creatures and can automatically see through illusions. The artificer is unaffected by effects that would caused disadvantage on vision based attacks or ability checks. |
3. Life Sight | The artificer can detect the presence of a living creature within 120ft. of it. This feature does not determine the creature's identity |
4. Magic Sight | The artificer can detect the presence of a magical effect or object within 120ft. of it. It can determine the school of magic of that effect. |
5. Sonar Helm | The artificer gains blindsight and tremorsense up to 30ft. |
6. Magitech Sensors | The artificer has advantage on Perception and initiative checks and the artificer cannot be surprised. |
Weapon Options
Damage Type | Damage Effect |
---|---|
1.Acid | Upon a hit with a weapon attack, the attack deals an additional 1d8 acid and one creature within 5ft. of the original targets takes 5(1d8) acid damage |
2.Cold | Upon a hit with a weapon attack, the attack deals an additional 1d8 cold damage and the target has its movement speed reduced by 10ft. |
3.Fire | Upon a hit with a weapon attack, the attack deals an additional 1d8 fire damage and is set ablaze. Flaming creatures take an additional 1d8 fire damage at the start of its next turn. This effect does not stack. |
4.Force | Upon a hit, the attack deals an additional 1d8 force damage and the target suffer disadvantage on saving throws to maintain concentration on spell effects |
5.Lightning | Upon a hit, the attack deals an additional 1d8 lightning damage and the target cannot take reactions |
6.Necrotic | Upon a hit, the attack deals an additional 1d8 necrotic damage and if creature below half its hitpoint maximum, it takes an additional 1d8 necrotic damage |
7. Radiant | Upon a missing a target with a weapon attack, the attacker can make a weapon attack against another creature within range(it cannot be the original target). It can only benefit from this feature once per weapon attack. |
8. Thunder | Upon a hit, the attack deals an additional 1d8 thunder damage and the target is pushed back 10ft if it is the artificer's size or smaller. |
Secondary Weapon Options
Description | Effect |
---|---|
1.Extending Weapon | Melee weapon attacks have an reach increased by 5ft. |
2. Siege Weapon | The artificer's damage rolls deal double damage to buildings and objects. |
3.Returning Weapon | Melee weapons gain range e thrown property of 20/60ft. Upon a hit or miss, the weapon returns back to the artificer. |
4.Rift Weapon | When the artificer makes a melee weapon attack, the artificer can choose to force the target to make a Dexterity saving throw equal to artificer's spell save DC instead of making an attack roll. On a failed saving throw, the target takes damage as normal and none on a success. |
Special Weapon Options
Weapon type | Weapon Effects |
---|---|
1. Adrenaline Blaster | One creature within range gains an 10ft. increase to its movement speed until the end of its next turn |
2. Elixir Blaster | One creature within range regains hitpoints equal to the damage dealt. |
3. Renewal Blaster | One creature within range can remove one status condition on itself |
4. Shield Blaster | One creature within range gains temporary hitpoints equal to the damage dealt. While a creature possess these temporary hitpoints, it gains resistance to all damage |
5. Portal Shot | As an action, the artificer can fire to a spot within the weapon's range. Upon firing the weapon, the artificer teleports to that location. |
6. Tractor Cannon | One creature within 30ft. must succeed a Strength saving throw with a DC equal to the artificers spell save DC. On a failed saving throw, creatures are pulled 30ft. towards the artificer. This movement does not provoke an opportunity attack. |
Offensive Options
Mobility Option | Defense Effect |
---|---|
1.Burst Blade | The artificer can deal a critical hit on a 19-20. Upon dealing a critical hit with a melee weapon attack, all targets within 5ft. of the target take that damage as well. |
2.Distraction Matrix | Creatures hit by the artificer's attacks suffer disadvantage on all attack rolls against creatures other than the artificer until the end of its next turn. |
3. High Powered | The artificer can deal a critical hit on a 18-20. Upon dealing a critical hit, the artificer can triple the damage die instead. |
4.Magitech Focus | The artificer can concentrate on two spell effects at a time. Upon losing concentration, both spell effects end. |
5. Spitfire | The artificer can deal a critical hit on a 19-20. Upon dealing a critical hit with a ranged weapon attack, the artificer can make an additional ranged weapon attack |
6. Shroud Matrix | Creatures hit by the artificer's attacks suffer disadvantage on all attack rolls against only the artificer until the end of its next turn. |
Defensive Options
Mobility Option | Defense Effect |
---|---|
1. Adaptive Matrix | As a reaction, the artificer gains resistance to one damage type of the artificer's choice. This resistance changes each time this feature is used. |
2.Armored Chassis | Upon failing a Constitution saving throw against an effect that deals half damage, the artificer takes half damage. On a successful saving throw, the artificer takes no damage. |
3.Battle Cloak | The artificer can use its bonus action to turn invisible until the start of its next turn |
4. Charged Plating | If a creature grapples or hits the artificer with a melee weapon attack, it takes 5(1d8) damage of a type of the artificer's choice. |
5.Displacement Matrix | Creatures that rely on sight has disadvantage on attack rolls against it. Upon a hit, the artificer cannot benefit from this feature until the start of its next turn. |
6. Evasion Matrix | Upon failing a Dexterity saving throw against an effect that deals half damage, the artificer takes half damage. On a successful saving throw, the artificer takes no damage. |
7. Exoskeleton | The artificer can reduce damage taken by 10. This damage reduction is applied before any resistances are calculated. |
8. Magic Ward | The artificer has advantage on saving throws against spells and magical effects |
9. Mechanized Body | The artificer has advantage on Strength and Constitution ability checks and saving throws. the artificer's size counts as one size or larger. |
10. Repulsive Shield | If a creature grapples or hits the artificer with a melee weapon attack, it must succeed a Strength saving throw equal to its spell DC or be pushed back 5ft. |
11. Skirmished Modification | The artificer can move outside a creature's reach without provoking attacks of opportunity. |
12. Magitech Shield | At the start of each of its turns, the artificer gains 10 temporary hitpoints at the start of each of their turns as long as it has at least 1 hitpoint |
Power Attack
Weapon type | Weapon Effects |
---|---|
1. Antimagic Emitter (recharge 5-6) | The artificer can create an antimagic field in a 20ft. radius around a spot that the artificer can see within 60ft. This field lasts for 1 minute or until the artificer uses this ability again |
2. Dragon Launcher (recharge 5-6) | Creatures in a 30ft. cone must succeed a Dexterity saving throw equal to the artificer's spell DC. On a failed saving throw, the target takes a number of d8s equal to the twice the artificer's proficiency bonus and half as much on a success. |
3.Magitech Core (recharge 5-6) | At the start of its turn (no action required) artificer regains a number of spell slots equal to the artificer's proficiency bonus |
4. Magitch Grenade (recharge 5-6) | Creatures in a 20ft. radius around a spot that the artificer can see within 60ft. must succeed a Dexterity saving throw. On a failed saving throw, the target takes a number of d8s equal to the twice the artificer's proficiency bonus and half as much on a success. |
5. Spell Replicator (recharge 5-6) | At the start of its turn(no additional action required), the artificer gains the following effect until the start of its next turn. The artificer is able to cast a spell of its choice from any spell list, even if it does not already know it without expending an additional spell slot. The artificer can only cast a spell of which it can cast. |
6. Unstable Spell (recharge 5-6) | At the start of its turn(no additional action required), when the artificer casts a spell on its turn, it can treat the spell as if it were cast two level higher, even if the artificer cannot normally cast that level of a spell.. Using this feature only expends the original spell slot of that spell |
Death Effects
Death Ability | Effects |
---|---|
1. Invulnerability Matrix (1/day) | Upon dropping to 0 hitpoints, the artificer regains 1 hitpoint and gains immunity to all damage until the end of its next turn. |
2. Magitech Ejection (1/day) | Upon dropping to 0 hitpoints, the artificer regains 1 hitpoint and can teleport to a spot it can see within 60ft. |
3. Self Destruct(1/day) | Upon dropping to 0 hitpoints, creatures within 10ft. of the artificer must succeed on a Dexterity saving throw equal to the artificer's spell DC. On a failed saving throw, the target takes a number of d8s equal to the twice the artificer's proficiency bonus and half as much on a success. This effect instantly kills the artificer |
4. Revival Protocol | Upon dropping to 0 hitpoints, the artificer can make a DC 10 Intelligence saving throw. On a successful saving throw, the artificer regains 1 hitpoint at the start of its next turn. Upon each successful save, the DC increases by 5. This DC resets after finish a short or long rest. |
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Alchemical Blaster
Medium Humanoid, Varies
- Armor Class 16 (Breastplate)
- Hit Points 39 (6d8+12)
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 16 (+3) 14 (+2) 12 (+1)
- Skills Arcana +7, Investigation +5, Perception +4
- Senses darkvision 300ft., passive Perception 14
- Languages Common and one language of choice
- Proficiency Bonus +2
- Challenge 3 (700 xp)
Firearm The alchemical blaster's ranged weapon attacks can ignore penalties from firing in close range.
Gloom Goggles The alchemical blaster's vision is not hampered by any effect that heavily obscures its vision
Magitech Weapons The alchemical blaster's weapon attacks count as adamantine, silvered, and magical for the purpose of overcoming resistance. They can also use their Intelligence modifier instead of using Strength or Dexterity for determining attack and damage rolls.
Spell Gun The alchemical blaster can use its weapons as its arcane focus. Additionally, spells cast through their weapons have their range doubled
Spit Fire The alchemical blaster can deal a critical hit on a 18-20. Upon dealing a critical hit with a ranged weapon attack, the alchemical blaster can make an additional caustic rifle attack
Spellcasting Ability
The alchemical blaster's spellcasting ability is Intelligence (spell save DC 13, +5 to hit on spell attacks). The alchemical blaster has the following spells prepared:
- Cantrips (at will) Booming Blade, Firebolt, Message, Thaumaturgy
- 1st Level Spells (4/slots) Absorb Elements, Cure Wounds, Shield, Magic Missile
- 2nd Level Spells (3/slots) Darkness, Invisibility
Actions
Multiattack. The alchemical blaster can two caustic rifle attacks. it can substitute any number of these attacks for a magictech napalm hammer.
Magitech Napalm Hammer Melee Weapon Attack: , +5 to hit, range 5ft. ,one target. Hit: 8(1d8+3) bludgeoning damage + 5(1d8) fire damage. Upon a hit, creatures takes 5(1d8) fire damage at the start of its next turn.
Caustic Magitech Rifle Ranged Weapon Attack: , +5 to hit, range 90ft. ,one target. Hit: 9(1d10+3) piercing damage + 5(1d8) acid damage. Upon a hit, one creature within 5ft. of the targets take 5(1d8) acid damage as well
Napalm Launcher(Recharge 5-6) Creatures in a 30ft. cone must succeed a DC 13 Dexterity saving throw. On a failed saving throw, the creatures take 18(4d8) fire damage half as much on a success.
Spelljet Golemancer
Medium Humanoid, Varies
- Armor Class 16 (Breastplate)
- Hit Points 78 (12d8+36)
- Speed 30ft., 30ft. fly (hover via magitech thrusters)
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 18 (+4) 14 (+2) 12 (+1)
- Saving Throws Str +6, Dex +6, Con +6, Int +6, Wis +6, Cha +5
- Skills Arcana +10, Investigation +7, Perception +5
- Senses passive Perception 15
- Languages Common and one language of choice
- Proficiency Bonus +3
- Challenge 7 (2900 xp)
Construct Tinkerer Whenever the spelljet golemancer casts a healing spells, constructs can benefit from this feature.
Firearm The spelljet golemancer's ranged weapon attacks can ignore penalties from firing in close range.
Magitech Ejection Upon dropping to 0 hitpoints, the golemnacer regains 1 hitpoint and can teleport to a spot it can see within 60ft.
Magitech Weapons The spelljet golemancer's weapon attacks count as adamantine, silvered, and magical for the purpose of overcoming resistance. They can also use their Intelligence modifier instead of using Strength or Dexterity for determining attack and damage rolls.
Shield Link A bound construct gains 10 temporary hitpoints at the start of each of its turns.
Spellcasting Ability
The golemancer's spellcasting ability is Intelligence (spell save DC 15, +7 to hit on spell attacks). The golemancer has the following spells prepared:
- Cantrips (at will) Booming Blade, Light, Message, Minor Illusion, Prestidigitation, Thaumaturgy
- 1st Level Spells (4/slots) Absorb Elements, Find Familiar, Magic Missile
- 2nd Level Spells (3/slots) Blur, Invisibility, Mirror Image
- 3rd Level Spells(2/slots) Fireball, Fly, Lightning Bolt
Actions
Multiattack. The spelljet golemancer can cast a spell two laser pistol attacks. Any number of pistol attacks could be substituted for a storm hammer
Extending Storm Hammer Melee Weapon Attack: , +7 to hit, range 10ft. ,one target. Hit: 9(1d8+4) bludgeoning damage + 5(1d8) lightning damage. Upon a hit, the target cannot take reactions
Laser Pistol Ranged Weapon Attack: , +7 to hit, range 60ft. ,one target. Hit: 7(1d6+4) piercing damage + 5(1d8) radiant damage. Upon a missing a target with a weapon attack, the attacker can make a weapon attack against another creature within range(it cannot be the original target). It can only benefit from this feature once per weapon attack.
Unstable Spell(recharge 5-6) When the spelljet golemancer casts a spell on its turn, it can treat the spell as if it were cast two levels higher, even if it cannot cast that level of a spell). Using this feature only expends the original spell slot of that spell
Bonus Actions
Summon Bound Construct(1/short rest) The spelljet golemancer can summon or animate a construct of CR 2 or lower to fight on its behalf. The construct acts on the spelljet golemancer's initiative.
Reactions
Counterdefense Whenever the spelljet golemancer takes damage, it can use its reaction to command its bound construct to make a single weapon attack.
Mechlord Warmonger
Medium Humanoid, Varies
- Armor Class 23 (Artificer Armor)
- Hit Points 210 (20d8+120)
- Speed 30ft.
STR DEX CON INT WIS CHA 22 (+6) 14 (+2) 22 (+6) 20 (+5) 14 (+2) 12 (+1)
- Saving Throws Str +11, Dex +7, Con +11, Int +10, Wis +7, Cha +6
- Skills Arcana +17, Investigation +11, Perception +8
- Senses passive Perception 18
- Languages Common and one language of choice
- Proficiency Bonus +6
- Challenge 20 (25000 xp)
Armored Chassis Upon failing a Constitution saving throw against an effect that deals half damage, the mechlord takes half damage. On a successful saving throw, the mechlord takes no damage.
Exoskeleton The mechlord can reduce damage taken by 10. This damage reduction is applied before any resistances are calculated
Firearm The mechlord's ranged weapon attacks can ignore penalties from firing in close range.
Invulnerability Matrix Upon dropping to 0 hitpoints, the mechlord regains 1 hitpoint and gains immunity to all damage until the end of its next turn.
Legendary Resistances(3/day) Upon failing a saving throw, the mechlord can choose to succeed. Upon using this feature, the mechlord can cast a spell of 5th level or lower.
Magitech Weapons The mechlord's weapon attacks count as adamantine, silvered, and magical for the purpose of overcoming resistance. They can also use their Intelligence modifier instead of using Strength or Dexterity for determining attack and damage rolls.
Powerful Build The mechlord counts as one size larger; however its physical size remain the same.
Siege Monster The mechlord deals double damage to buildings and objects
Spellcasting Ability
The mechlord's spellcasting ability is Intelligence (spell save DC 19, +11 to hit on spell attacks). The mechlord has the following spells prepared:
- Cantrips (at will) Booming Blade, Light, Message, Minor Illusion, Prestigiditation, Thaumaturgy
- 1st Level Spells(4/slots) Absorb Elements, Find Familiar, Magic Missile, Thunderwave
- 2nd Level Spells (3/slots) Blur, Darkness, Invisibility, Mirror Image
- 3rd Level Spells (3/slots) Elemental Weapon, Fireball, Fly, Haste, Lightning, Slow
- 4th Level Spells(3/slots) Fabricate, Greater Invisibility, Summon Construct
- 5th Level Spells(2/slots) Animate Objects, Creation
Actions
Multiattack. The mechlord can cast a spell and make two spellbreak gauntlet attacks. It can substitute a gauntlet attack for its thunder cannon or tractor cannon
Spellbreak Gauntlets Melee Weapon Attack: , +12 to hit, range 5ft. ,one target. Hit: 16(4d4+6) bludgeoning damage + 5(1d8) force damage. Upon a hit, creatures have disadvantage on saving throws to maintain concentration on spell effects..
Thunder Cannon Ranged Weapon Attack: , +12 to hit, range 60ft. ,one target. Hit: 17(2d10+6) piercing damage + 5(1d8) thunder damage. Upon a hit, the target is pushed back 10ft.
Tractor Cannon One creature within 30ft. must succeed a DC 19 Strength saving throw On a failed saving throw, creatures are pulled 30ft. towards the mechlord. This movement does not provoke an opportunity attack. This attack can be substituted for any weapon attack.
Plasma Grenade(Recharge 5-6) Creatures in a 20ft. radius around a spot that the mechlord can see within 60ft. must succeed DC 19 Dexterity saving throw. On a failed saving throw, creatures take 54(12d8) lightning damage and half as much on a success.
Bonus Actions
Grappling Hook As a bonus action, the mechlord can propel themselves 30ft. in a direction of their choice without provoking opportunity attacks.
Legendary Actions (3/turn)
The mechlord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mechlord regains spent legendary actions at the start of its turn.
Movement(1 action) The mechlord can move up to half its movement speed to a location that it can see within range without provoking attacks of opportunity.
Arcane Tinkering (2 action) The mechlord can reroll a d6 to regain its Plasma Grenade
Cast a spell (2 action) The mechlord can cast a spell of 5th level or lower
Arcane Tinkering (2 action) The mechlord can reroll a d6 to regain its Plasma Grenade
Resilience (3 actions) The mechlord can end one spell effect or status condition on themselves
Barbarian
At first glance, there seems to be very little that separates a barbarian from standard warriors. Whereas as many warriors rely on careful training or techniques to gain an edge, barbarians are characterized by their supernatural might and endurance. The source of their power does not necessarily come from years of martial discipline, but from their unbreakable focus or resolve in the face of danger.
Barbarian's Rage
This focus can manifest itself in a variety of ways. A common method that barbarians are able to tap into this inner wellspring of power is through a seething rage that causes them to transform into an unstoppable force capable of toppling much more powerful foes and shrugging off lethal wounds. Although in many cases a barbarian's rage can be triggered by pain or fury, some derive their mysterious powers from their inner magical essence, granting them the ability to harness various kinds of arcane energy.
Barbarian Goals
Just as any warrior, barbarians can be found in all sort of occupations serving as guards, soldiers, or mercenaries. In many cases, barbarians can easily be mistaken for a standard fighter or even civilian. However, once in battle, a barbarian's true nature will finally reveal itself, often to the misfortune of their opponent.
Some barbarians seek to keep their hidden power a secret, and are even at times afraid to enter into any sort of conflict because of their incredible power. Others choose to fully embrace it, as they are at times quick to jump into any fray with zealous glee. Regardless of their agenda, barbarians can prove to be a valuable ally or formidable enemy.
Barbarian Tactics
The barbarian's greatest area of expertise lies in melee combat. Thanks to their sheer strength and incredible endurance, a barbarian is often found on the front lines, oftentimes engaging multiple opponents at once. Their primary strength's lies in their rage that grants them an unnatural resilience against many conventional forms of weaponry. Thanks to this innate resistance, the barbarian can afford to take greater risks in battle, such as charging through enemies to target vulnerable spellcasters, which more than makes up for their limited options against ranged opponents.
Unrivaled Strength
A barbarian's rage not only enhances their durability, but their strength as well. Thanks to their endurance, barbarians are likely to use their reckless ability to fully exploit the extra damage they can deal due to their Brutal ability. In most circumstances, the benefits of such a tactics override the negative drawbacks to their carelessness.
Adventurer Tactics
The best way to engage a barbarian is to maintain distance, taking advantage of its limited capabilities for ranged combat. However, adventurers still must remain wary of their positioning due to the barbarian's enhanced speed while raging allows them to easily close the gap between a ranged opponent. If close combat is unavoidable, it is best to never engage the barbarian alone without support, as a raging barbarian is more than a match for most opponents.
Barbarian Types
Barbarians can be categorized into three groups based on their mastery of their inner power.
Barbarian Ragers
Barbarian ragers have just begun mastering their ability to harness their rage. Despite their relative inexperience with their new power, they can prove to powerful opponents when they fully embrace their barbaric rage. Unfortunately, this surge of power can also make them somewhat reckless and impulsive, causing them to take on more than they can truly handle.
Barbarian Paragon
The term paragon is a quite accurate description for barbarians who have learned to master their rage. Barbarian paragons can be considered superhuman in scope due to their incredible feats of strength and durability. They have even learned to defy the clutches of death, using their inner rage to shrug off the deadliest of attacks.
Barbarian Ragelord
Ragelord are typically legendary heroes and villains typically found in myths and legends. In fact, many people do not believe these individuals exist due to their impossible feats of power rivaling that of powerful entities such as celestials, dragons, fiendish lords and more. In some instances, many believe the ragelords are actually demigods or avatars of divinity due to their seemingly invincible nature and incredible might.
Barbarian Variants
Depending on the source of their rage, barbarian can exhibit a wide array of special abilities.
Beastrager
Beastragers are defined by their feral soul. When fully harnessed, beastragers can physically transform, taking on the form of mighty beasts. The source of the bestial nature can be a boon from ancient primeval spirits or the vestiges of the therianthropic curse.
Berserker
Berserkers are the most common variant of barbarian. In fact, the term barbarian's rage was coined from berserkers. What sets a berserker apart from other barbarians is their seething fury on the battlefield. While in their rage, berserkers become mindless, killing machines who can only be stopped when killed or all their opponents have been defeated.
Bloodrager
Bloodragers are a unique variant of barbarian that uses a variant of hemomancy to enhance their abilities. Their mastery of blood allows them to harness the life force of their enemies to heal the barbarian's wounds. Such a practice is a common amongst those who form alliances or pacts with vampires.
Bonerager
Bonerager are those who have been forever marked by the touch of death, whether through encounters with the undead or even as a side effect from being resurrected. Regardless of their origin, when these barbarians harness the power of their necromantic essence, they are able to transform into ghastly avatars of death that consume the souls of their foes.
Dervish
The dervish is known for their remarkable speed and grace on the battlefield. In combat, the dervish seems to enter into a battle trance which allows them to nimbly weave between opponents, cleaving them through with a graceful storm of weapon strikes. Their speed not only allows them to overwhelm their opponent's defense; but grants them incredible awareness as they are capable of deflecting incoming attacks, even from multiple opponents
Fiend Cursed
These barbarians are marked by a demonic or infernal corruption on their soul. The source of this corruption can come from a pact with a fiendish entity, a malevolent curse on one's bloodline, or even one of the symptoms from visiting the Lower Planes.
When fully embraced, the fiend cursed is able to take on the very visage of a demon or devil. Because of the source of their power, many fiend cursed are often reviled and shunned by most of society. Those who do remain seek to keep their abilities a secret in fear of being hunter down or harming others.
Flamerager
Flameragers are often associated with a larger category of barbarians known as storm heralds. In general, storm heralds are warriors who harbor the primordial fury of the elements within them. Flameragers are known to harness the explosive potential of the element of fire. In battle, flameragers have the ability to erupt into a firestorm that incinerates anything that gets to close.
Frostbringer
Frostbringers are a special variant of storm herald who represent the unforgiving nature of winter. In battle, frostbringers emit an aura of frost that saps the vitality and will of those who dare approach them.
Hex cursed
Hex cursed barbarians are individuals whose very essence has been imbued with various hexes or curses. Although most instances are a form of punishment or revenge from a hag or a powerful spellcaster, some hex cursed are created through rituals from covens imbuing them with powerful hexes. When these barbarians enter into their rage, they can use their curse to weaken and debilitate their enemies.
Mistrager
The Feywild is a volatile realm where emotion gain magical potency. Those exposed to this chaotic realm can experience a number of strange side effects. Mistragers are one of these outcomes. These barbarians have the unique ability to harness Fey magic to confound their enemies with psychedelic mental assaults, as well as the ability to warp reality to vanish from sight. Whereas most barbarians have a specific focus that allows them to tap into their rage, mistrager typically have relatively chaotic triggers for their rage that often vary depending on their mood or even the time of day.
Mutated
The mutated are often those who survive terrible arcane experiments or endure the harsh, alien environments of many aberrant realms. However, these ordeals have forever altered the bodies of these individuals. In times of extreme danger or dire need, the mutated is able to turn into a writhing abomination of tendrils lashing out at its enemies. Thanks to their alien physiology, the mutated is naturally resistance against many forms of mental assaults and can quickly regenerate any wounds it receives.
Ragechanter
Whereas a barbarian's rage primarily enhances the ability of the individual, the ragechanter the unique ability to empower their allies with their rage. In many cases, ragechanters can often be confused for bards thanks to their ability to motivate their allies through speeches, songs, or sometimes just their heroic feats. Because of their ability to bolster their allies, their skills are often valued as combat support or even commanders.
Scalerager
Scaleragers are a special variant of barbarian that possesses the essence of a dragon in their soul. This power is often the result of their draconic legacy within their bloodline, or a boon to one who has gained the favor of a dragon. When unleashed, scaleragers can physically transform to gain the features of a dragon, such as scales and wings. However, their greatest power is their ability to channel dragon magic to unleash a breath attack akin to that of a true dragon
Spellrager
The spellrager are individuals who have been magically altered from arcane experiments or exposure to magical phenomena such as ley lines or planar rifts. However, unlike many spellcasters, spellragers cannot harness this magical energy as a spell, instead it is emitted through chaotic bursts of wild magic. Because of the chaotic nature of wild magic, one should use caution when provoking a spellrager as there is no telling what may happen once they enter into their rage.
Spirit Guardian
Barbarians of this path possess a spiritual connection with the dead. These barbarians are able to tap into this connection to call forth their guardian spirit to come to their aid in battle. These spirits are able to disorient enemies, shield allies from harm, and even physically manifest itself to strike down their foes.
Stormbreaker
Stormbreakers are typically what comes to mind when one thinks of a storm herald. Their primeval connection grants them mastery of the air and the sea, and are able to create a whirling tempest around themselves as they enter into a rage.
Totem Lord
Whereas most barbarian draw from some inner power source as a source of their rage, totem lords use a special artifact known as a totem to focus their rage. Totems can take a variety of forms depending on the individual and can manifest a barbarian's power in different ways. Regardless of its form, all totems possess the ability to amplify a barbarian's rage, which can be used to empower their allies.
Voidrager
Voidragers are rare individuals touched by the cosmos itself. This connection grants them the power to manipulate gravity as if it were an extension of their will. Upon enter into their rage, voidragers are able to create gravitational fluxes that propel themselves across the battlefield while locking down opponents by bring them into melee range or launching them into the air only to slam them back to the ground.
Warmonger
The best description for a warmonger is that they are akin to the avatars of battle. Unlike many barbarians, warmongers have fully mastered the use of spiked armor into their fighting style, using it as an impervious defense but as a brutal weapon punishing those who get too close to it. Warmongers excel at fighting on the frontlines, cleaving through multiple opponents at a time thanks to their sweeping strikes.
Zealot
Zealots are identified by their undying devotion to divinity. Because of this connection, many zealots are imbued with celestial magic, giving off a radiant or necrotic aura depending on their deity. In many instances, zealots are often appointed as the literal champions of the gods. Because of this divine favor, zealots are nearly impossible to kill due to their zealous devotion.
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Barbarian Rager
medium humanoid, varies
- Armor Class 14 (Natural Armor)
- Hit Points 51(6d8+18)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 10 (+0) 10 (+0) 10 (+0)
- Saving Throws Str +5, Con +5
- Skills Athletics +5, Intimidation +4, Perception +2
- Senses passive Perception 12
- Languages Common and one language on choice
- Proficiency Bonus +2
- Challenge 3(700 xp)
Brutal Upon dealing a critical hit, the barbarian can triple the damage die instead of doubling it.
Furious Might While raging, the barbarian has advantage on Strength ability checks and saving throws.
Powerful Build The barbarian has the benefits of being one size larger. However, its physical size remains unchanged
Reckless At the start of each of its turns, the barbarian can grant itself advantage on melee weapon attacks until the start of its next turn. However, attacks against it have advantage until the start of its next turn.
Siege Monster The barbarian can deal double damage to buildings and objects
Rage Powers
The barbarian's rage gives them special ability, some of which require saving throws. The DC for these abilities is 13
Actions
Multiattack. The barbarian can make two Greataxe attacks
Greataxe. Melee Weapon Attack: +5 to hit to hit, 5ft., one target. Hit 9 (1d12+3) slashing damage
Bonus Actions
Aggressive The barbarian can use its bonus action to move up to its movement speed towards a creature it can see in range. However, it must end this movement closer to a hostile creature.
Rage(Recharge 5-6) As a bonus action, the barbarian can enter into a rage for one minute granting it resistance to bludgeoning, piercing, and slashing damage for the duration. The barbarian can only reroll a d6 to regain its rage once the duration ends.
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Barbarian Paragon
medium humanoid, varies
- Armor Class 16 (Natural Armor)
- Hit Points 114(12d8+60)
- Speed 30ft.
STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 20 (+5) 10 (+0) 10 (+0) 10 (+0)
- Saving Throws Str +8, Con +8
- Skills Athletics +8, Intimidation +6, Perception +3
- Senses passive Perception 13
- Languages Common and one language on choice
- Proficiency Bonus +3
- Challenge 8(3900 xp)
Battle Fervor The barbarian has advantage on initiative checks
Brutal Upon dealing a critical hit, the barbarian can triple the damage die instead of doubling it.
Feral Sense The barbarian has advantage on Dexterity saving throw
Furious Might While raging, the barbarian has advantage on Strength ability checks and saving throws.
Powerful Build The barbarian has the benefits of being one size larger. However, its physical size remains unchanged
Reckless At the start of each of its turns, the barbarian can grant itself advantage on melee weapon attacks until the start of its next turn. However, attacks against it have advantage until the start of its next turn.
Relentless When the barbarian is reduced to 0 hitpoints, it can make a DC 10 Constitution saving throw. On a successful saving throw, the barbarian regains 1 hitpoint. Upon each success, the DC increases by 5. This DC resets back to 10 after the barbarian finishes a short or long rest.
Siege Monster The barbarian can deal double damage to buildings and objects
Rage Powers
The barbarian's rage gives them special ability, some of which require saving throws. The DC for these abilities is 16
Actions
Multiattack. The barbarian can make two Greataxe attacks on its turn
Greataxe. Melee Weapon Attack: +8 to hit to hit, 5ft., one target. Hit 11 (1d12+5) slashing damage. While raging, this attack deals deals 18(2d12+5) slashing damage instead
Bonus Actions
Aggressive The barbarian can use its bonus action to move up to its movement speed towards a creature it can see in range. However, it must end its movement closer to a hostile creature.
Rage(Recharge 5-6) As a bonus action, the barbarian can enter into a rage for one minute granting it resistance to bludgeoning, piercing, and slashing damage for the duration. The barbarian can only reroll a d6 to regain its rage once the duration ends.
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Barbarian Ragelord
medium humanoid, varies
- Armor Class 18 (Natural Armor)
- Hit Points 230(20d8+140)
- Speed 30ft.
STR DEX CON INT WIS CHA 24 (+7) 12 (+1) 24 (+7) 10 (+0) 10 (+0) 10 (+0)
- Saving Throws Str +12, Con +12
- Skills Athletics +12, Intimidation +10, Perception +5
- Senses passive Perception 15
- Languages Common and one language on choice
- Proficiency Bonus +5
- Challenge 16(15000 xp)
Battle Fervor The barbarian has advantage on initiative checks
Brutal Upon dealing a critical hit, the barbarian can triple the damage die instead of doubling it.
Feral Sense The barbarian has advantage on Dexterity saving throw
Furious Might While raging, the barbarian has advantage on Strength ability checks and saving throws.
Legendary Resistances (3/day) Upon failing a saving throw, the barbarian can choose to succeed. Upon using this feature, the barbarian paragon can make an attack with their Greataxe
Powerful Build The barbarian has the benefits of being one size larger. However, its physical size remains unchanged
Reckless At the start of each of its turns, the barbarian can grant itself advantage on melee weapon attacks until the start of its next turn. However, attacks against it have advantage until the start of its next turn.
Relentless When the barbarian is reduced to 0 hitpoint, it can make a DC 10 Constitution saving throw. On a successful saving throw, the barbarian regains 1 hitpoint. Upon each success, the DC increases by 5. The DC resets after the barbarian finishes a short or long rest.
Siege Monster The barbarian can deal double damage to buildings and objects
Rage Powers
The barbarian's rage gives them special ability, some of which require saving throws. The DC for these abilities is 20
Actions
Multiattack. The barbarian can make three Greataxe attacks
Greataxe. Melee Weapon Attack: +12 to hit to hit, 5ft., one target. Hit 13 (1d12+7) slashing damage. While raging, this attack deals deals 20(2d12+7) slashing damage instead
Bonus Actions
Aggressive The barbarian can use its bonus action to move up to its movement speed towards a creature it can see in range. However, it must end its movement closer to a hostile creature.
Rage(Recharge 5-6) As a bonus action, the barbarian can enter into a rage for one minute granting it resistance to bludgeoning, piercing, and slashing damage for the duration. The barbarian can only reroll a d6 to regain its rage once the duration ends.
Legendary Actions(3/turn)
The barbarian can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The barbarian regains spent legendary actions at the start of their turn.
Battle Charge (1 action) The barbarian can move up to its movement speed without provoking attacks of opportunity
Renewed Fury (2 action) The barbarian can reroll a d6 to regain its range. Upon rolling a 5 or 6, the barbarian enters into its range
Barbaric Strike (2 actions) The barbarian can make a single Greataxe attack with advantage
Resilience(3 actions) The barbarian can choose to end one condition or spell effect on itself.
Berserker
Mindless Fury While raging, the berserker is immune to being charmed or frightened.
Raging Fury When the berserker first enters into its rage, creatures of its choice within 30ft. of it that can see it must succeed a Wisdom saving throw equal to the berserker's Rage DC. On a failed saving throw, the target is frightened by the berserker for one minute. Frightened creatures can repeat its saving throw at the end of each of its turns to end the effect on a success.
Wild Swing(Replaces Reckless) Until the start of its next turn, the berserker can deal maximum damage on its weapon damage die. However, until the start of the berserker's next turn, attacks against it have advantage
Bonus Actions
Berserk Frenzy While raging, the berserker can use its bonus action to make one additional melee weapon attack
Reactions
Retaliation When the berserker take damage from a creature within 5ft. of it, the berserker can make a melee weapon attack against that creature. While raging, the berserker can take this particular reaction at the end of every creature's turn.
Bloodrager
Blood Lust While raging, the bloodrager has advantage on attack rolls against creatures below half its hitpoint maximum
Gorger When the bloodrager deals a critical hit, the bloodrager regains a number of hitpoints equal to half the damage dealt.
Sanguine Rage While raging, the bloodrager gains immunity to poison and necrotic damage for the duration of the effect.
Reactions
Sanguine Healing When the bloodrager reduces a creature to 0 hitpoints, it regains a number of hitpoints equal to 10 times the bloodrager's proficiency bonus(rounded down)
Beastrager
- Movement Speed 40ft., 40ft. swim, 40ft. climb
Amphibious The beastrager can breathe in air and in water.
Bestial Charge If the beastrager moves at least half its movement speed and makes a melee weapon attack on the same turn, the target must make a Strength saving throw against the beastrager's Rage DC. On a failed saving throw, the target is knocked prone. The beastrager can use its bonus action to make an additional melee weapon attack against the prone target.
Infectious Fury When the beastrager hits a creature with a melee weapon attack, the target must succeed a Wisdom saving throw equal to the beastrager's Rage DC. On a failed saving throw, the target must use its reaction to move up to half its movement speed to make a melee weapon attack against the nearest creature that is not the beastrager.
Spider Climb The beastrager can climb difficult surfaces (including ceilings) without needing to make an ability check
Bonerager
- Challenge Rating Increases by 1
Aura of Undeath While raging, creatures that first enters within 10ft. of the bonerager cannot regain hitpoints until the end of its next turn.
Phantom Stride While raging, the bonerager can move through other creatures and objects as if they were difficult terrain. If it ends its turn in an occupied space, the bonerager is shunted to the nearest unoccupied space taking 5 (1d10) force damage for every 5ft. it is shunted.
Undead Resilience While raging, the bonerager has immunity to necrotic and poison damage.
Undying Fortitude(Replaces Relentless) If the bonerager is reduced to 0 hitpoints while raging, it does not die or become unconscious until the duration of its rage ends.
Reactions
Soul Harvest When the bonerager reduces a creature to 0 hitpoints, the bonerager gains temporary hitpoints equal to 10 times half the bonerager's proficiency bonus (rounded down).
Dervish
Battle Trance While raging, the dervish has advantage on Dexterity (Acrobatics) ability checks.
Blade Dancer While raging, the dervish can move outside a creature's reach without provoking attacks of opportunity.
Evasion While raging, when the dervish fails a Dexterity saving throw against an effect that deals damage, the dervish takes half damage. On a successful saving throw, the dervish takes no damage.
Martial Flurry Once on its turns when the dervish has advantage on a weapon attack, the dervish can forgo advantage to make one additional weapon weapon attack as part of its Attack action.
Reactions
Parry While raging, the dervish can use its reaction to grant itself a +2 to its armor class against the next attack made against it
Reactive The dervish can use its reaction at the end of eavery creatures turn
Fiend Cursed
- Challenge Rating Increases by 1
Devil Sight The fiend cursed's vision is not obscured by magical darkness
Demon Skin While raging, the fiend cursed gains resistance to cold, fire, lightning, and poison damage.
Fiendish Flight While raging, the fiendcursed gains a flying speed equal to its walking speed.
Hellish Strikes Once on each of the fiend cursed's turns while raging, the fiend cursed can deal additional fire damage on its weapon attacks. This additional damage is equal to a number of d8s equivalent to the fiend cursed's proficiency bonus.
Bonus Actions
Demonic Terror When the fiendcursed first enters into its rage, creatures of its choice within 30ft. of it that can see it must succeed a Wisdom saving throw equal to the fiend cursed's Rage DC. On a failed saving throw, the target is frightened by the fiend cursed for one minute. Frightened creatures can repeat its saving throw at the end of each of its turns to end the effect on a success.
Flamerager
- Challenge Rating Increase by 1
Blazing Aura While raging, creatures that first enter or start its turn within 10ft. of the flamerager, grapples it, or hits it with a melee attack while within 5ft of the flamerager takes 4(1d8) fire damage.
Kindled Weapon Once on each of the flamerager's turns while raging, the flamerager can deal additional fire damage on its weapon attacks. This additional damage is equal to a number of d8s equivalent to the flamerager's proficiency bonus.
Soul of Fire While raging, the flamerager gains immunity to fire damage.
Bonus Actions
Explosive Rage When the flamerager first enters into its rage, creatures of its choice within 10ft. of it that can see it must succeed a Dexterity saving throw equal to the flamerager's Rage DC. On a failed saving throw, the target takes fire damage equal to a number of d8s equivalent to the flamerager's proficiency bonus. On a successful saving throw, creatures take half damage.
Reactions
Wrath of the Flames When the flamerager takes damage from a creature within 30ft. of it, that creature must succeed a Dexterity saving throw equal to the flamerager's Rage DC. On a failed saving throw, the target takes fire damage equal to a number of d8s equivalent to the flamerager's proficiency bonus. On a successful saving throw, creatures take half damage.
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Frostbringer
- Challenge Rating Increase by 1
Raging Blizzard While raging, creatures that first enter or start its turn within 10ft. of the frostbringer has its movement speed reduced by 10ft. until the start of its next turn.
Frostbitten Weapon Once on each of the frostbringer's turns while raging, the frostbringer can deal additional cold damage on its weapon attacks. This additional damage is equal to a number of d8s equivalent to the frostbringer's proficiency bonus.
Soul of Winter While raging, the frostbringer gains immunity to cold damage.
Bonus Actions
Flash Freeze When the frostbringer first enters into its rage, creatures of its choice within 10ft. of it must succeed a Constitution saving throw equal to the frostbringer's Rage DC. On a failed saving throw, the target is encased in ice and restrained until the end of its next turn.
Reactions
Wrath of the Frost When the frostbringer takes damage from a creature within 30ft. of it, that creature must succeed a Constitution saving throw equal to the frostbringer's Rage DC. On a failed saving throw, the target is restrained until the end of its next turn.
Mistrager
Fey Ward While raging, the mistrager has advantage on saving throws against being charmed or frightened
Twisted Delirium While raging, whenever the mistrager succeeds a saving throw against being charmed or frightened by an effect that targets only the mistrager, the effect is reflected back at the attacker using the mistragers' Rage DC instead.
Bonus Actions
Delirious Rage When the mistrager first enters into its rage, creatures of its choice within 30ft. of it that can see it must succeed a Wisdom saving throw equal to the mistrager's Rage DC. On a failed saving throw, the target is charmed by the mistrager for one minute. Charmed creatures have disadvantage on all attack rolls for the duration and can repeat its saving throw at the end of each of its turns to end the effect on a success.
Misty Blink The mistrager can use its bonus action to teleport 30ft. to a spot that it can see within range.
Reactions
Misty Shroud When the mistrager takes damage while raging, it can use its reaction to turn invisible until the start of its next turn.
Mutated
Amorphous Form While raging, the mutated can move through a space at least 1 inch without squeezing.
Alien Transformation While raging, the mutated is immune to affects that would magically change its form
Adaptive Physiology At the start of each of turns, the mutated grants itself immunity to one damage type of its choice until it uses this feature again.
Elongated Grasp While raging, the mutated reach for its melee weapon attacks increases by 10ft.
Bonus Actions
Mutated Tendrils As a bonus action, the mutated can force a creature it can see within 15ft. of it to make a Strength saving throw against the mutated's rage DC. On a failed saving throw, the target is grappled and restrained by the mutated. A restrained creature must use its action to repeat the saving throw to escape. The mutated can only grapple one creature at a time in this manner
Reactions
Malleable Adaptation When the mutated takes damage while raging, it can use its reaction to halve the damage received.
Ragechanter
- Skill Expertise Intimidation, Persuasion
- Challenge Rating 1
Rage Chant Creatures of the ragechanter's choice within 30ft. of it have advantage on saving throws against being charmed or frightened.
Bonus Actions
Reckless Command The ragechanter can use its bonus action to grant creatures of its choice within 30ft. of it to gain the benefits of Reckless until the start of that creature's next turn.
Raging Endurance As a bonus action, the ragechanter can grant creatures of its choice within 30ft. of it resistance to bludgeoning, piercing, and slashing damage until the start of the ragechanter's next turn.
War Chant When the ragechanter first enters into its rage, creatures of the ragechanters choice within 30ft. of it gains temporary hitpoints equal to 10 times half the ragechanter's proficiency bonus (rounded down)
Scalerager
Dragon Flight While raging, the scalerager gains a flying speed equal to its walking speed
Dragon Scale While raging, the scalerager has advantage on saving throws against spells and magical effects. Upon succeeding a saving throw against a spell or magical effect that deals damage, the scalerager takes no damage.
Wyrm Scale While raging, the scalerager gains immunity to one of the following damage types of its choice(acid, cold, fire, l)
Actions
Dragon's Breath(Raging only) Creatures in a 20ft. cone must succeed a Dexterity saving throw equal to the scalerager's Rage DC. On a failed saving throw, creatures takes damage equal to a number of d10s equal to the scalerager's proficiency bonus and half as much on a success. This damage matches the elemental attunement of its Wyrm Scale ability
Spellrager
- Challenge Rating: Increase by 1
Chaos Burst When the spellrager deals a critical hit or is hit with a critical hit, the spellrager can roll a d100 on the Wild Magic table to determine an effect. If the Wild Magic effect is a spell, the spellrager can use its Rage DC to cast the spells
Magical Attack While raging, the spellrager's attacks count as magical for the purpose of overcoming resistance.
Magical Resistance While raging, the spellrager has advantage on saving throws against spells and magical effects.
Spell Ward While raging, the spellrager gains resistance to all damage from spells and magical effects.
Bonus Actions
Wild Rage When the spellrager enters into its rage, it can roll a d100 on the Wild Magic table to determine an effect. If the Wild Magic effect is a spell, the spellrager can use its Rage DC to cast the spells
Spirit Guardian
- Challenge Rating Increases by 1
Spirit Strike When the spirit guardian hits a creature with a weapon attack, the target must succeed a Wisdom saving throw equal to the spirit guardian's Rage DC. On a failed saving throw, the target suffers disadvantage on attack rolls until the start of its next turn.
Vengeful Spirits While raging, the spirit guardian and creatures of its choice within 30ft. of it gains temporary hitpoints equal to 10 times half the spirit guardian's proficiency bonus(rounded down). These temporary hitpoints last for the duration of the rage or until depleted. When selected creatures take damage while possess these temporary hitpoints, the attacker takes 9(2d8) force damage.
Bonus Actions
Spiritual Warrior As a bonus action, the spirit guardian can conjure a spectral warrior to attack a creature within 60ft. Upon using this feature, the spirit guardian can make a melee weapon attack against a creature within range. Upon making this attack, the spirit guardian immediately vanishes.
Reactions
Spirit Shield While raging, the spirit guardian or a creature within 30ft. of its takes damage, the spirit guardian can use its reaction to take half damage.
Hex cursed
Cursed Strikes When the hex cursed hits a creature with a weapon attack, the target suffers disadvantage on saving throws until the start of its next turn.
Hex Ward While raging, whenever the hex cursed takes damage, it can roll a d6. Upon rolling a 6, the hex cursed takes no damage and is otherwise unaffected by that effect.
Bonus Actions
Cursed Rage When the hex cursed enters into its rage, it can cast Hex on a creature it can see within range. The hex cursed cannot lose concentration on this spell effect for the duration of its rage.
Binding Curse The hex cursed can teleport up to its movement speed towards a creature under its Hex
Reactions
Boundless Hex When the hex cursed reduces a creature under its Hex to 0 hitpoints, it can use its reaction to target another creature in range.
Titanrager
Crushing Blow Once on each of the titanrager's turns while raging, the titanrager can deal additional damage on its weapon attacks to a creature one size smaller than it. This additional damage is equal to a number of d8s equivalent to the titanrager's proficiency bonus.
Juggernaut While raging, the titanrager is immune to being paralyzed or stunned.
Titanic Endurance While raging, the titanrager has advantage on Constitution saving throws.
Titan's Rage While raging, the titanrager's size increases by one one size.
Bonus Actions
Titanic Tremor When the titanrager enters into its rage, creatures of its choice within 10ft. of it that can see it must succeed a Strength saving throw equal to the titanrager's Rage DC. On a failed saving throw, creatures are pushed back 10ft. and knocked prone.
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Stormbreaker
- Challenge Rating Increase by 1
Stormy Aura While raging, creatures that first enter or start its turn within 10ft. of the stormbreaker, grapples it, or hits it with a melee attack while within 5ft of the stormbreaker takes 4(1d8) lightning damage.
Fury of the Tempest When the stormbreaker first enters into its rage, creatures of its choice within 10ft. of it that can see it must succeed a Strength saving throw equal to the stormbreaker's Rage DC. On a failed saving throw, creatures are pushed back 10ft. and knocked prone.
Storm Strike Once on each of the stormbreaker's turns while raging, the stormbreaker can deal additional lightning damage on its weapon attacks. This additional damage is equal to a number of d8s equivalent to the stormbreaker's proficiency bonus.
Soul of the Storm While raging, the stormbreaker gains immunity to lightning and thunder damage.
Wind Stride While raging, the stormbreaker gains a flying and swimming speed equal to its walking speed
Reactions
Tidal Wrath When the stormbreaker takes damage from a creature within 30ft. of it, that creature must succeed a Strength saving throw equal to the stormbreaker's Rage DC. On a failed saving throw, the target is pushed back 10ft. and knocked prone.
Totem Lord
Totem Link (Requires Relentless Feature) When an allied creature within 30ft. of the totem lord is reduced to 0 hitpoint, it can benefit from the totem lord's Relentless trait if it does not already have it.
If the creature succeeds its save, the DC for Relentless for the next saving throw still increases by 5 for each successful save. (The DC scale with each general success and is not dependent on each creature)
Totem Powers
When the totem lord enters into its rage, it can gain one of the following benefits for the duration of its rage
Totem of Alacrity While raging, the totem lord and allied creatures within 30ft. of it can use its bonus action to take the Dash action and can move outside a creature's space without provoking attacks of opportunity
Totem of Protection While raging, the totem lord gains resistance to all damage except for psychic damage.
Totem of Power While raging, allied creatures have advantage on attacks rolls against creatures within 5ft. of the totem lord
Warmonger
- Armor Class Increases by 3
- Challenge Rating Increases by 1
Cleaver Whenever the warmonger has advantage on an attack roll, it can forgo advantage to make one additional weapon attack as part of that action.
Savage Blows The warmonger can deal a critical hit on a 19-20
Spiked Armor When a creature grapples or hits the warmonger with a melee weapon attack, the attacker takes 4 (1d6) piercing damage.
Reactions
Bloodlust When the warmonger reduces a creature to 0 hitpoints, it can use its reaction to move up to half its movement speed to make a weapon attack against a creature within range.
Voidrager
- Challenge Rating Increases by 1
Gravitational Strikes While raging, when the voidrager hits a creature with a weapon attack, the target must succeed a Strength saving throw equal to the voidrager's Rage DC. On a failed saving throw, the target is pushed back 5ft. or knocked prone(the voidrager's choice)
Event Horizon While raging, creatures of the voidrager's choice within 10ft. of hit has its movement speed reduced by 10ft. until the start of that creature's next turn.
Gravitational Flux While raging, the voidrager's size increases by one size larger or smaller. Its physical size remains unchanged
Bonus Actions
Gravitational Surge When the voidrager first enters into its rage, creatures of its choice within 10ft. of it that can see it must succeed a Strength saving throw equal to the voidrager's Rage DC. On a failed saving throw, creatures are pushed or pulled 10ft. from the voidrager.
Grasp of the Void While raging, the voidrager can force one creature within 30ft. of it to make a Strength saving throw against the voidrager's Rage DC. On a failed save, that creature is pushed or pulled 30ft.in a direction of the voidrager's choice.
Zealot Barbarian
- Challenge Rating Increases by 1
Divine Soul While raging, the zealot is immune to radiant or necrotic damage (choose 1)
Divine Strike Once on each of the zealots turns while raging, the zealot can deal additional radiant or necrotic damage on its weapon attacks. This additional damage is equal to a number of d8s equivalent to the zealot's proficiency bonus.
Undying Zeal (Replaces Relentless) If the zealot is reduced to 0 hitpoints while raging, it does not die or become unconscious until the duration of its rage ends. It cannot benefit from this feature if the zealot did not take damage or make an attack on its previous turn.
Bonus Actions
Zealous Rage When the zealot first enters into its rage, it and allied creatures within 30ft. of it that can see or hear it has advantage on attack rolls and saving throws until the end of its next turn
Bards
Of all kinds of adventurers, bards are some of the most versatile thanks to their mastery of a wide variety of skills. Although they do not possess the martial expertise of the mightiest of warriors nor do they possess the absolute mastery of other spellcasters, they have the unique talent of utilizing knowledge from a plethora of sources to fuel their own magical abilities, giving them a unique edge in any situation
Bard Goals
In general, the motives of bards can infinitely vary depending on the individual and in many cases the time of their encounter. Some bards use their abilities to become a popular celebrity figure using their talents for music, art, or performance.
Others may serve as agents for government or criminal organizations seeking to uncover valuable information or objects. Some bards are simply embarking on a personal journey of their own, whether it is self discovery, collecting knowledge, or simply using their skills for the mercenary trade.
In any case, bards can prove to be a valuable ally or a tenacious enemy depending on how their goals align during an encounter
Bard Roles
Thanks to their versatility, bards can be found in nearly any sort of occupation, serving as advisors, spies, criminals, musicians, librarians, and so much more. This versatility can manifest itself in a variety of ways. Because of this, bards tend to blend into normal society much easier than most other types of adventurers. This makes them incredibly useful while in some cases dangerous as well
Bard Tactics
Although bards tend to have a wide array of martial and arcane tactics at their disposal, they tend to lack the depth or expertise of their more specialized peers. However, this does not make them any less dangerous. The bard's greatest strength is fighting their opponents on their own terms, which often does not involve a direct confrontation.
Combat Support
Instead, most bards use their abilities to sow chaos upon their enemies ranks by exploiting their foes weaknesses and countering any edge their opponent they have. In most circumstances, bards excel when fighting along their allies by enhancing their power.
Arcane Inspiration
One of the staple abilities of bards is their talent for shaping the raw essence of magic into condensed motes that can be used to empower allies and foil their enemies. Depending on their skill set, these motes can manifest itself in a variety of way, each with their unique effects.
Bardic Mastery
Bards typically vary in strength depending on the amount of experience they have acquired throughout their travels.
Bard Wayfarers
Bard wayfarers are the most common type of bard one can encounter. They can be found in various different roles such as a tavern singer, street vendors, con artists, or budding adventurers.
Bard Adventurers
Bard adventurers are well-seasoned traveled who have honed their skills over their extensive travels. At this point, these bards have become jacks of all trades and can prove to be quite useful in nearly any situation. Such individuals may take the form of a minor noble, a secret spy, a regional celebrity, or more.
Master Bard
Master bards are not only the jack of all trades, but have fully mastered their chosen area of expertise. Such individuals often use their skills to acquire great positions of power such as being a crime lord, head of a mercenary guild, or in some cases ascended the higher levels of political nobility. Others may have used their extensive knowledge to acquire a trove a magical items and artifacts to use for their own purposes.
Mythic Bard
Mythic bards are the rarest of all bards. Due to their natural charisma and magnificent (or infamous) reputation, such individuals are often viewed as larger than life figures. In fact, many often spread rumors that such bards are not humans but otherworldly creatures such as dragons or celestials in a mortal disguise due to their legendary feats and stories.
Bard Types
The following list below outlines many common roles that bards can take and the special abilities and tricks they have learned as part of their profession.
Majestic Bards
Some bards acquire their repertoire of knowledge from supernatural entities such as celestials, dragons, fey, fiends, and more. Thanks to their mystical source of inspiration, these bards are able to use their magic top replicate the aura of such creatures, allowing them to cause ordinary mortals to bend to their will or to cower in terror.
Luck Bards
These bards have the unique ability to literally make their own luck. They have learned to use their magic to bend luck in their favor or to jinx their enemies.
Investigator Bards
Due to their talent from acquiring information from others, many bards make for ideal investigators. Some conduct their own personal quest for the truth about strange phenomena, or to unlock the secrets of magic itself.
Others serve as spies and secret agents for larger organizations such as governments or crime guilds to uncover secrets of potential threats or rivals. As part of their skill set, these bards specialize in discretely reading their targets, as well as tracking and detaining them if needed.
Whisper Bards
Whisper bards are some of the most terrifying variant of bard. They have learned to channel raw magic into psionic whispers that spreads into the minds of their quarry. This terrifying arcane art grants them the ability to latch onto their subtle whispers to disorient their opponents.
They have even learned to amplify these whispers to silent kill their opponent by channeling their spells from their psionic whispers inside a creature's mind.
Charlatan Bards
Bard charlatans have used their arcane skills to master the art of deceit and disguise. Their greatest weapon is misdirection, as they always try to keep their enemy guessing in combat. They have the unique ability to change their appearance in a matter of seconds, and can even conjure an illusory duplicate that further confounds their foes.
Bard Oracle
In their quest for knowledge, bards oracles have been blessed with the gift of divination. This form of divination can take different forms are some use their arcane ability to glimpse into the future while others simply uses their vast knowledge to predict an outcome based on what they see or know. Because of their foresight, many bard oracles serve as advisors or sages, bestowing knowledge to those that seek it.
Spellward Bard
Spellward bards have completely dedicated themselves to protecting their allies from harm. They have learned a variety of defensive technique and wards from their travels and have learned to implement them into their own arcane abilities.
Because of their specialization, spellward bards are valuable members of many military forces, as they can shield their allies from the deadliest of attacks.
Restoration Bard
Restoration bards have mastered the arcane arts of healing from their travels. Such bards are widely sought for their extensive knowledge allows them to heal nearly any disease or injury. Such bards are often quite valuable on the battlefield as they are able to send restorative motes to bring life back to the dying
Bard Skald
Bard skalds have learned to combine their arcane knowledge with tactical strategy. Not only are these bards masterful warriors on the battlefield, they have the unique ability to direct and empower their allies in the heat of battle. In many circumstances, the presence of a single skald is more than enough to turn the tides of an encounter.
Blade Dancer Bard
Whereas skalds emphasize tactical strategy, blade dancer prefer to combine arcane power with martial skill. As their name suggest, these bards traverse the battlefield in a skillful dance of blades as they nimbly carve a path through their opponents with their spells and weapons.
Although bard blade dancers can find nearly any role or occupation that requires martial skill, many prominent bard blade dancers have been rumored to be lethal assassins, swashbuckling pirates, or intrepid crime lords.
Creation Bard
Creation bards have unlocked the very secrets of the universe itself as they imbue their arcane motes with the magic of creation. With a single command, these bards are able to cause inanimate objects to come to life to serve their commands. Many bards of this skillset have learned to use their talents for many advances in magical technology, such as enchanting and creating constructs.
Thaumaturgy Bard
Thaumaturgy bards have learned to channel the residual magic of their spells into fantastical arcane bursts that they can use to disorient their opponents. These bards have the special talent of harnessing the chaotic nature of wild magic to create illusions or special effects to grant them an edge in battle.
Elementist Bard
Elementist bards have learned to master their arcane talents by mimicking many techniques used by druids through their attunement to nature. Whereas thaumaturgy bards channel their arcane motes into randomized effects, elementist bards can use their magic to manifest bursts of elemental magic. These elemental burst can manifest itself in a variety of ways, such as set enemies ablaze or coating them in a layer of frost.
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Bard Wayfarer
Medium Humanoid, varies
- Armor Class 15 (Leather Armor)
- Hit Points 26 (4d8+8)
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 14 (+2) 14 (+2) 16 (+3)
- Skills Deception +7, Perception +4, Persuasion +7, Performance +7
- Senses passive Perception 14
- Languages two languages of choice
- Proficiency Bonus +2
- Challenge 2(450 xp)
Countercharm The bard and creatures of its choice within 30ft. of it has advantage on saving throws against being charmed or frightened while the bard is not incapacitated
Inspiring Flourish When the bard uses their Inspiration, they can make one additional attack with their Bardic Rapier as part of their next action.
Mimicry The bard can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell it is an imitation with a successful Wisdom (Insight) check against the bard's Charisma(Deception) check.
Spellcasting
The bard is a 4th level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks) and has the following spells prepared
- Cantrips Minor Illusion, Message, Prestidigitation, Thunderclap, Vicious Mockery
- 1st Level(4 slots) Charm Person, Dissonant Whispers, Disguise Self, Thunderwave
- 2nd Level(3 slots) Suggestion, Invisibility, Silence
Actions
Bardic Rapier. Melee Weapon Attack: +4 to hit, 5ft., one target. Hit: 1d8+3 piercing damage. If the Bard uses its Inspiration or Witty Counter on its previous turn, this attack deals an additional 7 (2d6) psychic or thunder (its choice) damage.
Ventriloquism The bard can cause its voice to sound as if it originated from a spot within 30ft. of it. A creature that hears the sounds it makes can determine if this is a trick with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Bonus Actions
Inspiration The Bard can add 1d6 to an attack roll, ability check, saving throw, or damage roll of its choice to a creature that it can see in range.
Reaction
Witty Counter The Bard can subtract 1d6 when a creature within 30ft. of it makes an attack roll, ability check, saving throw, or damage roll.
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Bard Adventurer
Medium Humanoid, varies
- Armor Class 15 (Leather Armor)
- Hit Points 52 (8d8+16)
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 16 (+3) 14 (+2) 18 (+4)
- Skills Deception +10, Perception +5, Persuasion +10, Performance +10
- Senses passive Perception 15
- Languages two languages of choice
- Proficiency Bonus +3
- Challenge 5 (1800 xp)
Countercharm The bard and creatures of its choice within 30ft. of it has advantage on saving throws against being charmed or frightened while the bard is not incapacitated
Inspiring Flourish When the bard uses their Inspiration, they can make one additional attack with their Bardic Rapier as part of their next action.
Mimicry The bard can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell it is an imitation with a successful Wisdom (Insight) check against the bard's Charisma(Deception) check.
Spellcasting
The bard is a 8th level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks) and has the following spells prepared
- Cantrips Minor Illusion, Message, Prestidigitation, Thunderclap, Vicious Mockery
- 1st Level(4 slots) Charm Person, Dissonant Whispers, Disguise Self, Thunderwave
- 2nd Level(3 slots) Suggestion, Invisibility, Silence
- 3rd Level(2 slots) Counterspell, Dispel Magic, Fast Friends, Hypnotic Pattern
- 4th Level(1 slot) Polymorph
Actions
Bardic Rapier. Melee Weapon Attack: +5 to hit, 5ft., one target. Hit: 7 (1d8+2) piercing damage. If the Bard uses its Inspiration or Witty Counter on its previous turn, this attack deals an additional 11 (3d6) psychic or thunder (its choice) damage.
Ventriloquism The bard can cause its voice to sound as if it originated from a spot within 30ft. of it. A creature that hears the sounds it makes can determine if this is a trick with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Bonus Actions
Inspiration The Bard can add 5(1d8) to an attack roll, ability check, saving throw, or damage roll of its choice to a creature that it can see in range.
Reaction
Witty Counter The Bard can subtract 5(1d8) when a creature within 30ft. of it makes an attack roll, ability check, saving throw, or damage roll.
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Master Bard
Medium Humanoid, varies
- Armor Class 20 (Leather Armor)
- Hit Points 76 (12d8+24)
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 16 (+3) 14 (+2) 20 (+5)
- Skills Deception +10, Perception +5, Persuasion +9, Performance +9
- Senses passive Perception 15
- Languages two languages of choice
- Proficiency Bonus +4
- Challenge 9 (3900 xp)
Countercharm The bard and creatures of its choice within 30ft. of it has advantage on saving throws against being charmed or frightened while the bard is not incapacitated
Inspiring Flourish When the bard uses their Inspiration, they can make one additional attack with their Bardic Rapier as part of their next action.
Mimicry The bard can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell it is an imitation with a successful Wisdom (Insight) check against the bard's Charisma(Deception) check.
Panache While the bard is not incapacitated, it can add its Charisma modifier to its armor class. This is already included in the stat block.
Spellcasting
The bard is a 12th level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +9 to hit with spell attacks) and has the following spells prepared
- Cantrips Minor Illusion, Message, Prestidigitation, Thunderclap, Vicious Mockery
- 1st Level(4 slots) Charm Person, Dissonant Whispers, Disguise Self, Thunderwave
- 2nd Level(3 slots) Suggestion, Invisibility, Silence
- 3rd Level(3 slots) Counterspell, Dispel Magic, Fast Friends, Hypnotic Pattern
- 4th Level(3 slots) Dimension Door, Polymorph
- 5th Level(2 slota) Bigby Hand, Dominate Person, Legend Lore, Modify Memory
- 6th Level(1 slot) Mass Suggestion
Actions
Bardic Rapier. Melee Weapon Attack: +6 to hit, 5ft., one target. Hit: 7 (1d8+2) piercing damage. If the Bard uses its Inspiration or Witty Counter on its previous turn, this attack deals an additional 14 (4d6) psychic or thunder (its choice) damage.
Ventriloquism The bard can cause its voice to sound as if it originated from a spot within 30ft. of it. A creature that hears the sounds it makes can determine if this is a trick with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Bonus Actions
Inspiration The Bard can add 6(1d10) to an attack roll, ability check, saving throw, or damage roll of its choice to a creature that it can see in range.
Reaction
Witty Counter The Bard can subtract 6(1d10) when a creature within 30ft. of it makes an attack roll, ability check, saving throw, or damage roll.
Mythic Bard
Medium Humanoid, varies
- Armor Class 21 (Leather Armor)
- Hit Points 130 (20d8+40)
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 18 (+4) 16 (+3) 22 (+6)
- Skills Deception +11, Perception +8, Persuasion +11, Performance +11
- Senses passive Perception 18
- Languages two languages of choice
- Proficiency Bonus +5
- Challenge 14 (11500 xp)
Countercharm The bard and creatures of its choice within 30ft. of it has advantage on saving throws against being charmed or frightened
Inspiring Flourish When the bard uses their Inspiration, they can make one additional attack with their Bardic Rapier as part of their next action.
Legendary Resistance(3/day) Upon failing a saving throw, the Master Bard can choose to succeed. Upon using this feature, the bard can cast a spell of 5th level or lower.
Mimicry The bard can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell it is an imitation with a successful Wisdom (Insight) check against the bard's Charisma(Deception) check.
Panache While the bard is not incapacitated, it can add its Charisma modifier to its armor class. This is already included in the stat block.
Spellcasting
The bard is a 20th level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks) and has the following spells prepared
- Cantrips Minor Illusion, Message, Prestidigitation, Thunderclap, Vicious Mockery
- 1st Level(4/slot) Charm Person, Dissonant Whispers, Disguise Self, Thunderwave
- 2nd Level(3 slot) Suggestion, Invisibility, Silence
- 3rd Level(2 slot) Counterspell, Dispel Magic, Fast Friends, Hypnotic Pattern
- 4th Level(2 slot) Dimension Door, Polymorph
- 5th Level(2 slot) Bigby's Hand, Dominate Person, Legend Lore, Modify Memory
- 6th Level(2 slot) Mass Suggestion
- 7th Level(2 slot) Prismatic Spray
- 8th Level(8 slot) Dominate Monster, Feeblemind
- 9th Level(1 slot) Wish
Actions
Bardic Rapier. Melee Weapon Attack: +7 to hit, 5ft., one target. Hit: 7 (1d8+2) piercing damage. If the Bard uses its Inspiration or Witty Counter on its previous turn, this attack deals an additional 18 (5d6) psychic or thunder (its choice) damage.
Ventriloquism. The bard can cause its voice to sound as if it originated from a spot within 30ft. of it. A creature that hears the sounds it makes can determine if this is a trick with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Bonus Actions
Inspiration. The Bard can add 7(1d12) to an attack roll, ability check, saving throw, or damage roll of its choice to a creature that it can see in range.
Reaction
Witty Counter. The Bard can subtract 7(1d12) when a creature within 30ft. of it makes an attack roll, ability check, saving throw, or damage roll.
