Table of Contents
Page | Content |
---|---|
3 | Part 1 - Subclasses |
4 | Artificer - Springan Specialist |
6 | Barbarian - Path of the Heretic |
7 | Bard - College of Despia |
8 | Cleric - Therion Domain |
9 | Druid - The Circle of Agryo |
11 | Fighter - Swordsoul |
13 | Monk - Way of the Golden Soul |
14 | Paladin - Oath of the Dogmatika |
16 | Ranger - Tri-Brigade |
17 | Rogue - Branded |
18 | Sorcerer - Splight Fused |
19 | Warlock - The Hole |
21 | Wizard - Icejade |
22 | Part 2 - Magic Items |
23 | Magic items A-E |
24 | Magic items F-L |
25 | Magic items P-Z |
26 | Part 3 - Custom Spells |
27 | Spell Lists |
29 | Spell Descriptions |
About this document
The goal of this document was to sort of fuse two of my interest Yu-Gi-Oh! and Dungeons & Dragons. This lead to me searching up lore on Yu-Gi-Oh! so that I can get a good basis of what theme or setting I wanted to do, eventually I settled on The Abyss lore (aka the whole Dogmatika setting).
I tried to capture the themes of each faction as best I could, or at the very least what their cards generally do, and translate those into sub-classes for each currently released D&D class. These sub-classes are in no way play tested or balanced, as I used sub-classes from current source books as a measure how abilities should work, and how often these abilities should be used.
In honesty though some of these classes (looking at you Icejade Wizard aka Buff Spellcaster) is just me wanting a different playstyle for each class.
Of course all the artwork used in this belongs to their original creators and I am no way making monetary gains from this. So if you paid for this document, you got ripped off.
I hope you enjoy what's in this book, any feedback is welcome, and have a great rest of your day!
-NoCode Gaming
- Send feedback to: n0codegaming@gmail.com
- About Subclass expanded spell list, if the spell is BOLDED it is found in this document
PART 1
Player Sub-classes
Artificer - Springan Specialist
Springans are spirits of soot that inhabit mechanical objects to help them in their daily lives. As a Springan specialist, you have formed a bond with a Springan, a trusty companion for the adventures ahead. You provide a vessel for the spirit and in turn they provide you with a multitude to benefits, from empowering your spells to fighting alongside you in mechanical suit.
Tools of the Trade
3rd-level Springan Specialist Feature
You gain proficiency with Mauls. Additionally you gain proficiency with smith's tools, if you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Springan Specialist Spells
3rd-level Springan Specialist Feature
You always have certain spells prepared after you reach particular levels in this class as shown in the Springan Specialist Spells Table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Springan Specialist Spells
Artificer Level | Spells |
---|---|
3rd | fog cloud, faerie fire |
5th | flaming sphere, pyrotechnics |
9th | stinking cloud, fireball |
13th | conjure minor elementals, wall of fire |
15th | immolation, cloud kill |
Springan Companion
3rd-level Springan Specialist Feature
A small sprite of soot that follows you around, and has the ability to possess certain objects that you control. Starting at 3rd level, when you finish a long rest you can designate a companion container in which the sprite can reside in. Choose a non-magical artisan tool or weapon that you are proficient in, for the Springan to inhabit. While inhabited the item gains the following effects:
- You can use your object interaction to recall the item to your hand. The item can move a maximum of 30ft per turn, this is increased to 60ft per turn at 8th level in this class
- If the item is a weapon, attacks made with this item can use your Intelligence modifier, instead of strength or dexterity modifier, for the attack and damage rolls
- Weapon attacks made with the item deal an additional 1d4 Fire damage this damage increases as you gain levels in this class 2d4 at 8th level and 3d4 at 13th level
- If the item is an artisan's tool, and you use it as your spell casting focus, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your artificer spells. This bonus increases to +2 when you reach 8th level in this class.
- If the item is an artisan's tool, when you make a check using the item any rolls of 7 or lower is treated as an 8
Your Springan companion can only inhabit one item at a time, and choosing new will remove the effects from the previous one.
Springan Suit
5th-level Springan Specialist Feature
Your Springan companion can temporarily control a suit armor of your own make. Starting at 5th you can use your Bonus Action to summon a Springan Suit, in an unoccupied 5ft space within 15ft of you, for your Springan companion to control. When you summon the suit choose from Rockey, Pedor, or Branga.
Springan Rockey
Medium Construct, Neutral
- Armor Class 13 (Natural Armor)
- Hit Points 1 + Your Intelligence Modifier + 3 times your artificer level
- Speed 40ft
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 13 (+1) 8 (-1) 10 (+0) 8 (-1)
- Saving Throws Dex +2 plus PB, Con +1 plus PB
- Skills Acrobatics +2 plus PB
- Damage Immunities Poison
- Condition Immunities charmed, poisoned
- Senses passive perception 10
- Languages understands the languages you speak
- Challenge -
- Proficiency Bonus (PB) equals your bonus
Blazing Rush: Immediately after using the Dash action on your turn and move at least 20 feet, you can make one Blazing Gauntlet attack, as a bonus action.
Actions
Blazing Gauntlet. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Hit: 1d8 + PB Fire Damage
Springan Pedor
Medium Construct, Neutral
- Armor Class 15 (Natural Armor)
- Hit Points 1 + Your Intelligence Modifier + 4 times your artificer level
- Speed 30ft
STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 13 (+1) 8 (-1) 10 (+0) 8 (-1)
- Saving Throws Dex +1 plus PB, Str + 1 plus PB, Con +1 plus PB
- Skills Athletics +1 plus PB
- Damage Immunities Poison
- Condition Immunities charmed, poisoned
- Senses passive perception 10
- Languages understands the languages you speak
- Challenge -
- Proficiency Bonus (PB) equals your bonus
Actions
Smog Cannon. Ranged Weapon Attack: your spell attack modifier to hit, reach 30/50ft, one target. Hit: 1d6 + PB Poison Damage
Smog Sweep. : As an action, the suit covers a 15 foot cone in front it with soot and smog. Each creature in the area must make a Constitution saving throw against your spell save DC or become blinded until the end of their next turn.
Springan Branga
Medium Construct, Neutral
- Armor Class 15 (Natural Armor)
- Hit Points 1 + Your Intelligence Modifier + 5 times your artificer level
- Speed 20ft
STR DEX CON INT WIS CHA 14 (+2) 10 (+1) 14 (+2) 8 (-1) 10 (+0) 8 (-1)
- Saving Throws Str +2 plus PB, Con +1 plus PB
- Skills Athletics +2 plus PB
- Damage Immunities Poison
- Condition Immunities charmed, poisoned
- Senses passive perception 10
- Languages understands the languages you speak
- Challenge -
- Proficiency Bonus (PB) equals your bonus
Artillery Form: As a bonus action, if the suit hasn't moved this turn, reduce the speed of the suit to 0ft, if you do the range of the Silo Shot is changed to 50/100ft until the end of the turn
Actions
Silo Shot. Ranged Weapon Attack: your spell attack modifier to hit, reach 20/60ft, one target. Hit: 1d4 + PB Thunder Damage + 1d4 Fire Damage
The suit takes its turn right after you. You can use your bonus action to command how the Springan will operate the suit, if no command is given then the suit will simply take the dodge action. The Springan is able to control the suit without leaving the item it is inhabiting, provided the item the Springan is currently in is within 60ft of the suit and there is a line of sight between the item and the suit. The suit remains controllable for 1 minute after being summoned, after 1 minute the suit becomes a pile of unusable, rusty, scrap metal.
You can summon a suit a number of times equal to your Intelligence modifier (min. 1), summoning a new suit while another is active will cause the older suit to become unstable and become a pile of unusable, rusty, scrap metal. You regain all expended uses of this feature after a long rest.
Fire and Soot
9th-level Springan Specialist Feature
Starting at 9th level you have learned the true nature of flames and soot. When you cast a spell that deals Fire or Poison damage you can add your Intelligence modifier to one damage roll.
Additionally when you finish a short rest you can choose a new item to be your Springan companion's vessel. Once you assign a vessel in this way you cannot do so again until you finish a short rest.
Springan Suit Promotion
15th-level Springan Specialist Feature
The Springan suits you make have become fierce machines capable of so much more on the battlefield. Once you reach level 15 in this class each Springan suit gains new abilities based on the type of suit:
- Rockey: the Blazing Gauntlet attack now deals 2d8 + PB Fire Damage. Gains a fly speed of 30 feet
- Pedor: the Smog Sweep ability now deals 1d8 Poison Damage on a failed save, and half as much on a successful save. Gains a +1 bonus to its AC and all its saving throws.
- Branga: gains Multi-attack allowing it to make 2 Silo Shot attacks instead of 1. Gains +2 bonus to its AC.
Barbarian - Path of the Heretic
Barbarians represent the primal will, the ability to call on the power of oneself, to overcome challenges without the need of miracles and magics. Those belonging to the Nation of Dogmatika have branded these individuals as heretics, a title that has since been embraced.
Those that follow the Path of the Heretic have learned of a way to leverage the control of their primal rage in order to stop miracles and magics.
One's Self
3rd-level Path of the Heretic Feature
Upon choosing this path at 3rd level you gain proficiency in Wisdom (Insight) checks. At 10th level you gain expertise in Wisdom (Insight) checks.
Additionally you may cast the Detect Magic spell without the need for material components. You may cast Detect Magic in this way a number of times equal to your Wisdom modifier (min 1.), regaining all extended uses after a long rest.
Miracle Breaker
3rd-level Path of the Heretic Feature
Your rage allows you to break the miraculous magic around you. Starting at 3rd level when you rage you gain the following benefits:
- Choose a damage type, that you are currently not resistant to, from: Cold, Poison, Acid, Psychic, Fire, Necrotic, Radiant, Force, Thunder, or Lightning; you gain resistance to the chosen damage type. You can choose an additional damage type at 6th level (2 damage types) and at 10th level (3 damage types)
- While you are raging and you choose to perform a Reckless Attack you deal an additional 1d4 of a damage type you are currently resistant to from among: Cold, Poison, Acid, Psychic, Fire, Necrotic, Radiant, Force, Thunder, and Lightning. This damage increases at 6th level (1d6), 10th level (1d8), and at 14th level (1d10).
Eater of Miracles
6th-level Path of the Heretic Feature
While you are raging and you are damaged by a damage type you are resistant to from your Miracle Breaker feature, you can use your reaction to make a Wisdom Saving throw, DC is equal to 10 + damage dealt to you. On a success, instead of taking the damage you instead gain temporary hit points equal to the amount, these temporary hit points disappear when you finish a short rest. On a failure, you instead reduce the damage by an amount equal to your Wisdom modifier (min. 1). Once you use this feature you cannot do so again until you finish a short rest.
Heretic's Denial
10th-level Path of the Heretic Feature
Starting at 10th level, as a reaction you can cast Counterspell at 3rd level without the need for material components, even while under the effects of your rage. You use Wisdom as your spellcasting ability for the purposes of this effect. You are able to use this feature a number of times equal to your Wisdom modifier (min. 1), and you gain all expended charges back when you finish a long rest.
