Traveler's Handbook - An Octopath Traveler Supplement

by VulpyVulpine

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Traveler's Handbook

Traveler's Handbook

Contents

Part I - Introduction and Features

Foreword from the Author ........................................................

List of Major Features ................................................................

Inspiration and Credits ..............................................................

Contact Information and Discord Server ..............................

Part II - Race Category: Beastlings

An Introduction to Beastlings ...........................................

In-Game Beastling Mechanics ..........................................

Suggestions for Role Playing ............................................

Beastling Sub-species .........................................................

Canine .................................................................................

Kitsune ................................................................................

Lepus ...................................................................................

Lutros ..................................................................................

Serpentine ..........................................................................

Ursinal .................................................................................

Vespertilian .........................................................................

Werewolf ..............................................................................

Optional Rules for Beastlings and Other Races ............

Darklings .............................................................................

Hybrid Species ...................................................................

Mechalings ..........................................................................

Part III - Classes and Subclasses

Arcanist

Class Features

Descent of Grace

Descent of the Magi

Descent of Malevolence

Optional Class Features

Armsmaster

Conqueror's Sword

Dancer's Blade

Hunter's Bow

Lionheart's Axe

Spiritlord's Staff

Warlord's Spear

Optional Class Features

Artificer

Apothecary

Inventor

New Artificer Spells

New Optional Class Features

New Artificer Infusions

Cleric

Ecclesiastic Domain

New Cleric Spells

New Optional Class Features

Conjurer

Class Features

Mage of the Elements

Mage of the Rain

Mage of the Sun

Optional Class Features

Dancer

Class Features

Choreography of Chaos

Choreography of Darkness

Choreography of Gale

Choreography of Harmony

Optional Class Features

Fighter

Warrior

New Optional Class Features

Merchant

Class Features

Magnate of Altruism

Magnate of Avarice

Magnate of the Ember

Magnate of Tradewinds

Optional Class Features

Ranger

Watcher

New Ranger Spells

New Optional Class Features

Rogue

Pilferer

New Optional Class Features

Runelord

Class Features

Runes of the Ascendants

Runes of the Elementals

Runes of the Immortals

Runes of the Primals

Optional Class Features

Sorcerer

Archmagus Origin

New Sorcerer Spells

New Optional Class Features

New Metamagic Options

Starseer

Class Features

Constellation of the Elements

Constellation of the Sacred Flame

Constellation of the Warrior

Optional Class Features

Warmaster

Class Features

Technique of the Archer

Technique of the Knight

Technique of the Spellblade

Optional Class Features

Contents, cont.

Part III - Classes and Subclasses, cont.

Witch

Class Features

Order of the Abyss

Order of the Blade

Order of the Claw

Order of the Daughter

Order of Defiance

Order of the Eye

Order of the Mist

Order of Tentacles

Optional Class Features

Wizard

Scholar

New Wizard Spells

New Optional Class Features

Part IV - Backgrounds

Academic

Benefactor

Broker

Groomed

Legionnaire

Medic

Pickpocket

Stalker

Part V - Optional Rulings

Feats

Multi-Subclassing

... with Martial Classes

...The Armsmaster

...The Barbarian

...The Fighter

...The Monk

...The Rogue

...The Runelord

...The Warmaster

... with Caster Classes

...The Arcanist

...The Bard

...The Cleric

...The Druid

...The Sorcerer

...The Starseer

...The Warlock

...The Witch

...The Wizard

... with Hybrid Classes

...The Artificer

...The Conjurer

...The Dancer

...The Merchant

...The Paladin

...The Ranger

Secondary Job Rulings

Path Actions

Part VI - Equipment

Part VII - Magic Items

Part VIII - Spells

PART I

Introduction and Features

PART II

New Race: Beastlings

An Introduction to Beastlings

""

In-Game Beastling Mechanics

Suggestions for Role Playing

Beastling Subspecies

Canine
Kitsune
Lepus
Lutros
Serpentine
Ursinal
Vespertilian
Werewolf

Optional Rulings for Beastlings and Other Races

Darkling
Hybrid Species
Mechalings

PART III

Classes and Subclasses

Arcanist [WIP]

Arcanists are arcane spellcasters, however, they operate with holy and dark magics combined.

You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.

Class Features

As an arcanist, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per arcanist level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per arcanist level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Dagger, scimitar, shortsword, quarterstaff
  • Tools: None

  • Saving Throws: Strength, Charisma
  • Skills: Choose two skills from Arcana, Athletics, Insight, Intimidation, Perception, Performance, and Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a dagger or (b) scimitar
  • (a) a shortsword or (b) quarterstaff
  • a set of studded leather armor

Harmony Spellcasting

Starting at 1st level, you gain a natural talent for holy and dark magics. You have a maximum number of spell slots according to the Spell Slots column in the table to the right, with a bonus number of spell slots equal to your charisma modifier (minimum of +1). The level of these spell slots is shown in the Spell Level column in the table to the right.


In addition to this, you gain the following benefits:

  • All spells you cast that deal damage can deal radiant or necrotic damage of your choice instead of the normal damage type(s) that that spell uses,
  • You recover a number of spell slots equal to your proficiency bonus after a short rest; you also recover any used spell slots after a long rest, and
  • You learn one spell from the divination or necromancy schools. This does not count against your total spells known.

You can know and prepare a number of spells equal to your arcanist level plus your charisma modifier (minimum of +1).

The Arcanist
Level Proficiency Bonus Features Spell Level Spell Slots
1st +2 Harmony Spellcasting 1st 1 + Cha
2nd +2 Arcane Specialty 1st 1 + Cha
3rd +2 Seal of Diffusion 1st 1 + Cha
4th +2 Ability Score Improvement 1st 2 + Cha
5th +3 2nd 2 + Cha
6th +3 Arcane Specialty Feature 2nd 2 + Cha
7th +3 Seal of Inversion 2nd 2 + Cha
8th +3 Ability Score Improvement 2nd 3 + Cha
9th +4 Spell Recovery (1 Slot) 3rd 3 + Cha
10th +4 Lasting Memory 3rd 3 + Cha
11th +4 Seal of Immortality 3rd 3 + Cha
12th +4 Ability Score Improvement 3rd 4 + Cha
13th +5 Price of Power 4th 4 + Cha
14th +5 Arcane Specialty Feature 4th 4 + Cha
15th +5 Of Equal Might 4th 4 + Cha
16th +5 Ability Score Improvement 4th 5 + Cha
17th +6 Reflective Barrier, Spell Recovery (2 Slots) 5th 5 + Cha
18th +6 Latent Empowered Seal 5th 5 + Cha
19th +6 Ability Score Improvement 5th 6 + Cha
20th +6 Seal of Eternity 5th 6 + Cha

Arcane Descent

Beginning at 2nd level, you learn to either lean to one side of the light and dark spectrum, or retain a balance of both. Choose Descent of Grace, Descent of the Magi, or Descent of Malevolence, each detailed at the end of the class description. The descent you choose grants you features at 2nd level, and again at 6th and 14th levels.

Seal of Diffusion

At 3rd level, you learn the ability to diffuse your other abilites to other allies. Whenever you use your Harmony Spellcasting feature to cast a beneficial spell, you may choose a number of targets equal to your proficiency modifier in addition to the target that the spell already effects.

You may use this feature a number of times equal to your Charisma modifier, after which you must take a long rest to regain your expended uses.

This feature also extends the effects of the Seal of Inversion, Seal of Immortality, Reflective Barrier and Seal of Eternity abilities when you gain them at your respective arcanist class levels.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Seal of Inversion

At 7th level, you glean the ability to invert an ally's harmful status effects. Once per short rest, you may choose to, as an action, reverse the negative effects on an ally, replacing them with an alternative effect as listed in the tables below and to the right.

Some statuses are unaffected by this ability, labeled as no effect on their respective rows.

Exhaustion's inversions vary slightly; the target loses one level of exhaustion and its effects are reversed as shown.

Exhaustion Level Inversion
1 (Ability dis.) Target gains advantage to ability checks for one round.
2 (Half Speed) Target's speed increases to half again as much speed as its normal walking speed for one round.
3 (Atk & ST dis.) Target gains advantage on attack rolls and saving throws for one round.
4 (Hit point max halved) Target's hit point maximum is increased to half again as much as its normal hit point maximum for one round.
5 (Zero Speed) Target's speed becomes double its normal walking speed for one round.
6 (Death) No effect.
Negative Effect turns to... Positive Effect
Blinded ------> Sight is restored, and the target gains a +2 to all attack rolls for one round.
Charmed ------> The charm is broken, and the target gains advantage on attack rolls against the creature which charmed it for one round.
Deafened ------> Hearing is restored, and the target gains advantage on perception rolls relying on sound for one round.
Frightened ------> Fear is lifted from the target, and the creature that gave it fear has disadvantage on attack rolls against you and the previously frightened creature for one round.
Grappled ------> No effect.
Incapacitated ------> No effect.
Invisible ------> No effect.
Paralyzed ------> Feeling returns to the target, and the target gains a bonus to spell attacks equal to the number of rounds they were petrified for one round.
Petrified ------> The creature's skin is returned to flesh, and the target gains a bonus to weapon attacks equal to the number of rounds they were petrified for one round.
Poisoned ------> Poison is cured from the target, and the respective ability or abilities that were affected have advantage for one round.
Prone ------> No effect.
Restrained ------> No effect.
Stunned ------> The stunned status ends, and the target gains a bonus to skill checks equal to your Charisma modifier for one round.
Unconscious ------> The target wakes up, and gains a bonus to its speed equal to five times your Charisma modifier for one round. This has no effect if the target has 0 hit points.

Spell Recovery

Beginning at 9th level, you learn the ability to rejuvenate your spell reserve. You recover one spell slot of your Harmony Spellcasting whenever you finsih a short rest.

This effect increases to two spell slots at 17th level.

Lasting Memory

At 10th level, you have the capacity to revive your status effects. If you are incapacitated in any way and are revived appropriately before the start of your next turn, spells that were effecting you at the time do not dissipate.

Seal of Immortality

At 11th level, your very soul can withstand fatal blows. When you are targeted by an attack that would reduce you to zero hit points, but would not kill you outright, you are reduced to one hit point instead.

This effect can only be used once per long rest; although if used on another via Seal of Diffusion, they can not benefit from this effect again until they take a long rest. If this ability is used in this way, you may pass it on a number of times to a number of targets equal to your Charisma modifier.

This effect ends if it is not used within one minute.

Price of Power

Starting at 13th level, you learn how to gain power by giving it up momentarily. When you cast a spell using your Harmony Spellcasting, you may choose to give up part of your soul temporarily. Doing so causes your Charisma score in this instance of the spell to lower by an amount equal to half of your proficiency modifier, but in return you gain the power to upcast the spell by a number of spell levels up to 1 plus the amount of Charisma sacrificed for that instance of the spell.

You may do this a certain number of times per long rest, depending on the spell level the spell was cast at, as shown in the table below:

Spell Slot Used Times per long rest
6th level 4 times
7th level 3 times
8th level 2 times
9th level 1 times

A short rest recovers one point of Charisma lost to this ability, and a long rest recovers all Charisma lost this way.

Of Equal Might

At 15th level, you learn to balance body and soul, as well as light and dark. Whenever you make a skill check, ability check, attack roll or saving throw involving Strength, you may use your Charisma modifier in its place.

In addition, you may use your Strength modifier for Charisma rolls involving those same instances.

Reflective Barrier

Beginning at 17th level, you gain the ability to empower your magical defenses in the form of a barrier. As an action, you can set up a barrier for 1 minute. If you are forced to make a saving throw against a spell or are the target of a spell attack roll, you may choose to expend the reflective barrier (no action required) and send the spell careening back to the caster.

If the spell has a range other than self and isn't a line, such as fireball, the spell's caster is now the target or center of the spell.

If the spell has a range of self or is a line, such as dragon's breath or eldritch blast, the spell's caster is now the sole target of the spell.

The effects of this ability extend to allies if it is used in conjunction with Seal of Diffusion.

You may use this ability twice, after which you must take a long rest in order to regain any expended spell slots.

Latent Empowered Seal

Starting at 18th level, your ability to empower the Seals increases.

Upon taking half of your maximum hit points in damage (this damage can be healed between hits), your Latent Power maximizes. While your Latent Power is maximized, you may use your bonus action to expend it.

Expending this Latent Power enables you to use two of your seals in the same action: choose two between Seal of Inversion, Seal of Immortality, and your Arcane Descent's Seal; Seal of Malevolence, Seal of Spiritual Grace, or Seal of Balance being the option from your descent.

The two seals of your choice also determine which bonus effect is granted, as according to the table below.

Seals Selected Bonus Effect Granted
Seal of Inversion and Seal of Immortality Seal of Mortality
Seal of Inversion and Seal of Malevolence Seal of Twisting Darkness
Seal of Inversion and Seal of Spiritual Grace Seal of Impure Light
Seal of Inversion and Seal of Balance Seal of Instability
Seal of Immortality and Seal of Malevolence Seal of Night
Seal of Immortality and Seal of Spiritual Grace Seal of Heaven
Seal of Immortality and Seal of Balance Seal of Purgatory

Each of these Latent Empowered Seals' effects are described below:


  • Seal of Mortality: Grants you the spell power word kill for one turn, and one bonus spell slot of 9th level to cast it with.

  • Seal of Twisting Darkness: Grants you blindsight with a range of 60 feet, advantage on perception checks made in dim or dark lighting and disadvantage on perception checks made in bright light or daylight. These effects last for 2d6 rounds.

  • Seal of Impure Light: Causes you to emit bright light in a radius of 30 feet and dim light for another 30 feet; grants you advantage on attack rolls made against creatures within this light, and grants the effects of the faerie fire spell, as if it was cast on you, within the range of the light. These effects last for 3d4 rounds.

  • Seal of Instability: Grants you the effects of the protection from evil and good against all creature types (rather than just one), and extends the reach of touch spells to 60 feet. These effects last for 1d12 rounds.

  • Seal of Night: Grants you darkvision with a range of 120 feet (add this range if the user already has this ability), and cause all spells that deal necrotic damage as its base damage type to restore hit points equal to restore hit points equal to half the damage dealt. Hit points are restored to all creatures of your choice you can see within 60 feet instead if you choose to use Seal of Diffusion. If the spell already restores hit points, add this result to the total effects. These effects last for 1d8 rounds.

  • Seal of Heaven: Grants you the ability to blind a single target (Wisdom versus your Spell Save DC) as an bonus action, and, whenever you cast a spell that deals radiant damage as its base damage type, you may choose to restore a spell slot of a level equal to half of the spell level of the spell you used (to a maximum of a 5th level slot for a 9th level casting). Spell slots are restored to all creatures of your choice you can see within 60 feet instead if you choose to use Seal of Diffusion.

    If the targeted creature can not receive spell slots, refer to the tables on the next page to see what ability may be substituted in place of restoring a spell slot. You may only restore a use for an ability that the target has already learned. Each ability in question regains exactly one use. These effects last for 2d4 rounds.