Legendary Actions(3/turn)
Movement(1 action) The bard can move up to have its movement speed without provoking attacks of opportunity
Inspiring Boon(1 action) One creature the bard can see within 30ft. can add a 7 (1d12) to its next attack roll, ability check, saving throw, or damage roll before the end of its next turn. A creature can only benefit from one Inspiring Boon at a time.
Inspiring Bane(1 action) One creature the bard can see within 30ft. must subtract a 7 (1d12) to its next attack roll, ability check, saving throw, or damage roll before the end of its next turn. A creature can only benefit from one Inspiring Bane at a time.
Spell(2 actions) The bard can cast a spell of 5th level or lower.
Resilience(3 actions) The bard can end one spell or condition on itself
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Eloquence Bard
Inspiring Transformation When the bard uses its Inspiration or Witty Counter, it gains a number of temporary hitpoints equal to 10 times half the bard's proficiency bonus(rounded up) at the start of its next turn.
Majestic Aura Creatures of the bard's choice within 30ft. of the bard must succeed a Wisdom saving throw equal to the bard's spell save DC. On a failed saving throw, creatures are considered to be charmed or frightened by the Bard for 1 minute.
Creatures can repeat its saving throw at the end of each of its turns ending it on a success. On a successful saving throw, creatures are immune to this effect for the next 24 hours.
Otherworldly Glamor The bard has advantage on Charisma (Persuasion and Intimidation) checks
Spellcasting
The bard can add the following spells to its spell list if it has the spell slots to cast them
- Cantrips Thaumaturgy
- 1st Level Spells Fear
- 2nd Level Spells Enthrall
- 3rd Level Spells Incite Greed, Motivational Speech, Fear
- 4th Level Spells Compulsion
- 5th Level Spells Seeming
- 6th Level Spells Otherworldly Transformation
- 8th Level Spells Illusory Dragon
- 9th Level Spells True Polymorph
Bonus Actions
Majesty's Command The bard can use its bonus action to use Command on a charmed or frightened creature. The bard can cast this spell without expending a spell slot
Reactions
Majestic Sanctuary When a creature makes an attack or targets the bard with an effect that only targets it, that creature must succeed a Charisma saving throw equal to the bard's spell save DC. On a failed saving throw, creatures cannot attack it and must choose a new target. If there is no new target, that attack or effect is wasted.
Luck Bard
Jinx When the a creature has disadvantage on an attack roll against the bard or on ability checks or saving throws against the bard or its effects, that creature must roll three times taking the lowest result. Whenever a creature rolls a 1 or 3 against the bard or its effects, it counts as a critical failure.
Lucky Inspiration Whenever the bard rolls its Inspiration or Witty Retort, it can roll its Inspiration die with advantage.
Lucky When the bard has advantage on an attack roll, it can roll three times taking the highest result. The bard can also deal a critical hit on a 18-20.
Universal Correction Whenever the bard rolls a 1-3, it can reroll the die taking the new result
Spellcasting
The bard can add the following spells to its spell list if it has the spell slots to cast them
- Cantrips Thaumaturgy
- 1st Level Spells Silvery Bards
- 2nd Level Spells Aid, Fortune's Favor
- 5th Level Spells Skill Enpowerment
- 9th Level Spells Foresight
Actions
Lucky Strike When the bard uses its inspiration, its next attack using its Bardic Rapier has advantage until the start of its next turn. Upon dealing a critical hit, this attack can triple the damage die instead of doubling the damage die.
Investigator Bard
Thought Reader Creatures within 30ft. of the bard must succeed a Wisdom saving throw equal to the bard's spell save DC. On a failed saving throw, the bard can read the surface thoughts and emotions of creature's within range.
Unreadable Thought The bard can emit false thoughts by making a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check whenever the bard is targeted with an effect that reads their mind.
Spellcasting
The bard can add the following spells to its spell list if it has the spell slots to cast them
- 1st Level Spells Hunter's Mark
- 2nd Level Spells Detect Thoughts, Hold Person, Mind Spike, Zone of Truth
- 3rd Level Spells Non Detection
- 4th Level Spells Arcane Eye, Banishment, Otiluke's Resilient Sphere
- 5th Level Spells Legend Lore, Scrying
- 6th Level Spells Find the Path
- 7th Level Spells Forcecage
- 9th Level Spells Imprisonment
Bonus Action
Investigator's Mark The bard can mark one creature it can see within 120ft. of it. Upon using this feature, the bard always knows the location of that creature while it is on the same plane of existence.
The bard can only mark one creature at a time in this manner
Whispers Bard
- Challenge Rating Increases by 1
Amplified Whispers The whisper's bard can target creatures with a spell effect even if it is behind full cover or not in the bard's line of sight. The spell must only target one creature and the target must still be within the spell's range.
Arcane Whispers Creatures under the effects of Arcane Whispers are considered to be deafened and have disadvantage on saving throws to maintain concentration
Spell Whisperer The bard only requires verbal components for its spellcasting abilities
Whispering Aura Creatures within 30ft. of the bard must succeed a Wisdom saving throw equal to the bard's spell save DC. On a failed saving throw, creatures are considered to be under the effect of their Arcane Whispers for 1 minute.
Creatures can repeat its saving throw at the end of each of its turns ending it on a success. On a successful saving throw, creatures are immune to this effect for the next 24 hours.
Whisper Blade Once on each of the bard's turns, if the bard makes an melee weapon attack against a creature under their Arcane Whispers, it takes additional psychic damage equal to a number of d6s equal to the bard's proficiency bonus.
Spellcasting
The bard can add the following spells to its spell list if it has the spell slots to cast them
- 1st Level Spells Silent Image
- 2nd Level Spells Magic Missile, Mind Spike, Phantasmal Force
- 3rd Level Spells Enemies Abound
- 4th Level Spells Compulsion, Phantasmal Killer
- 5th Level Spells Dream
- 6th Level Spells Find the Path, Programmed Illusion
- 7th Level Spells Divine Word
- 8th Level Spells Power Word Stun
- 9th Level Spells Psychic Scream, Power Word Kill
Actions
Multiattack The bard can cast a spell and make an attack with its Bardic Rapier
Reactions
Cacaphony When a creature under the effects of the bard's Arcane Whisper makes an attack against the bard, it must do so with disadvantage. If the attack still hits, the attacker takes psychic damage equal to a number of d6s equal to the bard's proficiency bonus.
Charlatan Bard
- Challenge Rating Increases by 1
Confounding Tactics While within 10ft. of its duplicate, attacks against the charalatan have disadvantage
Spellcasting
The bard can add the following spells to its spell list if it has the spell slots to cast them
- Cantrips Minor Illusion
- 1st Level Spells Silent Image
- 2nd Level Spells Blur, Invisibility, Mirror Image
- 3rd Level Spells Enemies Abound, Major Image
- 4th Level Spells Hallucinatory Terrain, Greater Invisibility
- 5th Level Spells Seeming, Mislead
- 6th Level Spells Programmed Image
- 7th Level Spell Mirage Arcane
- 8th Level Spells Animal Shapes
- 9th Level Spells Mass Polymorph, True Polymorph, Shapechanger
Bonus Action
Illusory Duplicate The charalatan can summon an illusory duplicate within 60ft. of it. The duplicate occupies its own space and is immune to all damage and conditions as long as the bard is not incapacitated.
While the duplicate is activated, it bard can cast its spells through the space of the duplicate.
Shapechanger As an action, the bard can change their appearance and their voice. The bard can determine the specifics of the changes, including its coloration, hair length, and sex.
The bard can also adjust your height and weight, but not so much that its size changes. The bard can make itself appear as a member of another race, though none of its game statistics change.
The bard can't duplicate the appearance of a creature it has never seen, and you must adopt a form that has the same basic arrangement of limbs that it has.
Reactions
Misdirection When a creature targets the bard with an attack or a saving throw that affects only the bard, the bard can use its reaction to swap places within its duplicate causing the duplicate to take the effects instead.
Upon using this effect, the duplicate immediately fades.
Oracle Bard
- Darkvision 120ft.
- Challenge Rating Increases by 1
Foresight The bard and creatures of its choice within 30ft. of it have advantage on initiative checks
Oracle's Awareness The bard cannot be surprised and has advantage on Wisdom (Perception) checks as long as the bard is not incapacitated
Oracle's Sight The bard can see creatures hidden by an illusion or invisibility. Additionally, the bard's vision is not obscured by magical darkness.
Persistent Boon When the bard uses its Witty Retort or Inspiration on a creature, that creature can keep that die until the start of the bard's next turn.
Spellcasting
The bard can add the following spells to its spell list if it has the spell slots to cast them
- Cantrips Guidance
- 1st Level Spells Bless, Bane, Magic Missile, Silvery Barbs
- 2nd Level Spells Aid, Augury, Darkvision, See Invisibility, Locate Object
- 3rd Level Spells Clairvoyance, Enemies Abound, Major Image
- 4th Level Spells Divination, Locate Creature
- 5th Level Spells Scrying, Temporal Shunt
- 6th Level Spells Find the Path, True Seeing
- 8th Level Spells Animal Shapes
- 9th Level Spells Foresight, Time Stop
Bonus Actions
Prophetic Order When the bard uses its Inspiration or Witty Retort, creatures of its choice within 10ft. of it gain advantage or disadvantage on its next attack roll, ability check, or saving throw before the end of its next turn.
Reactions
Prophesy Upon using its Witty Retort, the bard can force a creature to reroll the entire taking the new result instead
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Spellward Bard
- Challenge Rating Increases by 1
Inspiring Shield When the bard or a creature uses its Inspiration, it gains a bonus to its AC equal to its Inspiration roll until the start of the bard's next turn.
Infinite Ward When the bard or a creature uses its Inspiration, that creature gains immunity to one damage type of its choice until the start of the bard's next turn
Spellcasting
The bard can add the following spells to its spell list if it has the spell slots to cast them
- Cantrips Blade Ward
- 1st Level Spells Absorb Elements, Shield, Shield of Faith
- 2nd Level Spells Warding Bond
- 3rd Level Spells Counterspell, Dispel Magic, Protection from Elements
- 4th Level Spells Banishment
- 5th Level Spells Wall of Force
- 6th Level Spells Contingency, Globe of Invulnerability
- 7th Level Spell Mirage Arcane
- 8th Level Spells Holy Aura
- 9th Level Spells Invincibility, Prismatic Wall
Reactions
Retort's Aegis When the bard uses its Witty Retort when a creature makes an attack roll and the attack or damage roll still hits, the target takes half damage the remaining damage dealt.
Restoration Bard
Restorative Inspiration When the bard uses its Inspiration, the target regains a number of hitpoints equal to twice its the roll of its Inspiration die.
Restorative Counter The bard and creatures of its choice within 30ft. of it has advantage on saving throws against being deafened, diseased, exhausted, paralyzed, or poisoned as long as the bard is not incapacitated.
Restoration Shield When the bard casts a spell that causes a creature to regain hitpoints, that creature regains a number of hitpoints equal to the level of the spell + the bard's proficiency bonus.
Spellcasting
The bard can add the following spells to its spell list if it has the spell slots to cast them
- Cantrips Spare the Dying
- 1st Level Spells Cure Wounds, Healing Word
- 2nd Level Spells Lesser Restoration
- 3rd Level Spells Aura of Vitality, Mass Cure Wounds, Revivify
- 4th Level Spells Aura of Life, Aura of Purity
- 5th Level Spells Mass Cure Wounds, Raise the Dead
- 6th Level Spells Heal
- 9th Level Spells True Resurrection, Power Word Heal
Reactions
Emergency Aid The bard can target one creature within 0 hitpoints to use its Inspiration to cause it to recover hitpoints That creature regains a number of hitpoints equal to twice the Bard's Inspiration die.
Bard Skald
- Armor Class Increases by 2 (includes a shield)
- Challenge Rating Increases by 1
Battle Casting When the skald makes an attack of opportunity, it can cast a spell instead. It can only cast spells that targets one creature in this manner
Commander When the skald uses its Inspiration or Witty Retort, it can target one additional creature in range
Tactical Advantage The skald and allies of its choice within 30ft. of it has advantage on initiative checks while the skald is not incapacitated
War Caster The skald has advantage on saving throws to maintain concentration on spell effects
Spellcasting
The bard can add the following spells to its spell list if it has the spell slots to cast them
- Cantrips Booming Blade
- 1st Level Spells Zephyr Strike, Shield
- 2nd Level Spells Spiritual Weapon
- 3rd Level Spells Elemental Weapon, Haste
- 5th Level Spells Conjure Volley, Swift Quiver, Steel Wind Strike
- 6th Level Spells Blade Barrier
- 7th Level Spell Mordenkainen's Sword
- 9th Level Spells Blade of Disaster
Actions
Multiattack The skald can casts spell and can make one additional weapon
Bonus Actions
Battle Commander When a creature uses the skald's Inspiration on an weapon attack or weapon damage roll, the target can deal additional damage on its next weapon damage roll equal to a number of d6s equal to the skald's proficiency bonus on its next damage roll before the end of its next turn
Reactions
Retaliate When the skald uses its Witty Retort, the target of the attack can use its reaction to make a melee weapon attack. On a hit, the target takes additional damage equal to a number of d6s equal to a the skald's proficiency bonus.
Blade Dancer Bard
- Armor Class Increases by 1 (Dual Wielding)
- Challenge Rating Increases by 1
Battle Casting When the bard makes an attack of opportunity, it can cast a spell instead. It can only cast spells that targets one creature in this manner
Slashing Flourish When the bard makes a weapon attack against a creature, it can can make a weapon attack one additional creature within 5ft. of the target.
Nimble Escape The bard can move outside a creature's reach without provoking attack of opportunity
Tactical Advantage The bard has advantage on initiative checks
War Caster The bard has advantage on saving throws to maintain concentration on spell effects
Spellcasting
The bard can add the following spells to its spell list if it has the spell slots to cast them
- Cantrips Booming Blade
- 1st Level Spells Zephyr Strike, Shield
- 2nd Level Spells Spiritual Weapon
- 3rd Level Spells Elemental Weapon, Haste
- 5th Level Spells Conjure Volley, Swift Quiver, Steel Wind Strike
- 6th Level Spells Blade Barrier
- 7th Level Spell Mordenkainen's Sword
- 9th Level Spells Blade of Disaster
Actions
Multiattack The skald can cast a spell and make two weapon attack on its turn
Reactions
Riposte When the bard uses its Witty Retort against a creature that attacks it, the bard can use its reaction to make a melee weapon attack. Upon using this feature, the bard can make two attacks with its Bardic Rapier.
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Creation Bard
- Challenge Rating Increases by 1
Creation's Burst When the bard uses its Inspiration or its Witty Counter, creatures of its choice within 10ft. takes force damage equal to the roll of the bard's Inspiration die.
Spellcasting
The bard can add the following spells to its spell list if it has the spell slots to cast them
- 1st Level Spells Unseen Servant, Floating Disk
- 2nd Level Spells Spiritual Weapon
- 3rd Level Spells Tiny Servant
- 4th Level Spells Fabricate, Otiluke's Resilient Sphere, Summon Construct
- 5th Level Spells Animate Objects
- 6th Level Spells Blade Barrier
- 7th Level Spell Mordenkainen's Sword
- 9th Level Spells Blade of Disaster
Bonus Actions
Creation's Note The bard can target one Large or smaller object within 30ft. of it causing it to come to life.
The object counts as an ally of the bard acting on the bard's initiative for one hour or until the object is destroyed. The bard can only animate one object at a time in this manner.
You can refer to the Animated Object statblock. The Animated Objects act on the bard's initiative acting before or after the bard takes an action(the bard's choice)
Animated Object
large object, unaligned
- Armor Class the bard's spell save DC
- Hit Points 10 times Bard's proficiency bonus
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 16 (+3) 2 (-5) 10 (+0) 10 (+0)
- Condition Immunities charmed, exhausted, frightened, poisoned
- Senses blindsight 60ft., passive Perception 10
- Languages can understand the languages of its master but cannot speak it
- Proficiency Bonus Equal's that of the bard
- Challenge varies
Inspiration's Empowerment While the object is within 30ft. of the bard, it can deal additional force damage equal to a number of d6s equal to the bard's proficiency bonus.
The animated object can benefit from this feature once on each of its turns.
Magical Attacks The object's attacks count as magical for the purpose of overcoming resistance.
Actions
Multiattack. The animated object can make a number of attacks equal to half the bard's proficiency bonus(rounded up)
Slam. Melee Weapon Attack: +the bard's spellcasting modifier to hit, 5ft., one target. Hit: 8 (1d8+3) bludgeoning damage
Reactions
Defend the Creator When the bard takes damage from a creature, the animated object can use its reaction to move up to half its movement speed to make a slam attack against the attacker. On a hit, the target takes additional force damage equal to a number of d6s equal to the bard's proficiency bonus
Thaumaturgy
Special Effects
When the bard uses its Bardic Inspiration and Witty Retort, it can roll a d6 to cause one of the following effects
- 1. Dazzling Flair Creatures of the bard's choice within 10ft. of it must succeed a Constitution saving throw against the bard's spell save DC or become blinded until the end of its next turn.
- 2. Attractive Aroma Creatures of the bard's choice within 10ft. of it must succeed a Wisdom saving throw against the bard's spell save DC or become charmed until the end of its next turn.
- 3. Terrifying Visage Creatures of the bard's choice within 10ft. of it must succeed a Wisdom saving throw against the bard's spell save DC or become frightened until the end of its next turn.
- 4. Deafening Boom Creatures of the bard's choice within 10ft. of it must succeed a Constitution saving throw against the bard's spell save DC or become deafened until the end of its next turn.
- 5. Starstruck Creatures of the bard's choice within 10ft. of it must succeed a Wisdom saving throw against the bard's spell save DC or it is unable to speak until the end of its next turn.
- 6. Enthrall Creatures of the bard's choice within 10ft. of it must succeed a Wisdom saving throw against the bard's spell save DC or it cannot take reactions until the end of its next turn.
Actions
Thaumaturgist's Strike When the bard rolls a critical hit on its Rapier, the bard can roll a d6 on its Special Effect table forcing the target to make the appropriate saving throw against its effects.
Elementist Bard
Special Effects
When the bard uses its Bardic Inspiration and Witty Retort, it can roll a d10 to cause one of the following effects
- 1-2. Flame Burst Creatures of the bard's choice within 10ft. of it must succeed a Dexterity saving throw against the bard's spell save DC or be set aflame for one minute. Creatures set ablaze takes fire damage equal to the Bard's Inspiration die at the start of each of its turns. It can use an action to put out the flames.
- 3-4. Frost Snap Creatures of the bard's choice within 10ft. of it must succeed a Constitution saving throw against the bard's spell save DC or become restrained until the end of its next turn.
- 5-6. Storm Burst Creatures of the bard's choice within 10ft. of it must succeed a Constitution saving throw against the bard's spell save DC or become paralyzed until the end of its next turn.
- 7-8. Thunderous Burst Creatures of the bard's choice within 10ft. of it must succeed a Strength saving throw against the bard's spell save DC or be pushed back 10ft.
- 9-10.Tremors Creatures of the bard's choice within 10ft. of it must succeed a Strength saving throw against the bard's spell save DC or be knocked prone.
Spellcasting
The bard can add the following spells to its spell list if it has the spell slots to cast them
- Cantrips Firebolt, Ray of Frost
- 1st Level Spells Burning Hands
- 2nd Level Spells Binding Frost
- 3rd Level Spells Fireball, Lightning Bolt, Tidal Wave
- 4th Level Spells Web of Fire, Ice Storm
- 5th Level Spells Cone of Cold
- 6th Level Spells Lightning Bolt
- 7th Level Spell Firestorm
- 8th level Spells Earthquake, Tsunami
- 9th Level Spells Meteor Swarm
Actions
Elementist's Strike When the bard deals a critical hit using its Rapier, the bard can roll a d6 on its Special Effect table forcing the target to make the appropriate saving throw against its effects.
The additional damage it deals from use its Inspiration can be the Bard's choice of cold, fire, lightning, or thunder damage.
Blood hunters
Blood hunters are enigmatic warriors that have sacrificed their own vitality or , in some cases, their very souls in exchange for power to acquire the power to fight supernatural creatures.
Supernatural Rites
Blood hunters acquire these special abilities through a special form of magic known as rites. These rites are incredibly harsh magical trials that imbue these individuals with monstrous power. Only those with the strongest of wills and endurance are able to endure such an incantation. Upon its completion, these rites grant them a variety of abilities that enhance their martial capabilities, physical endurance, and in some instances, change their form entirely. However, this power also comes with a great cost, as these individuals constantly struggle against being consumed by the very magic that empowers their monstrous foes.
Feared Defenders
Despite their dedication to protecting mortals from greater powers, many blood hunters tend to be misunderstood, feared, and even reviled due to their terrifying power. Unfortunately, this treatment has been known to cause blood hunters to give in to their inner struggle. In such circumstances, these corrupted individuals are even more terrifying than the monsters they hunt.
Blood Hunter Goals
Blood hunter goals can vary depending on the setting. Some blood hunters are part of secret orders dedicated to fight certain threats as part of their own directive or as a mercenary force. These orders also serve as a refuge for blood hunters, where they can master their special rites with the guidance of elder hunters.
Other blood hunters are solitary wanderers embarking on a personal quest against evil. Others simply work as mercenaries, offering their services to those with enough coin. In such circumstances, blood hunters have often been known to use their abilities to hunt mortal prey, instead of serving as mercenaries or assassins.
Blood Hunter Tactics
In combat, timing is extremely critical for a blood hunter. Since their primary abilities revolve around sacrificing their mortal vitality for supernatural strength, blood hunters are quite strategic on when they use their special abilities. If they are too careless or overexert themselves, it could lead to an untimely demise.
Calculating Hunters
In most circumstances, the blood hunter's first goal is to assess its enemy. Only by understanding the strength's and weaknesses of their opponent can they accurately gauge how to approach combat. Thanks to their enhanced senses, blood hunters are able to inconspicuously track down and monitor their quarry with relative ease
Blood Curse
The blood hunter's greatest weapon in its arsenal is its blood curse. Unlike many other magical effects, the blood curse is able to latch onto a creature's life force unhindered by most forms of natural or magical defenses. However, this ability require a significant portion of a blood hunter's life force to be effective. Because of the limited scope of this ability as well as its cost, blood hunter must have perfect timing with this ability. For example, if a blood hunter is in combat with multiple opponents, it will not use its blood curse in most circumstances as its cost would not give it a significant advantage.
Blood Curse
When used, the blood hunter's curse can inflict a number of debilitating effects on their opponent. The first immediate effect is that the blood curse significantly amplifies the hunter's rites, even allowing them to bypass the strongest of defenses. The blood curse also tethers the blood hunter's life force to that of their target, allowing them to share a portion of their pain when damaged.
Duelists
Blood hunter's excel at individual combat, as they are specifically trained to battle much more powerful foes. Even when fighting multiple opponents, blood hunters typically focus on one opponent at a time to take them down in a matter of seconds. They save their blood curse for more powerful opponents to weaken its defenses while amplifying their own. This tactic makes a team of blood hunters extremely dangerous, as each blood hunter will select a single target to focus their attacks.
Adventurer Tactics
Adventurers must be extremely cautious when engaging enemy blood hunters. The best tactic to use against these individuals is to take advantage of whenever the blood hunter sacrifices its vitality for a blood curse. As there are few reliable methods to dispel the blood hunter's curse, the best method is to either support a marked creature or to hinder the blood hunter's ability to exploit the blood curse.
When marked by a blood hunter, a cursed target must be quite careful when directly engaging the blood hunter, not only due to the curse's ability to harm the attacker, but it opens up an opportunity for the blood hunter to unleash a flurry of rite empowered attacks against it.
The target's allies should focus on redirecting the blood hunter's focus away from the target, or at least make it extremely unfavorable for them to pursue the target. By using these strategies, a party can use the blood curse against their enemy, as the sacrifice would have been for little gain. This will make the blood hunter much more hesitant to use its Blood Curse against during the encounter, thus drastically reducing their overall effectiveness in battle.
Blood Hunter Types
The strength of blood hunters is often related to their experience.
Blood hunter initiate
Blood hunter initiates are typically new recruits to a specific blood hunter order. Because of their inexperience, many blood hunters initiates are quite limited in their ability to cast blood curses, as it requires a significant portion of their vitality. Because of this, blood hunter initiates typically travel in small teams of 4(1d6) so that they can gain experience in mastery their abilities while tackling powerful opponents.
Blood Hunter Adepts
Blood hunter adepts are seasoned monster hunters and are typically what comes to mind when one thinks of these warriors. They have fully mastered their ability to use their rites, allowing them to engage on solo missions if necessary. Because of their experience, blood hunter adepts are often responsible for training and mentoring initiates
Master Blood Hunters
In general, master blood hunters are incredibly rare. This is primarily because as blood hunters get more powerful, the easier it is for their power to consume them. Master blood hunters have acquired the necessary discipline to wield this power with incredible efficiency. Because of this, a single blood hunter master is powerful enough to single-handedly defeat power creatures such as high ranking fiends, dragons, and terrible monstrosities.
Blood Hunter Orders
Blood hunters can be categorized by the specific kind of rites that they use to empower themselves to fight the supernatural.
Blood Hunters
Blood hunters are one of the oldest orders that implement the art of hemocraft. It is believed that many blood hunter orders actually originated from this group, as many of the rituals behind many of the rites and blood curse contain basic elements of hemocraft.
These blood hunter are able to manipulate the blood of their target, granting them the ability to track their movement and even drain their vitality to refuel their own.
Demon Slayers
Demon slayers are an order of blood hunters dedicated to fighting devils and fiends. In many circumstances, demon slayer order specialize in seeking out the presences of fiends on the Material Plane, as well eliminating those who support those enemies. In some cases, these orders have been known to travel to the Abyss or Nine Hells, taking the fight directly to their foes to kill them for good.
Fey Hunters
Fey hunters specialize in protecting the Material Plane from the whimsical and devious machinations of many Fey. Fey hunters are known for their special blades lined with silver that are particularly effective against many Fey. Their special training also has enabled them to steel their minds against many tricks of the Fey, allowing them to redirect their magic and see through their illusions.
Ghost Slayers
Ghost slayers specialize in hunting the undead and putting them to rest. To fight their undead opponents, many ghost slayers have sacrificed a portion of their life force that allows them to tread the boundaries of life and death. This gives them the unique ability to phase through walls as a ghost and tether their life force to a living creature, making them incredibly hard to kill.
Hex Hunters
Hex hunters primarily focus on enhancing the potency and efficiency of their Blood Curse by imbuing it with hexes, often through stolen knowledge from hags. Because of their advanced blood curse, hex hunters are easily considered to be one of the most powerful orders as they are able to not only weaken their foe, but also amplify the attacks of their allies through the curse. However, the greatest achievement of hex hunters is the ability for their hexes to freely spread upon each slain foe, eliminating one of the greatest weaknesses of most blood hunters.
Therian Hunters
Whereas most blood hunters use their curse to debilitate their enemies, this order uses their blood curse to physically empower themselves by imbuing themselves with the essence of their monstrous foes through the curse of therianthropy. By sacrificing a bit of their vitality, therian hunters are able to assume the form of a powerful werebeast granting them incredible strength, speed, and endurance to battle much more powerful opponents.
Mutant Hunters
Mutant hunters endure a much harsher regimen to acquire their rites. Due to the intensity of these trials and rituals, mutant hunters tend to be much more resilient than other orders. Their heightened endurance not only makes them resistant against many toxins, they grow resilient to the detrimental effects of the blood curse. Because of this, mutant hunter are able to utilize their blood curses much more frequently, and in some cases, quite recklessly in comparison to other orders.
Pact Hunters
Whereas most blood hunters acquire their power through rites, pact hunters gain their rites from otherworldly entities. These hunters view that the only way to battle supernatural entities is to use their own power against them. Because of this, some pact hunters actually align themselves with powerful entities who support their cause. Others simply hunt down these creatures to steal the power for their own and imbue their essence into their rites.
Regardless of their methods, pact hunters have the unique abilities to cast spells and channel their rites into a focused blast. Due to their eldritch connection to the supernatural, they are able to use the essence of their patron to conjure the perfect spell from the aether to meet their needs
Spell Hunters
Whereas most blood hunters specialize in various kinds of creatures, spell hunters have fine-tuned their skills to effectively counter magic. Thanks to their rites and blood curses, they have an arsenal of skills at their disposal to disrupt and counter a creature's ability to channel magic. Although spell hunters have been known to fight supernatural creatures, they are commonly found hunting mortal prey as well.
Revenant
Whereas ghost slayer's sacrifice a portion of their soul to stop the undead, revenants use their ability to give them an edge against the living. Due to their ability to slip between the boundaries of life and death, blood hunter revenants have the unique ability to pinpoint living creatures by honing in on their target's soul.
Because of their ability to manipulate the soul of their enemies, these blood hunters are considered to be the most dangerous of all the orders due to their ability to consume the souls of their quarry to regenerate any wounds they sustained from using their rites.
Rift Hunters
Rift hunter have dedicated themselves to maintain the integrity between the planes of the multiverse. Thanks to their rites, they have the unique ability to slip between the planes to quickly chase down prey or to evade harm. They have learned to imbue their blood curse with planar magic to temporarily banish and contain a creature to a pocket demiplane where the hunter can swiftly eliminate the threat. Because of their unique abilities, rift hunters are typically favored more than other orders, as they specialize in neutralizing their enemies with little collateral damage.
Shadow Hunter
The focus of shadow hunters emphasizes stealth over all else. Their special training gives them the ability to seemingly merge into the shadows, leaving no trace of their presence. These hunters have imbued their rites and blood curses with shadow magic. These blood hunters are extremely dangerous while in their element, since their special rites are significantly amplified while in darkness.
Thought Hunter
Thought hunters are another order that specializes in hunting mortal prey in addition to the supernatural. Their training gives them the special ability to reach into the minds of nearby creatures to decipher their basic thoughts. Because of this, their skills are valued as spies and assassins.
Due to their ability to glimpse into the minds of their prey, thought hunters have acquired a natural resilience to many of the mental side effects of entering another creature's mind.
Wyrm Hunter
Wyrm hunters are a legendary order dedicated to specifically hunting dragons. Although all wyrm hunters are proficient in hunting dragons, each member is especially adept at slaying a particular dragon.
As a part of their rite trials, warm hunters are tasked with slaying a dragon and then imbuing the dragon's magic into their bodies through a painful ritual of infusing the dragon's scales into their body.
Due to this special trial, warm hunters are able to temporarily become more draconic in appearance, acquiring dragon wings and unleashing the breath of a dragon.
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Blood Hunter Initiate
Medium Hunter, varies
- Armor Class 16 (Breastplate)
- Hit Points 51 (6d8+18)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 14 (+2) 14 (+2) 10 (+0)
- Saving Throws Str +5, Dex +5, Con +5
- Skills Athletics +5, Arcana +5, Investigation +5, Stealth +5
- Senses darkvision 60ft
- Languages Common and two languages of choice
- Proficiency Bonus +2 Challenge 4 (1100 xp)
Blood Rite Whenever the blood hunter deal damage according use its blood rite die, it can deal its choice of cold, fire, or lightning damage.
Otherworldly Sense The blood hunter can pinpoint the location of an aberration, celestial, dragon, elemental, fey, fiend, or undead within 60ft. of them
Shared Pain When the blood hunter takes damage from a creature under its blood curse, the attacker takes 3(1d4) rite damage.
Steeled Mind The blood hunter has advantage on Intelligence, Wisdom, and Charisma saving throws
Rite DC
Some blood hunters have special abilities based on their Blood Rites. The ability for these effects is Intelligence (Rite save DC 12, +4 to hit with Rite attacks)
Actions
Multiattack. The blood hunter can make two weapon attacks on their turn
Rite Longsword. Melee Weapon Attack: +5 to hit, 5ft., one target. Hit: 9 (1d10+3) slashing damage + 3(1d4) damage according to your blood rite.
Rite Heavy Crossbow. Ranged Weapon Attack: +5 to hit, 100/400ft., one target. Hit: 9 (1d10+3) piercing damage + 3(1d4) damage according to your blood rite.
Bonus Action
Blood Curse (Sacrifice 10 hitpoints) The blood hunter can choose one creature it can see within 30ft. of the blood hunter is branded with a curse. Each time the blood hunter deals damage to the target, that creature takes an additional 5(2d4) damage according to the blood hunter's rite damage type. This effect lasts for one minute or until the blood hunter uses this ability again. The blood hunter can only curse one creature at a time in this manner
Reactions
Exposing Strike(Sacrifice 10 hitpoints) When the blood hunter deals damage to a creature, the target is considered to be vulnerable to the damage from that attack
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Blood Hunter Adept
Medium Hunter, varies
- Armor Class 16 (Breastplate)
- Hit Points 120 (12d8+48)
- Speed 40ft.
STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 18 (+4) 16 (+3) 16 (+3) 10 (+0)
- Saving Throws Str +8, Dex +7, Con +8
- Skills Athletics +8, Arcana +7, Investigation +7, Stealth +7
- Senses darkvision 60ft
- Languages Common and two languages of choice
- Proficiency Bonus +4
- Challenge 9 (5000 xp)
Blood Rite Whenever the blood hunter deal damage according use its blood rite die, it can deal its choice of cold, fire, or lightning damage.
Otherworldly Sense The blood hunter can pinpoint the location of an aberration, celestial, dragon, elemental, fey, fiend, or undead within 120ft. of them
Shared Pain When the blood hunter takes damage from a creature under its blood curse, the attacker takes 4(1d6) rite damage.
Steeled Mind The blood hunter has advantage on Intelligence, Wisdom, and Charisma saving throws
Rite DC
Some blood hunters have special abilities based on their Blood Rites. The ability for these effects is Intelligence (Rite save DC 15, +7 to hit with Rite attacks)
Actions
Multiattack. The blood hunter can make two weapon attacks on their turn
Rite Longsword. Melee Weapon Attack: +8 to hit, 5ft., one target. Hit: 10 (1d10+4) slashing damage + 4(1d6) damage according to your blood rite.
Rite Heavy Crossbow. Ranged Weapon Attack: +7 to hit, 100/400ft., one target. Hit: 9 (1d10+3) piercing damage + 4(1d6) damage according to your blood rite.
Bonus Action
Blood Curse (Sacrifice 10 hitpoints) The blood hunter can choose one creature it can see within 30ft. of the blood hunter is branded with a curse. Each time the blood hunter deals damage to the target, that creature takes an additional 7(2d6) damage according to the blood hunter's rite damage type. This effect lasts for one minute or until the blood hunter uses this ability again. The blood hunter can only curse one creature at a time in this manner.
Reactions
Exposing Strike(Sacrifice 10 hitpoints) When the blood hunter deals damage to a creature, the target is considered to be vulnerable to the damage from that attack
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Blood Hunter Master
Medium Hunter, varies
- Armor Class 16 (Breastplate)
- Hit Points 190 (20d8+100)
- Speed 40ft.
STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 20 (+5) 18 (+4) 18 (+4) 10 (+0)
- Saving Throws Str +10, Dex +8, Con +10
- Skills Athletics +10, Arcana +9, Investigation +9, Stealth +8
- Senses darkvision 60ft
- Languages Common and two languages of choice
- Proficiency Bonus +5
- Challenge 14 (11500 xp)
Blood Rite Whenever the blood hunter deal damage according use its blood rite die, it can deal its choice of cold, fire, or lightning damage.
Legendary Actions (3 / day) When the blood hunter fails a saving throw, it can choose to succeed. Upon using this feature, the blood hunter can make a weapon attack against a creature within range. This attack can benefit from the blood hunter's Exposing Strike without sacrificing hitpoints.
Magical Attacks The blood hunter's attacks count as magical for the purpose of overcoming resistance.
Otherworldly Sense The blood hunter can pinpoint the location of an aberration, celestial, dragon, elemental, fey, fiend, or undead within 300ft. of them
Shared Pain When the blood hunter takes damage from a creature under its blood curse, the attacker takes 9(2d8) rite damage.
Steeled Mind The blood hunter has advantage on Intelligence, Wisdom, and Charisma saving throws
Rite DC
Some blood hunters have special abilities based on their Blood Rites. The ability for these effects is Intelligence (Rite save DC 17, +9 to hit with Rite attacks)
Actions
Multiattack. The blood hunter can make two weapon attacks on their turn
Rite Longsword. Melee Weapon Attack: +10 to hit, 5ft., one target. Hit: 11 (1d10+5) slashing damage + 5(1d8) damage according to your blood rite.
Rite Heavy Crossbow. Ranged Weapon Attack: +8 to hit, 100/400ft., one target. Hit: 9 (1d10+3) piercing damage + 5(1d8) damage according to your blood rite.
Bonus Action
Blood Curse (Sacrifice 10 hitpoints) The blood hunter can choose one creature it can see within 30ft. of the blood hunter is branded with a curse. Each time the blood hunter deals damage to the target, that creature takes an additional 9(2d8) damage according to the blood hunter's rite damage type. This effect lasts for one minute or until the blood hunter uses this ability again. The blood hunter can only curse one creature at a time in this manner
Reactions
Exposing Strike(Sacrifice 10 hitpoints) When the blood hunter deals damage to a creature, the target is considered to be vulnerable to the damage from that attack
Legendary Actions (3/turn)
The blood hunter can take three legendary actions on its turn. It can only use one legendary action on a turn and must use it at the end of a creature's turn. The blood hunter regains all expended legendary action at the start of each of its turn.
Movement (1 action) The blood hunter can move up to half its movement speed without provoking attacks of opportunity
Weapon Strike (1 action) The blood hunter can make one weapon attack on its turn
Resilience(3 action) The blood hunter can end one spell effect or status condition on itself.
Blood Hunter
- Challenge Rating Increases by 1
Blood Binding Creatures under its Blood Curse cannot regain hitpoints for the duration of the effect.
Blood Frenzy When the blood hunter takes the Attack action against a creature below half its hitpoint maximum, it can add one additional Rite die to each of its damage rolls and can make one additional weapon attack against that creature
Blood Sense The blood hunter can pinpoint the location of a creature that is below half its hitpoint maximum while it is within 120ft. of the blood hunter.
Corrupted Rite When the blood hunter deals damage with its rite, it deals necrotic damage.
Vampiric Rite When the blood hunter deals damage to a creature under its Blood Curse, the blood hunter regains a number of hitpoints equal to the necrotic damage dealt.
Reactions
Blood Bind When the blood hunter takes damage while a creature is under its blood curse, it can use its reaction to take half damage. Creatures under the Blood Curse takes the other half as necrotic damage instead
Demon Slayer
Damage Resistances Poison, Fire
Demon Rite When the blood hunter deals damage with its rite, it deals its choice of fire or poison damage.
Devil Sight The blood hunter's vision is not shrouded by magical darkness
Demon Hunter When the blood hunter takes the Attack action against an Fiend, it can add one additional Rite die to each of its damage rolls and can make one additional weapon attack against an Fiend
Fiend Bane If the blood hunter uses its blood curse on a Fiend, it gains the benefits of protection from Good and Evil for the duration of the effect.
Magical Attacks The blood hunter's attacks count as magical for the purpose of overcoming resistance.
Fey Hunter
Damage Resistances Psychic
Faerie Rite The blood hunter deals damage with its rite, it deals psychic
Faerie Hunter When the blood hunter takes the Attack action against an Fey, it can add one additional Rite die to each of its damage rolls and can make one additional weapon attack against an Fey
Fey Twist When the blood hunter succeeds a saving throw against being charmed and frightened by an effect that targets only one creature, it can redirect the effect back at the target instead.
Moon Gaze The blood hunter can see the true form a creature hidden by illusion or invisibility
Silvered Attacks The blood hunter's attacks count as silvered for the purpose of overcoming resistance.
Bonus Actions
Silver Dust the blood hunter can teleport up to its movement speed to a spot that it can see within range. When it leaves within 10ft. of a creature of its choice, that creature take psychic damage equal to the blood hunter's Rite damage die.
Ghostslayer
- Damage Resistances Necrotic
Death Rite When the blood hunter deals damage with its rite, it deals radiant damage.
Ghost Stride The blood hunter can move through the space of other creatures or objects. If it ends it turn in another creature's space, it is shunted to the nearest unoccupied space take 6 (1d10) force damage for every 5ft. the blood hunter is shunted
Grave Hunter When the blood hunter takes the Attack action against an undead, it can add one additional Rite die to each of its damage rolls and can male one additional weapon attack against an Undead
Undying Curse While its Blood Curse is active, when the blood hunter is reduced to 0 hitpoints, it can make a Constitution saving throw equal to half the damage dealt (minimum of 10). On a success, the bloodhunter regains 1 hitpoint instead.
Reactions
Death Grasp When the blood hunter reduces a creature to 0 hitpoints, it can command the target to make on melee weapon attack against a creature of the blood hunter's choice within range
Hex Hunter
- Challenge Rating Increases by 1
Hex Curse Creatures under the Blood Curse has a penalty to all attack rolls, ability checks, and saving throws equal to the Blood Hunter's Rite Die
Infinite Hex Whenever a creature under Blood Curse takes damage, it takes additional damage equal to the rite die of the blood hunter for the duration.
Reactions
Endless Hex When the blood hunter reduces a creature under its Blood Curse to 0 hitpoints, it can use its reaction to move the curse to another creature. Upon using this feature, the duration of Blood Curse resets.
Lycan
- Movement 40ft., 40ft. swim, 40ft. climb
- Challenge Rating Increases by 1
Therian Rite The blood hunter's attacks count as magical for the purpose of overcoming resistance
Therian Regeneration While in its Therian Regeneration, the blood hunter regains a number of hitpoints equal to 10 times half its proficiency bonus(rounded down) at the start of each of its turns as long as the blood hunter has at least 1 hitpoint
Therian Hunt The blood hunter has advantage on attack rolls against creatures under its Blood Curse
Bonus Actions
Therian Transformation (Sacrifice 10 hitpoints) The blood hunter can transform into a therianthropic form gaining the following features for one minute or until it its reduced to 0 hitpoints
- It can can make one additional melee weapon attack whenener it takes the Attack action
- It gains resistance to bludgeoning, piercing, and slashing damage from non-silvered attacks
Actions
Hunter's Howl Creatures of the blood hunter's choice within 60ft. must make a Wisdom saving throw equal to its Rite DC. On a failed saving throw, creatures are considered frightened until the end of the blood hunter's next turn.
Mutant Hunter
- Damage Resistances Acid, Poison
- Condition Immunities Poisoned
- Challenge Rating Increases by 1
Axiomic Sight The mutant hunter can see the true form a creature that are shapechangers or are under the effects of polymorph and similar effects.
Corrosive Curse A creature under the Blood Curse is considered poisoned for the duration and takes damage equal to twice the blood hunter's Rite die at the start of each of its turns for the duration of that effect.
Corrosive Rite When the blood hunter deals damage with its rite, it deals is choice of acid or poison damage.
Curse Resistance Whenever, the mutant hunter takes damage from using its Blood Curse, it only takes half damage instead.
Pact Hunter
- Challenge Rating Increases by 2
Eldritch Curse A creature under the Blood Curse has disadvantage on saving throws against the blood hunter's spell effects for the duration
Gift of the Pact(2 slots/ short rest) The blood hunter can cast any spells of its choice from any class list. The blood hunter can cast these spells at its highest level (equal to the blood hunter's proficiency bonus).
Pact Rite When the blood hunter deals damage with its rite, it deals its choice of damage.
Power Stealer When the blood hunter reduces a creature to 0 hitpoints using its Blood Curse, it recovers an expended spell slot
Spellcasting
Multiattack The blood hunter can substitute any weapon attack for a Rite Blast
Rite Blast Ranged Weapon Attack: the blood hunter's Intelligence modifer + its proficiency bonus to hit, 300ft., one target. Hit: Twice the Pact Hunter's Rite die +Intelligence modifier damage (the damage type matches its Rite Die)
Eldritch Channeling (Sacrifice 10 hitpoints) The blood hunter can cast a spell using is Gift of the Pact without expending a spell slot.
Spell Hunter
Challenge Rating Increases by 1
Arcana Sense The blood hunter can pinpoint the location of a spell effect within 120ft. of it. It can also determine if a creature in range is a spellcaster.
Magic Resistance The blood hunter's has advantage on saving throws against spell effects.
Mana Curse Creatures under the blood hunter's Blood Curse have disadvantage on saving throws to maintain concentration.
Mana Rite When the blood hunter deals damage with its rite, it deals force damage.
Spell Hunter When the blood hunter takes the Attack action against a creature concentrating on a spell effect, it can add one additional Rite die to each of its damage rolls and can make one additional weapon attack against the target
Reactions
Spellbreak When a target under the Blood Curse casts a spell, the blood hunter can force that creature to make a Charisma saving throw equal to the blood hunter's Rite DC. On a failed saving throw, the target takes force damage equal to a number of rite die equal to 1 + the spell's level and the spell effect immediately fails and is wasted. On a successful saving throw, the target is unaffected.
Revenant
- Damage Resistances Necrotic
- Challenge Rating Increases by 1
Soul Taker When the blood hunter kills a creature under its Blood Curse to 0 hitpoints under its Blood Curse, it regains 10 hitpoints
Soul Sight The blood hunter can pinpoint the location of a living creature within 60ft. of it
Revenant's Rite When the blood hunter deals damage with its rite, it deals force damage.
Reaper When the blood hunter uses its Attack action against a creature that is not an undead or construct, the blood hunter can add one additional Rite die to each of its damage rolls and can make one additional weapon attack against the target
Revenant's Fortitude While its Blood Curse is active, when the blood hunter is reduced to 0 hitpoints, it can make a Constitution saving throw equal to half the damage dealt (minimum of 10). On a success, the blood hunter regains 1 hitpoint instead.
Rift Hunter
Challenge Rating Increases by 1
Dimensional Stride The blood hunter can move through the space of other creatures or objects. If it ends it turn in another creature's space, it is shunted to the nearest unoccupied space take 6 (1d10) force damage for every 5ft. the blood hunter is shunted
Dimensional Strike Creatures under the Blood Curse must succeed a Charisma saving throw equal to the blood hunter's Rite DC. On a failed saving throw, the target is banished to a pocket demiplane for the duration. A creature can repeat its saving throw at the end of each of its turns for the duration of the effect. On a successful saving throw, the target returns to its original spot, or the nearest unoccupied location and is immune to being banished in this manner for the next 24 hours
Planar Rite When the blood hunter deals damage with its rite, it deals force damage.
Planar Strikes When the blood hunter takes the Attack action against a creature in the blood hunter's pocket demiplane, the blood hunter can add one additional Rite die to each of its damage rolls and can make one additional weapon attack against that creature
Bonus Actions
Planar Blink The blood hunter can teleport to a pocket demiplane or vice versa as a bonus action
Reactions
Planar Tether When a creature under the Blood Curse attempts to leave or teleport 30ft. or more away from the blood hunter, the blood hunter can use its reaction to force it to make a Charisma saving throw against the blood hunter's rite DC. On a failed saving throw, the target's movement speed is reduced to 0 and any attempt to teleport is automatically fails and the target takes force damage equal to a number of rite die equal to the blood hunter's proficiency bonus.
Shadow Hunter
Challenge Rating Increases by 1
Gloom Sight The blood hunter's vision is not shrouded by magical darkness
Shadow Curse Creatures under the blood hunter's blood curse are considered blinded for the duration. At the end of each of its turns, creatures must repeat the Constitution saving throw equal to the blood hunter's Rite DC, ending the effect on a success. Upon a success, the creature is immune to being blinded in this manner for the next 24 hours.
Shadow Evasion While in dim light or darkness, whenever the blood hunter fails a saving throw against a saving throw that deals damage, it takes half damage and none on a success.
Shadow Hunter When the blood hunter takes the Attack action while in dim light or darkness, it can add one additional Rite die to each of its damage rolls and can make one additional weapon attack against the target
Shadow Rite When the blood hunter deals damage with its rite, it deals necrotic damage.
Bonus Actions
Shadow Stealth While in dim light or darkness, the blood hunter can use its bonus action to Hide
Thought Hunter
- Damage Resistances Psychic
- Languages Telepathy 120ft.
- Challenge Rating increases by 1
Dread Curse Creatures under the Blood Curse are considered frightened for the duration of the effect
Oracle Rite When the blood hunter deals damage with its rite, it deals psychic damage.
Shielded Mind When the blood hunter fails an Intelligence, Wisdom, or Charisma saving throw against an effect that deals damage, it takes half damage and none on a success.
Synaptic Overload When the blood hunter takes the Attack action against a creature that is charmed, frightened, or stunned, the blood hunter can add one additional Rite die to each of its damage rolls and can make one additional weapon attack against that creature as part of its Attack action
Thought Reader The blood hunter can read the surface thoughts of a creature within 30ft.
Wyrm Hunter
- Damage Resistances Acid, Cold, Fire, Lightning, or Poison (choose 1)
- Challenge Rating Increases by 1
Draconic Rite When the blood hunter deals damage with its rite, it deals its choice of acid, cold, fire, lightning, or poison damage.
Dragon Hunter When the blood hunter takes the Attack action against an Dragon, it can add one additional Rite die to each of its damage rolls and can make one additional weapon attack against an Dragon
Dragon's Presence (Draconic Transformation only) Each creature of the blood hunter's choice that is within 30 feet of the blood hunter and is aware of it must succeed on a Wisdom saving throw equal to the Blood hunter's RIte DC or become frightened for 1 minute.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the blood hunter's Dragon's Presence for the next 24 hours.
Actions
Multiattack(Draconic Transformation only) The wyrm hunter can make a Draconic breathe attack and two weapon attacks on its turn.
Draconic Breath(Draconic Transformation only) Creatures of the blood hunter's choice within 30ft. cone must make a Dexterity saving throw equal to its Rite DC. On a failed saving throw, creatures in range take damage equal to a number of blood hunter Rite die equal to the blood hunter's proficiency bonus. On a successful saving throw, creatures take half damage.
Bonus Actions
Draconic Transformation(Sacrifice 10 hitpoints) The blood hunter can transform into their draconic form gaining the following features for one minute or until it its reduced to 0 hitpoints
- The blood hunter gains a flying speed equal to its walking speed
- The blood hunter's armor class increases by 3
- The blood hunter has advantage on saving throws against spell effects. For the duration of this effect, whenever the blood hunter succeeds a saving throw against a spell effect, it takes no damage.
Cleric
Clerics are often viewed as divine conduits who have the ability to directly commune with gods. As a result, many deities seek to spread their influence through their clerics by sending across the Material Plane. In exchange for their service, these deities grant clerics divine magic, allowing them to perform incredible feats in the name of their god.
Cleric Acolyte
Cleric acolytes have just begun their journey as a vessel for the divine. Many acolytes can primarily be found in temples as they acquire more experience, but it is not uncommon to find them traveling abroad, spreading their patron's influence.
Cleric Priest
Cleric priests can often be found leading entire temples and sanctuaries within a city for a particular religion. Whenever a new temple is created in a city, it is very likely that a cleric priest was responsible. These individuals are often summoned in times of dire need, especially in the wake of threat from fiends or undead, wherein they can use their divine power to turn the unholy.
Grand Cleric
Grand clerics are the rarest but most powerful of all clerics. These individuals have gained the direct favor of the gods themselves and are even capable of having these entities directly intervene on their behalf.
Due to their power and renown, these clerics have been known to lead entire religions or cults whose influence can span across nations or continents.
Cleric Domains
As there are numerous deities and religions, clerics are known to possess a wide variety of abilities depending on their devotion. Depending on their domain, clerics are able to channel special abilities through their Channel Divinity.
Whenever, the cleric recharges their Channel Divinity, they can choose to use its Turn the Dead or Special Channel Divinity feature(if applicable). These abilities can vary depending on domain and uses the cleric's spellcasting DC and can deal damage according to the type of cleric it is (acolyte, priest, or grand cleric).
Light Cleric
Light clerics have devoted themselves to divine entities that embrace the concepts of the day, light, sun, fire, and rebirth. They are able to harness their divine power to transform themselves into a celestial beacon of light that banishes any darkness in their wake.
Twilight Cleric
Twilight clerics worship entities that claim the domain of darkness, night, and in some regards, death. They are able to harness the shadows to cloak themselves from harm and to hinder the visibility of their opponents
Storm Cleric
Storm clerics claims whose domain includes the sky, sea, and storms. Thanks to their mastery of storms, they are often valued by many coastal societies, who seek favorable winds and tides.
Nature Cleric
Nature clerics have devoted themselves to preserving the balance of nature itself. They have developed a special connection to beast, plants, and the elements, using their abilities to stop those who seek to disrupt this balance.
War Cleric
War clerics embrace the concept of war, as it is an inevitable aspect of any civilization. Thanks to their divine power, they are comparable to a divine avatar of war on the battlefield as they lead their allies to victory.
Forge Cleric
Forge clerics fully embrace the concept of divine creation. Only through creation and technological development can a society fully reach its true potential. Often times, these clerics combine aspects of the divine with technology to create marvelous feats of engineering or devastating weapons of destruction.
Arcana Cleric
These clerics have forged a special connection with the magical aether that intertwines all the planes of existence. These clerics believe that they are able to forge a closer connection with the divine by expanded their knowledge of the arcane.
Death Cleric
Death clerics share a special attunement to the domain of death. Some of these clerics seek to preserve the balance between life and death, seeking to destroy those who pervert this dichotomy. However, others seek to use this power to transcend mortal bounds and bind the deceased to their will.
Life Cleric
Life clerics celebrate the concept of life and rebirth. They channel their divine magics to serve the ill and even resurrect the dead. They possess a special disdain for those who seek to corrupt the fallen with necromantic magics.
Trickster Cleric
Trickster clerics embrace deities devoted to the concepts of trickery, illusion, and deception. Their divine talents allow them to be extremely versatile thanks to their ability to disguise themselves and take control of people's minds. As a result, these clerics often serve as con artists, spies, assassins, investigators, or even peacekeepers.
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Fey Cleric
Instead of drawn on the divine power of Celestials, fey clerics are able to harness the magic of the Feywild itself. These individuals are able to distorts one perception of reality by manipulating their fears and desires to spread terror, joy, or chaos to all they encounter.
Fiend Cleric
Fiend clerics call upon the power of the Lower Planes from either the Abyss or the Nine Hells. These individuals seek to claim the souls of mortal to fuel the eternal war between devils and demons.
Draconic Cleric
When dragons are able to acquire incredible amounts of power, they start to consider themselves to be gods, granting power to those who worship them. However, others claim their ultimate allegiance to the dragon gods themselves such as Tiamat, Bahamut, and even Sardior.
Blaze Cleric
Blaze clerics draw their power from entities whose claim the domain of fire. However, these clerics have been known to share allegiance to other elements such as light or nature.
Winter Cleric
Winter clerics have devoted their lives to entities who claim the domains of frost, ice, and the cold. However, this domain has been known to encompass much broader themes such as the seasons and death. Other clerics of this order do not hold fealty to a deity but instead a powerful creature attuned to ice, such as powerful elementals or even dragons.
Earth Cleric
Earth clerics share a deep connection with the earth thanks to their divine devotion. Despite their faith, earth clerics have been known to maintain a strong relationship with many druidic and primal circles to help enforce elemental balance on the Material Plane
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Cleric Acolyte
medium humanoid, varies
- Armor Class 16(Breastplate)
- Hit Points 39(6d8+12)
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 12 (+1) 16 (+3) 16 (+3)
- Saving Throws Str +5, Dex +5, Con +5, Int +4, Wis +6, Cha +6
- Skills Arcana +5, Religion +5, Insight +5,Perception +5, Persuasion +5
- Senses passive Perception 15
- Languages Common, Celestial, and one language of its choice
- Proficiency Bonus +2
- Challenge 3 (700 xp)
Divine Aura The cleric acolyte can add its Wisdom modifier each of its saving throws (already included in bonus)
Divine Empowerment Upon casting a spell of 5th level or lower, the cleric acolyte can deal an additional 5(1d8) radiant damage for each level above 1st that the cleric acolyte casts to its next damage roll until the start of its next turn. The cleric acolyte can only benefit from this feature once on each of its turns.
Divine Sense The cleric acolyte can pinpoint the location of a fiend or undead within 60ft. of them.
Divine Warding Whenever fiends or under make an attack against the cleric acolyte, it must do so with disadvantage. The priest has advantage on saving throws against their effects
Spellcasting
The cleric acolyte is a 6th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks).
Cantrips(At will) Light, Sacred Flame, Spare the Dying, Thaumaturgy
1st Level Spells(4 slots) Bless, Bane, Cure Wounds, Gentle Repose, Guiding Bolt, Protection from Good and Evil, Shield of Faith
2nd Level Spells(3 slots) Lesser Restoration, Spiritual Weapon, Zone of Truth
3rd Level Spells(2 slots) Aura of Vitality, Daylight, Revivify, Spirit Guardians
Actions
Multiattack. The cleric acolyte can cast one spell and make one weapon attack. The cleric acolyte can substitute a spell effect for Turn the Dead(if available).
Mace Melee Weapon Attack: +4 to hit, 5ft., one target. Hit 6 (1d6+2) bludgeoning damage.
Turn the Dead (Recharge 5-6). Undead or fiends within 30ft. of the cleric acolyte must succeed a DC 16 Wisdom saving throw or become turned for one minute. Upon a successful saving throw, those creatures are immune to this effect for the next 24 hours. If a undead or fiend is of challenge rating 2 or lower, it is instantly destroyed.
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Cleric Priest
medium humanoid, varies
- Armor Class 16(Breastplate)
- Hit Points 68(9d8+27)
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 16 (+3) 12 (+1) 18 (+4) 18 (+4)
- Saving Throws Str +5, Dex +5, Con +6, Int +4, Wis +7, Cha +7
- Skills Arcana +7, Religion +7, Insight +7,Perception +7, Persuasion +7
- Senses passive Perception 17
- Languages Common, Celestial, and one language of its choice
- Proficiency Bonus +3
- Challenge 7 (2900 xp)
Divine Aura The cleric priest can add its Wisdom modifier each of its saving throws (already included in bonus)
Divine Empowerment Upon casting a spell of 1st level or higher, the cleric priest can deal an additional 5(1d8) radiant damage for each level above 1st that the cleric priest casts to its next damage roll until the start of its next turn.
The cleric priest can only benefit from this feature once on each of its turns.
Divine Sense The cleric priest can pinpoint the location of a fiend or undead within 120ft. of them.
Divine Warding Whenever fiends or under make an attack against the cleric priest, it must do so with disadvantage. The cleric priest has advantage on saving throws against their effects
Spellcasting
The cleric priest is a 9th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks).
Cantrips(At will) Light, Sacred Flame, Spare the Dying, Thaumaturgy
1st Level Spells(4 slots) Bless, Bane, Cure Wounds, Gentle Repose, Guiding Bolt, Protection from Good and Evil, Shield of Faith
2nd Level Spells(3 slots) Lesser Restoration, Spiritual Weapon, Zone of Truth
3rd Level Spells(3 slots) Aura of Vitality, Daylight, Revivify, Spirit Guardians
4th Level Spells(3 slots) Aura of Life, Divination, Guardian of Faith
5th Level Spells(2 slots) Dawn, Circle of Power, Flame Strike, Hallow, Holy Weapon, Wall of Light
Actions
Multiattack. The cleric priest can cast one spell and make one weapon attack. The cleric priest can substitute a spell effect for Turn the Dead(if available).
Mace Melee Weapon Attack: +5 to hit, 5ft., one target. Hit 6 (1d6+2) bludgeoning damage + 1d8 radiant damage.
Turn the Dead (Recharge 5-6). Undead or fiends within 30ft. of the cleric priest must succeed a DC 15 Wisdom saving throw or become turned for one minute. Upon a successful saving throw, those creatures are immune to this effect for the next 24 hours. If a undead or fiend is of challenge rating 2 or lower, it is instantly destroyed.
Grand Cleric
medium humanoid, varies
- Armor Class 16(Breastplate)
- Hit Points 136(18d8+54)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 17 (+3) 20 (+5) 20 (+5)
- Saving Throws Str +9, Dex +8, Con +9, Int +9, Wis +11, Cha +11
- Skills Arcana +9, Religion +15, Insight +11,Perception +11, Persuasion +11
- Senses passive Perception 21
- Languages Common, Celestial, and one language of its choice
- Proficiency Bonus +6
- Challenge 18 (20000 xp)
Divine Aura The Grand Cleric can add its Wisdom modifier each of its saving throws (already included in bonus)
Divine Empowerment Upon casting a spell of 5th level or loweer, the grand cleric can deal an additional 5(1d8) radiant damage for each level above 1st that the cleric priest casts to its next damage roll until the start of its next turn.
The grand cleric can only benefit from this feature once on each of its turns.
Divine Intervention(1/week) Upon dropping to 0 hitpoints, the grand cleric fully recover its hitpoints, expended spell slots, and legendary resistances.
Divine Sense The grand cleric can pinpoint the location of a fiend or undead within 120ft. of them.
Divine Warding Whenever fiends or under make an attack against the grand cleric acolyte, it must do so with disadvantage. The gradn cleric has advantage on saving throws against their effects
Legendary Resistance(3/day) Upon failing a saving throw, the grand cleric leric can choose to succeed. Upon using this feature, the grand cleric can cast a spell of 5th level or lower.
Spellcasting
The grand cleric is a 18th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks).
Cantrips(At will) Light, Sacred Flame, Spare the Dying, Thaumaturgy
1st Level Spells(4 slots) Bless, Bane, Cure Wounds, Gentle Repose, Guiding Bolt, Protection from Good and Evil, Shield of Faith
2nd Level Spells(3 slots) Lesser Restoration, Spiritual Weapon, Zone of Truth
3rd Level Spells(3 slots) Aura of Vitality, Daylight, Revivify, Spirit Guardians
4th Level Spells(3 slots) Aura of Life, Divination, Guardian of Faith
5th Level Spells(3 slots) Dawn, Circle of Power, Flame Strike, Greater Restoration, Hallow, Holy Weapon, Mass Cure Wounds, Summon Celestial Wall of Light
6th Level Spells(2 slots) Sunbeam, Word Recall, Heal
7th Level Spells(2 slots) Divine Word, Power Word Pain, Symbol
8th Level Spells(1 slot) Holy Aura, Sunburst
9th Level Spells(1 slot) Mass Heal, Power Word Kill, Power Word Heal
Actions
Multiattack. The grand cleric can cast one spell and make one weapon attack. The grand cleric can substitute a spell effect for Turn the Dead(if available).
Mace Melee Weapon Attack: +9 to hit, 5ft., one target. Hit 7 (1d6+3) bludgeoning damage + 9 (2d8) radiant damage.
Turn the Dead (Recharge 5-6). Undead or fiends within 30ft. of the cleric priest must succeed a DC 19 Wisdom saving throw or become turned for one minute. Upon a successful saving throw, those creatures are immune to this effect for the next 24 hours. If a undead or fiend is of challenge rating 3 or lower, it is instantly destroyed.
Legendary Actions (3/turn)
The grand cleric can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.
Movement (1 actions) The grand cleric can move up to half its movement speed without having provoking attacks of opportunity.
Cast a spell(2 actions) The grand cleric can cast a spell of 5th level or lower.
Divine Resilience(3 actions) The grand cleric can end one status condition or spell effect on itself.
Light Cleric
Divine Light When a creature is hit by an attack or fails a saving throw against an effect that deals fire or radiant damage, it cannot benefit from being hidden until the end of its next turn.
Radiant Caster Whenever the light cleric starts its turn in direct sunlight, whenever it deals radiant or fire damage, it can add one additional die of that type to the total damage roll.
Spellcasting
The light cleric gains the following additional spells
- 1st Level Spells Faerie Fire
- 2nd Level Spells Scorching Ray
- 3rd Level Spells Fireball
- 4th Level Spells Fire Shield, Wall of Fire
- 5th Level Spells Immolation
- 7th Level Spells Delayed Blast Fireball, Crown of Stars, Fire Storm
- 9th Level Spells Meteor Swarm
Channel Divinity
Instead of using their Turn the Dead, the cleric can use a Channel Divinity Option instead.
Solar Radiance(Recharge 5-6) As an action, creatures in a 30ft. radius of the Cleric must make a Constitution saving throw.
On a failed saving throw, creatures take damage both radiant and fire damage equal to the Cleric's proficiency bonus and are blinded until the end of its next turn. On a successful saving throw, creatures only take half damage. This feature banishes any form of darkness within range.
For example, a light cleric acolyte would deal 9 (2d8) fire + 9(2d8) radiant damage on a failed saving throw. On a successful saving throw, creatures only take half damage.
Bonus Actions
Aura of Light As a bonus action, the cleric can choose to emit a bright light in a 20ft. radius and dim light an additional 20ft. This light counts as sunlight. This light can be dismissed as a bonus action
Reactions
Warding Flare Whenever the cleric or a creature within 30ft. of the cleric is targeted with an attack, the cleric can use its reaction to cause that attack to suffer disadvantage.
Twilight Cleric
- Senses 120ft. darkvision
- Challenge Rating Increases by 1
Shadow Sight The twilight cleric can see in magical darkness.
Shadow Stealth While in darkness, the twilight cleric can use its bonus action to Hide. While these conditions are met, the cleric is invisible to creatures that rely on sight to see it
Shadow Shield While in darkness, the twilight cleric gains 10 temporary hitpoints at the start of each of its turns.
Divine Darkness When a twilight cleric deals radiant damage, it can choose to treat the damage dealt as psychic instead.
Spellcasting
The twilight cleric gains the following additional spells
- 1st Level Spells Fog Cloud, Sleep
- 2nd Level Spells Darkness, Invisibility
- 3rd Level Spells Hunger of Hadar
- 4th Level Spells Greater Invisibility, Shadow of Moil
- 5th Level Spells Mislead
- 6th Level Spells True Seeing
- 8th Level Spells Darkstar, Maddening Darkness
- 9th Level Spells Ravenous Void
Channel Divinity
Instead of using their Turn the Dead, the cleric can use a Channel Divinity Option instead.
Penumbra(Recharge 5-6) As an action, creatures in a 30ft. radius of the twilight cleric must make a Wisdom saving throw.
On a failed saving throw, creatures take psychic equal to twice the Cleric's proficiency bonus. This area counts as magical darkness until the end of the twilight cleric's next turn. If affected creatures are currently in dim light or darkness, it must make this saving throw with disadvantage. On a successful saving throw, creatures only take half damage. This feature banishes any form of light within range.
For example, a twilight cleric acolyte would deal 17 (4d8) psychic damage. On a successful saving throw, creatures only take half damage.
Tempest Cleric
- Languages Auran, Primordial
Stormy Aura Creatures that grapple or hits the cleric with a melee attack while within 5ft. of it must succeed a Strength saving throw equal to the cleric's spell save DC. On a failed saving throw creatures are pushed back 10ft. and cannot take reactions until the end of its next turn.