Heretic's Chaos
14th-level Path of the Heretic Feature
Your rage now denies magics from properly working against you. Starting at 14th level while raging you also gain the following benefits:
- When you damage a creature that is concentrating on a spell, they have disadvantage on the saving throw it makes to maintain concentration. However, if you score a critical hit, then concentration is immediately broken.
- You have advantage on saving throws against spells cast by creatures within 30 feet of you that you can see.
Lastly, when your rage ends you can expel energy stored from the miracles you have stopped. Each hostile creature within a 15ft. radius around you must make a Constitution saving throw, DC is equal to 10 + your Proficiency Bonus + Your Wisdom modifier, they take 8d8 Force damage on a failure and half as much on a success. You can expel the energy in this manner twice, and regaining all expended uses after a long rest.
Bard - College of Despia
Comedy is tragedy, and who better to demonstrate that than the Despian bard. This bard specializes in debilitating their opponents, inflicting misery, despair, and death in equal measure; taking pleasure in the negativity that they inflict.
Patron of Despair
3rd-level College of Despia Feature
Taking up the College of Despia at 3rd level you gain the ability to designate a Patron of Despair. As a bonus action, target a creature you can see within 60 feet of you and designate them as your Patron of Despair for 1 minute, you can only have one Patron of Despair marked at any one time, and designating a new one will remove the feature from the previous one. A creature marked as your Patron of Despair gets the following effects:
- Once per turn when you hit with a weapon attack, deal an extra 1d4 psychic damage to this creature. This damage increases when you reach certain levels in this class 1d6 at 5th level, 1d8 at 10th level, and 1d10 at 15th level
- They have disadvantage on saving throws against being Frightened
- If they are dealt Psychic damage, you can use your reaction and expend one use of your Bardic Inspiration to force them to make a Wisdom saving throw against your spell save DC or become Frightened of you for 1 minute
You can designate a Patron of Despair a number of times equal to your Proficiency Bonus gaining all expened uses back after you finish a long rest.
Truth in Despair
3rd-level College of Despia Feature
Starting at 3rd level, your sheer control of terror causes those you interact with the inability to lie. You can cast Zone of Truth without expending a spell-slot, provided that at least one of the creatures that would be affected is not friendly towards you and is currently frightened of you or is marked as your Patron of Despair. Once you cast Zone of Truth in this way you cannot do so again until you finish a long rest.
Additionally when in a Zone of Truth cast by yourself, you gain advantage on charisma (deception) checks against frightened creatures.
Despian Tragedy
6th-level College of Despia Feature
You have learned to leverage your enemy’s despair to fuel further tragedy. Starting at 6th level, when your Patron of Despair drops to 0 hit points before the duration of the Patronage ends, you can use your bonus action on a subsequent turn to transfer the mark and designate a new Patron of Despair for the remaining duration.
Additionally if you defeat a creature marked as your Patron of Despair you regain an expended spell slot of level 1. When you reach higher levels in this class you can regain higher level expended spell slots: at 10th level you can regain a level 2 or lower spell slot, and at 15th level you can regain a level 3 or lower spell slot. You can only regain a spell slot in this manner a number of times equal to your Charisma modifier (min. 1), regaining all expended uses after a long rest.
Lastly any Psychic damage dealt by you to your Patron of Despair bypasses any damage resistances and immunities.
Extra Attack
6th-level College of Despia Feature
Starting 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Dramaturge of Despia
14th-level College of Despia Feature
You have become the embodiment of tragedy, comedy, and despair. At 14th level, when your Patron of Despair drops to 0 hit points, you can use your reaction to add a flourish to their defeat causing an explosion of energy to emanate from the event. Choose either Catharsis or Repression:
- Catharsis: each friendly creature within 15ft of your Patron of Despair regains 7d8 + your Charisma modifier hit points, and ends blindness, deafness, and any diseases affecting them.
- Repression: each hostile creature within 30ft of your Patron of Despair must make a Wisdom saving throw against your spell save DC. They take 8d10 Psychic damage on a failed save, or half as much damage on a successful save. Regardless, they become Frightened of you until the end of their next turn.
Once you use this feature you cannot do so again until you finish a long rest.
Cleric - The Therion Domain
The Agryo System is a being that harnesses the power of the stars, in turn it blesses its champions with tremendous abilities. Clerics of The Therion Domain are able to use this power to don suits of armor that represent heroes and monsters of eld, whose tales now span the stars. Why then do they use this armor to fight in the name of the Agryo System: for entertainment? For betterment of one's self? Or to be able to overcome unsurmountable odds? Either way these clerics prove themselves in gladiator like trials of combat.
Domain Spells
You gain domain spells at the cleric levels listed in the Therion Domain Spells table. See the Divine Domain class feature for how domain spells work.
Therion Domain Spells
Cleric Level | Spells |
---|---|
1st | heroism, compelled duel |
3rd | golden swordsoul, moonbeam |
5th | blinding smite, recite power |
7th | stoneskin, therion irregularity |
9th | destructive wave, banishing smite |
Bonus Proficiencies
1st-level Therion Domain Feature
You gain proficiency in Heavy Armor and Navigator's Tools
Therion Brawler
1st-level Therion Domain Feature
You gain the Unarmed Fighting fighting style. If you already possess this fighting style, you may choose to gain a different fighting style.
- Unarmed Fighting: Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each your turns, you can deal 1d4 bludeoning damage to one creature grappled by you.
Channel Divinity: Mantle of the Therion
2nd level Therion Domain Feature
You can expend a use of your Channel Divinity to enhance your armor and fighting ability. As a bonus action, you touch your holy symbol, making your armor take the shape of a star bound legendary beast choose from the following options and benefits:
- Borea: Don the mantle of the Ram, unarmed attacks you make deal an additional 1d6 Poison Damage. Additionally you gain advantage on Wisdom (Survival).
- Regulus: Don the mantle of the Lion, unarmed attacks you make deal an additional 1d6 Thunder Damage. Additionally you gain advantage on Strength (Athletics) checks.
- Fum: Don the mantle of the Two Fish, unarmed attacks you make deal an additional 1d6 Cold Damage. Additionally you gain advantage on Wisdom (Perception) checks.
These benefits last for 10 minute or you can use your bonus action to dispel the mantle early.
Big Bang Blows
6th-level Therion Domain Feature
Starting at 6th level in this class, your unarmed strikes count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks and damage.
Additionally, when you make an unarmed attack, you may use your Bonus Action to make another unarmed attack. You may make an additional attack in this way a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.
Therion Counter
8th-level Therion Domain Feature
Starting at 8th level in this class, when a creature misses you with an attack, you can immediately use your reaction to make an unarmed strike against that creature if it's within your reach.
You may use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a long rest.
Therion Ascension
17th-level Therion Domain Feature
The mantle you don when using your Channel Divinity: Mantle of the Therion has ascended to a new form. The new mantles you can choose from are as follows:
- Lily Borea: Don the mantle of the Regal Ram, unarmed attacks you make deal an additional 1d10 Poison Damage. Additionally you gain advantage on Wisdom (Survival) checks, and you can use your bonus action to end one effect on yourself causing you to be Poisoned, Deafened, Blinded, Charmed, or Frightened
- King Regulus: Don the mantle of the Royal Lion, unarmed attacks you make deal an additional 1d10 Thunder Damage. Additionally you gain advantage on Strength (Athletics) checks, and you gain a +1 bonus to your AC
- Reaper Fum: Don the mantle of the Ethereal Twin Fish, unarmed attacks you make deal an additional 1d10 Cold Damage. Additionally you gain advantage on on Wisdom (Perception) checks, and you gain a +1 bonus to saving throws you are not proficient in
Druid - The Circle of Agryo
Where clerics of Therion don the mantle of the stars representing the mythical creatures, druids of the the Circle of Agryo actually become the self-same beasts. Agryo itself has shown the true form of these beasts to the druids of the circle so that they can once again roam the lands, albeit in lesser forms.
Myths of Agryo
2nd-level Circle of Agryo Feature
You are able to share the mythical tales of the legendary beast that you have learned from Agryo. You gain the following benefits:
- You know the message cantrip
- You have the heroism spell prepared. It counts as a druid spell for you, and it doesn't count against the number of spells you can have prepared
- You can cast heroism without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest
Beasts of Agryo
2nd-level Circle of Agryo Feature
Argryo has told you tales of the legendary star bound beasts, and it has imprinted you with its own memories of these mythical creatures. When you use Wild Shape, you can use your bonus action instead of your action and, you may choose from three additional legendary animals: Ain the Bull, Yul the Crab, and Alasia the Serpent.
Ain the Bull
Medium Beast, Your alignment
- Armor Class 14 (Natural Armor)
- Hit Points 1 + Your Wisdom Modifier + 7 times your druid level
- Speed 30ft
STR DEX CON 16 + (PB/2) 14 + (PB/2) 15 + (PB/2)
- Saving Throws Str + Str Mod + PB, Con + Con Mod + PB
- Skills Athletics +2 plus PB
- Damage Resistances Fire, your resistances
- Damage Immunities Your immunities
- Condition Immunities Your immunities
- Senses your passive perception
- Languages your languages
- Challenge -
- Proficiency Bonus (PB) equals your bonus, and round down for PB/2
Blazing Gore: Immediately after using the Dash action on your turn and move at least 20 feet, you can make one Flaming Horn attack, as a bonus action.
Actions
Flaming Horn. Melee Weapon Attack: Strength Modifier + PB to hit, reach 5ft, one target. Hit: 1d10 + Strength Modifier Fire Damage
Yul the Crab
Medium Beast, Your alignment
- Armor Class 15 (Natural Armor)
- Hit Points 1 + Your Wisdom Modifier + 8 times your druid level
- Speed 25ft
STR DEX CON 15 + (PB/2) 14 + (PB/2) 16 + (PB/2)
- Saving Throws Con + Con Mod + PB, Str + Str Mod + PB
- Skills Athletics +2 plus PB,
- Damage Resistances Cold, your resistances
- Damage Immunities Your immunities
- Condition Immunities Your immunities
- Senses your passive perception
- Languages your languages
- Challenge -
- Proficiency Bonus (PB) equals your bonus, and round down for PB/2
Actions
Cold Claw. Melee Weapon Attack: Strength Modifier + PB to hit, reach 10ft, one target. Hit: 1d8 + Strength Modifier Cold Damage
Cold Burst: As an action you expel cold vapors from your body, all creatures within a 15ft radius of you lose 10ft their movement speed until the end of their next turn, additionally they must make a Constitution saving throw against your spell save DC, they take 1d6 on a failure and half as much on a success. The damage of this action increases by 1d6 as you reach certain druid levels: 5th level (2d6) & 9th level (3d6).