  • Seal of Purgatory: Grants you the ability to
Class and Subclass of Target Abilities Qualified
Armsmaster (Conqueror's Sword)
Armsmaster (Dancer's Blade)
Armsmaster (Hunter's Bow)
Armsmaster (Lionheart's Axe)
Armsmaster (Spiritlord's Staff)
Armsmaster (Warlord's Spear)
Barbarian (Ancestral Guardian) Rage, Relentless Rage1, Consult the Spirits
Barbarian (Battlerager) Rage, Relentless Rage1
Barbarian (Beast) Rage, Relentless Rage1, Infectious Fury
Barbarian (Berserker) Rage, Relentless Rage1
Barbarian (Storm Herald) Rage, Relentless Rage1
Barbarian (Totem Warrior) Rage, Relentless Rage1
Barbarian (WIld Magic) Rage, Relentless Rage1, Magic Awareness
Barbarian (Zealot) Rage, Relentless Rage1, Fanatical Focus
Fighter (Arcane Archer)
Fighter (Banneret)
Fighter (Battle Master)
Fighter (Cavalier)
Fighter (Champion)
Fighter (Echo Knight)
Fighter (Psi Warrior)
Fighter (Rune Knight)
Fighter (Samurai)
Fighter (Warrior)
Class and Subclass of Target Abilities Qualified
Monk (Astral Self) Ki1
Monk (Ascendant Dragon) Ki1, Draconic Disciple2
Monk (Drunken Master) Ki1
Monk (Four Elements) Ki1
Monk (Kensei) Ki1
Monk (Long Death) Ki1
Monk (Mercy) Ki1, Hand of Ultimate Mercy2
Monk (Open Hand) Ki1, Wholeness of Body
Monk (Shadow) Ki1
Monk (Sun Soul) Ki1
Rogue (Assassin) Stroke of Luck
Rogue (Inquisitive) Stroke of Luck
Rogue (Mastermind) Stroke of Luck
Rogue (Phantom) Stroke of Luck
Rogue (Pilferer) HP Thief, Armor Corrosive, Stroke of Luck
Rogue (Scout) Stroke of Luck
Rogue (Soulknife) Stroke of Luck
Rogue (Swashbuckler) Stroke of Luck
Rogue (Thief) Stroke of Luck
Runelord (Ascendants) Stat Swap, Runic Recovery1
Runelord (Elements) Stat Swap, Runic Recovery1
Runelord (Primals) Stat Swap, Runic Recovery1
Warmaster (Archer) Battle Soul1, Phoenix Storm
Warmaster (Knight) Battle Soul1, Qilin's Horn
Warmaster (Spellblade) Battle Soul1, Yatagarasu

Seal of Eternity

At 20th level,

Armsmaster [WIP]

Armsmasters are the ultimate fighting machines, capable of dishing out a load of damage on their own, or with the help of special divine weapons. There are six such weapons that armsmasters attempt to emulate, those being an axe, a bow, a dagger, a spear, a staff, and a sword.

You must have a Strength or Dexterity score of 13 or higher in order to multiclass in or out of this class.

The Armsmaster
Level Proficiency Bonus Features Bulwark Bonus
1st +2 Divine Weapon Devotion, Fighting Style
2nd +2 Bulwark +2
3rd +2 Divine Weapon Feature +2
4th +2 Ability Score Improvement +2
5th +3 Twofold Strike +2
6th +3 Divine Weapon Feature +2
7th +3 Master of Offense +3
8th +3 Ability Score Improvement, Threefold Strike +3
9th +4 +3
10th +4 Invigorating Break +3
11th +4 Divine Weapon Feature +3
12th +4 Ability Score Improvement, Fourfold Strike +4
13th +5 +4
14th +5 Peak Performance +4
15th +5 Divine Weapon Feature +4
16th +5 Ability Score Improvement, Fivefold Strike +4
17th +6 +5
18th +6 Latent Empowered Strikes +5
19th +6 Ability Score Improvement, Sixfold Strike +5
20th +6 Arms Refinement, Divine Weapon Feature +5

Class Features

As a armsmaster, you gain the following class features.

Hit Points


  • Hit Dice: 1d12 per armsmaster level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per armsmaster level after 1st

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Strength, Dexterity
  • Skills: Choose two skills from Acrobatics, Athletics, History, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, described in further detail in the Divine Weapon's section of this guide, in addition to the equipment granted by your background:

  • (a) the Rusty Sword, (b) the Rusty Dagger, (c) the Rusty Bow, (d) the Rusty Axe, (e) the Rusty Staff, or (f) the Rusty Lance, as chosen by your Divine Weapon Devotion
  • (a) studded leather, (b) scale mail or (c) chain mail
  • (a) an explorer's pack or (b) priest's pack

Divine Weapon Devotion

Beginning at 1st level, you choose a Divine Weapon that you wish to emulate. Choose Conqueror's Sword, Dancer's Blade, Hunter's Bow, Lionheart's Axe, Spiritlord's Staff or Warlord's Spear, all detailed at the end of the class description. The weapon you choose grants grants you features at 1st level and again at 3rd, 6th, 11th, 15th and 20th level.

Fighting Style

Also at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Bulwark

Upon reaching 2nd level, you learn to defend and hold your own exceptionally well. As an action, you can make a single attack roll against a creature, followed by you setting up your defense until the start of your next turn. You can not use this ability if you have used your bonus action this turn, and you can not take a bonus action after using this ability on your turn. In return, you gain a bonus to your armor class and saving throws equal to the number shown on the Bulwark Bonus column in the armsmaster table.

You do not need to have a shield equipped in order to use this ability.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Twofold Strike

Starting at 5th level, you can strike faster as well as harder, and with more than one weapon. Choose two weapons that are on your character. As an action, you may make two weapon attacks, one with the first weapon, and quickly switching to the second weapon to make an attack roll with it.

The swiftness of the strikes also effects your accuracy: the dungeon master rolls for which creatures you actually attack, however, these can not be friendly targets.

If you chose a ranged weapon, ignore the close range penalty that normally comes with attacking at close range.

This ability is replaced by threefold strike at 8th level.

Master of Offense

Beginning at 7th level, you know how to land critical hits more easily. Whenever you attack a creature that is incapacitated, you may choose to apply one of two effects to your attack roll:

  • The attack roll is rolled with advantage, or
  • The attack roll lands a critical hit on a 19 or 20.

If you already have advantage, or your critical threat range is 19-20, then the opposite effect automatically applies to the attack roll.

Threefold Strike

Starting at 8th level, your twofold strike becomes more powerful, evolving into threefold strike. Whenever you use this ability, you may now attack with three different weapons against random targets, as determined by the dungeon master.

The same effects for ranged weapons apply, and this ability is replaced by fourfold strike at 12th level.

Invigorating Break

At 10th level, you glean the ability to sap a creature's health when its defense is downed. Whenever you land a hit that was assisted by your master of offense ability, you may heal yourself for a number of hit points equal to half the damage you dealt, plus your armsmaster level.

Fourfold Strike

Beginning at 12 level, your threefold strike becomes even more powerful, evolving into fourfold strike. Whenever you use this ability, you may now attack with four different weapons against random targets, as determined by the dungeon master.

The same effects for ranged weapons apply, and this ability is replaced by fivefold strike at 16th level.

Peak Performance

Starting at 14th level, your vigor helps your prowess in combat. Whenever you are not missing any hit points, or have any amount of temporary hit points, damage rolls you make are made with advantage.

Fivefold Strike

Beginning at 16th level, your fourfold strike becomes yet more powerful, evolving into fivefold strike. Whenever you use this ability, you may now attack with five different weapons against random targets, as determined by the dungeon master.

The same effects for ranged weapons apply, and this ability is replaced by sixfold strike at 19th level.

Latent Empowered Strikes

At 18th level, you truly understand what it means to overpower an enemy. When you land a critical hit, you may expend your latent power in order to automatically grant advantage to the next six weapon attack rolls made against that creature.

You may use this ability once, after which you must perform a long rest in order to use it again.

Sixfold Strike

Starting at 19th level, your fivefold strike reaches the pinnacle of power, evolving into sixfold strike. Whenever you use this ability, you may now attack with six different weapons against random targets, as determined by the dungeon master.

The same effects for ranged weapons apply, however, there is no ability that replaces sixfold strike.

Arms Refinement

Finally, at 20th level, you can refill your latent power. After hitting a creature with an damage type they are weak against, roll a d20. On a 20, you regain the ability to use your latent empowered strikes ability once more.

This ability has no effect if you have not used latent empowered strikes already.

Divine Weapon Devotion

Conquerors' Sword

Boon of Health

Beginning at 1st level, you already feel more healthy and grow in that aspect as your journey progresses. Whenever your proficiency bonus increases, you gain a number of hit point dice equal to the table shown below, starting at 1st level.

Proficiency Bonus Bonus Hit Point Total
+2 (Level 1) 1d12 (or 7)
+3 (Level 5) 2d12 (or 14)
+4 (Level 9) 3d12 (or 21)
+5 (Level 13) 4d12 (or 28)
+6 (Level 17) 5d12 (or 35)

Do not add your Constitution modifier to these hit points.

Conqueror's Sword: Inept Practices

Also at 1st level, you gain knowledge of how to summon and use your divine weapon, however unskilled you are at using it. As a bonus action, you may summon the Rusty Sword to your hand, where it can serve as your weapon.

The weapon returns to its original resting place after 1d4 rounds. You may only use this feature once per long rest, after which you may use it again.

Stellar Affinity

Starting at 3rd level, you glean the ability to call upon the stars to aid you in battle. After a long rest, roll a d4, and record the result. As an action, you may use this ability to increase a roll on your die by the given amount, or lower another creature's roll by that amount.

The roll may be applied only to an attack roll or a saving throw, after which you lose the die roll. The die roll also is lost if you roll a new one after a different long rest.

Lunar Tide

At 6th level, you are able to call upon the moon to turn the tide of battle. As long as the moon is visible to you (or at least one moon is, depending on the setting your Dungeon Master is running), you may grant advantage to a single ally as a reaction against a saving throw within 40 feet of you. You may use this reaction once per short rest, but only twice between long rests.

Conqueror's Sword: Adept Practices

This feature replaces the Conqueror's Sword: Inept Practices feature.

Also at 6th level, you gain knowledge of the Conqueror's Sword, more than you already knew before. As a bonus action, you may summon the Tarnished Sword to your hand, where it can serve as your weapon.

The weapon returns to its original resting place after 1d6 rounds. You may use this feature twice per long rest, after which you regain all expended uses.

Nebular Strike

Starting at 11th level, you can infuse your divine weapon with the essence of a dying star. As an action, you may raise your weapon to the skies above, and deliver a furious strike, dealing 3d6 necrotic damage and 3d6 radiant damage to one target within reach of your weapon.

You may use this feature twice between long rests.

Conqueror's Sword: Expert Practices

This feature replaces the Conqueror's Sword: Adept Practices feature.

Also at 11th level, you begin to truly understand the power of your divine weapon. As a bonus action, you may summon the Gleaming Sword to your hand, where it can serve as your weapon.

The weapon returns to its original resting place after 1d8 rounds. You may use this feature three times per long rest, after which you regain all expended uses.

Flow of Ice

At 15th level, you teach yourself the ability to connect with the Astral Plane through your divine weapon, and channel the power of ice through it. As an action, you may slice through the Material Plane, dealing 6d8 cold damage to a number of creatures within range equal to half of your proficiency bonus (rounded down).

You may use this feature once, after which you must complete a long rest before using it again.

Conqueror's Sword: Master Practices

This feature replaces the Conqueror's Sword: Expert Practices feature.

Also at 15th level, you finally learn how to summon the divine weapon to your very hands. As a bonus action, you may summon the Conqueror's Sword to your hand, where it can serve as your weapon.

The weapon does not return to its original resting place, as it has deemed you worthy, and automatically attunes to you. This attunement does not count against your total current attunements, however, it must be on your person and physically in your hand in order to use the Cosmic Roar feature at 20th level.

Cosmic Roar

Finally, at 20th level, you unlock the knowledge deep within the Conqueror's Sword, and you can use it as the sword allows it. The Cosmic Roar feature of the Conqueror's Sword may now be used once, and the use restores itself at sunrise every day.

Dancer's Blade

Boon of Speed

Beginning at 1st level, you feel ever more swift and grow in that aspect as your journey progresses. Whenever your proficiency bonus increases, you gain a bonus to your base speed scores and your initiative modifier equal to the number shown in the table below, starting at 1st level.

Proficiency Bonus Base Speed Boost Initiative Bonus
+2 (Level 1) +5 feet +1
+3 (Level 5) +10 feet +1
+4 (Level 9) +15 feet +2
+5 (Level 13) +20 feet +2
+6 (Level 17) +25 feet +3
Dancer's Blade: Inept Practices

Also at 1st level, you gain knowledge of how to summon and use you divine weapon, however unskilled you are at using it. As a bonus action, you may summon the Rusty Dagger to your hand, where it can serve as your weapon.

The weapon returns to its original resting place after 1d4 rounds. You may only use this feature once per long rest, after which you may use it again.

Graceful Affinity

Starting at 3rd level, you glean the ability to use your skill to perform dances and other acts of grace to help you in battle. Whenever you successfully attack a creature without throwing your weapon and there is another creature within 5 feet of you, you may make an additional attack roll against the second creature.

This ability may only be triggered once per round in the initiative order.

Sabotage

Beginning at 6th level, you are able to debilitate your foes to turn the tide of battle. Whenever you use your action to attack with the Rusty Blade, Tarnished Blade, Graceful Blade or Dancer's Blade, as long as your blow landed, you may use your bonus action to force the same creature you attacked to make a Constitution saving throw.

The DC for this throw is 8 + your Proficiency Bonus + your Dexterity modifier.

On a failed saving throw, the target is poisoned for 1d4 rounds. Nothing happens to the creature on a success.

At 15th level, this ability's duration increases by 1 round, to 1d4+1 rounds.

You may use this ability twice, after which you need to finish a long rest in order to use it again.

Dancer's Blade: Adept Practices

This feature replaces the Dancer's Blade: Inept Practices feature.

Also at 6th level, you gain knowledge of the Dancer's Blade, more than you already knew before. As a bonus action, you may summon the Tarnished Blade to your hand, where it can serve as your weapon.

The weapon returns to its original resting place after 1d6 rounds. You may use this feature twice per long rest, after which you regain all expended uses.

Swift Dance

Starting at 11th level, you glean the ability to channel speed into your strikes. As an action, you may sacrifice some, or all, of your bonus speed from the Boon of Speed feature to enhance your damage.

The enhanced damage lasts for one hit, but also lasts for one minute. During this time, you may charge up a dance, using an action on each of your turns to enhance the damage further, as shown in the table below.

The dance may be charged up to three times, upon which the dance is automatically executed, targeting all creatures of your choice within 5 feet of you; you attack with advantage.

You may also use the dodge action as a bonus action during the dance's charge-up.

Speed Sacrificed Damage (Shown in increments)
5 feet 2/4/6 piercing damage
10 feet 5/10/15 piercing damage
15 feet 10/20/30 piercing damage
20 feet 14/28/42 piercing damage
25 feet 20/40/60 piercing damage
Dancer's Blade: Expert Practices

This feature replaces the Dancer's Blade: Adept Practices feature.

Also at 11th level, you begin to truly understand the sheer speed of your divine weapon. As a bonus action, you may summon the Gleaming Knife to your hand, where it can serve as your weapon.

The weapon returns to its original resting place after 1d8 rounds. You may use this feature three times per long rest, after which you regain all expended uses.

Flow of Darkness

At 15th level, you teach yourself the ability to connect with Limbo, and, in a twisted sense, control the elemental chaos that seeps through it. As a bonus action, you dance through a target, and end up in an unoccupied space that would be flanking it had another ally been there. The target takes 12d4 necrotic damage, and must make a constitution saving throw using your Dexterity score for calculating the DC.

On a failed save, the target can not benefit from any of its senses, such as sight, smell, blindsight, or truesight for 1d4 rounds. Otherwise, the target takes an extra 4d4 necrotic damage. The target automatically makes this saving throw if its plane of origin is Limbo.

You may use this feature once, after which you must complete a long rest before using it again.