Divine Storm When a tempest cleric deals radiant damage, it can choose to treat the damage dealt as its choice lightning or thunder damage instead.
Raging Tempest When a creature is hit by an attack or fails a saving throw against an effect that deals thunder or lightning damage, it is pushed back an additional 10ft.
Spellcasting
The tempest cleric gains the following additional spells
- Cantrips Booming Blade, Lightning Lure, Thunderclap
- 1st Level Spells Fog Cloud, Thunderwave
- 2nd Level Spells Gust of Wind, Shatter
- 3rd Level Spells Call Lightning, Fly, Lightning Bolt, Tidal Wave, Wind Wall
- 4th Level Spells Control Water, Storm Sphere
- 5th Level Spells Destruction Wave, Maelstrom
- 6th Level Spells Chain Lightning
- 7th Level Spells Whirlwind
Channel Divinity
Instead of using their Turn the Dead, the cleric can use a Channel Divinity Option instead.
Elemental Turning Elementals within 30ft. of the cleric must succeed a Wisdom saving throw or become turned for one minute. Upon a successful saving throw, those creatures are immune to this effect for the next 24 hours. If a elemental is of an appropriate challenge rating, it is instantly destroyed.
Nature Cleric
Nature Sense The nature cleric can pinpoint the location of a beast or elemental within range
Nature's Wrath When a nature cleric deals radiant damage, it can choose to treat the damage dealt as its choice of fire, cold, or lightning damage instead.
Spellcasting
The nature cleric gains the following additional spells
- Cantrips Druidcraft, Shillelagah, Thorn Whip
- 1st Level Spells Burning Hands, Find Familiar
- 2nd Level Spells Summon Beast
- 3rd Level Spells Call Lightning, Conjure Animals, Plant Growth
- 4th Level Spells Grasping Vine, Polymorph, Summon Elemental
- 5th Level Spells Cone of Cold, Insect Plague, Wrath of Nature
Channel Divinity
Instead of using their Turn the Dead, the nature cleric can use a Channel Divinity Option instead.
Divine Overgrowth(Recharge 5-6) As an action, creatures in a 30ft. radius of the Cleric must make a Strength saving throw.
On a failed saving throw, creatures take piercing damage equal to twice the Cleric's proficiency bonus and are restrained until the end of its next turn. On a successful saving throw, creatures take half damage and are not restrained.
For example, a nature cleric acolyte can deal an additional 18(4d8) piercing damage. On a successful saving throw, it takes half damage instead
War Cleric
- Challenge Rating Increases by 1
Divine Weapon The war cleric's attacks count as magical for the purpose of overcoming resistance.
Divine Fury Whenever the war cleric casts a spell of 1st level or higher, it can use its bonus action to make an additional weapon attack.
War Priest The war cleric has advantage on initiative
Spellcasting
The war cleric gains the following additional spells
- Cantrips Blade Ward, True Strike
- 1st Level Spells Shield of Faith
- 2nd Level Spells Magic Weapon
- 3rd Level Spells Conjure Barrage, Haste
- 5th Level Spells Conjure Volley, Swift Quiver
- 6th Level Spells Blade Barrier
- 7th Level Spells Mordenkainen's Sword
Channel Divinity
Instead of using their Turn the Dead, the war cleric can use a Channel Divinity Option instead.
Divine Smite(Recharge 5-6) The war cleric can imbue their weapon with divine magic. Until the end of their next turn, the war cleric can deal an additional radiant damage equal to the war cleric's proficiency bonus on their weapon damage rolls. For the duration, whenever the war cleric takes the Attack action, they can make an additional weapon attack on their turn.
For example, a war cleric acolyte can deal an additional 9(2d8) radiant damage on its weapon damage rolls.
Reaction
Divine Strike When the war cleric or a creature within 30ft. of the cleric that it can see makes an attack, the war cleric can cause that attack to have advantage.
Forge Cleric
- Damage Resistances Fire, non-magical bludgeoning, piercing, and slashing damage
- Challenge Rating Increases by 1
Divine Forging When a forge cleric deals radiant damage, it can treat the damage dealt as fire damage instead.
Divine Weapon The forge cleric's attacks count as magical for the purpose of overcoming resistance.
Divine Reconstruction When forge cleric casts a healing or resurrection spell, it can affect constructs
Siege Monster The forge cleric can deal double damage to buildings and objects
Spellcasting
The forge cleric gains the following additional spells
- Cantrips Blade Ward, Green-flame Blade, Mending
- 1st Level Spells Identify
- 2nd Level Spells Magic Weapon
- 3rd Level Spells Elemental Weapon, Tiny Servant
- 4th Level Spells Fabricate
- 5th Level Spells Animate Objects, Creation
- 6th Level Spells Blade Barrier
- 7th Level Spells Mordenkainen's Sword
Channel Divinity
Instead of using their Turn the Dead, the cleric can use a Channel Divinity Option instead.
Constructed Turning(Recharge 5-6) Constructs within 30ft. of the cleric must succeed a Wisdom saving throw or become turned for one minute. Upon a successful saving throw, those creatures are immune to this effect for the next 24 hours. If a construct is of an appropriate challenge rating, it is instantly destroyed.
Arcana Cleric
- Challenge Rating Increases by 1
Arcane Sense The arcana cleric can pinpoint the location and type of magical effect within range. It can also determine if a creature is a spell caster if it is within range.
Divine Arcana When an arcana cleric deals radiant damage, it can choose to treat the damage dealt as force damage instead.
Divine Caster The arcana cleric cannot lose concentration on spell effects from taking damage.
Rapid Caster When the arcana cleric casts a spell of 1st level or higher, it can use its bonus action to cast a cantrip.
Magic Resistance The arcana cleric has advantage on saving throws against spells and magical effects
Spellcasting
- 1st Level Spells Detect Magic, Magic Missile
- 2nd Level Spells Summon Beast
- 3rd Level Spells Counterspell, Dispel Magic
- 4th Level Spells Arcane Eye, Banishment
- 5th Level Spells Wall of Force, Teleportation Circle
- 6th Level Spells Contigency
- 7th Level Spells Teleport
- 8th Level Spells Antimagic Field
- 9th Level Spells Wish
Channel Divinity
Instead of using their Turn the Dead, the cleric can use a Channel Divinity Option instead.
Arcane Dispersal As an action, creatures in a 30ft. radius of the arcana cleric must make a Charisma saving throw.
On a failed saving throw, creatures take force damage equal to twice the Cleric's proficiency bonus and cannot cast or concentrate spells until the end of its next turn. On a successful saving throw, creatures only take half damage. This effect also dispels any spell effects on creatures within range.
For example, a arcana cleric acolyte can deal an additional 18(4d8) force damage on a failed saving throw and half as much on a success.
Death Cleric
Challenge Rating Increase by 1
Life Sense(Replaces Divine Sense) The death cleric can pinpoint the location of a living or undead creature within range.
Avatar of Death When a death cleric deals radiant damage, it can choose to treat the damage dealt as necrotic damage instead.
Death Link When the death cleric deals necrotic damage with a spell that targets only one creature, the death cleric can target a second creature within range.
Inevitable Death When the death cleric reduces a creatures to 0 hitpoint, that creature instantly dies
Spellcasting
The death cleric gains the following additional spells
- Cantrips Toll the Dead
- 1st Level Spells Inflict Wounds
- 3rd Level Spells Animate Dead, Summon Dead
- 4th Level Spells Blight
- 5th Level Spells Danse Macabre, Negative Energy Flood, Reincarnate
- 6th Level Spells Create Undead, Circle of Death
- 7th Level Spells Finger of Death
- 8th Level Spells Horrid Wilting
- 9th Level Spells Time Ravage
Channel Divinity
Instead of using their Turn the Dead, the cleric can use a Channel Divinity Option instead.
Turn the Living(Replaces Turn the Dead) Living creatures (not including constructs or undead) within 30ft. of the cleric must succeed a Wisdom saving throw or become turned for one minute. Upon a successful saving throw, those creatures are immune to this effect for the next 24 hours.
Withering Pulse As an action, creatures in a 30ft. radius of the death cleric must make a Constitution saving throw.
On a failed saving throw, creatures take necrotic damage equal to twice the Cleric's proficiency bonus, and suffer vulnerability to the next damage roll against it until the end of its next turn.
For the duration of this effect, the target cannot recover hitpoints. Upon a successful saving throw, creatures take half damage and are otherwise unaffected.
For example, a death cleric acolyte can deal an additional 18(4d8) necrotic damage on a failed saving throw and half as much on a success.
Life Cleric
Divine Regeneration Upon casting a spell of 1st level or higher, the cleric can recover 5(1d8) hitpoints for each level of the spell cast. The cleric can only use this feature once on each of its turns and can only use this feature on a spell of 5th level or lower.
Divine Healing When a life cleric heals a creature using a spell effect, it can treat the roll as its maximum value
Life Link Whenever the life cleric casts a spell of 1st level or higher that heals a creature, the life cleric can recover 1d8 hitpoints for each level of the spell cast.
Channel Divinity
Instead of using their Turn the Dead, the life cleric can use a Channel Divinity Option instead.
Preserve Life(Recharge 5-6) As an action, the life cleric and creatures in a 30ft. radius of the Cleric regains a number of hitpoints and temporary hitpoints equal to the Cleric's proficiency bonus. This effect also ends all status conditions or spell effects on that creature.
For example, a life cleric acolyte would recover 18 (4d8) hitpoints and 18(4d8) temporary hitpoints.
Trickster Cleric
Divine Illusion When a trickster cleric deals radiant damage, it can choose to treat the damage dealt as psychic damage instead.
Endless Tricks When the trickster cleric casts an enchantment or illusion spell that targets only one creature, the trickster cleric can target a second creature within range.
Spellcasting
The trickster cleric gains the following additional spells
- Cantrips Toll the Dead
- 1st Level Spells Disguise Self, Charm Person
- 2nd Level Spells Mirror Image, Suggestion, Phantasmal Force, Invisibility
- 3rd Level Spells Fast Friends, Hypnotic Pattern, Sending
- 4th Level Spells Charm Person, Phantasmal Killer, Greater Invisibility
- 5th Level Spells Dominate Person, Geas, Seeming, Modify Memory
- 6th Level Spells Mass Suggestion
- 8th Level Spells Dominate Monster
Channel Divinity
Instead of using their Turn the Dead, the cleric can use a Channel Divinity Option instead.
Divine Charm(Replaces Turn the Dead) Creatures within 30ft. of the cleric must succeed a Wisdom saving throw or become charmed by it for one minute. Upon a successful saving throw, those creatures are immune to this effect for the next 24 hours.
Creature can repeat their saving throw to end the effect each time it takes damage. It can use its bonus action to verbally command creatures charmed in this manner.
Fey Cleric
- Damage Resistance Psychic
- Languages Sylvan
Fey Resilience The cleric has advantage on saving throws against effects that charm or frighten
Magical Resistance The cleric has advantage on saving throws against spells and magical effects
Fey Misdirection If the cleric succeeds a saving throw from an effect that charms or frightens it, the cleric can redirect the effect back at the target. The attacker must succeed a Wisdom saving throw against the cleric's spell save DC.
The fey cleric gains the following additional spells
- Cantrips Friends, Mind Sliver, Minor Illusion
- 1st Level Spells Color Spray, Disguise Self, Charm Person, Sleep
- 2nd Level Spells Mirror Image, Suggestion, Phantasmal Force, Invisibility, See Invisibility
- 3rd Level Spells Fast Friends, Hypnotic Pattern, Sending
- 4th Level Spells Charm Person, Phantasmal Killer, Greater Invisibility
- 5th Level Spells Dominate Person, Seeming
- 6th Level Spells Mass Suggestion
- 7th Level Spells Mirage Arcane
- 8th Level Spells Dominate Monster
- 9th Level Spells Weird
Channel Divinity
Instead of using their Turn the Dead, the Fey cleric can use a Channel Divinity Option instead.
Fey Presence(Recharge 5-6) Creatures within 30ft. of the cleric must succeed a Wisdom saving throw or become charmed or frightened by the cleric for one minute. Upon a successful saving throw, those creatures are immune to this effect for the next 24 hours.
Creature can repeat their saving throw to end the effect each time it takes damage. It can use its bonus action to verbally command creatures charmed in this manner.
Fey Turning(Recharge 5-6) Fey within 30ft. of the cleric must succeed a Wisdom saving throw or become turned for one minute. Upon a successful saving throw, those creatures are immune to this effect for the next 24 hours. If a fey is of an appropriate challenge rating, it is instantly destroyed.
Fiend Cleric
- Damage Resistances Cold, Fire, Lightning
- Languages Abyssal, Infernal
Dauntless The cleric has advantage on saving throws against being frightened
Devil Sight The cleric's vision is not obscured by magical darkness.
Magical Resistance The cleric has advantage on saving throws against spells and magical effects
The fiend cleric gains the following additional spells
- Cantrips Firebolt, Poison Spray, Thaumaturgy
- 1st Level Spells Burning Hands, Cause Fear, Find Familiar, Hellish Rebuke
- 2nd Level Spells Darkness, Scorching Ray
- 3rd Level Spells Conjure Lesson Demons, Fireball, Stinking Cloud
- 4th Level Spells Conjure Demons, Wall of Fire
- 5th Level Spells Cloudkill, Infernal Calling, Immolate
- 6th Level Spells Summon Demon, Otherworldly Form
- 7th Level Spells Firestorm, Mirage Arcane
- 8th Level Spells Incendiary Cloud
- 9th Level Spells Gate. Meteor Swarm
Channel Divinity
Instead of using their Turn the Dead, the Fiend cleric can use a Channel Divinity Option instead.
Infernal Turning(Recharge 5-6) Fiends within 30ft. of the cleric must succeed a Wisdom saving throw or become turned for one minute. Upon a successful saving throw, those creatures are immune to this effect for the next 24 hours. If a fiend is of an appropriate challenge rating, it is instantly destroyed.
Draconic Domain
- Damage Resistances Acid, Cold, Fire, Lightning, Poison (choose one)
- Languages Draconic
Draconian Magic Creatures cannot benefit from advantage on saving throws against the cleric's spell effects
Magical Resistance The cleric has advantage on saving throws against spells and magical effects
Draconic Ward When the cleric fails the saving throw a saving throw against an effect that deals acid, cold, fire, lightning or thunder damage, it takes no damage on a success. The draconic cleric gains the following additional spells
- Cantrips Firebolt, Poison Spray, Thaumaturgy
- 1st Level Spells Absorb Elements, Burning Hands, Cause Fear, Frost Fingers,
- 2nd Level Spells Dragon's Breath
- 3rd Level Spells Fear, Fly, Lightning Breath
- 4th Level Spells Elemental Bane
- 5th Level Spells Cone of Cold, Summon Draconic Spirit
- 6th Level Spells Fizban's Platinum Shield
- 7th Level Spells Draconic Transformation
- 8th Level Spells Illusory Dragon
- 9th Level Spells True Polymorph
Channel Divinity
Instead of using their Turn the Dead, the Fiend cleric can use a Channel Divinity Option instead. Draconic Presence(Recharge 5-6) Creatures within 30ft. of the cleric must succeed a Wisdom saving throw or become frightened by the cleric for one minute. Upon a successful saving throw, those creatures are immune to this effect for the next 24 hours.
Draconic Turning(Recharge 5-6) Dragons within 30ft. of the cleric must succeed a Wisdom saving throw or become turned for one minute. Upon a successful saving throw, those creatures are immune to this effect for the next 24 hours. If a dragon is of an appropriate challenge rating, it is instantly destroyed.
Blaze Cleric
- Damage Resistances Fire
- Languages Ignan, Elemental
Heated Body Creatures that grapple or hits the cleric with a melee attack while within 5ft. of it takes 5(1d8) fire damage.
Blazing Smite When a tempest cleric deals radiant damage, it can choose to treat the damage dealt as its choice fire damage instead.
Divine Flame When the Cleric deals fire damage, it can ignore resistance and treat immunity as resistance instead.
Spellcasting
The blaze cleric gains the following additional spells
- Cantrips Green-flame Blade, Firebolt
- 1st Level Spells Burning Hands
- 2nd Level Spells Scorching Ray, Heat Metal
- 3rd Level Spells Fireball
- 4th Level Spells Wall of Fire, Web of Fire
- 5th Level Spells Immolation
- 6th Level Spells Investiture of Flame
- 7th Level Spells Delayed Blast Fireball, Firestorm
- 8th Level Spells Incendiary Cloud
- 9th Level Spells Meteor Swarm
Channel Divinity
Instead of using their Turn the Dead, the cleric can use a Channel Divinity Option instead. Combustion(Recharge 5-6) Creatures within 30ft. of the flame cleric must succeed a Dexterity saving throw equal to the flame cleric's spell save DC. On a failed saving throw, the creatures are set for one minute. Ablaze creatures take 9(2d8) fire damage at the start of each of its turns for the duration unless it uses its action to put out the flames.
Elemental Turning(Recharge 5-6) Elementals within 30ft. of the cleric must succeed a Wisdom saving throw or become turned for one minute. Upon a successful saving throw, those creatures are immune to this effect for the next 24 hours. If a elemental is of an appropriate challenge rating, it is instantly destroyed.
Winter Cleric
- Damage Resistances Cold
Ice Walk The cleric can move through icy terrain without having to make an ability checks or expend additional movement
Freezing Smite When a winter cleric deals radiant damage, it can choose to treat the damage dealt as its choice cold damage instead.
Divine Frost When the winter cleric deals cold damage, it can ignore resistance and treat immunity as resistance instead.
Gift of Frost The winter cleric has advantage on saving throws against effects that deal cold damage. On a successful saving throw, the cleric
Spellcasting
The winter cleric gains the following additional spells
- Cantrips Ray of Frost
- 1st Level Spells Frost Fingers, Ice Knife
- 2nd Level Spells Hold Person, Ice Spike
- 3rd Level Spells Sleet Storm, Slow
- 4th Level Spells Ice Storm
- 5th Level Spells Cone of Cold, Hold Monster
- 6th Level Spells Freezing Sphere, Investiture of Ice, Wall of Ice
Channel Divinity
Instead of using their Turn the Dead, the cleric can use a Channel Divinity Option instead.
Flash Freeze(Recharge 5-6) Creatures within 30ft. of the winter cleric must succeed a Constitution equal to the winter cleric's spell save DC. On a failed saving throw, the creatures are paralyzed for one minute. Paralyzed creatures can repeat its saving throw at the end of each of its turns to end the effect on a success.
Elemental Turning(Recharge 5-6) Elementals within 30ft. of the winter cleric must succeed a Wisdom saving throw equal to the winter cleric's spell save DC or become turned for one minute. Upon a successful saving throw, those creatures are immune to this effect for the next 24 hours. If a elemental is of an appropriate challenge rating, it is instantly destroyed.
Earth Cleric
Spider climb The earth cleric can climb difficult surfaces (including ceilings) without needing to make an ability check
Siege Monster When a earth cleric deals double damage to buildings and objects
Terran Stride When the earth cleric can travel through rocky terrain without needing to make ability checks or expend additional movement
Spellcasting
The earth cleric gains the following additional spells
- Cantrips Magic Stone, Mold Earth
- 1st Level Spells Catapult, Earth Tremor
- 2nd Level Spells Maximilian's Earthen Grasp
- 3rd Level Spells Conjure Minor Elementals, Meld into Stone
- 4th Level Spells Summon Elemental, Stoneskin
- 5th Level Spells Conjure Elemental, Passwall, Wall of Stone
- 6th Level Spells Bones of Earth, Flesh to Stone
- 8th Level Spells Earthquake
- 9th Level Spells Meteor Swarm
Channel Divinity
Instead of using their Turn the Dead, the cleric can use a Channel Divinity Option instead.
Earthen Tomb(Recharge 5-6) Creatures within 30ft. of the earth cleric must succeed a Strength equal to the earth cleric's spell save DC. On a failed saving throw, the creatures is knocked prone and restrained for one minute. Restrained creatures can repeat its saving throw at the end of each of its turns to end the effect on a success.
Elemental Turning(Recharge 5-6) Elementals within 30ft. of the winter cleric must succeed a Wisdom saving throw equal to the winter cleric's spell save DC or become turned for one minute. Upon a successful saving throw, those creatures are immune to this effect for the next 24 hours. If a elemental is of an appropriate challenge rating, it is instantly destroyed.
Cults
Many supernatural entities such as archdevils, demon lords, elemental princes, dragons, demigods, and powerful undead seek to bind the souls of mortals to their will. In exchange for their allegiance, these entities bestow an aspect of their power to their followers.
Defining Cults
In general, cults can have a vast array of goals and objectives that they seek to accomplish. In many circumstances, many cults seem to be somewhat indistinguishable from many established pantheons. However, the primary difference between these groups is that cultists directly receive their power from their patron or deity, rather than channeling their divine magic through personal devotion. Because of this direct link, many cultists are more liable to heed their patron's wishes or risk having their power taken or some other form of punishment.
Cult Agendas
Thanks to their direct link to their followers, some patrons seek to attain godhood, using the influence of their cult to grant themselves enough power to reach their ascension. Others seek to claim the Material Plane as their own domain and use their followers as agents to enact their will on the Material Plane.
Cult Pacts
As mentioned earlier, cultists gain their arcane abilities directly from their patron through a pact. Although such pacts take the form of arcane power, some can manifest itself as a supernatural blade or artifact granted by the entity. With their newfound power, these individuals seek to spread the influence or further the goals of their patron. Depending on one's devotion, one can be bestowed greater portions of power and at times even ascend past their mortal limitations. However, such power comes at a cost. Depending on the patron, one may be literally selling their soul to their patrons. Others are forced to obey the commands of their patron or be at risk of losing their abilities or facing the direct wrath of the patron or their followers.
Cult Tactics
In general, cultists seek to accomplish the will of their patron by any means possible. They can resort to a number of tactics by recruiting the common population through persuasive conversion or deceptive manipulation. Others may resort to fear and violence to further their patron's goals and ruthlessly eliminate any rivals.
Zealous Devotion
Regardless of their preferred tactics, cultists are known for their unshakable resolve, whether out of fanatic devotion to their patron or the mortal terror of failing their master. In fact, many cultists would rather face death itself rather than betraying their cause.
Fanatical Masses
One of the major strengths of many cults is that they rely on numbers in combat. If the cult itself does not have a large reserve of members, they often entreat the aid of creatures that serve their patron to fill their ranks.
Cultist Roles
Just like most religions, cultists tend to have various hierarchies amongst their ranks. For each level within a cult, each member is granted a specific aspect of power from their respective patron.
Cultist Acolyte
Acolytes are the lowest rank of any cult. These individuals typically serve as initiates, whose primary goal is to earn favor to ascend the ranks. They also serve as foot soldiers for mundane tasks such as recruiting other members or spreading their patron's influence through violence or fear.
Cultist Fanatics
Fanatics are known for their extreme zeal towards their patron. These cultists are willing to do anything for the cause, even if it means certain death. In fact, their extreme zeal allows them to channel their patron's magic to replenish their own arcane reserves or to unleash it a zealous outburst. In many extreme cases, fanatics have been known to sacrifice their victims in the name of the deity to grant themselves a surge of power
Cultist Executioner
The primary role of executioners is to eliminate any threats to their patron's cause. Once their patron demands the life of a creature, executioners will stop at nothing to ensure the imminent demise of that creature. Cultist executioners have been known to leader small groups of fanatics or acolytes to take down such threats. However, they have been known to also serve as the personal guard to higher ranking cultists or emissaries of their patron itself.
Cultist Invoker
Invokers are higher ranking cultists that have received a greater aspect of their patron's power for their service. Invokers have the special ability to temporarily take the form of their respective deity, which grants them tremendous strength, endurance, and power for the duration. Although this power is often granted through painful rituals or challenging trials, such a gift is a tremendous boon to those who receive it.
Cultist Summoner
Whereas invokers can take the form of their patron, summoners can tap into the will of their patron to summon forth loyal minions. In many cases, summoners have been granted the ability to access their patron's plane of existence to call forth otherworldly creatures completely loyal to their cause.
Cultist Herald
Heralds have been granted a special connection to their patron and have been granted a form of otherworldly divination. They are able to harness this power to inflict curse on those who dare oppose the will of their masters.
Cult Hand
Cult hands serve as lieutenants or secondary leaders of a cult. For example, a cult hand may reside over a cult faction in a specific city, ultimately answering to a cult leader who is in charge of an order that spans entire continents. Other times, cult hands may serve as aids or advisors to emissaries of their Patron. For example, a pit fiend or deva may have several hands that always accompany them whenever they travel beyond their domains.
Cult Leaders
Cult leaders are at the very top of their order's hierarchy. In many cases, cult leaders serve as the direct link between their followers and their patron. In many cases, these leaders have been granted tremendous power from their masters and are granted powerful boons for their service. In some instances, cult leaders seek to use their influence over their cult as a means for their own ascension and may even try to challenge their master with their newfound power.
Cult Types
Cults can take many forms and have different goals, each reflecting the specific type of entity that they serve.
Infernal Cultists
Infernal cults have pledged themselves to devils of the lower planes. Members of these orders often join by pledging their souls in exchange for power. Others may have fallen to the corruption against fighting the demonic hordes, seeing it as the only alternative to truly defeat their monstrous foes. Their ultimate goal is to bind more mortal souls to the Nine Hells to finally bring an end to the demonic hordes and eventually the Upper Planes.
Abyssal Cultists
Cultists of the abyss only have one goal, which is to annihilate all life. In many circumstances, many abyssal cultists do not know the true nature of their patron, as very few creatures would favor the goals of most demons. However, once one has pledge their power to such demons, they are bound to their master's will lest they be torn to pieces by the demonic hordes of their patrons
Fey Cultists
Occasionally, powerful Fey venture to the Material Plane, masquerading as gods amongst mortals. Some merely create cults out of sheer amusement or boredom, while others may have sought to establish of dominion of their own, especially if they were ousted from the ruling courts of the Feywild.
Dragon Cultists
Dragon cultists tend to be quite common, especially with the presence of a prominent adult or ancient dragon. Whether out of fear or seeking the dragon's favor, many mortal pledge allegiance to their creatures and often are presented an aspect of the dragon's power in exchange.
Great Old One Cultists
Very few willingly seek out entities from the Far Realm. Often through the misguided or unintentional goal of finding ancient or powerful knowledge does one come across an entity from the Far Realm. However, such an encounter warps and corrupts the mind of the individual, twisting their thoughts to further that of their patron.
Warlocks of these cultists seek to share the "knowledge" with the others and claim that only those who resist the will of the beyond views this as madness.
Divine Cultists
Whereas as most Celestial entities enact their will through clerics who channel the divine power, some seek to have a more direct conduit to impose their will on the world. Divine cultists are granted a spark of divinity itself, and in many cases are viewed akin to demigods among mortals.
Undying Cultists
These cultists have pledged themselves to a powerful undead, whether it be an archwraith or an archlich. Such entities promise immortality in exchange for the souls of the living. Others promise the power to raise loved ones of for the dead, but do not reveal the true cost until it is too late.
Vampiric Cultists
Powerful vampires have been known to grant their loyal thralls a portion of their vampiric powers. In many circumstances, some vampires do not seek to immediately give the gift of true vampirism to their subjects unless they have fully proven themselves. Instead, they offer them a chance to prove their worth by granting them a portion of their power. These cultists often serve as enforcers for the vampire, especially during the day, and are known to round up members of the population to serve as food or sacrifices for their masters.
Anima Cultist
Anima cultists have pledged themselves to a powerful dryad, treant, or other nature-based entity. Although, they do not possess an innate connection to nature like druids, they will fiercely defend the balance of nature or in some cases, they seek to expand its reach, even to the extent of threatening civilization itself.
![](https://cdna.artstation.com/p/assets/images/images/032/989/366/large/edgar-sanchez-hidalgo-final-art.jpg?1608070561)
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Thalassic Cultist
Thalassic cultists have pledged themselves to a powerful entity of the sea or the Elemental Plane of water such as a Kraken, Aboleth, Dragon Turtle, or Water Elemental. Some of these cultists serve as direct agents of their entities, demanding tribute for their patron in exchange for safe passage of vessels through otherwise treacherous waters. Others seek to preserve the balance of the seas and the domain of the patron.
Magitech Cultist
Thanks to the advances of magic and technology, some constructs have attained nearly god-like abilities and awareness. Members of these orders believe that various forms of magitech are the true means of evolution and ascensions. Others have encountered Primus and his will for a universal order and seek to bring to establish order on each of the planes.
Tempest Cultist
Tempest cults have pledged themselves to powerful entities from the Plane of Air. They have been granted mastery of lightning and the wind, and in some cases the ability to conjure portals to the Plane of Air itself.
Eternal Flame Cultist
Cultists of the eternal flame pledge their allegiance to powerful creatures from the Elemental Plane of Fire. Although their patrons typically take the form of a powerful phoenix or elemental genie, some flame cultists have been known to pledge themselves to creatures with a powerful connection to fire, such as Fire Dragons or even incredibly powerful Fire Giants.
Earthbreaker Cultist
Earthbreaker cultists derive their power from creatures that call the Elemental Plane of Earth their home. Members of this order have been granted the ability to shape the earth itself and seek to further the will of the primordial forces that gave them their power.
Ascendant Cultist
Ascendant cultists are a somewhat rare order, as they claim no allegiance to a specific patron. Instead, they acquire their abilities from a font of power from a group of powerful mages. Such organizations can take many forms. For example, an ascendant cult could be an order of individuals chosen to be imbued with this collective power to serve their nations. Others could be an order specifically dedicated to battle supernatural entities, stealing their power and calling it their own. Regardless of their methods, ascendant cultists are defined by their ability to grant themselves incredible power by means other than a willing patron.
Cultist Acolyte
Medium Humanoid, Varies
- Armor Class 12(Mage Robes)
- Hit Points 26 (4d8+8)
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 10(+0) 14 (+2) 14 (+2)
- Saving Throws Wis +4, Cha +4
- Skills Arcana +4, Deception +4, Religion +4, Persuasion +4
- Senses passive Perception 14
- Languages Common and one language of choice
- Challenge 1(200 xp) Proficiency Bonus +2
Magical Attacks The cultist acolyte's attacks count as magical for the purpose of overcoming resistance
Otherworldly Pact The cultist acolyte's spells are automatically cast at its highest available spell slot
Supernatural Devotion The cultist acolyte has advantage on saving throws against being charmed or frightened
Zealous Fervor When the cultist acolyte starts its turn within 10ft. of another cultist that it can see or hear within range, the cultist acolyte has advantage on attack rolls until the start of its next turn.
Spellcasting
The cultist acolyte is an 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks).
- Cantrips Eldritch Blast(see below), Thaumaturgy, Guidance
- 2nd Level Spells(2 slots) Hex, Dissonant Whispers, False Life,
Actions
Pact Blade. Melee Weapon Attack: +4 to hit, 5ft., one target. Hit: 7 (1d8+2) piercing damage
Eldritch Blast. Ranged Spell Attack: +4 to hit, 150ft., one target. Hit: 8 (1d10+2) force damage.
Devotion's Favor(1/short or long rest) The cultist acolyte can recover all expended spell slots
Cultist Fanatic
Medium Humanoid, Varies
- Armor Class 14(Mage Robes)
- Hit Points 39 (6d8+12)
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 10(+0) 14 (+2) 14 (+2)
- Saving Throws Wis +4, Cha +4
- Skills Arcana +4, Deception +4, Religion +4, Persuasion +4
- Senses passive Perception 14
- Languages Common and one language of choice
- Challenge 2(450 xp) Proficiency Bonus +2
Magical Attacks The cultist fanatic's attacks count as magical for the purpose of overcoming resistance
Otherworldly Pact The cultist fanatic's spells are automatically cast at its highest available spell slot
Supernatural Devotion The cultist fanatic has advantage on saving throws against being charmed or frightened
Sacrificial Offering When the cultist fanatic kills a creature, they regains one expended spell slot.
Zealous Strikes When the cultist fanatic starts its turn within 10ft. of another cultist that it can see or hear within range, the cultist fanatic can make one additional Pact Blade or Eldritch Blast attack as part of its action.
Spellcasting
The cultist acolyte is an 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks).
- Cantrips Eldritch Blast(see below), Thaumaturgy, Guidance
- 2nd Level Spells(2 slots) Hex, False Life, Shadow Blade
Actions
Pact Blade. Melee Weapon Attack: +4 to hit, 5ft., one target. Hit: 7 (1d8+2) piercing damage
Eldritch Blast. Ranged Spell Attack: +4 to hit, 150ft., one target. Hit: 8 (1d10+2) force damage. This attack is considered to be a cantrip.
Devotion's Favor(1/short or long rest) The cultist fanatic can recover all expended spell slots
Bonus Actions
Zealous Frenzy The cultist fanatic can expend a spell slot to deal an additional 7(2d6) force damage on each of its attacks until the start of its next turn.
Reactions
Zealous Spree When the cultist fanatic reduces a creature to 0 hitpoints, it can use its reaction to move up to half its movement speed and make a Pact Blade or Eldritch Blast attack against a target in range.
![](https://scentofagamer.files.wordpress.com/2015/10/steveprescott_hallowedspiritkeeper.jpg)
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Cultist Executioner
Medium Humanoid, Varies
- Armor Class 15(Mage Robes)
- Hit Points 45 (6d8+18)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 10(+0) 14 (+2) 17 (+3)
- Saving Throws Wis +4, Cha +5
- Skills Arcana +4, Deception +4, Religion +4, Persuasion +4
- Senses passive Perception 14
- Languages Common and one language of choice
- Proficiency Bonus +2
- Challenge 3(700 xp)
Magical Attacks The cultist executioner's attacks count as magical for the purpose of overcoming resistance
Otherworldly Pact The cultist executioner's spells are automatically cast at its highest available spell slot
Supernatural Devotion The cultist executioner has advantage on saving throws against being charmed or frightened
Zealous Empowerment When the cultist executioner deals a critical hit, they can triple the damage die instead of doubling it.
Zealous Blessing (Recharge 5-6) At the start of each of its turns, the cultist executioner can add an additional damage die to its Pact Blade or Eldritch Blast until the end of its next turn.
Spellcasting
The cultist executioner is an 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks).
- Cantrips Eldritch Blast(see below), Thaumaturgy, Guidance
- 3rd Level Spells(2 slots) Hex, Spirit Shroud, Spiritual Weapon
Actions
Multiattack The cultist executioner can make two attacks with its Pact Blade
Pact Blade. Melee Weapon Attack: +5 to hit, 5ft., one target. Hit: 5 (1d10+3) slashing damage
Eldritch Blast. Ranged Spell Attack: +5 to hit, 150ft., one target. Hit: 8 (1d10+3) force damage. This attack hits twice against the same or separate targets. This attack is considered to be a cantrip
Devotion's Favor(1/short or long rest) The cultist executioner can recover all expended spell slots
Bonus Action
Zealous Mark One creature the cultist executioner can see within 30ft is marked for death. Until the cultist executioner uses this ability again on another creature, it can make an additional attack with its Pact Blade or Eldritch Blast whenever it takes the Attack action
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Cultist Invoker
Medium Humanoid, Varies
- Armor Class 16(Mage Armor)
- Hit Points 60 (8d8+24)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 10(+0) 14 (+2) 19 (+4)
- Saving Throws Wis +5, Cha +7
- Skills Arcana +6, Deception +7, Religion +6, Perception +5, Persuasion +7
- Senses passive Perception 15
- Languages Common and one language of choice
- Proficiency Bonus +3
- Challenge 8(3900 xp)
Magical Attacks The cultist invoker's attacks count as magical for the purpose of overcoming resistance
Otherworldly Pact The cultist invoker's spells are automatically cast at its highest available spell slot.
Supernatural Devotion The cultist invoker has advantage on saving throws against being charmed or frightened
Frightful Presence When the cultist invoker enters into their Avatar form, creautres within 30ft. that can see or hear them must succeed a DC 15 Wisdom saving throw or become frightened for one minute.
Creatures can repeat its saving throw at the end of each of its turns to end the effect on a successful saving throw.
Undying Champion (1/long rest) When the cultist invoker is reduced to 0 hitpoints, it drops to 1 hitpoint and can use its Patron's Avatar feature for one minute.
Spellcasting
The cultist invoker is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks).
- Cantrips Eldritch Blast(see below), Thaumaturgy, Guidance
- 3rd Level Spells(4 slots) Hex, Spiritual Guardians, Find Familiar, Guardian of Faith
Actions
Eldritch Blast. Ranged Spell Attack: +7 to hit, 150ft., one target. Hit: 10 (1d10+4) force damage. This attack hits twice against the same or separate targets. This attack is considered to be a cantrip
Devotion's Favor(1/short or long rest) The cultist invoker can recover all expended spell slots
Patron's Avatar(1/day) The cultist invoker can take the form of a its patron taking on a form appropriate for its deity. While in this state, the cultist invoker gains 33(6d10) temporary hitpoints.
While these temporary hitpoints are active, the cultist invoker's AC increases by 3 and it has resistance to non-magical bludgeoning, piercing, and slashing damage and one additional damage type of its choice(as appropriate for its Patron).
This state lasts for up to 1 hour or until the cultist invoker loses its temporary hitpoints
Bonus Actions
Patron's Agility(Avatar Form Only) The cultist invoker can use its bonus action to Dash
Reactions
Avatar's Fury(Avatar Form Only) When the cultist invoker takes damage, it can use its reaction to make an attack against that creature using its Pact Blade or Eldritch Blast
![](https://i0.wp.com/mtgazone.com/wp-content/uploads/2021/09/Lier-Disciple-of-the-Drowned-Innistrad-Midnight-Hunt-MtG-Art.jpg?fit=1200%2C900&ssl=1)
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Cultist Summoner
Medium Humanoid, Varies
- Armor Class 16(Mage Armor)
- Hit Points 60 (8d8+24)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 10(+0) 14 (+2) 19 (+4)
- Saving Throws Wi5 +4, Cha +7
- Skills Arcana +6, Deception +7, Religion +6, Perception +5, Persuasion +7
- Senses passive Perception 15
- Languages Common and one language of choice
- Proficiency Bonus +3
- Challenge 6(2300 xp)
Magical Attacks The cultist summoner's attacks count as magical for the purpose of overcoming resistance
Otherworldly Pact The cultist summoner's spells are automatically cast at its highest available spell slot.
Supernatural Devotion The cultist summoner has advantage on saving throws against being charmed or frightened
Supernatural Aid The cultist summoner cannot lose concentration on a spell effect to summon a creature by taking damage.
Summoner's Vengeance (1/long rest) When the cultist summoner is reduced to 0 hitpoints, a CR 3 creature (either an Aberration, Celestial, Draconic, Elemental, Fey, Fiend, Undead or other creature appropriate for the cultist) appears in the nearest unoccupied space. This creature lasts for 1 minute and is considered an ally to the cultist and its allies and acts on the cultist's initiative.
Spellcasting
The cultist summoner is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks).
- Cantrips Eldritch Blast(see below), Thaumaturgy, Guidance
- 3rd Level Spells(3 slots) Hex, Spiritual Guardians, Find Familiar, Guardian of Faith
Actions
Eldritch Blast. Ranged Spell Attack: +7 to hit, 150ft., one target. Hit: 10 (1d10+4) force damage. This attack hits twice against the same or separate targets. This attack is considered to be a cantrip
Devotion's Favor(1/short or long rest) The cultist summoner can recover all expended spell slots
Call from the Beyond(Recharge 5-6) The cultist summoner can summon a CR 3 creature (either an Aberration, Celestial, Draconic, Elemental, Fey, Fiend, Undead or other creature appropriate for the cultist) appears in an unoccupied space within 30ft. This creature lasts for one hour, until it is dismissed, if it is reduced to 0 hitpoints, or if the cultist summoner uses this ability again. This creature is considered an ally to the cultist and its allies and acts on the cultist's initiative
Bonus Actions
Summoner's Fury The cultist summoner can use its bonus action to command a creature summoned by it to move up to half its movement speed and make an make a single attack against a creature of the cultist summoner's choice within range.
Reactions
Summoner's Protection When the cultist summoner takes damage, it can use its reaction to command a creature summoned by it to make a weapon attack against the attacker if it is in range.
![](https://cdnb.artstation.com/p/assets/images/images/003/140/689/large/anastasia-ovchinnikova-cult-of-the-waxing-moon.jpg?1486607958)
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Cultist Herald
Medium Humanoid, Varies
- Armor Class 16(Mage Armor)
- Hit Points 60 (8d8+24)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 10(+0) 14 (+2) 19 (+4)
- Saving Throws Wis +5, Cha +7
- Skills Arcana +6, Deception +7, Religion +6, Perception +5, Persuasion +7
- Senses passive Perception 15
- Languages Common and one language of choice
- Proficiency Bonus +3
- Challenge 5(1800 xp)
Doom Sight When a creature under the effects of Omen targets the cultist herald with an attack or forces it to make a saving throw against an effect that targets only the herald, that creature must first roll a d6. Upon rolling a 5-6, the attack automatically misses or the effect fails against the herald.
Herald Curse When the cultist herald is reduced to 0 hitpoints, the creature that reduced it to 0 hitpoints must succeed a DC 16 Charisma saving throw or fall under the effects of Omen. These effects last indefinitely until Remove Curse or a similar effect is used on that creature.
Magical Attacks The cultist herald's attacks count as magical for the purpose of overcoming resistance
Otherworldly Pact The cultist herald's spells are automatically cast at its highest available spell slot.
Omen Creatures inflicted with omen must subtract 4(1d6) from any attack rolls, ability checks, or saving throws, it makes for the duration. Creatures under the effects of Omen also take an additional 4(1d6) damage each time it takes damage.
This condition does not stack on top of itself. For example, once a creature suffers from Omen, acquiring this condition again does not increases the penalties acquired.
Supernatural Devotion The cultist herald has advantage on saving throws against being charmed or frightened
Supernatural Curse The cultist herald cannot lose concentration on Hex or Bestow Curse from taking damage.
Spellcasting
The cultist herald is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks).
- Cantrips Eldritch Blast(see below), Thaumaturgy, Guidance
- 3rd Level Spells(3 slots) Bane, Dissonant Whispers, Fear, Hex, Bestow Curse
Actions
Eldritch Blast. Ranged Spell Attack: +7 to hit, 150ft., one target. Hit: 10 (1d10+4) force damage. This attack hits twice against the same or separate targets. This attack is considered to be a cantrip
Devotion's Favor(1/short or long rest) The cultist herald can recover all expended spell slots
Doomsday(Recharge 5-6) All creatures afflicted with Omen within 30ft. of the cultist herald that it can see or hear must succeed a DC 16 Charisma saving throw. On a failed saving throw, creatures take 33 (6d10) force damage and half as much on a successful saving throw. On a successful saving throw, creatures take half damage.
Creatures reduced to 0 hitpoints by this attack are immediately killed
Bonus Actions
Patron's Omen One creature that the cultist can see within 30ft. of it must succeed a DC 15 Charisma saving throw. On a failed saving throw, creatures all under the effect of omen for 1 minute. On a successful saving throw, creatures are immune to this effect for the next 24 hours.
![](https://pbs.twimg.com/media/EyIvE6nUYAULZ9v.jpg)
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Cultist Hand
Medium Humanoid, Varies
- Armor Class 18 (Mage Armor)
- Hit Points 90 (12d8+36)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 16(+3) 14 (+2) 20 (+5)
- Saving Throws Wis +6, Cha +9
- Skills Arcana +7, Deception +9, Religion +7, Perception +6, Persuasion +9
- Senses passive Perception 16
- Languages Common and one language of choice
- Proficiency Bonus +4
- Challenge 9(5000 xp)
Legendary Resistance(1/day) Upon failing a saving throw, the cultist hand can choose to succeed instead. Upon using this feature, it regains one expended spell slot.
Otherworldly Favor Once on each of its turns, the cultist hand can add a d8 to an attack roll, ability check, saving throw, or damage roll of its choice
Magical Attacks The cultist hand's attacks count as magical for the purpose of overcoming resistance
Magical Resistance The cultist hand has advantage on saving throws against spells and magical effects.
Otherworldly Pact The cultist hand's spells are automatically cast at its highest available spell slot.
Supernatural Devotion The cultist hand has advantage on saving throws against being charmed or frightened
Spellcasting
The cultist hand is an 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks).
- Cantrips Eldritch Blast(see below), Thaumaturgy, Guidance
- 5th Level Spells(3 slots) Hex, Planar Binding, Counterspell, Dispel Magic , Dimension Door, Spirit Guardians
Actions
Multiattack The cultist hand can make two attacks with its Pact Blade
Pact Blade. Ranged Spell Attack: +9 to hit, 5ft., one target. Hit: 10 (1d10+5) slashing damage + 5(1d8) force damage.
Eldritch Blast. Ranged Spell Attack: +9 to hit, 300ft., one target. Hit: 11 (1d10+5) force damage. This attack hits three times against the same or separate targets. This attack is considered to be a cantrip
Patron's Bestowal (Recharge 5-6)
When available, the cultist hand can use one of the following abilities as an action
Devotion's Favor(Recharge 5-6) The cultist hand can recover all expended spell slots
Mystic Arcanaum(Recharge 5-6) The cultist hand can cast a spell of its choice at 6th level from their patron class list without expending a spell slot.
Bonus Actions
Divine Command The cultist hand can use its bonus action to command one of its allies within range to use its reaction to move up to half its movement speed and to make an attack against a creature within range.
Eldritch Storm(Recharge 5-6) When the cultist hand can use its bonus action use its Eldritch Blast attack.
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Cult Leader
Medium Humanoid, Varies
- Armor Class 19 (Mage Armor)
- Hit Points 150 (20d8+60)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 18(+4) 18 (+4) 22 (+6)
- Saving Throws Wis +9, Cha +11
- Skills Arcana +9, Deception +11, Religion +9, Perception +9, Persuasion +11
- Senses passive Perception 19
- Languages Common and one language of choice
- Proficiency Bonus +5
- Challenge 15(13000 xp)
Otherworldly Favor Once on each of its turns, the cultist leader can add a d8 to an attack roll, ability check, saving throw, or damage roll of its choice
Magical Attacks The cult leader's attacks count as magical for the purpose of overcoming resistance
Magical Resistance The cult leader has advantage on saving throws against spells and magical effects.
Legendary Action(3/day) Upon failing a saving throw, the cult leader can choose to succeed. Upon using this feature, it regains one expended spell slot.
Otherworldly Pact The cult leader's spells are automatically cast at its highest available spell slot
Supernatural Devotion The cult leader has advantage on saving throws against being charmed or frightened
Spellcasting
The cult leader is an 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks).
- Cantrips Eldritch Blast(see below), Thaumaturgy, Guidance
- 5th Level Spells(5 slots) Hex, Planar Binding, Counterspell, Dispel Magic , Dimension Door, Spirit Guardians
Actions
Multiattack The cult leader can cast make three attacks with its Pact Blade
Pact Blade. Ranged Spell Attack: +11 to hit, 5ft., one target. Hit: 12 (1d10+6) slashing damage + 9(2d8) force damage.
Eldritch Blast. Ranged Spell Attack: +11 to hit, 300ft., one target. Hit: 12 (1d10+6) force damage. This attack hits four times against the same or separate targets. This attack is considered to be a cantrip
Patron's Bestowal (Recharge 5-6)
When available, the cultist had can use one of the following abilities as an action
Devotion's Favor(Recharge 5-6) The cult leader can recover all expended spell slots
Mystic Arcanaum(Recharge 5-6) The cultist leader can cast a spell of its choice from its Mystic Arcanaum at 9th level from their patron class list without expending a spell slot.
Bonus Actions
Divine Command The cult leader can use its bonus action to command one of its allies within range to use its reaction to move up to half its movement speed and to make an attack against a creature within range.
Eldritch Storm(Recharge 5-6) The cult leader can use its bonus action use its Eldritch Blast attack.
Legendary Actions(3/turn)
The cult leader can take three legendary actions on its turn. It can only use one legendary action on a turn and must use it at the end of a creature's turn. The cult leader regains all expended legendary action at the start of each of its turn.
Movement(1 action) The cult leader can move up to its half its movement speed without provoking attacks of opportunity
Command Cultist(2 actions) The cult leader can command an ally that it can see within range to make an attack against a creature that they can see in range using its reaction
Spell(2 actions) The cult leader can cast a spell of 5th level or lower
Patron's Resilience(3 actions) The cult leader can end a status condition or spell effect on themself as an action.
Infernal Cultist
- Languages Infernal
- Senses Darkvision 120ft.
- Challenge Rating Increases by 1
Devil Sight The cultist's vision is not obscured by magical darkness
Hellfire Whenever the cultist deals force damage, it deals fire damage instead.
Spellcasting
The cultist has the following spells prepared
- 1st Level Spells Burning Hands
- 2nd Level Spells Scorching Ray, Darkness
- 3rd Level Spells Fireball, Conjure Lesser Demons
- 4th Level Spells Wall of Fire, Conjure Greater Demon
- 5th Level Spells Immolate, Infernal Calling
- Mystic Arcanaum Otherworldly Form, Summon Fiend, Firestorm
Actions
Fiendish Blast When the cultist uses Eldritch Blast, one creature within 5ft. of the target takes 6 (1d10) fire damage
Fiendish Pact Blade When the cultist makes an attack with its Pact Blade, the target takes 6(1d10) fire damage at the end of the cultist's next turn.
Patron Bestowal Option: Hellish Torment(Recharge 5-6) One creature within 60ft. of the cultist takes fire damage equal to a number of d10s equal to twice the cultist's proficiency bonus as it is hurled through the Nine Hells. At the end of its turn, the creature returns to its space.
Reactions
Infernal Wrath When the cultist takes damage from an attacker within 60ft. of it, the attacker must succeed a Dexterity saving throw against the cultist's spell save DC. On a failed saving throw, it take fire damage equal to a number of d10s equal to the cultist's proficiency bonus.
Abyssal Cultist
- Languages Infernal
- Senses Darkvision 120ft.
- Challenge Rating Increases by 1
Devil Sight The cultist's vision is not obscured by magical darkness
Abyssal Fumes Whenever the cultist deals force damage, it deals poison damage instead.
Abyssal Shroud Creatures of the cultist's choice that first enters or starts its turn within 5ft. of it takes 5(1d8) poison damage.
Spellcasting
The cultist has the following spells prepared
- 1st Level Spells Ray of Sickness
- 2nd Level Spells Ray of Enfeeblement, Darkness
- 3rd Level Spells Stinking Cloud, Conjure Lesser Demons
- 4th Level Spells Vitreolic Sphere, Conjure Greater Demon
- 5th Level Spells Cloudkill, Infernal Calling
- Mystic Arcanaum Otherworldly Form, Summon Fiend, Maddening Darkness
Actions
Abyssal Blast When the cultist uses Eldritch Blast, the target must succeed a Constitution saving throw against the cultist's spell save DC or become poisoned until the end of its next turn
Abyssal Pact Blade When the cultist makes an attack with its Pact Blade, the target must succeed a Constitution saving throw against the cultist's spell save DC or become poisoned at the end of the cultist's next turn.
Patron Bestowal Option: Abyssal Terror(Recharge 5-6) Creatures of the cultist's choice within 30ft. of it must succeed a Constitution saving throw. On a failed saving throw, that creature is frightened for one minute. Creatures frightened in this manner are considered paralyzed. Creatures can repeat its saving throw at the end of its turn to end the effect on a successful saving throw.
Reactions
Abyssal Rot When the cultist takes damage from an attacker within 60ft. of it, the attacker must succeed a Constitution saving throw against the cultist's spell save DC. On a failed saving throw, it take poison damage equal to a number of d6s equal to the cultist's proficiency bonus and are poisoned until the end of its next turn.
Fey Cultist
- Languages Sylvan
- Challenge Rating Increases by 1
Fey Resilience The cultist has advantage on saving throws against being charmed or frightened
Fey Touched Whenever the cultist deals force damage, it deals psychic damage instead.
Spellcasting
The cultist has the following spells prepared
- Cantrips Friends, Dancing Lights
- 1st Level Spells Faerie Fire, Charm Person, Sleep
- 2nd Level Spells Suggestion, Phantasmal Force, Invisibility
- 3rd Level Spells Summon Fey, Hypnotic Pattern, Fast Friends
- 4th Level Spells Greater Invisibility, Polymorph
- 5th Level Spells Dominate Person
- Mystic Arcanaum Otherworldly Form, Prismatic Spray
Actions
Faerie Blast When the cultist uses Eldritch Blast, the target must succeed a Wisdom saving throw equal to the cultist's spell save DC or suffer disadvantage on attack rolls until the end of its next turn.
Fey Pact Blade When the cultist makes an attack with its Pact Blade, the target must succeed a Wisdom saving throw equal to the cultist's spell save DC or suffer disadvantage on attack rolls until the end of its next turn.
Patron Bestowal Option: Fey Delirium(Recharge 5-6) On creatures of the Fey Cultist's choice must succeed a Wisdom saving throw equal to the cultist's spell save DC.
On a failed saving throw, the target takes psychic damage equal to a number of d8s equal to twice the cultist's proficiency bonus and are charmed or frightened(its choice) by the cultist for one minute.
While charmed or frightened in this manner, the target can only see itself, the cultists, and an imagine illusion of the cultist's choice. At the end of each of its turns, the creature can repeat its saving throw to end the effect on a success.
Bonus Actions
Fey Blink The cultist can teleport 30ft. to a spot its can see within range.
Reaction
Vanish When the cultist is targeted with an attack or forced to make a saving throw, it can turn invisible until the end of their next turn
Dragon Cultist
- Armor Class Increases by 3
- Languages Draconic
- Damage Resistances choose one of the following: acid, cold, fire, lightning, or poison
- Challenge Rating Increases by 1
Draconic Magic When the cultist deals damage with its spells, it can ignore resistance and treat immunity as resistance. Additionally, creatures cannot benefit from advantage on saving throws against its spell effects.
Dragon's Blessing Whenever the cultist deals force damage, it deals one of the following damage types instead: acid, cold, fire, lightning, or poison.
Spellcasting
The cultist has the following spells prepared
- 1st Level Spells Absorb Elements, Burning Hands, Frost Fingers
- 2nd Level Spells Binding Frost, Dragon's Breath
- 3rd Level Spells Fly, Protection from Energy, Fear
- 4th Level Spells Elemental Bane
- 5th Level Spells Summon, Draconic Spirit
- Mystic Arcanaum Otherworldly Form, Illusory Dragon
Actions
Patron Bestowal Option: Dragon's Roar(Recharge 5-6) Creatures within a 20ft. cone from the cultist must succeed a Dexterity saving throw equal to the cultist's spell save DC.
On a failed saving throw, the target takes damage equal to a number of d8s equal to twice the cultist's proficiency bonus and frightened by the cultist for one minute. The damage corresponds to the element from the cultist's Dragon's Blessing. On a successful saving throw, creatures take half damage and are not frightened.
At the end of each of its turns, the creature can repeat its saving throw to end the effect on a success.
Reactions
Dragon's Menace When the cultist takes damage from an attacker within 60ft. of it, the attacker must succeed a Dexterity saving throw against the cultist's spell save DC. On a failed saving throw, it take damage equal to a number of d8s equal to the cultist's proficiency bonus and is frightened until the end of its next turn. The damage taken corresponds to the cultist's Dragon's Blessing
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Great Old One Cultist
- Languages Deep Speech, Telepathy 60ft.
- Challenge Rating Increases by 1
Aberrant Gift Whenever the cultist deals force damage, it deals psychic damage instead.
Aberrant Mind The cultist has advantage on saving throws against being charmed or frightened
Eldritch Warding Whenever the cultist succeeds a saving throw against an effect that charms or frightens it and the effect only targets the cultist, it can force the attacker to make a Wisdom saving throw against its spell save DC. On a failed saving throw, the attacker is charmed or frightened by the cultist for the duration
Psionic Reflection Whenever the cultist takes psychic damage, it takes none and redirects it at the attacker.
Spellcasting
The cultist has the following spells prepared
- Cantrips Vicious Mockery
- 1st Level Spells Arms of Hadar, Charm Person
- 2nd Level Spells Crown of Madness Hold Person
- 3rd Level Spells Summon Aberration, Pulse Wave
- 4th Level Spells Phantasmal Killer
- 5th Level Spells Dominate Person, Synaptic Static, Telekinesis
- Mystic Arcanaum Otherworldly Form, Maddening Darkness, Feeblemind
Actions
Aberrant Blast When the cultist uses Eldritch Blast, it can add an additional damage die against a creature that is charmed, frightened, or stunned
Aberrant Pact Blade When the cultist makes an attack with its Pact Blade, it can add an additional damage die against a creature that is charmed, frightened, or stunned
Patron Bestowal Option: Enthrall(Recharge 5-6) On creatures of the Fey Cultist's choice must succeed a Wisdom saving throw equal to the cultist's spell save DC.
On a failed saving throw, the target takes psychic damage equal to a number of d8s equal to twice the cultist's proficiency bonus and its Intelligence score is reduced by 4 (1d6). On a successful saving throw, creatures take half damage and are otherwise unaffected
If this effect reduces Intelligence score to 0, the creature falls completely under the cultist's control and acts as its ally. It remains under the cultist's control until its Intelligence score is restored using Greater Restoration or a similar effect.
Reaction
Psionic Punishment When the cultist takes damage from a creature within 30ft. of it, the attacker must succeed a Wisdom saving throw against the cultist's spell save DC. On a failed saving throw, creatures take damage psychic damage equal to the damage the cultist takes and is stunned until the end of its next turn. On a successful saving throw, creatures take half damage and are otherwise unaffected.
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Divine Cultist
- Languages Celestial
- Challenge Rating Increases by 1
Divine Magic Whenever the cultist deals force damage, it deals radiant damage instead
Divine Rebirth(1/long rest) Whenever the cultist is reduced to 0 hitpoints, it drop to 1 hitpoint instead. Creatures within 10ft. of the cultist must succeed a Dexterity saving throw equal to the cultist's spell save DC.
On a failed saving throw, creatures take radiant damage equal to a number of d10s equal to the cultist's proficiency bonus. On a successful saving throw, creatures take half damage.
Spellcasting
The cultist has the following spells prepared
- Cantrips Sacred Flame
- 1st Level Spells Guiding Bolt, Cure Wounds, Cure Wounds
- 2nd Level Spells Ray of Enfeeblement
- 3rd Level Spells Mass Healing Word, Daylight
- 4th Level Spells Sickening Radiant
- 5th Level Spells Flame Strike, Holy Weapon, Summon Celestial
- Mystic Arcanaum Sunbeam, Sunburst
Actions
Divine Blast When the cultist uses Eldritch Blast, the target cannot benefit from being invisible or half or three-fourth's cover
Divine Pact Blade When the cultist makes an attack with its Pact Blade, the target cannot benefit from being invisible or half or three-fourth's cover
Patron Bestowal Option: Radiant Nova(Recharge 5-6) Creatures in a 20ft. radius around the cultist must succeed a Constitution saving throw equal to the cultist's spell save DC.
On a failed saving throw, the target takes radiant damage equal to a number of d10s equal to twice the cultist's proficiency bonus and is blinded for one minute and half as much on a successful saving throw
At the end of each of its turns, creatures can repeat tis saving throw to end the effect on a successful saving throw.
Reactions
Divine Flare When the cultist takes damage from an attacker within 60ft. of it, the attacker must succeed a Constitution saving throw against the cultist's spell save DC. On a failed saving throw, it takes radiant damage equal to a number of d8s equal to the cultist's proficiency bonus and is blinded until the end of its next turn
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Undying Cultist
- Challenge Rating Increases by 1
Death Magic Whenever the cultist deals force damage, it deals necrotic damage instead
Undying Gift Whenever the cultist is reduced to 0 hitpoints, it can make a Charisma saving throw with a DC equal to half the damage dealt (minimum 10). It cannot benefit from this feature if tis takes radiant damage or if it is hit with a critical hit. On a successful saving throw, it regains 1 hitpoint instead.
Spellcasting
The cultist has the following spells prepared
- Cantrips Toll the Dead
- 1st Level Spells Inflict Wounds
- 2nd Level Spells Ray of Enfeeblement
- 3rd Level Spells Animate Dead, Vampiric Touch, Summon Undead
- 4th Level Spells Blight
- 5th Level Spells Antilife Shell, Negative Energy Flood
- Mystic Arcanaum Otherworldly Form, Create Undead, Finger of Death, Circle of Death
Actions
Deathly Blast When the cultist uses Eldritch Blast, the target cannot regain hitpoints until the end of its next turn..
Deathly Pact Blade When the cultist makes an attack with its Pact Blade, the target cannot regain hitpoints until the end of its next turn..
Patron Bestowal Option: Death's Touch(Recharge 5-6) One creature of the cultist's choice must succeed a Constitution saving throw equal to the cultist's spell save DC.
On a failed saving throw, the target takes necrotic damage equal to a number of d8s equal to twice the cultist's proficiency bonus and its hitpoint maximum is reduced by the damage taken. On a successful saving throw, creatures take half damage and are otherwise unaffected.
If this attack reduces a creature to 0 hitpoints, the target instantly dies and returns to life as a zombie under the control of the cultist.
A creatures hitpoint maximum returns to normal after a long rest.
Reactions
Death's Lash When the cultist takes damage from an attacker within 60ft. of it, the attacker must succeed a Constitution saving throw against the cultist's spell save DC. On a failed saving throw, it takes necrotic damage equal to the damage taken and the target's hitpoint maximum is reduced by that amount as well. If a creature is reduced to 0 hitpoints, it instantly dies. A creature's hitpoint maximum can be restored by taking a long rest.
Vampiric Cultist
- Darkvision 120ft.
- Challenge Rating Increases by 1
Vampire's Sight The cultist's vision is not obscured by magical darkness.
Vampiric Magic Whenever the cultist deals force damage, it deals necrotic damage instead
Blood Hunger The vampiric cultist has advantage on attack rolls against creatures below half its hitpoint maximum. Creatures below half its hitpoint maximum have disadvantage on saving throws against the cultist's spell effects
Spellcasting
The cultist has the following spells prepared
- Cantrips Toll the Dead
- 1st Level Spells Inflict Wounds
- 2nd Level Spells Ray of Enfeeblement, Darkness
- 3rd Level Spells Vampiric Touch, Summon Shadow Spawn, Fly
- 4th Level Spells Blight, Shadow of Moil, Greater Invisibility
- 5th Level Spells Antilife Shell, Negative Energy Flood
- Mystic Arcanaum Otherworldly Form, Harm, Circle of Death, Regenerate
Actions
Vampiric Blast When the cultist uses Eldritch Blast, it regains a number of hitpoints equal to half the necrotic damage dealt
Vampiric Pact Blade When the cultist makes an attack with its Pact Blade, it regains a number of hitpoints equal to half the necrotic damage dealt
Patron Bestowal Option: Vampiric Siphon(Recharge 5-6) One creature of the cultist's choice must succeed a Constitution saving throw equal to the cultist's spell save DC.
On a failed saving throw, the target takes necrotic damage equal to a number of d8s equal to twice the cultist's proficiency bonus and half as much on a success.
The cultist regains a number of hitpoints equal to half the necrotic damage dealt
Reactions
Vampiric Brand When the cultist takes damage from an attacker within 60ft. of it, the cultist takes half damage and the attacker takes the other half as necrotic damage.
Anima Cultist
- Languages Druidic
- Challenge Rating Increases by 1
Anima Font When the cultist casts a spell of 1st level or higher, it regains 1d8 hitpoints for each level above 1st that it is cast at
Anima Magic Whenever the cultist deals force damage, it deals its choice of poison or necrotic damage instead
Spellcasting
The cultist has the following spells prepared
- Cantrips Thornwhip, Druidcraft
- 1st Level Spells Entangle
- 2nd Level Spells Spike Growth
- 3rd Level Spells Plant Growth, Guardian of Nature
- 4th Level Spells Blight, Polymorph
- 5th Level Spells Awaken, Wrath of Nature, Tree Stride,
- Mystic Arcanaum Transport Via Plants Regenerate, Wall of Thorns
Actions
Anima Blast When the cultist uses Eldritch Blast, it regains a number of hitpoints equal to half the necrotic damage dealt
Anima Pact Blade When the cultist makes an attack with its Pact Blade, its reach increases by 5ft. On a hit, the target is pulled 10ft. towards the cultist
Patron Bestowal Option: Verdant Overgrowth(Recharge 5-6) Creatures in a 20ft. radius around the cultist must succeed a Strength saving throw equal to the cultist's spell save DC.
On a failed saving throw, the target takes bludgeoning damage equal to a number of d10s equal to twice the cultist's proficiency bonus and is restrained for one minute and half as much on a successful saving throw
At the end of each of its turns, creatures can repeat tis saving throw to end the effect on a successful saving throw.
Reactions
Nature's Binding When the cultist takes damage from an attacker within 60ft. of it, the attacker must succeed a Strength saving throw against the cultist's spell save DC. On a failed saving throw, it takes piercing damage equal to a number of d8s equal to the cultist's proficiency bonus and is restrained until the end of its next turn
Thalassic Cultist
- Languages Aquan
- Movement Speed 30ft. swim
- Challenge Rating Increases by 1
Amphibious The cultist can breathe in air and in water
Thalassic Magic Whenever the cultist deals force damage, it deals its choice of acid or cold damage instead
Spellcasting
The cultist has the following spells prepared
- Cantrips Thorn whip, Shape Water
- 1st Level Spells Armor of Agathys, Arms of Hadar, Grease
- 2nd Level Spells Spike Growth, Spiritual Weapon
- 3rd Level Spells Tidal Wave, Waterbreathing, Wall of Water, Waterwalk Watery Sphere
- 4th Level Spells Control Water, Hunger of Hadar
- 5th Level Spells Bigby's Hand, Cone of Cold, Maelstrom
- Mystic Arcanaum Tsunami
Actions
Thalassic Blast When the cultist uses Eldritch Blast, the target is pulled 10ft. towards the cultist
Thalassic Pact Blade When the cultist makes an attack with its Pact Blade, its reach increases by 5ft. On a hit, the target is pulled 10ft. towards the cultist
Patron Bestowal Option: Lashing Tendrils(Recharge 5-6) Creatures in a 20ft. radius around the cultist must succeed a Strength saving throw equal to the cultist's spell save DC.
On a failed saving throw, the target takes acid or cold damage equal to a number of d10s equal to twice the cultist's proficiency bonus and is restrained for one minute and half as much on a successful saving throw
At the end of each of its turns, creatures can repeat tis saving throw to end the effect on a successful saving throw.