Alasia the Serpent
Medium Beast, Your alignment
- Armor Class 13 (Natural Armor)
- Hit Points 1 + Your Wisdom Modifier + 6 times your druid level
- Speed 35ft
STR DEX CON 14 + (PB/2) 16 + (PB/2) 15 + (PB/2)
- Saving Throws Con + Con Mod + PB, Dex + Dex Mod + PB
- Skills Acrobatics + Dex Mod + PB, Stealth + Dex Mod + PB
- Damage Resistances Poison, your resistances
- Damage Immunities Your immunities
- Condition Immunities Your immunities
- Senses your passive perception
- Languages your languages
- Challenge -
- Proficiency Bonus (PB) equals your bonus, and round down for PB/2
Actions
Maiden's Glare. Ranged Weapon Attack: Dex Modifier + PB to hit, range 30/60ft, one target. Hit: 1d6 + Dexterity Modifier Poison Damage
Serpent's Cunning: As a bonus action you can take the Disengage or Hide action.
Perpetual System
6th-level Circle of Agryo Feature
Agryo's spiraling form has inspired you to better understand the legendary tales it has woven. While in a Wild Shape form learned from Beast of Agryo, you gain the Multi-Attack action, allowing you to attack twice instead of once when you use the attack action. Additionally each legendary beast form, gains a +1 bonus to their AC.
Charge of Agryo
10th-level Circle of Agryo Feature
You have become more comfortable in your legendary beast forms, allowing you to fully realize their agility and grace. Each legendary beast form learned from Beast of Agryo gains an additional movement type:
- Ain the Bull: Gains a climbing speed of 40ft
- Yul the Crab: Gains a swimming speed of 30ft
- Alasia the Serpent: Gains a flying speed of 30ft
Unbroken Sky
14th-level Circle of Agryo Feature
You are now able to fully realize your legendary beast forms. Each of the Wild Shape forms learned from Beasts of Agryo gain the following additional effects:
- Ain the Bull: you gain resistance to Radiant Damage, and your Flaming Horn attack now deals 1d12 Fire Damage + your Strength Modifier and an extra 1d6 Radiant Damage. Lastly, when you use Blazing Gore and successfully hit the target, you can force them to make a Strength saving throw against your spell save DC, or be knocked prone. If they get knocked prone you can make another Flaming Horn attack.
- Yul the Crab: you gain resistance to Necrotic Damage, and your Cold Claw attack now deals 1d10 Cold Damage + your Constitution Modifier and an extra 1d6 Necrotic Damage . Lastly, when you use Cold Burst, the area affected is considered as difficult terrain, except for your self, for 1 minute.
- Alasia the Serpent: you gain resistance to Psychic Damage, and your Maiden's Glare attack now deals 1d8 Poison Damage + your Dexterity Modifier and an extra 1d6 Psychic Physic Damage. Lastly, during the first round of combat, you have advantage on attack rolls against any creature that is surprised, and you deal an extra 3d6 poison damage each time you hit such a creature with an attack.
Lastly, each legendary beast form's maximum hit points increase by an amount equal to your druid level, and their size increases to Large.
Fighter - Swordsoul
It is said that one’s weapon can be a reflection of their soul, this is but a mere understatement for those that take up the ways of the Swordsoul. Hailing from the long forgotten land of “Xiangjian” this martial archetype allows fighters to impart a piece of their soul into a weapon of their choice. This Swordsoul acts like a supporting consciousness for its wielder, attuning them to world in a way that transcends conventional senses.
Swordsoul Emergence
3rd-level Swordsoul Feature
Starting at 3rd level, you have learned how to impart a piece of your soul into a weapon. When you finish a long rest, you can designate a melee weapon you have and are proficient in as your Swordsoul. This weapon gains the following effects:
- When you hit with an attack from this weapon, you can deal an additional 1d4 Thunder Damage. This damage increases to 1d6 when you reach 11th level in this class.
- Attacks from this weapon count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- As a free action, you can dismiss this weapon, shunting it into an extradimensional space. Alternatively, if your weapon is in the extradimensional space you can use a free action to summon it into your hands, provided you have a hand free.
- While wielding the weapon you can use your bonus action to take the Dodge action. You can does this a number of times equal to your proficiency bonus, regaining all expended uses back after you finish a long rest.
Swordsoul Blackout
7th-level Swordsoul Feature
You have learned to manipulate the soul fragment in your Swordsoul weapon, allowing it to guide you in times of trouble. While you have a designated Swordsoul weapon, you gain the Blind Fighting fighting style. If you already have this fightning style, you may gain a different one instead.
Blind Fighting: You have blindsight with a range of 10 ft. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Lastly, you have advantage on Wisdom (Perception) checks that rely on sight.
Swordsoul DC
Some of the following features will ask affected targets to make a saving throw against your Swordsoul DC. You calculate this value as follows: Swordsoul DC equals 8 + your proficiency bonus + your Wisdom modifier
Swordsoul Sovereign
10th-level Swordsoul Feature
The soul in your Swordsoul now resonates with your attacks, allowing you to follow through with your weapon swings. Once per turn when you miss an attack you can force your target to make a Constitution saving throw against your Swordsoul DC taking 2d10 Thunder damage on failure and half as much damage on a success. This damage increases to 3d10 when reach 14th level in this class.
You can use this feature a number of times equal to your Wisdom modifier regaining all expended uses after a long rest.
Swordsoul Strife
15th-level Swordsoul Feature
Your Swordsoul now further increases your defensive capabilities. While wielding your Swordsoul weapon you gain a +2 bonus your AC, provided you are not wielding a shield, and a +1 bonus to saving throws you are not proficient in.
Sacred Swordsoul
18th-level Swordsoul Feature
Your Swordsoul has now achieved the pinnacle of power. It gains the following benefits:
- Your attacks with this weapon score a critical hit on a roll of 19 or 20.
- As an action you can shoot of beam of resonating energy from your weapon, in a 5-foot-wide, 30-foot-long line. Each creature in the line must make a Dexterity saving throw against your Swordsoul DC. On a failed save, a creature take 10d8 Thunder damage and is deafened until your next turn. On a successful save, it take half as much damage and isn't deafened. You can fire this beam up to 2 times, regaining all expended uses after a long rest.
Monk - Way of the Golden Soul
Monks are known to be masters of their body, however monks who follow the Way of the Golden Soul, are masters of their soul as well. These monks specialize in using their enhanced control of self, fueling their ki and performing feats, in a way that many could interpret as miracles.
Soul Control
3rd-level Way of the Golden Soul Feature
When you learn this monastic tradition at 3rd level, you learn how to manipulate your soul and ki to perform minor miracles. You learn two of the following cantrips: guidance, light, word of radiance, spare the dying, and thaumaturgy.
Golden Power
3rd-level Way of the Golden Soul Feature
You learn how to perform golden miracles, from harnessing your soul. Some of these golden miracles require you to use ki points when you use them. You learn two golden miracles initially and can learn one additional miracle of your choice at 6th, 11th, and 17th level in this class.
Whenever you learn a new golden, you can also replace one golden miracle that you already know with a different miracle.
Casting Golden Miracles. Some of these miracles allow you to cast spells. See chapter 10 of the Player's Handbook for general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don't need to provide material components for it. When you cast a spell via a golden miracle, it is cast at the spells lowest level unless otherwise specified. Once you reach 5th level in this class, you can spend additional ki points to increase the level of a miracle spell that you cast, provided that the spell has an enhanced effect at a higher level, as guiding bolt does. The spell's level increases by 1 for each additional ki point you spend. For example, if you are a 5th-level monk and use Golden Guide to cast guiding bolt, you can spend 2 ki points to cast it as a 2nd-level spell (the golden miracle's base cost of 1 ki point plus 1). The maximum number of ki points (its base ki point cost plus any additional points) that you can psend on the spell is 2, unless a miracle specifies otherwise. This maximum increases to 3 at 9th level, 4 at 13th level, and 5 at 17th level.
3rd Level Golden Miracles
Starting at 3rd level, you can learn the following miracles:
Golden Gaze: Your knowledge of the soul gives you insight to the intention of others. You gain advantage on Wisdom (Insight) checks against creatures you can see, and who you share a language with.
Golden Guide: Your ki allows you charge a part of your soul, and hurl it at a target. You can spend 1 ki point to cast guiding bolt.
Golden Voice: You can add a bit of your ki to the presence of your voice. Spend 1 ki point to cast command.
Miraculous Healing: You have learned to use your soul to awaken someone's ki in order to heal. Spend 1 ki points to cast cure wounds.
Soul's Blessing: Your ki is now able to manipulate the luck around you. Spend 1 ki point to cast bless.
Soul Sense: You are able to have your soul reverberate with your surroundings. You can cast detect magic as a ritual.
Soulful Cleanse. You can use your soul to purify things in the world. You can cast purify food and drink or detect poison and disease freely as a ritual. Additionally when you consume a meal that costs at least 2GP you gain temporary hit points equal to your Wisdom Modifier + your proficiency bonus.
Unbound Body: Your soul allows your body to move as if nothing could stop you. When you use the disengage action you ignore movement impairing aspects of difficult terrain, and you can move an additional 10ft.
6th Level Golden Miracles
Starting at 6th level, you can learn the following miracles:
Golden Flurry: Your soul now augments your flurry of blows. Once per turn, when you hit with an unarmed attack from your flurry of blows ability, you can spend 1 ki point to deal and additional 1d8 Radiant damage. This damage increases as you gain levels in this class: 10th level (2d8), 14th level (3d8).
Silence is Golden: You have learned to use your soul to impose spiritual pressure on others. Spend 2 ki points to cast silence.
Soul's Augury: You are able to send your soul out to to get a sense of the future. You can cast augury as a ritual, after you cast augury in this way, you cannot do so again until you finish a long rest.
Soul Enhancement: You can use your ki to improve a multitude of your abilities. Spend 2 ki points to cast enhance ability
Soul's Freedom: Your soul is able to get you out of sticky situations. You gain advantage on checks to escape from grapples or from being restrained.
Soul's Influence: Your soul can now commune your intentions clearer to others. When make a Charisma (Persuasion) or a Charisma (Intimidation) check you can use your Wisdom modifier instead of Charisma.
Maverick of Miracles
11th-level Way of the Golden Soul feature
Once when you finish a long rest you can change one golden miracle you currently know with a different golden miracle you are eligible for.
11th Level Golden Miracles
Starting at 11th level you can learn the following miracles:
Golden Guardian: Your miracles can now manifest as guardian spirits. Spend 3 ki points to cast spirit guardians.
Golden Mind: Your miracles have allowed you to open your mind to many things. Choose two skills from: arcana, history, investigation, nature, religion, animal handling, and medicine. You are now proficient in the chosen skills.
Soul Communication: You can now send out your soul to communicate over long distances. Spend 3 ki points to cast sending.
Soul Shroud: Your soul can now envelop you in a protective shell. Spend 3 ki points to cast protection from energy.
Steady Soul: Your soul in unwavering when it comes to controlling your miracles. You now have advantage on Constitution saving throws needed to maintain concentration.
Strength of the Soul: Your soul can now reinforce your body, pushing it to near peak physical condition. You gain advantage on Strength ability checks and Constitution ability checks.
17th Level Golden Miracles
Starting at 17th level you can learn the following miracles:
Golden Aura: Your miracles now radiate outwards from your restoring the conditions around you. You may spend 3 ki points to cast either aura of life or aura of purity.