Dancer's Blade: Master Practices

This feature replaces the Dancer's Blade: Expert Practices feature.

Also at 15th level, you learn how to summon the divine weapon into your very hands. As a bonus action, you may summon the Dancer's Blade to your hand, where it can serve as your weapon.

The weapon does not return to its original resting place, as it has deemed you worthy, and automatically attunes to you. This attunement does not count against your total current attunements, however, it must be on your person and physically in your hand in order to use the Mischievous Step feature at 20th level.

Mischievous Step

Finally, at 20th level, you unlcok the knowledge deep within the Dancer's Blade, and you can use it as the dagger allows it. The Mischievous Step feature of the Dancer's Blade may now be used once, and the use restores itself at sunrise every day.

Hunter's Bow

Boon of Accuracy

Beginning at 1st level, your senses allow you to more accurately make shots at enemies grow in that aspect as your journey progresses. Whenever your proficiency bonus increases, you are allowed to roll more attacks with advantage, as shown in the table below, whenever you make an attack roll.

Proficiency Bonus Rolls with Advantage
+2 (Level 1) 1d4
+3 (Level 5) 1d6
+4 (Level 9) 1d8
+5 (Level 13) 1d10
+6 (Level 17) 1d12

You regain all uses of this ability after a long rest.

Hunter's Bow: Inept Practices
Animal Affinity
Sense Creature
Hunter's Bow: Adept Practices
Bestial Wrath
Hunter's Bow: Expert Practices
Flow of Wind
Hunter's Bow: Master Practices
Flurry of Arrows

Lionheart's Axe

Boon of Power

Beginning at 1st level, you feel ever more powerful and strong and grow in that aspect as your journey progresses. Whenever your proficiency bonus or bulwark bonus increase, you gain a bonus to damage rolls made with your divine weapon as shown in the table below, starting at 1st level.

Proficiency Bonus Bulwark Bonus Total Damage Increase
+2 (Level 1) +0 +2
+2 +2 (Level 2) +4
+3 (Level 5) +2 +5
+3 +3 (Level 7) +6
+4 (Level 9) +3 +7
+4 +4 (Level 12) +8
+5 (Level 13) +4 +9
+6 (Level 17) +5 (Level 17) +11
Primal Affinity
Extra Attack
Ferocity
Flow of Fire
On the Hunt

Spiritlord's Staff

Boon of Magic

Beginning at 1st level, you feel ever more strong-willed and continue to grow in that aspect as your journey progresses. Whenever your proficiency bonus increases, or your Intelligence, Wisdom or Charisma modifier increase, your damage with your divine weapon increases (by a minimum of +5), as shown in the table below.

Proficiency Bonus Total Damage Increase
+2 (Level 1) 2+Int+Wis+Cha Mod (Min. of +1 each)
+3 (Level 5) 3+Int+Wis+Cha Mod (Min. of +1 each)
+4 (Level 9) 4+Int+Wis+Cha Mod (Min. of +1 each)
+5 (Level 13) 5+Int+Wis+Cha Mod (Min. of +1 each)
+6 (Level 17) 6+Int+Wis+Cha Mod (Min. of +1 each)
Mystic Affinity
Synergize
Gleaming Glow
Flow of Light
Deliverence

Warlord's Spear

Boon of Reach

Beginning at 1st level, you feel so powerful that the reach of your will extends to the physical realm, and continues to grow in that aspect as your journey progresses. Whenever your proficiency bonus increases, your reach with your divine weapon increases as shown in the table below.

Proficiency Bonus Additional Reach
+2 (Level 1) +5 feet
+3 (Level 5) +10 feet
+4 (Level 9) +15 feet
+5 (Level 13) +20 feet
+6 (Level 17) +25 feet
Divine Affinity
Piercing Bolt
Ruler's Thrust
Flow of Lighting
Giant Swing

Artificer

3, 5, 9, 15

Apothecary

Inventor

Cleric

1, 6, 8, 17

Conjurer

-Mages

Dancer

-Terpsichore

Fighter

Warrior

Aggressive Strikes

When you take the Warrior Archetype at 3rd level, you gain the ability to fuel your fighting spirit with a barbarian-like rage. As an action, you can perform three attacks, rather than one, but at disadvantage.

This ability performs more attacks upon reaching certain levels in this class; four attacks at 5th level, five attacks at 11th level, and six attacks at 20th level.

You may use this ability twice before requiring a short rest to restore your uses of this feature.

Warrior's Stance

Also at 3rd level, you gain the ability to enter a warrior's stance. As a bonus action, after initiative is rolled, you may enter one of three stances, each of which is described below. You may change which stance you are in as a bonus action, and you may only benefit from one stance at a time. The effects of your stance wear off if there you haven't taken damage or made an attack within one minute.

Abiding Stance.

Inciting Stance.

Stout Stance.

Vengeful Blade

7th

Piercing Thrust

7th

Enervating Slash

10th

Brand's Blade

15th

Ultimate Stance

15th

Shinjumonjigiri

18th

3, 7, 10, 15, 18

Merchant

-Magnate

Ranger

3, 7, 11, 15

Rogue

3, 9, 13, 17

Runelord

Runelords are the ultimate synergist to any adventuring party, often worshipping the rune God, Balogar. Runelords must prove their worth and display both courage and the ability to coordinate their abilities with others before they are divulged the secrets of Balogar.

You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class.

The Runelord
Level Proficiency Bonus Features Runes Known
1st +2 Runeblade's Blessing 1
2nd +2 - 1
3rd +2 Rune Arc 1
4th +2 Ability Score Improvement 2
5th +3 - 2
6th +3 Stat Swap 2
7th +3 Rune Arc feature 3
8th +3 Ability Score Improvement 3
9th +4 Runic Recovery 3
10th +4 - 4
11th +4 Transfer Rune 4
12th +4 Ability Score Improvement 4
13th +5 Rune Arc feature 5
14th +5 Dauntless 5
15th +5 Runestorm 5
16th +5 Ability Score Improvement 6
17th +6 Rune Arc feature 6
18th +6 Elemental Edge 6
19th +6 Ability Score Improvement 7
20th +6 Balogar's Blade, Elemental Climax 7

Class Features

As a runelord, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per runelord level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per runelord level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Battleaxe, glaive, greataxe, greatsword, halberd, handaxe, longsword, rapier, scimitar, shortsword, sickle
  • Tools: None

  • Saving Throws: Strength, Intelligence
  • Skills: Choose two skills from Acrobatics, Athletics, Arcana, Nature, Perception, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a battleaxe and a shield or (b) two longswords
  • (a) a greataxe or (b) greatsword
  • (a) a rapier and a sickle or (b) two scimitars
  • (a) scale mail or (b) studded leather
  • (a) an explorer's pack or (b) scholar's pack

Runeblade's Blessing

Beginning at 1st level, you are granted the power to apply runes to not only your weapons, but others as well. Choose one rune from the list below; you gain the ability to apply that rune as an action up to a number of times per long rest equal to your proficiency bonus. All runes last for 1 minute, or until dispelled (no action required).

Your runes have a Save DC, but their attack modifier is entirely dependent upon the attack modifier of the recipent's modifiers. Runes are not spells, and should not be treated as such.

Rune Save DC = 8 + your proficiency bonus +

your Inteligence modifier

At higher levels. You gain a access to a new rune, assuming you meet the prerequisite level for it, at levels according to the Runes Known column on the Runelord table to the left.


Acid Rune.

Prerequisite: 13th level

Applying this rune to a weapon causes the weapon to deal an additional 3d6 acid damage, and leave the target taking 1d6 acid damage for 1d4 rounds; this effect does not stack with itself.

Rune effects at higher levels. Applying this rune to a weapon at higher levels causes initial damage to increase to 6d6 acid damage, with the effect lasting for 1d6 rounds, at 17th level.


Arcane Rune.

Prerequisite: 16th level

Applying this rune to a weapon causes the weapon to deal an additional 3d8 force damage, and forces the recipient of the damage, if it took any such damage, to make a Strength saving throw against the Runelord's Rune Save DC or fall prone and restrained until it can make a successful Strength (Athletics) or Dexterity (Acrobatics) check become unrestrained.


Darkness Rune.

Prerequisite: 11th level

Applying this rune to a weapon causes the weapon to deal an additional 3d4 necrotic damage and forces the recipient of the damage, if it took any such damage, to make an Intelligence saving throw against the Runelord's Rune Save DC or become blinded for 1d4+1 rounds.

Rune effects at higher levels. Applying this rune to a weapon at higher levels instead causes the weapon to deal an additional 6d4 Necrotic damage and, if it fails the Runelord's Rune Save DC, have it blinded for 1d4+2 rounds.


Earth Rune. Applying this rune to a weapon causes the weapon to deal an additional 1d6 bludgeoning damage.

Rune effects at higher levels. Applying this rune to a weapon at higher levels instead causes the weapon to deal an additional 2d6 bludgeoning damage at 5th level, 3d6 at 11th level, and 4d6 at 17th level.


Fire Rune.

Prerequisite: 7th level

Applying this rune to a weapon causes the weapon to deal an additional 2d4 fire damage and become magical for the purposes of overcoming damage reduction if it isn't magical already.

Rune effects at higher levels. Applying this rune to a weapon at higher levels instead causes the weapon to deal an additional 4d4 fire damage and become a +1 magical weapon if it isn't already at 11th level, and 6d4 Fire damage while becoming a +2 weapon if it isn't already at 17th.


Ice Rune.

Prerequisite: 7th level

Applying this rune to a weapon causes the weapon to deal an additional 1d8 cold damage and forces the recipient of such damage, if it took any such damage, to make a Constitution saving throw against the Runelord's Rune Save DC or be magically put to sleep for 1d4+1 rounds.

Rune effects at higher levels. Applying this rune to a weapon at higher levels instead causes the weapon to deal an additional 2d8 cold damage and force the recipient to sleep magically (unless it passes a Constitution saving throw against the Runelord's Rune Save DC) for 1d4+2 rounds at 11th level, and 3d8 cold damage and 1d4+3 rounds of sleep at 17th level.


Light Rune.

Prerequisite: 11th level

Applying this rune to a weapon causes the weapon to deal an additional 3d4 radiant damage and forces the recipient of such damage, if it took any such damage, to make a Wisdom saving throw against the Runelord's Rune Save DC or have its Dexterity decreased by 1 for 1 hour.

Rune effects at higher levels. Applying this rune to a weapon at higher levels instead causes the weapon to deal an additional 6d4 radiant damage and, if it fails the Runelord's Rune Save DC, have its Dexterity decreased by 2 for 1 hour at 17th level.


Lightning Rune.

Prerequisite: 7th level

Applying this rune to a weapon causes the weapon to deal an additional 1d8 lighting damage and forces the recipient of such damage, if it took any such damage, to make a Charisma saving throw against the Runelord's Rune Save DC or be magically knocked unconscious for 1d4+1 rounds.

Rune effects at higher levels. Applying this rune to a weapon at higher levels instead causes the weapon to deal an additional 2d8 lightning damage and force the recipient unconscious (unless it passes a Charisma saving throw against the Runelord's Rune Save DC) for 1d4+2 rounds at 11th level, and 3d8 lightning damage and 1d4+3 rounds of unconsciousness at 17th level.


Poison Rune.

Prerequisite: 11th level

Applying this rune to a weapon causes the weapon to deal an additional 2d6 poison damage, and forces the recipient of such damage, if it took any such damage, to make a Constitution saving throw or be poisoned for 1d4+1 rounds.

Rune effects at higher levels. Applying this rune to a weapon at higher levels instead causes the weapon to deal 3d6 poison damage and force the recipient to become poisoned (unless it passes a Constitution saving throw against the Runelord's Rune Save DC) for 1d4+2 rounds at 17th level.


Psychic Rune.

Prerequisite: 16th level

Applying this rune to a weapon causes the weapon to deal an additional 3d8 psychic damage, and forces the recipient of such damage if it took any such damage, to make an Intelligence saving throw against the Runelord's Rune Save DC or be paralyzed for 1d4+1 rounds.


Sonic Rune.

Prerequisite: 7th level

Applying this rune to a weapon causes the weapon to deal an additional 1d12 thunder damage, and forces the recipient of the damage, if it took any such damage, to make a Constitution saving throw against the Runelord's Rune Save DC or be deafened for 1d4+1 rounds.

Rune effects at higher levels. Applying this rune to a weapon at higher levels instead causes the weapon to deal 2d12 thunder damage and force the recipient to become deafened (unless it passes a Constitution saving throw against the Runelord's Rune Save DC) for 1d4+2 rounds at 11th level, and 3d12 thunder damage and 1d4+3 rounds of deafening at 17th level.


Water Rune. Applying this rune to a weapon causes the weapon to deal an additional 1d6 piercing damage.

Rune effects at higher levels. Applying this rune to a weapon at higher levels instead causes the weapon to deal an additional 2d6 piercing damage at 5th level, 3d6 at 11th level, and 4d6 at 17th level.


Wind Rune. Applying this rune to a weapon causes the weapon to deal an additional 1d6 slashing damage.

Rune effects at higher levels. Applying this rune to a weapon at higher levels instead causes the weapon to deal an additional 2d6 slashing damage at 5th level, 3d6 at 11th level, and 4d6 at 17th level.


Runic Arc

At 3rd level, you choose an arc that best represents your mindset of how you should use runes. Choose Runes of the Ascendants, Runes of the Elements, Runes of the Immortals or Runes of the Primals, each detailed at the end of the class description. The arc you choose grants you features at 3rd level and again at 7th, 13th and 17th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Stat Swap

Starting at 6th level, you have the ability to apply the strength of your mind to your weapon attacks. As a bonus action, you can, for one minute, use your Intelligence modifier to act as your Strength modifier for the purposes of attack and damage rolls.

You may use this ability twice before requiring a long rest to recover expended uses of this ability.


Runic Recovery

Beginning at 9th level, you learn how to regain some of your lost power. After a short rest, you can recover a number of your runic uses equal to half your proficiency modifier, rounded down (up to 3 rune uses at level 17). You can not recover a total of more rune uses than you are alloted to use per long rest.

Transfer Rune

At 11th level, you know how to empower multiple allies at once with your runes. Whenever you use your Runeblade's Blessing ability to apply a rune, you can choose to target a number of additional weapons that are effected equal to your Intelligence modifier. Each weapon is affected by the same rune as the base rune for this ability. Only the most recent rune used takes effect.

Dauntless

Starting at 14th level, you gain the ability to bolster your defenses even in the bleakest of moments. Whenever you are effected with the Blinded, Charmed, Deafened, Paralyzed, Poisoned, Stunned, or Unconscious conditions, you gain advantage on all Saving Throws to made to avoid damage. This ability does not activate if you are willingly given any of these conditions, such as an ally casting blindness/deafness on you.

Runestorm

At 15th level, you have mastered the art of "scattering" your runes for maximum effect against the enemy. Whenever you or an ally with a weapon that has one of your runes applied to it makes an attack against a creature with a melee weapon, you (or they) can make an additional attack roll against all creatures within the weapon's reach. This effect may only be used a number of times equal to your Intelligence modifier per creature that has one of your runes on their weapon (for example, if you have an Intelligence of 17, Runestorm may be used by each effected weapon up to three times).

Elemental Edge

Beginning at 18th level, you begin to reach the pinnacle of magical power, surpassing that of even high wizards. Your Intelligence score increases by 2, to a maximum of 22. You may now also increase your Intelligence score to 22 using feats or an ability score increase.

Balogar's Blade

At 20th level, you have learned how to combine the elements into an ultimate attack. Using a use of your Runeblade's Blessing, you can target a single creature and unleash the effects of every one of your known runes at once. Refer to the highest level effects of each of your runes for this ability. You may only use this ability once per long rest.