Reactions
Binding Tendrils When the cultist takes damage from an attacker within 60ft. of it, the attacker must succeed a Strength saving throw against the cultist's spell save DC. On a failed saving throw, it takes acid or cold damage equal to a number of d8s equal to the cultist's proficiency bonus and is restrained until the end of its next turn
Magitech Cultist
- Armor Class Increases by 3
- Challenge Rating Increases by 1
Magitech Transmutation The cultist's attacks count as adamantine or silvered for the purposed of overcoming resistance
Siege Monster The cultist can deal double damage to buildings and objects
Magitech Optimization Whenever the cultist casts a spell of 1st level or higher, it gains a bonus to its Armor class equal to its Charisma modifier until the end of its next turn.
Spellcasting
The cultist has the following spells prepared
- Cantrips Mage Hand, Minor Illusion, Dancing Lights
- 1st Level Spells Absorb Elements, Magic Missile, Floating Disk
- 2nd Level Spells Spiritual Weapon
- 3rd Level Spells Lightning Bolt, Tiny Servant
- 4th Level Spells Summon Construct, Fabricate, Resilient Sphere
- 5th Level Spells Animate Object, Bigby's Hand, Creation
- Mystic Arcanaum Blade Barrier, Chain Lightning
Actions
Patron Bestowal Option: Magitech Armor(Recharge 5-6) The cultist are creatures of its choice within 30ft. of it gains a number of temporary hitpoints equal to a number of d10s equal to twice the cultist's proficiency bonus.
While these temporary hitpoints are active, creatures gain resistance to one damage type of the cultist's choice
Reactions
Adaptive Armor When the cultist takes damage from an attacker, it can reduce the damage taken by a number of d10s equal to the cultist's proficiency bonus
Tempest Cultist
- Languages Auran
- Challenge Rating Increases by 1
Tempest Magic Whenever the cultist deals force damage, it deals its choice of lightning or thunder damage instead
Gale Force Whenever a target takes thunder damage from the tempest cultist, it must succeed a Strength saving throw against the cultist's spell save DC or be pushed back an additional 10ft.
Storm Surge Whenever a target takes lightning damage from the tempest cultist, it must succeed a Constitution saving throw against the cultist's spell save DC or it cannot take reactions until the end of its next turn
Spellcasting
The cultist has the following spells prepared
- Cantrips Thunderclap
- 1st Level Spells Thunderwave, Witchbolt
- 2nd Level Spells Dust Devil, Hold Person, Levitate, Wind Wall
- 3rd Level Spells Call Lightning, Lightning Bolt, Fly
- 4th Level Spells Storm Sphere
- 5th Level Spells Destruction Wave
- Mystic Arcanaum Chain Lightning, Control Weather, Whirlwind
Actions
Patron Bestowal Option: Thunder Burst(Recharge 5-6) Creatures in a 20ft. radius around a spot within 120ft. of the cultist must succeed a Constitution saving throw.
On a failed saving throw, the target takes lightning and thunder damage each equal to a number of d10s equal to the cultist's proficiency bonus and are pushed back 10ft, knocked prone, and deafened for one minute. On a successful saving throw, creatures take half damage and are otherwise unaffected
At the end of each of its turns, creatures can repeat tis saving throw to end the effect on a successful saving throw.
Reactions
Thunderous Shield When the cultist takes damage from an attacker within 60ft. of it, the attacker must succeed a Strength saving throw against the cultist's spell save DC. On a failed saving throw, it takes thunder damage equal to a number of d10s equal to the cultist's proficiency bonus and are pushed back 10ft and knocked prone.
Eternal Flame Cultist
- Languages Ignan
- Challenge Rating Increases by 1
Fiery Magic Whenever the cultist deals force damage, it deals its choice of fire damage instead
Living Flame Whenever a target takes fire damage from the Eternal Flame cultist, it is set ablaze. Creatures set ablaze take 6 (1d10) fire damage at the start of each of its turns. Creatures can use its action to put out the flames
Spellcasting
The cultist has the following spells prepared
- Cantrips Create Bonfire, Produce Flames
- 1st Level Spells Burning Hands
- 2nd Level Spells Scorching Ray, Flame Blade, Heat Metal
- 3rd Level Spells Fireball
- 4th Level Spells Web of Fire
- 5th Level Spells Immolation
- Mystic Arcanaum Firestorm, Incendiary Cloud
Actions
Patron Bestowal Option: Incineration(Recharge 5-6) Creatures in a 30ft. cone must succeed a Dexterity saving throw equal to the cultist's spell save DC
On a failed saving throw, the target takes fire damage each equal to a number of d10s equal to twice the cultist's proficiency bonus and set ablaze. On a successful saving throw, creatures take half damage and are otherwise unaffected
Creatures set ablaze take 6 (1d10) fire damage at the start of each of its turns.
Creatures can use its action to put out the flames
Reactions
Blazing Vengeance When the cultist takes damage from an attacker within 60ft. of it, the attacker must succeed a Dexterity saving throw against the cultist's spell save DC. On a failed saving throw, it take fire damage equal to a number of d10s equal to the cultist's proficiency bonus.
Earthbreaker Cultist
- Armor Class Increases by 3
- Languages Terran
- Challenge Rating Increases by 1
Terran Magic The cultist deals double damage to buildings and objects
Spellcasting
The cultist has the following spells prepared
- Cantrips Mold Earth
- 1st Level Spells Earth Tremor
- 2nd Level Spells Spike Growth
- 3rd Level Spells Conjure Minor Elemental
- 4th Level Spells Stoneskin, Summon Elemental
- 5th Level Spells Summon Elemental, Wall of Stone, Meld into Earth
- Mystic Arcanaum Blade Barrier, Earthquake
Actions
Terran Blast When the cultist uses Eldritch Blast, the target must succeed a Strength saving throw against the cultist's spell save DC or be knocked prone.
Terran Pact Blade When the cultist makes an attack with its Pact Blade, the target must succeed a Strength saving throw against the cultist's spell save DC or be knocked prone.
Patron Bestowal Option: Earthbreaker(Recharge 5-6) Creatures in a 20ft. radius must succeed a Strength saving throw equal to the cultist's spell save DC
On a failed saving throw, the target takes bludgeoning damage each equal to a number of d12s equal to twice the cultist's proficiency bonus and are knocked prone. On a successful saving throw, creatures take half damage and are otherwise unaffected
Reactions
Earth Shield When the cultist takes damage from an attacker, they can reduce the damage take by a number of d10s equal to the cultist's proficiency bonus
Ascendant Cultist
- Challenge Rating Increases by 1
God Slayer The cultist's spell effects can ignore resistance on Aberrations, Celestials, Dragons, Elementals, Fey, and Fiends. Any immunities these creature possess counts as resistance instead.
Magic Resistance The cultist has advantage on saving throws against spells and magical effects
Occultic Empowerment Aberrations, Celestials, Dragons, Elementals, Fey, and Fiends have disadvantage on saving throws against the cultist's spell effects
Spellcasting
The cultist has the following spells prepared
- 1st Level Spells Detect Evil and Good, Protection from Evil and Good
- 2nd Level Spells Spiritual Weapon
- 3rd Level Spells Counterspell, Dispel Magic, Fly
- 4th Level Spells Banishment, Dimension Door
- 5th Level Spells Circle of Power, Hold Monster, Dispel Evil and Good
- Mystic Arcanaum Disintegrate, Globe of Invulnerability
Actions
Ascendant Blast When the cultist uses Eldritch Blast, it can deal an additional 1d10 force damage on a hit against Aberrations, Celestials, Dragons, Elementals, Fey, and Fiends
Ascendant Pact Blade When the cultist makes an attack with its Pact Blade, it can deal an additional 1d8 force damage on a hit against Aberrations, Celestials, Dragons, Elementals, Fey, and Fiends
Patron Bestowal Option: Ascendant Spell(Recharge 5-6) When the cultist cast's a spell, they can deal full damage instead of rolling until the start of its next turn.
Reactions
Ascendant Wrath When the cultist takes damage from an attacker, it can force the attacker to make a Charisma saving throw equal to its spell save DC. On a failed saving throw, creatures suffer vulnerability to one damage type of the cultist's choice until the end of its next turn.
Druid
Whereas wizards and sorcerers are masters of arcane magic and clerics are the masters of the divine, druids represent mastery over the primal forces of the multiverse. Druids are known for their deep connection with their surroundings that allows them to attune to the magical energy the binds all living things to the realm itself. Due to their primal connection, druids often safeguard the boundaries of their home plane from any extraplanar threats or incursions as well.
Primal Bond
Because of their primal connection, druids are able to harness this energy in a much different manner than most other spellcasting. This bond allows many druids to physically alter their forms allowing them to take the form of beasts, elementals, and other powerful creatures. Others are able to even use able their bond to call to the land itself summoning planar allies to come to their aid.
Druid Goals
When one typically thinks of a druid, they typically think of those who possess a natural connection to nature and the elements. Many druidic circles view themselves as emissaries between civilization and the various aspects of nature. These circles maintain this balance by communing with the creatures of the realms whether they be beasts, plants, elementals, or others. However, many druidic circles are not limited to primal domains. Some safeguard more esoteric domains such as realms such as the Lower Planes, the Feywild, or even the undead.
Druidic Members
Druids can be easily identified by their mastery of primal magics. Depending on their experience, druids have a variety of different roles.
Druid Initiate
Druidic initiates have just begun our training with druidic magics. They have just begun to master the druidic arts. Interestingly enough, most druidic initiates are often found abroad than inside their in their groves. Many initiates set out into the world to gain a better understanding of the world itself as part of their druidic training.
Master Druids
Master druids have fully completed their druidic training and serve as primal guardians safeguarding both nature and civilization. They have the ability to call upon nature itself to summon beasts, elementals, and other creatures while others are able to transforms into these entities at will.
Archdruids
Archdruids are the most powerful of all druids and typically are the founders of entire druid conclaves. Oftentimes, archdruids believe their duty is to safeguard the realm itself. Some have even been known to travel to other planes to maintain balance between both planes and prevent any planar incursions.
Druid Types
There are a number of druid conclaves, each dedicated to a particular domain of nature.
Beast Druid
Beast druid shares a close connection to the beasts of the wild. Through their connection with the beasts of the wild, these druids use these beasts as their eyes and ears for their domains. Their connection to the wild not only allows them to communicate with these creatures, but allows the druid to alter their form at will, taking on various animalistic feature. In times of need, they are even able to fully transform into the mightiest of beasts.
Earth Druid
Earth druids possess an elemental connection to the domain of earth. These druids practice a form of elemental magic that allows them to shape the terrain around them. Their mastery of the elements even allows them to even call forth or even transform into elementals themselves. These druids often work with other elemental conclave to maintain balance between the Material Plane and Plane of Earth.
Eldritch Druid
Very few know or understand the mysterious druids of the Eldritch Conclave. These druids have had made contact with the chaotic domain as the Far Realm. These druids have seen the maddening creatures from beyond the void and seek to prevent their spread to the Material Plane. Thanks to their rigorous training, they are able to harness the power of this realm that would drive ordinary mortal mad. Unfortunately, those who do not fully master this power are at risk and being driven mad.
Flame Druids
Flame druids are another elemental conclave dedicated to preserving the balance between the Elemental Plane of Fire and Material Plane. Of all the druids, flame druids possess the greatest concern for extraplanar incursions from the Elemental Plane of Fire.
Forest Druids
Forest druids are some of the most common kinds of druids. They maintain a special connection to the plants of the Material Plane. Just like the plants, they are able to tap into the life force that connects all living creatures. Because of their connection to the life force of the world, these druids have been known to work with other conclaves in protecting the Material Plane
Grave Druids
Grave druids are tasked with maintaining the balance of life and death on the Material Plane. Members of this circle primarily seek out any those who pervert the transition of life and death and putting restless spirits at peace. Although life and death are their primary domain, grave druids have been known to call the forces of the dead to protect the Material Plane from other extraplanar threats.
Magitech Druid
Magitech druids are a rather interesting conclave typically found in high magic societies. Their roles primarily involve overseeing constructs and maintaining magitech within their settlements. Druids of this circle are also known for their incredible feats of architecture thanks to their mastery of transmutation of animation.
Manakete Druid
Druids of this circle have been blessed with the power to transform into dragons. Not only are these druids able to transform into lesser dragons, but they also have the ability to infuse the aura of dragons into their spellcasting abilities. However, these druids tend to be quite rare as this power is only granted to those whom dragons deem worthy.
Sea Druid
Sea druids are another member of druidic conclaves specifically dedicated to maintaining the balance of the elements. Of all the elemental druid circles, sea druids are the most reclusive, primarily since they stick to overseeing the vast domain of the open seas, constantly monitoring for any potential rifts into the Elemental plane of Water.
Skinshifters
Skinshifters are another druidic art learned straight from the Feywild. By mimicking the innate ability of changelings, druids of this circle are able to analyze the physical characteristics and magical auras of their opponents to become an exact duplicate of their quarry. Thanks to their unique ability, skinshifters can be utilized as spies and assassins throughout the Material Plane.
Spelltamer Druid
Due to the magical nature of the Material Plane, the duty of eldritch druids is to maintain the balance of magic in the realm. Their duties often include maintaining arcane ley lines and pockets of arcane energy. Eldritch druids have the unique ability to manipulate magical aether to create living spells, almost akin to arcane elementals.
Spore Druid
Spore druids trace their origins deep within the lightless caverns of the Underdark. This druidic circle shares many principles and techniques from forest druids. However, the conduits in which they are able to tap into the life force of their surrounds is through fungal spores. Thanks to this new medium, spore druids are able to implant the seed of life into corpses and organic matter giving it the similitude of life.
Sylvan Druid
Sylvan druids are tasked safeguarding the boundaries between the Feywild and the Material Plane. Because the boundaries of both of these planes have been known to periodically bleed into each other's realm, sylvan druids seek to minimize the collateral damage of such an event and prevent those with ill-intent from harnessing such a phenomenon. However, due to the mind-altering effects of the Feywild, sylvan druids must undergo strict training to resist the psychedelic effect of the Feywild.
Tempest Druid
Tempest druids are part of an elemental druid circle dedicated to maintaining the elemental balance of the skies. These druids are known to patrol through the clouds to seek out any rifts to the Elemental Plane of Air. In addition to their interplanar roles, tempest druids serve as forecasters for upcoming storms and extremely powerful members can even alter the weather itself.
Therian Druids
Therian druids practice an ancient form of druidic magics that is believed to originate from the Feywild. Druids of this circle are able to take the monstrous hybrid forms of werebeasts. Some druids of this circle seek to embrace their gift through the thrill of the hunt while others seek to act as emissaries between werebeasts and the rest of civilization.
Winter Druids
Druids of this circle are often the reason why many humanoid civilizations are able to thrive in the frozen wastes of the Material Plane. In fact, most arctic settlements typically have at least one winter druid that patrols the nearby area. These druids have mastered the ability to control ice and frost to easily traverse such a hazardous environment with ease. They are often viewed as guardian who save stranded travelers in the midst of a snowstorm.
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Druidic Initiate
Medium Humanoid, varies
- Armor Class 13 (Hide Armor)
- Hit Points 39 (6d8+12)
- Speed 30ft.
STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 14 (+2) 13 (+1) 16 (+3) 12 (+1)
- Skills Nature +5, Perception +5, Survival +5
- Senses passive Perception 15
- Languages Common, Druidic, and one language of its choice
- Proficiency Bonus +2
- Challenge 3 (700 xp)
Druidic Heart(1/long rest) When the druid is reduced to 0 hitpoints, it drops to 1 hitpoint can use its Wildshape for 1 minute, even if it has no remaining uses.
Spellcasting
The druid is an 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks).
- Cantrips Druidcraft, Primal Savagry Shillelagah,
- 1st Level Spells(4 slots) Absorb Elements, Cure Wounds, Detect Magic
- 2nd Level Spells(3 slots) Enlarge/Reduce, Hold Person, Lesser Restoration, Moonbeam
- 3rd Level Spells(2 slots) Dispel Magic, Revivify
Actions
Multiattack. The Druid can cast a spell and make one Shillelagah attack
Shillelagah Melee Weapon Attack: +5 to hit, 5ft., one target. Hit: 8(1d8+3) bludgeoning damage. This attack counts as magical for the purpose of overcoming resistance
Bonus Actions
Wild Shape(1/short rest) The druid can use its bonus action to enter into a beast of its choice. The beast must be CR 2 or lower. While in this state, the druid retains the beasts statistics, however it retains its own Intelligence, Wisdom, and Charisma scores. The archdruid can remain in this form up to 2 hours, or if its Wildshape is reduced to 0 hitpoints, or if the Druid uses this feature again.
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Master Druid
Medium Humanoid, varies
- Armor Class 14 (Hide Armor)
- Hit Points 90 (12d8+36)
- Speed 30ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 14 (+2) 15 (+2) 18 (+4) 14 (+2)
- Skills Nature +8, Perception +7, Survival +7
- Senses passive Perception 17
- Languages Common, Druidic, and one language of its choice
- Proficiency Bonus +3 Challenge 7 (2300 xp)
Druidic Form While in its wildshape, the druid's attacks count as magical for the purpose of overcoming resistance.
Druidic Heart(1/long rest) When the druid is reduced to 0 hitpoints, it drops to 1 hitpoint can use its Wildshape for 1 minute, even if it has no remaining uses.
Spellcasting
The druid is an 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks).
- Cantrips Druidcraft, Primal Savagry Shillelagah,
- 1st Level Spells(4 slots) Absorb Elements, Cure Wounds, Detect Magic
- 2nd Level Spells(3 slots) Enlarge/Reduce, Hold Person, Lesser Restoration, Moonbeam
- 3rd Level Spells(3 slots) Dispel Magic, Revivify
- 4th Level Spells(3 slots) Dominate Beast, Guardian of Nature, Hallucinatory Terrain, Locate Creature, Polymorph
- 5th Level Spells(2 slots) Awaken, Commune with Nature, Mass Cure Wounds, Wrath of Nature
- 6th Level Spells(1 slot) Otherwordly Guise, Tenser's Transformation
Actions
Multiattack. The druid can cast a spell and make two Shillelagah attacks
Shillelagah Melee Weapon Attack: +7 to hit, 5ft., one target. Hit: 9(1d8+4) bludgeoning damage. This attack counts as magical for the purpose of overcoming resistance
Bonus Actions
Wild Shape(1/short rest) The druid can use its bonus action to enter into a beast of its choice. The beast must be CR 3 or lower. While in this state, the druid retains the beasts statistics, however it retains its own Intelligence, Wisdom, and Charisma scores. The druid can remain in this form up to 3 hours, or if its Wildshape is reduced to 0 hitpoints, or if the Druid uses this feature again.
Archdruid
Medium Humanoid, varies
- Armor Class 15 (Hide Armor)
- Hit Points 1500 (20d8+60)
- Speed 30ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 16 (+3) 17 (+3) 20 (+5) 16 (+3)
- Skills Nature +9, Perception +11, Survival +11
- Senses passive Perception 21
- Languages Common, Druidic, and one language of its choice
- Proficiency Bonus +6
- Challenge 17 (2300 xp)
Druidic Form While in its wildshape, the druid's attacks count as magical for the purpose of overcoming resistance.
Druidic Heart(1/long rest) When the druid is reduced to 0 hitpoints, it drops to 1 hitpoint can use its Wildshape for 1 minute, even if it has no remaining uses.
Spellcasting
The druid is an 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks).
- Cantrips Druidcraft, Primal Savagry Shillelagah,
- 1st Level Spells(4 slots) Absorb Elements, Cure Wounds, Detect Magic
- 2nd Level Spells(3 slots) Enlarge/Reduce, Hold Person, Lesser Restoration, Moonbeam
- 3rd Level Spells(3 slots) Dispel Magic, Revivify
- 4th Level Spells(3 slots) Dominate Beast, Guardian of Nature, Hallucinatory Terrain, Locate Creature, Polymorph
- 5th Level Spells(3 slots) Awaken, Commune with Nature, Mass Cure Wounds, Wrath of Nature
- 6th Level Spells(2 slot) Otherworldly Guise, Tenser's Transformation
- 7th Level Spells(2 slot) Regenerate
- 8th Level Spells(2 slot) Antipathy/Sympathy
- 9th Level Spells(1 slot) True Polymorph, Mass Polymorph, Shapechanger
Actions
Multiattack. The archdruid can cast a spell and make two Shillelagah attacks
Shillelagah Melee Weapon Attack: +11 to hit, 5ft., one target. Hit: 14(2d8+5) bludgeoning damage. This attack counts as magical for the purpose of overcoming resistance
Bonus Actions
Wild Shape(2/short rest) The druid can use its bonus action to enter into a beast of its choice. The beast must be CR 6 or lower. While in this state, the druid retains the beasts statistics, however it retains its own Intelligence, Wisdom, and Charisma scores. The archdruid can remain in this form up to 6 hours, or if its Wildshape is reduced to 0 hitpoints, or if the Druid uses this feature again.
Legendary Actions(3/turn)
The archdruid can take 3 legendary actions, choosing from the options below. Only one legendary Action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.
- Shillelagah(1 action) The archdruid can make one attack with its Shillelagah
- Movement(1 action) The archdruid can move up to half its movement speed without provoking attacks of opportunity.
- Spell(2 actions) The archdruid can cast a spell of 5th level or lower
- Shapeshift(2 actions) The archdruid can enter into its wildshape if available
- Resilience(3 actions) The archdruid can end a condition or spell effect on itself as an action
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Beast Druid
Beast Speech The druid can communicate simple ideas to beasts
Greater Wildshape(1/long rest) When the druid uses its Wildshape, it can turn into a beast with a CR equal to twice the druid's profiency bonus
Keen Senses The druid has advantage on Wisdom(Perception) checks that rely of sight, smell, or sound.
Spellcasting
The beast druid has the following additional spells prepared
- 1st Level Animal Friendship, Beast Bond, Find Familiar
- 2nd Level Animal Messenger, Beast Sense, Flock of Familiars, Spider Climb, Summon Beast
- 3rd Level Conjure Animals, Waterbreathing, Waterwalk
- 4th Level Dominate Beast, Giant Insect
- 5th Level Insect Plague
- 8th Level Animal Shapes, Feeblemind
Bonus Actions
Druidic Familiar When the druid expends a wildshape, it can choose to summon a beast of the appropriate CR in an unoccupied space within 30ft. of it instead. The beast is considered an ally of the druid acting on the druid's initiative. The beast remains a number of hours equal to the druid's proficiency bonus, is killed, or if the Druid uses this feature again.
Earth Druid
- Languages Terran, Primordial
False Appearance While lightly obscured by ample rocky terrain, the druid is indistinguishable from a rock while they are motionless
Earth Stride The druid can move through difficult terrain caused by earth or stone without having to make an ability check or spend additional movement
Elemental Wildshape(1/long rest) When the druid uses its Wildshape, it can turn into a elemental with a CR equal to the druid's proficiency bonus
Spellcasting
The earth druid has the following additional spells prepared
- Cantrips Magic Stone, Mold Earth
- 1st Level Catapult, Earthen Grasp, Earth Tremor
- 2nd Level Spike Growth
- 3rd Level Erupting Earth, Meld into Stone, Wall of Sand
- 4th Level Conjure Lesser Elementals, Summon Elemental, Stoneskin
- 5th Level Conjure Elemental, Passwall
- 6th Level Bones of Earth, Investure of Stone
- 8th Level Earthquake
- 9th Level Meteor Swarm
Bonus Actions
Elemental Familiar When the druid expends a wildshape, it can choose to summon a elemental of the appropriate CR in an unoccupied space within 30ft. of it instead. The elemental is considered an ally of the druid acting on the druid's initiative. The elemental remains a number of hours equal to the druid's proficiency bonus, is killed, or if the Druid uses this feature again.
Eldritch Druid
- Damage Resistances Psychic
- Languages Deep Speech, telepathy 120ft.
Aberrant Body The druid can move through a space as narrow as an inch without squeezing.
Aberrant Mind The druid has advantage on saving throws against being charmed or frightened
Aberrant Nature The druid does not require to breathe, eat, or sleep.
Elemental Wildshape(1/long rest) When the druid uses its Wildshape, it can turn into a aberration with a CR equal to the druid's proficiency bonus
Magic Resistance The druid has advantage on saving throws against spells and magical effects.
Spellcasting
The eldritch druid has the following additional spells prepared
- Cantrips Message, Mind Sliver, Vicious Mockery
- 1st Level Charm Person, Dissonant Whispers
- 2nd Level Mind Spike, Phantasmal Force, Suggestion
- 3rd Level Fast Friends, Hypnotic Pattern, Summon Aberration
- 4th Level Phantasmal Killer
- 5th Level Bigby's Hand, Contact other Plane, Dominate Person, Dream Geas, Telekinesis
- 6th Level Mass Suggestion, Synaptic Static
- 7th Level Power Word Stun
- 8th Level Feeblemind
- 9th Level Psychic Scream
Flame Druid
- Languages Ignan, Primordial
Elemental Wildshape(1/long rest) When the druid uses its Wildshape, it can turn into a elemental with a CR equal to the druid's proficiency bonus
Spellcasting
The flame druid has the following additional spells prepared
- Cantrips Green-flame Blade, Produce Flame, Firebolt
- 1st Level Burning Hands, Fog Cloud
- 2nd Level Flame Blade, Heat Metal, Scorching Ray
- 3rd Level Fireball, Elemental Weapon
- 4th Level Conjure Lesser Elementals, Summon Elemental, Fire Shield, Elemental Bane, Web of Fire, Wall of Fire
- 5th Level Conjure Elemental, Immolation
- 6th Level Investure of Fire, Primordial Ward
- 7th Level Delayed Blast Fireball, Firestorm
- 8th Level Incendiary Cloud
- 9th Level Meteor Swarm
Bonus Actions
Elemental Familiar When the druid expends a wildshape, it can choose to summon a elemntal of the appropriate CR in an unoccupied space within 30ft. of it instead. The elemental is considered an ally of the druid acting on the druid's initiative. The elemental remains a number of hours equal to the druid's proficiency bonus, is killed, or if the Druid uses this feature again.
Forest Druid
False Appearance While lightly obscured by ample plant life, the druid is indistinguishable from a plant while they are motionless
Floral Wildshape When the druid uses its Wildshape, it can turn into a plant with a CR equal to the druid's proficiency bonus
Forest Stride The druid can move through difficult terrain caused by plants without having to make an ability check or spend additional movement
Spellcasting
The forest druid has the following additional spells prepared
- 1st Level Entangle
- 2nd Level Barkskin, Spike Growth
- 3rd Level Plant Growth, Stinking Cloud
- 4th Level Blight, Grasping Vine
- 5th Level Cloudkill, Tree Stride
- 6th Level Transport via Plants, Wall of Thorns
Bonus Actions
Floral Familiar When the druid expends a wildshape, it can choose to summon a plant of the appropriate CR in an unoccupied space within 30ft. of it instead. The plant is considered an ally of the druid acting on the druid's initiative. The plant remains a number of hours equal to the druid's proficiency bonus, until it is killed, or if the Druid uses this feature again.
Grave Druid
- Damage Resistances Necrotic
Grave Sight The grave druid can pinpoint the location of any Undead within 120ft. of it
Grave's Calling(Replaces Druidic Heart) When the grave druid is reduced to 0 hitpoints, it drops to 1 hitpoint and can summon a myriad of undead in the nearest unoccupied space within 30ft of it. The grave druid can summon a number of skeletons or zombie(its choice) equal to twice the druid's proficiency bonus. These undead are allies to the grave druid acting on the druid's turn for 1 minute or until killed. Once the druid uses this ability, it cannot do so again until it finished a long rest
Spellcasting
The grave druid has the following additional spells prepared
- Cantrips Green-flame Blade, Produce Flame, Firebolt
- 1st Level Inflict Wounds
- 2nd Level BLindness/Deafness, Ray of Enfeeblement
- 3rd Level Animate Dead, Summon Undead, Speak with Dead, Vampiric Touch
- 4th Level Blight
- 5th Level Antilife Shell, Negative Energy Flood
- 6th Level Create Undead
- 7th Level Finger of Death
Bonus Actions
Deathly Summons When the druid expends a wildshape, it can raise the corpse of a creature of an appropriate CR in an unoccupied space within 30ft. of it instead. The creature cannot be a construct or undead. Upon using the feature, the corpse becomes an undead and gains immunity to poison and necrotic damage. The undead is considered an ally of the druid acting on the druid's initiative. The undead remains a number of hours equal to the druid's proficiency bonus, or until it is killed.
Magitech Druid
Animating Pulse(Replaces Druidic Heart) When the magitech druid is reduced to 0 hitpoints, it drops to 1 hitpoint and can summon constructs in the nearest unoccupied space within 30ft of it. The agitech druid can summon a number of constructs equal to twice the druid's proficiency bonus. The Constructs must be of a CR rating less than 1. These constructs are allies to the magitech druid acting on the druid's turn for 1 minute or until killed. Once the druid uses this ability, it cannot do so again until it finished a long rest
Magic Sense The magitech druid can pinpoint the location of a magical effect or item within 120ft. of it.
Magitech Affinity Constructs have disadvantage on saving throws against the magictech druid's spell effects
Siege Monster The magitech druid can deal double damage to buildings and objects
Spellcasting
The magitech druid has the following additional spells prepared
- Cantrips Mending, Shocking Grasp
- 1st Level Catapult, Detect Magic, Tenser's Floating Disk
- 2nd Level Wristpocket
- 3rd Level Otiluke's Resilient Sphere, Lightning Bolt Tiny Servant
- 4th Level Fabricate, Summon Construct
- 5th Level Animate Objects, Bigby's Hand, Creation
- 6th Level Chain Lightning
Bonus Actions
Animation Pulse When the druid expends a wildshape, it can create a construct of an appropriate CR in an unoccupied space within 30ft. of it instead. The construct is considered an ally of the druid acting on the druid's initiative. The construct remains a number of hours equal to the druid's proficiency bonus, until it is killed, or if the druid uses this feature again.
Manakete
- Damage Resistances Acid, Cold, Fire, Lightning, Poison (choose 1)
- Languages Draconic
Draconic Blessing The manakete can ignore resistance and immunity on attacks using their attuned element
Draconic Presence While in its Wildshape, creatures within 30ft. of the manakete that can see it must succeed a Wisdom saving throw equal to the manakete's spell save DC. On a failed saving throw, the creature is frightened by the manakete for one minute. A frightened creature can repeat its saving throw at the end of each of its turns to end the effect on a success. On a successful saving throw, creatures are immune to being frightened in this manner for the next 24 hours.
Dragon Skin The manakete has advantage on saving throws against spells and magical effects. On a successful saving throw, the manakete takes no damage.
Spellcasting
The manakete has the following additional spells prepared
- Cantrips Thaumaturgy
- 1st Level Absorb Elements, Burning Hands
- 2nd Level Binding Frost
- 3rd Level Elemental Weapon, Fear, Fly, Lightning Bolt
- 5th Level Cone of Cold, Summon Draconic Spirit
- 6th Level Chain Lightning
Bonus Actions
Draconic Form When the druid expends a wildshape, it can transform into a dragon of the appropriate CR.
Sea Druid
- Movement 30ft. swim
Aquatic Wildshape When the sea druid enters its Wildshape, it can assume the form of an elemental or beast with a swimming speed of the appropriate challenge rating.
Aquatic Adept The sea druid can swim through difficult terrain caused by strong tides or currents without having to make ability checks or expending additional movement speed
Hold Breath The sea druid can hold their breath underwater for up to 15 minutes.
Nimble Swimmer The sea druid can swim outside a creatures reach without provoking attacks of opportunity
Spellcasting
The sea druid has the following additional spells prepared
- Cantrips Acid Splash, Shape Water
- 1st Level Armor of Agathys, Caustic Brew, Grease, Fog Cloud
- 2nd Level Create and Destroy Water
- 3rd Level Tidal Wave, Water Walk, Waterbreathing, Wall of Water
- 4th Level Control Water, Watery Sphere
- 5th Level Maelstrom
- 8th Level Tsunami
Bonus Actions
Aquatic Familiar When the druid expends a wildshape, it can choose to summon a elemental or a beast with a swimming speed of the appropriate CR in an unoccupied space within 30ft. of it instead. The creature is considered an ally of the druid acting on the druid's initiative. The creature remains a number of hours equal to the druid's proficiency bonus, is killed, or if the Druid uses this feature again.
Skinshifter
Mimicry The skinshifter can mimic sounds you have heard, including voices. A creature that hears the sounds it makes can tell they are imitations with a successful Wisdom (Insight) check opposed by its Charisma (Deception) check.
Actions
Ventriloquism The skinshifter can cause its voice to sound as if it originated from a spot within 30ft. of it. A creature that hears the sounds it makes can determine if this is a trick with a successful Wisdom (Insight) check opposed by its Charisma (Deception) check.
Bonus Actions
Shapeshift As an bonus action action, the skinshifter can change its appearance and itsvoice. The skinshifter determine the specifics of the changes, including its coloration, hair length, size, and sex. The skinshifter can make itself appear any humanoid, though none of its game statistics change. The skinshifter can't duplicate the appearance of a creature it has never seen.
Skinshift The skinshifter can expend a Wildshape using its bonus action to become an identical copy of a humanoid it can see. Upon using this feature, the skinshifter learns any skills, profieiciencies, spells , abilities, and similar features that the target may possess; however, the skinshifter does not acquire any knowledge or memories that the target may possess.
Spellcasting
The skinshifter has the following additional spells prepared
- Cantrips Minor Illusion, Vicious Mockery
- 1st Level Charm Person, Disguise Self, Suggestion
- 2nd Level Enlarge/Reduces, Mirror Image
- 3rd Level Fast Friends, Sending
- 4th Level Charm Monster, Compulsion
- 5th Level Dominate Person, Mislead, Seeming, Scrying
- 6th Level Otherworldly Guise
Spelltamer
Magical Advantage The spelltamer has advantage on saving throw against spells and magical effects.
Spell Absorption When the spelltamer successfully uses Counterspell or Dispel Magic on a spell of 1st level or higher, the spelltamer regains a number of expended spell slots equal to the level of the spell expended.
Spell Sense The spelltamer can pinpoint the location of a magical effect or item within 120ft. of him
Spellcasting
The spelltamer has the following additional spells prepared
- Cantrips Dancing Lights, Eldritch Blast
- 1st Level Detect Magic, Magic Missile, Shield
- 2nd Level Blink, Nystul's Magic Aura
- 3rd Level Counterspell, Dispel Magic
- 4th Level Dimension Door
- 5th Level Bigby's Hand, Teleportation Circle, Wall of Force
- 6th Level Disintegrate, Globe of Invulnerability
- 7th Level Prismatic Spray, Teleport
- 8th Level Antimagic Field, Holy Aura
- 9th Level Wish
Bonus Actions
Spell Tamer When the druid expends a wildshape, it can choose to summon a animated spell in an unoccupied space within 30ft. of it instead. The creature is considered an ally of the druid acting on the druid's initiative. The creature remains a number of hours equal to the druid's proficiency bonus, is killed, or if the Druid uses this feature again.
Spore Druid
- Damage Resistances Necrotic, Poison
Spore Symbiosis The spore druid has advantage on saving throws against being blinded, deafened, paralyzed, or poisoned
Stench Creatures that first enters or starts its turn within 10ft. of the spore druid, the target takes 4(1d6) poison damage must succeed a Constitution saving throw equal to the Spore Druid's spell DC. On a failed saving throw, the target is poisoned until the end of its next turn. On a successful saving throw, creatures are immune to being poisoned by this effect for the next 24 hours.
Spellcasting
The spore druid has the following additional spells prepared
- Cantrips Poison Spray
- 1st Level Ray of Sickness
- 2nd Level Blindness/Deafness, Ray of Enfeeblement
- 3rd Level Animate Dead, Plant Growth, Stinking Cloud
- 4th Level Blight
- 5th Level Awaken, Cloudkill, Enervation
- 6th Level Circle of Death, Harm
- 8th Level Feeblemind
- 9th Level Time Ravage
Bonus Action
Symbiotic Form When the druid expends a wildshape, it can transform into a fungal symbiotic form for one minute.. While in this form, the druid deals an additional 7 (2d6) necrotic damage on each of its melee weapon attacks. At the start of each of its turns, the Spore Druid regain a number of hitpoints equal to 10 times half the druid's proficiency bonus rounded down.
Sylvan Druid
- Damage Resistances Force, Psychic
Fey Mind The druid has advantage on saving throws against being charmed or frightened.
Fey Misdirection If the druid succeeds a saving throw against an effect that charms or frightens and only targets the druid, the effect is redirected back at the attacker instead.
Spellcasting
The sylvan druid has the following additional spells prepared
- Cantrips Dancing Lights, Minor Illusion, Vicious Mockery
- 1st Level Color Spray, Disguise Self, Faerie Fire, Sleep
- 2nd Level Blink, Blur, Invisibility, Mirror Image, Moonbeam, Suggestion
- 3rd Level Fast Friends, Summon Fey, Hypnotic Pattern
- 4th Level Conjure Woodland Beings, Charm Monster, Greater Invisibility
- 5th Level Dominate Person, Dream. Far Step, Modify Memory
- 6th Level Conjure Fey, Mass Suggestion, Programmed Illusion, Otherworldly Form
- 7th Level Mirage Arcane, Prismatic Spray, Project Image, Plane Shift
- 8th Level Antipathy/Sympathy, Feeblemind
- 9th Level Weird
Bonus Actions
Fey Familiar When the druid expends a wildshape, it can choose to summon a Fey with an appropriate CR in an unoccupied space within 30ft. of it instead. The creature is considered an ally of the druid acting on the druid's initiative. The creature remains a number of hours equal to the druid's proficiency bonus, is killed, or if the Druid uses this feature again.
Reactions
Fey Escape When the druid is targeted with an attack, the Sylvan druid can teleport 30ft. causing the attack to miss. The sylvan druid can also turn invisible until the start of its next turn.
Tempest
- Damage Resistances Thunder
Airbender When the druid is forced to make a saving throw against an effect that deals thunder damage, it takes no damage on a successful saving throw.
Tempest Magic When the druid cast a spell of 1st level or higher, the druid gains a flying speed equal to its movement speed equal to the druid's movement speed.
Wind's Landing When the druid is able to uses their Druidic magics to soften their landing. Whenever the druid falls at least 30ft., it can make a DC 10 Wisdom saving throw. On a failed saving throw, the druid takes half damage and fall prone. On a success, the druid takes no damage and does not fall prone. The DC increases by 1 for every 10ft. above 30ft. that it falls.
Spellcasting
The tempest druid has the following additional spells prepared
- Cantrips Gust, Thunderclap
- 1st Level Catapult, Fog Cloud, Thunderwave
- 2nd Level Create and Destroy Water, Dust Devil, Levitate, Shatter, Skywrite
- 3rd Level Fly, Gaseous Form, Wind Wall
- 4th Level Storm Sphere, Summon Elemental
- 5th Level Control Winds, Telekinesis
- 6th Level Investiture Wind, Wind Wall
- 7th Level Etherealness, Whirlwind
- 8th Level Control Weather
Bonus Actions
Aerial Familar When the druid expends a wildshape, it can choose to summon a elemental or a beast with a flying speed of the appropriate CR in an unoccupied space within 30ft. of it instead. The creature is considered an ally of the druid acting on the druid's initiative. The creature remains a number of hours equal to the druid's proficiency bonus, is killed, or if the Druid uses this feature again.
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Therian
- Movement 40ft., 40ft. swim, 40ft. climb
Keen Sense The therian druid has advantage on Wisdom(Perception) checks
Therian Frenzy While in their Wildshape, the druid is unable to cast spells.
Therian Hide While in their wildshape, the druid gains a +3 bonus to their AC and gains resistance to bludgeoning, piercing, and slashing damage from non-silvered attacks
Therian Regeneration(Wild Shape Only) If the druid is below half its hitpoint maximum, it regains a number of hitpoints equal to 10 times half the druid's proficiency bonus (rounded down)
Bonus Actions
Therian Transformation When the druid expends a wildshape, it can transform into a its Therian Wildshape instead. While in this form, its movement speed increases by 10ft. and it gains advantage on Strength and Dexterity ability checks and saving throws.
Therian Flurry(Wildshape Only) The therian can make two attacks with its Shillelagah
Reactions
Reactive (Wildshape Only) While in its druid can take a reaction at the end of each of its turns.
Retaliation When the druid is hit with a melee weapon attack, it can use its reaction to make a melee weapon attack.
Winter Druid
- Damage Resistances Cold
Blizzard When creatures first enter or start its turn within 10ft. of the druid, it takes 5(1d8) cold damage and its movement speed is reduced by 10ft.
Frost Acclimation When the druid is forced to make a saving throw against an effect that deals cold damage, it takes no damage on a successful saving throw.
Ice Walker The druid can swim through difficult terrain caused by icy terrain without having to make ability checks or expending additional movement speed
Spellcasting
The winter druid has the following additional spells prepared
- Cantrips Frostbite, Ray of Frost
- 1st Level Armor of Agathys, Grease, Ice Knife, Fog Cloud, Frost Fingers
- 2nd Level Binding Frost, Hold Person, Spike Growth, Snowball Storm
- 3rd Level Sleet Storm
- 4th Level Ice Storm
- 5th Level Cone of Cold
- 6th Level Freezing Sphere, Investiture of Ice, Wall of Ice
Bonus Actions
Snow Stealth While lightly obscured by snowfall or snowy terrain, the Winter Druid can use its bonus action to Hide.
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Monks
Monks are incredibly skilled warriors that have mastered martial combat through the art of harnessing a mysterious power that all creature's possess, called ki. Their mastery of ki grants them supernatural speed and agility, allowing them to perform incredible feats of physical and martial prowess.
Monk Initiates
Monk initiates are the least trained of all monks, as many are beginning their journey in a monastic tradition. Most initiates can be found in monasteries, where they receive tutelage in controlling their inner ki.
Monk Disciples
Monk discipline have learned to fully harness their inner ki. As a result, they tend to be exceptional combatants in their specific disciplines, using their superior speed and agility to outmaneuver even the strongest of opponents.
Master Monk
Master monks represent the pinnacle of mortal mastery of ki. They are able to use these abilities to heal themselves from the deadliest of injuries, as well as attack their opponents as incredible speeds. Due to their vast training, many master monks lead entire monasteries, while the most legendary of monks seek to discover new disciplines by finding new ways to utilize their ki.
Monastic Orders
Since there are numerous ways in which monks can harness their ki, their are numerous monastic traditions that these individuals practice, each with their own unique skillset.
Phoenix Monk
Phoenix monks have learned to use their ki to control fire. Members of these orders can often be identified by glowing tattoos of phoenixes, dragons, and open flames. This monastic tradition tend to have an explosive fighting style that unleashes a torrent of flames to punish their opponents.
Tempest Monk
Tempest monks have learned to use their inner ki to control the very winds itself. Their order are often identified by tattoos, clouds or wings. Their primary battle techniques rely on maneuverability and misdirection.
Frostwind Monk
Frostwind monks use their ki to tap into the essence of others to siphon their energy and slowing down their movement. These individuals are often adorned with various tattoos of wolves and other arctic creatures.
Stormlight Monk
Monks that practice the stormlight discipline have learned to harness the power of lightning, adorning themselves with tattoos of lightning and thunderstorms. Monks of this tradition have the ability to turn themselves into lightning and shock their opponents with extreme precision.
Earthbreaker Monk
Monks of the earthbreaker discipline have learned to use their ki to make their bodies akin to an immovable mountain, granting them incredible strength and endurance, as well as the ability to control the earth around them.
Tidecaller Monk
The tidecaller tradition enables monks to acquire absolute master of water. This ability grants them the ability to conjure weapons made of water from thin air and even have the ability to cause their body to even temporarily take the form of water.
Shadowdancer Monk
Shadowdancers use their ki to control their very shadows themselves. As a result, they are ideal spies and assassins as they are able to use the shadows to shroud themselves to avoid detect as well as shield themselves from harm.
Astral Monk
Astral monks have learned to project their ki to create an astral avatar of themselves. This avatar can take a variety of forms, but are commonly depicted as gigantic humanoid avatars with fists made of pure ki.
Reaper Monk
Reaper monks practice a special ki discipline that focuses on extracting the ki from living creatures. Such an art if often forbidden and reviled by many societies due to its ability to siphon the soul from one's very body.
Sunfire Monk
It is believed that sunfire monks have learned their discipline directly from the gods. As a result, they are able to unleash the flurry of strikes empowered by divine light. Because of their close connection to the divine, it is not uncommon to find these monks in many religious temples and sanctuaries.
Kensei Monk
Kensei monks have learned to channel their ki through their weapons, which grants them perfect mastery of their weapons. They are able to effortlessly transition between speed and power to overwhelm their opponent's defenses, while using their rapid reflexes to deflect and parry weapon strikes from their foes.
Mage Hunter Monk
Magehunter monks have learned to use their ki to temporarily block a creature's connection to magic. Because of their unique talents, they are often employed as a countermeasure against spellcasters.
Open Hand Monk
Open hand monks focus primarily on unarmed combat by utilizing their ki to keep their foes off-balance in combat. Monks of this discipline are able to use their strikes to sweep their foes off their feet, disarm attackers, and temporarily disorient their target's senses. Some have even mastered the ability to unleash a storm of blows when surrounded, striking each creature in reach.
Soulknife Monk
Soulknife monks use their ki to awaken their true psionic potential. Monks of the discipline are able to use their ki to enter into their opponent's minds to exploit their fears and desires. They also possess the ability to seemingly manifest a purely psionic form to vanish from sight and to even phase through walls.
Mercy Monk
Mercy monks use their ki to tread the very boundaries of life and death. They are able to use this practice to either heal or poison the ki of another living creature. Because of this mysterious duality, these monks tend to be viewed with wonder and suspicion of their true intentions.
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Monk Initiate
Medium Humanoid, varies
- Armor Class 16 (Natural Armor)
- Hit Points 39 (6d8+12)
- Speed 40ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 10 (+0)
- Saving Throws Str +4, Dex +5
- Skills Athletics +5, Acrobatics +5, Perception +5
- Senses passive Perception 15
- Languages Common and one language of its choice
- Proficiency Bonus +2
- Challenge 3 (700 xp)
Evasion When the monk initiate fails a Dexterity saving throw against a effect that deals damage, they take half damage on a failed saving throw and half as much on a success.
Ki Empowered Strikes The monk initiate attacks count as magical for the purpose of overcoming resistance.
Slow Fall When the monk initiate takes fall damage, they can choose to make a DC 10 Dexterity saving throw. On a failed saving throw, the monk takes half damage and falls prone. Upon a success, they take no damage and do not fall prone
Ki Disciplines
Depending on the type of discipline they practice, the monk initiative may force a creature to make a saving throw against certain effects. These abilities uses a Ki save DC which is 13.
Actions
Multiattack. Monk initiate can make three unarmed strikes. The monk initiate can replace any number of unarmed strikes with a shuriken.
Unarmed strike Melee Weapon Attack: +5 to hit, 5ft., one target. Hit: 5(1d4+3) bludgeoning damage
Shuriken Ranged Weapon Attack: +5 to hit, 30ft., one target. Hit: 6(1d4+3) slashing damage.
Bonus Actions
Step of the Wind The monk initiate can use their bonus action to Dash or Disengage
Patient Strike The monk initiate can use their bonus action to Dodge
Reactions
Deflect Missile When the monk is hit with a ranged weapon attack, they can gain a +5 bonus to their Armor class against their next attack. If the ranged attack misses, it does not hit the monk and targets the attacker or another creature of the monk's choice within 60ft. of them instead.
![](https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/811a2908-404c-4d71-b6d2-0b4e737898e1/d8hdyja-750f2db5-528a-4d16-91ff-774125e0d765.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzgxMWEyOTA4LTQwNGMtNGQ3MS1iNmQyLTBiNGU3Mzc4OThlMVwvZDhoZHlqYS03NTBmMmRiNS01MjhhLTRkMTYtOTFmZi03NzQxMjVlMGQ3NjUuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.3u2MltrBGGWkNO6eq8y5jGet7SIl2Lr3K9ct3omS_9g)
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Monk Disciple
Medium Humanoid, varies
- Armor Class 18 (Natural Armor)
- Hit Points 90 (12d8+36)
- Speed 50ft.
STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 16 (+3) 10 (+0) 18 (+4) 10 (+0)
- Saving Throws Str +6, Dex +7
- Skills Athletics +6, Acrobatics +7, Perception +7
- Senses passive Perception 17
- Languages Common and one language of its choice
- Proficiency Bonus +3
- Challenge 7 (2900 xp)
Evasion When the monk disciple fails a Dexterity saving throw against a effect that deals damage, they take half damage on a failed saving throw and half as much on a success.
Ki Empowered Strikes The monk disciple attacks count as magical for the purpose of overcoming resistance.
Slow Fall When the monk disciple takes fall damage, they can choose to make a DC 10 Dexterity saving throw. On a failed saving throw, the monk takes half damage and falls prone. Upon a success, they take no damage and do not fall prone
Ki Disciplines
Depending on the type of discipline they practice, the monk disciple may force a creature to make a saving throw against certain effects. These abilities uses a Ki save DC which is 15.
Actions
Multiattack. Monk disciple can make four unarmed strikes. The monk disciple can replace any number of unarmed strikes with a shuriken.
Unarmed strike Melee Weapon Attack: +7 to hit, 5ft., one target. Hit: 8(1d6+4) bludgeoning damage.
Shuriken Ranged Weapon Attack: +7 to hit, 30ft., one target. Hit: 8(1d6+4) slashing damage.
Bonus Actions
Step of the Wind The monk disciple can use their bonus action to Dash or Disengage
Patient Strike The monk disciple can use their bonus action to Dodge
Reactions
Deflect Missile When the monk is hit with a ranged weapon attack, they can gain a +5 bonus to their Armor class against their next attack. If the ranged attack misses, it does not hit the monk and targets the attacker or another creature of the monk's choice within 60ft. of them instead.
Master Monk
Medium Humanoid, varies
- Armor Class 20 (Natural Armor)
- Hit Points 150 (20d8+60)
- Speed 60ft.
STR DEX CON INT WIS CHA 16 (+3) 20 (+5) 16 (+3) 10 (+0) 20 (+5) 10 (+0)
- Saving Throws Str +9, Dex +11, Con +9, Int +6, Wis +11, Cha +6
- Skills Athletics +9, Acrobatics +11, Perception +11
- Senses passive Perception 21
- Languages Common and one language of its choice
- Proficiency Bonus +6
- Challenge 17 (18000 xp)
Perfect Training The monk has advantage on Strength(Athletics) checks and Dexterity(Acrobatics) checks
Evasion When the master monk fails a saving throw against a Dexterity saving throw that deals damage, they take half damage on a failed saving throw and half as much on a success.
Ki Empowered Strikes The master monk attacks count as magical for the purpose of overcoming resistance.
Legendary Resistance (3/day) Upon failing a saving throw, the master monk can choose to succeed. Upon using this feature, the monk can recover 60 hitpoints as they recover ki to heal their wounds.
Slow Fall When the master monk takes fall damage, they can choose to make a DC 10 Dexterity saving throw. On a failed saving throw, the monk takes half damage and falls prone. Upon a success, they take no damage and do not fall prone. The DC increases by 1 for every 10ft. above 30ft. that the master monk falls.
Ki Disciplines
Depending on the type of discipline they practice, the master monk may force a creature to make a saving throw against certain effects. These abilities uses a Ki save DC which is 19.
Actions
Multiattack. The master monk can make four unarmed strikes. The master monk can replace any number of unarmed strikes with a shuriken.
Unarmed strike Melee Weapon Attack: +11 to hit, 5ft., one target. Hit: 11(1d10+5) bludgeoning damage
Shuriken Ranged Weapon Attack: +11 to hit, 30ft., one target. Hit: 10(1d10+5) slashing damage.
Bonus Actions
Step of the Wind The master monk can use their bonus action to Dash or Disengage
Patient Strike The master monk can use their bonus action to Dodge
Reactions
Deflect Missile When the master monk is hit with a ranged weapon attack, they can gain a +5 bonus to their Armor class against their next attack. If the ranged attack misses, it does not hit the monk and targets the attacker or another creature of the monk's choice within 60ft. of them instead.
Legendary Actions(3/turn)
The master monk can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn
Step of the Wind(1 action) The master monk can use one of their Step of the Wind features.
Flurry of Blows(2 actions) The master monk can make two unarmed strikes against a creature within range.
Ki Pulse(3 action) The master monk can end one status condition or spell effect on themselves
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Phoenix Monk
Blazing Ki The monk can choose to deal fire damage instead of bludgeoning damage on their unarmed strikes and shuriken strikes.
Fiery Evasion Whenever the monk is forced to make a saving throw against an effect that deals fire damage, the monk takes half damaage on a failed saving throw and none on a sucess.
Actions
Phoenix Punch(Recharge 5-6) At the start of its turn, the monk can replace one of the monk's unarmed strikes to force creatures in a 20ft. cone to make a Dexterity saving throw equal to their spell save DC.
On a failed saving throw, creatures take fire damage equal to a number of d8s equal to the monk's proficiency bonus. At the start of its next turn, that creature takes this damage again.
On a successful saving throw, creatures take half damage and are otherwise unaffected.
Bonus Actions
Fiery Step(Replaces Step of the Wind) The monk can use its bonus action to Dash or Disengage. When the monk leaves a space within 5ft. of a creature, it must succeed a Wisdom saving throw against the monk's Ki save DC. On a failed saving throw, creatures take 5(1d8) fire damage.
Flame Shield(Replaces Patient Defense) The monk can use its bonus action to Dodge. When the monk is grappled or hit with an melee attack while within 5ft. of the monk, it takes 5(1d8) fire damage.
Reactions
Redirect Flames When the monk is hit with an attack that deals fire damage, they can gain a +5 bonus to their Armor class against their next attack. If the attack misses, it does not hit the monk and targets the attacker or another creature of the monk's choice within 60ft. of them instead.
Tempest Monk
Roaring Ki The monk can choose to deal thunder damage instead of bludgeoning damage on their unarmed strikes and shuriken strikes.
Galeforce Evasion Whenever the monk is forced to make a saving throw against an effect that deals thunder damage, the monk takes half damaage on a failed saving throw and none on a success.
Actions
Thunder Strike(Recharge 5-6) At the start of its turn, the monk can replace one of the monk's unarmed strikes to force creatures in a 10ft. radius to make a Strength saving throw equal to their spell save DC.
On a failed saving throw, creatures take thunder damage equal to a number of d8s equal to the monk's proficiency bonus, pushed back 10ft, and are considered deafened until the end of its next turn.
On a successful saving throw, creatures take half damage and are otherwise unaffected.
Bonus Actions
Howling Step(Replaces Step of the Wind) The monk can use its bonus action to Dash or Disengage. While using this movement, the monk gains a flying speed equal to their movement speed until the start of their next turn.
Repulsive Shield(Replaces Patient Defense) The monk can use its bonus action to Dodge. When the monk is grappled or hit with an melee attack, creatures are pushed back 10ft. from them
Reactions
Whirlwind Stance When the monk is hit with an attack that deals thunder damage, they can gain a +5 bonus to their Armor class against their next attack. If the attack misses, it does not hit the monk and targets the attacker or another creature of the monk's choice within 60ft. of them instead.
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Frostwind Monk
Frozen Ki The monk can choose to deal cold damage instead of bludgeoning damage on their unarmed strikes and shuriken strikes.
Arctic Evasion Whenever the monk is forced to make a saving throw against an effect that deals cold damage, the monk takes half damage on a failed saving throw and none on a success.
Bonus Actions
Frozen Dash(Replaces Step of the Wind) The monk can use its bonus action to Dash or Disengage. When the monk leaves a space within 5ft. of a creature, it must succeed a Dexterity saving throw against the monk's Ki save DC. On a failed saving throw, that creature falls prone
Blizzard Shield(Replaces Patient Defense) The monk can use its bonus action to Dodge. When the monk is grappled or hit with an melee attack while within 5ft. of the monk, its movement speed is reduced by 10ft.
Boreal Sweep(Recharge 5-6) At the start of its turn, the monk can replace one of the monk's unarmed strikes to force creatures in a 20ft. cone to make a Constitution saving throw equal to their spell save DC.
On a failed saving throw, creatures take cold damage equal to a number of d8s equal to the monk's proficiency bonus and are restrained until the end of its next turn.
On a successful saving throw, creatures take half damage and are otherwise unaffected.
Reactions
Ice Mirror When the monk is hit with an attack that deals cold damage, they can gain a +5 bonus to their Armor class against their next attack. If the attack misses, it does not hit the monk and targets the attacker or another creature of the monk's choice within 60ft. of them instead.
Stormlight Monk
Stormy Ki The monk can choose to deal lightning damage instead of bludgeoning damage on their unarmed strikes and shuriken strikes.
Lightning Evasion Whenever the monk is forced to make a saving throw against an effect that deals lightning damage, the monk takes half damage on a failed saving throw and none on a success.
Actions
Shockwave Strike(Recharge 5-6) At the start of its turn, the monk can replace one of the monk's unarmed strikes to force creatures of its choice in a 30ft. radius to make a Dexterity saving throw.
On a failed saving throw, creatures take lightning damage equal to a number of d8s equal to the monk's proficiency bonus and is paralyzed until the end of its next turn.
On a successful saving throw, creatures take half damage and are otherwise unaffected.
Bonus Actions
Volt Blink(Replaces Step of the Wind) The monk can use its bonus action to telport to a spot that it can see within 30ft.
Static Shield(Replaces Patient Defense) The monk can use its bonus action to Dodge. When the monk is grappled or hit with an melee attack while within 5ft. of the monk, that creature cannot take reactions until the end of its next turn.
Reactions
Storm Channel When the monk is hit with an attack that deals lightning damage, they can gain a +5 bonus to their Armor class against their next attack. If the attack misses, it does not hit the monk and targets the attacker or another creature of the monk's choice within 60ft. of them instead.
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Earthbreaker Monk
Earthen Ki The monk's unarmed strikes and shuriken strikes deal double damage to buildings and objects. Their strikes also count as adamantine, silvered, or similar enhancements for the purpose of overcoming resistance.
Mountain Stance Whenever the monk is forced to make a Strength or Constitution saving throw against an effect that deals damage, the monk takes half damage on a failed saving throw and none on a success.
Actions
Stonebreaking Fist(Recharge 5-6) At the start of its turn, the monk can replace one of the monk's unarmed strikes to force creatures of its choice in a 30ft. radius to make a Strength saving throw.
On a failed saving throw, creatures take bludgeoning damage equal to a number of d8s equal to the monk's proficiency bonus and are knocked prone
On a successful saving throw, creatures take half damage and are otherwise unaffected.
Bonus Actions
Stone Climb(Replaces Step of the Wind) The monk can use its bonus action to Dash or Disengage. When the monk uses this feature, their movement is unaffected by difficult terrain and they can climb difficult surfaces (including ceilings) without needing to make an ability check until the start of their next turn.
Earthen Shield(Replaces Patient Defense) The monk can use its bonus action to Dodge. For the duration of this effect, the monk gains resistance to bludgeoning, piercing, and slashing damage.
Reactions
Shrapnel Storm When the monk is hit with a ranged weapon attack, they can gain a +5 bonus to their Armor class against their next attack. If the ranged attack misses, it does not hit the monk and the monk can choose to make a ranged weapon attack to hit all creatures within 10ft. of it.
Tidecaller Monk
Turbulent Ki The monk can choose to deal acid damage instead of bludgeoning damage on their unarmed strikes and shuriken strikes.
Aqueous Evasion Whenever the monk is forced to make a saving throw against an effect that deals acid damage, the monk takes half damage on a failed saving throw and none on a success.
Actions
Hydro Lash(Recharge 5-6) At the start of its turn, the monk can replace one of the monk's unarmed strikes to force creatures of its choice in a 20ft. radius to make a Strength saving throw.
On a failed saving throw, creatures take acid damage equal to a number of d8s equal to the monk's proficiency bonus and are pulled 10ft. towards the monk
On a successful saving throw, creatures take half damage and are otherwise unaffected.
Bonus Actions
Water Stance(Replaces Step of the Wind) The monk can use its bonus action to Dash or Disengage. The monk can move through the space of another creature or a space small enough for a Tiny creature without expending any additional movement until the start of its next turn.
Bubble Shield(Replaces Patient Defense) The monk can use its bonus action to Dodge. For the duration of this effect, the monk gains 10 temporary hitpoints until the start of its next turn.
Reactions
Tide Dance When the monk is hit with an attack that deals acid damage, they can gain a +5 bonus to their Armor class against their next attack. If the attack misses, it does not hit the monk and targets the attacker or another creature of the monk's choice within 60ft. of them instead.
Shadowdancer Monk
Gloom Sight The monk's vision is not obscured by magical darkness.
Shadow Cloak While the monk is in darkness, it counts as invisible to creature's that rely on sight to perceive it.
Shadow Evasion While in dim light or darkness, whenever the monk is forced to make a saving throw against an effect that deals damage and only affects the monk (excluding area of effects), the monk takes half damage on a failed saving throw and none on a success.
Actions
Summon Shadows(Recharge 5-6) The monk can replace one of its unarmed strikes to conjure a cloud of magical darkness in a 30ft. radius around a spot the monk can see within with 60ft. of them that lasts until the end of its next turn.
Bonus Actions
Shadow Stealth While in dim light or darkness, the monk can use its bonus action to Hide.
Reactions
Shadow Shield When the monk takes damage, it can use reaction to take half damage instead.
Astral Monk
Astral Form At the start of the monk's turns, it regains 10 temporary hitpoints at the start of its turns if the monk has at least 1 hitpoint and is not incapacitated..
Astral Strikes The monks unarmed strike have an increased reach of 5ft.
Astral Shroud When the monk hits a creature with an attack, that creature suffers disadvantage on attack rolls against all creatures other than the kami.
Astral Ward Whenever the monk is forced to make a Wisdom saving throw that deals damage, the monk takes half damage on a failed saving throw and none on a sucess.
Powerful Build The monk counts as one size larger for the purposes of pushing, shoving, carrying, lifting, and wielding weapons.
Reaper Monk
Gloom Sight The monk's vision is not obscured by magical darkness.
Ki Stealer While the monk reduces a creature to 0 hitpoints, that creature is instantly killed and the monk gains 10 temporary hitpoints.
Undying Ki Upon dropping to 0 hitpoints, the monk can make a Wisdom saving throw equal to half the damage dealt(minimum 10). On a successful saving throw, the monk regains 1 hitpoint.
Actions
Death Strike(Recharge 5-6) At the start of its turn, the monk can replace one of the monk's unarmed strikes to force one creature it can touch to make a Constitution saving throw.
On a failed saving throw, that creature takes necrotic damage equal to a number of d8s equal to the monk's proficiency bonus and its hitpoint maximum is reduced by this amount. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
On a successful saving throw, creatures take half damage and are otherwise unaffected.
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Sunfire Monk
Luminous Ki he monk can choose to deal radiant damage instead of bludgeoning damage on their unarmed strikes and shuriken strikes.
Light Bender Whenever the monk is forced to make a saving throw against an effect that deals radiant damage, the monk takes half damage on a failed saving throw and none on a success.
Actions
Sunburst(Recharge 5-6) At the start of its turn, the monk can replace one of the monk's unarmed strikes to force creatures in a 10ft. radius around a spot it can see in 60ft. to make a Constitution saving throw equal to their spell save DC.
On a failed saving throw, creatures take radiant damage equal to a number of d8s equal to the monk's proficiency bonus and cannot benefit from half or three fourths cover, or being hidden from being invisible until the start of its next turn.
On a successful saving throw, creatures take half damage and are otherwise unaffected.
Bonus Actions
Dazzling Step(Replacing Step of the Wind) The monk can use its bonus action to Dash or Disengage. When the monk leaves a space within 5ft. of a creature, that creature must succeed a Constitution saving throw against the monk's Ki save DC. On a failed saving throw, that creature is blinded until the end of its next turn.
Reactions
Sun Mirror When the monk is hit with an attack that deals radiant damage, they can gain a +5 bonus to their Armor class against their next attack. If the attack misses, it does not hit the monk and targets the attacker or another creature of the monk's choice within 60ft. of them instead.
Kensei
Blade Storm When the monk has advantage on an attack roll, they can make one additional katana or longbow strike as part of that action.
Killing Blow The monk can deal a critical hit on an 19-20. Upon dealing a critical hit
Actions
Katana Melee Weapon Attack: the monk's Dexterity modifier + the monk's proficiency bonus to hit, 5ft., one target. Hit: (1d8+ the monk's Dexterity modifier) piercing damage
Longbow Ranged Weapon Attack: the monk's Dexterity modifier + the monk's proficiency bonus to hit, 150/600ft., one target. Hit: (1d8+ the monk's Dexterity modifier) piercing damage
Bonus Actions
Wind Strike(Replaces Step of the Wind) The monk can use their bonus action to Dash or Disengage. Upon using this feature, the monk can make one weapon attack as part of this action
Reactions
Deflective Parry When the monk is hit with a melee weapon attack, they can gain a +5 bonus to their Armor class against their next attack. If the ranged attack misses, it does not hit the monk and targets the attacker or another creature of the monk's choice within 60ft. of them instead.
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Mage Hunter
Disruptive Ki Creatures hit by the monk's attacks have disadvantage on saving throws to maintain concentration
Magic Resistance The monk has advantage on saving throws against spell effects.
Magic Ward Whenever the monk is forced to make a saving throw against a spell effect that deals damage, the monk takes half damage on a failed saving throw and none on a success.
Actions
Spell Break(Recharge 5-6) At the start of its turn, the monk can replace one of the monk's unarmed strikes to force a creature it touches to make a Charisma saving throw against its Ki DC.
On a failed saving throw, creatures becomes magically unstable for one minute. If that creature concentrates on a spell, is under a spell effect, or casts a spell during the duration, that creature takes force damage equal to a number of d8s equal to the level of the spell effect (minimum of 1) and that spell effect automatically ends and fails. This effect ends after one minute, if it ends or dismisses a spell effect, or if this feature is used again on this creature.
On a successful saving throw, creatures are unaffected.
Bonus Actions
Patient Ward(Replaces Patient Defense) The monk can use their bonus action to Dodge. Upon using this feature, spell attacks against the monk has disadvantage.
Reactions
Magic Deflection When the monk is hit with a spell attack, they can gain a +5 bonus to their Armor class against their next attack. If the attack misses, it does not hit the monk and targets the attacker or another creature of the monk's choice within 60ft. of them instead.
Open Hand
Martial Arts
When the monk hits a creature within its unarmed strikes on their turn, it can force the target to make a saving throw against the monk's Ki save DC one of the following effects. A creature can only be affected by a Martial Arts feature once on a turn.
Disarming Blow The target must succeed a Strength saving throw. On a failed saving throw, that creature drops whatever it is holding
Rapid Blow The target must succeed a Constitution saving throw. On a failed saving throw, that creature cannot take reactions until the end of its next turn.
Crippling Blow The target must succeed a Constitution saving throw. On a failed saving throw, that creature's movement speed is reduced to 0.