Golden God: Your miracles can now prevent your death in combat. When you would reach 0 or lower hit points and you have at least 1 ki point, you instead go 1 hit point. Then you may spend any number of ki points you currently have and make every hostile creature in a 15ft. radius around you make Charisma saving throw, taking a number of d10 Radiant damage equal to the amount of ki points to spent on a failure, and half as much damage as on a success. Once you use this miracle you gain one level of exhaustion and cannot perform this miracle again until you finish a long rest.
Soul Seeker: Your soul is now able to resonate with the plane itself, allowing you to find what need easier. You can spend 2 ki points to cast locate object or spend 4 ki points to cast locate creature.
Soul Sacrifice: You are now able to transfer a bit of your soul to save others. You can spend 4 ki to cast death ward, however when you do so in this manner, that creature cannot benefit from the effects of a death ward cast in this manner for the next 48 hours.
Soul Sunder: Your knowledge of the soul allows you to sunder the very being others. You can spend 4 ki points to cast banishment.
Paladin - Oath of Dogmatika
The Dogmatika is a group of crusaders that protect their Nation. They leverage the Stigmata, bestowed upon them to perform miraculous feats.
The symbol of the Dogmatika (❅)
The Stigmata is holy symbol that is etched on the body of the crusaders of Dogmatika.
After the reveal and rise of the Despia, the group has since splintered. However, it is said that some still bare the Stigmata in hopes that they can reclaim their homeland from the beings that was once their leaders and stewards.
Tenets of the Dogmatika
- Be the Sword Cut down the heretics that bring instability to your nation
- Be the Shield Stand tall, and never yield against overwhelming odds
- Be the Armor Wear the Stigmata with pride, and use its power to perform miracles in times of despair and darkness
Oath Spells
You gain other spells at the paladin levels listed.
Paladin Levels | Spells |
---|---|
3rd | detect magic, compelled duel |
5th | augury, magic weapon |
9th | clairvoyance, haste |
13th | death ward, dogmatikaturgy |
17th | dogmatikamacabre, flame strike |
Channel Divinity
3rd-level Oath of the Dogmatika
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Brand the Heretic: You can use you Channel Divinity to brand someone as a heretic. As a bonus action you designate a creature within 30ft of you and that you can see as a heretic for 1 minute. A creature branded as a heretic gain the following effects:
- Once per turn you are able to freely move 10ft. towards this creature
- If the creature takes damage from your Divine Smite ability they must make a Constitution saving throw, on a failure that creature is not unable to use their reaction and lose they half of their movement speed until the start of your next turn
- The next attack roll against this creature, after it has been branded, has advantage. The number of attack rolls that gain advantage increases as you reach certain levels in this class: at 7th (2 attack rolls), 11th (3 attack rolls), 15th (4 attack rolls).
Bear the Stigmata: You can use your Channel Divinity to awaken the Stigmata on your person. Choose Mind, Body, or Soul, you gain the chosen benefits for 10 minutes:
- Mind: Whenever you make an Intelligence ability check you may use your Charisma modifier instead of your Intelligence modifier for the roll.
- Body: You gain advantage on Dexterity (Acrobatics) and Strength (Athletic) checks.
- Soul: You become proficient in Wisdom (Insight) and Wisdom (Perception) checks.
Aura of the Dogmatika
7th-level Oath of the Dogmatika
You emit an aura of minor miracles while you are not incapacitated, allowing you to stave off further misery and misfortune. Whenever you or a creature within 10 feet of you and that you can see takes damage, you may use your reaction to give that creature temporary hit points equal to your Charisma modifier (min 1) + your proficiency bonus. These temporary hit points disappear after 1 minute has passed.
At 18th level, the range of this aura increases to 15 feet.
Dogmatikacism
15th-level Oath of the Dogmatika
Your miracles can now further hinder your enemies or aid your allies. Whenever a creature within 30 ft. of you and that you can see makes an attack roll or ability check, you can cause a minor miracle, changing the outcome. You may use your reaction to roll 1d8, you may then take that number and add it or subtract it to the chosen attack roll or ability check.
You can do this a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.
Dogmatikalamity
20th-level Oath of the Dogmatika
The Stigmata on your person can now be fully awakened, giving new control over miracles, rallying your allies and razing your enemies. Using your bonus action you command your Stigmata into overdrive for 1 minute, causing the following effects to occur:
- Whenever you or one your allies within 30ft. of you, would roll an attack roll, saving throw, or ability check add your Charisma modifier (min 1.) to the roll.
- Whenever an enemy within 30ft. you would roll an attack roll, saving throw, or ability check with advantage, subtract your Charisma modifier (min 1.) from the roll.
- Whenever you roll damage or healing for your Divine Smite or paladin spells, you may change up to 2 of those dice rolls to the maximum value instead.
Once you awaken you Stigmata in this way, you may not do so again until you finish a long rest.
Ranger - Tri-Brigade
The Tri-brigade are a group of freedom fighters that oppose the strict regime of the Nation of Dogmatika. They use they're technological ingenuity to overcome the powerful miracle magic of the church, or to fight against the now dominant forces of the Despia.
You are hunter, recently recruited into the ranks of the Tri-Brigade, as such the seniority has gifted you with a Tri-Brigade device to aid you in your missions.
Tri-Brigade Optional Feature
Bonus Proficiency
3rd level Tri-Brigade feature
You gain proficiency with firearms and/or explosives. (See The Dungeon Master's Guide p.267-268 for more information)
Aid of the Tri-Brigade
3rd-level Tri-Brigade feature
You have been given a special device that you can use to aid in specific situations. This device has a number of Link Charges, each represented by a d4. You have a number of these dice equal to twice your proficiency bonus, and the configurations you can use are listed further in.
Some of these "brig-aids" expend a Link Charge they use, as specified in a brig-aid's description, you can't use a brig-aid if it requires you to use a die when your dice are all expended. You regain all your expended Link Charge dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Link Charge die, but you can't do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of Link Charge dice increases: at 5th level (d6), 11th level (d8), and 17th level (d10).
The brig-aid's below use your Link Charge dice.
Fraktall: Your device can now ignite your weapons ablaze, allowing you to deal more damage. As a bonus action, expend one of your Link Charge dice and for the next minute your weapons are coated in rebellious flames. When you hit a creature with a weapon attack you deal additional Fire damage equal to your Link Charge dice.
Kitt: When you or another creature within 30 ft. of you that you can see, takes damage you can use your reaction and expend a Link Charge dice, roll the dice, and reduce the damage taken by the number rolled plus your Wisdom modifier, as the device creates a temporary barrier for that creature.
Nervall: When you make a Wisdom (Perception) or Wisdom (Insight) check, as a bonus action you may expend a Link Charge dice, roll the dice and add the half the number rolled (rounded up) to your ability check. As the device is able to enchance your senses to notice the most acute details.
Kerass: When you make a Strength or Constitution saving throw, you can use your reaction and expend a Link Charge dice, roll the dice, and add half the number rolled (rounded up) to the saving throw. As the device is able to temporarily enhance your physical prowess.
Tri-Brigade Device
d8 | Device Form |
---|---|
1 | A technology in-laid horse shoe |
2 | A red gauntlet |
3 | A gold colored sphere |
4 | A gas mask in the form of an ox |
5 | Goggles |
6 | A technology in-laid bear's paw |
7 | A belt-buckle |
8 | A golden bracelet |
No Technology? No Problem!
If you wish to use this sub-class in a setting that has less sci-fi elements and more high fantasy, it is suggested to re-flavor the Tri-Brigade Device as the Tri-Brigade Token. This token was originally from a pantheon of wild gods and its effects are the blessings of those gods!
Tri-Brigade Magic
3rd-level Tri-Brigade feature
You learn an additional spell when you reach certain levels in this class, as shown in the Tri-Brigade Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Tri-Brigade Spells
Ranger Level | Spell |
---|---|
3rd | grease |
5th | rope trick |
9th | tiny servant |
13th | brigade revolt |
17th | recite power |
Tri-Brigade Oath
7th-level Tri-Brigade feature
Your Tri-Brigade device now grants you a passive effect while it is on your person. When you finish a long rest choose a configuration, or change to a new one, from Ferrijit, Bearbrumm, or Rugal, you gain the following benefits based on your choice:
- Ferrijit: Increase the range and long range of your ranged weapon attacks from ranged weapons by 10ft.
- Bearbrumm: You gain a +1 bonus to your AC.
- Rugal: While you are wielding a melee weapon, and an attack misses you, you may use your reaction to make a single attack on disadvantage on the attacker, provided the attacker is within your range. You do not add your stat modifiers to the damage from this attack.
Tri-Brigade Stand Off
11th-level Tri-Brigade feature
Your Tri-Brigade device has now strengthened you against attacks and tactics from the group's most notorious enemies. You gain resistance to Radiant damage and Psychic damage. Additionally if you start your turn charmed or frightened, you can expend a Link Charge die and end one of those effects on you.
Tri-Brigade Revolt
15th-level Tri-Brigade feature
The Tri-Brigade device has now been upgraded to its strongest form, this unlocks the Shuraig module. This module is always active and as long as you have the Tri-Brigade device on your person, you gain the following effects:
- You learn the staggering smite spell, the spell is a ranger spell to you, and doesn't count against the number of ranger spells you know. Additionally you can use its effects on a ranged weapon attack. Lastly, you may cast it without expending a spell slot, when you cast it in this way, you cannot do so again until you finish a long rest. This spell is changed to banishing smite once you reach 17th level in this class.
- As part of a short rest you may use the Tri-Brigade device to help re-invigorate you. You can regain one expended spell slot by expending a number of Link Charge dice equal to twice the spell slot's level. As an example, if you wish to regain an expended level 2 spell slot you must expend 4 Link Charge dice. Once you regain a spell slot in this manner you cannot do so again until you finish a long rest.
Rogue - Branded
The greed of dragons has been made the stuff of myths and legends since times in memoriam. Your less than savory activities have led to you taking on possession of a cursed item, imbued with the same greed and power of the dragons. However, through trial, error, and a little bit of luck you have been able to harness the aspects of the curse, to the benefit of yourself and to the detriment of your enemies.
Branded Treasure
d4 | Branded Treasure Form |
---|---|
1 | A decorative dagger made to look like a dragon fang |
2 | An ornate gold coin that always feels warm to the touch |
3 | A broach with a white gem that seems to pulse with life |
4 | A ring, faceted with a bright red gem |
Branded in White
3rd-level Branded Feature
You have learned to take on the more beneficial aspects of a dragon. As a bonus action you can channel your curse to temporarily take on the form of the dragon, for 1 minute you gain the following benefits:
- Scales form on you, giving you increased durability. You gain a +1 bonus to your AC. Once you reach 11th level in this class this bonus increases to +2.
- Your hands turn into draconic claws. These claws count as a simple melee weapons with a 5ft range and the Finesse property, it deals 1d4 damage on a hit. This damage is increased to 1d6 once you reach 11th level in this class. Attacks from these claws count as magical for the purpose of overcoming damage resistance and immunity to nonmagical attacks and damage.
- Your eyes alight and take on the appearance of a dragon. You gain blindsight with a range of 10ft. Once you reach 11th level in this class the range is increased to 15ft.
You may transform in this manner a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.