Elemental Climax

Also at 20th level, your magical prowess has reached the zenith of its potential. Your Intelligence score increases by 2, to a maximum of 24.

Rune Descent

Descent of the Ascendants

Ascendant's Enhancement - Bane

When you trace your steps in the Descent of the Ascendants at 3rd level, your ability to touch a higher plane of existence increases your damage and prowess. You ignore resistance to bludgeoning, piercing and slashing damage whenever you make a weapon attack with a rune active.

Inner Planar Touch

At 7th level, you learn how to touch the Inner Plane's magic, and you are much more terrifying or calming for it. You gain proficiency in one skill according to your alignment in the table below. In addition, you can choose to deal acid, poison, psychic or thunder damage instead of your weapon's damage type whenever you make an attack with a rune active.

Alignment Bonus Proficiency
Good Medicine
Evil Intimidation
Lawful Persuasion
Chaotic Deception
Neutral Insight
Outer Planar Touch

Starting at 13th level, you begin learn how to master control over the Outer Plane's methodical and continuous orbit around the Material Plane. Once per long rest, if you are the target of the banishment spell or similar effects, you may choose to automatically succeed on the Charisma saving throw. If you are ever succumb to the effects of the banishment spell or other similar effects, you may use your reaction to tell one creature which plane of existence you were banished to, and where in that plane they can find you.

Far-Reaching Power

At 17th level, your reach to the farthest planes of existence and beyond is unparalleled. Choose to embrace the Elemental Chaos, the Spelljammer or the Astral Sea; you gain an effect usable once per long rest and an effect that constantly is acitve, according to the table to the right at the top of the page.

Power Domain Recharging Effect Passive Effect
Astral Sea Once per long rest, you may fly for up to 10 minutes. This effect cannot be staggered between long rests. You ignore all resistance to thunder damage, and your speed increases by 10 feet.
Elemental Chaos Once per long rest, you may impose a Consitiution saving throw on a target as part of an attack action, and, if failed, have them poisoned for 1d4 rounds. You and any weapons effected by your runes ignore having to roll saving throws for acid and poison damage.
Spelljammer Once per long rest, you may impose disadvantage on any creature's Intelligence, Wisdom or Charisma saving throw, using your reaction. You have resistance to psychic damage.

Descent of the Elementals

Elemental's Enhancement - Power

When you trace your steps in the Descent of the Elementals at 3rd level, you gain the ability to call upon the primary elements of earth, water and wind. Whenever you use your Earth Rune, Water Rune or Wind Rune, you may choose to add 1d6 of another of the Rune's effects; for example, if you use your Earth Rune, you may add 1d6 piercing or slashing Damage to attacks made involving the Earth Rune.

This damage increases as your Rune damage increases; at 5th level, the damage increases to 2d6, and again to 3d6 (11th) and 4d6 (17th).

Accurate Strikes

Beginning at 7th level, you glean how to make sure your weapons hit their target. While you have the Earth, Water or Wind Rune active, attacks with the effected weapons are made with advantage. Additionally, you may make one extra attack as part of your attack action while any of these runes are active.

Runic Empowerment

Starting at 13th level, you have learned to empower your runic abilities. You may, up to a number of times equal to your proficiency bonus, force a critical hit on a single enemy while your Earth, Water or Wind Rune are active. This effect does not effect creatures not normally subject to critical hits.

Ultima Blade

At 17th level, you have mastered the art of your Earth, Water and Wind Runes. While your Earth, Water or Wind Rune is active, you may, as a bonus action, cause the elements to unite, dealing 20d6 magical bludgeoning, piercing and slashing damage to each effected creature that was attacked as part of your attack action that same turn. You may use this feature twice before taking a long rest.

Descent of the Immortals

Immortal's Enhancement - Spellcasting

When you trace your steps in the Path of the Immortals at 3rd level, your life force and ability to touch the weave increase drastically. You gain the ability to cast spells according to the list below.

Runelord (Immortal) Level Cantrips Known 1st Level Spell Slots 2nd Level Spell Slots 3rd Level Spell Slots 4th Level Spell Slots
3rd 2 2 - - -
4th 2 3 - - -
5th 2 3 - - -
6th 2 3 - - -
7th 2 4 2 - -
8th 2 4 2 - -
9th 2 4 2 - -
10th 3 4 3 - -
11th 3 4 3 - -
12th 3 4 3 - -
13th 3 4 3 2 -
14th 3 4 3 2 -
15th 3 4 3 2 -
16th 3 4 3 3 -
17th 3 4 3 3 -
18th 3 4 3 3 -
19th 3 4 3 3 1
20th 3 4 3 3 1
Preparing and Casting Spells

The Runelord (Immortal) table shows how many spell slots you have to cast your Runelord (Immortal) spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Runelord spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of Runelord spells equal to your Intelligence modifier + one third of your Runelord level (rounded down, to a minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 7th-level Runelord, you have four 1st-level and two 2nd-level spell slots. With a Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Runelord (Immortal) spells requires time spent in etching the spells onto a stone tablet: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your Runelord (Immortal) spells. The power of your spells comes from your runic etches, and higher level spells represent the increased quality of the etchings. You use your Intelligence whenever a Runelord (Immortal) spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Runelord spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier = your proficiency bonus +

your Intelligence modifier
Ritual Casting

You can cast a Runelord (Immortal) spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Interchanging Runes (Optional)

You may, as an action, expend one rune from your Runeblade's Blessing ability and recover a spell slot equal or lower than half your proficiency bonus (rounded down).

Spell List

Listed on the page after this subclass description is a list of spells available to the Runelord (Immortal).

Weave Claim

Beginning at 7th level, you learn how to enhance your runes through your spell slots. Whenever you take the attack action, you can use a spell slot to deal additional damage. This damage can be your choice of force, necrotic or radiant damage. The table below shows how much damage is added according to the spell slot expended.

Spell Slot Additional Damage
1st 2d6
2nd 5d6
3rd 8d6
4th 12d6
Strikes in Time

At 13th level, you gain the ability to subtly shift the flow of events into your favor. A number of times equal to half your proficiency bonus (rounded down), you may grant yourself advantage on one attack roll you make against a target.

Weave Strikes

Starting from 17th level onwards, you can empower the weave into your attacks. Whenever you use your Weave Claim ability and successfully hit a target, you can use the same attack roll on a number of additional targets equal to your Intelligence modifier (minimum of one) without expending extra spell slots.

Runelord (Immortal) Spells

Cantrips (0 Level)
  • Chill Touch
  • Dancing Lights
  • Eldritch Blast
  • Guidance
  • Mending
  • Message
  • Sacred Flame
  • Spare the Dying
1st Level
  • Alarm
  • Arms of Hadar
  • Cure Wounds
  • Detect Magic
  • False Life
  • Guiding Bolt
  • Healing Word
  • Hex
  • Identify
  • Inflict Wounds
  • Magic Missile
  • Shield
  • Shield of Faith
2nd Level
  • Blindness/Deafness
  • Branding Smite
  • Darkness
  • Darkvision
  • Enhance Ability
  • Invisibility
  • Magic Weapon
  • Moonbeam
  • See Invisibility
  • Silence
  • Spiritual Weapon
3rd Level
  • Blinding Smite
  • Blink
  • Crusader's Mantle
  • Revivify
  • Speak with Dead
  • Spirit Guardians
  • Vampiric Touch
4th Level
  • Blight
  • Faithful Hound
  • Guardian of Faith

Descent of the Primals

Primal's Enhancement - Calling

When you trace your steps in the Descent of the Primals at 3rd level, you gain the ability to call upon the primal elements of fire, ice and lightning to aid you in your attacks. Whenever you make an attack with a rune active, you can choose to call upon one of these elements to make an additional attack with advantage according to the table below, using a bonus action for the attack.

Primal Element Called Effect Caused
Fire Cast the fire bolt cantrip against a target as a bonus action.
Ice Cast the ray of frost cantrip against a target as a bonus action.
Lightning Make a ranged attack against a target of your choice within 60 feet; target takes 1d8 lightning damage on a successful hit; damage increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Primal Wrath

Starting at 7th level, you have learned how to enhance your current runes so that no matter which rune you use, you can rely upon your core abilities. Whenever you use a rune, you can add certain effects from the Fire Rune, the Ice Rune, or the Lightning Rune to enhance your abilities, even if you are already using one of those runes, according to the Wrath Induced table to the right.

Runic Enhancement Wrath Induced
Fire Roaring orange fire spreads out, engulfing each creature in a 15 foot cone. Each creature caught in the cone must make a Dexterity Saving Throw against the Runelord's Rune Save DC, dealing 4d6 fire damage on a failed save, and half as much on a successful one.
Ice Cold, white ice spreads out, freezing each target within a 25 foot line in a direction of your choice, in a wintry embrace. Each creature must make a Constitution Saving Throw against the Runelord's Rune Save DC, dealing 5d4 cold damage on a failed save,and half as much on a successful one. In addition, the target terrain becomes difficult terrain for 1d4 rounds.
Lightning Cackling blue lightning leaps from one target to another, damaging each in the process. Choose up to four targets, each no further than 30 feet from the previous one; each targeted creature must make a Strength Saving Throw against the Runelord's Rune Save DC or take 4d12 lightning damage, or half as much on a successful save.
Primal Strikes

At 13th level, you gain the ability to imbue your strikes with fire, ice or electricity. When you make an attack roll with advantage and your Fire, Ice or Lightning Rune active, you may choose to forgo the advantage to hit your target and, if you hit, may reroll a number of damage dice equal to your Intelligence modifier. Once you use this ability, you must finish a short or long rest before using it again.

Primal Blade

Starting at 17th level, you glean the ability to train your mind and focus your thoughts into a single strike. When you make an attack roll against a creature, you may choose to empower the Fire, Ice or Lightning Rune, and trigger an effect according to the table below. Once you use any of these effects, you must finish a long rest before using them again.

Ability Used Effect Induced
Pyroclash As an action, you may blaze the ground around you. Each creature within 30 feet of you must make a Dexterity saving throw against your Rune Save DC or take 10d8 fire damage, or half as much on a successful one.
Hypothrash As an action, you may freeze multiple enemies at once. Each creature within 15 feet of you must make a Constitution saving throw against your Rune Save DC or take 12d6 cold damage, or half as much on a successful one.
Gigaslash As an action, you may shock the bodies of your enemies, one by one. Choose 6 creatures, each of which can be no more than 20 feet of each other, or you. Each effected creature must make a Strength saving throw against your Rune Save DC or take 12d6 lightning damage,or half as much on a successful one.

Sorcerer

Archmagus

Arcane Teachings

Beginning at 1st level when you take this subclass, you gain twelve new spells on your spell list as listed below, and described at the end of this subclass.

Sorcerer Level Spells
9th glacies claudere, ignis ardere, lux cogerere, tenebrae operiere, tonitrus canere, ventus saltare
17th glacies maximus, ignis maximus, lux maximus, tenebrae maximus, tonitrus maximus, ventus maximus
Elemental Break

Also at 1st level, you gain the ability to weaken your enemies' elemental defenses. Whenever you deal nonmagical damage to a creature, you may also lower their resistance category of one damage type. For example, if you were to make an attack with a quarterstaff against an adult blue dragon, you could lower its radiant damage resistance from no resistance to weakness. This effect lasts for a number of turns equal to 1d4 + your Charisma modifier. At higher levels, you may choose additional damage types; up to two at 5th level, three at 11th level, and four at 17th level.

Intimidation

At 6th level, you learn how to be able to weaken a foe by frightening them with your magical presence. Whenever you roll initiative, you may use your reaction to impose disadvantage on a creature's initiative roll and their attack rolls made on the first round of combat.

Augmented Elemental Aid

Starting at 14th level, you glean some of the secrets of the elements. You may add the empowered spell and heightened spell metamagic options to your list. They also do not count against your maximum amount of metamagic options.

If you already have either of these options learned, you may choose an alternative (or two, if you had both) metamagic option from the normal metamagic options list.

Dreisang's Spell

When you reach 18th level, you ultimately learn how to tap into your soul to display your magical powers. You gain the Dreisang's spell metamagic option, with its effects listed below.


Dreisang's spell. When you cast a spell with a damaging effect, you may spend 3 sorcery points to double the amount of damage dice against any creature that is prone, unconscious or paralyzed, or has taken damage from any of its damage weaknesses since your last turn in combat.

Glacies Claudere

5th level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Special

Waves of snow and ice spread outward from the caster's palm sprading out from a point within range, briefly encasing their enemies in ice. Each creature within a 30-foot-cube centered on that point must make three separate Constitution saving throws; each to avoid damage from one of three attacks. Each failed save causes the creature to take 4d8 cold damage, or half as much on a successful one. Terrain within the spell's area of effect also becomes difficult to navigate for 1 minute, or until a spell that deals fire damage is cast that overlaps any section of this effect.

At higher levels. When you cast this spell using a spell slot of 6th level or higher, the damage of each attack increases by 1d8 for each attack for each spell slot level above 5th.

Glacies Maximus

9th level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Special

A huge, icy set of glaciers materialize around a point within range, encasing all creatures of your choice that you can see within range. Each effected creature must make three separate Constitution saving throws; each to avoid damage from one of three attacks. Each failed save causes the creature to take 12d10 cold damage and 12d10 piercing damage, or half as much on a successful one. Terrain within the spell's area also becomes difficult to navigate for the effected creatures, and their speed is halved for 1 minute.

Ignis Ardere

5th level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

A great fire sprads over the target area, engulfing everything in flame. Each creature within a 30-foot-cone, originating from a point within range and going in a direction of the caster's choosing, must make three spearate Dexterity saving throws; each to avoid damage from one of three attacks. Each failed save causes the creature to take 8d4 fire damage, or half as much on a successful one. The fire also spreads around corners, and also ignites objects that aren't being worn or carried and nonmagical plants and vegetation.

At higher levels. When you cast this spell using a spell slot of 6th level or higher, the damage of each attack increases by 2d4 for each attack for each spell slot level above 5th.


Ignis Maximus

9th level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Special

Enormous waves of heat and flame envelop the area and all creatures of your choice that you can see within range. Each effected creature must make 3 separate Dexterity saving throws; each to avoid damage from one of three attacks. Each failed save causes the creature to take 16d12 fire damage, or half as much on a successful one. A creature that takes damage from this spell also ignites, dealing 4d12 fire damage each round for 1d4+1 rounds; a creature taking this damage cannot put out the flames from this spell by mundane means, and must take 30 cold damage in a single turn in order to put the flame out.

This spell also ignites objects that aren't being worn or carried, spreads around corners, incinerates vegetation, and melts nonmagical snow and ice within range.

Lux Congerere

5th level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

A divine light from the heavens parts and inflicts wrath upon each creature within the spell's area. Each creature within a 40-foot-high, 20-foot-diameter cylinder, originating from a point within the caster's choosing, must make three separate Wisdom saving throws; each to avoid damage from one of three attacks. Each failed save causes the creature to take 6d6 radiant damage, or half as much on a successful one.

At higher levels. When you cast this spell using a spell slot of 6th level or higher, the damage of each attack increases by 2d6 for each spell slot level above 5th.

Lux Maximus

9th level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Special

Prismatic, holy light shines forth in divine wrath against all creatures of your choice you can see within range. Each creature within range that you can see must make three separate Wisdom saving throws; each to avoid damage from one of three attacks. Each failed save causes the creature to take 16d12 radiant damage, or half as much on a successful one.