Hammering Blow The target must succeed a Strength saving throw. On a failed saving throw, that creature is pushed back 10ft. and knocked prone.
Disorienting Blow The target must succeed a Constitution saving throw. On a failed saving throw, that creature's suffers disadvantage on attack rolls until the start of its next turn.
Actions
Thousand Fist Technique(Recharge 5-6) At the start of its turn, the monk can use its multiattack on all creatures within 5ft. of it. Upon using this feature, the monk can only make unarmed strikes.
Soulknife
Psionic Ki The monk can choose to deal psychic damage instead of bludgeoning damage on their unarmed strikes and shuriken strikes.
Psionic Evasion Whenever the monk is forced to make an Intelligence or Wisdom saving throw that deals damage and only affects the monk, the monk takes half damage on a failed saving throw and none on a success.
Psionic Arts
When the monk hits a creature within its unarmed strikes on their turn, it can force the target to make a saving throw against the monk's Ki save DC one of the following effects. A creature can only be affected by a Martial Arts feature once on a turn.
Terrifying Blow The target must succeed a Wisdom saving throw. On a failed saving throw, that creature is considered frightened by the monk until the end of its next turn.
Enthralling Blow The target must succeed a Wisdom saving throw. On a failed saving throw, that creature is considered charmed by the monk until the end of its next turn.
Rippling Blow(Recharge 5-6) At the start of its turn, the monk can replace one of the monk's unarmed strikes to force creatures in a 10ft. radius around it to make a Wisdom saving throw equal to their spell save DC.
On a failed saving throw, creatures take psychic damage equal to a number of d8s equal to the monk's proficiency bonus and is stunned until the end of its next turn.
On a successful saving throw, creatures take half damage and are otherwise unaffected.
Bonus Actions
Psionic Form(Replaces Step of Wind) The monk can use their bonus action to Dash and Disengage. Until the start of its next turn, monk can move through other creatures and objects as if they were difficult terrain. It cannot end its turn in another creature's space.
If the monk ends its turn inside an object, it is immediately shunted to the nearest unoccupied space that it can occupy and takes 1d10 force damage for every 5ft. shunted.
Psionic Shroud(Replaces Patient Defense) The monk can use their bonus action to Dodge. Until the start of its next turn, the monk is considered to be invisible.
Mercy
Merciless When the monk takes the Attack action against a creature that is blinded, deafened, exhausted, paralyzed, poisoned, or stunned, that monk can make one additional unarmed strike as part of its action.
Poisonous Ki The monk can choose to deal poison damage instead of bludgeoning damage on their unarmed strikes and shuriken strikes.
Regenerative Ki At the start of each of the monk's turn, it can end one of the following conditions: blinded, deafened, exhausted, poisoned, paralyzed, or stunned as long as the monk has at least 1 hitpoint and is not incapacitated.
Touch of Death When the monk hits a creature within its unarmed strikes on their turn, it can force the target to make a Constitution saving throw against the monk's Ki save DC. On a failed saving throw, that creatures is poisoned until the end of its next turn.
Creature's poisoned in this manner cannot recover hitpoints for the duration of this effect.
A creature can only be affected by a Martial Arts feature once on a turn.
Actions
Touch of Life(Recharge 5-6) At the start of its turn, the monk can replace one of the monk's unarmed strikes to cause a creatures the monk can touch to regain a number of hitpoints equal to a number of d8s equal to the monk's proficiency bonus. This feature can also end any of the following status conditions: blinded, deafened, exhausted, poisoned, paralyzed, or stunned.
Paladins
Paladins are holy warriors devoted to a deity or an ideal and dedicated to the defense and spread of their cause and order. Although many paladin orders seek to do good by preventing the scourge of evil, others act as the very instrument of destruction for malevolent entities such as fiends or undead. Although paladins tend to be relatively uncommon in comparison to other warriors, a small group of paladins can prove to be a sizable threat to their enemies.
Paladin Apprentices
Paladin apprentices are newly appointed members of their order. Although they typically are not as skilled as the rest of their order, their training still makes them a much more capable force than most guards and soldiers. Due to their inexperience, they typically are charged with lesser tasks such as safeguarding temples and are rarely tasked with extremely important missions without the support of other apprentices or at least a more seasoned paladin.
Paladin Warriors
Paladin warriors are the defenders of their respective order, actively seeking out anything that threatens their religion and oath. These warriors can be found on the front lines against demonic incursions, or even leading the charge for the forces of evil or good.
Paladin Champion
Paladin champions are legendary figures that are nearly comparable to a demigod. These individuals are granted the very power and favor of their deity or patron, allowing them to become the physical incarnation of their cause.
Paladin Types
There are numerous variants of paladins, depending on their oath and dedication. This guide will provide numerous options for various types of paladins. Depending on their oath, paladins are able to channel special abilities known as Channel Divinity.
Whenever, the paladin recharges its Channel Divinity, it can choose to use its Divine Smite or Special Channel Divinity feature (if applicable). These abilities use the paladin's spellcasting DC and can deal damage according to the type of paladin it is (apprentice, warrior, or champion).
Paladin Inquisitor
Paladin inquisitors have dedicated themselves to safeguarding society from the arcane malpractice. They have the unique ability to detect the presence of a spellcaster and have a wide array of abilities to nullify their effects.
Paladin Warden
Paladin wardens have devoted themselves to protecting civilization from the machinations of otherworldly entities such as Aberrations, Celestials, Dragons, Elementals, Fey, or Fiends. They specialize in tracking down these creatures and returning them to their plane of existence.
War Paladin
War paladins embrace the very aspect of battle and conquest. They serve as the sword and shield for their nation or deity, doing whatever it takes to spread their ideals to others (using force if necessary).
Dreadguard
Dreadguards have dedicated themselves to the art of subterfuge and death to eliminate any threat to their ideals. These individuals are often viewed as zealots that use fear, chaos, and stealth to dispatch their foes as quickly as possible.
Crownguard
Crowguards have devoted themselves to the protection of the innocent or helpless. As a result, crownguard can be found leading city guards or even serve as the personal bodyguards for political or religious leaders.
Paladin Avenger
Paladin avengers consider themselves as agents of divine punishment. They actively seek out those who have defied their ideals and relentlessly unleash the full wrath of their deity upon their foes.
Death Knight
Death knights act as the agents of death itself, often aiding necromancers and liches in their pursuit for immortality or leading legions of the undead into battle.
Abyssal Knight
Abyssal knights have succumbed to the madness of the abyss. Their sole purpose is to destroy all life by leading the demonic hordes through the Nine Hells and ultimately to the other planes of existence.
Hell Knight
Hell knights have forged a pact with devils, often when their soul has been forfeited to these entities. As a result, they aid infernal legions in their conquest against the demonic hordes of the Abyss, as well as their eternal war with the Celestials of the Outer Planes.
Dragon Knight
Oftentimes, dragons grant an aspect of their power to humanoids who pledge their allegiance to them. They use their newly granted abilities to acquire intel for their draconic master, as well as serve as guardian of their lair to protect them from unwanted intruders. Whenever the dragon goes into battle, it is not uncommon that it will be accompanied by numerous mounted dragon knights at their side.
Elder Guard
Elder guards acquire their power from bizarre entities from the beyond. Some have been granted their ability through service or enthrallment to entities such as mind flayers or beholders. Others have been exposed to the madness to the Far Realm.
Regardless of their origins, their minds have been fully corrupted by these alien entities and now they as harbingers for these strange entities spreading the seeds of madness and chaos.
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Spider Guard
Spider guards have dedicated themselves to the Lloth, the spider queen. It is believed that these oaths were first taken by subterranean drow who made their homes in the Underdark. However, Lloth's influence has grown much more pronounced throughout the multiverse as she grants an aspect of her power as boons to those who pledge their allegiance to her.
Paladin of the Storm
Paladins of the storm claim allegiance to elementals or divine celestials whose domains include storms and wind. These champions are able to effortless harness the fury of the storm unleashing a barrage of lightning bolts and thunderous booms upon any foe that stands in their path.
Fey Guard
Although Fey are extremely fickle creatures, many paladins are sworn allegiance to these entities. Oftentimes, such oaths are often the result of some form of Fey scheming or trickery that magically binds one to their service. Although most Fey tend to be playful in their intent, some more sinister Fey such as Hags or Archfey magically bind their champions through hexes or curses that spell certain doom to those that break such a pact.
Tech Guard
Tech guard do not particularly hold an allegiance to a particular creature but to the concept or progress or technology itself. These paladins are able to draw their power from the incredible advanced made through magitech giving them the ability to animate constructs and create objects out of magical energy.
Paladin of the Flame
Paladins of the flame have sworn their allegiance to power entities from the domain of Fire. Such creatures can include powerful dragons, elementals, fiends, or even the gods themselves. Regardless of who their master is, one can be certain that these paladins will enforce the blazing fury of their patron's wrath against their enemies.
Paladin of Winter
Paladins of winter have pledged their allegiance to the domain of cold and frost. Although, paladins of this oath typically align themselves with entities of this respective domain some have been known to serve in closely related domains as well. For example, many paladins of winter often find themselves in the service of the domain of the dead due to the connection of death with cold.
Paladins of the Seas
Paladins of this domain have sworn themselves to the ocean itself. Whereas some paladins view such an oath as overseeing the divine or elemental balance of such a domain; other treat it as an oath of exploration, wherein they aid sailors by navigating across the hazardous waves, while braving the terrible storms, or even fighting off sea monsters. Others even view the ocean as a new fronter to conquer, using their abilities to become pirates or nautical warmonger to claim the seas as their own.
Paladins of the Earth
Those who swore an oath to the domain of Earth typically serve power Celestial or Elementals who are associated with crafting the very foundations of the world. These paladins are able to call upon the very might of creation itself to immovably stand in the way of anything that seeks to defy their masters.
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Paladin Apprentice
medium humanoid, varies
- Armor Class 18(Chain Mail + Shield)
- Hit Points 51(6d8+18)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 16 (+3) 12 (+1) 16 (+3) 16 (+3)
- Saving Throws Str +6, Dex+3, Con +6, Int +4, Wis+6, Cha +6
- Skills Athletics +5, Religion +5, Perception +5
- Condition Immunities diseased, poisoned
- Senses passive Perception 15
- Languages Common, Celestial, and one language of its choice
- Proficiency Bonus +2
- Challenge 4 (1100 xp)
Divine Aura The paladin apprentice can add its Charisma modifier each of its saving throws (already included in bonus)
Divine Courage The paladin apprentice has advantage on saving throws against being charmed or frightened.
Divine Sense The paladin apprentice can pinpoint the location of a fiend or undead within 60ft. of them.
Hallowed Armor Whenever fiends or undead make an attack against the paladin apprentice, it must do so with disadvantage. The paladin apprentice also has advantage on saving throws against their effects.
Hallowed Strike If the paladin apprentice makes a weapon attack against a Fiend or Undead, it can deal an additional 5(1d8) radiant damage on each of its damage rolls.
Spellcasting
The paladin apprentice is a 6th level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks).
1st Level Spells(4 slots) Bless, Divine Favor, Guiding Bolt, Protection from Good and Evil, Shield of Faith
2nd Level Spells(3 slots) Spiritual Weapon
Actions
Multiattack. The paladin apprentice can use their Divine Smite (if available) and make two longsword attacks on their turn.
Longsword. Melee Weapon Attack: +5 to hit, 5ft., one target. Hit 8 (1d8+3) slashing damage.
Divine Smite (Recharge 5-6). The paladin apprentice can imbue their weapon with divine magic. Until the end of their next turn, the paladin apprentice can deal an additional 9(2d8) radiant damage on each of its weapon attacks until the end of its next turn.
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Paladin Warrior
medium humanoid, varies
- Armor Class 20(Plate Armor + Shield)
- Hit Points 77(9d8+36)
- Speed 30ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 18 (+4) 12 (+1) 18 (+4) 18 (+4)
- Saving Throws Str +8, Dex+4, Con +8, Int +5, Wis+8, Cha +8
- Skills Athletics +8, Religion +10, Perception +8
- Condition Immunities diseased, poisoned
- Senses passive Perception 18
- Languages Common, Celestial, and one language of its choice
- Proficiency Bonus +4
- Challenge 9 (5000 xp)
Divine Aura The paladin warrior can add its Charisma modifier each of its saving throws (already included in bonus)
Divine Courage The paladin warrior has advantage on saving throws against being charmed or frightened.
Divine Sense The paladin warrior can pinpoint the location of a fiend or undead within 120ft. of them.
Hallowed Armor Whenever fiends or undead make an attack against the paladin warrior, it must do so with disadvantage. The paladin warrior has advantage on saving throws agaisnt their effect.
Hallowed Strike If the paladin warrior makes a weapon attack against a Fiend or Undead, it can deal an additional 9(2d8) radiant damage.
Spellcasting
The paladin warrior is a 9th level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks).
1st Level Spells(4 slots) Bless, Divine Favor, Guiding Bolt, Protection from Good and Evil, Shield of Faith
2nd Level Spells(3 slots) Spiritual Weapon, Zone of Truth
3rd Level Spells(2 slots) Beacon of Hope, Daylight, Spirit Guardians
Actions
Multiattack. The paladin warrior can use their Divine Smite (if available) and make two longsword attacks on their turn.
Longsword. Melee Weapon Attack: +8 to hit, 5ft., one target. Hit 8 (1d8+3) slashing + 5 (1d8) radiant damage.
Divine Smite (Recharge 5-6). The paladin warrior can imbue their weapon with divine magic. Until the end of their next turn, the paladin warrior can deal an additional 18(4d8) radiant damage on each of its weapon attacks until the end of its next turn.
Paladin Champion
medium humanoid, varies
- Armor Class 20(Plate Armor + Shield)
- Hit Points 171(18d8+90)
- Speed 30ft.
STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 20 (+5) 14 (+2) 20 (+5) 20 (+5)
- Saving Throws Str +10, Dex+5, Con +10, Int +6, Wis+10, Cha +10
- Skills Athletics +11, Religion +14, Perception +11
- Condition Immunities diseased, poisoned
- Senses passive Perception 21
- Languages Common, Celestial, and one language of its choice
- Proficiency Bonus +6
- Challenge 18 (20000 xp)
Divine Aura The paladin champion can add its Charisma modifier each of its saving throws (already included in bonus)
Divine Courage The paladin champion has advantage on saving throws against being charmed or frightened.
Divine Resurrection(1/day) Upon dropping to 0 hitpoints, the paladin champion can be revived by their divine deity and regains half their hitpoint maximum.
Divine Sense The paladin champion can pinpoint the location of a fiend or undead within 300ft. of them.
Hallowed Armor Whenever fiends or undead make an attack against the paladin champion, it must do so with disadvantage. The paladin champion has advantage on saving throws against their effects.
Hallowed Strike If the paladin champion takes the Attack action against a Fiend or Undead, it can deal an additional 14(3d8) radiant damage.
Legendary Resistances(3/day) Upon failing a saving throw, the paladin champion can choose to succeed. Upon a successful saving throw, the paladin champion can make a melee weapon attack against a creature within range. This special attack can benefit from Divine Smite(even if it is not available).
Turning Presence Undead or fiends that first enter or starts its turn within 120ft. of the Paladin champion must succeed a DC 18 Wisdom saving throw or become turned for one minute. Upon a successful saving throw, affected creatures are immune to this effect for the next 24 hours.
If these creature's are reduced to 0 hitpoints while turned, it is immediately destroyed and cannot reform on another plane.
Spellcasting
The paladin champion is a 18th level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks).
1st Level Spells(4 slots) Bless, Divine Favor, Guiding Bolt, Protection from Good and Evil, Shield of Faith
2nd Level Spells(3 slots) Spiritual Weapon, Zone of Truth
3rd Level Spells(3 slots) Beacon of Hope, Daylight, Spirit Guardians
4th Level Spells(3 slots) Aura of Life, Divination, Guardian of Faith
5th Level Spells(2 slots) Circle of Power, Destruction Wave, Holy Weapon, Hallow, Disepl Evil and Good
Actions
Multiattack. The paladin champion can use their Divine Smite (if available) and make two longsword attacks on their turn.
Longsword. Melee Weapon Attack: +11 to hit, 5ft., one target. Hit 10 (1d8+5) slashing + 5 (1d8) radiant damage.
Divine Smite (Recharge 5-6). The paladin champion can imbue their weapon with divine magic. Until the end of their next turn, the paladin champion can deal an additional 27(6d8) radiant damage on each of its weapon attacks until the end of its next turn.
Legendary Actions(3/turn)
The paladin champion can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.
Movement(1 action) The paladin champion can move up to half its movement speed without provoking attack of opportunity.
Divine Empowerment (2 actions) The paladin champion can choose to reroll a d6 to recharge its Channel Divinity or Divine Smite Ability.
Resilience(3 actions) The paladin champion end one condition or spell effect on itself.
Paladin Inquisitor
Antimagic Smite(Replaces Hallowed Strike) The paladin inquisitor can deal additional force damage to a creature affected by or concentrating on a spell effect.
Arcane Sense(Replaces Divine Sense) The paladin inquisitor can pinpoint the location of a spell effect and its type within range. The paladin inquisitor can also determine if a creature is a spellcaster.
Magical Attacks Whenever the paladin inquisitor deals radiant damage, it can choose to treat the damage as force instead. Additionally, its weapon attacks are considered magical for the purpose of overcoming resistance.
Magical Resistance (Replaces Hallowed Armor) The paladin inquisitor has advantage on saving throw against spell effects.
Spellcasting
The paladin inquisitor gains the following additional spells
- 1st Level Spells Detect Magic, Identify
- 3rd Level Spells Locate Object
- 3rd Level Spells Counterspell, Dispel Magic
- 4th Level Spells Locate Creature
- 5th Level Spells Scrying
Channel Divinity
Instead of using their divine smite, the Paladin Inquisitor can use a Channel Divinity Option instead.
Antimagic Field(Recharge 5-6) The paladin inquisitor can create a localized antimagic field in a 10ft. radius around a spot they can see within 60ft. This effect lasts for one minute, or until the paladin inquisitor uses this ability again or is incapacitated.
Paladin Warden
Otherworldly Smite(Replaces Hallowed Strike) The paladin warden can deal additional force damage to one of the following creature types: Aberration, Celestials, Dragon, Elemental, Fiend, and Fey
Otherworldly Sense(Replaces Divine Sense) The paladin warden can pinpoint the location of one of the following creature types within range: : Aberration, Celestials, Dragon, Elemental, Fiend, and Fey.
Otherworldly Strikes(Replaces Hallowed Strike) If the paladin warden makes a weapon against a Aberration, Celestials, Dragon, Elemental, Fiend, or Fey, it can deal an additional force damage.
Otherworldly Wards(Replaces Hallowed Armor) Whenever Aberration, Celestials, Dragon, Elemental, Fiend, or Fey make an attack against the paladin warden, it must do so with disadvantage. The paladin warden has advantage on saving throws against their effects as well
Spellcasting
The paladin warden gains the following additional spells
- 1st Level Spells Detect Magic, Identify
- 2ndLevel Spells Moonbeam, Hold Person, See Invisibility
- 3rd Level Spells Counterspell, Dispel Magic
- 4th Level Spells Locate Creature, Banishment
- 5th Level Spells Banishing Smite, Dispel Evil and Good, Hold Monster
Channel Divinity
Instead of using their divine smite, the paladin warden can use a Channel Divinity Option instead.
Banishment(Recharge 5-6) All creatures within a 30ft. radius must succeed a Charisma saving throw or become banished for one minute. Creatures can repeat the saving throw to end the effect upon a success. If the creature is a Aberration, Celestials, Dragon, Elemental, Fiend, or Fey, it returns to its plane of existence.
War Paladin
Divine Weapon The war paladin's attacks count as magical for the purpose of overcoming resistance.
Crusader Force The war paladin has advantage on initiative checks
Spellcasting
The war paladin gains the following additional spells
- 2nd Level Spells Magic Weapon
- 3rd Level Spells Conjure Barrage, Haste
- 5th Level Spells Conjure Volley, Swift Quiver
Channel Divinity
Instead of using their divine smite, the war paladin can use a Channel Divinity Option instead.
Conquering Presence (Recharge 5-6) Until the end of their next turn, the war paladin has advantage on attack rolls until the end of its next turn. For the duration of this effect, whenever the paladin takes the Attack action, it can make one additional weapon attack as part of that action.
Reactions
Divine Strike When the war paladin or a creature within 30ft. of the war paladin that it can see makes an attack, the war paladin can cause that attack to have advantage.
Dreadguard
Culling Blade The dreadguard has advantage on attack rolls against any creature that has one or more of its allies within 5 feet of it.
Dreadful Strike The dreadguard can deal a critical hit on a 19-20. Upon dealing a critical hit, you can triple the damage die instead.
Spellcasting
The dreadguard gains the following additional spells
- 1st Level Spells Disguise Self
- 2nd Level Spells Invisibility, Mirror Image, Misty Step
- 4th Level Spells Dimension Door, Greater Invisibility
- 5th Level Spells Mislead, Seeming
Reactions
Redirection If a creature within 5 feet of the dreadguard misses it with an attack, the paladin can force the dreadguard to reroll that attack against a creature of its choice that is within 5ft. of the dreadguard.
Crownguard
Crown's Challenge Whenever the crownguard hits a creature with a weapon attack, that creature suffers disadvantage on all attack rolls against all creatures except for the crownguard
Spellcasting
The crownguard gains the following additional spells
- 1st Level Spells Command, Charm Person, Shield
- 2nd Level Spells Suggestion, Warding Bond
- 4th Level Spells Stoneskin
- 5th Level Spells Dominate Person
Channel Divinity
Instead of using their divine smite, the crownguard can use a Channel Divinity Option instead.
Reflective Aegis(Recharge 5-6) Until the end of their next turn, the crownguard is able to encase itself in a shield of magical energy. Whenever a creature hits the crownguard with an attack roll, forces the crownguard to make saving throw against an effect or spell that deals damage, the crownguard takes half damage. The attacker or caster takes the other half of damage instead.
Reaction
Crown's Shield When a creature within 5ft. of the crownguard takes damage, the crownguard can split the damage between itself and the target.
Paladin Avenger
No Escape When the paladin avenger uses its Retaliation or makes an attack of opportunity, it can move up to its movement speed as part of that action. This movement does not provoke opportunity attack
Vengeful Strike The paladin avenger takes the Attack action against a creature under its Mark of Vengeance, it can make one additional weapon attack against that creature.
Spellcasting
The paladin avenger gains the following additional spells
- 1st Level Spells Bane, Hunter's Mark
- 2nd Level Spells Hold Person
- 4th Level Spells Locate Creature
- 5th Level Spells Hold Monster, Scrying
Bonus Actions
Mark of Vengeance The paladin avenger can mark one creature it can see within range. While under this mark, the paladin avenger has advantage on attack rolls against that creature and can pinpoint its location as long as it is on the same plane of existence as them.
Reactions
Retaliation When the paladin avenger takes damage, it can make a weapon attack against that creature if it is within range.
Death Knight
- Challenge Rating Increases by 2
Celestial Sense (Replaces Divine Sense) The paladin can pinpoint the location of a living or undead creatures (other than constructs) within range.
Cursed Armor (Replaces Hallowed Armor) Whenever living creatures (other than undead or constructs) make an attack against the death knight, it must do so with disadvantage. The paladin has advantage on saving throws against those creature's effects as well
Cursed Strike (Replaces Hallowed Strike) If the death knight takes the Attack action against a living creature (other than undead or constructs), it can deal an additional necrotic damage instead.
Dark Gift Whenever the paladin deals radiant damage, it can choose to treat the damage as necrotic instead.
Death Touched Creatures reduced to 0 hitpoints by the death knight's attacks or spells are immediately killed.
Turn the Living(Replaces Turning Presence) Living creatures (excluding undead or constructs) that first enter or starts its turn within 120ft. of the Paladin must succeed a Wisdom saving throw or become turned for one minute. While turned, creatures cannot regain hitpoints. Upon a successful saving throw, affected creatures are immune to this effect for the next 24 hours.
Spellcasting
The death knight gains the following additional spells
- 1st Level Spells Bane, Inflict Wounds
- 3rd Level Spells Animate Dead, Summon Undead, Vampiric Touch
- 4th Level Spells Blight
- 5th Level Spells Danse Macabre, Negative Energy Flood
Channel Divinity(Recharge 5-6)
Instead of using their divine smite, the death knight can use a Channel Divinity Option instead.
Withering Pulse Creatures within a 30ft. radius of the death knight must succeed a Constitution saving throw. On a failed saving throw, it suffers vulnerability to all damage until the end of the target's next turn.
Abyssal Knight
- Languages Replaces Celestial for Abyssal
Demon Sight The abyssal knight has darkvision of 120ft. It can also see in magical darkness.
Infernal Sense(Replaces Divine Sense) The abyssal knight can pinpoint the location of a Celestial or Devil within 300ft. of them.
Abyssal Armor(Replaces Hallowed Armor) Whenever Celestials or Devils make an attack against the abyssal knight, it must do so with disadvantage. The abyssal knight has advantage on saving throws against their effects as well.
Infernal Strike(Replaces Hallowed Strike) If the abyssal knight takes the Attack action against a Celestial or Devil, it can deal an additional poison damage.
Hellfire Whenever the abyssal knight deals poison damage, it can choose to treat its as poison damage instead. Any poison damage you deal can ignore resistance or immunity
Abyssal Lord Summoned demons do not turn on the abyssal knight and treat them as an ally, even when they lose concentration on that spell effect.
Abyssal Presence (Replaces Turning Presence) Celestials and Devils that first enter or starts its turn within 120ft. of the Paladin must succeed a Wisdom saving throw or become turned for one minute. Upon a successful saving throw, affected creatures are immune to this effect for the next 24 hours.
Spellcasting
The abyssal knight gains the following additional spells
- 1st Level Spells Ray of Sickness, Hellish Rebuke
- 2ndLevel Spells Darkness, Ray of Enfeeblement
- 3rd Level Spells Stinking Cloud, Summon Lesser Fiends
- 4th Level Spells Summon Greater Demon, Sickening Radiance
- 5th Level Spells Infernal Calling, Cloudkill, Contagion
Channel Divinity(Recharge 5-6)
Instead of using their divine smite, the abyssal knight can choose to use a Channel Divinity Option instead.
Aura of the Abyss Creatures within a 30ft. radius of abyssal knight must succeed a Constitution saving throw. On a failed saving throw, creatures are considered poisoned for one minute. While poisoned in this manner, creatures cannot recover hitpoints for the duration of this effect. A creature can repeat its saving throw at the end of each of its turns to end the effect.
Hell Knight
- Languages Replaces Celestial for Infernal
Devil Sight The hell knight has darkvision of 120ft. It can also see in magical darkness.
Infernal Sense(Replaces Divine Sense) The hell knihgt can pinpoint the location of a Celestial or Demon within 300ft. of them.
Infernal Armor(Replaces Hallowed Armor) Whenever Celestials or Demon make an attack against the paladin, it must do so with disadvantage. The paladin has advantage on saving throws against their effects as well
Infernal Strike (Replaces Hallowed Strike) If the hell knihgt takes the Attack action against a Celestial or Demon, it can deal an additional fire damage.
Hellfire Whenever the paladin deals radiant damage, it can treat it as fire damage instead. Any fire damage it deals can ignore resistance or immunity.
Hell Lord Summoned devils do not turn on the Paladin and treat them as an ally, even when they lose concentration on that spell effect.
Infernal Presence(Replaces Turning Presence) Celestials and Demons that first enter or starts its turn within 120ft. of the Paladin must succeed a Wisdom saving throw or become turned for one minute. While turned, creatures cannot regain hitpoints. Upon a successful saving throw, affected creatures are immune to this effect for the next 24 hours.
Spellcasting
The hell knight gains the following additional spells
- 1st Level Spells Burning Hands, Hellish Rebuke
- 2nd Level Spells Darkness, Scorching Ray
- 3rd Level Spells Fireball, Summon Lesser Fiends
- 4th Level Spells Summon Greater Demon
- 5th Level Spells Infernal Calling, Immolation
Channel Divinity(Recharge 5-6)
Instead of using their divine smite, the hell knight can choose to use a Channel Divinity Option instead.
Fiendish Visage Creatures within a 30ft. radius of the hell knight must succeed a Wisdom saving throw. On a failed saving throw, that creature is considered frightened for one minute. Frightened creatures can only repeat its saving throw at the end of each of its turns to end the effect by moving outside of its radius.
Dragon Knight
- Languages Replaces Celestial for Draconic
Resistances Its choice of acid, cold, fire, lighting or poison damage
Dragon Sense(Replaces Divine Sense) The dragon knight can pinpoint the location of a Dragon within range
Draconic Armor(Replaces Hallowed Armor) Whenever dragons make an attack against the paladin, it must do so with disadvantage. The paladin has advantage on saving throws against their effects as well
Draconic Strike(Replaces Hallowed Strike) If the dragon knight takes the Attack action against a dragon, it can deal an additional damage from one of the following types: acid, cold, fire, lightning, or poison.
Draconic Strike Whenever the dragon knight deals radiant damage, it can choose to treat its as one of the following damage types of its choice: acid, cold, fire, lightning, or poison.
Frightening Presence (Replaces Turning Presence) Creatures that first enter or starts its turn within 120ft. of the dragon knihgt must succeed a Wisdom saving throw or become frightened for one minute. Creatures can repeat its saving throw to end the effect at the end of each of its turns. Upon a successful saving throw, affected creatures are immune to this effect for the next 24 hours.
Spellcasting
The dragon knight gains the following additional spells
- 1st Level Spells Burning Hands, Frost Fingers
- 3rd Level Spells Ashardalon's Stride, Fly
- 5th Level Spells Cone of Cold, Summon Draconic Spirit
Channel Divinity(Recharge 5-6)
Instead of using their divine smite, the dragon knight can choose to use a Channel Divinity Option instead.
Dragon's Breath As an action, creatures in a 30ft. cone must succeed a Dexterity saving throw or take damage equal to twice the dragon knight's proficiency bonus on a failed saving throw. On a successful saving throw, creatures take half damage. The damage dealt is the dragon knight's choice of acid, cold, fire, lightning or poison damage.
For example, a dragon knight apprentice would deal 18 (4d8) damage. On a successful saving throw, creatures only take half damage.
Elder Guard
- Languages All languages, telepathy 120ft.
Aberrant Strike Whenever the elder guard deals radiant damage, it can choose to treat that damage as psychic damage instead.
Amplified Madness (Replaces Hallowed Strike) The elder guard deals an additional 5(1d8) psychic damage to creatures that are charmed, stunned, or frightened.
Psychic Sense (Replaces Divine Sense) The elder guard can pinpoint the location of a creature within range
Psychic Reflection (Replaces Hallowed Armor) Whenever the elder guard takes damage from a creature within 5ft. of it, that creature takes 5(1d8) psychic damage as well
Psychic Reflection Whenever the elder guard is subjected to an effect that charms, frightens, or stuns, it is unaffected and reflects the effect back at the caster. The caster must make a saving throw throw against the elder guard's spell DC.
On a failed saving throw, the caster suffers from that condition for one minute. At the end of each of its turn, that creature can repeat its saving throw to end the effect.
Maddening Presence(Replaces Turning Presence) Creatures that first enter or starts its turn within 120ft. of the elder guard must succeed a Wisdom saving throw or take 5(1d8) psychic damge. Upon a successful saving throw, affected creatures are immune to this effect for the next 24 hours.
Spellcasting
The elder guard gains the following additional spells
- 1st Level Spells Arms of Hadar, Charm Person
- 2nd Level Suggestion, Confusion
- 3rd Level Spells Fear, Slow, Hunger of Hadar, Hypnotic Pattern, Summon Aberration
- 4th Level Spells Charm Person, Evard's Black Tentacles
- 5th Level Spells Dominate Person, Dream, Contact other Plane, Geas, Telekinesis
Channel Divinity(Recharge 5-6)
Instead of using their divine smite, the elder guard can choose to use a Channel Divinity Option instead.
Gaze of the Far Realm Creatures within a 30ft. radius of the elder guard must succeed a Wisdom saving throw. On a failed saving throw, that creature is considered stunned for one minute. Creatures can repeat its saving throw at the end of each of its turns to end the effect upon a success.
Spider Guard
- Damage Resistances Poison
- Movement Climb 30ft.
Poisoned Strike (Replaces Hallowed Strike) When the Spider Guard hits a creature with a weapon attack, the target must succeed a Constitution saving throw or become poisoned until the end of its next turn.
Spider Climb The spider guard can climb difficult surfaces (including ceilings) without needing to make an ability check
Web Sense(Replaces Divine Sense) While in contact with a web, the spider guard knows the exact location of any other creature in contact with the same web.
Web Walker The spider guard ignores movement restrictions caused by webbing.
Venomous Strike Whenever the Spider Guard deals radiant damage, it can choose to treat that damage as poison damage instead.
Spellcasting
The spider guard gains the following additional spells
- 1st Level Spells Entangle, Find Familiar, Ray of Sickness
- 2nd Level Flock of Familiars, Hold Person, Melf's Acid Arrow, Summon Beast, Web
- 3rd Level Spells Conjure Animals, Stinking Cloud
- 4th Level Spells Grasping Vine, Phantasmal Killer
- 5th Level Spells Cloudkill, Hold Monster
Channel Divinity(Recharge 5-6)
Instead of using their divine smite, the spider guard can choose to use a Channel Divinity Option instead.
Spider Queen's Bindings Creatures within a 30ft. radius of the spider guard must succeed a Strength saving throw or become ensnared in venomous webs. On a failed saving throw, that creature is considered restrained for one minute. Creatures can repeat its saving throw at the end of each of its turns to end the effect upon a success. At the start of each of its turns, a restrained creatures take 7(2d6) poison damage
Paladin of the Storm
- Damage Resistances Thunder, Lightning
Storm Force When the Paladin of the Storm deals lightning damagea, the target cannot take reactions until the end of its next turn.
Wrath of the Storm When the Paladin of the Storm deals thunder damage to a creature, the target is pushed back an additional 5ft.
Tempest Strike Whenever the Paladin of the Storm deals radiant damage, it can choose to treat that damage as lightning or thunder damage(the Paladin of the Storm's choice) instead.
Spellcasting
The Paladin of the Storm gains the following additional spells
- 1st Level Spells Fog Cloud, Thunderwave, Witch Bolt
- 2nd Level Levitate, Hold Person
- 3rd Level Spells Call Lightning, Fly Lightning Bolt, Thunderstep, Wind Wall
- 4th Level Spells Storm Sphere
- 5th Level Spells Control Winds, Far Step, Hold Monster
Channel Divinity(Recharge 5-6)
Instead of using their divine smite, the spider guard can choose to use a Channel Divinity Option instead.
Thunderburst The Paladin of the Storm can use its bonus action to surround itself in a roiling storm for 1 minute. Creatures that first enters or starts its turn within 10ft. of the Paladin of the Storm takes 9(2d8) lightning damage and cannot take reactions until the end of its next turn. If a creature ends its turn within this area, it takes 9(2d8) thunder damage and is deafened until the end of its next turn. This area is also considered difficult terrain for all creatures except for th4e Paladin of the Storm.
Fey Guard
- Damage Resistances Psychic
Fey Resilience The Fey Guard has advantage on saving throws against effects that would charm or frighten it
Fey Redirection When the Fey Guard succeed against a saving throw that would charm or frighten it, the Fey Guard can redirect the effect back at its attacker. The attacker must make a saving throw against the Fey Guard's spell DC to resist the effect.
Fey Strike Whenever the Fey Guard deals radiant damage, it can choose to treat that damage as psychic damage instead.
Fey Ward(Replaces Hallowed Armor) Whenever Fey make an attack against the paladin warden, it must do so with disadvantage. The paladin warden has advantage on saving throws against their effects as well
Magic Resistance The Fey Guard has advantage on saving throws against spells and magical effects
Spellcasting
The Fey Guard gains the following additional spells
- 1st Level Spells Charm Person, Color Spray, Disguise Self, Faerie Fire, Sleep
- 2nd Level Invisibility, Mirror Image, Moonbeam, Misty Step, Phantasmal Force, Suggestion
- 3rd Level Spells Dispel Magic, Fast Friends, Fear, Hypnotic Pattern
- 4th Level Spells Confusiion, Greater Invisibility, Hallucinatory Terrain, Phantasmal Killer
- 5th Level Spells Dominate Person, Mislead, Seeming
Channel Divinity(Recharge 5-6)
Instead of using their divine smite, the Fey Guard can choose to use a Channel Divinity Option instead.
Hallucination The Fey Guard can force creatures of its choice within 30ft. of it to make a Wisdom saving throw against its spell save DC. On a failed saving throw, the target is considered to be charmed or frightened(the Fey Guard's choice.) For the duration of this effect, charmed or frightened creatures is lost in a illusory realm, the appearance of the Fey Guard's choice. The creature can see and hear only itself, the Fey Guard, and the illusion.
Tech Guard
Magic Sense(Replaces Divine Sense) The Tech Guard can pinpoint the location of a spell effect and its type within range.
Magitech Strike Whenever the Tech Guard deals radiant damage, it can choose to treat that damage as force damage instead. Additionally, its weapon attacks are considered magical for the purpose of overcoming resistance.
Magic Resistance The Fey Guard has advantage on saving throws against spells and magical effects
Magictech Armor(Replaces Hallowed Armor) Whenever Constructs make an attack against the Tech Guard, it must do so with disadvantage. The Tech Guard has advantage on saving throws against their effects as well
Spellcasting
The Tech Guard gains the following additional spells
- 1st Level Spells Magic Missile, Shield, Tenser's Floating Disk
- 2nd Level Cloud of Daggers
- 3rd Level Spells Counterspell, Dispel Magic, Lightning Bolt, Summon Construct
- 4th Level Spells Fabricate, Otiluke's Resilient Sphere, Summon Construct
- 5th Level Spells ANimate Objects, Bigby's Hand, Creation
Channel Divinity(Recharge 5-6)
Instead of using their divine smite, the Tech Guard can choose to use a Channel Divinity Option instead.
Arcane Hacking As an action, all constructs within 30ft. of the Tech Guard must succeed a Intelligence saving throw or become charmed by the Tech Guard for one minute. Charmed creatures can repeat its saving throw at the end of each of its turns to end the effect on a success. While charmed in this manner, the construct is considered to be an ally of the Tech Guard and obeys its commands to the best of its ability. Upon a successful saving throw, affected creatures are immune to this effect for the next 24 hours.
Paladin of the Flame
- Damage Resistances Fire
- Languages Ignan, Primordial
Blazing Strike Whenever the Paladin of the Flame deals radiant damage, it can choose to treat that damage as fire damage instead.
Heated Body When a creature grapples or hits the Paladin of the Flame with a melee attack while within 5ft. of it, it takes 5(1d8) fire damage
Fiery Ward The Paladin of Flame has advantage on saving throws against effects that deal fire damage. When the Paladin of Flame succeeds a saving throw against an effect that deals fire damage, it takes no damage instead.
Spellcasting
The Paladin of the Flame gains the following additional spells
- 1st Level Spells Burning Hands, Fog Cloud
- 2nd Level Darkness, Heat Metal, Scorching Ray
- 3rd Level Spells Daylight, Fireball, Stinking Cloud
- 4th Level Spells Fire Shield, Summon Elemental, Wall of Fire
- 5th Level Spells Cloudkill, Conjure, Elemental, Immolate
Channel Divinity(Recharge 5-6)
Instead of using their divine smite, the Paladin of Flame can choose to use a Channel Divinity Option instead.
Fire Storm The Paladin of the Flame can use its bonus action to surround itself in a blazing inferno for 1 minute. Creatures that first enters or starts its turn within 10ft. of the Paladin of the flame takes 7(2d6) fire damage. If a creature ends its turn within this area, it takes an additional 7(2d6) fire damage.
Paladin of Winter
- Damage Resistances Cold
- Languages Ignan, Primordial
Frigid Strike Whenever the Paladin of Winter deals radiant damage, it can choose to treat that damage as cold damage instead.
Frozen Ward The Paladin of Winter has advantage on saving throws against effects that deal cold damage. When the Paladin of Winter succeeds a saving throw against an effect that deals cold damage, it takes no damage instead.
Ice Stride The Paladin of Winter can move through difficult terrain caused by ice without having to make an ability check or expend additional movement.
Spellcasting
The Paladin of Winter gains the following additional spells
- 1st Level Spells Frost Fingers, Fog Cloud, Grease, Ice Knife
- 2nd Level Cloud of Daggers, Hold Person, Snilloc's Snowball Storm, Spike Growth
- 3rd Level Spells Sleet Storm, Slow
- 4th Level Spells Ice Storm
- 5th Level Spells Cone of Cold, Hold Monster
Channel Divinity(Recharge 5-6)
Instead of using their divine smite, the Paladin of Winter can choose to use a Channel Divinity Option instead.
Blizzard The Paladin of the Flame can use its bonus action to surround itself in a swirling blizzard for 1 minute. Creatures that first enters or starts its turn within 10ft. of the Paladin of Winter takes 9(2d8) cold damage. If a creature ends its turn within this area, its movement speed is halved until the end of its next turn..
Paladin of the Seas
- Movement 30ft. swim
- Languages Aquan, Primordial
Aquatic Warrior While underwater, the Paladin of the Seas has advantage on attack rolls.
Amphibious The Paldin of the Seas can breathe in air and in water
Tidal Strike Whenever the Paladin of the Seas deals radiant damage, it can choose to treat that damage as acid damage instead.
Ward of the Sea The Paladin of Seas has advantage on Strength and Dexterity saving throws while underwater
Spellcasting
The Paladin of the Seas gains the following additional spells
- 1st Level Spells Fog Cloud, Grease, Tasha's Caustic Brew
- 2nd Level Create and Destroy Water, Melf's Acid Arro
- 3rd Level Spells Tidal Wave, Waterbreathing, Waterwalking, Wall of Water
- 4th Level Spells Summon Elemental, Watery Sphere
- 5th Level Spells Conjure Elemental, Maelstrom
Channel Divinity(Recharge 5-6)
Instead of using their divine smite, the Paladin of the Seas can choose to use a Channel Divinity Option instead.
Whirlpool The Paladin of the Sea can use its bonus action to surround itself in a raging vortex of water for 1 minute. Creatures that first enters or starts its turn within 10ft. of the Paladin of the Seas takes 9(2d8) acid damage. If a creature ends its turn within this area, it takes an additional 9(2d8) bludgeoning damage and is pushed back 10ft..
Paladin of the Earth
- Movement 30ft. Climb
- Languages Terran, Primordial
Siege Monster The Paladin of Earth deals double damage to buildings and objects
Stone's Defense When the Paladin is hit with a critical hit, it takes normal damage instead.
Spider Climb The Paladin of the Earth can climb difficult surfaces without eneding to make an ability check
Terran Strike Whenever the Paladin of the Earth deals radiant damage, it can choose to treat that damage as force damage instead.
Spellcasting
The Paladin of the Seas gains the following additional spells
- 1st Level Spells Catapult, Earth Tremor
- 2nd Level Maximilian's Earthn Grasp, Spike Growth
- 3rd Level Spells Meld into Stone
- 4th Level Spells Stoneskin, Summon Elemental
- 5th Level Spells Bigby's Hand, Conjure Elemental, Wall of Stone
Channel Divinity(Recharge 5-6)
Instead of using their divine smite, the Paladin of the Seas can choose to use a Channel Divinity Option instead.
Stone Armor The Paladin of the Earth can use its bonus action to surround itself in armor made of stone for one minute. While in this state, the Paladin gains a number of temporary hitpoints equal to 10 times half its proficiency bonus(roudned down). While in this state, the Paladin can deal an additional 1d8 on its weapon damage rolls and its AC increases by 3.
Rangers
Rangers are skilled explorers who serve as the first line of defense for civilization against the dangers of the wilds.
When one thinks of a ranger, one typically thinks of an individual who uses their special connection to nature and their environment to their advantage against their enemies.
Although this is the case for many rangers, these warriors are much more versatile and diverse as many serve as interplanar wardens, monster hunters, or even emissaries or agents for supernatural creatures.
Ranger Goals
Because of their diverse skills, one can encounter a ranger in a variety of different situations. Many rangers serve as guardians for sacred druidic grounds or the protectors of the frontier for prominent nations. Others may function as their own independent faction as mercenaries for hire to deal with monstrous threats, escort people through dangerous lands, or even function as assassins or bounty hunters.
Ranger Tactics
One of the signature traits of a ranger is their ability to adapt to any environment, whether it be tangled jungles, bustling metropolises, or barren wastelands. Since most rangers lack the martial prowess of dedicated warriors and the arcane potential of paladins or spellblades, rangers primarily rely on preparation to gain an edge against their foes.
Prepared Combatant
The ranger's primary goal in combat is to stay steps ahead of their opponent. They rely heavily on hit-and-run tactics and will only engage opponents in prolonged fights if victory can be acquired in a matter of seconds.
Environmental Fighters
One of their key weapons is their ability to use their environment to hide from sight or to make a quick escape. Depending on their specific training, some rangers have various tools at their disposal to specifically fight in such environments.
Guerilla Tactics
Ambush tactics are their favored manner of combat. After their ambush is triggered, the ranger's primary strategy is eliminating the weakest threats first before making a quick escape. When engaging stronger opponents, the ranger's greatest advantage is patience, as they will slowly wear down their opponent through a series of guerilla tactics.
Targeted Focus
Due to their evasive tactics, rangers tend to focus their attacks on a single opponent at a time. Thanks to their hunter’s mark, rangers are able to keep track of their quarry while staging multiple ambushes.
Adventurer Tactics
When fighting a ranger, the best tactic is to limit their ability to use their environment to slip away. Limiting their ability to easily escape drastically limits their effectiveness in combat. However, if a ranger is unable to quickly disengage, one should still proceed with caution as they possess a variety of potent spells that can be used in a dire situation.
Ranger Types
Rangers can be categorized into three specific categories based on their experience.
Ranger scout
Ranger scouts are often recruits in many ranger conclaves. Despite their relative inexperience, their keen awareness and knowledge of their surroundings still makes their skills quite valuable.
Ranger Pathfinder
These rangers are seasoned explorers that are able to quickly adapt to a situation. Many ranger pathfinders can be hired to serve as guides for treacherous environments or to protect settlements from rampaging monsters.
Ranger Realmkeeper
Realmkeepers are legendary guardians of civilization. Realm keepers are often responsible for maintaining order over large swathes of territory. They often accomplish this by establishing ranger conclaves to train new recruits and to cover more ground. Due to their tireless vigilance, realm keepers are often the first lines against cataclysmic incursion, even before the rest of civilization is awareness of impending doom.
Ranger Types
There are numerous ranger archetypes, each dedicated to their own specific area of expertise.
Beastmaster
Beastmasters are characterized by their close connection to the beasts of the wilds. Their primal attunement allows them to call beasts to come to their aid. These rangers are known for their fierce fighting style as they fight in unison with the bestial allies.
Bounty hunters
Whereas most rangers are attuned to the wilds beyond the walls of civilization, urban rangers can navigate sprawling metropolises with ease. Bounty hunters specialize in tracking down their quarry, even amidst the bustling crowds of the largest cities. Not only are they expert trackers, but they have a variety of tools at their disposal that allows them to quickly detain and incapacitate their opponents.
Frost Wardens
Frost wardens specialize in traversing frigid wastelands and icy tundras. They have learned to use their treacherous environment to their advantage, as they are able to use the ice to quickly patrol their lands. These rangers are often notorious for their ability to seemingly vanish into the snow.
Flame wardens
Flame wardens are a sect of guardians who safeguard the Material Plane from elemental incursions from the Plane of Fire. Flame wardens often undergo similar training to that of many druids. This training provides them the necessary attunement needed to maintain the balance of the elements, even if it means traveling to the Plane of Fire itself.
Gloomstalker
Gloomstalkers employ a special form of guerilla warfare used by many races of the Underdark such as drow or duergar. These rangers have learned to blend into the shadows to become completely invisible. Despite their origins in the Underdark, gloomstalkers are surprisingly common as their skills allows them to serve as assassins, bounty hunters, or spies.
Gladerunners
Gladerunners are the dedicated guardians of many woodland realms. Many gladerunners practice many druidic disciplines to enhance their bond with nature. Thanks to their special magical connection, Gladerunners are able to navigate through the forest with ease to drive off those who seek the careful balance of their homes.
Gravewardens
Gravewardens have devoted themselves to be watchers of life and death. Their primary purpose is to safeguard the dead from those who wish to disrupt or pervert the magic of life and death. Although gravewardens seek to destroy those who wish to use the necromantic practices for malevolent intent, gravewarden are not averse to raising the dead to fight on their behalf and have been known to temporarily call upon the undead to aid them in battle.
Forge Watcher
Forge watchers are a rare ranger conclave, typically only found in societies that possess advanced magitech. Forge watchers ensure that magitech is used responsibly. Their duties often include tracking down rogue constructs and preserving (or destroying) powerful artifacts and relics.
Hell Hunters
Hell hunters are a fearsome conclave of rangers dedicated to stopping fiendish incursions on the Material Plane. These warriors typically adorn themselves with armor forged from the Lower Planes itself. Their presence not only strikes fear in the heart of those who oppose them, but also serves as a suitable disguise for their regular raids on the Lower Planes to permanently eliminate troublesome fiends.
Holy Wardens
In many realms, many celestials communicate with mortals to enact their will on the Material Plane. Although clerics are used to spread the influence of their deity and paladins often vanquish those who oppose their god, wardens act as the eyes and ears of their deity throughout the planes.
These rangers travel across the multiverse on behalf of their deity, seeking worshipers for their respective deity. Holy wardens also monitor the influence that other divine entities may have on the realm and will eliminate anything that threatens the divine plan of their patron.
Inquisitor
Inquisitors have a rather unique focus, as they specialize in hunting down spellcasters. Due to the dangerous potential that magic can have when used in the wrong hands, many organizations have developed specific tactics to eliminate arcane threats. In many realms, inquisitors can be quite common in realms with abundant magic, as many factions tend to hire their services.
Monster Hunter
When one thinks of a ranger, monster hunters are one of the first few archetypes that immediately come to mind. These rangers have tirelessly researched the physiology and tactics of many supernatural creatures in the multiverse. Their keen understanding of their opponent allows them to take full advantage of their enemy's weaknesses.
Because of their expertise, monster hunters are able to quickly adapt to fight nearly any monstrous foe. Their careful training allows them to steel their mind from the powerful auras that many of these creatures possess.
Mistblade
Mistblades are a mysterious faction of rangers that travel between the Material Plane and the Feywild. These rangers oversee the careful yet chaotic boundaries between both planes. Unlike most mortals, mistblades are able to attune to the psychedelic magics of the Feywild, using it to confound their opponents with illusions and misdirection.
Moonblade
Moonblade rangers practice a magical practice that harnesses the power of moonlight. Lunar magic grants the user the supernatural ability to pierce through many magical illusions to reveal the true form of a creature. Because of this, moonblade conclaves often safeguard the mortal realms from many creatures that rely on illusions to prey upon humanoids, such as Fey or Fiends.
Planerunner
Planerunners serve as guardians of the planar boundaries of existence. Their primary purpose is to maintain vigil against planar incursion and to stop those who seek to destroy these barriers. Planerunners have learned to utilize temporal magic to phase between realities to maneuver around the battlefield in the blink of an eye.
Swarmkeeper
Swarmkeepers are a peculiar ranger conclave whose primal connection is characterized through a symbiotic relationship with a swarm of tiny creatures. These swarms can take a variety of forms depending on their attunement, ranging from elementals, insects, fey, or even leaves. These rangers possess a special magical connection with these swarms, using them to physically ensnare enemies, shield them from harm, and even as a form of transportation.
Tidekeeper
Tidekeepers are the vigilant guardians of the oceans. Thanks to their magical connection to the waters, tidekeepers are able to swim at incredible speeds. These rangers excel at underwater combat, which gives them an edge against many land-based threats.
Wyrmguard
Wyrmguards are a rare ranger conclave who serve as emissaries between mortals and dragons. In many realms, dragons are often feared by many humanoids, and this have resulted in numerous conflicts between both species. To put an end to this disastrous cycle of war, wyrmguards learned to harness to attune to draconic magic. Because of this special attunement, wyrmguards possess a special connection with draconic creatures, allowing them to fight alongside these creatures in unison as well as channel their magic into a column of dragonfire.
![](https://cdna.artstation.com/p/assets/images/images/025/940/080/medium/yongjae-choi-vivien-arkbow-ranger.jpg?1587402917)
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Ranger Scout
Medium Humanoid, varies
- Armor Class 15 (Leather Armor)
- Hit Points 45 (6d8+ 18)
- Speed 40ft., 40ft. climb, 40ft. swim
STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 16 (+3) 14 (+2) 16 (+3) 12 (+1)
- Skills Perception +5, Stealth +5, Survival +5,
- Senses passive Perception 15
- Languages Common and one language of choice
- Proficiency Bonus +2 Challenge 3 (700 xp)
Ambusher The ranger scout has advantage on initiative checks. If the ranger scout attacks a creature that is surprised or has not acted yet it combat, it can do so with advantage and can made one additional weapon attack as part of that Attack action
Keen Senses The ranger scout has advantage on Wisdom (Perception) checks
Land Stride The ranger scout can travel through non-magical difficult terrain without expending additional movements
Steady Aim The ranger scout can grant itself advantage on ranged attack rolls until the start of its next turn. The ranger can only use this feature if it hasn't moved on its turn and its speed is reduced to 0 until the start of its next turn.
Spellcasting
The ranger is an 6th-level Spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The ranger has the following spells prepared:
- 1st Level Spells(4 slots) Hunter's Mark, Hail of Thorns
- 2nd Level Spells (3 slots) Snare, Pass without a Trace
Actions
Multiattack. The ranger can make three attack with their shortsword or two attacks with their longbow
Shortsword Melee Weapon Attack: +5 to hit, 5ft, one target., Hit: 6 (1d6+3) piercing damage.
Longbow. Ranged Weapon Attack: +5 to hit, 150/600ft, one target., Hit: 7 (1d8+3) piercing damage. When the ranger scout has advantage on this attack, this attack deals 12 (2d8+3) piercing damage.
Bonus Actions
Skulker The ranger can use its bonus action to Hide
![](https://cdn.shopify.com/s/files/1/1601/3103/products/Varis_SilverymoonRangerfinal_1200x.jpg?v=1629004632)
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Ranger Pathfinder
Medium Humanoid, varies
- Armor Class 15 (Leather Armor)
- Hit Points 102 (12d8+ 48)
- Speed 40ft., 40ft. climb, 40ft. swim
STR DEX CON INT WIS CHA 17 (+3) 18 (+4) 16 (+3) 14 (+2) 18 (+4) 12 (+1)
- Skills Nature +5, Perception +7, Stealth +7, Survival +7
- Senses passive Perception 17
- Languages Common and one language of choice
- Proficiency Bonus +3
- Challenge 7 (2900 xp)
Ambusher The ranger has advantage on initiative checks. If the ranger attacks a creature that is surprised or has not acted yet it combat, it can do so with advantage and can made one additional weapon attack as part of that Attack action
Keen Senses The ranger has advantage on Wisdom (Perception) checks
Land Stride The ranger can travel through non-magical difficult terrain without expending additional movement
Sharpshooter The ranger can ignore penalties due to half and three-fourth covers
Steady Aim The ranger can grant itself advantage on ranged attack rolls until the start of its next turn. The ranger can only use this feature if it hasn't moved on its turn and its speed is reduced to 0 until the start of its next turn.
Spellcasting
The ranger is an 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The ranger has the following spells prepared:
- 1st Level Spells(4 slots) Hunter's Mark, Hail of Thorns
- 2nd Level Spells (3 slots) Snare, Pass without a Trace
- 3rd Level Spells (2 slots) Conjure Barrage, Flame Arrows
Actions
Multiattack. The ranger can make three attack with their shortsword or two attacks with their longbow
Shortsword Melee Weapon Attack: +7 to hit, 5ft, one target., Hit: 7 (1d6+4) piercing damage.
Longbow. Ranged Weapon Attack: +7 to hit, 150/600ft, one target., Hit: 8 (1d8+4) piercing damage. When the ranger scout has advantage on this attack, this attack deals 13 (2d8+4) piercing damage.
Bonus Actions
Skulker The ranger can use its bonus action to Hide
Ranger Realmkeeper
Medium Humanoid, varies
- Armor Class 16 (Leather Armor)
- Hit Points 170 (20d8+ 80)
- Speed 40ft., 40ft. climb, 40ft. swim
STR DEX CON INT WIS CHA 19 (+4) 20 (+5) 18 (+4) 16 (+3) 20 (+5) 12 (+1)
- Skills Nature +8, Perception +10, Stealth +10, Survival +10
- Senses passive Perception 20
- Languages Common and one language of choice
- Proficiency Bonus +5
- Challenge 15 (13000 xp)
Ambusher The ranger has advantage on initiative checks. If the ranger attacks a creature that is surprised or has not acted yet it combat, it can do so with advantage and can made one additional weapon attack as part of that Attack action
Keen Senses The ranger has advantage on Wisdom (Perception) checks.
Land Stride The ranger can travel through non-magical difficult terrain without expending additional movement
Legendary Resistance(3/day) When the ranger fails a saving throw, they can choose to succeed. Upon using this feature, the ranger can cast a spell as part of this action.
Sharpshooter The ranger can ignore penalties due to half and three-fourth covers
Steady Aim The ranger can grant itself advantage on ranged attack rolls until the start of its next turn. The ranger can only use this feature if it hasn't moved on its turn and its speed is reduced to 0 until the start of its next turn.
Spellcasting
The ranger is an 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The ranger has the following spells prepared:
- 1st Level Spells(4 slots) Hunter's Mark, Hail of Thorns
- 2nd Level Spells (3 slots) Invisibility Snare, Pass without a Trace
- 3rd Level Spells (2 slots) Conjure Barrage, Flame Arrows
- 4th Level Spells (2 slots) Lightning Arrow, Greater Invisibility
- 5th Level Spells (2 slots) Conjure Volley, Swift Quiver
Actions
Multiattack. The ranger can make four attacks with their shortsword or three attacks with their longbow
Longsword Melee Weapon Attack: +10 to hit, 5ft, one target., Hit: 9 (1d8+5) slashing damage.
Longbow. Ranged Weapon Attack: +10 to hit, 150/600ft, one target., Hit: 9 (1d8+5) piercing damage. When the ranger scout has advantage on this attack, this attack deals 14 (2d8+5) piercing damage.
Bonus Actions
Skulker The ranger can use its bonus action to Hide
Legendary Actions (3/turn)
The ranger can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The ranger regains spent legendary actions at the start of its turn.
Nimble Escape(1 action) The ranger can move up to half its movement speed without provoking attacks of opportunity
Hide in Plain Sight (1 action) The ranger can take the Hide action.
Weapon Attack (2 actions) The ranger can make a weapon attack or cast a spell
Resilience (3 actions) The ranger can end one spell effect or condition on itself
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Beastmaster
- Challenge Rating Increases by 1
Bestial Bond When the beastmaster casts a spell that effects only itself, it can choose to effect one allied beast within 30ft. of it as well.
Pack Tactics The beastmaster has advantage on attack rolls against a creature if at least one of the beastmaster's allies is within 5 feet of the creature and the ally isn't incapacitated.
Spellcasting
The beastmaster has the following additional spells prepared
- 1st Level Spells Alter Self, Animal Friendship
- 2nd Level Spells Beast Sense, Flock of Familiars, Summon Beast
- 3rd Level Spells Conjure Animal
- 4th Level Spells Guardian of Nature, Polymorph
- 5th Level Spells Awaken
Bonus Actions
Alpha's Command The beastmaster can command one friendly beast with 30ft. that can see or hear it to use its reaction to move up to half its movement speed and make a weapon attack against a creature in range
Reactions
Bestial Retaliation When the beastmaster takes damage, it can use its reaction to command an friendly beast within 30ft. of it to use its reaction to move up to half its movement speed and make a weapon attack against the attacker.
Bounty Hunter
Endless Quarry The bounty hunter can double the duration of Hunter's Mark, up to a maximu, duration of 24 hours.
Keen Strike The bounty hunter can deal a critical hit on a 18-20.
Opportunistic Strike When the bounty hunter takes the Attack action against a creature under a status condition, the bounty hunter can use its bonus action to make one additional weapon attack.
Knockout Blow When the bounty hunter deals a critical hit to a creature, the target must succeed a Constitution saving throw equal to the bounty hunter's spell save DC. On a failed saving throw, the target is knocked unconscious for 10 minutes or until that creature takes damage or a creature uses its action to wake that creature up.
Spellcasting
The bounty hunter has the following additional spells prepared
- 1st Level Spells Sleep
- 2nd Level Spells Hold Person, Locate Object, See Invisibility
- 3rd Level Spells Clairvoyance
- 4th Level Spells Locate Creature, Otiluke's Resilient Sphere
- 5th Level Spells Hold Monster, Legend Lore, Scrying
Reactions
Endless Hunt When the bounty hunter reduces a creatures under your Hunter's Mark to 0 hitpoints, the bounty hunter can use its reaction to move its Hunter's Mark to another creature.
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Frost Warden
- Damage Resistances Cold
Freezing Mark Creatures under the frost warden's Hunter's Mark have its movement speed reduced by 10ft.
Frost Acclimation When the frost warden succeeds a saving throw against an effect that deals cold damage, it takes none instead.
Ice Stride The frost warden can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Snow Sight The frost warden's sight is not obscured by snowfall or fog.
Spellcasting
The frostwarden has the following additional spells prepared
- 1st Level Spells Grease, Fog Cloud, Frost Fingers, Ice Knife
- 2nd Level Spells Binding Frost, Hold Person, Spike Growth
- 3rd Level Spells Sleet Storm
- 4th Level Spells Ice Storm
- 5th Level Spells Cone of Cold
Bonus Actions
Frozen Dash When on icy or snowy terrain, the frost warden can use its bonus action to Dash
Flame Warden
- Damage Resistances Fire
- Languages Primordial, Ignan
Fireproof The flame warden cannot be set ablaze.
Fiery Evasion When the flame warden succeeds a saving throw against an effect that deals fire damage, it takes no damage instead
Flame Sight The flame warden's vision is not obscured by smoke or open flames.
Spellcasting
The flame warden has the following additional spells prepared
- 1st Level Spells Burning hands, Hellish Rebuke
- 2nd Level Spells Scorching Ray, Heat Metal
- 3rd Level Spells Fireball
- 4th Level Spells Fire, Shield, Summon Elemental, Wall of Fire, Web of Fire
- 5th Level Spells Conjure Elemental, Immolate
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Gloomstalker
- Senses Darkvision 120ft.
- Challenge Rating Increases by 1
Gloom Sight The gloomstalker's vision is not obscured by magical darkness
Shadow Evasion While in dim light or darkness, whenever the gloomstalker fails a saving throw, it takes half damage and none of a success.
Shadow Veil While in darkness, the gloomstalker is obscured from all creatures that rely on sight to see it, even if that creature has darkvision
Spellcasting
The gloomstalker has the following additional spells prepared
- 1st Level Spells Fog Cloud
- 2nd Level Spells Darkness, Darkvision, Silence
- 3rd Level Spells Hunger of Hadar
- 4th Level Spells Shadow of Moil
- 5th Level Spells Mislead
Reactions
Shadowy Dodge When the gloomstalker takes damage, it can use its reaction to take half damage instead.
Gladerunner
- Languages Druidic
Floral Armor While motionless, the gladerunner is indistinguishable from a medium plant while lightly obscured by ample plant life
Plant Stride The gladerunner can move through difficult terrain caused by plant's without needing to make an ability check.
Spellcasting
The gladerunner has the following additional spells prepared
- 1st Level Spells Cure Wounds, Entangle, Hail of Thorns
- 2nd Level Spells Barkskin, Lesser Restoration, Spike Growth
- 3rd Level Spells Plant Growth
- 4th Level Spells Blight, Grasping Vine, Guardian of Nature
- 5th Level Spells Awaken, Greater Restoration, Mass Cure Wounds, Tree Stride, Wrath of Nature
Bonus Actions
Druidic Surge(Recharge 5-6) The gladerunner can use its bonus action to regain a number of hitpoints equal to 10 times half the gladerunner's proficiency bonus (rounded down). Upon using this feature, it can end any status conditions on itself.
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Gravewarden
- Damage Resistances Necrotic
Death's Mark If the gravewarden reduces a creature under its Hunter's Mark to 0 hitpoints, that creature is instantly killed. If the creature is an undead, it turns to ash.
Grave Sight The gravewarden can pinpoint the location any undead within 60ft. of it.
Mark of the Dead When the gravewarden reduces a creature to 0 hitpoints that is under its Hunter's Mark, the target is immediately killed. If the creature is an undead, it takes an additional 3(1d6) radiant damage from each attack.
Turning Smite When the gravewarden deals a critical hit to an undead creature, it is turned for one minute. A turned creature must spend its turns trying to move as far away from the gravewarden as it can, and it can't willingly move to a space within 30 feet of gravewarden. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action..
Spellcasting
The gravewarden has the following additional spells prepared
- 1st Level Spells Detect Good and Evil, Guiding Bolt, Inflict Wouds Protection from Good and Evil
- 2nd Level Spells Blindness/Deafness
- 3rd Level Spells Animate Dead, Death Ward, Speak with Dead
- 4th Level Spells Blight
- 5th Level Spells Antilife Shell, Dispel Evil and Good, Hallow Holy Weapon
Forge Watcher
Arcane Sight The forge watcher can detect the presence of magic within 120ft. of it.
Deconstructing Mark The forge watcher's attacks deals an additional 1d6 damage to Constructs under Hunter's Mark.
Magitech Weaponry The forge watcher's attacks count as magical for the purpose of overcoming resistance and immunity
Siege Monster The forge watcher can deal double damage to buildings and objects
Spellbreaker Creatures have disadvantage on saving throws to maintain concentration on spell effects against he inquisitor's attacks
Spellcasting
The forge watcher has the following additional spells prepared
- 1st Level Spells Unseen Servant, Magic Missile
- 2nd Level Spells Spiritual Weapon
- 3rd Level Spells Elemental Weapon, Tiny Servant
- 4th Level Spells Summon Construct
- 5th Level Spells Animate Objects, Bigby's Hand
Reactions
Adaptability When the forge watcher takes damage, it can grant itself resistance to one damage type of its choice until the start of the forge watcher's next turn
![](https://cdna.artstation.com/p/assets/images/images/001/840/560/large/gabriel-ramos-demonhunter2.jpg?1453562490)
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Hell Hunter
- Senses Darkvision 120ft.
- Damage Resistances Fire, Poison
- Languages Abyssal, Infernal
- Challenge Rating Increases by 1
Dauntless The hell hunter has advantage on saving throws against being charmed or frightened. On a successful saving throw, the hell hunter is immune to being charmed or frightened by that creature for the next 24 hours
Magical Resistance The hell hunter has advantage on saving throws against spells and magical effects.