Branded Bond
3rd-level Branded Feature
Your dragonic curse can now be spread to others for a time. You learn the hex spell, and can cast it as a 1st level spell. Once you reach 13th level in this class, the level that the spell can be cast at in this way increases to 3rd level.
You can cast hex in this a way a number of times equal to your Charisma modifier (min 1.), regaining all expended uses after a long rest.
Screams of the Branded
9th-level Branded Feature
You can now channel the presence of a dragon when you converse with others. You gain advantage on Charisma (Persuasion) and Charisma (Intimidation) checks.
Additionally you learn to speak, read, and write Draconic (if you already know Draconic, you can learn a different language of your choice instead).
Branded in Red
13th-level Branded Feature
Your curse now gives you an aura of retribution when you take on your draconic form. You gain the following additional effects when you are in your dragon form from the Branded in White feature:
- When you take damage from an attack, you may use your reaction to deal 1d6 + your Charisma modifier (min 1.) necrotic damage to the attacker if they are within 30 ft. of you, as the curse causes a backlash to those that would harm you.
- If you make an attack with your draconic claws, you can use your bonus action to make an additional attack with them.
Branded in Black
17th-level Branded Feature
You can now fully realize the power of the draconic curse, allowing you to transform into your dragon form an unlimited number of times. Additionally you gain the following additional effects when you are in your dragon form from the Branded in White feature:
- You gain a flying speed equal to twice your walking speed.
- Choose a damage type when you transform, from: acid, cold, fire, lightning, or poison. You gain resistance to the chosen damage type as well as bludgeoning, piercing, and slashing damage from non-magical weapons.
Sorcerer - Splight Fused
The stars represent many things to many people, however to the Splights they are a source of power and identity. You were born under a Splight marked star giving you powers similar to these mystical, heavenly bound, playful fairies.
Splight Magic
1st-level Splight Fused feature
You learn addtional spells when you reach certain levels in this class as shown in the Splight Fused Spells table. Each of these spells count as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell gained from this feature with another spell of the same level. The new spell must be an evocation or transmutation spell from the sorcerer, warlock, or wizard spell list.
Splight Fused Spells
Sorcerer Level | Spells |
---|---|
1st | splight smash, witch bolt |
3rd | pyrotechnics, continual flame |
5th | fireball, lightning bolt |
7th | storm sphere, splight gamma burst |
9th | immolation, synaptic static |
Splight & Spry
1st-level Splight Fused feature
By being born under a Splight star you unknowingly made a pact with them for good or for ill, you gain the following abilities:
- You learn the eldritch blast cantrip. The cantrip is a sorcerer spell to you and doesn't count against the number of cantrips you know. When you cast eldritch blast; you must choose either Fire or Lightning, the spell deals damage of the chosen type instead of Force damage.
- Once you reach 3rd level in this class and unlock the Metamagic feature, you learn the Transmuted Spell Metamagic option, and it does not count against the number of Metamagic options you know. Additionally when you use the Transmuted Spell Metamagic option you do not need to use a sorcery point when you are changing the damage type from Fire to Lightning, or vice versa.
Blue Carrot
6th-level Splight Fused feature
You have learned to enhance the gifts bestowed upon you by the Splights. You can learn one Eldritch Invocation option of your choice from the warlock class whose prerequisites you meet. Once you reach 13th level in this class you can learn an additional Eldritch Invocation.
Whenever you gain a level in this class you can replace an invocation with another one you qualify for, from the warlock class.
Jet Pixie
14th-level Splight Fused feature
You can know infuse your movement to move like a Splight. When you deal Fire or Lightning damage from a spell of 1st level or higher, you gain temporary flying speed (hover) equal to half your walking speed, for 1 minute.
You can gain this movement speed a number of times equal to your Charisma modifier (min 1.), regaining all expended uses after a long rest.
Red Giant
18th-level Splight Fused feature
The Splight's gift has given you mastery over Fire and Lightning, you now gain the following effects:
- You are able to cast fireball and lightning bolt as a 3rd level spell without expending a spell slot. You can cast these spells in this way a number of times equal to your proficiency bonus, regaining all expended uses back after a long rest.
- Fire and Lightning damage dealt by your eldritch blast ignore damage resistances and immunities.
Warlock - The Hole
The Hole is portal to a dark dimension, with power enough to destroy entire regions. Warlocks that choose to harness the power of The Hole, find themselves consumed by a near insatiable hunger for destruction, as nothing else can possibly sate them. Whatever Eldritch Being lies on the other side of the dark dimension, it will likely bring an end to what is, what has been, and what will be.
Expanded Spell List
1st-level The Hole Feature
The Hole lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level | Spells |
---|---|
1st | bane, chaos orb |
2nd | enlarge/reduce, phantasmal force |
3rd | protection from energy, slow |
4th | evard's black tentacles, otiluke's resilient sphere |
5th | destructive wave, wall of force |
The Hole Replacement Feature
Dunamancy Expanded Spell List
1st-level The Hole Feature
The Hole lets you manipulate reality akin to how the dark dimension does. You are able to learn spells from the Dunamancy Spell List as well others when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level | Spells |
---|---|
1st | chaos bolt, magnify gravity |
2nd | enlarge/reduce, immovable object |
3rd | pulse wave, slow |
4th | gravity sinkhole, otiluke's resilient sphere |
5th | temporal shunt, wall of force |
(For more information on the Dunmancy Spell List, see Explorer's Guide to Wildemount p.186-190)
This replaces the Expanded Spell List feature.
Consume Chaos
1st-level The Hole Feature
The Hole allows you to consume the magic of others to fuel your own strength. You gain the following benefits:
- You learn the absorb elements spell, it is a warlock spell to you, and doesn't count against the number of spells you know.
- You can cast absorb elements without expending a spell slot. You can do this a number of times equal to your Charisma modifier (min 1.), regaining all expended uses when you finish a long rest.
- The extra damage from absorb elements can now be added once to your eldritch blast spell if you know it.
Self Consumption
6th-level The Hole Feature
You learn to consume your own vitality to fuel your power. Whenever you make an attack roll, saving throw, or ability check, you can use your reaction and expend one of your warlock hit die, roll the dice, and add the number rolled to attack roll, saving throw, or ability check.
Maverick of Mayhem
10th-level The Hole Feature
You are able to channel the mayhem from defeating an opponent. After you slay a hostile creature, you can absorb the chaotic energy of the event, the following effects apply based on the type of creature slain:
- Aberration, Fiend, Monstrosity: Target a creature within 30 ft of you and that you can see. That target must make a Wisdom saving throw against your spell save DC. On a failure that creature is frightened of you for 1 minute.
- Beast, Dragon, Giant, Humanoid: for the next minute you have advantage on Wisdom and Charisma saving throws.
- Celestial, Fey, Plant: You gain temporary HP equal to 1d8 + your Charisma modifier.
- Construct, Elemental, Ooze, Undead: You gain a +1 bonus to your AC for 1 minute.
- Other: for the next minute you gain resistance to piercing, slashing, and bludgeoning damage.
Consume Reality
14th-level The Hole Feature
You are now able to force a creature to briefly experience the horrors of the dark dimension. As an action you can target a creature within 30 ft. of you that you can see, they make a Wisdom saving throw against your spell save DC. On a failure they are sent to the dark dimension. At the end of your next turn the target returns to the space it previously occupied, or the nearest unoccupied space. The target then rolls a d10 to determine the effects the dark dimension did to it:
Consume Reality Effect
d10 | Effect |
---|---|
1-2 | Immense Pressure The target takes 6d12 thunder damage, and it is stunned until the end of your turn. |
3-5 | Warping Realm The target takes 8d12 force damage and it has zero speed until the end of your next turn. |
6-8 | Forceful Turbulence The target takes 10d12 force damage, and is knocked prone. |
9-10 | Utter Darkness The target takes 10d12 cold damage, and is blinded until the end of your next turn. |
On a success, the creature takes 4d12 force damage, once you use this feature you can't use it again until you finish a long rest.
Wizard - Icejade
The Icejade are a group of humanoids that at the end of their life turn condense and and harden into patterned black crystals. It is these self same crystal that are then forged into the blades of the Swordsoul.
Wizards are normally seen as frail and weak individuals, however those that have studied the ways of the Icejade are far from that norm. These wizards have learned to harness the aspects of ice and stone to strengthen their bodies and attacks against those that underestimate them.
Icejade Knowledge
2nd-level Icejade feature
Your time with the Icejade has opened you mind to the the power that they possess. You gain the following benefits:
- You gain proficiency with one type of two-handed weapon of your choice.
- You gain proficiency in the Athletics skill if you don't already have it.
- While you are not wearing armor your AC is equal to 8 + your Strength modifier (min 1.) + your Intelligence modifier (min 1.)
- At 2nd level your hit point maximum increases by 2, and increases by 1 whenever you gain a level in this class.
Icejade Creation
2nd-level Icejade feature
You are able to create weapons based on the Icejade's crystalline form. When you finish a long rest you can choose to create an Icejade Weapon:
Icejade Weapon: you may only conjure a weapon that you are proficient in, the weapon deals its normal amount of damage, however the damage type is changed to Ice. This weapon can act as your spellbook.
When you conjure a new Icejade Weapon your previous one disappears and all spells on it are transferred onto your new Icejade Weapon.
Extra Attack
6th-level Icejade feature
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreoever, you can cast one of your cantrips in place of one of those attacks.
Icejade Cradle
10th-level Icejade feature
When you make a saving throw that you are not proficient in, you may create a protective cradle around you. As a reaction you can add your Intelligence modifier (min 1.) to a Charisma saving throw; or you can add you Strength modifier (min 1.) to a Constitution or Dexterity saving throw.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses once you finish a long rest.
Mirrorjade
14th-level Icejade feature
You have mastered the use of Icejade in your spells and attacks. Any ice damage you deal ignores all damage resistances and immunities, and you can now add your Intelligence modifier to weapon attacks made with you Icejade Weapon.
PART 2
Magic Items
Ankh of Rebirth
Legendary
As an action you may cast the True Ressurection spell, provided you know the creature's name and have met them previously. Once this item is used, it disappears in a flash of light that can be seen from up to 120ft away.
Ash Blossom's Charm
Wonderous Item, Uncommon
This bauble carries a cherry blossom petal which seems to dance about joyfully. While you carry this item, as an action you are able to cast Pass Without Trace, when you cast Pass Without Trace in this manner you cannot do so again until the next dawn. Additionally when rolling for saving throws against the Scrying spell you gain a +5 bonus to the result rolled.
Crystal of Halq Ki Falbrax
Wonderous Item, Rare, Requires Attunement
This pendant holds a blue crystal which radiates with a silent hum, as if trying to call others with its tune. You gain the following benefits:
- Increase your Charisma score by 1 up to a maximum of 20.
- You learn one additional language of your choice.
- As an action you are able to cast the Charm Monster spell at 4th level using Charisma as the spell casting modifier. The target performs the Wisdom saving on disadvantage if you share a language with it, and it has an Intelligence score higher than 4. Once you cast Charm Monster in this way, you cannot do so again until the next dawn.