Tenebrae Maximus

9th level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Special

Night swallows the battlefield whole, wreaking death upon all creatures of your choice you can see within range. Each creature within range that you can see must make three separate Charisma saving throws; each to avoid damage from one of three attacks. Each failed save causes the creature to take 32d4 necrotic damage, or half as much on a successful one.

The area also becomes covered in a magical darkness, dispellable only with a wish spell or with any 9th level spell that deals radiant damage. Otherwise, the darkness dissipates on its own after 1d4+1 rounds.

Tenebrae Operiere

5th level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Special

Masses of darkness engulfing all that is subject to the caster, enveloping everything in a black night. Each creature within a 15-foot-high, 50-foot-diameter cylinder, originating from a point within the caster's choosing, must make four separate Charisma saving throws; three to avoid damage from one of three attacks, and the fourth to avoid being blinded. Each failed damaging saving throw causes the creature to take 4d10 necrotic damage, or half as much on a successful one. A creature that fails the fourth saving throw is also blinded for 1 minute.

At higher levels. When you cast this spell using a spell slot of 6th level or higher, the damage of each attack increases by 1d10 for each spell slot level above 5th.

Tonitrus Canere

5th level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Ravaging blasts of electricity flow from the caster's hands, electrocuting everything within range. Each creature within a 120-foot-long line from the caster must make three separate Strength saving throws, each to avoid damage from one of three attacks. Each failed save causes the creature to take 4d12 lightning damage, or half as much on a successful one. The spell also ignites objects that aren't being worn or carried.

At higer levels. When you cast this spell using a spell slot of 6th level or higher, the damage of each attack increases by 1d12 for each attack for each spell slot level above 5th.

Tonitrus Maximus

9th level evocation


  • Casting Time: 1
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

Storm clouds brew in the sky, smiting all creatures of your choice within range. Each creature within range that you can see must make three separate Strength saving throws; each to avoid damage from one of three attacks. Each failed save causes the creature to take 18d6 lightning damage, or half as much on a successful one.

Objects that aren't being worn or carried and vegetation are also ignited.

Ventus Maximus

9th level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Special

Winds howl and a hurricane gusts out toward all creatures of your choice within range. Each creature within range that you can see must make three separate Strength saving throws; each to avoid damage from one of three attacks. Each failed save causes the creature to take 10d6 bludgeoning and 15d6 slashing damage, or half as much on a succcessful one.

Ventus Saltare

5th level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Powerful winds gust out across the spell's area and slash against each creature within range. Each creature within a 25-foot-diameter sphere must make four separate Strength saving throws; three to avoid damage from one of three attacks, and the fourth to avoid being pushed. Each failed damaging saving throw causes the creature to take 10d4 slashing damage, or half as much on a successful one. A creature that fails the fourth saving throw is also pushed 15 feet from the caster. The sphere also spreads around corners.

At higher levels. When you cast this spell using a spell slot of 6th level or higher, the damage of each attack increases by 3d4 for each spell slot level above 5th.

Starseer


Starseers are great, well-rounded magic users, able to keep the party going for just that little bit longer; and worshipping the star Goddess, Steorra. Starseers must prove their worth by always showing the way and enlightening others to the celestial heavens. You must have a Wisdom score of 13 or higher in order to multiclass in or out of this class.

The Starseer
Level Proficiency Bonus Features Boost Slots Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Celestial Constellation, Constellation Spells 3 2 2
2nd +2 3 3 3
3rd +2 Spell Boost-Start d4 3 4 4 2
4th +2 Ability Score Increase d4 4 5 4 3
5th +3 d4 4 6 4 3 2
6th +3 Constellation Feature d4 4 7 4 3 3
7th +3 d6 4 8 4 3 3 1
8th +3 Ability Score Increase d6 4 9 4 3 3 2
9th +4 d6 4 10 4 3 3 3 1
10th +4 Constellation Feature d6 5 11 4 3 3 3 2
11th +4 d8 5 12 4 3 3 3 2 1
12th +4 Ability Score Increase d8 5 12 4 3 3 3 2 1
13th +5 d8 5 13 4 3 3 3 2 1 1
14th +5 Boost Eater d8 5 13 4 3 3 3 2 1 1
15th +5 Constellation Feature d10 5 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Increase d10 5 14 4 3 3 3 2 1 1 1
17th +6 d10 5 15 4 3 3 3 2 1 1 1 1
18th +6 Divine Aura d10 5 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Increase d12 5 15 4 3 3 3 3 2 1 1 1
20th +6 Steorra's Prophecy d12 5 15 4 3 3 3 3 2 2 1 1

Class Features

As a starseer, you gain the following class features.

Hit Points


  • Hit Dice: 1d6 per starseer level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per starseer level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Dagger, halberd, pike, spear, trident
  • Tools: None

  • Saving Throws: Constitution, Wisdom
  • Skills: Choose any three

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a dagger or (b) spear
  • (a) a halberd or (b) trident
  • (a) an explorer's pack, (b) priest's pack or (c) scholar's pack
  • studded leather armor

Spellcasting

As a catalyst for the Astral gods, you can cast starseer spells.

Cantrips

At 1st level, you know three cantrips of your choice from the starseer spell list. You learn additional starseer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Starseer table.

Spell Slots

The Starseer table shows how many spell slots you have to cast your starseer spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of starseer spells that are available for you to cast, choosing from the starseer spell list. When you do so, choose a number of starseer spells equal to your Wisdom modifier + your starseer level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level starseer, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell , you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of starseer spells requires time spent studying the stars, either naturally or from another source of information: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your starseer spells. The power of your spells comes from your knowledge of stars and celestial beings. You use your Wisdom whenever a starseer spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a starseer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a starseer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a star map as a spellcasting focus for your starseer spells.

Celestial Constellation

At 1st level, you choose a constellation of stars to devote your studies to. Choose Constellation of the Elements, Constellation of the Sacred Flame or Constellation of the Warrior, each detailed at the end of the class description. Your choice grants you constellation spells and other features when you choose it at 1st level. It also grants you additional ways to use your Spell Boost-Start ability when you gain it at 3rd level, and additional benefits at 6th, 10th and 15th levels.

Constellation Spells

Each Contellation has its own unique list of spells, with spells that you gain at 1st level and additional spells at higher levels, as noted in the tables listed in the subclass descriptions.


If you have a constellation spell that doesn't appear on the starseer spell list, the spell is nonetheless a starseer spell for you.

Spell Boost-Start

When you reach 3rd level, you gain insight as to how to make other's spells more powerful, as well as your own. Whenever you finish a long rest, you can roll a d4. The number you roll is the amount of spell slots you can either transfer to another spellcaster, or the amount of levels you can boost your own spells whenever you cast a spell. You can use either of these options whenever you use this feature in any combination you wish.

For example, if you roll a 3, you may transfer or boost up to 3 spell slot levels to either other spellcasters or yourself, respectively.

Your die increases at higher levels, according to the Boost Slots column of the Starseer table.

You can not give a spell slot of higher level than you can currently cast, or boost a spell you are casting to a level higher than your highest level spell slot that you have (total, not remaining).

You also lose any uses of this ability whenever you roll for it after a long rest.

Boosting of any type uses up your reaction.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Boost Eater

At 14th level, you learn how to increase the power of your spell boosting capabilities. As a part of your Spell Boost-Start reaction, you may now use one additional use of your roll to trigger one of the following effects:

  • Roll advantage on the spell's attack roll, or
  • Roll double damage on any creature that fails the saving throw roll.

Divine Aura

By 18th level, your knowledge of the constellations is so utterly amazing, that you know how use it for divine intervention. Whenever you take damage that isn't part of a legendary action, roll a d100. On a roll of 76 or higher, the damage is utterly negated, absorbed by the energy of the stars.

Steorra's Prophecy

Finally, at 20th level, you have reached the pinnacle of knowledge of the stars. As an action, you may expend three uses of your Boost Slots in order to unleash the power of the stars. The damage is equal to three times the amount of spell slot levels you have remaining, dealt to all targets of your choice within sight, and as damage they have no affiliation with. Once you use this feature, you must finish a long rest before using it again.

Celestial Constellations

Cosntellation of the Elements

Stellar Elements

When you learn of the Elemental Constellations at 1st level, you glean the knowledge of how stars are born - from fire, living in radiance, and sometimes dying out in a cold whimper. You know how to apply this knowledge to your person. You gain resistance to nonmagical fire and cold damage.

Constellation of the Elements Spells
Starseer Level Spells
1st chaos bolt, chromatic orb
3rd flaming sphere, moonbeam
5th call lightning, fireball
7th fire shield, ice storm
9th cone of cold, shooting stars




Spell Boost-Start Enhancement: Elements

When you gain the ability Spell Boost-Start, you learn how to apply your knowledge of the stars to your elemental attacks. As an action, you can now use the help action to expend your boost points to enhance another person's elemetal attacks. By doing this, you can spend a number of points up to your proficiency bonus; the recipient of the help action can reroll a number of dice on their next damage roll that deals fire, cold, radiant or necrotic damage equal to the number of boost points that you spent. Any points unused by the end of the recipient's turn are discarded.

Star's Might

At 6th level, you glean the power to enhace your physical attacks. Whenever you deal damage with a weapon, you can choose to make the attack deal radiant damage instead of its normal damage type.

Elemental Enchantment

Beginning at 10th level, you can further your damaging prowess. You now double the amount of dice per boost point spent on your Spell Boost-Start ability.

Stellar Elements - Enhanced

At 15th level, you can apply your knowledge of a star's life even further. You now have resistance to magical fire and cold damage in addition to nonmagical.

Constellation of the Sacred Flame

Ethereal Healing

When you learn of the Sacred Flame Constellation at 1st level, you glean the knowledge of how to mend wounds, whether they be yours or other's. As an action, you may choose a target; they heal a number of hit points equal to twice your highest spell slot level for a number of rounds equal to 1d4 + your Wisdom modifier.

Constellation of the Sacred Flame Spells
Starseer Level Spells
1st divine favor, healing word
3rd prayer of healing, spritual weapon
5th beacon of hope, mass healing word
7th faithful hound, guardian of faith
9th hallow, mass cure wounds

Spell Boost-Start Enhancement: Sacred Flame

When you gain the ability Spell Boost-Start, you learn how to apply your faith of the stars to your allies' attacks. As a reaction, you can expend one boost point in order to deal radiant damage equal to the damage dealt with the weapon attack or attacks dealt that turn to the same target, if it isn't already incapacitated.

Star's Symphony

Starting at 6th level, you can learn how to harmonize with the stars, matching their humming from light years away. As a bonus action, you can explode in a aura of music, dealing thunder damage equal to your Boost Slots die to all creatures within 30 feet of you. Once you use this feature, you must finish a short rest before using it again.

Sacred Enchantment

At 10th level, you can further your radiance to an extent. You now can choose to emit dim light for 10 feet. In addition, whenever you deal damage with your Spell Boost-Start ability, you can instead now deal double damage.

Starsong

Beginning at 15th level, you can apply the melody of the Astral Sea to you and your allies. Once per long rest, as an action, you may temporarily apply one of the following effects to a number of targets, including you, equal to your proficiency modifier:

  • Increase their dexterity score by 2 for 1 minute,
  • Increase their armor class by 3 for 10 minutes,
  • Increase their speed by 15 feet for 1 hour, or
  • Grant them resistance to fire, cold, radiant or necrotic damage for 1 minute.

Constellation of the Warrior

Moon's Reflection

When you learn of the Warrior Constellation at 1st level, you glean the knowledge of how to strike with the star's powers. A number of times equal to your proficiency modifier, you may use your reaction to make an attack roll against a creature that makes an attack roll against you. You gain any expended uses after you finish a long rest.

Constellation of the Warrior Spells
Starseer Level Spells
1st herosism, shield
3rd flame blade, heat metal
5th haste, phantom steed
7th freedom of movement, otiluke's resilent sphere
9th dominate perosn, flame strike
Spell Boost-Start Enhancement: Warrior

When you gain your Spell Boost-Start ability at 3rd level, you learn how to imbue the stars in your speed and accuracy. You may now spend a boost point to make an extra attack as part of your attack action. This attack is made with advantage, but can not be made more than once per turn.

Divination

At 6th level, you hone your accuracy beyond comprehension. After a long rest, choose one target. Your and the target's weapons score a critical hit on a 19 or 20.

This effect ends and resets after a long rest, requiring you to choose a target again.

War Enchantment

Beginning at 10th level, you can further empower your strikes. You now can make two extra attacks per point you spend on making them, rather than one, whenever you use your Spell Boost-Start Enhancement: Warrior ability.

Divine Strikes

At 15th level, you can ultimately empower your strikes to a magical level. Whenever you make an attack roll, you can treat a d20 roll of 9 or lower as a 10.

Celestial Intervention

Also at 15th level, you can absorb the ailments of others and yourself to store as an explosion. As an action, if you are afflicted with the blinded, deafened, grappled, paralyzed, poisoned, prone or restrained, or if a target of your choice is so and within 10 feet of you, you may use your action to create a stellar nova. The nova is a 50-foot-diameter sphere, dealing force damage equal to five times the number of listed conditions the target or yourself were suffering, and pushing all hostile creatures 10 feet away from you.

Once you use this feature, you must finish a long rest to use it again.

Starseer Spells

Cantrips (0 Level)
  • Chill Touch
  • Dancing Lights
  • Fire Bolt
  • Light
  • Minor Illusion
  • Produce Flame
  • Ray of Frost
  • Sacred Flame
  • Thaumaturgy
1st Level
  • Bane
  • Bless
  • Burning Hands
  • Color Spray
  • Create or Destroy Water
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Divine Favor
  • Faerie Fire
  • Guiding Bolt
  • Healing Word
  • Identify
  • Inflict Wounds
  • Sanctuary
  • Shield
  • Shield of Faith
  • Thunderwave
2nd Level
  • Blindness/Deafness
  • Blur
  • Branding Smite
  • Continual Flame
  • Darkness
  • Darkvision
  • Enlarge/Reduce
  • Flame Blade
  • Flaming Sphere
  • Heat Metal
  • Lesser Restoration
  • Levitate
  • Magic Weapon
  • Moonbeam
  • Prayer of Healing
  • Ray of Enfeeblement
  • Scorching Ray
  • See Invisibility
3rd Level
  • Baleful Star*
  • Beacon of Hope
  • Call Lightning
  • Daylight
  • Dispel Magic
  • Fireball
  • Gaseous Form
  • Hypnotic Pattern
  • Lightning Bolt
  • Major Image
  • Mass Healing Word
  • Sleet Storm
  • Wandering Star*
4th Level
  • Conjure Minor Elementals
  • Fire Shield
  • Hallucinatory Terrain
  • Ice Storm
  • Wall of Fire
5th Level
  • Antilife Shell
  • Cloudkill
  • Cone of Cold
  • Conjure Elemental
  • Contact Other Plane
  • Creation
  • Dispel Evil and Good
  • Flame Strike
  • Greater Restoration
  • Hallow
  • Mass Cure Wounds
  • Planar Binding
  • Shooting Stars*
  • Wall of Force
6th Level
  • Chain Lightning
  • Disintegrate
  • Find the Path
  • Globe of Invulnerability
  • Otiluke's Freezing Sphere
  • Move Earth
  • Planar Ally
  • Programmed Illusion
  • Sunbeam
  • Wall of Ice
7th Level
  • Conjure Celestial
  • Delayed Blast Fireball
  • Divine Word
  • Fire Storm
  • Mirage Arcane
  • Prismatic Spray
  • Project Image
  • Resurrection
  • Reverse Gravity
8th Level
  • Control Weather
  • Demiplane
  • Holy Aura
  • Incendiary Cloud
  • Sunburst
9th Level
  • Astral Projection
  • Gate
  • Mass Heal
  • Meteor Swarm
  • Prismatic Wall
  • Time Stop
  • Wish

Baleful Star

3rd level conjuration


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S
  • Duration: Instantaneous

A dark star crashes down, damaging any in its path. Choose a target within range; the target must make a Charisma saving throw or take 16d4 necrotic damage, or half as much on a successful one.