Poison Resistance The hell hunter had advantage on saving throws against being poisoned or diseased.
Spellcasting
The hell hunter has the following additional spells prepared
- 1st Level Spells Detect Evil and Good, Protection from Evil and Good, Hellish Rebuke
- 2nd Level Spells Ray of Enfeeblement
- 3rd Level Spells Fireball, Conjure Lesser Demons, Stinking Cloud
- 4th Level Spells Conjure Greater Demon
- 5th Level Spells Cloudkill, Infernal Calling
Holy Warden
- Damage Resistances Radiant
- Languages Celestial
- Challenge Rating increases by 1
Divine Radiance When the holy warden casts a spell that gives off bright light, it is considered sunlight
Divine Resurrection(1/long rest) When the holy warden is reduced to 0 hitpoints, it can regain 1 hitpoint instead. Upon using this feature, creatures within 30ft. of the holy warden that can see it must succeed a Constitution saving throw equal to its spell save DC. On a failed saving throw, that creature is blinded until the end of its next turn
Nullifying Mark The holy warden has advantage on saving throws against spells and magical effects.
Mark of Smiting When the Holy Warden hits a creature under its Hunter's Mark with an attack, it takes an additional 3 (1d6) radiant damage.
Spellcasting
The holy warden has the following additional spells prepared
- 1st Level Spells Bless, Cure Wounds, Guiding Bolt
- 2nd Level Spells Lesser Restoration, Zone of Truth
- 3rd Level Spells Daylight
- 4th Level Spells Sickening Radiance
- 5th Level Spells Dawn, Flame Strike, Holy Weapon, Mass Cure Wounds, Summon Celestial
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Inquisitor
- Challenge Rating Increases by 1
Arcane Sight The inquisitor can detect the presence of magic within 120ft. of it. Additionally, the inquisitor can determine if a creature within 120ft. of it is a spellcaster or not.
Magical Resistance The inquisitor has advantage on saving throws against spells and magical effects.
Nullifying Mark When the inquisitor cast Hunter's Mark against on a creature that is concentrating on a spell effect, the inquisitor can add an additional 1d6 force damage whenever the inquisitor hits that creature with an attack.
Spellbreaker Creatures have disadvantage on saving throws to maintain concentration on spell effects against he inquisitor's attacks
Spellcasting
The inquisitor has the following additional spells prepared
- 1st Level Spells Detect Magic, Detect Evil and Good, Identify, Protection from Evil and Good
- 2nd Level Spells Nystul's Magic Aura, Silence
- 3rd Level Spells Counterspell, Dispel Magic, Nondetection
- 4th Level Spells Otiliuke's Resilient Sphere
- 5th Level Spells Circle of Power, Wall of Force
Reactions
Spell Counter When a creature within range casts a spell, the inquisitor can use its reaction to make a weapon attack against that creature. Upon a hit, the inquisitor automatically succeeds its saving throw against the spell effect. If the attacker makes a spell attack, the attack is made with disadvantage.
Monster Hunter
- Challenge Rating Increases by 1
Exposing Strike When the monster hunter deals a critical hit, the target suffers vulnerability to the damage dealt.
Dauntless The monster hunter has advantage on saving throws against being charmed or frightened. On a successful saving throw, the monster hunter is immune to being charmed or frightened by that creature for the next 24 hours.
Evasion If the monster hunter fails a Dexterity saving throw against an effect that deals damage, it takes half damage. On a successful save, it takes no damage.
Slayer's Mark The monster hunter's attacks can ignore resistance and immunity against a creature under its Hunter Mark. If the target is a Aberration, Celestial, Dragon, Elemental, Fey, Fiend, Giant, or Undead, it takes an additional 1d6 damage while under Hunter's Mark.
Horde Slayer The monster hunter has advantage on attack rolls if at least two hostile creatures are within 5ft. of it.
Spellcasting
The monster hunter has the following additional spells prepared
- 1st Level Spells Detect Evil and Good, Protection from Evil and Good
- 2nd Level Spells Hold Person
- 3rd Level Spells Dispel Magic
- 4th Level Spells Charm Monster
- 5th Level Spells Dispel Evil and Good, Hold Monster
Reactions
Counter Attack When the monster hunter is hit with an attack, it can use its reaction to make a melee weapon attack against the attacker if it is in range.
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Mistblade
- Languages Sylvan
- Damage Resistances Force, Psychic
- Challenge Rating Increases by 1
Fey Resilience The mistblade has advantage on saving throws against being charmed or frightened.
Fey Misdirection When the mistblade succeeds a saving throw against an effect that would charm or frightened them, it can redirect the effect back at the attacker instead.
Misty Strike When the mistblade damages a creature under its Hunter's Mark, the target suffers disadvantage on attack rolls until the end of its next turn.
Spellcasting
The mistblade has the following additional spells prepared
- 1st Level Spells Color Spray, Charm Person
- 2nd Level Spells Mirror Image, Misty Step, Suggestion
- 3rd Level Spells Fast Friends, Hypnotic Pattern, Summon Fey
- 4th Level Spells Conjure Woodland Beings, Dimension Door
- 5th Level Spells Dominate Person, Far Step
Bonus Actions
Fey Blink The mistblade can use its bonus action to teleport 40ft. to a spot that it can see within range.
Reactions
Misty Shroud When the mistblade is targeted with an attack, it can use reaction to turn invisible until the start of its next turn and causing the triggering attack to have disadvantage.
Moonblade
Moonlight When the moonblade casts a spell the a spell that gives off light, creatures in range cannot benefit from half or three fourth's cover and cannot benefit from being invisible.
Moon Sight The moonblade can see the true form of creatures shrouded by invisibility or not in its true form.
Moon Shroud The moonblade is immune to effect that would magically change its form against its will
Moonlit Strikes When the moonblade damages a creature that is under an effect that changes its form, that target must succeed a Constitution saving throw equal to the ranger's spell save DC. On a failed saving throw, the target reverts back to its true form.
Silvered Weapons The moonblade's attacks count as magical for the purpose of overcoming resistance
Spellcasting
The moonblade has the following additional spells prepared
- 1st Level Spells Guiding Bolt, Faerie Fire
- 2nd Level Spells See Invisibility, Moonbeam
- 3rd Level Spells Daylight
- 4th Level Spells Divination
- 5th Level Spells Flame Strike, Holy Weapon
Reactions
Moon Dust When the moonblade takes damsge from a creature within 30ft. of it, the target must succeed a Dexterity saving throw equal to the moonblade's spell save DC. On a failed saving throw, the next attack until the end of the moonblade's next turn has advantage against the attacker. If the attack hits, the moonblade takes radiant damage equal to a number of d8s equal to the moonblade's proficiency bonus.
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Planerunner
- Damage Resistances Force
Blink Step When the planerunner spends its movement, it can spend amount of its movement to teleport a distance equal to the amount of movement spent.
Dimensional Awareness The planerunner can determine the type of a creature it can see within 120ft. of it (such as a Fiend, Fey, etc). It can also determine if that particular creature is native to its current plane of existence or not
Phase Walker The planerunner can move through other creatures and objects as if they were difficult terrain. If it ends its turn in an occupied space, the planerunner is shunted to the nearest unoccupied space. It takes 5 (1d10) force damage for every 5ft. it is shunted in this manner.
Spellcasting
The planerunner has the following additional spells prepared
- 1st Level Spells Detect Magic, Detect Good and Evil, Protection from Evil and Good
- 2nd Level Spells Blur, Misty Step
- 3rd Level Spells Dispel Magic, Haste
- 4th Level Spells Banishment, Dimension Door
- 5th Level Spells Far Step, Steel Wind Strike, Teleportation Circle, Wall of Force
Bonus Action
Dimensional Blink When the planerunner can use its bonus action to teleport 40ft. to a spot that it can see within range.
Reactions
Phase Shift When the planerunner takes damage, it can use its reaction to take half damage instead.
Swarmkeeper
- Challenge Rating Increases by 1
Swarm Wing The swarm keeper can levitate up to 5ft. above the ground
Mark of the Swarm When the swarmkeeper damages a creatures under its Hunter Mark, the target must succeed a Strength saving throw equal to the swarmkeeper's spell save DC. On a failed saving throw, the swarmkeeper can move the target 5ft. or knock prone (its choice)
Spider Climb The swarmkeeper can climb difficult surfaces (including ceilings) without needing to make an ability checks
Writhing Swarm When a creature grapples or hits the swarm keeper with a melee attack while within 5ft. of it, it takes 4(1d8) piercing damage.
Spellcasting
The swarmkeeper has the following additional spells prepared
- 1st Level Spells Entangle, Find Familiar
- 2nd Level Spells Flock of Familiars, Spider Climb, Web
- 3rd Level Spells Gaseous Form
- 4th Level Spells Arcane Eye, Giant Insect
- 5th Level Spells Bigby's Hand's Insect Plague
Bonus Action
Swarming Blink When the swarmkeeper can use its bonus action to teleport 40ft. to a spot that it can see within range
Reactions
Swarm Shield When the swarmkeeper takes damage, it can use its reaction to take half damage instead.
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Tidekeeper
- Languages Primordial, Aquan
Aquatic Combatant The tidekeeper has advantage on attack rolls against creatures that do not have a swimming speed.
Hold Breath The tide keeper can hold its breath up to 15 minutes
Mark of the Swarm The tide keeper can swim through difficult terrain caused by strong tides or currents without expending additional movement or making an ability check
Nimble Swimmer The tidekeeper can swim outside a creature's reach without provoking attacks of opportunity
Spellcasting
The tidekeeper has the following additional spells prepared
- 1st Level Spells Create and Destroy Water, Grease, Fog Cloud
- 3rd Level Spells Watery Sphere, Wall of Water, Waterwalking, Waterbreathing, Tidal Wave
- 4th Level Spells Control Water
- 5th Level Spells Maelstrom
Bonus Actions
Rapid Dive While underwater, the tide keeper can use its bonus action to Dash
Wyrmguard
- Damage Resistance Acid, Cold, Fire, Lightning, or Poison (choose 1)
- Languages Draconic
- Challenge Rating Increases by 1
Draconic Casting When the wyrmguard deals damage according to its draconic element, it can ignore resistance or immunity to that damage type.
Draconic Bond The wyrmguard has advantage on attack rolls as long as it is within 30ft. of a friendly Dragon that it can see or hear within 30ft. of it.
Wyrm Scale The wyrmguard has advantage on saving throws against spells and magical effects. On a successful saving throw, the wyrmguard takes no damage.
Spellcasting
The wyrmguard has the following additional spells prepared
- 1st Level Spells Absorb Elements, Cause Fear
- 2nd Level Spells Dragon's Breath
- 3rd Level Spells Elemental Weapon,Fear, Fly
- 4th Level Spells Elemental Bane
- 5th Level Spells Summon Draconic Spirit
Actions
Dragon's Breath As an action, the wyrmguard can expend a spell slot to force creatures in a 30ft. cone to make a Dexterity saving throw against the wyrmguard's spell save DC.
On a failed saving throw, creatures take 9 (2d8) damage according to one of the following damage types of its choice (acid, cold, fire, lightning, or poison). On a successful saving throw, creatures take half damage. For each spell slot above 1st expended, the damage increases by 9(2d8).
Bonus Actions
Draconic Command The wyrmguard can use its bonus action to command a friendly draconic creature within 30ft. of it to make a weapon attack
Sorcerer
Whereas wizards acquire their arcane ability through intense study and clerics gain their powers through their devotion to the divine, the source of power for a sorcerer resides in their blood.
Magical Bloodline
This font of magical power can come from a variety of sources. This power could be the result of an ancient blessing or curse from a powerful entity in one's bloodline. Others are the result of exposure to raw magic or a planar incursion. Regardless of the origin of their power, sorcerers possess a unique talent for magic unmatched by other spellcasters.
Innate Casting
One of the primary advantages that sorcerers possess is the ability to use their own body as their arcane focus. This already gives them a significant advantage over their arcanists as they are not subject to common methods to detain spellcasters.
Arcane Metamagics
Their innate talent for magic also grants them to twist and contort spells beyond their normal means. Their ability to manipulate spells in this manner is often referred to as metamagic. Sorcerers are able to channel their inner metamagic in many ways, such as prolonging a spell's duration, duplicating spell effects, and even regenerating their own mana reserves. Thanks to their metamagics, sorcerers are able to overcome their limited versatility by altering a spell to meet their needs.
Sorcerer Goals
Just like any spellcaster, sorcerers can be found in nearly any occupation across the plane, using their abilities as mercenaries or adventurers. Others seek to master their powers or seek to learn the origin of their magic by joining various magic academies and institutions.
Some use their natural gifts for their own benefits to create cults that worship them, claiming to be an aspect of a deity. Others may seek to use their abilities to destroy those who hunt or fear them because of their magic.
Sorcerer Tactics
In combat, sorcerers are challenging opponents due to their explosive capabilities. Although most sorcerers tend not to be physically superior against most foes, their affinity to magic grants them an uncanny resilience against many spells.
Explosive Casters
Because of their general frailty, sorcerers will typically attempt to end a combat encounter as quickly as possible, using their most powerful spells and metamagics to disable their opponents.
Martial Weakness
If a prolonged fight is inevitable, the sorcerer's primary goal is to keep their distance from melee threats. They will attempt to accomplish through debilitating spell effects or magically enhanced mobility such as flight.
In many circumstances, the sorcerer will attempt to eliminate or incapacitate martial threats first, as they typically can outmatch most spellcasters in a fight thanks to their magical defenses.
Metamagic Focus
The sorcerer's primary strategy revolves completely around its use of metamagic to empower their abilities. Because of this, sorcerers are not afraid to quickly burn through their arcane reserves if it means giving them an edge, especially due to their ability to regenerate their mana.
Adventurer Tactics
When fighting a sorcerer, the primary tactic one should use is to limit their spellcasting ability. This will require a lot of coordination between spellcasters to counter any of the sorcerer's effects. Adventurers should also target the sorcerers physical defenses as they typically have fewer tools at their disposal to bolster themselves against physical attacks
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Sorcerer Types
Sorcerers can be categorized into four different groups depending on the master of their innate magics.
Sorcerer Beginner
These sorcerers have just started manifesting their inner magic. Many times, these individuals may be searching for an explanation for their new abilities or simply try to control their powers. Unlike many other casters of their calibur, sorcerer beginners typically possess considerably less experience and control over their abilities. However, despite their comparative lack of training and discipline, the raw power of their magic can make them challenging enemies.
Sorcerer Adepts
Sorcerer adepts have learned to master and control their arcane abilities. This discipline is often achieved through arcane tutelage, learning the true origins of their power, or simply from experience.
Awakened Sorcerer
Having fully mastered their inner magic, awakened sorcerers are on the precipice of reaching their true potential. Depending on their bloodline, these sorcerers may begin to exhibit supernatural changes to their appearance. For example, a draconic sorcerer may have more pronounced dragon scales on tbeir body while celestial sorcerers may be able to conjure halo of light around them.
Transcendent Sorcerer
These sorcerers have reached the true apex of their power and have grown akin to demigods in the scope of their power. At this point, these sorcerers often fully manifest the appearance of the bloodline. For example a fiendish sorcerer may take on the appearance of cross between a devil and a humanoid. In some instances, these sorcerers even have the ability to transform into the respective creatures associated with their blood.
Sorcerer Variants
Depending on their bloodline, sorcerers can manifest different powers.
Draconic Sorcerer
Draconic sorcerers possess latent draconic magics within their blood. Such magic is often granted as a boon or a gift from a dragon while in the case of dragonborn, kobolds, and other draconic races, they may possess a fragment of the magical essence of a true dragon.
Regardless of the source of this power, these sorcerers can be easily recognized by dragon scales growing on their body, their ability to sprout leathery wings, as well as their ability to project and focus their aura into the frightful persona of a true dragon.
They also possess a unique connection to a particular draconic element imbuing their own magics with the destructive potential of a dragon's breath.
Celestial Sorcerer
These sorcerers are one of the rarest of all their kind as they possess a fragment of a divine spark within their being. Although aasimar are typically wwhat comes to mind when one thinks of a celestial sorcerer, these divine sparks are often granted to individuals favored by a particular deity.
Although this tends to be the case for more celestial sorcerers, somes are born with their power as the result of a pact or simply the devotions of one's heritage to a particular deity.
Because of they are seen as champions on behalf for a deity, celestial sorcerers are often revered by many religious circles and are often hunted down by the enemies of their deity as well.
Infernal Sorcerers
Infernal sorcerers are the devilish counterpart to celestial sorcerers. Because of this, it is not uncommon for tieflings and other fiendish humanoids to naturally develop these abilities.
Infernal sorcerers also have been known to acquire their powers through contracts with devils in exchange for power. Although such encounters are similar to many infernal warlocks, they are less demanding in scope as they are not bound to serve an infernal patron. Instead, many devils grant this power in a much more passive manner as in many cases, the infernal magic in one's bloodline eventually corrupts the individual.
In other instances, infernal sorcerers are often the result of a fiendish curse or the side effect of a contract on one bloodline. Unfortunately, such individuals are viewed with suspicion due to the origins of their ability
Abyssal Sorcerers
Abyssal sorcerers are the demonic counterpart to the infernal sorcerer. In most circumstances, abyssal sorcerers are the results of demonic corruption, typically from one being exposed to one of the seemingly endless layers of the Abyss. In most circumstances, this corruption is a side effect of these hostile environments as the goal of most demons is to destroy all life. However, in rare instances, demonic lords may place a curse on ones's bloodline as a gift for true dedication
Fae Sorcerers
Fae sorcerers trace their magic to the wild and psychedlic plane of the Feywild These individuals tend to have an otherworldly charm and aura. Athough many Fey based races naturally can develop these abilities, many fae sorcerers acquire their powers from planar incursions to the Feywild or simply the shenanigans of a wayward Fey creature.
Wild Magic Sorcerer
Wild magic sorcerers are the embodiement of controlled chaos. The origins of their magic typically varies depending on the individuals as many sources have claimed from events such as planar incursions, spellstorms, arcane experimentation, or exposure to a strange magical artifact. Despite the seemingly endless sources of this power, the sorcerers are incredibly unpredictable as each time they cast a spell, there is a chance they could set off a chaotic chain reaction of magical effects.
Aberrant Sorcerers
These sorcerers are believed to have gained their abilities from encounters with Aberrations. Such encounters may included experimentation due to mind flayers while others may have been exposed with items or rifts from the Far Realm itself. These encounters can have varying magnitudes of effects such as telepathy, psionic, and physiological adaptations such as tentacles or multiple eyes. These transformations have also been known to have somewhat detrimental side effects (depending on the level of exposure) such as madness or a grotesque appearance.
Phoenix Sorcerers
Phoenix sorcerers possess a special connection to the element of fire. Individuals of this bloodline possess a powerful connection to this element due to a boon from a powerful elemental entity such as phoenix or genie. Although elementals tend to be the primary source of this elemental ability, some humanoids have learned to naturally manifest this ability through an enhanced natural connection to the elements, in a similar manner to druids.
Their innate fire magic even gives them the ability to set their eyes and hair ablaze with. They even have the ability to temporarily superheat their bodies to burn anyone who harms them. As their name suggests, phoenix sorcerers possess
Winter Sorcerers
These sorcerers possess a particular connection to snow and ice. Their mastery of the ice is believed to originate from a variety of sources such as elementals and or giant kin heritage. Others have attained these abilities through druidic rituals or boons from powerful entities attuned to ice such as dragons.
Their mastery of ice grants them an natural immunity its worse effects as they are able to use the elemental energy to fashion a protective aegis shielding them from future harm
Sea Sorcerers
Sea sorcerers have the unique abilities to bend water to their will. These sorcerers are able to conjure blades of water from thin air and form tidal waves to crash on their opponents.
Sea sorcerers possess the unique ability to alter their own physiology, taking the form of water instead granting them the ability to easily weave out of harms ways or dampen the harshest of attacks.
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Storm Sorcerers
Storm sorcerers trace their magical bloodline to powerful air elementals and genies. They can channel the very essence of the storm to grant themselves the ability of flight. They even can harmlessly absorb electrical energy to bolster their spells.
Shadow Sorcerers
These sorcerers possess a powerful connection that allows them to bend the shadows to their will. The origin of their powers can vary, as shadow magic can be attributed to many types of creatures, such as Fey or Fiends. In comparison to other variants, shadow sorcerers are considered to be some of the most powerful, especially when under the cover of darkness as its presence greatly amplifies their spell effects while shielding them from incoming attacks
Stone Sorcerers
Stone sorcerers trace their bloodline to a connection with powerful entities from the Elemental Plane of Earth. These sorcerers possess the ability to use the earth to sense their surroundings and even traverse otherwise impossible terrain. They also possess the capabilities of shaping stone and earth into formidable weapons as well as create impenetrable shields
Warrior Sorcerers
Warrior soul sorcerers have learned to channel the innate magic in their blood to grant them enhanced strength, speed, and endurance. These sorcerers are natural warriors that possess arcane and martial prowess.
Beast Sorcerers
Beast sorcerer's trace their power due to therianthropic roots or from latent druidic magics in their heritage. Because of this, these sorcerers have the unique ability to alter their body with bestial modifications for any situation. They also have the ability to turn into beasts in a matter of seconds.
Constructed Sorcerers
Construct sorcerer have acquired their natural magic due to technological modifications made to their body. Whether due to injury, arcane experimentation, or simply an attempt to transcend mortal limits, these individuals have been granted incredible strength and durability as well as the capability of replicating magical effects through their magitech modifications
Vampiric Sorcerers
Vampiric sorcerers are often the results of a humanoid offspring to a true vampire. Although they do not possess many of the benefits of a true vampire, they still possess considerable mastery of both shadow and blood magic.
Anima Sorcerers
Sorcerers with the anima bloodline have been gifted with a natural affinity to nature magic due to a boon from powerful plant based entities. Others may have acquired their magical abilities from being infected by a magical seed or spore, granting them arcane abilities.
Undead Sorcerers
Undead sorcerers are interesting individuals that reside on the boundary of life or death. Some undead sorcerers are the result of side effects from being raised from the dead. Even though that creature was brought back from the clutches of death by resurrection magic, their soul or magic essence has been tainted by the mark of death. In some rare instances, some undead sorcerers can trace the origin of their power from a haunting or possession from an undead spirit whose presence left vestiges of necromancer magic in their body
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Sorcerer Beginner
Medium Humanoid, varies
- Armor Class 14 (Mage Armor)
- Hit Points 26 (4d8+8)
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 14 (+2) 12 (+1) 12 (+1) 16 (+3)
- Saving Throws Cha +5
- Skills Perception +3
- Senses passive Perception 13
- Languages one language of choice
- Proficiency Bonus +2
- Challenge 2(450 xp)
Arcana Sense The sorcerer can detect the presence of magical effects or objects within 120ft. of it.
Arcane Soul Whenever the sorcerer fails a Charisma saving throw against an effect that deals damage, it takes half damage. On a successful saving throw, it takes no damage.
Extended Caster When the sorcerer casts a spell with a duration of at least 1 minute, it can double the spell's original duration (up to a maximum of 24 hours)
Magic Resistance The sorcerer has advantage on effects against spells and magical effects.
Innate Casting The sorcerer's body counts as its own arcane focus and does not require material components for their spell abilities
Split Spell(Recharge 5-6) Once on the sorcerer's turn, when the sorcerer casts a spell that targets only one creature, it can target one additional creature as well action
Spellcasting
The sorcerer is a 4th level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks) and has the following spells prepared
- Cantrips Prestidigitation, Thaumaturgy
- 1st Level(4 slots) Chaos Bolt, Magic Missile, Shield
- 2nd Level(3 slots) Invisibility, Misty Step
Actions
Sorcery Blast Ranged Spell Attack: +5 to hit, 120ft, one target. Hit: 8 (2d4+3) force damage. If the sorcerer uses its Split Spell or Quickened Spell on this feature, this attack deals 13 (4d4+3) force damage instead
Channel Metamagic (Recharge 5-6) As a bonus action, the sorcerer can regain a 5 (2d4) spell slots of their choice. Each spell level equals its respective amount of spell slots. For example a 2nd level spell slots requires two spell slots.
Bonus Actions
Quickened Spell(Recharge 5-6) The sorcerer can cast a spell with a casting time of an action as a bonus action
Reactions
Sorcerous Resilience When the sorcerer is forced to make a saving throw, it can choose to to make a Charisma saving throw instead.
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Sorcerer Adept
Medium Humanoid, varies
- Armor Class 15 (Mage Armor)
- Hit Points 52 (8d8+16)
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 14 (+2) 14 (+2) 14 (+2) 18 (+4)
- Saving Throws Cha +7
- Skills Perception +5
- Senses passive Perception 15
- Languages one language of choice
- Proficiency Bonus +3
- Challenge 5(1800 xp)
Arcana Sense The sorcerer can detect the presence of magical effect or objects within 120ft. of it.
Arcane Soul Whenever the sorcerer fails a Charisma saving throw against an effect that deals damage, it takes half damage. On a successful saving throw, it takes no damage.
Extended Caster When the sorcerer casts a spell with a duration of at least 1 minute, it can double the spell's original duration (up to a maximum of 24 hours)
Magic Resistance The sorcerer has advantage on effects against spells and magical effects.
Innate Casting The sorcerer's body counts as its own arcane focus and does not require material components for their spell abilities
Split Spell(Recharge 5-6) Once on the sorcerer's turn, when the sorcerer casts a spell that targets only one creature, it can target one additional creature as well action
Channel Metamagics (Recharge 5-6)
At the start of its turn, the sorcerer can choose one of the following effects:
- Sorcerous Conversion The sorcerer can regain 7 (3d4) spell slots of their choice. Each spell level equals its respective amount of spell slots. For example a 2nd level spell slots requires two spell slots.
- Heighten Spell Until the start of the sorcerer's next turn, creatures have disadvantage on saving throws against the sorcerer's spells effect
Spellcasting
The sorcerer is a 8th level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks) and has the following spells prepared
- Cantrips Prestidigitation, Thaumaturgy
- 1st Level(4 slots) Chaos Bolt, Magic Missile, Shield
- 2nd Level (3 slots) Invisibility, Misty Step
- 3rd Level (3 slots) Counterspell, Dispel Magic, Fly
- 4th Level (2 slots) Dimension Door, Polymorph
Actions
Sorcery Blast Ranged Spell Attack: +7 to hit, 120ft, one target. Hit: 14 (4d4+4) force damage. If the sorcerer uses its Split Spell or Quickened Spell on this feature, this attack deals 24 (8d4+4) force damage instead
Bonus Actions
Quickened Spell(Recharge 5-6) The sorcerer can cast a spell with a casting time of an action as a bonus action
Reactions
Sorcerous Resilience When the sorcerer is forced to make a saving throw, it can choose to to make a Charisma saving throw instead.
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Awakened Sorcerer
Medium Humanoid, varies
- Armor Class 16 (Mage Armor)
- Hit Points 78 (12d8+24)
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 16 (+3) 16 (+3) 16 (+3) 20 (+5)
- Saving Throws Cha +9
- Skills Perception +7
- Senses passive Perception 17
- Languages one language of choice
- Proficiency Bonus +4
- Challenge 9(5000 xp)
Arcana Sense The sorcerer can detect the presence of magical effect or objects within 120ft. of it.
Arcane Soul Whenever the sorcerer fails a Charisma saving throw against an effect that deals damage, it takes half damage. On a successful saving throw, it takes no damage.
Extended Caster When the sorcerer casts a spell with a duration of at least 1 minute, it can double the spells duration (up to a maximum of 24 hours)
Magic Resistance The sorcerer has advantage on effects against spells and magical effects.
Innate Casting The sorcerer's body counts as its own arcane focus and does not require material components for their spell abilities
Split Spell(recharge 5-6) Once on the sorcerer's turn, when the sorcerer casts a spell that targets only one creature, it can target one additional creature as well action
Channel Metamagics (Recharge 5-6)
At the start of its turn, the sorcerer can choose one of the following effects:
- Sorcerous Conversion The sorcerer can regain 10 (4d4) spell slots of their choice
- Heighten Spell Until the start of the sorcerer's next turn, creatures have disadvantage on saving throws against the sorcerer's spells effect
Spellcasting
The sorcerer is a 12th level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks) and has the following spells prepared
- Cantrips Prestidigitation, Thaumaturgy
- 1st Level(4 slots) Chaos Bolt, Magic Missile, Shield
- 2nd Level (3 slots) Invisibility, Misty Step
- 3rd Level (3 slots) Counterspell, Dispel Magic, Fly
- 4th Level (3 slots) Dimension Door, Polymorph
- 5th Level (2 slots) Bigby's Hand, Wall of Force
- 6th Level (1 slot) Disintegrate, Globe of Invulnerability
Actions
Multiattack The sorcerer can cast a spell and make a sorcery blast
Sorcery Blast Ranged Spell Attack: +9 to hit, 120ft, one target. Hit: 20 (6d4+5) force damage. If the sorcerer uses its Split Spell or Quickened Spell on this feature, this attack deals 30 (10d4+5) force damage instead
Bonus Actions
Quickened Spell(recharge 5-6) The sorcerer can cast a spell with a casting time of an action as a bonus action
Reactions
Sorcerous Resilience When the sorcerer is forced to make a saving throw, it can choose to to make a Charisma saving throw instead.
Transcendant Sorcerer
Medium Humanoid, varies
- Armor Class 17 (Mage Armor)
- Hit Points 117 (18d8+36)
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 16 (+3) 16 (+3) 16 (+3) 22 (+6)
- Saving Throw Cha +11
- Skills Perception +8
- Senses passive Perception 18
- Languages one language of choice
- Proficiency Bonus +5
- Challenge 15(5000 xp)
Arcana Sense The sorcerer can detect the presence of magical effect or objects within 120ft. of it.
Arcane Soul Whenever the sorcerer fails a Charisma saving throw against an effect that deals damage, it takes half damage. On a successful saving throw, it takes no damage.
Extended Caster When the sorcerer casts a spell with a duration of at least 1 minute, it can double the spell's original duration (up to a maximum of 24 hours)
Legendary Resistance(3/day) If the sorcerer fails a saving throw, the sorcerer can choose to succeed. Upon using this feature, the sorcerer can cast a spell of 5th level or lower
Magic Resistance The sorcerer has advantage on effects against spells and magical effects.
Innate Casting The sorcerer's body counts as its own arcane focus and does not require material components for their spell abilities
Split Spell(Recharge 5-6) Once on the sorcerer's turn, when the sorcerer casts a spell that targets only one creature, it can target one additional creature as well action
Channel Metamagics (Recharge 5-6)
At the start of its turn, the sorcerer can choose one of the following effects:
- Sorcerous Conversion The sorcerer can regain 12 (5d4) spell slots of their choice
- Heighten Spell Until the start of the sorcerer's next turn, creatures have disadvantage on saving throws against the sorcerer's spells effect
Spellcasting
The sorcerer is a 18th level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks) and has the following spells prepared
- Cantrips Prestidigitation, Thaumaturgy
- 1st Level(4 slots) Chaos Bolt, Magic Missile, Shield
- 2nd Level (3 slots) Invisibility, Misty Step
- 3rd Level (3 slots) Counterspell, Dispel Magic, Fly
- 4th Level (3 slots) Dimension Door, Polymorph
- 5th Level (3 slots) Bigby's Hand, Wall of Force
- 6th Level (2 slot) Disintegrate, Prismatic Wall, Globe of Invulnerability
- 7th Level (2 slot) Prismatic Spray
- 8th Level (1 slot) Holy Aura
- 9th Level (1 slot) Prismatic Wall, Wish
Actions
Multiattack The sorcerer can cast a spell and make a sorcery blast
Sorcery Blast Ranged Spell Attack: +11 to hit, 120ft, one target. Hit: 25 (8d4+5) force damage. If the sorcerer uses its Split Spell or Quickened Spell on this feature, this attack deals 35 (12d4+5) force damage instead
Bonus Actions
Quickened Spell(Recharge 5-6) The sorcerer can cast a spell with a casting time of an action as a bonus action
Reactions
Sorcerous Resilience When the sorcerer is forced to make a saving throw, it can choose to to make a Charisma saving throw instead.
Legendary Actions(3/turn)
The sorcerer can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sorcerer regains spent legendary actions at the start of its turn.
Sorcerous Blink (1action) The sorcerer can teleport 30ft. to a spot that it can see within range
Channel Arcana (1 action) The sorcerer can reroll a d6 to regain either its Quickened Spell or Split Spell(the sorcerer's choice) on a 5 or 6.
Cast a Spell(2 actions) The sorcerer can cast a spell of 5th level or lower or use its Sorcery Blast
Resilience(3 actions) The sorcerer can end one spell or condition on itself as an action
Draconic Sorcerer
- Armor Class Increases by 3
- Movement 30ft. fly
- Damage Resistances Acid, Cold, Fire, Lightning, or Poison (choose only 1)
- Challenge Rating increases by 1
Dragon Scale Upon succeeding a saving throw against a spell or magical effect, the sorcerer takes no damage
Dragon's Presence Creatures of the sorcerer's choice in a 30ft. radius around the sorcerer must succeed a Wisdom saving throw against the sorcerer's spell save DC. On a failed saving throw, creatures are frightened for one minute. At the end of each of its turns, a frightened creature can repeat its saving throw at the end of each of its turns to end the effect on a s success. On a successful saving throw, creatures are immune to this effect for the next 24 hours.
Dragon Soul The sorcerer is attuned to one element (matching its natural resistance): acid, cold, fire, lightning or poison, it can ignore resistance and treat immunity as resistance. Whenever the sorcerer uses its Sorcery Blast, it deals this damage type instead.
Channel Metamagic:
Dragon's Breath (Recharge 5-6) Until the start of its next turn, when the sorcerer casts a spell that deals damage, it can treat the damage dealt as the damage type of its Dragon Soul feature for the duration instead.
Spellcasting
The sorcerer can add the following spells to its spell list if it has the spell slots to cast them
- 1st Level Spells Burning Hands, Frost Fingers
- 2nd Level Spells Binding Frost, Dragon's Breath
- 5th Level Spells Cone of Cold
- 6th Level Spells Fizban's Platinum Shield
- 7th Level Spells Draconic Sorcerer
- 8th Level Spells Illusory Dragon
- 9th Level Spells True Polymoprh
Celestial Sorcerer
- Movement 30ft. fly
- Damage Resistances Necrotic, Radiant
- Challenge Rating Increases by 2
Celestial Regeneration When the sorcerer casts a spell that deals radiant or necrotic damage, it regains a number of hitpoints equal to the spell level + its Charisma modifier.
Celestial Magic The sorcerer is attuned to radiant or necrotic damage. Whenever the sorcerer uses its Sorcery Blast, it deals this damage type instead.
Divine Resurrection(1/long rest) When the sorcerer is reduced to 0 hitpoints, the sorcerer fully regains its hitpoint maximum.
Illumination At the start of its turn, the sorcerer can give off bright light in a 20ft. radius and dim light an additional 10ft. This light counts as sunlight.
Channel Metamagic:
Divine Infusion (Recharge 5-6) Until the start of its next turn, when the sorcerer casts a spell that deals damage, it can treat the damage dealt as radiant or necrotic for the duration instead.
Spellcasting
The sorcerer can add the following spells to its spell list if it has the spell slots to cast them
- 1st Level Spells Bless, Bane, Cure Wounds, Guiding Bolt
- 2nd Level Spells Darkness
- 3rd Level Spells Daylight
- 4th Level Spells Sicknening Radiance
- 5th Level Spells Flame Strike, Mass Cure Wounds, Wall of Light
- 6th Level Spells Sunbeam
- 7th Level Spells Crown of Stars
- 8th Level Spells Sunburst
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Infernal Sorcerer
- Damage Resistances bludgeoning, piercing, or slashing damage from non-magical attacks, fire, cold, lightning, poison
- Challenge Rating Increases by 2
Devil Sight The sorcerer's vision is not obscured by magical darkness
Hellfire Magic The sorcerer is attuned to fire damage. When it deals fire damage, the sorcerer can ignore resistance and treat immunity as resistance. Whenever the sorcerer uses its Sorcery Blast, it deals this damage type instead.
Poison Resistance The sorcerer has advantage on saving throws against being poisoned
Spellcasting
The sorcerer can add the following spells to its spell list if it has the spell slots to cast them
- 1st Level Spells Burning Hands, Hellish Rebuke
- 2nd Level Spells Darkness
- 3rd Level Spells Fireball
- 4th Level Spells Web of Fire, Fire Shield, Wall of Fire
- 5th Level Spells Immolation
- 6th Level Spells Otherworldly Form
- 7th Level Spells Firestorm
- 8th Level Spells Incendiary Cloud
- 9th Level Spells Meteor Swarm
Abyssal Sorcerer
- Damage Resistances bludgeoning, piercing, or slashing damage from non-magical attacks, fire, cold, lightning
- Damage Immunity Poison
- Condition Immunities Poisoned
- Challenge Rating Increases by 2
Abyssal Soul The sorcerer has advantage on saving throws against being frightened.
Demon Sight The sorcerer's vision is not obscured by magical darkness
Abyssal Fumes The sorcerer is attuned to poison damage. When it deals poison damage, the sorcerer can ignore resistance and treat immunity as resistance. Whenever the sorcerer uses its Sorcery Blast, it deals this damage type instead.
Spellcasting
The sorcerer can add the following spells to its spell list if it has the spell slots to cast them
- 1st Level Spells Ray of Sickness
- 2nd Level Spells Ray of Enfeeblement, Darkness
- 3rd Level Spells Stinking Cloud, Fear
- 5th Level Spells Cloudkill
- 6th Level Spells Otherworldly Form
![](https://www.gmbinder.com/images/BwKoVFz.jpg)
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Fae Sorcerer
- Challenge Rating Increase by 1
Fey Resilience The sorcerer has advantage on saving throws against being charmed.
Fey Charm Creatures of the sorcerer's choice in a 30ft. radius around the sorcerer must succeed a Wisdom saving throw against the sorcerer's spell save DC. On a failed saving throw, creatures are charmed by the sorcerer for one minute. At the end of each of its turns, a charmed creature can repeat its saving throw at the end of each of its turns to end the effect on a s success. On a successful saving throw, creatures are immune to this effect for the next 24 hours.
Fae Magic The sorcerer is attuned to psychic damage. Whenever the sorcerer uses its Sorcery Blast, it deals this damage type instead.
Fae Misdirection When the sorcerer succeeds a saving throw against a spell effect or an effect that charms or frightens the sorcerer, it can redirect the spell back at the target. This feature only works on effects that target only the sorcerer
Spellcasting
The sorcerer can add the following spells to its spell list if it has the spell slots to cast them
- Cantrips Friends, Dancing Lights
- 1st Level Spells Charm Person, Faerie Fire
- 2nd Level Spells Invisibility, Mirror Image, Phantasmal Force
- 3rd Level Spells Fear, Hypnotic Pattern
- 4th Level Spells Greater Invisibility, Hallucinatory Terrain, Phantasmal Killer
- 5th Level Spells Dominate Person
- 6th Level Spells Otherworldly Form
Bonus Actions
Sylvan Blink The sorcerer can use its bonus action to teleport 30ft. to a spot that it can see within range.
Wild Magic Sorcerer
- Challenge Rating Increases by 1
Arcane Cascade When the sorcerer deals a critical hit on a spell attack, it can deal a triple the damage die instead of doubling.
Controlled Chaos When the sorcerer has advantage on an attack roll, ability check, or saving throw, it can roll its die three times instead of twice.
Chaos Burst When the sorcerer is reduced to 0 hitpoints, it can roll a d100 to trigger the Wild Magic Table. If the affect targets one creature, it can target all creatures within 10ft. of the sorcerer.
Wild Surge When the sorcerer is hit with a critical hit or deals a critical hit, it can roll a d100 to trigger an effect of the Wild Magic Table suffers the effects.
Channel Metamagic:
Channel Chaos Until the start of its next turn, the wild magic sorcerer has advantage on attack rolls, ability checks, and saving throw.
Chaotic Burst Until the wild magic sorcerer casts a spell or uses its Sorcery Blast, it can roll a d100 to trigger and effect of the Wild Magic Table
Reaction
Twist Luck When the sorcerer in a creature within 30ft. of the sorcerer add or subtract a d6 to an attack roll, ability check, or saving throw.
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Aberrant Sorcerer
- Damage Resistances Psychic
- Languages Telepathy 60ft.
- Senses blindsight 30ft.
- Movement 30ft. fly (hover)
- Challenge Rating Increases by 1
Aberrant Explosion(1/long rest) When the sorcerer is reduced to 0 hitpoints, creatures within 10ft of the sorcerer must succeed a Wisdom saving throw equal to its spell save DC or take psychic damage equal to a number of d10s equal to the sorcerer's proficiency bonus.
Upon using this feature, the sorcerer regains 1 hitpoint at can teleport 30ft. to a spot within range.
Aberrant Mind The sorcerer has advantage on saving throws against being charmed and frightened
Aberrant Physiology The sorcerer can breathe in air and in water
Amorphous Body The sorcerer can move through a space as narrow as 1 inch without squeezing.
Psionics The sorcerer does not require verbal or somatic components for its spell effects
Spellcasting
The sorcerer can add the following spells to its spell list if it has the spell slots to cast them
- Cantrips Message, Mind Sliver
- 1st Level Spells Dissonant Whispers
- 2nd Level Spells Crown of Madness, Detect Thoughts
- 3rd Level Spells Slow, Hunger of Hadar, Sending
- 4th Level Spells Evard's Black Tentacles
- 5th Level Spells Bigby's Hand, Telekinesis, Synaptic Static
- 6th Level Spells Otherworldly Form
- 7th Level Spells Reverse Gravity
- 8th Level Spells Feeblemind
- 9th Level Spells Psychic Scream
Phoenix Sorcerer
- Challenge Rating Increases by 1
Fire Rebirth(1/long rest) When the sorcerer is reduced to 0 hitpoints, creatures within 10ft of the sorcerer must succeed a Dexterity saving throw equal to its spell save DC or take fire damage equal to a number of d6s equal to the sorcerer's proficiency bonus.
Upon using this feature, the sorcerer full regains all their hitpoints
Flame Heal When the sorcerer takes fire damage, it can regain a number of hitpoints equal to the fire damage dealt.
Heated Body When a creature of the sorcerers choice grapples or hits the sorcerer with a melee weapon attack within 5ft. of them, it takes 4(1d6) fire damage.
Phoenix Magic The sorcerer is attuned to fire damage. When it deals fire damage, the sorcerer can ignore resistance and treat immunity as resistance. Whenever the sorcerer uses its Sorcery Blast, it deals this damage type instead.
Spellcasting
The sorcerer can add the following spells to its spell list if it has the spell slots to cast them
- Cantrips Create Bonfire, Firebolt
- 1st Level Spells Burning Hands
- 2nd Level Spells Scorching Ray
- 3rd Level Spells Fireball
- 4th Level Spells Fire Shield, Wall of Fire, Web of Fire
- 5th Level Spells Immolation
- 6th Level Spells Investure of Flame
- 7th Level Spells Delayed Blast Fireball, Firestorm
- 8th Level Spells Incendiary Cloud
- 9th Level Spells Meteor Swarm
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Winter Sorcerer
- Challenge Rating Increases by 1
Ice Tomb(1/long rest) When the sorcerer is reduced to 0 hitpoints, it drops to 1 hitpoint and gains temporary hitpoints equal to a number of d10s equal to the sorcerer's proficiency bonus. While these temporary hitpoints are active, the sorcerer gains a bonus to its AC equal to its Charisma modifier for the duration of these temporary hitpoints.
Frost Shield When the sorcerer takes cold damage, it takes no damage and gains temporary hitpoints equal to the damage dealt. While these temporary hitpoints are active, the sorcerer gains a bonus to its AC equal to its Charisma modifier for the duration of these temporary hitpoints.
Frozen Body When a creature of the sorcerers choice grapples or hits the sorcerer with a melee weapon attack within 5ft. of them, it takes 4(1d6) cold damage.
Frost Magic The sorcerer is attuned to cold damage. When it deals cold damage, the sorcerer can ignore resistance and treat immunity as resistance. Whenever the sorcerer uses its Sorcery Blast, it deals this damage type instead.
Spellcasting
The sorcerer can add the following spells to its spell list if it has the spell slots to cast them
- Cantrips Ray of Frost
- 1st Level Spells Frost Fingers
- 2nd Level Spells Binding Frost, Hold Person, Snowball Swarm
- 3rd Level Spells Slow, Sleet Storm
- 4th Level Spells Ice Storm
- 5th Level Spells Cone of Cold
- 6th Level Spells Wall of Ice, Otiluke's Freezing Sphere
Sea Sorcerer
- Movement 30ft. swim
- Damage Resistances Acid, Cold
- Challenge Rating Increases by 1
Aquatic Mastery While underwater, creatures without a natural swimming speed have disadvanage on saving throws against your spell effects.
Amphibious The sorcerer can breathe in air and in water
Nimble Swimmer The sorcerer can swim outside a creatures reach without provoking attacks of opportunity
Watery Form The sorcerer can move through a space as narrow as 1 inch without squeezing
Shifting Movement Attacks of opportunity agains the sorcerer has half damage
Aquatic Magic The sorcerer is attuned to acid or cold damage. Whenever the sorcerer deals bludgeoning, piercing, or slashing damge, it can treat it as acid or cold damage instead. Whenever the sorcerer uses its Sorcery Blast, it deals this damage type instead.
Spellcasting
The sorcerer can add the following spells to its spell list if it has the spell slots to cast them
- Cantrips Acid Splash, Ray of Frost, Shape Water
- 1st Level Spells Caustic Brew, Create or Destroy Water, Grease
- 2nd Level Spells Maximilian's Earthen Grasp
- 3rd Level Spells Waterwalk, Waterbreathing, Tidal Wave, Wall of Water
- 4th Level Spells Control Water, Vitreolic Sphere
- 5th Level Spells Cone of Cold, Maelstrom
- 6th Level Spells Wall of Ice, Otiluke's Freezing Sphere
- 8th Level Spells Tsunami
Reactions
Watery Defense When then sorcerer takes damage, it can use its reaction to take half damage instead.
Storm Sorcerer
- Movement Speed Fly 30ft.
- Challenge Rating Increases by 1
Redirect the Tempest When the sorcerer succeeds a succeeds a saving throw against an effect that deals thunder damage or if an attack that deals thunder damage misses the sorcerer, it takes no damage and can redirect the effect back at the attacker.
Supercharge When the sorcerer takes lightning damage, it takes no damage. Until the start of its next turn, the sorcerer deals maximum damage on its lightning damage until the end of its next turn.
Tempest Magic The sorcerer is attuned to lightning or thunder damage. When it deals lightning or thunder damage, the sorcerer can ignore resistance and treat immunity as resistance. Whenever the sorcerer uses its Sorcery Blast, it deals one of these damage type instead.
Spellcasting
The sorcerer can add the following spells to its spell list if it has the spell slots to cast them
- Cantrips Gust of Wind, Shocking Grasp, Lightning Lure, Thunderclap
- 1st Level Spells Thunderwave, Witch Bolt
- 2nd Level Spells Warding Wind
- 3rd Level Spells Lightning Bolt, Wind Wall, Fly, Thunder Step
- 4th Level Spells Storm Sphere
- 5th Level Spells Control Winds
- 6th Level Spells Chain Lightning, Investure of Wind
- 7th Level Spells Whirlwind
- 8th Level Spells Control Weather
- 9th Level Spells Storm of Vengeance
Bonus Actions
Storm Blink As a bonus action, the sorcerer can teleport 30ft. to a spot it can see within 30ft. of it.
Warrior Sorcerer
- Challenge Rating Increases by 1
Magical Attacks The sorcerer's attacks count as magical for the purpose of overcoming resistance
Martial Metamagic The Sorcerer can use its Split Spell or Quickened Spell on its Sorcery Blade
Tactical Advantage The sorcerer has advantage on initiative checks
Warrior's Soul When the sorcerer makes a Strength, Dexterity, or Constitution ability check or saving throw, it can use Charisma as its modifier instead.
War Mage The sorcerer has advantage on saving throws to maintain concentration
Spellcasting
The sorcerer can add the following spells to its spell list if it has the spell slots to cast them
- Cantrips Sword Burst
- 1st Level Spells Shield
- 2nd Level Spells Magic Weapon, Spiritual Weapon
- 3rd Level Spells Conjure Barrage, Haste, Elemental Weapon
- 5th Level Spells Swift Quiver, Conjure Volley
- 6th Level Spells Blade Barrier
- 7th Level Spells Mordenkainen's Sword
- 9th Level Spells Sword of Disaster
Actions
Multiattack The sorcerer can cast a spell or its Sorcery Blast and then can make one attack with its Sorcery Blade
Sorcery Blade Melee Spell Attack: +the sorcerer's proficiency bonus + its Charisma modifier to hit, 5ft, one target. Hit: A number of d6s equal to sorcerer's proficiency bonus + the sorcer's Charisma modifier. On a hit, the target suffers disadvantage on saving throws against the sorcerer's spells until the start of the sorcerer's next turn
Bonus Actions
Spell Blade The sorcerer can use its bonus action to make an attack with its Sorcery Blade if a creature if it uses its action to cast a spell or use its Sorcery Blast
Reactions
Battle Caster The sorcerer can uses its reaction to cast a spell when a creature provokes opportunity attacks. This spell can only target one creature.
Stone Sorcerer
- Movement Speed 30ft. burrow
- Damage Resistances bludgeoning, piercing, and slashing damage
- Challenge Rating Increases by 1
Earth Glide The sorcerer can burrow through nonmagical, unworked earth and stone. While doing so, the sorcerer doesn't disturb the material it moves through.
Siege Magic The sorcerer deals double damage to buildings and objects
Spider Climb The sorcerer can climb difficult surfaces (including ceilings) without needing to make an ability check
Stone Soul The sorcerer can reduce damage taken by 5 and whenever it takes a critical hit, it takes normal damage instead
Will of Stone When the sorcerer fails a saving throw using its Sorcerous Resilience, it takes half damage on failed saving throw and none on a success.
Spellcasting
The sorcerer can add the following spells to its spell list if it has the spell slots to cast them
- Cantrips Magic Stone, Mold into Earth
- 1st Level Spells Earth Tremor, Catapult
- 2nd Level Spells Maximilian's Earthen Grasp, Spike Growth
- 3rd Level Spells Meld into Stone, Eall of Sand
- 4th Level Spells Stone Shape, Stoneskin
- 5th Level Spells Passwall
- 6th Level Spells Bones of the Earth
- 8th Level Spells Earthquake
Reactions
Stone Shield As a bonus action, the sorcerer can reduce damage taken by a number of d10s equal to twice the sorcerer's proficiency bonus
Construct Sorcerer
- Armor Class Increases by 3
- Damage Resistances bludgeoning, piercing, and slashing damage from non-magical attacks, poison
- Challenge Rating Increases by 1
Artificial Casting The sorcerer can cast spells without needing a verbal or material component.
Constructed Mind The sorcerer has advantage on saving throws against being charmed or frightened
Constructed Resilience The sorcerer has advantage on saving throws against being deafened, diseased, exhausted, paralyzed, poisoned, or stunned
Unusual Nature The sorcerer no longer needs to eat, drink, or sleep
Spellcasting
The sorcerer can add the following spells to its spell list if it has the spell slots to cast them
- Cantrips Mending
- 1st Level Spells Floating Disk
- 3rd Level Spells Lightning Bolt, Tiny Servant
- 4th Level Spells Fabricate, Otiluke's Resilient Sphere Summon Construct
- 5th Level Spells Animate Objects
- 6th Level Spells Blade Barrier, Chain Lightning
- 7th Level Spells Mordenkainen's Sword
- 8th Level Spells Earthquake
Shadow
- Movement Speed 30ft. fly (varies)
- Challenge Rating increases by 1
Gloom Sight The sorcerer's vision is not obscured by magical darkness
Shadow Magic While in dim light or darkness, creatures have disadvantage on saving throws against the sorcerer's spell effects
Shadow Evasion While in dim light or darkness, the sorcerer takes half damage whenever it fails a saving throw and none on a success.
Spellcasting
The sorcerer can add the following spells to its spell list if it has the spell slots to cast them
- 2nd Level Spells Darkness, Shadow Blade, Silence
- 4th Level Spells Hunger of Hadar, Shadow of Moil, Gravity Sinkhole
- 6th Level Spells Eyebite
- 7th Level Spells Mordenkainen's Sword
- 8th Level Spells Maddening Darkness, Dark Star
- 9th Level Spells Ravenous Void
Actions
Shadow Blast The sorcerer's Sorcery Blast deals necrotic damage. This attack has advantage in dim light or darkness
Bonus Actions
Shadow Stealth While in dim light or darkness, the sorcerer can use its bonus action to Hide
Shadow Blink While in dim light or darkness, the sorcerer can use its bonus action to teleport 60ft. to spot that it can see that is in dim light or dakrness.
Reactions
Shadow Shield While in dim light or darkness, the sorcerer can use its reaction to take half damage whenever it takes damage
Undead Sorcerer
- Damage Resistances Cold, Necrotic, Poison
- Challenge Rating increases by 1
Ghost Walk The sorcerer can move through other creatures and objects as if they were difficult terrain. If the sorcerer ends its turn in an occupied space, it is shunted to the nearest unoccupied space takeing 5 (1d10) force damage for every 5ft. it is shunted
Soul Armor When the sorcerer reduces a creature to 0 hitpoints, it can use its reaction to gain temporary hitpoints equal to 10 times (half its proficiency bonus rounded up)
Soul Harvest When the sorcerer reduces a creature to 0 hitpoint using a spell of 1st level or higher, it does not expend the spell slot.
Undying Soul When the sorcerer is reduced to 0 hitpoints, it can make a Charisma saving throw equal to half the damage dealt (minimum of 10). On a success, it takes regains 1 hitpoint instead.
Undead Resilience The sorcerer has advantage on saving throws against being deafened, diseased, exhausted, paralyzed, poisoned, or stunned
Undead Nature The sorcerer no longer needs to eat, sleep, or breathe
Spellcasting
The sorcerer can add the following spells to its spell list if it has the spell slots to cast them
- Cantrips Toll the Dead, Chill Touch
- 1st Level Spells Inflict Wounds
- 2nd Level Spells Ray of Enfeeblement
- 3rd Level Spells Animate Dead, Summon Undead
- 4th Level Spells Blight
- 5th Level Spells Create Undead, Negative Energy Flood
- 6th Level Spells Circle of Death, Harm
- 7th Level Spells Finger of Death
Reactions
Incorporeal Defense When the sorcerer takes damage, it can use its reaction to take half damage instead.
Anima Sorcerer
- Movement 30ft. Climb
- Damage Resistance Poison, Necrotic
- Challenge Rating increases by 1
Arcane Regeneration When the sorcerer cast spell of 1st level or higher, it regains a number of d8s hitpoints equal to the spell level.
Natural Cure The sorcerer has advantage on saving throws against being deafened, diseased, exhausted, paralyzed, poisoned, or stunned
Spider Climb The sorcerer can climb difficult surfaces without having to make an ability check
Spellcasting
The sorcerer can add the following spells to its spell list if it has the spell slots to cast them
- Cantrips Druidcraft, Thorn Whip
- 1st Level Spell Entangle, Cure Wounds
- 2nd Level Spells Lesser Restoration, Barkskin, Spike Growth
- 3rd Level Spells Plant Growth
- 4th Level Spells Blight, Grasping Vine
- 5th Level Spells Mass Cure Wounds, Wrath of Nature, Tree Stride
- 6th Level Spells Heal, Wall of Thorns, Transport via Plants
- 8th Level Spells Abi-dalzim's Horrid Wilting
- 9th Level Spells Power Word Heal
Actions
Anima Blast The sorcerer's Sorcery Blast deals necrotic or poison damage instead of force
Bonus Actions
Plant Camouflage While lightly obscured by ample plant life, the sorcerer can use its bonus action to Hide.
Beast Sorcerer
- Challenge Rating increases by 1
Beast Form When the sorcerer is reduced to 0 hitpoints, it regains 1 hitpoint and transforms into a beast or 1 hour. The beast can have a CR equal to the sorcerer's proficiency bonus. While in this state, the sorcerer assumes the stats of its bestial form and returns to their normal form when the beast is reduced to 0 hitpoints
Magical Attacks The sorcerer's attacks count as magical for the purpose of overcoming resistance.
Keen Senses The sorcerer has advantage on Wisdom(Perception) checks that rely on sight, smell, or hearing
Spider Climb The sorcerer can climb difficult surfaces without having to make an ability check
Spellcasting
The sorcerer can add the following spells to its spell list if it has the spell slots to cast them
- Cantrips Primal Savagry
- 1st Level Spell Speak with Animals, Find Familiar, Beast Sense
- 2nd Level Spells Alter Self, Locate ANimals and Plants, Summon Beast
- 3rd Level Spells Fly
- 4th Level Spells Guardian of Nature
- 8th Level Spells Animal Shapes
- 9th Level Spells True Polymorph
Actions
Multiattack The sorcerer can replace its Sorcery Blast for two Sorcery Claw Attacks
Sorcery Claw Melee Spell Attack: +the sorcerer's proficiency bonus + its Charisma modifier to hit, 5ft, one target. Hit: Bludgeoning, piercing, or slashing damage equal to number of d4s equal to sorcerer's proficiency bonus + the sorcerer's Charisma modifier.
Bonus Actions
Shape Changer The sorcerer can use its bonus action to polymorph into a Medium or smaller beast of its choice. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
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Vampiric Sorcerer
- Movement Speed 30ft. fly
- Damage Resistance Poison, Necrotic
- Challenge Rating increases by 1
Arcane Regeneration When the sorcerer cast spell of 1st level or higher, it regains a number of d8s hitpoints equal to the spell level.
Gloom Sight The sorcerer's vision is not obscured by magical darkness
Spider Climb The sorcerer can climb difficult surfaces (including ceilings) without needing to make an ability check
Spellcasting
The sorcerer can add the following spells to its spell list if it has the spell slots to cast them
- Cantrips Toll the Dead
- 1st Level Spell Inflict Wounds
- 2nd Level Spells Darkness, Invisibility
- 3rd Level Spells Vampiric Touch
- 4th Level Spells Blight, Greater Invisibility
- 5th Level Spells Enervation
- 6th Level Spells Circle of Death, Harm
- 7th Level Spells Regenerate
Channel Metamagic:
Vampiric Spell At the start of its turns, the sorcerer can choose one creature it can see within range. Whenever the sorcerer deals damage to that creature within their spell attacks, the sorcerer regain a number of hitpoints equal to half the damge dealt
Actions
Vampiric Blast The sorcerer's Sorcery Blast deals necrotic damage. On a hit, the sorcerer regains hitpoints equal to half the damage dealt.
Bonus Actions
Vampiric Bite Melee Weapon Attack: +11 to hit, 5ft, one target. Hit: 1d4 + the sorcerer's Charisma modifier) piercing damage + necrotic damage equal to a number of d6s equal to the sorcerer's proficiency bonus. On a hit, the sorcerer regains a number of hitpoints equal to the necrotic damage dealt.
Shadow Stealth While in dim light or darkness, the sorcerer can use its bonus action to Hide
Reactions
Blood Binding When the sorcerer takes damage, the attacker must succeed a Constitution saving throw equal to the sorcerer's spell save DC. On a failed saving throw, the sorcerer takes half damage and the attacker takes the other half.
Blood Drinker When the sorcerer reduces a creature to 0 hitpoints, the sorcerer gains temporary hitpoints equal to 10 times (half its proficiency bonus rounded up)
Spellblades
Spellblades are highly trained warriors who combine martial discipline with arcane study. Unlike their divine and primal counterparts, the paladin and ranger respectively, the spellblade acquire their magical abilities from intense magical training. In many societies, spellblades often receive their training alongside many mages at wizard schools and academies.
Although most spellblades rarely ever reach the fully spellcasting potential of a dedicated mage, they are tremendously powerful opponents whose versatility allows them to be prepared for any threat that faces them.
Encountering Spellblades
Because of their skillset, spellblade have little difficulty putting their talents to good use. In many cases, when a spellblade completes their training, they are often inducted into an order of spellblades. Due to their ever expansive nature of many arcane disciplines, spellblade orders often are quite diverse in their abilities, ranging from those who use blood magic, graviturgy, elemental magics, and much more.
These orders typically alongside their respective governments acting as an elite force for military operations. In some regions, some of these organizations are a less restricted in their services, acting more as a mercenary organization selling their skills to those with enough coin.
Spellblade Tactics
Because of their arcane and martial prowess, spellblades can prove to be a challenging opponent.
Arcane Focus
Since spellblades are at their strongest while focusing on magical effects, their first objective is to cast a concentration spell to bolster their attacks or defenses, as well as trigger various effects depending on their training. Thanks to their rigorous training, most spellblades are more than capable of maintaining focus on their spell effects when taking damage.
Defense Casting
However, because of their limited spellcasting capabilities, spellblades tend to be quite conservative on their spellcasting, primarily using their arcane reserves to protect themselves by creating a field of magic to protect them from harm, which is also known as a spell shield.
Cantrip Mastery
Despite, their defense tactics regarding spells, their formidable arcane fighting styles allow them to maximize the effectiveness of cantrips by pairing them with their weapon strikes. This can prove to be quite lethal, since their weapons are uniquely crafted to weaken their opponent's arcane defenses, leaving them vulnerable to incoming spells.
Adventurer Tactics
When encountering a spellblade, one's primary tactic is to disrupt their focus on spell abilities. Since most spellblades can endure a lot of punishment, tactics that will stun or disorient the spellblade can prove to be quite useful to weaken their defenses.
Spellblade Types
Spellblades are typically categorized according to the level of training that they possess.
Spellblade Novice
Spellblade novices are individuals who have just begun to master combining both arcane and martial arts. In general, most spellblade novices already possess a degree of talent in magical and martial combat. However, combining both skills requires special discipline that can take a while to fully master
In general, most spellblade can be found training alongside apprentice mages or knight's in-training to learn the basics of their abilities. More advanced spellblade novices may be tasked with minor assignments or missions, often accompanied by other novices.
Spellblade Veteran
Veterans have fully mastered both their arcane and martial capabilities. In many cases, veterans can be found commanding small garrisons or soldiers and less experienced spellblades. Unlike novices, spellblade veterans are incredibly dangerous opponents, as they have learned to harness their innate magical much more efficiently by infusing it into their weapons.
Spellblade Champions
Spellblade champions represent the pinnacle of combined mastery between magic and martial combat. Spellblade champions can often be found serving as generals and commanders of entire legions. Others have founded arcane schools or academies to training future mages and spellblades.
Due to their legendary abilities, these champions also serve as the first line of defense against threats that are beyond the capabilities of standard military personnel, such as the arrival of a dragon or archfiend.
Spellblade Disciplines
Depending on their arcane discipline, spellblades can possess a variety of special abilities.
Arcane Defender
Arcane defenders have learned to utilize their spellcasting abilities solely for the purpose of defense to become an impervious bastion on the battlefield. Thanks to their specialized training, arcane defenders possess several counters for both martial and magical opponents.
While focusing on a spell effect, arcane defenders are able to generate a magical shield that dampens the impact of most conventional weapons. They have also learned to maximize the effectiveness of their magical abilities by using their ability to dispel magical effects to recharge their own arcane reserves.
Blood Knight
Blood knights have blended their martial skill with the art of hemomancy. Because of this combination, the blood knight becomes much more powerful as it inflicts harm on its opponent. Their mastery of hemomancy allows them to weaken injured foes while rejuvenating their own life force by siphoning blood from their opponents.
Deathblade
A deathblade is one who combines various fighting styles with the school of necromancy. The primary premise behind the deathblade's fighting style is using the soul of its enemies to fuel its own abilities. Because of their ability to use the souls of the dead to recharge their arcane capabilities, deathblades tend to be a lot more aggressive in comparison to other spellblades. Despite this somewhat reckless strategy, deathblades are incredibly hard to kill due to their ability to use their magical focus to tether their soul to the plane of the living and even bring them back from the brink of death.
Druidic Knight
Druidic knights are a special type of spellblade that have combined arcane study with the primal connections associated with druidic magic. Because of this dichotomy, druidic knights are incredibly powerful warriors due to their surprising durability granted to them by their ability to use the latent magic around them to regenerate their wounds.
Elemental Warden
Whereas most spellblades utilize disciplines of a particular school of magic, elemental wardens strive for versatility by mastering magical elements such as fire, ice, lightning, water, and the wind. Although many spellblades learn their elemental talents by careful study and discipline, it is not uncommon that many elemental wardens associate themselves with druidic orders, as understanding the balance between the elements is key to fully controlling such magic.
Gravity Knight
Gravity knights are a rare, but extremely power discipline that combine the schools of transmutation and evocation to control gravity itself. Thanks to their mastery of magic, they are able to amplify their arcane potential to project gravitational energy into their weapon strikes as well as their own bodies.
Mage Hunter
Mage hunters have learned to utilize their martial and magical talents to specifically counter opposing spellcasters. Although their training has equipped them with a number of spells to shut down spellcasters, their special fighting styles allow them to disrupt their enemies focus and even steal the magical abilities of their foes.
Magus
Magi are a special discipline of spellblades that emphasize the magical aspect of their training over the martial component. In comparison to their peers, magi are much more explosive combatants, as they are able to unleash barrages of spells upon their opponent. Because of this focus, magi are often used as siege breakers, who weaken enemy defenses long enough for the main force to break through.
Phantom Knight
Despite their name, phantom knights combine the school of illusion as a part of their fighting style. Phantom knights are known for their ability to conjure an illusory duplicate of themselves, from which they are able to fight alongside. In general, phantom knights rely on confusion, misdirection, and confusion in combat. Whenever their enemy attempt to inflict harm to them, phantom knights swap locations with their duplicate to completely evade harm.
Shadow Knight
Thanks to their mastery of shadow magic, shadow knights are often valued as spies and assassins. While focusing on spell effects, shadow knights are able to generate a cloud of magical darkness that obscures their opponents vision, leaving their opponent vulnerable to a surprise attack.
Psionic Knight
Psionic knights differ a bit from traditional spellblades. Whereas the source of power from most spellblades comes from arcane study, psionic knight have mastered the arts of telepathy to control psychic energy. Unlike other psionics, these spellblades primarily manifest their psychic energy to create psionic barriers to protect their allies from harm.
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Rift Knight
Rift Knights utilize the school of conjuration to create localized rifts and portals to quickly maneuver the battlefield. They have the unique ability to phase through solid objects, almost like wraiths. They even have the unique ability to temporarily banish enemies to a pocket demiplane.