Different Dimension Crow Feather
Rare
This item has 3 charges expend one charge to do one of the following:
- As an action you may brush this feather against the corpse of creature that has been dead no longer than 24 hours. That creature may not be brought back to life as long as the feather is attuned to you. Only one creature can be affected by this item in this way, and affecting a new creature will remove the effects from the previous one.
- As an action you may touch an undead creature with this feather. That creature most make a DC 15 Constitution saving throw taking 4d10 necrotic damage on a failure, or half as much on a success. If the creature is of challenge rating 3 or less they instantly drop to 0 hit point instead.
All expended charges are regained after a long rest.
Effet's Veil
Very Rare, Requires Attunement
This snow-white cloth seems to hold the aura of a spirit of purity. This item has 6 charges and as an action you can expend a certain amount of charges to apply effects the following effects:
Charges Required | Effect |
---|---|
1 | Target a creature within 10ft. of you, they must make a DC13 Strength saving throw or be restrained until the end of your next turn |
3 | You cast Hold Monster (DC 16) as a 5th level spell, and you have advantage on Constitution saving throws to maintain concentration on it |
6 | You cast Hold Monster (DC 15) as a 6th level spell, and you have advantage on Constitution saving throws to maintain concentration on it |
This item regains all expended charges after a long rest.
Fan of the Snow Rabbit (Dagger)
Wonderous Item, Rare, Requires Attunement
This ghostly dagger seems to lash out with a chill when its wielder is attacked. While you wield this dagger, you gain resistance to cold damage, attacks made with it deal an additional 1d4 cold damage, and when you take damage, you may use your Reaction to quickly have the dagger counter the attacker provided they are within 20ft. of you. The attacker takes 2d4 cold damage.
Fairy Tale of Snow
Wonderous Item, Very Rare, Requires Attunement
This tome contains tales of a hidden castle located deep in a realm of ice and snow. If you spend 56 hours reading it over a period of 7 or less days, you become the owner of the hidden castle and the tome transforms into a charm shaped like a white squirrel. You can meditate with the charm for 10 minutes allowing you to cast the Teleport spell with a teleportation circle in the hidden castle as the destination.
Once in the castle, you and creatures you brought with you, can use the teleportation circle in it to return to your previous location or to an unoccupied space within 10ft of it. If you leave the castle in any other way roll 10d10, you end up in a random location a number of miles away, equal to the number rolled, from where you originally teleported to the castle.
If you are no longer attuned to this item it reverts back to its tome form, but doesn't regain its magical properties until 7 years have passed.
Harpie's Dusted Feather
Wonderous Item, Rare, Requires Attunement
This gray feather seems to exude a dust the that wards off magics and misfortune. While you are attuned to this item you gain advantage on saving throws against spells that cause you to be charmed, frightened, paralyzed, or petrified. Additionally you gain advantage on Wisdom (Perception) and Intelligence (Investigation) checks when looking for traps. Lastly, you gain advantage on checks for disabling traps.
Lancea of Artifice (Pike)
Wonderous Item, Uncommon, Requires Attunement
This pike binds and protects the spirit of the wielder. While attuned to this item you gain advantage on Death Saving throws and you gain resistance to necrotic damage.
Pot of Unknown Wants
Rarity Depends on Type and Requires Attunement to a spellcaster
Artist Credit: Kazuki Takahashi
At first an unassuming glass pot, once in the possession of a spell caster, its true form is revealed.
Item Details
After attuning to this item roll a d100 to determine its rarity and potency refer to the table below:
d100 | Type of Pot | Rarity | Spell Level |
---|---|---|---|
1-49 | Avarice | Uncommon | 1 Or Lower |
50-74 | Desires | Rare | 2 Or Lower |
75-89 | Prosperity | Very Rare | 4 Or Lower |
90-99 | Extravagance | Legendary | 6 Or Lower |
00 | Greed | Artifact | 8 Or Lower |
Once you finish a long rest you can store 2 spells of your choice (you do not consume a spell slot), that you know, that meet the spell level of the pot, and have a cast time of 1 Action or 1 Bonus Action. If the spell requires materials of a specific monetary cost, you must drop the required materials in the pot and the pot will then consume the materials, readying the spell. You cannot store more than 2 spells in the pot. After finishing a long rest you replace 1 or both of the spells stored in it.
You can use your Bonus Action to tip the pot over and instantly cast whatever spells are stored in it at their original spell level. If no point or target is specified when you tip the pot over, any and all effects will target you or will be centered on you by default. Once you use this magic item in this way roll a d4, on a roll of 1 the pot shatters, with a singular large piece becoming a Shard of Greed. If the pot doesn't shatter, the spells stored in it are gone and you must finish a long rest again before you can store more spells it.
If this previously attuned item loses attunement, it becomes a regular glass pot after 24 hours.
Shard of Greed
Uncommon, Requires Attunement to a spellcaster
Once you finish a long rest you can store 2 cantrips of your choice, that you know, and have a cast time of 1 Action or 1 Bonus Action. If the spell requires materials of a specific monetary cost, you must drop the required materials in the pot and the pot will then consume the materials, readying the spell. You cannot store more than 2 cantrips in the pot, and after finishing a long rest you can replace 1 or both cantrips stored in it.
You can use your Bonus Action to instantly cast whatever spells are stored in it. If no point or target is specified when you tip the pot over, any and all effects will target you or will be centered on you by default. Once you use this magic item in this way, you cannot do so again until you finish a long rest.
If you gather 20 Shards of Greed you can spend 1 month to slowly reform and create a Pot of Unknown Wants.
Stone of the Primal Being
Wonderous Item, Rare, Requires Attunement
This onyx stone seems to radiate with the power of an ancient being. When you attune to this item you can affix it to a shield or armor. While wielding the shield or wearing the armor you gain a +1 bonus to your AC.
Additionally when you take damage from a non-friendly source, a charge is added to the stone. Once you reach 5 charges you may use your reaction to expend all charges on it, and release a energy wave forcing all hostile creatures within 10ft of you to roll a Dexterity saving throw (DC 15), taking 5d8 Thunder damage on a failure and half as much as a success. Once you release this energy twice you may not do so again until you finish a long rest.
PART 3
Custom Spells
Spell lists
Artificer Spells
Cantrips (0 Level)
- Recite Wisdom
- Soot Blast
- Therion Saucer
1st Level
- Splight Smash
- Recite Knowledge
2nd Level
- Icy Erosion
3rd Level
- Soot Cloud
4th Level
- Branded Blade
- Splight Gamma Burst
5th Level
- Super Polymerization
- Recite Judgement
- Recite Power
Bard Spells
Cantrips (0 Level)
- Recite Wisdom
1st Level
- Graceful Charity
- Recite Knowledge
2nd Level
- Icy Erosion
- Painful Choice
- Recite Life
3rd Level
- Dreaded Comedy
- Iris Swordsoul
- Recite Fate
4th Level
- Recite Mastery
- Recite Secrets
5th Level
- Recite Power
7th Level
- Dreaded Masquerade
Cleric Spells
Cantrips (0 Level)
- Recite Wisdom
- Therion Saucer
- Soul Charge
1st Level
- Golden Swordsoul
- Graceful Charity
- Splight Smash
2nd Level
- Painful Choice
- Recite Life
3rd Level
- Branded Condemnation
- Dreaded Comedy
- Iris Swordsoul
4th Level
- Dogmatikaturgy
- Recite Mastery
- Therion Irregularity
5th Level
- Recite Judgement
- Recite Power
7th Level
- Raigeki
Druid Spells
Cantrips (0 Level)
- Brigade Air Assault
- Recite Wisdom
- Soot Blast
1st Level
- Golden Swordsoul
- Regal Icejade
- Splight Smash
2nd Level
- Icy Erosion
- Recite Life
3rd Level
- Recite Fate
- Soot Cloud
4th Level
- Brigade Revolt
- Therion Irregularity
- Splight Gamma Burst
6th Level
- Lightning Storm
7th Level
- Raigeki
Paladin Spells
1st Level
- Golden Swordsoul
- Graceful Charity
2nd Level
- Painful Choice
3rd Level
- Branded Condemnation
- Dogmatika's Smite
- Iris Swordsoul
4th Level
- Branded Blade
- Brigade Revolt
- Dogmatikaturgy
5th Level
- Dogmatikamacabre
- Recite Judgement
- Recite Power
Ranger Spells
1st Level
- Golden Swordsoul
3rd Level
- Dogmatika's Smite
- Iris Swordsoul
4th Level
- Brigade Revolt
- Therion Irregularity
5th Level
- Recite Judgement
- Recite Power
Sorcerer Spells
Cantrips (0 Level)
- Therion Saucer
- Soot Blast
- Soul Charge
1st Level
- Regal Icejade
- Splight Smash
2nd Level
- Recite Life
3rd Level
- Recite Fate
- Soot Cloud
4th Level
- Recite Secrets
- Splight Gamma Burst
6th Level
- Lightning Storm
7th Level
- Dreaded Masquerade
- Raigeki
9th Level
- Recite Eternity
Warlock Spells
Cantrips (0 Level)
- Therion Saucer
- Soul Charge
1st Level
- Graceful Charity
- Regal Icejade
2nd Level
- Icy Erosion
- Painful Choice
3rd Level
- Dreaded Comedy
- Recite Fate
4th Level
- Branded Blade
- Recite Mastery
- Recite Secrets
5th Level
- Dogmatikamacabre
7th Level
- Dreaded Masquerade
9th Level
- Recite Eternity
Wizard Spells
Cantrips (0 Level)
- Recite Wisdom
1st Level
- Golden Swordsoul
- Recite Knowledge
- Regal Icejade
- Splight Smash
2nd Level
- Icy Erosion
3rd Level
- Branded Condemnation
- Iris Swordsoul
4th Level
- Branded Blade
- Splight Gamma Burst
5th Level
- Super Polymerization
6th Level
- Lightning Storm
7th Level
- Raigeki
9th Level
- Recite Eternity
Spell Descriptions
Brigade Revolt
4th-level Transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, M (A singed raven feather)
- Duration: Instantaneous
The next time you take the Attack action you may attack 4 times instead of your normal amount. Additionally you ignore the loading property of your weapon if it has it for that attack.
Brigade Air Assault
Transmutation Cantrip
- Casting Time: 1 action
- Range: Self
- Components: V, M (a melee weapon)
- Duration: Instantaneous
You surround the weapon you used in the spell's casting with fierce wind and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects along with 1d4 bludgeoning damage; and then you may have that target make a Strength saving throw, on failure they are moved 5ft. away from you.
This spell's damage increases when you reach certain levels. At 5th level (2d4), 11th (3d4), 17th (4d4).
Branded Blade
4th-Level conjuration
- Casting Time: 1 bonus action
- Range: 60ft
- Components: V, S
- Duration: 1 Minute
You create a floating blade of ice within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make 2 melee spell attacks, a slash and a burst of cold energy, against a creature within 5 ft of the weapon. If the slash hits, it deals 1d6 + your spellcasting ability modifier slashing damage. If the burst of cold energy hits if deal 1d6 cold damage.