At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the spell increases by 3d4 for each spell slot level above 3rd.

Shooting Stars

5th level conjuration


  • Casting Time: 1 action
  • Range: 200 feet
  • Components: V, S
  • Duration: Instantaneous

A set of three stars fall down from the heavens, causing catastrophic damage to those in range. Each target within a 30-foot radius sphere centered on a point within range must make three separate Dexterity saving throws, each to avoid damage from one of three attacks. The first attack deals 5d4 slashing damage, or half as much on a successful one; the second attack deals 5d4 radiant damage, or half as much on a successful one; and the third attack deals 5d4 necrotic damage, or half as much on a successful one.

At higher levels. When youu cast this spell using a spell slot of 6th level or higher, the damage of each attack increases by 2d4 for each attack for each spell slot level above 5th.

Wandering Star

3rd level conjuration


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S
  • Duration: Special

A bright star falls down, confusing a targt and damaging it in the process. The target takes 10d4 radiant damage and must make a Wisdom saving throw against the user's spell save DC or be stunned for 1 minute. The creature may make an additional saving throw at the end of each of its turns, ending the effect on a success.

At higher levels. When you cast this spell using a spell slot of 4th level or higher, the damage of the attack increases by 2d4 for each spell slot level above 3rd.

Warmaster

Warmasters are great warriors, following the guidance of the war Goddess, Winnehild. They must prove their worth and show that they bear the spirit of battle before being bestowed this great chance.

You must have a Strength or Dexterity score of 13 or higher in order to multiclass in or out of this class.

The Warmaster
Level Proficiency Bonus Features Battle Points
1st +2 Fighting Style, War Technique
2nd +2 Battle Soul 2
3rd +2 Battle Prestige 3
4th +2 Ability Score Improvement 4
5th +3 Extra Attack 5
6th +3 Technique feature 6
7th +3 Stalwart Defense 7
8th +3 Ability Score Improvement 8
9th +4 Battle Prestige 9
10th +4 Technique feature 10
11th +4 11
12th +4 Ability Score Improvement 12
13th +5 Fortitude 13
14th +5 Technique feature 14
15th +5 Battle Prestige 15
16th +5 Ability Score Improvement 16
17th +6 Physical Prowess 17
18th +6 Technique feature 18
19th +6 Ability Score Improvement 19
20th +6 Winnehild's Battle Cry 20

Class Features

As a warmaster, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per warmaster level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per warmaster level after 1st

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Strength, Constitution
  • Skills: Choose two skills from Acrobatics, Athletics, History, Insight, Intimidation, Perception, Religion, Sleight of Hand, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a greataxe or (b) greatsword
  • (a) a shortbow with 20 arrows or (b) hand crossbow with 20 bolts
  • (a) chain mail or (b) chain shirt
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • 3 daggers

Fighting Style

At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.


Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.


Blind Fighting. You have blindsight with a range of 10 feet. 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.


Defense. While you are wearing armor, you gain a +1 bonus to AC.


Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.


Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.


Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.


Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.


Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

War Technique

At 1st level, you choose an technique of fighting that you believe to be the "proper" technique. Choose Technique of the Archer, Technique of the Knight or Technique of the Spellblade, all detailed at the end of the class description. The technique you choose grants you features at 1st level and again at 6th, 10th, 14th, and 18th level.

Battle Soul

Beginning at 2nd level, your ties to the Goddess Winnehild start to flourish and grow. This is represented by battle points, allowing a variety of effects to occur in battle. You regain all expended battle points when you finish a long rest.

  • Battle Points. You have 2 battle points, and you gain more as you reach higher levels, as shown in the Battle Points column of the Warmaster table.

  • Warrior's Versatility. You can use battle points to make additional attacks, and create a variety of effects as listed in the Battle Prestige class feature.

  • Additional Attacks. You can use one Battle Point to make one additional attack as part of your action when you attack. You can not use this feature more than once per turn.

Battle Prestige

Starting at 3rd level, you gain the ability to use your battle points in new and unique ways. You gain two of the following Battle Prestige options of your choice. You gain another one at 9th level and 15th level. You can only use one Battle Prestige option per attack.


  • Bloodthirsty Strike. When you make an attack roll against a creature and miss, you can spend 1 battle point to redirect the strike to another creature within the weapon's range. You must use the same number you originally rolled on the die.

  • Calculated Strike. When you make an attack against a creature or object, you can spend 1 battle point to add 1d4 to the attack roll. This cannot change the outcome of a critical failure as a result of rolling a 1 on the original attack roll.

  • Sharpened Blade. When you successfully hit a creature with a weapon attack, you can use 1 battle point to increase the damage of the weapon by 1 die for every attack you make with the weapon this turn.

  • Swift Strikes. When you take the attack action, you may spend 3 battle points to use a bonus action instead. You may not use this feature more than once per round, and it must take place on your turn.

  • Twisting Edges. When you successfully hit a creature with a weapon attack, you may spend 1 battle point to change the weapon's damage type. The damage type you change it to must be between Bludgeoning, Piercing or Slashing.

  • Unending Reach. When you make an attack roll against a creature or object with a melee weapon without the reach property, you can spend 1 battle point to grant the weapon the reach property for the rest of your turn.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Stalwart Defense

Starting at 7th level, you have learned how to mitigate damage you receive. You gain resistance to bludgeoning, piercing and slashing damage once you roll initiative in combat. Once any single round goes by where you have not taken or dealt damage, this effect ends.

Fortitude

At 13th level, you have found out how to use your closeness to the gods to fuel your attacks. While you have half of your maximum hit points or fewer (rounded down), you gain advantage on damage rolls involving your equipped weapons.

Physical Prowess

Starting at 17th level, your power grows to unimaginable lengths. Whenever you roll initiative, you gain a +2 bonus to your armor class, and you can add your proficiency modifier to damage rolls. This effect ends automatically if you can't perceive a hostile creature, and stacks with any similar effects.

Winnehild's Battle Cry

At 20th level, you gain the divine ability to call Winnehild's spirit to battle, emulating her every tactic and technique. Once per long rest, as an action, you can make up to six attack rolls with your equipped weapon (or weapons) against each creature of your choice within reach. If you choose to attack with ranged weapons of any type, you may make up to twelve attack rolls spread among any number of targets, up to twelve targets.

War Techniques

Technique of the Archer

Archer's Boon

When you study the Technique of the Archer at 1st level, you gain a bonus to damage rolls made with bows and axes equal to your proficiency bonus.

Phoenix Storm

At 6th level, you learn to use a bow more effectively.

When you make an attack roll with a ranged weapon, you may do so with advantage. You may use this ability twice, and regain any expended uses after a short or long rest.

Feline Swiftness

Upon reaching 10th level, your speed in combat is well-versed and trained diligently. Your movement speed increases by 10 feet, and you only need to spend 5 feet of movement, rather than half of your total movement, to recover from the prone condition.

Firebird's Flight

When you reach 14th level, you have become a part of what you strive to emulate. You gain a fly speed equal to your walking speed.


Tiger Rage

At 18th level, you can cleave your way through multiple targets.

When you make an attack roll with an axe-type or halberd-type weapon, you can use the same roll against all creatures within your reach. Once you use this ability, you cannot do so again until you finish a long rest.

Technique of the Knight

Knight's Boon

When you study the Technique of the Knight at first level, you gain a bonus to damage rolls made with swords and polearms equal to your proficiency bonus.

Qilin's Horn

At 6th level, you have learned how to use your spear more effectively in combat. When you make an attack roll with a spear equipped, you may make a secondary attack roll to a creature behind the target. You may use this feature a number of times equal to half your proficiency bonus, rounded down, and gain any expended uses after a long rest.

Canine Stupor

Beginning at 10th level, you have learned how to avoid death so well, you can mindlessly carry out a combat. Once per long rest, you may reroll one death saving throw, potentially turning a failure into a success.

Guardian Liondog

By 14th level, you have mastered certain sword skills and techniques. Once, when you make a successful attack roll with a sword weapon, you may move up to 5 feet, moving the creature to the nearest unoccupied space, and make an additional attack roll against a different creature within range.

You may make this transition a number of times equal to your proficiency bonus, and regain any expended uses after a long rest.

Unicorn Mastery

At 18th level, you have truly become the beast you represent. You gain advantage on Intelligence, Wisdom and Charisma saving throws agains spells targeting at least you.

Technique of the Spellblade

Spellblade's Boon

When you study the Technique of the Spellblade at 1st level, you gain a bonus to damage rolls made with daggers and quarterstaves equal to your proficiency bonus.

Fox Spirit

At 6th level, you learn how to sweep the floor with your staff weapons. Whenever you make a successful attack roll against a creature with a staff weapon, you can choose to knock it prone.

Crow's Bloodshed

Beginning at 10th level, you have practiced how to make more deadly weapon attacks. The damage of a dagger now increases to 2d4 piercing damage while you wield it, and the damage of a quarterstaff increases to 2d6 bludgeoning damage while you wield it.

Vulpine Shelter

Starting at 14th level, you have learned to adapt on the fly between your defensive and offensive stances. Whenever you have a staff weapon equipped and in your hand during combat, you gain a +1 bonus to your armor class.

Yatagarasu

At 18th level, you have gleaned how to slash at multiple foes at a time. Whenever you make a successful melee attack roll against a creature with a dagger, you may use the attack roll against all creatures within range. Once you use this ability, you must finish a long rest in order to use it again.

Witch [WIP]

Witches, often serving under the guidance of the fallen God, Galdera, are of the tendency to align with chaos and evil. However, not all witches tread this path.... You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.

The Witch
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Witching Order 4 4 2
2nd +2 Strikes of Blasphemy, Unholy Aura, Strikes of Retribution (optional), Holy Aura (optional) 4 5 3
3rd +2 4 6 4 2
4th +2 Ability Score Increase 5 7 4 3
5th +3 5 8 4 3 2
6th +3 Witching Order Feature 5 9 4 3 3
7th +3 5 10 4 3 3 1
8th +3 Ability Score Increase 5 11 4 3 3 2
9th +4 5 12 4 3 3 3 1
10th +4 Expansion of Darkness, Expansion of Light (optional) 6 14 4 3 3 3 2
11th +4 6 15 4 3 3 3 2 1
12th +4 Ability Score Increase 6 15 4 3 3 3 2 1
13th +5 6 16 4 3 3 3 2 1 1
14th +5 Strikes of Blasphemy Improvement, Witching Order Feature, Strikes of Retribution Improvement (optional) 6 18 4 3 3 3 2 1 1
15th +5 6 19 4 3 3 3 2 1 1 1
16th +5 Ability Score Increase 6 19 4 3 3 3 2 1 1 1
17th +6 6 20 4 3 3 3 2 1 1 1 1
18th +6 Shroud of Darkness, Shroud of Light (optional) 6 22 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Increase 6 22 4 3 3 3 3 2 1 1 1
20th +6 Boon of the Wicked and Fallen, Witching Order Feature, Banish Soul, Octotheon Seal (optional), Restore Soul (optional) 6 22 4 3 3 3 3 2 2 1 1

Class Features

As a witch, you gain the following class features.

Hit Points


  • Hit Dice: 1d6 per witch level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per witch level after 1st

Proficiencies


  • Armor: None
  • Weapons: Greatsword, longsword, quarterstaff, rapier, scimitar, shortsword
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose three from Acrobatics, Arcana, History, Insight, Intimidation, Perception, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) rapier
  • (a) a longsword or (b) shortsword
  • (a) an explorer's pack or (b) priest's pack

Spellcasting

You have learned how to channel the deities' magic to fit your will. Your spells reflect the will that resides in your own soul.

Cantrips

You know four cantrips of your choice from the witch spell list. You learn additional witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch table.

Spell Slots

The Witch table shows how many spell slots you have to cast your witch spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Chaos Bolt and have a 1st-level and a 2nd-level spell slot available, you can cast Chaos Bolt using either slot.

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the witch spell list.

The Spells Known column of the Witch table shows when you learn more witch spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the witch spells you know and replace it with another spell from the witch spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your witch spells. Your magic comes from your ability to channel magic from your god. You use your Charisma whenever a witch spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a witch spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier
Ritual Casting

You can cast a witch spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You do not need a spellcasting focus for your spells, but you can use one if it empowers a sorcerer or warlock spellcaster.

Witching Order

At 1st level, you devote your soul to the practice of a respective deity. Choose Order of the Abyss, Order of the Blade, Order of the Claw, Order of the Daughter, Order of Defiance, Order of the Eye, Order of the Mist, or Order of the Tentacles, all detailed at the end of the class description. The order you choose grants you features at 1st level and again at 6th, 14th and 20th level.

Your Witching Order also determines what effects, boons, and other properties of your Unholy Aura and Strikes of Blasphemy, detailed at 2nd, 6th and 18th levels, and 2nd and 14th levels respectively.

The spells listed as your Order Spells do not count against your total spells known.

Unholy Aura

Beginning at 2nd level, you can devote your soul to protection, sealing it off from harm. As a bonus action, you can spread the darkness throughout your body, and eventually your mind, soul and even your heart, provided you aren't wearing any armor, for 1 minute.

While the Unholy Aura is active, you gain the following benefits:

  • You gain advantage on Charisma checks and Charisma saving throws.
  • You gain proficiency in all saving throws made to avoid magical damage.
  • You gain a passive effect, and a boon for your Strikes of Blasphemy, determined by your Witching Order, as listed in the table below. These effects are described in greater detail further into the class description.
Witching Order Passive Aura Effect Strikes of Blasphemy Boon
Order of the Abyss Roar of the Fallen Health Thief, Spirit Thief
Order of the Blade Sharpened Steel Enervating Slash, Vengeful Blade
Order of the Claw Raw Power Collect, Donate
Order of the Daughter Daughter's Will Sweeping Gale, Dagger Dance
Order of the Eye Permeating Omniscience Elemental Barrage, Advanced Magic
Order of the Mist Uncertain Perception Sweeping Cleave, Poison Axe
Order of the Tentacles Overwhelm Take Aim, Abating Orb

Once you use this feature, you must finish a short rest before using it again.

Holy Aura (Optional)

This 2nd level feature replaces the Unholy Aura feature, but also forces you to take the optional features Strikes of Retribution, Expansion of Light and Restore Soul. In addition, you must have taken the Order of Defiance Witching Order at 1st level. You gain no benefit from the replaced features and don't qualify for anything in the game that require them.

You may call upon the light to protect you for 1 minute. You gain the following benefits:

  • You radiate bright light up to 10 feet, and dim light for another 10 feet. This effect can be dismissed and recalled at will, so long as Holy Aura is active.
  • You sprout angelic wings, granting you a fly speed equal to your walking speed.
  • You gain blindsight up to 10 feet. If you already have a blindsight radius, increase it by 10 feet, if applicable.
  • You gain a passive effect, and a boon for your Strikes of Retribution, as shown in the table below. These effects are described in greater detail further into the class description.
Witching Order Passive Aura Effect Strikes of Retribution Boon
Order of Defiance Wicked's Bane Prayer to the Flame, Lux Strike

Once you use this feature, you must finish a short rest before using it again.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Expansion of Darkness

At 10th level onward, you glean the knowledge to seal off the mind, soul and heart from harm.

Depending on your Witching Order, you gain an effect that permeates around you, visible with a detect magic spell; with an aura around you that is visibly putrid and horrid. The effects are described in the table to the right, along with which Witching Order they belong to.