Sunblade
At first glance, sunblades are often confused to be paladins due to their mastery of light magic. However, unlike paladins, sunblades do not gain their radiant abilities from the divines. Instead, sunblades have learned to use their magic to bend light to their will, reflecting it back at their enemies. Despite not having divine magics, their mastery of light still gives them a considerable advantage against many undead.
Titan Knight
Titan knights exhibit a special fighting style developed by the mighty giants. The premise of their abilities revolve around altering one's physical size, strength, and proportions to give them an advantage against smaller opponents.
Time Knight
Time knights have learned to use both transmutation and divination magic to bend time around them. Their mastery of magic to allow them to temporarily jump forward in time to gain an edge against their opponent. They even have the ability to rewind time to even regenerate wounds that it may have taken as well.
Witch Knight
Witch knights acquired their special name due to their specialty in crafting magical curses. These warrior use hexes and curses not only to debilitate their enemies, but also use their baneful effect to protect the witch knight from harm. Although this art is believed to have been originated from the creature in the service of hags, this fighting style has evolved to take one unique identities of its own as well.
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Spellblade Novice
Medium Humanoid, varies
- Armor Class 16 (Breastplate)
- Hit Points 45 (6d8+18)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 16 (+3) 14 (+2) 14 (+2)
- Skills Athletics +5, Arcana +5, Perception +4
- Senses passive Perception 14
- Languages Common and two languages of choice
- Proficiency Bonus +2
- Challenge 3 (700 xp)
Arcane Strike When the spellblade hits a creature with a weapon attack, that creature suffers disadvantage on saving throws against the spellblade's spell effects until the end of the spellblade's next turn.
Battle Casting The spellblade has advantage on saving throws made to maintain concentration on a spell effect
Spell Strike When the spellblade takes the Attack action while concentrating on a spell effect, the spellblade can make one additional weapon attack as part of its action.
War Caster When the spellblade makes an opportunity attack, the spellblade can cast a spell instead. The spell can only target only one creature.
Spellcasting
The spellblade is an 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The spellblade has the following spells prepared:
- Cantrips Booming Blade, Green flame-Blade, Firebolt, Sword Burst
- 1st Level Spells (3 slots) Magic Missile, Shield, Shield of Faith
- 2nd Level Spells (2 slots) Flame Blade, Magic Weapon, Shadow Blade, Spiritual Weapon
Actions
Multiattack. The spellblade can make one spell attack and one weapon attack on its turn.
Spell Sword. Melee Weapon Attack: +5 to hit, 5ft., one target. Hit 8 (1d8 +3) slashing damage.
Spell Bow. Ranged Weapon Attack: +4 to hit, 150/600ft., one target. Hit 7 (1d8 +2) piercing damage.
Bonus Actions
Bound Weapon The spellblade can use its bonus action to summon or dismiss their spell sword or spell bow
Reactions
Spell Shield When the spellblade takes damage, it can use its reaction to expend a spell slot, reducing the damage taken by 5 for each spell slot level expended.
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Spellblade Veteran
Medium Humanoid, varies
- Armor Class 16 (Breastplate)
- Hit Points 102 (12d8+48)
- Speed 30ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 18 (+4) 18 (+4) 14 (+2) 14 (+2)
- Skills Athletics +7, Arcana +7, Perception +6
- Senses passive Perception 15
- Languages Common and two languages of choice
- Proficiency Bonus +3
- Challenge 8 (3900 xp)
Arcane Strike When the spellblade hits a creature with a weapon attack, that creature suffers disadvantage on saving throws against the spellblade's spell effects until the end of the spellblade's next turn.
Battle Casting The spellblade has advantage on saving throws made to maintain concentration on a spell effect
Magical Attacks The spellblade's attacks count as magical for the purpose of overcoming resistance
Magic Resistance The spellblade has advantage on saving throws against spells and magical effects.
Spell Strike When the spellblade takes the Attack action while concentrating on a spell effect, the spellblade can make one additional weapon attack as part of its action.
War Caster When the spellblade makes an opportunity attack, the spellblade can cast a spell instead. The spell can only target only one creature.
Actions
Spellcasting
The spellblade is an 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The spellblade has the following spells prepared:
- Cantrips Booming Blade, Green flame-Blade, Firebolt, Sword Burst
- 1st Level Spells(4 slots) Magic Missile, Shield, Shield of Faith
- 2nd Level Spells(3 slots) Flame Blade, Magic Weapon, Shadow Blade, Spiritual Weapon
- 3rd Level Spells(2 slots) Counterspell, Conjure Barrage, Dispel Magic, Elemental Weapon, Haste
Actions
Multiattack. The spellblade can make one spell attack and one weapon attack on its turn.
Spell Sword. Melee Weapon Attack: +7 to hit, 5ft., one target. Hit 8 (1d8 +4) slashing damage + 5(1d8) force damage.
Spell Bow. Ranged Weapon Attack: +5 to hit, 150/600ft., one target. Hit 7 (1d8 +2) piercing damage + 5(1d8) force damage.
Bonus Actions
Bound Weapon The spellblade can use its bonus action to summon or dismiss their spell sword or spell bow
Reactions
Spell Shield When the spellblade takes damage, it can use its reaction to expend a spell slot, reducing the damage taken by 5 for each spell slot level expended.
Spellblade Champion
Medium Humanoid, varies
- Armor Class 18 (Breastplate)
- Hit Points 190 (208+100)
- Speed 30ft.
STR DEX CON INT WIS CHA 20 (+5) 16 (+3) 20 (+5) 20 (+5) 16 (+3) 16 (+3)
- Skills Athletics +10, Arcana +10, Perception +8
- Senses passive Perception 18
- Languages Common and two languages of choice
- Proficiency Bonus +5
- Challenge 15 (13000 xp)
Arcane Strike When the spellblade hits a creature with a weapon attack, that creature suffers disadvantage on saving throws against the spellblade's spell effects until the end of the spellblade's next turn.
Battle Casting The spellblade has advantage on saving throws made to maintain concentration on a spell effect
Legendary Resistance(3/day) If the spellblade fails a saving throw, it can choose to succeed. Upon using this feature, the spellblade can cast a spell.
Magical Attacks The spellblade's attacks count as magical for the purpose of overcoming resistance
Magic Resistance The spellblade has advantage on saving throws against spells and magical effects.
Spell Strike When the spellblade takes the Attack action while concentrating on a spell effect, the spellblade can make one additional weapon attack as part of its action.
War Caster When the spellblade makes an opportunity attack, the spellblade can cast a spell instead. The spell can only target only one creature.
Actions
Spellcasting
The spellblade is an 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The spellblade has the following spells prepared:
- Cantrips Booming Blade, Green flame-Blade, Firebolt, Sword Burst
- 1st Level Spells(4 slots) Magic Missile, Shield, Shield of Faith
- 2nd Level Spells (3 slots) Flame Blade, Magic Weapon, Shadow Blade, Spiritual Weapon
- 3rd Level Spells(3 slots) Counterspell, Conjure Barrage, Dispel Magic, Elemental Weapon, Haste
- 4th Level Spell (3 slots) Stoneskin
- 5th Level Spells(2 slots) Conjure Volley, Swift Quiver, Steel Wind Strike
Actions
Multiattack. The spellblade can make one spell attack and two weapon attacks on its turn.
Spell Sword. Melee Weapon Attack: +10 to hit, 5ft., one target. Hit 10 (1d8 +5) slashing damage + 5(1d8) force damage.
Spell Bow. Ranged Weapon Attack: +8 to hit, 150/600ft., one target. Hit 8 (1d8 +3) piercing damage + 5(1d8) force damage.
Bonus Actions
Bound Weapon The spellblade can use its bonus action to summon or dismiss their spell sword or spell bow
Reactions
Spell Shield When the spellblade takes damage, it can use its reaction to expend a spell slot, reducing the damage taken by 5 for each spell slot level expended.
Legendary Actions
The spellblade can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The spellblade regains spent legendary actions at the start of its turn
Movement (1 action) The spellblade can move up to half its movement speed to move up to half its movement speed to a spot that it can see in range without provoking attacks of opportunity.
Summon Blade (1 action) The spellblade can summon or dismiss the spell sword or spell bow.
Cast a Spell (2 actions) The spellblade can cast a spell of 5th level or lower.
Resilience (3 actions) The spellblade can end a spell effect or status condition on itself as an action
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Arcane Defender
Focused Aegis While concentrating on a spell effect, the arcane defender can grant itself 10 temporary hitpoints at the start of each of its turns.
Spell Counter When the Arcane Defender uses Counterspell or Dispel Magic, it can make that ability check with advantage.
Spell Reinforcement When a creature uses Counterspell or Dispel Magic on its spell effects, arcane defender can add its proficiency modifier to its DC.
Spell Recharge When the arcane defender successfully uses Counterspell or Dispel Magic on a spell effect, it can regain a number of spell slots equal to the level of the spell that was dispelled.
Reactions
Impervious Shield When the Arcane Defender uses its Spell Shield, it lasts until the start of its next turn or until its pool of damage absorbed is expended. For the duration of this effect, the arcane defender has resistance to all damage (including the triggering damage.)
Blood Knight
- Damage Resistance Necrotic
- Challenge Rating Increases by 1
Blood Magic Creatures below half their hitpoint maximum have disadvantage on saving throws against the blood knight's spell effects
Deathly Weapon The blood knight deals its choice deals necrotic damage on its Spell Sword, and Spell Bow attacks instead of force.
Vampiric Blade Whenever the blood knight hits a creature with a weapon attack, the blood knight regains a number of hitpoints equal to half the damage dealt
Spellcasting
The blood knight can learn the following additional spells
- Cantrips Toll the Dead
- 1st Level Spells False Life, Inflict Wounds
- 2nd Level Spells Blindness/Deafness
- 3rd Level Spells Vampiric Touch
- 4th Level Spells Blight
- 5th Level Spells Enervation
Reactions
Blood Shield When the deathblade uses it spell shield, the target must make a Constitution saving throw or take necrotic damage equal to the amount of damage absorbed. Upon using this feature, the blood knight regains a number of hitpoints equal to the necrotic damage dealt.
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Deathblade
- Damage Resistance Necrotic
- Challenge Rating Increases by 1
Arcane Soul Tether When the deathblade is reduced to 0 hitpoints, the deathblade can expend a spell slot to regain hitpoints. The deathblade regains a number of hitpoints equal to 10 times the level of the spell slot expended.
Deathly Weapon The deathblade deals its choice deals necrotic damage on its Spell Sword, and Spell Bow attacks instead of force.
Ghastly Blade Whenever the deathblade hits a creature with a weapon attack, the target cannot regain hitpoints until the start of its next turn.
Soul Magic If the deathblade reduces a creature to 0 hitpoints using a spell of 1st level or higher, that deathblade does not expend that spell slot
Spellcasting
The deathblade can learn the following additional spells
- Cantrips Toll the Dead
- 1st Level Spells False Life, Inflict Wounds
- 2nd Level Spells Blindness/Deafness
- 3rd Level Spells Animate Dead
- 4th Level Spells Blight
- 5th Level Spells Antilife Shell, Negative Energy Flood
Reactions
Soul Harvest When the deathblade reduces a creature to 0 hitpoints, the deathblade regains a number of hitpoints equal to 10 times the level of the spell.
Druidic Knight
- Challenge Rating Increases by 1
- Languages Druidic
Druidic Weapons The druidic knight's melee weapon attacks have its reach increases by 5ft.
Druidic Stride The druidic knight can travel through difficult terrain from non-magical effects without expending additional movement or having to make an ability check.
Natural Recovery While concentrating on a spell effect, the druidic warrior regains a number of hitpoints at the start of each of its turns equal to 10 times its proficiency bonus (rounded down) The druidic warrior has the following additional spells known:
Spellcasting
The druidic knight can learn the following additional spells
- Cantrips Druidcraft, Shillelagh
- 1st Level Spells Cure Wounds, Entangle, Find Familiar, Hail of Thorns
- 2nd Level Spells Barkskin, Summon Beast
- 3rd Level Spells Mass Healing Word, Plant Growth
- 4th Level Spells Grasping Vine, Guardian of Nature, Polymorph
- 5th Level Spells Commune with Nature, Mass Cure Wounds, Wrath of Nature
Elemental Warden
- Damage Resistance Acid, Cold, Fire, Lightning, Thunder
- Languages Elemental
- Challenge Rating Increases by 1
Elemental Weapon The elemental warden deals its choice of acid, cold, fire, lightning, or thunder damage on its Spell Sword, and Spell Bow attacks instead of force
Elemental Armor While concentrating on a spell effect, whenever a creature grapples or hits the elemental warden with a melee attack while within 5ft. of the elemental warden, the attack takes 5(1d8) acid, cold, fire, lightning, or thunder damage (your choice).
Elemental Shield While concentrating on a spell effect, elemental warden gains immunity to its choice of acid, cold, fire, or thunder damage. The druidic warrior has the following additional spells known:
Spellcasting
The elemental warden can learn the following additional spells
- Cantrips Acid Splash, Lightning Lure, Produce Flame, Ray of Frost
- 1st Level Spells Burning Hands, Tasha's Caustic Brew, Thunderwave, Witch Bolt
- 2nd Level Spells Binding Frost
- 3rd Level Spells Fireball, Lightning Bolt, Tidal Wave
- 4th Level Spells Wall of Fire, Vitriolic Sphere
- 5th Level Spells Cone of Cold, Maelstrom
Reactions
Elemental Shield When the elemental warden uses its spell shield, the attacker must succeed a Dexterity saving throw. On a failed saving throw, the target takes acid, cold, fire, lightning, or thunder damage equal to a number of d8s for each spell slot level above 1st.
Gravity Knight
- Damage Resistance Force
- Challenge Rating increases by 1
Center of Gravity The gravity knight has advantage on saving throws against effects that would forcibly move the gravity knight against its will or knock it prone.
Event Horizon While concentrating on a spell effect, creatures that start its turn within 10ft. of the gravity knight has its movement speed reduced by 10ft. until the start of its next turn.
Gravitational Strike Once on each of its turns, whenever the gravity knight hits a creature with a weapon attack, the gravity knight can move the target 10ft. in a direction of its choice.
Powerful Build The gravity knight counts as one size larger. However, its physical size does not change.
Spellcasting
The gravity knight has the following additional spells known:
- Cantrips Mage Hand
- 1st Level Spells Earth Tremor, Feather Fall, Jump, Longstrider, Magnify Gravity
- 2nd Level Spells Darkness, Hold Person, Levitate
- 3rd Level Spells Slow
- 4th Level Spells Gravity Sinkhole
- 5th Level Spells Hold Monster, Telekinesis
Reaction
Gravitation Repulsion When the gravity knight uses its spell shield, the attacker must succeed a Strength saving throw against the gravity knight's spell save DC. On a failed saving throw, the target is restrained until the end of its next turn.
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Mage Hunter
- Challenge Rating increases by 1
Arcane Evasion When the mage hunter succeeds a saving throw against a spell effect that deals damage, the mage hunter takes no damage instead.
Spellbreak Creatures that take damage from the mage hunter's attacks and spell effects have disadvantage on spells and saving throws.
Spell Counter When the Arcane Defender uses Counterspell or Dispel Magic, it can make that ability check with advantage.
Spell Thief When the arcane defender successfully uses Counterspell or Dispel Magic on a spell effect. The mage hunter also can learn the spell that was cast.
The mage hunter retains knowledge for up to 24 hours or until it uses this spell. When it casts this spell, it does not expend a spell slot. However, the mage hunter can only cast a spell in this manner if it is of a level that the mage hunter can naturally cast.
Spellcasting
The mage hunter has the following additional spells known:
- 1st Level Spells Protection from Evil and Good
- 2nd Level Spells Darkness, Hold Person, Silence
- 5th Level Spells Circle of Power, Dispel Evil and Good, Hold Monster, Wall of Force
Reactions
Mana Eater Shield When the mage hunter uses its Spell Shield against a spell effect and fully reduces the damage to 0, using its Spell Shield does not expend a spell slot as the residual magic absorb recharges the mage hunter's casting abilities.
Magus
- Challenge Rating increases by 1
Battle Focus The magus cannot lose concentration on spell effects due to taking damage
Empowered Spell The magus can add a bonus to its spell damage rolls equal to its Intelligence modifier + the level of the spell (minimum of 0).
Heightened Spell When the magus deal damage with its spell effects, it can ignore resistance
Spell Crafter When the magus casts an area of effect spell, it can choose to cause creatures of its choice within range automatically succeed its saving throw and taking no damage from the effect
Spellcasting
The magus has the following additional spells known:
- Cantrips Eldritch Blast
- 1st Level Spells Burning Hands
- 2nd Level Spells Scorching Ray
- 3rd Level Spells Fireball, Lightning Bolt, Protection from Energy
- 4th Level Spells Web of Fire, Wall of Fir
- 5th Level Spells Bigby’s Hand, Cone of Cold, Wall of Force
Reaction
Arcane Reversal When the magus uses its Spell Shield, it can deal additional damage on its next damage before the end of its next turn. This additional is equal to the amount of damage absorbed by its Spell Shield feature.
Phantom Knight
- Challenge Rating increases by 1
Arcane Echo Creatures within 5ft. of the Phantom Echo have disadvantage on saving throws against the phantom knight's spells
Echo Strike While the Phantom Knight makes an attack against a creature within 5ft. of its Phantom Echo, that phantom knight has advantage on attack rolls against that creature.
Echo Shield While the Phantom Knight is within 5ft. of its Phantom Echo, attacks against the phantom knight have disadvantage.
Spellcasting
The phantom knight has the following additional spells known:
- Cantrips Mage Hand, Minor Illusion
- 1st Level Spells Silent Image
- 2nd Level Spells Blur, Mirror Image, Misty Step
- 3rd Level Spells Major Image
- 4th Level Dimension Door
- 5th Level Spells Mislead
Bonus Actions
Phantom Echo (recharge 5-6) As a bonus action, the Phantom Knight can conjure an illusory echo in an unoccupied spot within 30ft. The echo occupies its space, is immune to all damage and conditions, and lasts for one minute or until dismissed. While the echo is active, the Phantom Knight can make an attack or cast a spell through its space, including attacks of opportunity.
On each of its turns, the phantom knight can use its bonus action to move the echo 30ft. in a direction of its choice.
Reaction
Transportation When the phantom knight takes damage, it can use its reaction to teleport and swap places with its Phantom Echo, causing the echo to take damage instead. Upon using this feature, the Phantom Echo immediately ends.
Shadow Knight
- Challenge Rating increases by 1
Gloom Sight The shadow knight's vision is not obscured by magical darkness.
Gloom Shroud While concentrating on a spell effect, the shadow knight gives off magical darkness in a 10ft. radius and dim light an additional 10ft.
Spellcasting
The shadow knight has the following additional spells known:
- 1st Level Spells Fog Cloud
- 2nd Level Spells Darkness, Invisibility
- 3rd Level Spells Hunger of Hadar
- 4th Level Spells Greater Invisibility, Shadow of Moil
- 5th Level Spells Mislead
Bonus Actions
Shadow Stealth While in dim light or darkness, the shadow knight can use its bonus action to Hide.
Reactions
Shadow Shield When the shadow knight uses its spell shield, it gains resistance to all damage until the start of its next turn.
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Psionic Knight
- Damage Resistances Psychic
- Languages Telepathy 60ft.
- Challenge Rating Increases by 1
Disrupting Strike When the psionic knight hits a creature with a weapon attck, the target must succeed a Wisdom saving throw equal to the psionic knight's spell save or suffer disadvantage on attacks against all creatures other than the psionic knight until the end of its next turn
Psychic Weapon The psionic knight deals its choice deals psychic damage on its Spell Sword, and Spell Bow attacks instead of force.
Psychic Ward While concentrating on a spell effect, the psionic knight is immune to psychic damage as well as being charmed or frightened.
Spellcasting
The psionic knight has the following additional spells known:
- Cantrips Friends, Mind Sliver
- 1st Level Spells Charm Person
- 2nd Level Spells Suggestion, Mind Spike
- 3rd Level Spells Hypnotic Pattern, Pulse Wave
- 4th Level Spells Phantasmal Killer
- 5th Level Spells Bigby’s Hand, Synaptic Static, Telekinesis
Bonus Actions
Stun Burst One creature within 30ft. of the psionic Knight must succeed a Wisdom saving throw equal to its spell DC. On a failed saving throw, that creature is stunned until the end of its next turn.
Reactions
Psionic Bulwark When a creature of the psionic knight's choice within 30ft. of it takes damage, the psionic knight can use its Spell Shield as a reaction to reduce the damage dealt to that creature.
Rift Knight
- Challenge Rating increases by 1
Planar Awareness When rift knight can determine the planar origin of a creature it can see within 120ft.
Planar Blink While the rift knight is concentrating on a spell effect, the rift knight can spend any amount of its movement speed to teleport by the amount of movement speed spent.
Spellcasting
The rift knight has the following additional spells known:
- Cantrips Eldritch Blast
- 2nd Level Spells Blur
- 3rd Level Spells Blink, Slow
- 4th Level Spells Banishment, Dimension Door
- 5th Level Spells Banishing Smite, Passwall, Teleportation Circle, Temporal Shunt
Bonus Actions
Phase Shift The rift knight can 30ft. to a spot that it can see within range. While moving in this manner, the rift can move through a space occupied by a creature or object. If the rift knight ends its turn in an occupied space, the rift knight is shunted to the nearest unoccupied space taking 6 (1d10) force damage for every 5ft. it is shunted
Reactions
Banishing Shield When the rift knight uses its Spell Shield, the target must succeed a Charisma saving throw equal to the rift knight's spell DC. On a failed saving throw, that creature is banished to a harmless demiplane until the end of its next turn.
![](https://www.mtgnexus.com/img/gallery/2908-fireborn-knight.jpg)
![](https://watercolors.giantsoup.com/phb/phb_top/0002.png)
Sunblade
- Challenge Rating increases by 1
- Damage Resistances Radiant
Luminous Magic While concentrating on a spell effect, the sunblade gives off bright light in a 30ft. radius and dim light an additional 30ft. This light is considered sunlight.
Reflection When the sunblade takes radiant damage from an effect that targets only the sunblade, it can roll a d6. Upon rolling a 5 or 6, the sunblade is unaffected and can redirect the effect back at the attacker instead.
Sun Strike The sunblade deals radiant damage on its Spell Sword, and Spell Bow attacks instead of force damage.
Spellcasting
The sunblade has the following additional spells known:
- Cantrips Dancing Lights, Light, Sacred Flame
- 1st Level Spells Color Spray, Faerie Fire, Guiding Bolt
- 3rd Level Spells Daylight
- 4th Level Spells Sickening
- 5th Level Spells Flame Strike, Wall of Light
Reactions
Sun Shield When the sunblade takes damage, creatures within 10ft. of the sunblade that can see it must succeed a Constitution saving throw equal to its spell save DC. On a failed saving throw, the targets are blinded until the end of its next turn.
Titan Knight
- Challenge Rating increases by 1
Giant's Growth While concentrating on a spell effect, the titan knight increases by one side. While enlarged in this manner, the titan knight deals an additional 5(1d8) damage on melee weapon attacks against creatures at most one size smaller than the Titan Knight.
Powerful Build The titan knight counts as one size larger. However, its physical size does not change.
Siege Monster The titan knight deals double damage to buildings and objects
Titan's Empowerment The titan knight has advantage on Strength ability checks and saving throws against creatures that are one size smaller than the titan knight and their effects.
Spellcasting
The titan knight has the following additional spells known:
- 1st Level Spells Earth Tremor, False Life, Thunderwave
- 2nd Level Enlarge/Reduce, Enhance Ability
- 4th Level Stoneskin
- 5th Level Spells Bigby's Hand
![](https://pbs.twimg.com/media/D886bjsWsAErh_q.jpg)
![](https://watercolors.giantsoup.com/phb/phb_top/0002.png)
Time Knight
- Challenge Rating increases by 1
Temporal Advantage The time knight has advantage on initiative checks
Time Shift (Recharge 5-6) At the start of its turn, the Time Knight can take two turns on that round. The time knight can take this additional turn on its current initiative count -10 (minimum of 1).
Reactive The time knight can take a reaction at the end of each of its turns
Spellcasting
The time knight has the following additional spells known:
- Cantrips Guidance
- 1st Level Spells Temporal Alacrity
- 2nd Level Spells Blur, Misty Step
- 3rd Level Spells Blink, Slow
- 4th Level Spells Banishment
- 5th Level Spells Temporal Shunt
Reaction
Rewind Time When the time knight uses its spell shield, it can reverse time to heal any wounds it sustains. Upon using this feature, the time knight regains a number of hitpoints equal 5 times the level of the spell slot expended.
Temporal Correction When the spell blade fails on an attack roll, ability check, or saving throw, it can choose to reroll taking the new result instead.
Witch Knight
- Challenge Rating increases by 1
Endless Hex The Witch Knight can double the duration of Bless, Bane, Hunter's Mark, Hex, and Bestow Curse (up to a maximum of 24 hours).
Hex Ward While concentrating on a spell effect, the witch knight can surround itself in protective hexes. Whenever the witch knight takes damage, the attacker must roll a d6. Upon rolling a 6, the witch knight takes no damage
Twinned Curse If the witch knight targets a creature with Hunter's Mark, Hex, or Bestow Curse, it can target one additional creature.
Spellcasting
The witch knight has the following additional spells known:
- Cantrips Guidance
- 1st Level Spells Bane, Bless, Hunter's Mark, Hex
- 3rd Level Spells Bestow Curse, Glyph of Warding, Remove Curse
- 5th Level Spells Circle of Power
Bonus Actions
Relentless Hex If the witch knight reduces a creature to 0 hitpoints that is under the effects of Hunter's Mark, Hex or Bestow Curse, the witch knight can move the spell to another creature within range
Reaction
Hex Shield When the witch knight uses its Spell Shield, the attacker must succeed a Charisma saving throw equal to the witch knight’s spell save DC. On a failed saving throw, the attacker suffers disadvantage on attack rolls, ability checks, and saving throws until the end of its next turn.
![](https://cdnb.artstation.com/p/assets/images/images/033/964/123/large/lie-setiawan-416562final.jpg?1611043425)
![](https://watercolors.giantsoup.com/phb/phb_right/0001.png)
Warriors
Although many realms possess various levels of arcane warfare, warriors typically make up the majority of any military force. In comparison to arcanists, warriors have the advantage on being easier to train and can fight for long periods of time without expending their full strength.
Guards
Of all warriors, guards are the most common and least skilled. Even the smallest of towns typically have a small contingent of guards dedicated to preventing crime and serving as a defense force against invaders. Since many guards lack extensive martial skills, they make up for it through fighting defensively until reinforcements arrive.
Soldiers
Due to their extensive training, soldiers tend to be a level above the standard guard. Although many of them can be found on the battlefield, in forts, or defending strongholds, the largest of cities and palaces tend to have these highly trained soldiers instead of conventional guards.
Vanguards
The most common type of soldiers are vanguards. Their primary goal is to serve as frontline troops to shield their allies from harm while the rest of the force advances.
Legionnaires
Legionnaires typically serve as support to vanguards in their advances. They are extremely skilled warriors, using their glaive to strike down foes from behind a shield wall or to cleave mounted opponents.
Sharpshooters
Sharpshooters serve as the eyes and ears of an army. Due to their keen senses, they are able to watch enemy movement. Their expertise with the longbow allows them to provide covering fire for their allies from long distances, as well as provide suppressing fire to prevent their enemies from flanking their allies.
Cavaliers
Cavaliers have mastered the art of combat while mounted. These soldiers use the superior mobility of their mount to crash through enemy barricades to allow their allies to take advantage of the chaos.
Special Forces
Special forces are elite soldiers, often used for extremely vital or dangerous missions. A small detachment of these individuals is often equivalent to a small battalion of normal soldiers. Although they are typically tasked on special missions, it is not uncommon that these individuals are the primary security force for important locations such as a castle or palace.
Skyknights
Skyknights are elite soldiers that have mastered aerial combat mounted on flying creatures such as giant eagles, griffons, or wyverns. When deployed, often use their extreme mobility and evasion to eliminate high priority threats such as artillery, or to weaken wall defenses.
Juggernauts
Juggernauts are the primary choice of shock troops of any invasion force. When deployed, these individuals are able to smash through fortified barricades while using their heavy armor to negate any suppressing fire. They are also used to break through shield walls, using their powerful mauls to crush anyone who stands in their way.
Dreadnoughts
Dreadnoughts are the ultimate defender. Thanks to their superior strength, they are able to wield colossal tower shields and halberds each in one hand. A small team of dreadnoughts is often deployed to provide support when defenses are breached. A couple of dreadnoughts are able to hold off a small battalion long enough for reinforcements can arrive, using their halberds and spiked shields to punish anyone who gets too close.
Arbalesters
Arbalesters serve as the heavy artillery for many battalions. In encounters where typical siege weapons would be unwieldly and cumbersome, arbalesters specialize in using massive ballistae that are capable of disabling siege weapons and fortifications. Thanks to their incredible strength, arbalesters are also able to provide artillery fire for ground troops by unleashing volleys of ballista bolts that immediately impale any target unlucky enough to get hit.
Bladestorms
Bladestorms are an elite group of soldiers that specialize in melee combat, primarily through the art of dual-wielding. Despite being heavily armored, bladestorms are known for their incredible mobility as they are able to dart across the battlefield eviscerating opponents under a storm of slashes. These soldiers trade power for speed and agility using their incredible reflexes to engage multiple opponents at a time. Bladestorms are typically implemented as a special force’s unit tasked with taking out high priority targets much as enemy leadership or spellcasters.
Operatives
In battle, the primary goal of operatives are to take out high priority targets such as mages or enemy commanders. Due to their training, they are extremely versatile and are able to fire their crossbows at rapid speeds, even while in the close quarters. When encountering an operative, one must be wary of their allies, as they always travel in kill squads consisting of 7(2d6) members.
Knights
Knights are the most elite of all special forces warriors. They possess considerable martial skill and are at times single-handedly able to turn the tide of a battle. Thanks to stalwart presence, even in the face of the most terrifying of foes, they are able to command and maneuver their allies to strike at their opponent's vulnerabilities. Not only are they extremely valuable on the battlefield, they are often trained to be royal escorts or the elite guard for rulers as well.
Warlords
Thanks to their superior martial and tactical skills, warlords often find themselves as generals of entire armies. However, some have used their military power to launched their own campaigns and self-appointed rule.
In battle, one warlord is equivalent to a small garrison. In single combat, they are nearly unmatched, combining their extreme strength and speed with precision and technique that always puts their opponent at a disadvantage.
In addition to this, they are masterful commanders that are able to fully bring out the full martial potential of their allies in the midst of battle, allowing them to strike with deadly precision and efficiency.
Guard
Medium Humanoid, Varies
- Armor Class 16(Breastplate)
- Hit Points 23(4d8+8)
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 10 (+0) 14 (+2) 10 (+2)
- Skills Athletics +4, Perception +6
- Senses passive Perception 16
- Languages Common and one Language of Choice
- Proficiency Bonus +2
- Challenge 1 (200xp)
Pack Tactics The guard has advantage on an attack rolls against a creature if at least one of the guard's allies are within 5 feet of the creature and the ally isn't incapacitated.
Sentinel The guard can make an attack of opportunity, even if a creature disengages.
Vigil The guard has advantage on initiative and Wisdom(Perception) checks
Actions
Multiattack. The guard can make two weapon attacks with their spear. They can substitute any number of spear attacks for a crossbow attack
Spear. Melee Weapon Attack: +4 to hit, 10ft, one target. Hit: 6 (1d6+2) piercing damage
Crossbow. Ranged Weapon Attack: +4 to hit, 100/400ft, one target. Hit: 7 (1d8+2) piercing damage
Soldier Vanguard
Medium Humanoid, Varies
- Armor Class 16(Breastplate+ Shield)
- Hit Points 51(6d8+24)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 18 (+4) 10 (+0) 14 (+2) 10 (+2)
- Skills Athletics +5, Perception +4
- Senses passive Perception 14
- Languages Common and one Language of Choice
- Proficiency Bonus +2
- Challenge 3 (700xp)
Defender When the vanguard hits a creature with an attack, that creature suffers disadvantage on attacks against creatures other than the vanguard until the end of its next turn.
Pack Tactics The vanguard has advantage on an attack rolls against a creature if at least one of the vanguard's allies are within 5 feet of the creature and the ally isn't incapacitated.
Sentinel The vanguard can make an attack of opportunity, even if a creature disengages.
Tactical Advantage The vanguard has advantage on initiative. If it takes the Attack action against a creature that has not acted yet in combat, the vanguard can make an additional spear or heavy crossbow attack on its turn.
Actions
Multiattack. The vanguard can make two weapon attacks with their spear. They can substitute any number of spear attacks for a crossbow attack
Spear. Melee Weapon Attack: +5 to hit, 10ft, one target. Hit: 7 (1d6+3) piercing damage
Crossbow. Ranged Weapon Attack: +5 to hit, 100/400ft, one target. Hit: 10 (1d10+3) piercing damage
Reactions
Shield Wall When the vanguard or a creature within 5ft. of it takes damage, the vanguard can reduce the damage taken by 10. If the damage exceeds this amount, it can halve any of the excess damage.
Soldier Legionnaire
Medium Humanoid, Varies
- Armor Class 16(Breastplate)
- Hit Points 51(6d8+18)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 10 (+2)
- Skills Athletics +5, Perception +4
- Senses passive Perception 14
- Languages Common and one Language of Choice
- Proficiency Bonus +2
- Challenge 3 (700xp)
Martial Advantage Once per turn, the legionnaire can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the legionnaire that isn't incapacitated.
Pack Tactics The legionnaire has advantage on an attack rolls against a creature if at least one of the legionnaire's allies are within 5 feet of the creature and the ally isn't incapacitated.
Tactical Advantage The legionnaire has advantage on initiative. If it takes the Attack action against a creature that has not acted yet in combat, the legionnaire can make an additional glaive or crossbow attack on its turn.
Actions
Multiattack. The legionnaire can make two weapon attacks with their glaive. They can substitute any number of glaive attacks for a crossbow attack
Glaive. Melee Weapon Attack: +5 to hit, 10ft, one target. Hit: 10 (1d10+3) slash damage
Crossbow. Ranged Weapon Attack: +5 to hit, 100/400ft, one target. Hit: 8 (1d8+3) piercing damage
Reactions
Retaliation When the legionnaire or a creature within 10ft. of the legionnaire is targeted with a melee attack while within 10ft. of the legionnaire, it can make a glaive attack against that creature.
Soldier Sharpshooter
Medium Humanoid, Varies
- Armor Class 16(Breastplate)
- Hit Points 51(6d8+18)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 10 (+0) 14 (+2) 10 (+2)
- Skills Athletics +5, Perception +4
- Senses passive Perception 14
- Languages Common and one Language of Choice
- Proficiency Bonus +2
- Challenge 3 (700xp)
Keen Senses The sharpshooter has advantage on Wisdom (Perception) checks that rely on sight
Precision The sharpshooter can ignore half and three-fourth's cover.
Pack Tactics The sharpshooter has advantage on an attack rolls against a creature if at least one of the sharpshooter's allies are within 5 feet of the creature and the ally isn't incapacitated.
Tactical Advantage The sharpshooter has advantage on initiative. If it takes the Attack action against a creature that has not acted yet in combat, the sharpshhoter can make an additional shortsword or longbow attack on its turn.
Actions
Multiattack. The sharpshooter can make two weapon attacks with their shortsword. They can substitute any number of shortsword attacks for a longbow attack
Shortsword. Melee Weapon Attack: +5 to hit, 5ft, one target. Hit: 7 (1d6+3) piercing damage
Longbow. Ranged Weapon Attack: +5 to hit, 150/600ft, one target. Hit: 8 (1d8+3) piercing damage
Reactions
Reactive Shot Whenever a creature first enters or leaves within 30ft. of the sharpshooter, the sharpshooter can make a longbow attack as a reaction.
![](https://i.pinimg.com/originals/ae/7c/d7/ae7cd7a88be36ca234fa46579590420d.jpg)
![](https://watercolors.giantsoup.com/phb/phb_top/0002.png)
Soldier Cavalier
Medium Humanoid, Varies
- Armor Class 16(Breastplate)
- Hit Points 45(6d8+18)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 10 (+2)
- Skills Athletics +5, Perception +4
- Senses passive Perception 14
- Languages Common and one Language of Choice
- Proficiency Bonus +2
- Challenge 3 (700xp)
Agile While mounted, the cavalier can use its bonus action to Dash.
Battle Mount While mounted, the cavalier and its mount both take actions on the same turn. Its mount can either before or after the cavalier's turn.
Charge If the cavalier moves at least 20ft. on its turn while mounted, it can deal an additional 9(2d8) slashing damage on its next longsword attack. If the target is a creature, it must succeed a DC 13 Strength saving throw or be knocked prone.
Evasive While mounted, the cavalier and its mount does not provoke opportunity attack while moving outside a creature's reach.
Pack Tactics The cavalier has advantage on an attack rolls against a creature if at least one of the cavalier's allies are within 5 feet of the creature and the ally isn't incapacitated.
Saddle Trained While mounted, both the cavalier and its mount have advantage on saving throws. Upon failing a saving throw, the cavalier and its mount takes half damage and upon a successful saving throw, they both take no damage.
Tactical Advantage The cavalier has advantage on initiative. If it takes the Attack action against a creature that has not acted yet in combat, the cavalier can make an additional longsword or longbow attack on its turn.
Actions
Multiattack. The cavalier can make two weapon attacks with their longsword. The cavalier can substitute any number of longsword attacks for a longbow attack
Longsword. Melee Weapon Attack: +5 to hit, 5ft, one target. Hit: 8 (1d8+3) slashing damage
Longbow. Ranged Weapon Attack: +5 to hit, 150/600ft, one target. Hit: 8 (1d8+3) piercing damage
Reactions
Battle Bond While mounted, the cavalier or their mount takes damage, the cavalier can use its reaction to split the damage between both targets.
Soldier Skyknight
Medium Humanoid, Varies
- Armor Class 16(Breastplate)
- Hit Points 76(9d8+27)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 10 (+0) 14 (+2) 10 (+2)
- Skills Athletics +6, Perception +8
- Senses passive Perception 18
- Languages Common and one Language of Choice
- Challenge 5 (1800xp) Proficiency Bonus +3
Battle Mount While mounted, the skyknight and its mount both take actions on the same turn. Its mount can either before or after the skyknight's turn. Additionally, the skyknight's mount can benefit from Flyby, Skydive, and Pack Tactics if it does not possess these traits.
Flyby While mounted, the skyknight does not provoke opportunity attacks by flying outside a creature's reach.
Keen Senses The skyknight has advantage on Wisdom (Perception) checks relying on sight.
Skydive While mounted, if the skyknight's mount flies at least 30ft. on its turn while mounted, the skyknight can deal an additional 14(3d8) slashing damage on its next longsword attack. If the target is a creature, it must succeed a DC 15 Strength saving throw or be knocked prone.
Pack Tactics The skyknight has advantage on an attack rolls against a creature if at least one of the skyknight's allies are within 5 feet of the creature and the ally isn't incapacitated.
Saddle Trained While mounted, both the skyknight and its mount have advantage on saving throws. Upon failing a saving throw, the skyknight and its mount takes half damage and upon a successful saving throw, they both take no damage.
Tactical Advantage The skyknight has advantage on initiative. If it takes the Attack action against a creature that has not acted yet in combat, the skyknight can make an additional longsword or longbow attack on its turn.
Actions
Multiattack. The skyknight can make two weapon attacks with their longsword. They can substitute any number of longsword attacks for a longbow attack
Longsword. Melee Weapon Attack: +6 to hit, 5ft, one target. Hit: 8 (1d8+3) slashing damage
Longbow. Ranged Weapon Attack: +6 to hit, 150/600ft, one target. Hit: 8 (1d8+3) piercing damage
Reactions
Battle Bond While mounted, the skyknight or their mount takes damage, the skyknight can use its reaction to split the damage between both targets.
Soldier Juggernaut
Medium Humanoid, Varies
- Armor Class 18(Plate Armor)
- Hit Points 94(9d8+45)
- Speed 30ft.
STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 20 (+5) 10 (+0) 14 (+2) 10 (+2)
- Saving Throws Str +8, Con +8
- Skills Athletics +8, Perception +5
- Senses passive Perception 15
- Languages Common and one Language of Choice
- Challenge 6 (2300xp) Proficiency Bonus +3
Crushing Blows The juggernaut deals an additional 11(3d6) damage on melee weapon attacks against prone creatures or creatures one size smaller than it
Siege Monster The juggernaut deals double damage to buildings and objects
Heavy Armor The juggernaut can reduce bludgeoning, piercing, and slashing damage taken by 5.
Pack Tactics The juggernaut has advantage on an attack rolls against a creature if at least one of the juggernaut's allies are within 5 feet of the creature and the ally isn't incapacitated.
Tactical Advantage The juggernaut has advantage on initiative. If it takes the Attack action against a creature that has not acted yet in combat, the juggernaut can make an additional maul or Double Crossbow attack on its turn.
Actions
Multiattack. The juggernaut can make two weapon attacks with their maul. They can any number of maul attacks for a double crossbow attack
Maul. Melee Weapon Attack: +8 to hit, 10ft, one target. Hit: 19 (2d6+5) bludgeoning. Creatures hit by this attack must succeed a DC 16 Strength saving throw or be knocked prone.
Double Crossbow. Ranged Weapon Attack: +8 to hit, 50/200ft, one target. Hit: 14 (2d8+5) piercing damage. Creatures hit by this attack must succeed a DC 16 Strength saving throw or be pushed back 5ft.
Soldier Arbalester
Medium Humanoid, Varies
- Armor Class 18(Plate Armor)
- Hit Points 94(9d8+45)
- Speed 30ft.
STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 20 (+5) 10 (+0) 14 (+2) 10 (+2)
- Saving Throws Str +8, Con +8
- Skills Athletics +8, Perception +5
- Senses passive Perception 15
- Languages Common and one Language of Choice
- Challenge 6 (2300xp) Proficiency Bonus +3
Brutal Shot Upon dealing a critical hit, the arbalester can triple the damage die
Power Shot The arbalester does not suffer penalties on its ranged weapon attacks while firing in melee range
Sharpshooter The arbalester can ignore half or three fourth's cover
Siege Monster The arbalester deals double damage to buildings and objects
Tactical Advantage The arbalester has advantage on initiative. If it takes the Attack action against a creature that has not acted yet in combat, the arbalester can make an additional Ballista attack on its turn.
Actions
Multiattack. The arbalester can make two weapon attacks with their maul.
Maul. Melee Weapon Attack: +8 to hit, 10ft, one target. Hit: 19 (2d6+5) bludgeoning. Creatures hit by this attack must succeed a DC 16 Strength saving throw or be knocked prone.
Ballista. Ranged Weapon Attack: +8 to hit, 150/600ft, one target. Hit: 27 (4d10+5) piercing damage. Creatures hit by this attack must succeed a DC 16 Strength saving throw or be restrained. Restrained creatures must use its action to escape on a successful DC 16 Strength saving throw
Soldier Bladestorm
Medium Humanoid, Varies
- Armor Class 18(Plate Armor)
- Hit Points 76(9d8+27)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 16 (+3) 10 (+0) 14 (+2) 10 (+2)
- Saving Throws Str +6, Dex 7, Con +6
- Skills Athletics +8, Perception +5
- Senses passive Perception 15
- Languages Common and one Language of Choice
- Challenge 6 (2300xp) Proficiency Bonus +3
Dervish The Bladestorm can move outside a creature's reach without provoking attacks of opportunity
Pack Tactics The Bladestorm has advantage on an attack rolls against a creature if at least one of the Bladestorm's allies are within 5 feet of the creature and the ally isn't incapacitated.
Reactive The Bladestorm can take a reaction at the end of every creature's turn
Tactical Advantage The Bladestorm has advantage on initiative. If the Bladestorm takes the Attack action against a creature that has not acted yet in combat, the Bladestorm can make an two additional shortsword attack on its turn.
Actions
Multiattack. The Bladestorm can make four shortsword attacks
Shortsword. Melee Weapon Attack: +8 to hit, 10ft, one target. Hit: 7 (1d6+4) slashing damage.
reactions
Parry When the Bladestorm is targeted with an attack, it can grant itself a +2 bonus to its AC. If this causes the attack to miss, the Bladestorm can make two shortsword attacks against the attacker if it is within 5ft. of the Bladestorm.
Soldier Dreadnought
Medium Humanoid, Varies
- Armor Class 20(Plate Armor+ Shield)
- Hit Points 94(9d8+45)
- Speed 30ft.
STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 20 (+5) 10 (+0) 14 (+2) 10 (+2)
- Saving Throws Strength +8, Con +8
- Skills Athletics +8, Perception +5
- Senses passive Perception 15
- Languages Common and one Language of Choice
- Challenge 8 (2900xp) Proficiency Bonus +3
Defender When the dreadnought hits a creature with an attack, that creature suffers disadvantage on attacks against creatures other than the dreadnought until the end of its next turn.
Sentinel The dreadnought can make an attack of opportunity, even if a creature disengages. Upon a hit, creatures must succeed a DC 16 Strength saving throw or have its movement speed reduced to 0 until the end of its next turn.
Pack Tactics The dreadnought has advantage on an attack rolls against a creature if at least one of the dreadnought's allies are within 5 feet of the creature and the ally isn't incapacitated.
Tactical Advantage The dreadnought has advantage on initiative. If it takes the Attack action against a creature that has not acted yet in combat, the dreadnought can make an additional spear or Heavy Crossbow attack on its turn.
Reactive The dreadnought can take a reaction at the end of every creatures turn.
Spiked Shield Whenever a creature grapples or hits the dreadnought while within 5ft. of the dreadnought, it takes 4(1d6) piercing damage
Actions
Multiattack. The dreadnought can make two weapon attacks with their halberd and one with its spiked shield. Alternatively, it can make two crossbow attacks.
Halberd. Melee Weapon Attack: +8 to hit, 10ft, one target. Hit: 11 (1d10+5) slashing damage.
Spiked Shield. Melee Weapon Attack: +8 to hit, 5ft, one target. Hit: 8 (1d4+5) piercing damage. Upon a hit, the target must succeed a DC 16 Strength saving throw or be pushed back 5ft.
Heavy Crossbow Ranged Weapon Attack: +8 to hit, 100/400ft, one target. Hit: 12 (1d10+5) piercing damage.
Reactions
Shield Block When the dreadnought or a creature within 5ft. of it takes damage, the dreadnought can reduce the damage taken by 10. If the damage exceeds this amount, it can halve any of the excess damage.
Soldier Operative
Medium Humanoid, Varies
- Armor Class 16(Breastplate)
- Hit Points 76(9d8+27)
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 18 (+4) 16 (+3) 10 (+0) 16 (+3) 10 (+2)
- Skills Athletics +6, Stealth +7, Perception +9
- Senses passive Perception 14
- Languages Common and one Language of Choice
- Challenge 6 (2300xp) Proficiency Bonus +3
Close Quarter Shooter The operative can ignore range penalties on its ranged weapon attacks.
Dead Shot The operative can deal a critical hit on a 18-20 on its ranged weapon attacks. Upon dealing a critical hit, the operative can triple the damage die.
Keen Senses The operative has advantage on Wisdom (Perception) checks that rely on sight
Precision The operative can ignore half and three-fourth's cover.
Pack Tactics The operative has advantage on an attack rolls against a creature if at least one of the operative's allies are within 5 feet of the creature and the ally isn't incapacitated.
Tactical Advantage The operative has advantage on initiative. If it takes the Attack action against a creature that has not acted yet in combat, the operative can make an additional longsword or a hand crossbow attack on its turn.
Actions
Multiattack. The operative can make four weapon attacks with their longsword. They can substitute any number of longsword attacks for a hand crossbow attack
Longsword. Melee Weapon Attack: +7 to hit, 5ft, one target. Hit: 8 (1d8+3) slashing damage
Hand Crossbow. Ranged Weapon Attack: +7 to hit, 240ft, one target. Hit: 8 (1d6+4) piercing damage
Reactions
Reactive Shot Whenever a creature first enters or leaves within 30ft. of the operative, the operative can make a hand crossbow attack as a reaction.
![](https://i.pinimg.com/originals/41/a2/e1/41a2e184825d40bac4de2eeaf18f0339.jpg)
![](https://watercolors.giantsoup.com/phb/phb_top/0002.png)
Knight
Medium Humanoid, Varies
- Armor Class 20(Plate Armor and Shield)
- Hit Points 100(12d8+48)
- Speed 30ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 18 (+4) 10 (+0) 16 (+3) 15 (+2)
- Skills Athletics +8, Perception +7, Intimidation +6, Persuasion +6
- Senses passive Perception 17
- Languages Common and one Language of Choice
- Proficiency Bonus +4
- Challenge 11 (7200xp)
Defender When the knight hits a creature with an attack, that creature suffers disadvantage on attacks against creatures other than the knight until the end of its next turn.
Intrepid The knight has advantage on saving throws against being frightened. If frightened, the knight can still move towards the source of its fear.
Martial Advantage Once per turn, the knight can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the knight that isn't incapacitated.
Resolute The knight has advantage on saving throws against being charmed. Any time the knight takes damage while charmed automatically ends the effect.
Pack Tactics The knight has advantage on an attack rolls against a creature if at least one of the knight's allies are within 5 feet of the creature and the ally isn't incapacitated.
Reactive The knight can take a reaction at the end of each creature's turn.
Tactical Advantage The knight has advantage on initiative. If it takes the Attack action against a creature that has not acted yet in combat, the knight can make an additional longsword or a heavy crossbow attack on its turn.
Warrior's Spirit When the knight starts its turn below half its hitpoint maximum, it gains 20 temporary hitpoints at the start of each of its turns. While these temporary hitpoints are active, it has resistance to all damage and is immune to all conditions.
Actions
Multiattack. The knight can make a Rally Charge (if available) and three weapon attacks with their longsword. They can replace any number of longsword attacks for a heavy crossbow attack
Longsword. Melee Weapon Attack: +8 to hit, 5ft, one target. Hit: 9 (1d8+4) slashing damage
Heavy Crossbow. Ranged Weapon Attack: +8 to hit, 100/400ft, one target. Hit: 10 (1d10+4) piercing damage
Rallying Charge(Recharge 5-6) Until the end of its next turn, the knight and any creature of its choice within 30ft. that can see or hear it gains 20 temporary hitpoints, its movement speed doubled, and advantage on all attack rolls and saving throws until the end of its next turn.
Bonus Actions
Battle Command A creature within 30ft. that can see or hear the knight can use its reaction to move up to half its movement speed to make a weapon attack against a creature it can see. Upon a hit, the creature can deal an additional 14(4d6) damage. This movement does not provoke opportunity attack
Fortification Command A creature within 30ft. that can see or hear the knight gains 20 temporary hitpoints until the end of its next turn.
Stalwart Command A creature within 30ft. that can see or hear the knight can end on condition on itself.
Reactions
Retaliation When the knight or an ally within 5ft. of the knight is targeted with a melee attack while within 10ft. of the knight, it can make a longsword attack against that creature.
Warlord
Medium Humanoid, Varies
- Armor Class 18(Plate Armor)
- Hit Points 181(18d8+90)
- Speed 30ft.
STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 20 (+5) 14 (+2) 16 (+3) 18 (+4)
- Saving Throws Str+11, Con +11, Wis +9
- Skills Athletics +11, Perception +9, Intimidation +10, Persuasion +10
- Senses passive Perception 19
- Languages Common and one Language of Choice
- Proficiency Bonus +6
- Challenge 18 (20000xp)
Intrepid The warlord has advantage on saving throws against being frightened. If frightened, the warlord can still move towards the source of its fear.
Legendary Resistances (3/day) Upon failing a saving throw, the Warlord can choose to succeed. Upon using this feature, the warlord can make a weapon attack. This weapon attack can benefit from its Martial Advantage.
Martial Advantage Once per turn, the warlord can deal an extra 21 (6d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the warlord that isn't incapacitated.
Resolute The warlord has advantage on saving throws against being charmed. Any time the warlord takes damage while charmed automatically ends the effect.
Pack Tactics The warlord has advantage on an attack rolls against a creature if at least one of the warlord's allies are within 5 feet of the creature and the ally isn't incapacitated.
Reactive The warlord can take a reaction at the end of each creature's turn.
Tactical Advantage The warlord has advantage on initiative. If it takes the Attack action against a creature that has not acted yet in combat, the warlord can make an additional greatsword or a double crossbow attack on its turn.
Warrior's Spirit When the warlord starts its turn below half its hitpoint maximum, it gains 30 temporary hitpoints at the start of each of its turns. While these temporary hitpoints are active, it has resistance to all damage and is immune to all conditions.
Warmaster
Whenever the deals additional damage using its Martial Advantage, it can inflict one of the following effects.
- Cleave The warlord can make an additional attack against a creature within 5ft. of the original target. Upon a hit, that creatures takes the same damage as the first target.
- Cripple Creature's hit by the warlord's weapon attack must succeed a DC 19 Constitution saving throw or have its movement speed halved until the end of its next turn.
- Disorient Creature's hit by the warlord's weapon attack must succeed a DC 19 Constitution saving throw or suffer disadvantage on attack rolls until the end of its next turn.
- Trip Creature's hit by the warlord's weapon attack must succeed a DC 19 Strength saving throw or be pushed back 10ft. and fall prone.
Actions
Multiattack. The warlord can make a Rally Charge (if available) and four weapon attacks with their greatsword. They can replace any number of greatsword attacks for a heavy crossbow attack
Greatsword Melee Weapon Attack: +11 to hit, 5ft, one target. Hit: 12 (2d6+5) slashing damage
Double Crossbow. Ranged Weapon Attack: +11 to hit, 50/200ft, one target. Hit: 14 (2d8+5) piercing damage
Rallying Charge(Recharge 5-6) Until the end of its next turn, the warlord and any creature of its choice within 30ft. that can see or hear it gains 30 temporary hitpoints, its movement speed doubled, and advantage on all attack rolls and saving throws until the end of its next turn.
Reactions
Parry The Warlord gains a +2 bonus to its AC until the start of its next turn. Whenever a creature misses with a melee attack while within 5ft. of the warlord, the warlord can make a greatsword attack. Upon a hit, this attack can benefit from Martial Advantage.
Legendary Actions(3/turn)
Battle Command(1 action) A creature within 30ft. that can see or hear the warlord can use its reaction to move up to half its movement speed to make a weapon attack against a creature it can see. Upon a hit, the creature can benefit from Martial Advantage. This movement does not provoke opportunity attack The warlord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The warlord regains spent legendary actions at the start of its turn
Fortification Command(2 action) A creature within 30ft. that can see or hear the warlord gains 30 temporary hitpoints until the end of its next turn.
Resilience(3 actions) The warlord can end one status condition or spell effect on itself.
Stalwart Command(3 actions) A creature within 30ft. that can see or hear the warlord can end on condition on itself.
Army Templates
Sometimes when running campaigns or encounters with warriors, large numbers of them can be hard to manage or can lead to impossible and unfun encounters for players. However, a potential solution to this problem is to treat these battles as a swarm encounter.
The core basis of these templates is that they operate as a swarm. The hitpoints of the swarm for this template represents the integrity of the battalion as a whole (not individual hitpoints). So, upon defeat, you may choose for the army may simply disperse into a small group of stragglers who survived the onslaught.
It is important to note that these templates simulate a small army template (typically consisting of about 20 - 30 individuals at a time). For example, a small army may have 5, 10, or even 50 battalions. Additionally, this template serves as a concise method to run large groups, especially if players decided to rally a local mob to hunt a giant beast that has been attacking their village.
Whenever players battle an army, their abilities can be flavored as cutting through swaths of soldiers without having to worry about keeping track of numerous statblocks. For example, a weapon attack from the battalion in its space could be akin to several soldiers breaking from their rank to engage a player.
Plus, as a swarm, they can make for unique encounters wherein players could fight notable enemies, such as a knight or other special forces, while attempting to navigate through the hazards of being within the army's space.
Angry Mob
Angry mobs are the weakest and most basic type of army. These groups are typically formed by unsatisfied commoners who have decided to take things into their own hands, they are not particularly skilled or well-equipped but can be dangerous due to their reckless antics.
Peacekeeper Force
Peacekeepers are typically a large mobilization of guards that can be rallied in any medium or larger settlement. Primarily, their objective to deal with civil uprisings, often through non-lethal methods unless absolutely necessary. Additionally, they can serve as a defense force or reserve army in times of need, especially if there is not a soldier battalion readily available.
Rebellions
Rebellions typically represent an organized force of common citizens that have taken up arms and even basic martial training. They often take the form of a guerilla force against a government regime, or even a small army of bandits attempting to take over a town. The main distinguishing factor is that they are much more organized and better equipped than the typical mob.
Battalions
Battalions make up the core of many armies. Since battalions range from 20 to 50 men in total, many armies possess several or even a dozen of battalions. As a result, many armies have numerous variants of battalions, each dedicated to a specific specialty in warfare.
Battle Mage Contingent
Because magic is present in many forms of warfare on the Material Plane and beyond, many armies employ a special division of soldiers equipped with war mages. Thanks to their presence, they are able to magically empower the battalion's weapons, ward against spell assaults, and barrage their opponents with arcane fire.
Design Note Due to the number of mages in a contingent, the battalion does not possess spell slots. This design note applies to the Crusader template as well.
Crusader Contingent
Crusaders represent the divine equivalent of battle mage battalions. This group relies on divine magic to annihilate any undead or fiends in their wake. They are capable to summoning divine shields to protect them from harm, summon divine beings to harry their foes, and even bring their allies from the dead.
Design Note, The crusaders are able to self-heal using Cure Wounds. Although most swarms are unable to heal (outside the reinforcement ability I gave them) ability, this effect is to replicate the ability that divine battalions can resurrect fallen allies.
Skysword Contingent
Skysword battalions consist primarily of mounted fliers using their aerial superiority to dive bomb enemy ranks or to pelt them with volleys of arrows from the safety of the clouds.
Cavalry Contingent
These battalions specialize in mobility and the ability to charge through enemy ranks. Once they break through defenses, their sheer numbers and strength prevents their opponent from recovering as they are trampled underfoot.
Artillery Contingent
Artillery battalions are equipped with massive siege engines and war machines. Their primary strength resides in raining fiery destruction upon their foes, and are capable of toppling even the most fortified of structures.
![](https://i.pinimg.com/564x/ac/11/d6/ac11d6971ab8af10922ae39558390934.jpg)
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Angry Mob
Gargantuan swarm of Medium Humanoids, varies
- Armor Class 11 (Patchwork Armor)
- Hit Points 63(6d20)
- Speed 30ft.
STR DEX CON INT WIS CHA 20 (+5) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
- Saving Throws Str +8, Con +3
- Skills Perception +2
- Damage Resistances Bludgeoning, Piercing, and Slashing damage
- Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
- Senses passive Perception 12
- Languages Common and one language of choice
- Proficiency Bonus +2
- Challenge 5 (1800 xp)
Mob Tactics The mob have advantage on attack rolls against a creature within its space
Reckless At the start of its turns, the mob can choose to grant itself advantage on attack rolls until the end of its next turn. However, attacks against them have advantage for the duration
Strength in Numbers The mob has advantage on Strength saving throws and ability checks.
Swarm The mob can occupy another creature's space and vice versa, and the mob can move through any opening large enough for a Medium humanoid. The mob can't regain hit points or gain temporary hit points.
Swarm Stride The mob can also move through another's space without any penalties to movement. Creatures within its space must treat this area as difficult terrain
Reactive The mob can use a reaction at the end of every creature's turn.
Unruly Mob Creatures that first enters or starts its turn in the mob's space takes 2(1d4) bludgeoning + 2(1d4) piercing +2(1d4) slashing damage at the start of each of its turns.
Actions
Multiattack. The angry mob can make two strikes with improvised weapons. If the mob is below its hitpoint maximum, it can only make one strike with its Improvised weapons and cannot benefit from its Surging Mob.
Improvised Weapons. Melee Weapon Attack: +8 to hit, 5ft., all targets in range or in its space. Hit 8(1d4+5) bludgeoning damage + 3 (1d4) piercing damage + 3 (1d4) slashing damage.
Surging Mob(1/day) The Mob can recover 27 (6d8) hitpoints as more commoners fill in their ranks. It cannot benefit from this feature if it is below half its hitpoint maximum.
Legendary Actions (3/turn)
The mob can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The mob regains spent legendary actions at the start of its turn
Mob Rush(1 action) The mob can move up to its movement speed to a spot that it can see within range. Any creature within its path or space must succeed a DC 16 Strength saving throw or be knocked prone.
Mob's Fury(1 action) The mob can make an improvised weapon attack against one creature within its space.
Mob's Grasp(1 action) One Large or smaller creature within the mob's space must succeed a DC 16 Strength saving throw or its becomes grappled and restrained. A creature grappled in this manner is moves with the mob.
Improvised Explosive(1 action) Creatures within a 10ft. radius of a spot within 60ft. of the mob must succeed a DC 16 Dexterity saving throw. On a failed saving throw, it is set ablaze for one minute. Ignited creatures take 7(2d6) fire damage at the start of each of its turns but can use its action to put out the flames.
![](https://www.coolstuffinc.com/s3_image.php?img=http://s3.gatheringmagic.com/uploads/2013/02/04/JR_1.jpg)
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Peacekeeper Force
Gargantuan swarm of Medium Humanoids, varies
- Armor Class 18 (Breastplate + Shields)
- Hit Points 117(9d20+18)
- Speed 30ft.
STR DEX CON INT WIS CHA 24 (+7) 14 (+2) 14 (+2) 10 (+0) 14 (+2) 10 (+0)
- Saving Throws Str +11, Con +6
- Skills Athletics +11, Stealth +6, Perception +10
- Damage Resistances Bludgeoning, Piercing, and Slashing damage
- Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
- Senses passive Perception 20
- Languages Common and one language of choice
- Proficiency Bonus +4
- Challenge 11 (7200 xp)
Reactive The peacekeeper can use a reaction at the end of every creature's turn.
Swarm Tactics The peacekeeper have advantage on attack rolls against a creature within its space
Strength in Numbers The peacekeeper has advantage on Strength saving throws and ability checks.
Swarm The peacekeeper can occupy another creature's space and vice versa, and the peacekeeper can move through any opening large enough for a Medium humanoid. The peacekeeper can't regain hit points or gain temporary hit points.
Swarm Stride The peacekeeper can also move through another's space without any penalties to movement. Creatures within its space must treat this area as difficult terrain
Shield Wall Creatures cannot enter into the peacekeeper's space unless the peacekeeper allows it. To enter into its space, a creature must succeed a DC 19 Strength saving throw.
Vigil The peacekeeper has advantage on initiative and Wisdom (Perception) checks.
Wall of Blades Creatures that first enters or starts its turn in the peacekeeper's space takes 4(1d6) bludgeoning + 4(1d6) piercing +4(1d6) slashing damage at the start of each of its turns.
Actions
Multiattack. The peacekeeper can use its Call Reinforcements(if available) and weapon attacks. If the peacekeeper is below its hitpoint maximum, it can only make one strike with its weapon weapons.
Weapons Melee Weapon Attack: +11 to hit, 10ft., all targets in range or in its space. Hit 11(1d6+7) bludgeoning damage + 4 (1d6) piercing damage + 4 (1d6) slashing damage.
Call Reinforcements(1/day) The Peacekeepr Force can recover 45 (10d8) hitpoints as more guards fill in their ranks.
Legendary Actions (3/turn)
The peacekeepr force can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The peacekeeper force regains spent legendary actions at the start of its turn
Steady Advance(1 action) The peacekeeper force can move up to its movement speed to a spot that it can see within range. Any creature within its path or space must succeed a DC 19 Strength saving throw or be pushed back the amount traveled instead of entering the peacekeeper's space.
Peacekeeper Strike(1 action) The rebellion can make an weapon attack against one creature within its space.
Flashbang(2 actions) The peacekeeper can create a flash of light that appears in a 20ft. radius around a spot within 60ft. of it. Creatures that first enters or starts its turn in this space must succeed a DC 14 Constitution saving throw or become blinded until the end of its next turn.
Smoke Bomb(2 actions) The peacekeepers can create a cloud of smoke that appears in a 20ft. radius around a spot within 60ft. of it. Creatures that first enters or starts its turn in this space has their vision heavily obscured and must succeed a DC 14 Constitution saving throw or become poisoned until the end of its next turn. While poisoned in this manner, creatures cannot take actions, bonus action, or reactions as it spends its turn coughing.
![](https://www.infectedbyart.com/Images/Category_79/subcat_245/0211161600271.jpg)
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Rebellion
Gargantuan swarm of Medium Humanoids, varies
- Armor Class 14 (Leather Armor)
- Hit Points 117(9d20+18)
- Speed 30ft.
STR DEX CON INT WIS CHA 24 (+7) 14 (+2) 14 (+2) 10 (+0) 14 (+2) 10 (+0)
- Saving Throws Str +11, Con +6
- Skills Athletics +11, Stealth +6, Perception +10
- Damage Resistances Bludgeoning, Piercing, and Slashing damage
- Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
- Senses passive Perception 20
- Languages Common and one language of choice
- Proficiency Bonus +4
- Challenge 10 (5900 xp)
Ambusher The rebellion has advantage on initiative. When it takes the Attack action against a creature that hasn't acted yet in combat, it can make one additional Scavenged Weapon attack against it.
Swarm Tactics The rebellion have advantage on attack rolls against a creature within its space
Strength in Numbers The rebellion has advantage on Strength saving throws and ability checks.
Swarm The rebellion can occupy another creature's space and vice versa, and the rebellion can move through any opening large enough for a Medium humanoid. The rebellion can't regain hit points or gain temporary hit points.
Swarm Stride The rebellion can also move through another's space without any penalties to movement. Creatures within its space must treat this area as difficult terrain
Reactive The rebellion can use a reaction at the end of every creature's turn.
Violent Rebellion Creatures that first enters or starts its turn in the rebellion's space takes 4(1d6) bludgeoning + 4(1d6) piercing +4(1d6) slashing damage at the start of each of its turns.
Actions
Multiattack. The rebellion can make Skirmishers Volley (if available) and two strikes with scavenged weapons. If the rebellion is below its hitpoint maximum, it can only make one strike with its scavenged weapons.
Scavenged Weapons. Melee Weapon Attack: +11 to hit, 5ft., all targets in range or in its space. Hit 11(1d6+7) bludgeoning damage + 4 (1d6) piercing damage + 4 (1d6) slashing damage.
Skirmisher's Volley(Recharge 5-6) Creatures in a a 60ft. cube centered on a spot within 150ft. of the rebellion must succeed a DC 14 Dexterity saving throw. On a failed save, creatures in range take 28 (8d6) piercing damage. On a successful saving throw, creatures in range take half damage.