As a bonus action on your turn, you can move the weapon up to 20 ft. and repeat the attacks against a creature within 5 ft. of it.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, increase the damage of one attack. For every odd slot level above 4th, increase the slash attack damage by 1d6. For every even slot level above 4th, increase the burst of cold energy damage by 1d6.
Branded Condemnation
3rd-Level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (ash from dragon fire)
- Duration: Concentration, up to 1 Minute
You coat yourself in a gray protective shell, granting you a +3 bonus AC for the duration. Should you fail the concentration check for this spell, each creature of your choice within 30 ft of you that you can see makes a Dexterity saving throw, taking 3d8 bludgeoning damage from the shell exploding.
Dogmatika's Smite
3rd-level evocation
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon attack during this spell's duration, you draw upon your life force to vanquish your foes, causing the attack to deal an extra 3d8 necrotic damage to the target. Additionally, you can expend a number of hit dice up to the level this spell was cast at, to deal an additional 1d6 necrotic per hit dice used.
If you end with half or less of your total hit dice because you expended them for this spell, you take half of the total damage you deal from this spell (rounded up) as necrotic damage.
Dogmatikamacabre
5th-level Necromancy
- Casting Time: 1 action
- Range: 60 ft
- Components: V, S, M (amber carved in the form of the Stigmata, worth at least 500GP)
- Duration: Concentration, up to 1 hour
You call forth a dogmatika spirit of miracles. It manifests in an unoccupied space that you can see within range. This corporeal form uses the dogmatika spirit of miracles stat block. The creature resembles the form of knight clad in ivory armor. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.
Dogmatika Spirit of Miracles
Large Undead, Neutral
- Armor Class 15 + the level of the spell (natural armor)
- Hit Points 50 + 10 for each spell level above 5th (the spirit has a number of Hit Dice [d10s] equal to the level of the spell)
- Speed 30 ft., fly 40ft (hover)
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 17 (+3) 10 (0) 14 (+2) 19 (+4)
- Saving Throws Charisma 4 + PB
- Damage Resistances radiant, necrotic
- Condition Immunities charmed, frightened
- Senses truesight 20ft, passive Perception 12
- Languages Celestial, Understands the languages you speak
- Proficiency Bonus (PB) equals your bonus
- Shared Resistances. When you summon the spirit, choose one of its damage resistances. You have resistance to the chosen damage until the spell ends.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell's level (rounded down)
Dogmatika Blade. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Hit: 1d10 + 3 + the spell's level radiant damage, and the spirit can choose another creature it can see within 10 ft of the target. The chosen creature gains 1d12 temporary hit points.
Dogmatika Punishment. The spirit emits a wave of energy around it. Each creature within 10 ft of the spirit makes a Dexterity saving throw against your spell save DC, taking 1d6 + 4 + the spell's level necrotic damage on a failure or half as much on a success.
Healing Touch (2/day). The spirit touches another creature. The target magically regains hit points equal to 2d8 + the spells level.
Dogmatikaturgy
4th-level evocation
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 10 minutes
You call forth the power of miracles to imbue your weapon. Until the spell ends attacks with this weapon deal an extra 2d6 force damage, and you ignore disadvantage when attacking with the weapon.
As a bonus action you can dismiss this spell and cause the weapon to emit the remaining potential of miracles on the weapon. Each creature of your choice that you can see within 30 ft of the weapon must make a Charisma saving throw. On a failed save, a creature takes 4d6 force damage, and is knocked prone. On a successful save, a creature takes half as much damage and is not knocked prone.
Dreaded Comedy
3rd-level enchantment
- Casting Time: 1 action
- Range: 30 ft
- Components: V, S, M (a rubber knife)
- Duration: Concentration, up to 1 minutes
A creature of your choice that you can see within range perceives everything as morbidly funny and starts to reel from the experience. The target must succeed a Wisdom saving throw, or they become incapacitated. The dreadful air they feel causes them to recoil and question what they are experience and why they find everything funny, at the start of their turns they take 1d4 psychic damage from the confusion.
At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends.
At Higher Levels When you cast this spell using a spell slot of 4th level or higher, the psychic damage increases by 1d4 for each level above 3rd.
Dreaded Masquerade
7th-level enchantment
- Casting Time: 1 action
- Range: 80 ft
- Components: V, S, M (a harlequin mask)
- Duration: Concentration, up to 10 minutes
A mask is placed on a creature of you choice that you can see within range. The creature must make a Wisdom saving throw or become beholden to the mask. At the start of each turn the target must roll a d6, the number rolled determines what the mask does to them.
At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success.
Dreaded Masquerade Effects
d6 | Effect |
---|---|
1-2 | Plot Twist The target takes 4d12 psychic damage, and attempts to attack the closest target that it is not hostile towards it. If no other target exists, they attack themselves. |
3-4 | Soliloquy The target takes 5d12 psychic damage, and is stunned until the end of the turn. |
4-5 | Curtain Call The target takes 6d12 psychic damage, and falls prone. |
6 | Rehearsal The target takes 7d12 psychic damage, and must roll the d6 one more time. If this is the second time this occurred this turn, the creature does not need to roll the d6 again. |
Golden Swordsoul
1st-level abjuration
- Casting Time: 1 reaction
- Range: Self
- Components: S
- Duration: Concentration, up to 1 minute
Your soul harden's itself when you are dealt damage. You can use your reaction to gain temporary hit points equal to the damage received plus 1d6. The temporary hit points remain while the spell is active or until the temporary hit points are replaced.
While this spell is active, you have temporary hit points, and you are hit with a weapon attack, you may use your reaction to make a melee spell attack against the attacker, provided they are within 5ft. of you. On a hit you deal 1d6 plus your spell casting modifier radiant damage.
At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the temporary hit points granted and the damage dealt by the melee spell attack increase by 1d6 for each level slot above 1st.
Graceful Charity
1st-level necromancy
- Casting Time: 1 action
- Range: 10 ft.
- Components: V, S, M (a white feather or cloth)
- Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d6 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 for each slot level above the 1st. Additionally you may spend 3 of your hit dice, to re-roll up to two dice for this spell, you can choose to use the old or new results.
Icy Erosion
2nd-level transmutaion
- Casting Time: 1 action
- Range: 30 ft
- Components: V, S, M (a drop of water)
- Duration: Concentration, Up to 1 minute
Choose an object made of stone or metal, no larger than what can fit in a 5 ft cube. You cause the object to freeze up and become slightly more brittle to the touch. Any creature in physical contact with the object takes 1d6 cold damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can.
Weapons affected by this spell have a -1 penalty to their attack and damage rolls, and armor/shields affected by this spell have a -1 penalty to their AC.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increase by 1d6 for each slot level above 2nd.
Iris Swordsoul
3rd-level conjuration
- Casting Time: 1 action
- Range: 60ft
- Components: V
- Duration: Instantaneous
You teleport yourself to an unoccupied space you can see within range leaving a line of lightning between the two points of travel, measuring 5 feet wide and however far you traveled long. You can make up to three melee spell attacks to creatures within that line. On a hit, a creature takes 2d10 plus your spell casting modifier lightning damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can make an additional melee spell attack for each slot level above 3rd.
Lightning Storm
6th-level evocation
- Casting Time: 1 action
- Range: 200 ft
- Components: V, S, M (a face card from a deck of cards)
- Duration: Instantaneous
A storm made of lightning rains down in a location you choose within range. The area of the storm covers a 20 ft radius and is 40 ft high cylinder. Each creature in the cylinder and each creature on the edge of the cylinder must make a Dexterity saving throw. A creature in the cylinder takes 4d8 lightning damage and 3d8 thunder damage on a failed save, or half as much damage on a successful one. Those on the edge of cylinder takes half damage on a failed save, or a quarter as much damage on a successful one.
Hostile creatures that take damage from this spell have disadvantage on concentration checks resulting from said damage.
At Higher Levels When you cast this spell using a spell slot of 7th level or higher, the lightning damage increases by 1d8 for each level above 6th.
Painful Choice
2nd-level enchanment
- Casting Time: 1 minute
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 10 minutes
You invoke a mental conundrum upon touching a creature, have them make a Wisdom saving throw, failing it causes them to recoil mentally. On a failure they must roll a d20 and while they are under the effects of the spell the following occurs based number rolled:
d20 | Effect |
---|---|
1-4 | The creature takes 1d4 psychic damage when they fail a Charisma ability check or saving throw, or you make a successful Wisdom (Insight) check on them |
5-8 | The creature has disadvantage Charisma (Deception) and Wisdom (Insight) ability checks |
9-12 | The creature considers you a close acquaintance |
13-16 | The creature becomes frightened of you |
17-20 | You have advantage on Charisma (Persuasion, Deception, & Intimidation) checks against the creature |
When the spell ends, or the creature succeeds the initial saving throw, have the creature must make another Wisdom saving throw, on a failure they are not aware that you cast a spell on them.
Raigeki
7th-level evocation
- Casting Time: 1 action
- Range: Self (60-foot cone)
- Components: V, S, M (a hag's finger)
- Duration: Instantaneous
Several guided bolts of lightning cascade from your finger tips, flying to your foes. Each hostile creature in a 60-foot cone must make a Dexterity saving throw, taking 7d10 Lightning damage on failure and half as much on a success.
At Higher Levels When you cast this spell using a spell slot of 8th or higher, the damage is increased by 3d10 for each slot level about 7th.
Recite Eternity
9th-level nercomancy
- Casting Time: 1 day
- Range: Self
- Components: V, S, M (an arcane infused container worth 50,000GP no larger than a small object, and a drop of blood from an ancient dragon worth 5GP and has been drawn within the last 7 days)
- Duration: Special
You speak the long passages found from a spell book of eternity. Under go the ritual to become a lich, losing your earthly ties to this world. As part of this ritual you must put the drop of dragon's blood, along with a drop of your own blood, into the arcane infused container. During the casting time of this spell, your soul will be transferred into the drops of blood, causing the arcane infused container and the blood within it to become your phylactery.
While your soul is being transferred into the phylactery your body is vulnerable to all forms of damage and reaching 0 hit points while the spell is being cast will cause you to become a demi-lich instead.
While the phylactery is intact your stats, actions, and abilities become that of a lich or demi-lich respectively. Should your phylactery be destroyed, you lose all your Damage Resistances and Immunities.
Recite Fate
3rd-level divination
- Casting Time: 1 bonus action
- Range: 15ft
- Components: V, S
- Duration: Concentration up to 1 minute
You echo the words learned from a spell book of fate, allowing you to bend destiny around you. You or a target creature that you can see within range, gain advantage on the next 3 attack rolls, saving throws, or ability checks you perform; afterwards the spell expires.
At Higher Levels When you cast this spell using a spell slot of 4th or higher, you gain advantage on 1 additional attack roll, saving throw, or ability for each slot level above 3rd.
Recite Judgement
5th-level transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
You shout the words found in a spell book judgement, smiting your foes. The next time you hit a creature with a weapon attack before this spell ends the following happens based on the creature's or your lawful/chaotic alignment:
Alignment | Effect |
---|---|
Lawful | You deal 4d10 radiant damage to the target, and are healed for half the damage dealt |
Neutral | You deal 5d10 force damage to the target, and the creature must succeed a Constitution saving throw or be paralyzed until the end of your next turn |
Chaotic | You deal 6d10 necrotic damage that ignores damage immunities and resistances |
If the alignment of the creature is unknown, or if you are playing without creature alignments you may instead roll 1d6 to determine the effects. A roll of 1-2 results in the Lawful effects, a roll of 3-4 results in the Neutral effects, and a roll of 5-6 results in the Chaotic effects.