Witching Order Expansion of Darkness Effect
Order of the Abyss When one or more creatures within 30 feet of you are frightened by you, you gain a bonus to saving throws equal to the number of creatures frightened, up to your proficiency bonus. This instance of Expansion of Darkness can only be applied once per long rest.
Order of the Blade When you attempt to apply a status condition that a creature is magically immune to, it must make the saving throw regardless. If it succeeds this saving throw, it can not be affected by this instance of Expansion of Darkness for 24 hours.
Order of the Claw If you are disarmed, grappled, or knocked prone, you may use your reaction to impose disadvantage, to the creature in question, to its next attack roll, saving throw or ability check. You may use this instance of Expansion of Darkness twice per long rest, after which you regain all expended uses.
Order of the Daughter When an ally is incapacitated within 30 feet of you, you may use your reaction to grant a different ally within that same range advantage on their next attack roll, saving throw or ability check.
Order of the Eye When you or an creature you can see within 60 feet of you makes a spell attack roll, or forces a creature to make a saving throw, you may use your reaction to grant advantage or impose disadvantage on the respective, appropriate roll. You may use this instance of Expansion of Darkness thrice before requiring a long rest, after which you regain all expended uses.
Order of the Mist You may emanate your Unholy Aura to encompass others, granting the passive ability Uncertain Perception to a number of allies within 45 feet of you that you can see equal to your proficiency bonus. Once your Unholy Aura dissipates, so does the effect granted to others.
Order of Tentacles You may use your aura to magically adversely effect your enemies or grant protection to your allies. As a reaction, you may impose disadvantage on attack rolls made against you or another creature of your choice within 20 feet, grant half cover to either you or another creature of your choice within 10 feet, or grant advantage on attack rolls to either yourself or an ally with 30 feet of you as if you took the help action. Each of these reactions may only be taken once per long rest, but you may make all of these actions between them.

Expansion of Light (optional)

At 10th level onward, you glean the knowledge to protect yourself and others from harm.

The table below describes the effect granted to you by Expansion. This effect is a visible as a radiant, soothing glow when detect magic is cast.

Witching Order Expansion of Light Effect
Order of Defiance You radiate goodness and light around you so much it envelops enemies and embraces allies. Choose a number of creatures either hostile or friendly toward you equal to your proficiency bonus; they either lose or gain armor class points equal to your Charisma modifier. This effect can only be activated during your Holy Aura's duration, as well as once per long rest.

Boon of the Wicked and Fallen

At 20th level, you are a master of spellcraft and witchery. Your Charisma score increase by 4. Your maximum for that score is now 24.

Banish Soul

Gleaned at 20th level, knowledge of how to cripple your foes is gifted upon you. As an action, you can choose to sacrifice a spell slot of 6th level or higher. When you do, you begin charging your soul for an ultimate burst.

Roll a d4, and add the level of the spell slot to the total. The resulting number determines the number of rounds that you must remain concentrated for; however, while you are considered concentrating for the purpose of not being able to concentrate on another spell, you automatically succeed all concentration saving throws.

At the end of the final turn, your soul bursts with energy, causing catasrophic damage to targeted creatures and the surroundings a predetermined radius sphere centered on the user. The table below shows how much damage and the properties, if any, of Banish Soul depending on the spell slot used to activate the ability.

Spell Slot Consumed Damage, Type and Radius Additional Properties
6th Level 10d6 Force; 45 feet None
7th Level 14d8 Force; 60 feet Knocks creatures prone (Strength saving throw)
8th Level 8d10 Force, 8d10 Necrotic; 75 feet Knocks creatures prone (Strength saving throw), double damage to structures
9th Level 10d12 Force, 10d12 Necrotic; 100 feet Knocks creatures prone (Strength saving throw), double damage to strucures, prevents restorative magic from being cast on targets for one round (As if counterspell was cast and succeeded)

This feature can only be used once, after which a long rest is required to regain the expended use.

Restore Soul (optional)

Gleaned at 20th level, you learn how to restore one's soul to its body. Revivify now has new effects if it is upcast as a 6th level spell or higher, as denoted in the table below.

Revivify Upcast Level Effect Granted
6th level Revivify can now be cast at a range of 30 feet.
7th level The aforementioned effects, and revivify now restores 1/4 of the target's hit point total.
8th level The aforementioned effects, and revivify can now target a number of creatures equal to your Charisma modifier.
9th level The aforementioned effects, and revivify now restores 1/2 of the target's hit point total instead, and now removes curses as with the remove curse spell.

This feature can only be used once, after which a long rest is required to regain the expended use.

Witching Orders

Order of the Abyss

Order of the Abyss Spells
Witch Level Spells
1 absorb elements, chromatic orb
3 chaos bolt, dragon's breath
5 fireball, sleet storm
7 elemental bane, hellwind
9 frozen hell, hell's thunder
Spellmaw

Upon taking this witching order at 1st level, you attack with a ferocity the likes of which will instill fear into your foes. You gain the Unarmed Fighting fighting style. Unarmed attacks made using a bite will now deal 1d6 piercing damage, or 1d8 piercing damage if you already have a similar effect. You also impose disadvantage on creatures within 15 feet of you if you use a breath weapon attack.

Bonus Proficiencies

Also at 1st level, you gain proficiency with daggers, thieves tools and poisoner's kits to representing your affiliation with thieves.

Strikes of Blasphemy: Health Thief

Beginning at 2nd level, you know how to steal the life force of an opponent. When you make a weapon attack against a creature and hit, you can recover an amount of hit points equal to half the damage dealt. Additionally, if you use a dagger, you instead recover the full amount.

You may use this instance of Strikes of Blasphemy twice per long rest, after which you recover any expended uses.

Unholy Aura: Roar of the Fallen

Also at 2nd level, you can release a bellowing roar, instilling terror into those who hear it. You gain advantage on attack rolls and ability checks against creatures within 10 feet that are frightened by you whenever you activate your unholy aura.

Extra Attack

Starting at 6th level, you can choose to make an additional attack roll as part of your attack action. In addition, you may choose to use one of your cantrips in its stead.

Heightened Attacks

Also at 6th level, you gain the ability to more accurately strike your foes. You have advantage on attack rolls against creatures whenever you use your spellmaw feature, as well as advantage on attack rolls using breath weapons, and attack rolls with cantrips.

Unholy Aura: Roar of the Fallen, Improved

Your unholy aura becomes darker at 6th level, causing the effects to grow. Whenever you activate your Unholy Aura, creatures of your choice gain advantage on attack rolls and ability checks against other creatures that are frightened by you within 30 feet.

Empowered Attacks

Beginning at 14th level, you know how to channel your spirit into your weapons and spells. You can now use your Charisma modifier whenever you make an attack roll using your Spellmaw ability.

Strikes of Blasphemy: Spirit Thief

Also at 14th level, you learn how to steal the spirit of a creature you attack. Once per long rest, you may recharge a spell slot of up to 5th level upon making a successful attack.

Unholy Aura: Roar of the Fallen, Mastered

At 18th level, you glean the ability to master your Unholy Aura, taking advantage of those in fear. Your Unholy Aura now causes any feared creature within 60 feet to become vulnerable to damage.

Spellmaw Mastery

Finally, at 20th level, you have mastered your Spellmaw ability. You may now use your Spellmaw ability as a bonus action, instead of an action.

Order of the Blade

Order of the Blade Spells
Witch Level Spells
1 armor of agathys, shield
3 blindness/deafness, shadow blade
5 bestow curse, fear
7 blight, raulothim's psychic lance
9 enervation, steel wind strike
Bonus Proficiencies

Beginning at 1st level, your devotion grants you new knowledge. You gain proficiency with light and medium armor, shields, and simple and martial weapons. In addition, you gain proficiency with the athletics skill.

Fighting Style

Also at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.


Blind Fighting. You have blindsight with a range of 10 feet. 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.


Defense. While you are wearing armor, you gain a +1 bonus to AC.


Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.


Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.


Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unholy Aura: Sharpened Steel

Upon reaching 2nd level, you can sharpen your blade, inspiring others to do the same. You gain a bonus to attack rolls equal to your Charisma modifier, and this aura emanates to each creature of your choice within 10 feet, whenever you activate your unholy aura.

Extra Attack, Level 1

At 6th level, you learn how to swing a blade, smash a hammer, or spear an enemy multiple times during your turn. Whenever you take the attack action on your turn, you may make two attack rolls, instead of one, as part of the action.

Unholy Aura: Sharpened Steel, Improved

Also at 6th level, your aura grows in power. Creatures of your choice within 30 feet of you when you activate your unholy aura gain a bonus to damage rolls equal to your charisma score.

Extra Attack, Level 2

At 14th level, your knowledge of weapons grows even greater. Whenever you take the attack action, you can make up to three attacks, as opposed to two.

Strikes of Blasphemy: Enervating Slash

Beginning at 14th level, you learn how to remove the gifts given to your enemy. Whenever you make an attack roll against an enemy, but before you roll damage, you may choose to activate this ability, and in doing so, you remove all effects on this creature that help it, removing the concentration from the sources in addition.

For each boon or effect ended this way, add an additional die to the damage roll equal to the damage die of the weapon you are using.

You may use this ability once, and upon doing so, you must finish a long rest before using it again.

Strikes of Blasphemy: Vengeful Blade

At 18th level, you learn to counterattack a foe's own attacks. As a bonus action, you may ready your blade, and in doing so, you may make an enhanced opportunity attack against a foe that attacks you while it is not your turn.

This enhanced opportunity attack gains a bonus to the attack roll equal to half the damage taken (to a minimum of 1), and reduces the target's armor class by half of that amount (by a minimum of 1).

You may use this ability twice between long rests.

Unholy Aura: Sharpened Blade, Mastered

Additionally at 18th level, your aura finally expands to its most powerful form. Creatures of your choice within 60 feet of you when you activate your unholy aura become vulnerable to bludgeoning, slashing and piercing damage

Extra Attack, Level 3

Finally, at 20th level, your knowledge of weapons becomes ultimate, allowing you to unleash a flurry of attacks in the span of just a few seconds. Whenever you take the attack action, you may make four attacks, as opposed to three.

Misfortunate Slash

Also At 20th level, you learn the ability to sap the vitality of a creature. Whenever you make a successful attack roll against a creature, you may choose to lower that creature's hit point maximum by half of the damage you dealt with the attack.

This effect by bypasses the School of Necromancy Wizard's Inured to Undeath ability, and can only be restored by a 6th level remove curse spell or by taking a long rest of 8 hours or more.

Order of the Claw

Order of the Claw Spells
Witch Level Spells
1
3 scorching ray
5
7 condemning bolt, conjure shadow demon
9 tenebrae operire
1st
6th
14th
20th

Order of the Daughter

Order of the Daughter Spells
Witch Level Spells
1
3
5
7
9
1st
6th
14th
20th

Order of Defiance

Bonus Proficiencies
Order of Defiance Spells
Witch Level Spells
1
3
5
7
9
1st
6th
14th
20th

Order of the Eye

Order of the Eye Spells
Witch Level Spells
1
3
5
7
9

Order of the Mist

Order of the Mist Spells
Witch Level Spells
1 protection from evil and good, silvery barbs
3
5
7
9 acido coquere, enervation
1st
6th
14th
20th

Order of the Tentacles

Order of the Tentacles Spells
Witch Level Spells
1 arms of hadar, compelled duel
3
5
7
9
1st
6th
14th
20th

Wizard

Scholar

Scholarly Knowledge

Beginning at 2nd level, you gain the knowledge of the scholars that came before you. You gradually learn spells based on your Wizard level, as shown in the table below.

Wizard Level Additional Spells Known
2 icewind
3 blizzard
5 fireball, lightning bolt
7 fire storm, lightning blast
9 glacius claudere, ignis ardere, tonitrus canere
Analyze

Also at 2nd level, patterns appear wherever you look, allowing you to discern weaknesses in your foes. As an action, you can analyze a single creature, revealing the following information:

  • The current and maximum totals of hit points, and
  • One damage type the creature is vulnerable to, provided it has one. The dungeon master must be truthful about this, but the vulnerability may change within combat depending on the circumstances.

You may use this feature a number of times equal to your Proficiency Bonus, after which you must finish a long rest in order to regain your uses of this ability.

Stroke of Genius

Upon reaching 6th level, you can use your know-how to grant yourself boons and bonuses in combat. As a bonus action, you can roll a d8, consulting the table to the right, granting you an effect as listed. You may use this ability twice before finishing a short or long rest, after which time you regain all expended uses.

Each effect lasts for 1d4 rounds, and ends at the end of the corresponding turn.

Number Rolled Effect Granted
1 Gain a bonus to damage rolls made with nonmagical attacks or effects equal to your Intelligence Modifier.
2 Whenever you take damage from a nonmagical attack or effect, reduce the damage taken by 2.
3 Gain a bonus to damage rolls made with magical attacks or effects equal to your Strength or Dexterity modifier (choose one upon receiving this boon).
4 Whenever you take damage from a magical attack or effect, reduce the damage taken by 4.
5 Gain a bonus to weapon attack rolls equal to your Intelligence modifier, and spell attack rolls equal to your Strength or Dexterity modifier (choose one upon receiving this boon).
6 Increase the Critical Threat Range of your attack rolls by 1.
7 Gain a bonus to your speeds equal to five feet times your Proficiency Bonus.
8 Gain a bonus to your Armor Class equal to your Proficiency Bonus.
Elemental Barrage

When you reach 10th level, the ability to ravage your foes with elemental magic becomes available to you. You may cast the eldritch blast cantrip, however, whenever you do so, you must roll 1d6. On a 1 or a 2, the beam deals fire damage; on a 3 or a 4, the beam deals cold damage; on a 5 or a 6, the beam deals lightning damage. Make this roll for each beam that is cast.

These damage types replace the force damage that eldritch blast normally deals, but this version of the spell is otherwise identical for the purposes of choosing Eldritch Invocations from either Warlock levels or feats.

Advanced Magic

Upon reaching 14th level, your knowledge becomes so great that you learn how to alter the very nature of the spells themselves. Once every short or long rest, you may focus your energies as a bonus action to cast a spell, converting one spell into another. You may target another with this effect, granting them this boon once per use.

This feature's exact spell advancement is shown on the table, however, if there is another spell you would like to convert not on the list, consult your Dungeon Master beforehand and communicate to agree on the best results that will both make sense for your character and the campaign.

This feature advances to Alephan's Wisdom upon reaching 18th level, with the effects also listed in the table on the next page.

When using this ability, use the base spell's level when determining the level of the Advanced Magic or Alephan's Wisdom spell.

Below are some listed examples.

Base Spell Advanced Magic Alephan's Wisdom
fireball fire storm ignis ardere
icewind blizzard galcius claudere
lightning bolt lightning blast tonitrus canere
luminescence radiance lux congerere
malice resentment malevolence
blessing benediction spiritual grace
hex curse scourge
revive revive and restore revive and rejuvenate
heal wounds heal more heavenly healing

Blizzard

2nd level evocation


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S
  • Duration: Instantaneous

Veins of ice reach from your hands, enveloping your enemies. Each creature of your choice that you can see within a 20-foot cone must make two separate Constitution saving throws, each to avoid damage from one of two attacks. Each failed saving throw deals 2d6 cold damage, or half as much on a successful one.

Fire Storm

4th level evocation


  • Casting Time: 1 action
  • Range: 50 feet
  • Components: V, S
  • Duration: Instantaneous

A dual wave of fire roars from your fingertips, burning all in its path. Each creature within a 15-foot radius must make two separate Dexterity saving throws, each to avoid damage from one of two attacks. Each failed saving throw deals 6d6 fire damage, or half as much on a successful one.