Legendary Actions (3/turn)
The rebellion can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Therebellion regains spent legendary actions at the start of its turn
Skirmishers Retreat.(1 action) The rebellion can move up to its movement speed to a spot that it can see within range. This movement does not provoke opportunity attack.
Rebel Strike(1 action) The rebellion can make an improvised weapon attack against one creature within its space.
Smoke Screen(2 actions) The rebellion can create a cloud of smoke that appears in a 20ft. radius around a spot within 60ft. of it. Creatures that first enters or starts its turn in this space has their vision heavily obscured until the end of its next turn.
![](https://www.gmbinder.com/images/Qra2GRU.jpg)
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Battalion
Gargantuan swarm of Medium Humanoids, varies
- Armor Class 18 (Breastplate Armor + Shields)
- Hit Points 162(12d20+36)
- Speed 30ft.
STR DEX CON INT WIS CHA 26 (+8) 16 (+3) 16 (+3) 10 (+0) 14 (+2) 10 (+0)
- Saving Throws Str +14, Con +9
- Skills Athletics +14, Perception 8
- Damage Resistances Bludgeoning, Piercing, and Slashing damage
- Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
- Senses passive Perception 18
- Languages Common and one language of choice
- Proficiency Bonus +6
- Challenge 17 (22000 xp)
Tactical Advantage The battalion has advantage on initiative. When it takes the Attack action against a creature that hasn't acted yet in combat, it can do so with advantage.
Swarm Tactics The battalion has advantage on attack rolls against a creature within its space
Strength in Numbers The battalion has advantage on Strength saving throws and ability checks.
Swarm The battalion can occupy another creature's space and vice versa, and the battalion can move through any opening large enough for a Medium humanoid. The battalion can't regain hit points or gain temporary hit points.
Swarm Stride The battalion can also move through another's space without any penalties to movement. Creatures within its space must treat this area as difficult terrain
Reactive The battalion can use a reaction at the end of every creature's turn.
Wall of Blades Creatures that first enters or starts its turn in the rebellion's space takes 5(1d8) bludgeoning + 5(1d8) piercing +5(1d8) slashing damage at the start of each of its turns.
Actions
Multiattack. The battalion can Call Reinforcements(if available) and make Arrow Volley and two weapon strikes. If the battalion is below its hitpoint maximum, it can only make an Arrow Volley and one weapon strike.
Weapon Strike. Melee Weapon Attack: +13 to hit, 10ft., all targets in range or in its space. Hit 13(1d8+8) bludgeoning damage + 5 (1d8) piercing damage + 5 (1d8) slashing damage.
Arrow Volley Creatures in a a 60ft. cube centered on a spot within 300ft. of the battalion must succeed a DC 15 Dexterity saving throw. On a failed save, creatures in range take 27 (6d8) piercing damage. On a successful saving throw, creatures in range take half damage. This attack reduced to 14(3d8) if the Battalion starts its turn below half its hitpoint maximum.
Call Reinforcements (1/day) The batttalion can recover 54 (12d8) hitpoints as more soldiers fill in their ranks.
Reactions
Counterstrike When the battalion is hit with a melee attack while a creature is within 5ft. of it, it can use its reaction to make a weapon strike against that creature.
Legendary Actions (3/turn)
The battalioncan take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The battalion regains spent legendary actions at the start of its turn
Advance(1 action) The Battalion can move up to its movement speed to a spot it can see in range. This movement does not provoke attack of opportunity.
Designated Target(1 action) The battalion can make a weapon strike against one creature within its space
Shield Wall.(1 action) The battalion gains a +5 bonus to AC and Dexterity saving throws until the end of the next creature's turn. For the duration of this ability, the Battalion gains resistance to all damage.
Focus Fire(1 action) One spot within a 20ft. radius of a spot that the Battalion can see within 150ft. must succeed a DC 16 Dexterity saving throw or take 27(6d8) piercing damage.
![](https://cdn1.dotesports.com/wp-content/uploads/2021/03/29190241/Lorehold-Command-mtg-art.jpg)
![](https://watercolors.giantsoup.com/phb/phb_top/0002.png)
Battle Mage Contingent
- Challenge Rating Increases by 2
Arcane Legion The battalion cannot lose concentration on spell effects. Spells with a range of self can effect the entire battalion.
Magical Attacks The battalion's attacks count as magical for the purpose of overcoming resistance.
Magical Resistance The battalion has advantage on saving throw against spells and magical effects.
Actions
Spell Strike (Replaces Volley) The battalion can cast a spell of its choice once on each of its turns.
Spellcasting
The battalion is equivalent to an 6th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The batallion has the following spells prepared. THe maximum level these spells can be cast is 3rd.
At Will Counterspell, Fireball, Haste, Invisibilty, Slow
Crusader Contingent
- Challenge Rating Increases by 2
Divine Legion The battalion cannot lose concentration on spell effects. Spellcasting effects of self cast by the battalion can effect the entire swarm.
Divine Healing When the battalion can recover hitpoints from spell effects as long as the source of the spells is the battalion itself.
Actions
Spell Strike (Replaces Volley) The battalion can cast a spell of its choice once on each of its turns.
Turn the Dead (swap from spell strike and recharges 5-6) The battalion can turn all undead or fiends in a 60ft. radius.(Requires DC 16 Wisdom saving throw)
Spellcasting
The battalion is equivalent to an 6th level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The batallion has the following spells prepared. The maximum level these spells can be cast is 3rd (with the exception of Flame Strike).
At Will Cure Wounds, Flame Strike, Protection from Evil and Good, Shield of Faith, Spirit Guardians,
![](https://www.mtgnexus.com/img/gallery/3223-knights-charge.jpg?d=1591668512)
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Skysword Contingent
- Movement Speed 60ft. fly
- Challenge Rating Increases by 1
Flyby The battalion can fly outside a creature's reach without provoking opportunity attack.
Skydive If the battalion dives at least 30ft. on its turn and make a weapon strike, it can deal an additional 11(3d6) damage on its turn.
Artillery Contingent
- Challenge Rating Increases by 1
Siege Monster The battalion deals double damage to buildings and objects
Actions
Siege Engine (Replace Reinforcements) The battalion can fire siege engines in 4 spots it can see within 600ft. Each target within a 30ft. radius of each location must succeed a DC 14 saving throw. On a failed saving throw, creatures take 39 (6d12) bludgeoning damage + 39(6d12) fire damage and are knocked prone. On a successful saving throw, creatures take half damage. Creatures only suffers from one of the effects, even if the area of effects overlap.
Cavalry Contingent
- Movement Speed 60ft.
- Challenge Rating Increases by 1
Charge If the battalion moves at least 30ft. in a straight line and hits a creature with a weapon strike, it can deal an additional 11(3d6) damage and force the target to make a DC 22 Strength saving throw. On a failed saving throw, that creature is knocked prone.
Mounted Superiority Medium or small creatures in the battallion's space have disadvantage on attack rolls.
Trample If a creature is prone while in the Battalion's space, it takes double damage from its Wall of Blades feature.
Skald Contingent
- Movement Speed 30ft.
- Challenge Rating Increases by 1
Marching Orders
At the start of each of its turns, the skald contingent can grant itself one of the following benefits on its turn.
Tactical Advance Until the start of its enxt turn, the battalion can grant itself advantage on attack rolls, however, attacks against it have advantage for the duration.
Fortify March Until the start of its next turn, attacks against the battalion have disadvantage; however, its movement speed is halved for the duration
Quickened March Until the start of its next turn, the battalion can double its movement speed. However, attacks made on its turn have disadvantage for the duration.
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Wizards
Of all the various kinds of spellcasters on the Material Plane, wizards often times are the most common. Whereas many casters acquire their powers from their blood or otherworldly entities, wizards have acquired their arcane talents from tireless study of the arcane. As a result, they are able to become extremely versatile magic users and are able to find utility in nearly any situation given ample preparation.
Mage Apprentice
Mage apprentices have just begun their journey to mastering the arcane. They are typically found in universities or colleges dedicated to the study of magic, wherein they are able to receive instruction and training by master wizards. However, it is not uncommon to find apprentices traveling abroad putting their arcane knowledge and talent to use.
Mage Adept
Mage adepts have acquired ample mastery of their arcane abilities. Thanks to their versatility and power, they are able to find an occupation in nearly any setting as bounty hunters, guards, advisors, scholars, and much more.
Archmagi
Archmagis have reached the pinnacle of arcane talent that a mortal can possess. Because of this, they are well renowned and are often sought out for counsel or guidance regarding the arcane. However, many archmagis are drawn to unravel the hidden secrets and push the boundaries of magic, for better or for worse.
Wizard Schools
Wizards tend to specialize their talents in a particular school of magic, whether it be abjuration, conjuration, divination, enchantment, evocation, illusion, or necromancy. However, these schools are not the only types in existence, as many new schools are formed combining the skills and knowledge of these foundational schools.
Abjurer
Abjurers primarily focus on using magic to hide or protect themselves and others. As a result, many of these wizards tend to be employed as city guards, prison keepers, or even sentinels against extraplanar threats.
Battle Mage
Battle mages combine the schools of abjuration and evocation to allow them to become unstoppable on the battlefield, raining spellfire upon enemy ranks while shielding themselves from the worst of attacks.
Biomancer
Biomancers are a strange school of magic that combines the disciplines of conjuration and transmutation to create unique lifeforms and alter the physiology of themselves as well as their enemies.
Conjurer
Conjuration is a broad school of magic that focuses on summoning items and creatures from the magical aether. As a result, conjurers can be a formidable force to face, as they are able to summon small legions of thralls to overwhelm their enemies or open portals to summon the wrath of the elements.
Diviner
Diviners use their magical abilities to glimpse into the magical ether to view the future or to discern something's true nature. Thanks to their magical intuition, they are often employed as advisors or even guardians to watch for arcane threats.
Enchanter
Enchanters have mastered the ability to use magic to control the minds of others. These practitioners are extremely dangerous and elusive, as they are able to bind a creature to their will with just a glimpse. Some pursue a much more noble occupation, using their abilities to calm angry mobs and to pacify the masses in times of danger.
Evokers
Evokers have mastered the destructive potential of their spell effects by overcoming common magical defenses. Despite their explosive potential, they have the ability to channel their destructive spells in a manner wherein it does not harm their allies.
Blood Mage
Blood mages practice a form a necromancy that uses the life force of living creatures as a fuel for magical effects. These spellcasters tread a careful balance of life and death, using their own life force to empower their spells while draining the blood of their enemies to refuel their own magical reserves and to mend their wounds .
Graviturgist
Graviturgy is a unique form of spellcasting that combines the disciplines of evocation and transmutation. Wizards of this school have learned to command the power of gravity itself, allowing them to maneuver and hamper the mobility of their opponents.
Chronomancer
Chronomancers have mastered the schools of conjuration and divination to alter time and reality itself. They are able to create rifts in reality allowing them to travel vast distances with ease and are able to accelerate or decelerate time around them to fit their needs.
Transmuter
Transmuters use their spellcasting abilities to shape reality itself. They are able to change the form of any object or creature to a form of their liking. Thanks to their abilities, they find a lot of utility in all aspects of life in most civilizations.
Tomeblade
Tomeblades are the perfect blend between the martial and arcane. Although tomeblade disciplines can take many forms depending on the setting (such as bladesingers), they possess the unique ability to channel their arcane abilities through their weapons.
Necromancer
Necromancers have devoted their arcane abilities to control the flow of life and death, using their abilities to use the souls of their victims to fuel their spells and create undead thralls.
Theurge
Theurges specialize in replicating supernatural magics, such as divine and fiendish magics. Thanks to their expertise, these wizards also excel at banishing and warding themselves against the effects of such creatures.
Technomancer
Technomancers have learned to combine the art of spellcraft with that of technology. As a result, they are able to turn any mundane object into a magical device capable of replicating nearly any spell effect
Runecaster
Runecasters have mastered the ability to store complex spells into glyphs or runes. Thanks to this ability, they are able to efficiently transfer spell effects from one creature to another and even store spell effects for short periods of time.
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Mage Apprentice
Medium humanoid, any alignment
- Armor Class 12, (15 with Mage Armor)
- Hit Points 33 (6d8+6)
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 12 (+1) 17 (+3) 12 (+1) 16 (+3)
- Saving Throws Int +5, Wis +4
- Skills Arcana +7, History +5, Perception +4
- Senses passive Perception 14
- Languages Common and one language of their choice
- Proficiency Bonus +2
- Challenge 3 (700xp)
Arcane Sense The mage apprentice can detect the presence of magical effect within 30ft. The mage apprentice can determine the school of magic.
Battle Preparation When the mage apprentice first rolls initiative, they can cast a spell on themself as part of this action. This spell effect must have a range of self and only affect the caster.
Magic Focus The mage apprentice has advantage on saving throws to maintain concentration on a spell effect
Magic Resistance The mage apprentice has advantage on saving throws against spells and magical effects.
Spellcasting
The mage apprentice is a 6th level spell caster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The mage has the following spells prepared:
Cantrips(At Will) Dancing Lights,Firebolt, Mage Hand, Prestidigitation
1st Level Spells(4 slots) Identify, Mage Armor, Magic Missile, Shield
2nd Level Spells(3 slots) Invisibility, Misty Step
3rd Level Spells(2 slots) Counterspell, Dispel Magic, Fly, Fireball, Haste, Slow
Actions
Multiattack The mage apprentice can cast a spell and make a wand attack on their turn.
Wand Ranged Weapon Attack, +5 to hit, 60ft., one target. Hit: 6 (1d4+3) force damage. Upon a hit, creatures suffer disadvantage on its next saving throw against a spell effect before the end of its next turn.
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Mage Adept
Medium humanoid, any alignment
- Armor Class 12, (15 with Mage Armor)
- Hit Points 78 (12d8+24)
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 19 (+4) 14 (+2) 18 (+4)
- Saving Throws Int +7, Wis +6
- Skills Arcana +10, History +7, Perception +5
- Senses passive Perception 15
- Languages Common and one language of their choice
- Proficiency Bonus +3
- Challenge 8 (3900xp)
Arcane Sense The mage adept can detect the presence of magical effect within 60ft. The mage adept can determine the school of magic.
Battle Preparation When the mage adept first rolls initiative, they can cast a spell on themself as part of this action. This spell effect must have a range of self and only affect the caster.
Emergency Spell The mage adept has a spell of its choice prepared for whenever it starts its turn below half their hitpoint maximum. The spell must be of 5th level or lower and can only target the mage (even if it can target multiple creatures).
Magic Focus The mage adept has advantage on saving throws to maintain concentration on a spell effect
Magic Resistance The mage adept has advantage on saving throws against spells and magical effects.
Spellcasting
The mage adept is a 12th level spell caster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The mage adept has the following spells prepared:
Cantrips(At Will) Dancing Lights, Firebolt, Mage Hand, Prestidigitation
1st Level Spells(4 slots) Identify, Mage Armor, Magic Missile, Shield
2nd Level Spells(3 slots) Invisibility, Misty Step
3rd Level Spells(3 slots) Counterspell, Dispel Magic, Fly, Fireball, Glyph of Warding, Haste, Slow
4th Level Spells(3 slots) Dimension Door, Greater Invisibility, Leomund's Secret Chest
5th Level Spells(3 slots) Cone of Cold, Scrying, Teleportation Circle, Wall of Force
6th Level Spells(2 slots) Chain Lighting, Contingency, Disintegrate
Actions
Multiattack The mage adept can cast a spell and two scepter attacks on their turn.
Scepter Ranged Weapon Attack, +7 to hit, 90ft., one target. Hit: 8 (1d6+4) force damage. Upon a hit, creatures suffer disadvantage on its next saving throw against a spell effect before the end of its next turn.
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Archmage
Medium humanoid, any alignment
- Armor Class 12, (15 with Mage Armor)
- Hit Points 150 (20d8+60)
- Speed 30ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 14 (+2) 20 (+5) 16 (+3) 20 (+5)
- Saving Throws Int +10, Wis +8
- Skills Arcana +15, History +10, Perception +8
- Senses passive Perception 18
- Languages Common and one language of their choice
- Proficiency Bonus +5
- Challenge 15 (13000xp)
Arcane Sense The archmage can detect the presence of magical effect within 120ft. The archmage can determine the school of magic.
Battle Preparation When the archmage first rolls initiative, they can cast a spell on its self as part of this action. This spell effect must have a range of self and only affect the caster.
Emergency Spell The archmage has a spell of its choice prepared for whenever it starts its turn below half their hitpoint maximum. The spell must be of 8th level or lower and can only target the archmage (even if it can target multiple creatures).
Magic Focus The archmage has advantage on saving throws to maintain concentration on a spell effect
Magic Resistance The archmage has advantage on saving throws against spells and magical effects.
Legendary Resistance(3/day) Upon failing a saving throw, the archmage can choose to succeed. Upon using this feature, the archmage can cast a spell of 5th level or lower.
Spellcasting
The archmage is a 20th level spell caster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The archmage has the following spells prepared:
Cantrips(At Will) Dancing Lights, Firebolt, Mage Hand, Prestidigitation
1st Level Spells(4 slots) Identify, Mage Armor, Magic Missile, Shield
2nd Level Spells(3 slots) Invisibility, Misty Step
3rd Level Spells(3 slots) Counterspell, Dispel Magic, Fly, Fireball, Haste, Slow
4th Level Spells(3 slots) Dimension Door, Greater Invisibility, Leomund's Secret Chest
5th Level Spells(3 slots) Cone of Cold, Scrying, Teleportation Circle, Wall of Force
6th Level Spells(2 slots) Chain Lighting, Contingency, Disintegrate
7th Level Spells(2 slots) Teleport, Plane Shift, Prismatic Spray
8th Level Spells(1 slots) Antimagic Field, Clone, Demiplane
9th Level Spells(1 slots) Meteor Swarm, Wish
Actions
Multiattack The archmage can cast a spell and two scepter attacks on their turn.
Scepter Ranged Spell Attack, +10 to hit, 90ft., one target. Hit: 9 (1d6+5) force damage. Upon a hit, creatures suffer disadvantage on its next saving throw against a spell effect before the end of its next turn.
Legendary Actions (3/turn)
The archmage can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The archmage regains spent legendary actions at the start of its turn
Scepter Strike(1 action) The archmage can make a scepter attack against a creature within range
Cast a Spell(2 actions) The archmage can cast a spell of its choice that is 5th level or lower.
Resilience(3 action) The archmage can end one spell effect or status condition on it
Abjurer
- Challenge Rating Increase by 2
Abjuration Ward While concentrating on a spell effect, the abjurer can add its Intelligence bonus to its Armor Class and saving throws.
Counter Caster The abjurer has advantage on ability checks to use Counterspell or Dispel Magic
Linked Abjuration When the abjurer casts an abjuration spell that only targets itself, it can choose to affect one other creature within 30ft. of it.
Regenerative Ward While concentrating on a spell effect, the abjurer gains 10 additional temporary hitpoints at the start of each of its turns.
Spell Ward Whenever the abjurer fails a saving throw against a spell, effect that deals damage, the abjurer only takes half damage. Upon a successful saving throw, the abjurer takes no damage.
Spellcasting
The abjurer knows the following additional spells
- Cantrips Blade Ward
- 1st Level Spells Absorb Elements, Alarm
- 3rd Level Spells Arcane Lock, Magic Circle, Nondetection, Protection from Energy
- 4th Level Spells Banishment
- 5th Level Spells Planar Binding
- 6th Level Spells Globe of Invulnerability, Guards and Wards
- 8th Level Spells Mind Blank
- 9th Level Spells Imprisonment, Invulnerability, Prismatic Wall
Actions
Multiattack The abjurer gains the following effect at the start of its turn (if available)
Spell Eating Ward(Recharge 5-6) The abjurer is able to absorb incoming magical effects to recharge their own magical reserves.
Until the start of the abjurer's next turn, the abjurer gains resistance to all damage and whenever a creature casts a spell that targets the abjurer (including area of effects), it takes no damage and is unaffected by the spell.
Upon absorbing a spell in this manner, the abjurer regains a number of expended spells slots equal to the level of the spell cast. The abjurer can only absorb spells of a level that it can cast. Otherwise it suffers the effects and damage as normal.
For example an abjurer apprentice can only absorb spells of 3rd level or lower.
Battle Mage
- Challenge Rating Increase by 2
First Strike The battle mage has advantage on initiative checks
Battle Focus The battle mage cannot lose concentration as a result of taking damage.
Battle Ward While concentrating on a spell effect, the battle mage can add its Intelligence bonus to its Armor Class and saving throws.
Combat Mage When a creature makes a saving throw against the battle mage's spell effect while one of the battle mage's allies are within 5ft. of it, that creature has disadvantage on its saving throw. This effect only applies to spell effects that target only one creature.
Spell Carver Whenever the battle mage casts a spell that target multiple creatures, it can choose any number of creatures (equal to the spell's level) it can see within range to succeed. Creatures that succeed their saving throw in this manner take no damage and are completely unaffected by that spell
War Caster The battle mage can cast a spell against a creature that provokes attacks of opportunity.
Spellcasting
The battle mage knows the following additional spells
- Cantrips Booming Blade, Sword Burst
- 1st Level Spells Catapult
- 2nd Level Spells Heat Metal
- 3rd Level Spells Conjure Barrage, Galder's Tower, Leomund's Tiny Hunt
- 4th Level Spells Fire Shield
- 5th Level Spells Conjure Volley
- 6th Level Spells Blade Barrier
- 7th Level Spells Delayed Blast Fireball, Mordenkainen's Sword
- 8th Level Spells Mighty Fortress
- 9th Level Spells Blade of Disaster
Actions
Multiattack The battle mage gains the following effect at the start of its turn (if available)
Spell Volley(Recharge 5-6) When the battle mage uses this ability, it can choose to use its multiattack in the following manner. Until the start of its next turn, the battle mage can cast two spells of its turn.
Spells cast in this manner are not subject to the cantrip restriction but the battle mage must still expend spell slots as normal
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Biomancer
Bionic Casting Whenever a biomancer casts a transmutation spell that targets one creature, or uses a conjuration spell to summon a creature, those creatures can benefit from one Biomantic Evolution.
Biomantic Evolution
While concentrating on a spell effect of 1st level or higher, the biomancer gains the one of the following abilities. It can roll a d8 to determine the effects
- Arcane Regeneration While concentrating on a spell effect, the biomancer regains 10 hitpoints at the start of each of its turns.
- Additional Limb While concentrating on a spell effect, the biomancer sprouts an additional pair of limbs. This additional limb functions exactly as its other limbs. Whenever the biomancer takes the Attack Action or casts a spell, it can make one additional melee or ranged weapon attack.
- Biological Flight The biomancer gains a flying speed of 30ft.
- Chameleon Skin The biomancer can use its bonus action to Hide, even without cover.
- Evolutionary Growth The biomancer increases by one size and has advantage on Strength and Constitution checks and saving throws. Whenever they make a saving throw against a Strength or Constitution saving throw that deals damage, they take half damage on a failed save and none on a success.
- Spider Climb The biomancer gains a climbing speed of 30ft. and can climb difficult surfaces (including ceilings) without needing to make an ability check.
- Aquatic Evolution The biomancer gains a swim of 30ft. and can breathe in air and in water.
- Double Mutation Upon rolling a 8, it can choose two effects of its choice.
Spellcasting
The biomancer mage knows the following additional spells
- 1st Level Spells Cure Wounds, Featherfall,
- 2nd Level Spells Alter Self, Darkvision, Dragon's Breath, Enhance Ability, Lesser Restoration, Spider Climb, Web
- 3rd Level Spells Waterbreathing, Water Walk
- 4th Level Spells Stone Skin, Polymorph
- 5th Level Spells Greater Restoration, Mass Cure Wounds, Reincarnate
- 6th Level Spells Tenser's Transformation, Otherworldly Form
- 8th Level Spells Animal Shapes
- 9th Level Spells Mass Polymorph, True Polymorph
Actions
Multiattack The biomancer gains the following effect on its next spell effect at the start of its turn (if available)
Biomantic Devolution Whenever a creature fails a saving throw or is hit with a spell effect from the biomancer, it must roll an additional d8 to determine the following additional effects until the end of its next turn.
1. Mute The target loses its ability to formulate intelligent thoughts or communication. For the duration of this effect, creatures activate items, understand language, cast spells, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.
2. Shrink The target instantly begins to shrink. For the duration of this effect, that creature shrinks to two sizes smaller (minimum of Tiny), and its movement speed is halved. Additionally, any Strength or Dexterity based attacks it makes for the duration deal half damage.
3. Feral Evolution The target is transformed into a harmless beast. For the duration, the target is transformed into a CR 0 beast of the biomancer's choice. The effects of this ability are identical to that of Polymorph.
4. Sensory Impairment The target can no longer use its natural senses. It is considered blinded and deafened for the duration of this effect.
5. Bioluminescent Skin Upon a failed saving throw, the target's skin begin to supernaturally glow. For the duration of this effect, the target gives off a bright light in a 10ft. radius and dim light and additional 10ft. While emitting this light, that creature cannot benefit from half cover, three-fourth's cover, or being hidden. Additionally, attacks against it have advantage for the duration.
6. Double Devolution Upon rolling a 6, that creature suffers two effects of the biomancer's choice.
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Conjurer
- Challenge Rating Increases by 2
Bound Summons Upon successfully using Counterspell or Dispel Magic on a magically summoned creature, the conjurer can choose to cause that creature to become friendly towards it and obeys its commands until the conjurer uses this feature again or that particular summoning spell's duration ends.
A summoned creature bound to the conjurer;s will remains under their control for the duration of its respective spell effect. Commanding a creature controlled in this way requires no additional action and does not require concentration from the conjurer.
Conjurer's Focus The conjurer cannot lose concentration as a result of taking damage.
Conjurer's Casting The conjurer can cast a spell through the space of its summon as long as that creature is within 60ft. of the conjurer and the conjurer can see it.
Conjurer's Sight The conjurer can use its action to see through the senses of its summon as long as they are on the same plane of existence. While in this state, the conjurer is blinded and deafened to their own senses.
Greater Summons Creatures summoned by the conjurer gain 10 temporary hitpoint at the start of each of its turns and its attacks count as magical for the purpose of overcoming resistance.
Master Summoner The conjurer can concentrate on two spells at a time. This effect is limited to casting conjuration spells that summon a creature. Upon losing concentration, both spell effects end.
Spellcasting
The conjurer knows the following additional spells
- Cantrips Sword Burst
- 1st Level Spells Fog Cloud, Ice Knife
- 2nd Level Spells Dust Devil, Flock of Familiars, Summon Beast
- 3rd Level Spells Call Lightning, Summon Fey, Summon Shadowspawn, Tidal Wave
- 4th Level Spells Fabricate, Summon Aberration, Summon Construct, Summon Elemental
- 5th Level Spells Creation, Cloudkill, Summon Draconic Spirit, Summon Celestial
- 6th Level Spells Summon Fiend
- 7th Level Fire Storm, Mordenkainen's Magnificent Mansion
- 8th Level Spells Maze
- 9th Level Spells Blade of Disaster
Reactions
Conjurer's Link Whenever the conjurer takes damage, they can use their reaction to teleport and swap locations with their summon as long as it is within 60ft. of them. Upon using this feature, the conjuration takes no damage as the summon takes it instead.
Diviner
- Challenge Rating Increases by 2
- Languages Any
Arcane Accuracy The diviner can ignore bonuses granted by half or three fourth's cover
Divining Sight the diviner's vision is not hinder by being heavily obscured or magical darkness.
Third Eye The diviner can see creatures hidden by invisibility, hidden by illusions or shapechangers that are not in their true form.
Foresight Whenever the diviner has advantage, it can roll three times taking the highest result. If a creature suffers disadvantage on attacks against the diviner or if they have disadvantage against the diviner's spell effects, it must roll three times and take the lowest
Preternatural Awareness The divination has advantage on Perception checks and initiative. Additionally, the diviner cannot be surprised while it is not incapacitated.
Spellcasting
The diviner knows the following additional spells
- Cantrips Guidance, True Strike
- 1st Level Spells Comprehend Languages, Gift of Alacrity, Hunter's Mark
- 2nd Level Spells Augury, Borrowed Knowledge, Detect Thoughts, Fortune's Favor, Locate Animals and Plants, Locate Object, Mind Spike
- 3rd Level Spells Clairvoyance, Tongues
- 4th Level Spells Arcane Eye, Divination, Locate Creature
- 5th Level Spells Legend Lore
- 6th Level Spells True Seeing
- 9th Level Spells Foresight
Actions
Multiattack The diviner gains the following effect on its next spell effect at the start of its turn (if available)
Portent At the start of its turn, the diviner can roll two d20s. The diviner can replace any attack roll, ability check, or saving throw for itself or a creature it can see within range with any one of these rolls (no action required).
These portents last until the diviner finishes a long rest, expends them, if it uses this feature again, or if it is incapacitated or dies.
Illusionist
- Challenge Rating Increases by 2
- Languages Any
Master Illusionist The illusionist can concentrate on two spells at a time. This effect is limited to casting illusion spells that do not deal any damage. Upon losing concentration, both spell effects end.
Rapid Illusion When the illusionist casts an illusion spell that has a casting time of an action, it can choose to cast the spell as a bonus action instead.
Spellcasting
The illusionist knows the following additional spells
- Cantrips Minor Illusion
- 1st Level Spells Color Spray, Disguise Self, Silent Image
- 2nd Level Spells Blur, Mirror Image, Nalthair's Mischief, Phantasmal Force
- 3rd Level Spells Fear, Hypnotic pattern, Major Image
- 4th Level Spells Hallucinatory Terrain, Phantasmal Killer
- 5th Level Spells Creation, Dream, Seeming
- 6th Level Spells Mental Prison, Programmed Illusion
- 7th Level Spells Project Image, Mirage Arcane
- 8th Level Spells Illusory Dragon
- 9th Level Spells Weird
Actions
Multiattack The illusionist gains the following effect on its next spell effect at the start of its turn (if available)
Illusory Projection The illusionist chooses a space that it can fit into within 60ft. of it. This illusion exists in its own space and the chose space simultaneously until the end of its next turn. Whenever it moves or takes an action, it chooses to make through its own space or the illusion's. The illusion can move up to 30ft. on the mage's turn(no action required).
The illusion is immune to all damage and conditions.
Bonus Actions
Malleable Illusion The illusionist can change the nature of an illusion(within the parameters of its spell effect)
Reactions
Illusory Self Whenever the illusionist is targeted by an attack, it can cause the attack to automatically miss as an illusory double interposes between the mage and the attack.
Enchanter
- Challenge Rating Increases by 2
Frightful Paranoia Creatures frightened by the enchantment mage consider all creatures it can see within range as the source of its fear
Split Enchantment Whenever the enchanter cast an Enchantment spell that targets a single creature, it can choose to target one additional creature within range.
Unbreakable Charm Creatures charmed by the enchanter cannot repeat their saving throws upon taking damage.
Forgetful Charm Whenever a creature is charmed by the enchanter, it is unaware of the enchanter's magic influencing its mind. Additionally , it cannot remember the time it was charmed for a number of hours equal to level of the spell cast. Upon ending a spell effect that charms a creature, the creature is unaware the enchanter charmed it.
Master Enchanter The enchanter can concentrate on two spells at a time. This effect is limited to casting enchantment spells that target only one creature at a time and do not deal damage. Upon losing concentration, both spell effects end.
Spellcasting
The enchanter knows the following additional spells
- Cantrips Friends
- 1st Level Spells Charm Person, Dissonant Whispers, Sleep
- 2nd Level Spells Calm Emotion, Enthrall, Hold Person Suggestion
- 3rd Level Spells Enemies Abound, Fast Friends, Hypnotic Pattern
- 4th Level Spells Charm Monster, Compulsion, Confusion
- 5th Level Spells Dream, Dominate Person, Geas, Modify Memory, Hold Monster, Synaptic Static
- 6th Level Spells Mass Suggestion
- 7th Level Power Word Pain
- 8th Level Spells Antipathy/Sympathy, Dominate Monster, Feeblemind, Power Word: Stun
- 9th Level Spells Power Word Kill
Reactions
Counter Enchantment Whenever the enchanter succeeds a saving throw when a creature targets it with an enchantment spell that targets only the enchanter, it can use its reaction to reflect the effect back on the caster. Upon a failed saving throw, it suffers from the spell instead. The spell uses the enchanter's spell DC instead of the casters.
Evoker
- Challenge Rating Increases by 2
Potent Spell The evoker can ignore resistance or immunity to its spell's damage effects. Additionally, creatures cannot benefit from advantage on saving throws against spell effects.
Spell Carver Whenever the evoker casts a spell that target multiple creatures, it can choose any number of creatures (equal to the spell's level) it can see within range to succeed. Creatures that succeed their saving throw in this manner take no damage and are completely unaffected by that spell
Spellcasting
The evoker knows the following additional spells
- Cantrips Shocking Grasp, Ray of Frost
- 1st Level Spells Chaos Bolt, Thunderwave
- 2nd Level Spells Scorching Ray, Rime's Bind Ice
- 3rd Level Spells Lightning Bolt, Melf's Minute Meteors
- 4th Level Spells Ice Storm, Web of Fire
- 5th Level Spells Bigby's Hand
- 6th Level Spells Otiluke's Freezing Sphere
- 7th Level Spells Whirlwind
- 8th Level Spells Earthquake
- 9th Level Spells Prismatic Wall
Actions
Multiattack The evoker gains the following effect at the start of its turn (if available)
Overcharged Spell(Recharge 5-6) When the evoker uses this ability, its next spell effect deals maximum damage until the end of its next turn.
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Blood Mage
- Resistances Necrotic, Poison
- Challenge Rating Increases by 2
Blood Wither A creature that fails a saving throw against the blood mage's spell effect or is hit by its spell attacks, it cannot regain hitpoints until the end of its next turn.
Blood Siphon Whenever the blood mage reduces a creature to 0 hitpoints with a spell effect of 1st level or higher, it regains 7(2d6) hitpoints for each level of the spell cast. It can only benefit from this feature once on each of its turns.
Sanguine Endurance The blood mage is not affected from having their hitpoint maximum reduced.
Spell Blood Whenever the blood mage successfully uses Counterspell or Dispel Magic on a spell effect, they regain 7(2d6) hitpoints for each level of the spell dispelled.
Spellcasting
The blood mage knows the following additional spells
- Cantrips Toll the Dead
- 1st Level Spells Inflict Wounds
- 2nd Level Spells Hold Person, Enervation Ray
- 3rd Level Spells Vampiric Touch
- 4th Level Spells Blight
- 5th Level Spells Contagion, Enervation
- 6th Level Spells Harm
- 7th Level Spells Tether Essence
- 8th Level Spells Abi-dalzim's Horrid Wilting
- 9th Level Spells Time Ravage
Bloodcasting
The blood mage is able to cast spells using their blood to amplify the effect. Upon using blood casting, it takes 2d6 necrotic for each level of the spell cast. Upon using this feature, they gain access to one of the following effects
- Blood Spell The blood mage can cast a spell without expending spell slots
- Blood Fuel The blood mage's spell can deal maximum damage instead of rolling
- Blood Power Creatures have disadvantage on their saving throws against that spell
Actions
Multiattack The blood mage gains the following effect at the start of its turn (if available)
Blood Siphon(Recharge 5-6) The blood mage is able to use the blood of another creature to fuel their Bloodcasting. On creature within 60ft. of the blood mage must make a Constitution saving throw equal to the blood mage's spellcasting DC. On a failed saving throw, it takes 7(2d6) necrotic damage for each level of the spell cast and the blood mage can use one of its Blood Casting abilities. A creature can choose to fail this saving throw.
On a successful saving throw, creatures are unaffected and the blood mage can only use its Blood Casting as normal.
Reactions
Blood Link While concentrating on a spell effect, whenever the blood mage takes damage, it can choose to take half damage as a reaction. One creature of the blood mage's choice within 30ft. of it, takes necrotic damage equal to half the damage dealt.
Graviturgist
- Challenge Rating Increases by 1
Gravitational Effect
Whenever creature fails a saving throw against the graviturgist's spell effect or is hit by its spell attacks, it suffers one of the following effects of the graviturgist's choice.
- Gravitation Pull That creature is moved an additional 10ft in a direction of the graviturgist's choice.
- Gravitational Pressure That creature has its movement speed reduced by an additional 10ft until the end of its next turn.
- Gravitational Spike A creature that is prone must spend its full movement to stand up
Gravitational Pull
While concentrating on a spell effect, the graviturgist can choose one of the following effects.
- Antigravity The graviturgist can levitate and hover up to 10ft. off the ground. Additionally, the graviturgist can take the Dash action as their bonus action and they have advantage on Dexterity saving throws.
- Gravitational Attraction The graviturgist counts as one size larger and has advantage on Strength saving throws. For the duration of this effect, creatures of its choice that are its size or smaller within 10ft. of the Graviturgist have their movement speed halved for the duration.
Spellcasting
The graviturgist knows the following additional spells
- Cantrips Sapping Sting
- 1st Level Spells Magnify Gravity
- 2nd Level Spells Immovable Object
- 3rd Level Spells Pulse Wave
- 4th Level Spells Gravity Sinkhole
- 5th Level Spells Telekinesis
- 6th Level Spells Gravity Fissure
- 7th Level Spells Reverse Gravity
- 8th Level Spells Dark Star
- 9th Level Spells Ravenous Void
Reactions
Gravitational Acceleration Whenever a creature takes fall damage or is hit with a weapon attack, the graviturgist can use its reaction to accelerate the attack or target causing that creature to take double damage.
Gravitational Redirection If the graviturgist is targeted with a weapon attack, it can force the target to make a Strength saving throw. On a failed saving throw, the attack misses and the graviturgist can make a spell attack against another creature within that weapon's range. Upon a hit, that creature takes double damage.
Chronomancer
- Challenge Rating Increases by 1
Temporal Insight The chronomancer has advantage on initiative checks
Temporal Preparation (replaces Battle Preparation) When the chronomancer first rolls initiative, it can cast two spells on its self as part of this action. This spell effect must have a range of self and only affect the caster.
Temporal Reaction The chronomancer can take a reaction at the end of every creatures turn.
Spellcasting
The chronomancer knows the following additional spells
- 1st Level Spells Gift of Alacrity
- 2nd Level Spells Fortune's Favor, Wristpocket
- 3rd Level Spells Hunger of Hadar, Blink
- 5th Level Spells Temporal Shunt
- 6th Level Spells Arcane Gate, Drawmij's Instant Summons
- 7th Level Spells Mordenkainen's Magnificent Mansion
- 8th Level Spells Reality Break
- 9th Level Spells Astral Projection, Gate, Time Ravage, Time Stop
Actions
Multiattack The chronomancer gains the following effect at the start of its turn (if available)
Temporal Acceleration (Recharge 5-6) The chronomancer is able to accelerate itself through time. Upon using this feature, it can choose to take another turn at its initiative count -10 (minimum of 1). This effect only lasts until the start of the next round.
Reactions
Temporal Strike The chronomancer can rewind time to force a creature to suffer from its wounds a second time. Whenever a creature within 60ft. of the chronomancer that it can see takes damage, it can force the target make a Charisma saving throw against its spell save DC. If it fails its saving throw, it can take that damage again.
Temporal Correction Whenever the chronomancer or a creature it can see within 60ft. of it makes an attack roll, ability check, or saving throw, the chronomancer can cause it reroll the result taking the new roll instead.
Transmuter
- Challenge Rating Increases by 1
Rapid Transmutation If the transmuter casts a transmutation spell with a casting time of an action, it can choose to use a bonus action instead.
Linked Transmutation Upon casting a transmutation spell with a range of self, it can choose to target a number of additional creatures equal to the spell's level.
Master Transmuter The transmuter can concentrate on two spells at a time. This effect is limited to casting transmutation spells that do not damage a creature. Upon losing concentration, both spell effects end.
Split Transmutation Upon casting a transmutation spell that targets only one creature, the transmuter can one additional creature instead.
Transmuter Stone
While concentrating on a spell effect of 1st level or higher, the transmuter and a number of creatures equal to its Intelligence bonus gains the one of the following abilities. It can roll a d8 to determine the effects
- Transmuted Resilience The transmuter gains advantage on one saving throw of its choice.
- Transmuted Resistance The transmuter gains resistance on one damage type of its choice
- Transmuted Immunity The transmuter grants immunity to one of the following conditions: Blinded, Charmed, Deafened, Frightened, Exhausted, Paralyzed Poisoned, or Stunned
Spellcasting
The transmuter knows the following additional spells
- 1st Level Spells Feather Fall, Jump
- 2nd Level Spells Alterself, Darkvision, Heat Metal, Spider Climb
- 3rd Level Spells Elemental Weapon
- 4th Level Spells Fabricate, Polymorph, Stone Shape
- 5th Level Spells Animate Objects, Creation, Passwall, Skill Empowerment
- 6th Level Spells Create Homunculus, Otherworldly Guise
- 7th Level Spells Draconic Transformation, Etherealness
- 9th Level Spells Mass Polymorph, Shapechange, True Polymorph
Tomeblade
- Armor Class 12 + Intelligence modifier (Mage Armor)
- Challenge Rating Increase by 1
Arcane Strike When the tomeblade hits a creature with a spell attack it suffers disadvantage on the next saving throw against the tomeblade's spell effects
Battle Focus The tomeblade cannot lose concentration as a result of taking damage.
Battle Weave Upon casting a spell of 1st level or higher, the tomeblade can deal an additional 5(1d8) force damage for each level above 1st that the tomeblade casts to its next weapon damage roll until the start of its next turn. The tomeblade can only benefit from this feature once on each of its turns.
First Strike The tomeblade has advantage on initiative checks
Mage Armor The tomeblade can add their Intelligence modifier to their Armor class (already included)
Combat Mage When a creature makes a saving throw against the tomeblade's spell effects while one of the bladesinger's allies are within 5ft. of it, that creature has disadvantage on its saving throw. This effect only applies to spell effects that target only one creature.
Magical Attack The tomeblade's weapon attacks count as magical for the purpose of overcoming resistance.
tomeblade Whenever the tomeblade makes a melee weapon attack, it can use Intelligence instead of Strength or Dexterity.
War Caster The tomeblade can cast a spell against a creature that provokes attacks of opportunity.
Spellcasting
The tomeblade knows the following additional spells
- Cantrips Booming Blade, Green-flame Blade, Sword Burst
- 2nd Level Spells Shadow Blade
- 3rd Level Spells Conjure Barrage
- 5th Level Spells Conjure Volley
- 6th Level Spells Blade Barrier
- 7th Level Spells Mordenkainen's Sword
- 9th Level Spells Blade of Disaster
Actions
Multiattack The tomeblade can make cast a spell and make a weapon attack on their turn.
Tomeblade Melee Weapon Attack, spell attack modifier to hit, 5ft., one target. Hit:(1d10+Int) slashing damage. The tomeblade counts as an arcane focus
Reaction
Spell Shield Whenever the tomeblade takes damage, it can expend a spell slot to reduce the damage by 5 for every spell level expended
Necromancer
- Challenge Rating Increases by 1
Arcane Necromancy Undead creatures summoned or created by the necromancer are immune to effects that turn the dead.
Arcane Phylactery Upon dropping to 0 hitpoints, the necromancer can spend any number of spell slots to regain a 5 hitpoints for each spell slot level expended.
Bind the Dead Upon successfully using Counterspell or Dispel Magic on a magically summoned undead, the necromancer can choose to cause that creature to become friendly towards it and obeys its commands until the necromancer uses this feature again or that particular summoning spell ends.
A summoned undead bound to the necromancer's will remains under the necromancer's control for the duration of the respective spell effect. Commanding a creature controlled in this way requires no additional action and does not require concentration from the necromancer.
Inevitable Death If the necromancer reduces a creature to 0 hitpoints with its spell effects, that creature is immediately killed.
Master Necromancer The necromancer can concentrate on two spells at a time. This effect is limited to casting necromancy spells that summon an undead creature. Upon losing concentration, both spell effects end.
Soul Siphon Whenever the necromancer reduces a creature to 0 hitpoints with a spell effect of 2nd level or higher, it regains an expended spell slot one level lower than the original spell.
Undead Thrall Undead summoned by the necromancer gain 10 temporary hitpoint at the start of each of its turns and their attacks count as magical for the purpose of overcoming resistance.
Spellcasting
The necromancer knows the following additional spells
- Cantrips Chill Touch, Toll the Dead
- 1st Level Spells False Life
- 2nd Level Spells Ray of Enfeeblement
- 3rd Level Spells Animate Dead, Summon Undead
- 4th Level Spells Blight
- 5th Level Spells Danse Macabre, Negative Energy Wave
- 6th Level Spells Circle of Death, Creature Undead, Harm Magic Jar, Soul Cage
- 7th Level Spells Finger of Death, Tether Eseence
- 8th Level Spells Abi-Dalzim's Horrid Wilting, Clone
- 9th Level Spells Time Ravage
Theurge
- Languages Abyssal, Celestial, Infernal
- Challenge Rating Increases by 1
Divine Light When the theurge casts a spell that gives off light, it counts as sunlight.
Hallowed Magic Celestials, Fiends, and Undead have disadvantage on saving throws against the theurge's spells
Hallowed Wards Celestials, Fiends, and Undead have disadvantage on attack rolls against the Theurge. Additionally, the Theurge has advantage on saving throws against their spells and effects.
Theurgic Annihilation Whenever the Theurge reduces a Celestial, Fiend, or Undead to 0 hitpoints, that creature is immediately destroyed and does not return to its plane of origin.
Spellcasting
The theurge knows the following additional spells
- Cantrips Guidance, Light, Thaumaturgy, Sacred Flame, Toll the Dead
- 1st Level Spells Detect Evil and Good, Bless, Bane, Guiding Bolt, Protection from Evil and Good, Shield of Faith
- 2nd Level Spells Spiritual Weapon, Zone of Truth
- 3rd Level Spells Daylight, Remove Curse, Spirit Guardians, Summon Undead
- 4th Level Spells Sickening Radiance
- 5th Level Spells Hallow, Flame Strike, Infernal Calling, Summon Celestial, Wall of Light
- 6th Level Spells Summon Fiend, Sunbeam, Heal
- 7th Level Spells Crown of Stars, Divine Word, Temple of the Gods, Power Word: Pain
- 8th Level Spells Sunburst
- 9th Level Spells Gate, Wish
Technomancer
- Challenge Rating Increases by 1
Magic Sense The technomancer can pinpoint the location of a magical effect or item within 120ft. of it.
Deconstruction Magic Constructs have disadvantage on saving throws against the technomancer's spells
Siege Magic The technomancer deals double damage to building and objects
Magitech Wards Constructs have disadvantage on attack rolls against the technomancer.
Magitech Caster The technomancer can ignore verbal and somatic components for spells as long as it uses a material component of its choice instead.
Spellcasting
The technomancer knows the following additional spells
- Cantrips Mage Hand, Minor Illusion, Mending, Prestidigiation
- 1st Level Spells Tenser's Floating Disk, Unseen Servant
- 2nd Level Spells Levitate, Spiritual Weapon
- 3rd Level Spells Galdr's Tower, Lightning Bolt, Major Image, Tiny Servant
- 4th Level Spells Arcane Eye, Fabricate, Otiluke's Resilent Sphere, Summon Construct
- 5th Level Spells Animate Object, Bigby's Hand, Creation
- 6th Level Spells Blade Barrier, Chain Lightning, Disintegrate, Programmed Illusion
- 7th Level Spells Mirage Arcane, Mordenkainen's Sword
- 8th Level Spells Antimagic Field
- 9th Level Spells Sword of Disaster, Invulnerability
Runecaster
- Challenge Rating Increases by 1
Adaptive Runes When the rune caster deals damage with a spell, it can change the damage type to another of its choice.
Symbiotic Runes When the rune caster casts a spell effect that targets only the runecaster, it can choose one willing creature within 30ft. of it to gain the benefits of the spell as well.
Contingency Rune(1/day) When the runecaster is reduced to 0 hitpoints, it drops to 1 hitpoint and can cast a spell of its choice(of a level that it can cast) without expending a spell slot.
Focusing Rune(1/short rest) The rune caster can concentrate on two spells at the same time. Upon losing concentration, both spell effects immediately end
Spellcasting
The runecaster knows the following additional spells
- Cantrips Magic Stone, Message
- 1st Level Spells Catapult, Shield of Faith, Tenser's Floating Disk
- 2nd Level Spells Spiritual Weapon
- 3rd Level Spells Magic Circle, Protection from Elements
- 4th Level Spells Arcane Eye, Fabricate, Otiluke's Resilent Sphere
- 5th Level Spells Animate Object, Circle of Power, Telekinesis
- 6th Level Spells Globe of Invulnerability
- 7th Level Spells Symbol
- 8th Level Spells Holy Aura
- 9th Level Spells Invulnerability
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Racial NPC Variants
The following templates in the following sections allows you to make any encounter feel much more immersive. The following templates outlining special abilities for the various player races that are used for character customization. Unlike many of the other templates, these variants provide only a small number of additional features as the goal of these templates is to add minor changes that are significant enough to enable players to identify different tactics or abilities associated with each official player race.
After all, a guard's defining features should come from the guard statblock, but add a couple of additional traits to differentiate an air genasi guard from their elven partner is enough to make a simple encounter a lot more exciting and immersive.
Using Racial NPC Templates
It is important to note that many of these templates do not share the base characteristics as seen from character creation guides. It is important to note that the options presented in the character creation guides were to be used for player characters, which possess a different design philosophy than most monsters. Instead, these templates focus on translating a lot of these abilities as abilities intented for NPC characters. So many features have been altered to minimize bookkeeping and usability for the DM.
Additionally, it is important to note that some of the racial variant templates may include abilities that may already be present in their base statblock. If this is the case, these abilities do not stack but use the strongest version(if any) of that same effect.
Racial Subrace Templates
Also as a final note, these NPC variants do not include any design considerations for many racial subraces. The reason for this approach is that a lot of the racial subraces can be quite campaign dependent making it hard to design a template that can be usable for any campaign. However, if the DM wishes to implement additional traits, a good way to implement these additions is to identify one trait that makes a particular subrace different from the rest of their kind and design an ability around that feature. Similarly For example, if you wanted to implement a subrace of goliaths based on Fire Giants, adding fire resistance to the Goliath Race template would be a great place to start.
Aarakokra
- Languages Aarakokra, Auran
- Movement 60ft. fly
Eagle Eye The aarakokra has advantage on Wisdom(Perception) checks that rely on sight
Flyby The aarakokra can fly outside a creature's reach without provoking attacks of opportunity
Aasimar
- Languages Celestial
- Damage Resistance Radiant, Necrotic
- Senses Darkvision 60ft.
Illumination As a bonus action, the Aasimar can give off a bright light in a 10ft. radius and dim light an additional 10ft. This light counts as sunlight. The aasimar can dismiss this light with no action required.
Air Genasi
- Languages Aura, Primordial
- Damage Resistance Thunder
Slow Fall When the air genasi falls, it can make a DC 10 Dexterity saving throw. On a failed saving throw, it takes half damage and fall prone. On a successful saving throw, it takes no damage and is not knocked prone. The DC increases by 1 for every 10ft. above 30ft. that the genasi falls
Unending Breath The air genasi does not need to breathe
Bugbear
- Languages Goblin
- Senses Darkvision 60ft.
Long Reach The bugbear's melee attacks have an increased reach of 5ft.
Bonus Action
Skulker The bugbear can use its bonus action to Hide
Changeling
- Languages Two of Choice
Shapeshift As an action, the changeling can change its appearance and its voice. the changeling determine the specifics of the changes, including its coloration, hair length, and sex. The changeling can also adjust its height and weight, but not so much that its size changes. The changeling can make itself appear as a member of another race, though none of your game statistics change. The changeling can't duplicate the appearance of a creature it has never seen, and it must adopt a form that has the same basic arrangement of limbs that the changeling has. Its clothing and equipment aren't changed by this trait.
Mimicry The changeling can mimic sounds it has heard, including voices. A creature that hears the sounds the changeling makes can tell they are imitations with a successful Wisdom (Insight) check opposed by its Charisma (Deception) check.
Dragonborn
- Languages Draconic
- Damage Resistances Acid, Cold, Fire, Lightning, Poison(choose 1)
Actions
Dragon's Breath(Recharge 5-6) Creatures in a 10ft. cone must succeed a Dexterity saving throw equal to 8 + the dragonborn's Constitution modifier + its proficiency bonus. On a failed saving throw, creatures take acid, cold, fire, lightning, poison (matches it's damage resistance) damage equal to a number of d10s equal to the dragonborn's proficiency bonus
Dhampir
- Languages One of choice
- Senses Darkvision 120ft.
- Damage Resistances Necrotic
Gloom Sight The dhampir's vision is not obscured by magical darkness.
Spider Climb The dhampir can climb difficult surfaces(including ceilings) without having to make an ability check
Drow
- Languages Elven, Undercommon
- Senses Darkvision 120ft.
Gloom Sight When the drow's vision is not obscured by magical darkness
Fey Ancestry The drow has advantage on saving throws against being charmed
Dwarf
- Languages Dwarven
- Damage Resistance Poison
- Senses Darkvision 60ft.
Dwarven Resilience The dwarf has advantage on saving throws against being poisoned or diseased.
Dwarven Endurance When dwarf fails a saving throw against an Constitution saving throw that deals damage, it takes half damage instead and none on a success
Earth Genasi
- Languages Terran, Primordial
- Movement 30ft., Climb
- Senses Tremorsense 30ft.
Earthen Stride The earth genasi can move through rocky terrain without having to make an ability check or expending additional movement speed
Bonus Actions
Stone Camouflage The earth genasi can use its bonus action to Hide when lightly obscured by rocky terrain
Elf
- Languages Elven
- Senses Darkvision 60ft.
Elven Perfection When the elf has an ability check, attack roll, saving throw, it can roll the die three times instead of twice
Fey Ancestry The elf has advantage on saving throws against being charmed
Fairy
- Languages Sylvan
- Movement 30ft. fly
Flyby the fairy can fly outside a creature's reach without provoking attacks of opportunity
Fey Ancestry The fairy has advantage on saving throws against being charmed
Nimble The fairy can move through the space of a creature at least one size larger than it without expending additional movement
Firbolg
- Languages Giant
Powerful Build The firbolg counts as one size larger. However, its physical size is still Medium
Fey Ancestry The firbolg has advantage on saving throws against being charmed
Fire Genasi
- Languages Ignan, Primordial
- Damage Resistance Fire
- Senses darkvision 60ft.
Heated Body When the fire genasi is grappled or hit with a melee weapon attack while within 5ft. of a creature, it can choose to deal 5(1d8) fire damage to the attacker
Illumination As a bonus action, the fire genasi can give off a bright light in a 10ft. radius and dim light an additional 10ft. This light counts as sunlight. The fire genasi can dismiss this light with no action required.
Goblin
- Languages Goblin
Diminutive Tactics The goblin has advantage on attack rolls against creatures at least one size larger than it
Nimble The goblin can move through the space of a creature at least one size larger than it without expending additional movement
Goliath
- Damage Resistances Cold
- Languages Giant
Giant's Blood The gobliath has advantage on Strength ability checks and saving throws against creatures at least one size smaller than it
Powerful Build The goliath counts as one size larger. However, its physical size is still Medium
Gnome
- Languages Gnome
Magical Resistance The gnome has advantage on saving throws against spells and magical effects
Nimble The gnome can move through the space of a creature at least one size larger than it without expending additional movement
Grung
- Languages Grung
- Damage Immunities Poison
- Condition Immunities Poisoned
- Movement 30ft. swim
Amphibious the grung can breathe in air and in water
Leap The grung can spend any amount of movement speed to vertically or horizontally jump that distance without a running start.
Poison Skin When the grung is grappled or hit with a melee weapon attack while within 5ft. of a creature, it is poisoned until the end of its next turn
Halfling
- Languages Halfling
Brave The halfling has advantage on saving throws against being frightened
Luck When the halfling rolls a 1 on an ability check, saving, throw, or ability check, the halfling can roll again taking the new result.
Nimble The gnome can move through the space of a creature at least one size larger than it without expending additional movement
Hexblood
- Languages Sylvan
Fey Resilience The hexblood has advantage on saving throws against being charmed
Magic Resistance The hexblood has advantage on saving throws against spells and magical effects
Hobgoblin
- Languages Hobgoblin
Brave the Hobgoblin has advantage on saving throws against being charmed or frightened
Luck When the hobgoblin rolls a 1 on an ability check, saving, throw, or ability check, the hobgoblin can roll again taking the new result.
Humans
- languages Human and one language of choice
Natural Luck When the human rolls a 1 on an attack roll, ability check, or saving throw, it can roll the d20 again taking the new result.
Human Determination(Recharge 5-6) When the human makes an attack roll, ability check or saving throw, it can do so with advantage.
Kalashtar
- Damage Resistances Psychic
- Languages Telepathy 30ft.
Mental Fortitude the kalashtar has advantage on saving throws against effects that would charm or frighten it
Kenku
Mimicry The kenku can mimic sounds it has heard, including voices. A creature that hears the sounds the kenku makes can tell they are imitations with a successful Wisdom (Insight) check opposed by its Charisma (Deception) check.
Action
Ventriloquism The kenku can make its own sounds appear as if they originate from a point within 30ft. of the kenku. A creature that hears the sounds the kenku makes can tell they are imitations with a successful Wisdom (Insight) check opposed by its Charisma (Deception) check.
Kobold
- Languages Draconic
- Senses Darkvision 60ft.
Pack Tactics The kobold has advantage on attack rolls against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
Nimble The kobold can move through the space of a creature at least one size larger than it without expending additional movement
Lizardfolk
- Languages Draconic
- Movement 30ft. swim, 30ft. climb
Hold Breath The lizardfolk can hold its breath for 15 minutes.
Spider Climb The lizardfolk can climb difficult surfaces(including ceilings) without having to make an ability check
Loxodon
- Languages Loxodon
Powerful Build The loxodon counts as one size larger. However, its physical size is still Medium
Bonus Actions
Prehensile Trunk The loxodon can use its bonus action to Interact with an object or make a single melee weapon attack
Minotaur
- Languages Minotaur
Charge If the minotaur moves at least 20ft. on its turn and makes a melee weapon attack on the same turn, it can deal an additional 2d6 damage. On a hit, the target must succeed a Strength saving throw equal to 8 + the minotaur's Strength modifier + its proficiency bonus or all prone.
Powerful Build The minotaur counts as one size larger. However, its physical size is still Medium
Orc
- Languages Orc
Brutal Attack When the orc deals a critcal hit, it can triple the damage die instead of doubling it.
Relentless(1/day) When the orc is reduced to 0 hitpoints, it regains 1 hitpoint instead
Owlin
- Languages Owlin
- Movement 30ft. fly
- Sense Darkvision 120ft.
Gloom Sight The owlin's vision is not obscured by magical darkness
Shadow Skulker While in dim light or darkness, the Owlin can use its bonus action to Hide
Reborn
- Languages Two of Choice
- Damage resistance Necrotic
Resurrection(1/day) When the reborn is reduced to 0 hitpoints, it regains 1 hitpoint instead
Undead Nature The reborn does not need to eat, drink, or sleep. The reborn is also considered to be a Undead.
Satyr
- Languages Sylvan
Fey Nature The satyr has advantage on saving throws against being charmed. It is also considered to be a Fey
Magic Resistance The satyr has advantage on saving throws against magical effects.
Shifter
- Langauges Shifter
- Senses Darkvision 60ft.
- Movement: 40ft., 40ft. swim, 40ft. climb (beast form only)
Keen senses The shifter has advantage on Wisdom (Perception) checks
Bonus Actions
Beast Shift As a bonus action, the shifter can enter into its hybrid beastform. It can remain in this state until it chooses to revert back or is reduced to 0 hitpoints.
Tabaxi
- Languages Tabaxi
- Senses Darkvision 60ft.
- Movement: 40ft.
Cat's Landing When the tabaxi falls, it can make a DC 10 Dexterity saving throw. On a failed saving throw, it takes half damage and fall prone. On a successful saving throw, it takes no damage and is not knocked prone. The DC increases by 1 for every 10ft. above 30ft. that the tabaxi falls
Bonus Actions
Feline Agility As a bonus action, the tabaxi can use its bonus action to Dash.
Tiefling
- Languages Abyssal and Infernal
- Damage Resistances Fire
- Senses Darkvision 60ft.
Devil Sight The tiefling's vision is not obscured by magical darkness
Tortle
- Languages Aquan, Draconic
Hold Breath The tortle can hold its breath for 15 minutes.
Powerful Build The tortle counts as one size larger. However, its physical size is still Medium
Reactions
Shell Defense The tortle can use its reaction take half damage when it takes damage.
Triton
- Languages Aquan
- Damage Resistances Cold
- Senses Darkvision 60ft.
- Movement 30ft. swim
Amphibious The triton can breath in air and in water
Nimble Swimmer The triton can swim outside a creature's reach without provoking attacks of opportunity
Warforged
- Languages Two languages of its choice
- Damage Immunities Poison
- Condition Immunities poisoned
Constructed Nature The warforged does not need to eat, drink, or sleep. The warforged is also considered to be a Construct.
Yuan-ti
- Languages Abyssal, Draconic
- Damage Immunities Poison
- Senses Darkvision 60ft
- Condition Immunities poisoned
Magic Resistance The yuan-ti has advantage on saving throws against spells and magical effects
![](https://cdna.artstation.com/p/assets/images/images/036/482/092/large/zezhou-chen-web.jpg?1617797264)
![](https://watercolors.giantsoup.com/phb/phb_top/0002.png)
A special Thanks to my Patrons
Mythic Patrons
Bobert, Chandlor D. Strijb, Daniel C., Daniel M., Jake C., Kandros V., Marshmellow Owlbear, micsma1701, shrike, Tom L.y
Legendary Patrons
Adiin JKR, Cecil M., Eddie, James, Kate, Matteo S. PETE, Sir Prize, Steven K.
Epic Patrons
Aaron S., Adendrachi, Andreas A., Brad E., Captain Blackwood, Chad I., cptyossarian, Damien T. David I., Dharmatrails, Douglas B., Flamerules3, Frak, Glenn S. Ihileath, Jacob S. James B., Jordan B., Joseph L., Justin R. Nathan S., Particle Man, Payden N., Peter R., Razi R., Saji K., tallon m., Thomas P. Valken
Art Credits
Cover Art: John Stanko
Table of Contents: Livia Prima
Fisherman: Konstantin Porubov
Folk Hero: Howard Lyon
Medic: Josu Hernaiz
Sailor: Ryan Pancoast
Scholar: Mitchel Malloy
Guild Rogue: Chasestone
Street Mage: Clint Cearly
Queen of Thieves: Magali Villenueve
Assassin: Uriah Voth
Master Assassin Michael C Hayes
Mage Assassin Anna Steinbaur
Bounty Hunter Scott Murphy
Wildling Savage: Dave Kendall
Wildling Beaslord: Lius Lasahido
Arctic Wildling: Anna Steinbauer
Wildling Chieftain Alex Konstad
Artificer Armorer: Johann Bodin
Artificer Gunmaster: Raymond Swanland
Artificer Mechlord: Toni Foti
Artificer Golemancer: Wesley Burt
Artificer Tinkerer: Grzegorz Rutkowski
Alchemical Blaster: Jakub Kasper
Biotech Artificer: Ryan Barger
Cybertech Artificer: Svetlin Velinov
Barbarian Rager: Andrew Mar
Barbarian Paragon: Lie Setiawan
Barbarian Ragelord: Lie Setiawan
Mistrager: Anna Steinbauer
Stormrager: Brian Sola
Bard Wayfarer: Randy Gallegos
Bard Adventurer: Eelis Kyttanen
Master Bard: Chase Stone
Luck Bard: Johannes Voss
Spellward Bard: Magali Villeneuve
Animated Object: Craig J Spearing
Blood Hunter Initiate: Steve Prescott
Blood Hunter Adept: Steve Prescott
Master Blood Hunter: Ryan Barger
Fey Cleric Marta Nael
Cleric Acolyte Manuel Castanon
Cleric Priest William Murai
Eternal Flame Cultist: Edgar Sanchez Hidalgo
Cultist Executioner: Steve Prescott
Cultist Invoker: Tyler Walpole
Cultist Summoner: Ekaterina Burmak
Cultist Herald: Anastasia Ovchinnikova
Cult Leader: Mike Daarken Lim
Cultist Hand: Jihun Lee
Great Old One Cultist: Mike Daarken Lim
Divine Cultist: Billy Christian
Undying Cultist: Tuan Dung Chu
Druidic Initiate: Jason Chan
Master Druid: Lie Setiawan
Beast Druid: Kimonas Theodossiou
Therian Druid: Nicolas Elias
Tidecaller Monk: Magali Villeneuve
Monk Initiate: Jack Wang
Monk Disciple: Clint Cearly
Phoenix Monk: Anna Steinbauer
Frostwind Monk: Magali Villeneuve
Earthbreaker Monk: Franciso Miyara
Kensei Monk: Viktor Titov
Open Hand Monk: Eric Deschamps
Tempest Monk: Jack Wang
Paladin Acolyte: Chris Rallis
Paladin Warrior: Aaron Miller
Paladin of the Flame: Wesley Burt
Ranger Scout: Yongjae Choi
Ranger Pathfinder: Jesper Ejsing
Ranger Beastmaster Tyler Jacobsen
Flame Warden: Dave E. Phillips
Gloomstalker: Daarken
Hell Hunter: Gabriel Ramos
Monster Hunter: Yongjae Choi
Moonblade: Kieran Yanner
Phase Runner: Ryan Pancoast
Tidekeeper: Jaime Jones
Sunblade: Daarken
Spellblade Novice: Ben Maier
Art Credits
![](https://watercolors.giantsoup.com/phb/phb_right/0001.png)
Spellblade Veteran: Peter Mohrbacher
Blood Knight: Peter Mohrbacher
Druidic Knight: Eric Deschamps
Magehunter: Chippy
Rift Knight: Yongjae Choi
Sunblade: Ben Maier
Time Knight: Dan Scott
Warriors: Lie Setiawan
Panther Cavalier: Grzegorz Rutkowski
Knights: Dan Scott
Angry Mob: Ryan Pancoast
Peacekeeper: Eric Deschamps
Battalion: Jedd Chevrier
Battlemage Battalion: Jason Rainville
Skysword and Cavalry Battalions: Jedd Chevrier
Mage Battle: Manuel Castanon
Mage Apprentice: Manuel Castanon
Mage Adept: Magali Villenueve
Archmage Kieran Yanner
Biomancer William Murai
Conjurer Hugh Pindur
Blood Mage Scott Murphy
Necromancer Anna Steinbauer
Adventurer Party Billy Christian
Art Credits Jakobus Uogintas
Adventurer Party Billy Christian
Patron Art Zezhou Chou
Back Cover Art: Victor Titov
Watercolor Stains: Jared Ondricek
About Me!
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