Recite Knowledge
1st-level conjuration(ritual)
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 10 minutes
You re-call the words found in a spell book knowledge, temporarily expanding your mental capacity. As you are casting this spell choose from the following skills: Arcana, History, Nature, Religion, or Investigation. You gain proficiency in that skill if you are not already proficient in it, or you gain expertise in the chosen skill if are already proficient in it. This benefit lasts until the spell ends.
At Higher Levels When you cast this spell using a spell slot of 2nd or higher, you can choose an additional skill from the list for each slot level above 1st.
Recite Life
2nd-level divination (ritual)
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (mirror shard)
- Duration: 10 minutes
You call upon the words from a spell book of life, allowing you recall the past with clarity. You touch a living creature or a creature that has not been dead for longer than 24 hours. If the creature is not willing, they must succeed a Charisma (Deception) check against your spell save DC, to completely resist the effects of the spell.
For the duration of the spell you can perfectly recall 10 minutes of that creature's memories, you must be aware of the memory to recall it. For example if you are not aware that the target had breakfast yesterday you cannot recall that memory. However, if you know the creature died recently you can recall the moment of their. You experience everything in the memory in real-time including all five basic senses, you see what creature sees, hear what the creature hears, etc. When the creature would take damage during the memory you take 1 psychic damage as well.
Lastly you are not aware of your surroundings and cannot react to any external force while you are viewing these memories.
Recite Mastery
4th level enchanment
- Casting Time: 1 action
- Range: 30 ft.
- Components: V
- Duration: Instantaneous
You cite the words found in the spell book of a master, allowing you to manipulate others. Choose a creature within range it must make a Wisdom saving throw. If it fails, you can use your bonus action to dictate a single worded command and deal 3d6 psychic damage to it, the creature must to the command or take an additional 3d6 psychic damage should they disobey. The DM determines how the target behaves based on the command. Some typical commands include:
Attack. The creature will attack (or use their multi-attack action) against a single creature of your choice in their range.
Dash. The creature uses the "Dash" action and moves to a specific location, up to its movement speed. The creature cannot move to a location it cannot physically be, example a creature that cannot fl,y cannot end up with no ground to stand on.
Drop. The creature drops all objects it is currently holding, and falls prone.
Cast. Have the creature cast a spell that is 3rd level or lower, that it knows, and that you are aware of. You may perform an Intelligence (Arcana) check, DC 15, to become aware of one spell that creature knowns as part of this command. You choose the point or target of the spell as part of this bonus action.
Recite Power
5th-level transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You pronounce the words found in a spell book of power, giving you strength beyond measure. Your body reaches peak physical condition and you gain the following benefits, while under the effects of this spell:
- You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks
- You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift
- You gain an extra 10ft walking speed
- You gain a +1 bonus to your AC
- You gain advantage in Strength, Constitution, and Dexterity saving throws and ability checks
- Your weapon attacks deal an extra 1d4 damage of its primary damage type
Recite Secrets
4th-level illusion
- Casting Time: 1 action
- Range: Self(15ft Radius)
- Components: V, S
- Duration: Concentration, up to 1 minute
You whisper the words found a spell book of secrets, cloaking you and your companions in shadows. You and up to 6 companions within 15ft of you and everything they are carrying are invisible, however you and your companions are able to see each other albeit just as faint outlines.
Additionally sounds you and your companions make are greatly muted, creatures that make Wisdom (Perception) or Intelligence (Investigation) checks to try and hear you or your companions are done so on disadvantage.
Lastly, if the remaining duration on the spell is 30 seconds or longer; you can use your action to dismiss the spell early and blow up the shadows that are enveloping you. Each creature within 15ft of you makes a Dexterity saving throw taking 4d6 Necrotic damage on a failure and half as much on a success.
Recite Wisdom
Divination cantrip
- Casting Time: 1 action
- Range: Self
- Components: V
- Duration: 1 round
You recite words found from a spell book of wisdom, giving you insight on your next attack. On your next turn, you gain advantage on your first attack roll, dealing an extra 1d4 Force damage on a hit. If you miss the attack, the target must succeed a Wisdom saving throw or take 1d4 Force damage.
The spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Regal Icejade
1st-level conjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (kingfisher feather)
- Duration: Concentration, up to 10 minutes
You form a crown of icejade atop your head granting you a sturdier form and cooler attacks. While the crown is present you gain a +1 bonus to your AC, and you attacks deal an 1d4 frost damage.
Therion Irregularity
4th-Level Enchanment
- Casting Time: 1 action
- Range: 60ft
- Components: V, S, M(a loaded dice)
- Duration: Concentration, up to 1 minute
Choose yourself or a creature you can see within range, then choose from: Cross, Stand-up, or Charge, changing how the world flows around them. The selected creature gains the following benefits while this spell is effect based on the option chosen:
Option | Effect |
---|---|
Cross | The creature's weapon attacks deal an additional 1d6 radiant damage |
Stand-up | The creature is able to roll an additional 1d6 on saving throws they are not proficient in |
Charge | The creature can use the Dash, Disengage, or Hide action as a bonus action |
Therion Saucer
Conjuration cantrip
- Casting Time: 1 action
- Range: 30ft
- Components: V, S, M(a dirty lens)
- Duration: Instantaneous
You conjure a magical disk of energy and hurl it at a target that you can see within range. A target must succeed a Dexterity saving throw or take 1d6 bludgeoning damage, then you may choose another creature that you can see within 5 ft. it. The second creature takes damage equal to half the damage (rounded down), that the first creature took.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Soot Blast
Evocation cantrip
- Casting Time: 1 action
- Range: 30ft
- Components: S
- Duration: Instantaneous
You gather ash and smoke into a small orb hurling it at your target. On a hit, the target takes 1d6 poison damage, and must make a Constitution saving throw. On a failure they are blinded until the end of your next turn as the soot covers their eyes. However, that may use their reaction to wipe away the soot, ending the blinded status early.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Soot Cloud
3rd-level evocation
- Casting Time: 1 action
- Range: 60ft
- Components: V, S
- Duration: Instantaneous
You create a 20-foot-radius sphere of soot centered on a point within range. The sphere spreads around corners, and the area is heavily obscured. It lasts until the end of your next turn, or until a strong wind (at least 20 miles per hour) disperses it. Each creature that is completely within the cloud when the cloud first forms, or moves into it while the cloud is still there, must make a Constitution saving throw. On a failed save, the creature takes 5d6 poison damage and is incapacitated. On a successful save they take half the damage, and are not incapacitated.
At Higher Levels When you cast this spell using a spell slot of 4th or higher, the poison damage increases by 1d6 for each level above 3rd.
Soul Charge
Necomancy cantrip
- Casting Time: 1 action
- Range: 10ft
- Components: V
- Duration: Instantaneous
You are able reinvigorate the soul of dying creature, giving them the will to live. Shout magic words to a creature within range that has 0 hit points. That creature has advantage on their next Death Saving throw.
Splight Gamma Burst
4th-level evocation
- Casting Time: 1 action
- Range: Self (50ft. line)
- Components: V, S, M (a metal rod and phosphorus)
- Duration: Instantaneous
You shoot a bolt of lightning forming a line 50ft long and 5 ft wide from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature take 4d6 lightning damage on a failed save, or half as much damage on a successful one.
Additionally at any point along the line you may cause a 15 ft radius fiery explosion to occur. Each creature in the blast radius must make a Dexterity saving throw, taking 4d6 fire damage on failure and half as much damage on a success. The fire spreads around corners.
Lastly any flammable objects in the line of the lightning bolt or in the radius of the fiery explosion, and is not being worn or carried, is ignited.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, increase the damage of one effect. For every odd slot level above 4th, increase the lightning damage by 1d6. For every even slot level above 4th, increase lightning damage by 1d6.
Splight Smash
1st-level evocation
- Casting Time: 1 action
- Range: 5ft
- Components: V
- Duration: Instantaneous
You coat your weapon in fire and lightning, then make two melee spell attacks to targets that you can see within range. Hitting with the first attack deals 1d4 plus your spell casting modifier fire damage, hitting with the second attack deals 1d4 lightning damage.
Then you may move 5ft in any direction, provided the space you will end up is unoccupied, and you can see the space where you will end up. This range is increased by an additional 5ft if you hit with an attack from this spell.
Creature's using their reaction to make attacks of opportunity against you, because you are movement from this spell are done on disadvantage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, increase the damage of one attack. For every even slot level above 1st, increase the fire attack damage by 1d4. For every odd slot level above 1st, increase lightning damage by 1d4.
Super Polymerization
5th-level transmutation
- Casting Time: 1 hour
- Range: Touch
- Components: V, S, M (Gold Dust worth 100GP, 1 non-consumable Magical Item of Very Rare or less rarity worth at least 1 SP)
- Duration: Instantaneous
You are able to fuse a magical item into a non-magical item transferring the prior's effects, or you can reinvigorate a magical item, or previously magical item, making it regain some of its charges.
Fuse. Take one magical item and one non-magical item. Example a +1 weapon and a normal non magical weapon. The non-magical item must be of the same category, example you cannot transfer the properties of Bag of Holding to armors, cloaks, weapons, jewelry/accessories, ; but you can transfer it to a new bag. The categories of items are as follows:
Category | Example |
---|---|
Weapons | Flametongue, glaive, spear, club, mace of disruption |
Armor | Shield, +1 Scale Mail, Leather Armor |
Cloaks | Regular Clothes, Cloak of Elven Kind |
Jewelry/Accessories | Ring of Protection, Belts, Boots, Boots of Flying, Belt of Giant Strength, Rings |
Bags/Containers | Bag of Holding, Backpack, Barrel |
Rods/Staff/Wands | Wand of Smiles, Staves* |
*Staves fill multiple catogries due to their nature
Work with your DM to determine if a magical item fits in a certain category, if it is not in the previously mentioned table.
Over the course of casting this spell you must be at least in 5ft of each item. Once the spell is finished casting you are able to transfer the magical effects of the magic item into the non-magic item. The original magic item disappears from existence and cannot be recalled or recovered by any means, however anything that was stored in the original magic item is transferred into the new magic item.
Recharge. You are able to restore expended charges on the magical item, up to half its max (rounded up). Example if a magical item's maximum number of charges is 7, you may have it regain up to 4 expended charges.
Versions
Version | Date | Notes |
---|---|---|
1.0 | May 26 2022 | Initial release, includes 12 subclasses |
1.1 | June 05 2022 | Added magic items, some spelling/naming corrections |
1.2 | June 12 2022 | Added new spells, spell lists, & updated the spell list for some classes. MORE spelling corrections |
1.21 | July 1 2022 | Some balancing for Tri-Brigade Rangers, and grammar/wording corrections |
1.3 | August 26 2022 | Removed Bestiary section, as that will be its own document |