Objects that are not being worn or carried are ignited.

Icewind

1st level evocation


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S
  • Duration: Instantaneous

A single burst of cold emanates from you, damaging those with ice magic. Each creature of your choice you can see within a 5-foot radius cylinder centered on a point of your choice must make a Constitution saving throw. The creature takes 1d8 cold damage and is stunned for one round. On a successful save, the creature takes half damage and does not become stunned.

Lightning Blast

4th level evocation


  • Casting Time: 1 action
  • Range: 50 feet
  • Components: V, S
  • Duration: Instantaneous

Dual lightning bolts shoot from your hands, emitting a blast of electricity. Each creature of your choice within a 15-foot radius cylinder centered on a point of your choice within range must make two separate Dexterity saving throws, each to avoid damage from one of two attacks. Each failed saving throw deals 6d4 lightning damage, or half as much on a successsful one.

PART IV

Backgrounds

PART V

Optional Rulings

Multi-Subclassing

Secondary Jobs

Secondary Job Table
Class Chosen Strength Dexterity Constitution Intelligence Wisdom Charisma
Arcanist +11 +11 +11 +2
Armsmaster +21 +21 +1
Artificer +2 +1
Barbarian +1/+22 +1/+22
Bard +1 +2
Cleric +2 +1
Conjurer +1 +2
Dancer +2 +1
Druid +11 +11 +11 +2
Fighter +1/+22, 3 +1/+22, 3 +13
Merchant +1 +21 +21 +21
Monk +1 +1 +1
Paladin +2 +1
Ranger +2 +1
Rogue +2 +11 +11
Runelord +21 +21 +1
Starseer +1 +2
Sorcerer +1 +2
Warlock +11 +11 +2
Warmaster +21 +1 +21
Witch +11 +11 +2
Wizard +1 +2

Secondary Jobs are a system of traits that boon a character with a new set of skills and traits. Taking this optional feature is only available starting at level 4, and takes up two instances of your Ability Score Increase. These instances can be paid, like a debt, but must be paid in full when the character next recives an Ability Score Increase. For example, if you were to take this feature as an 8th level rogue, you must take 4 more levels of the rogue class, and upon reaching your 12th level in rogue, your debt is paid off. Meanwhile, you do gain the benefits of taking a Secondary Job as normal otherwise.

This feature grants benefits similar to the optional gestalt ruling, a unique feature from the Dungeons & Dragons 3.5 Homebrew Community. Its exact rulings, however, are unique to this supplement, as described in further detail now. Remember, always talk to your Dungeon Master before using this setup for your character.

Secondary Jobs give certain features from the class you choose, and can sometimes even synergize with your current class's features. The table above shows how your ability scores are effected by the feature, and directly correlates to how high your new ability score cap is raised to. For example, if you were to choose Ranger as your base character class, and Conjurer as your secondary job, your abilities and caps would be effected by the Conjurer's +1 Constitution and +2 Wisdom, not the Ranger's +2 Dexterity and +1 Wisdom.

You must be able to multiclass in and out of each respective applicable class to choose it as your secondary job, and you may only choose one class as your secondary job.

The notations next to some of the ability score increases, denoted with a small 1, 2 and/or 3, are ruled as follows:

  • 1: Choose between one of this class's ability scores with this notation. Example: if you choose Arcanist, choose between +1 Strength, Dexterity or Consititution. The +2 Charisma is constant.
  • 2: Choose between one set of opposing numeric values. Example: if you choose Barbarian, choose between +1 Strength and +2 Constitution, or +2 Strength and +1 Constitution.
  • 3: Fighter only. If you wish, you may forgo both +2 options, and instead choose to take +1 Strength, +1 Dexterity, and +1 Intelligence. This is only recommended to be chosen if you plan on utilizing the Eldritch Knight archetype.

When choosing your secondary job, you gain most features that the other class would normally grant you. Exceptions apply, like with synergies. When calculating which effects you are granted, take your current level and subtract 3 from it, granting you your secondary job level. Below describes which features are granted by which secondary jobs what levels they are granted, and the bonuses that come with them.

Secondary Job: Arcansist

Secondary Job: Armsmaster

Secondary Job: Artificer

Secondary Job: Barbarian

Secondary Job: Bard

Secondary Job: Cleric

Secondary Job: Conjurer

Secondary Job: Dancer

Secondary Job: Druid

Secondary Job: Fighter

Secondary Job: Merchant

Secondary Job: Monk

Secondary Job: Paladin

Secondary Job: Ranger

Secondary Job: Rogue

Secondary Job: Runelord

Level 1:

If you chose strength over dexterity, add an additional 25 percent to your carry weight. In addition, any weapon you attack with goes up 2 damage die categories (1d8 to 1d12, 2d6 to 2d10, 1d12 to 2d8).

If you chose dexterity over strength, add 15 feet of movement to all of your speeds. In addition, add 3 to your armor class, and 2 to your initiative bonus.

No matter your choice, you gain a +2 to spell and rune saving throws, and one bonus skill proficiency of your choice from the runelord skill list. In addition, you gain one additional spell slot at half of your current caster rate, if you have spell slots.

You also gain access to 1 rune you qualify for from the runeblade's blessing feature.

Your hit die increases to a d8 from now on, if it was a d6.


Level 3:

Choose a rune arc. You gain abilities depending on which arc you choose:

If you choose Arc of the Ascendants, you gain the Ascendant's Enhancement - Bane feature as described in the Runelord class description.

If you choose Arc of the Elementals, you gain the Elemental's Enhancement - Power feature as described in the Runelord class description.

If you choose Arc of the Immortals, you gain access to the spell list mentioned in the feature's description, and are allowed 1 known cantrip and 1 known spell from said list.

If you choose Arc of the Primals, you may pick one primal element to call from the Primal's Enchancement - Calling feature as described in the Runelord class description.


Level 6:

You gain the Stat Swap feature as described in the Runelord class description.

Additionally, you gain a second known rune that you would qualify for at this level.


Level 7:

You gain an ability, one that correlates with the subclass you chose at 3rd level.

If you chose Arc of the Ascendants, you gain the Inner Planar Touch ability, granting you a proficiency according to your alignment and the ability to convert your weapon damage as described in the class feature.

If you chose Arc of the Elementals, you gain the Accurate Strikes ability, allowing you to roll with advantage when attacking with an Earth, Water or Wind rune; and you may make an additional attack as part of your action with those runes.

If you chose Arc of the Immortals, you gain the Weave Claim ability as described in the class description.

If you chose Arc of the Primals, you gain the Primal Wrath ability as described in the class description.

Additionally, you gain a third known rune that you would qualify for at this level.


Level 11:

You gain the Transfer Rune ability as described in the class description.

Additionally, you may swap a rune that you currently know with one that you would qualify for at this level.


Level 17:

You gain the Runestorm ability as described in the class description, no matter the rune arc you chose.

However, the rune arc you chose at 3rd level does affect the other ability you gain at this level:

If you chose Arc of the Ascendants, you gain one rune of your choice between the Acid, Poison Psychic or Sonic runes. This rune gains one additional damage die.

If you chose Arc of the Elementals, you gain one rune of your choice between the Earth, Water or Wind runes, or, choose one of these runes that you already know. This rune gains two additional damage dice.

If you chose Arc of the Immortals, you gain one rune of your choice between the Arcane, Darkness and Light runes. The Rune Save DC for this rune permanently increases by 1.

If you chose Arc of the Primals, you gain one rune of your choice between the Fire, Ice and Lightning runes. This rune gains two additional damage dice.

You also gain the ability to concentrate your power the Balogar's Might, an exclusive ability described below:

Balogar's Might

With Runelord as your secondary job, you have learned how to channel some of Balogar's energy into a single strike, decimating your opponent.

Using three uses of your Runeblade's Blessing, you may make six attacks with your weapon on a single target, applying a different rune effect with each attack. For example, you may use the Fire rune, Ice rune, Earth rune, Water Rune, Wind rune, and the Ice rune again, as long as you don't use the Ice rune twice consecutively.

You may use this ability only once, but you regain your expended use after a long rest.

Secondary Job: Starseer

Secondary Job: Sorcerer

Secondary Job: Warlock

Secondary Job: Warmaster

Secondary Job: Witch

Secondary Job: Wizard

PART VI

Equipment

PART VII

Magic Items

PART VIII

Spells

Arcanist Spells

Cantrips (0 Level)
  • Cantrip A
  • Cantrip B
  • Cantrip C
1st Level
  • Spell A
  • Spell B
  • Spell C
2nd Level
  • Spell A
  • Spell B
  • Spell C
3rd Level
  • Spell A
  • Spell B
  • Spell C
4th Level
  • Spell A
  • Spell B
  • Spell C
5th Level
  • Spell A
  • Spell B
  • Spell C
6th Level
  • Spell A
  • Spell B
  • Spell C
7th Level
  • Spell A
  • Spell B
  • Spell C
8th Level
  • Spell A
  • Spell B
  • Spell C
9th Level
  • Spell A
  • Spell B
  • Spell C

Cleric Spells

Cantrips (0 Level)
  • Cantrip A
  • Cantrip B
  • Cantrip C
1st Level
  • Spell A
  • Spell B
  • Spell C
2nd Level
  • Spell A
  • Spell B
  • Spell C
3rd Level
  • Spell A
  • Spell B
  • Spell C
4th Level
  • Spell A
  • Spell B
  • Spell C
5th Level
  • Spell A
  • Spell B
  • Spell C
6th Level
  • Spell A
  • Spell B
  • Spell C
7th Level
  • Spell A
  • Spell B
  • Spell C
8th Level
  • Spell A
  • Spell B
  • Spell C
9th Level
  • Spell A
  • Spell B
  • Spell C

Conjurer Spells

Cantrips (0 Level)
  • Cantrip A
  • Cantrip B
  • Cantrip C
1st Level
  • Spell A
  • Spell B
  • Spell C
2nd Level
  • Spell A
  • Spell B
  • Spell C
3rd Level
  • Spell A
  • Spell B
  • Spell C
4th Level
  • Spell A
  • Spell B
  • Spell C
5th Level
  • Spell A
  • Spell B
  • Spell C
6th Level
  • Spell A
  • Spell B
  • Spell C
7th Level
  • Spell A
  • Spell B
  • Spell C
8th Level
  • Spell A
  • Spell B
  • Spell C
9th Level
  • Spell A
  • Spell B
  • Spell C

Dancer Spells

Cantrips (0 Level)
  • Cantrip A
  • Cantrip B
  • Cantrip C
1st Level
  • Spell A
  • Spell B
  • Spell C
2nd Level
  • Spell A
  • Spell B
  • Spell C
3rd Level
  • Spell A
  • Spell B
  • Spell C
4th Level
  • Spell A
  • Spell B
  • Spell C
5th Level
  • Spell A
  • Spell B
  • Spell C
6th Level
  • Spell A
  • Spell B
  • Spell C
7th Level
  • Spell A
  • Spell B
  • Spell C
8th Level
  • Spell A
  • Spell B
  • Spell C
9th Level
  • Spell A
  • Spell B
  • Spell C

Sorcerer Spells

Cantrips (0 Level)
  • Cantrip A
  • Cantrip B
  • Cantrip C
1st Level
  • Spell A
  • Spell B
  • Spell C
2nd Level
  • Spell A
  • Spell B
  • Spell C
3rd Level
  • Spell A
  • Spell B
  • Spell C
4th Level
  • Spell A
  • Spell B
  • Spell C
5th Level
  • Acido Coquere
  • Aquaus Submergere
  • Contrus Mentere
  • Glacius Claudere
  • Ignis Ardere
  • Lux Congerere
  • Sonitus Obstrepere
  • Tenebrae Opirere
  • Terra Sepelere
  • Tonitrus Canere
  • Veninum Inficere
  • Ventus Saltere
  • Viute Eminere
6th Level
  • Spell A
  • Spell B
  • Spell C
7th Level
  • Spell A
  • Spell B
  • Spell C
8th Level
  • Spell A
  • Spell B
  • Spell C
9th Level
  • Acido Maximus
  • Aquaus Maximus
  • Contrus Maximus
  • Glacius Maximus
  • Ignis Maximus
  • Lux Maximus
  • Sonitus Maximus
  • Tenebrae Maximus
  • Terra Maximus
  • Tonitrus Maximus
  • Veninum Maximus
  • Ventus Maximus
  • Viute Maximus

Starseer Spells

Cantrips (0 Level)
  • Cantrip A
  • Cantrip B
  • Cantrip C
1st Level
  • Spell A
  • Spell B
  • Spell C
2nd Level
  • Spell A
  • Spell B
  • Spell C
3rd Level
  • Spell A
  • Spell B
  • Spell C
4th Level
  • Spell A
  • Spell B
  • Spell C
5th Level
  • Spell A
  • Spell B
  • Spell C
6th Level
  • Spell A
  • Spell B
  • Spell C
7th Level
  • Spell A
  • Spell B
  • Spell C
8th Level
  • Spell A
  • Spell B
  • Spell C
9th Level
  • Spell A
  • Spell B
  • Spell C

Witch Spells

Cantrips (0 Level)
  • Cantrip A
  • Cantrip B
  • Cantrip C
1st Level
  • Spell A
  • Spell B
  • Spell C
2nd Level
  • Spell A
  • Spell B
  • Spell C
3rd Level
  • Spell A
  • Spell B
  • Spell C
4th Level
  • Spell A
  • Spell B
  • Spell C
5th Level
  • Acido Coquere
  • Aquaus Submergere
  • Contrus Mentere
  • Galcius Claudere
  • Ignis Ardere
  • Lux Congerere
  • Sonitus Obstrepere
  • Tenebrae Operire
  • Terra Sepelere
  • Tonitrus Canere
  • Veninum Inficere
  • Ventus Saltere
  • Viute Eminere
6th Level
  • Spell A
  • Spell B
  • Spell C
7th Level
  • Spell A
  • Spell B
  • Spell C
8th Level
  • Spell A
  • Spell B
  • Spell C
9th Level
  • Acido Maximus
  • Aquaus Maximus
  • Contrus Maximus
  • Glacius Maximus
  • Ignis Maximus
  • Lux Maximus
  • Octotheon Seal
  • Sonitus Maximus
  • Tenebrae Maximus
  • Terra Maximus
  • Tonitrus Maximus
  • Veninum Maximus
  • Ventus Maximus
  • Viute Maximus

Wizard Spells

Cantrips (0 Level)
  • Cantrip A
  • Cantrip B
  • Cantrip C
1st Level
  • Spell A
  • Spell B
  • Spell C
2nd Level
  • Spell A
  • Spell B
  • Spell C
3rd Level
  • Spell A
  • Spell B
  • Spell C
4th Level
  • Spell A
  • Spell B
  • Spell C
5th Level
  • Spell A
  • Spell B
  • Spell C
6th Level
  • Spell A
  • Spell B
  • Spell C
7th Level
  • Spell A
  • Spell B
  • Spell C
8th Level
  • Spell A
  • Spell B
  • Spell C
9th Level
  • Spell A
  • Spell B
  • Spell C

Practice

Safe

Homebrewing

People love to flex their creative muscles while composing new homebrew content. More often than not, the inspiration for you homebrew comes from another source. Sometimes significantly. Other times just as a spark.

What is important for the community is that you share your sources of inspiration. This back cover can serve as an easy to find, easy to read place for you to do just that.

So go ahead, remove this chunk of copy and tell everyone who inspired you.

Cover Art: Skiorh

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More Credits

Maybe you have so many people to give credit to that you need a bit more space. Well, you can use this column to do exactly that!

 

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