An Innocent Goblin's Guide to Adventuring

by InnocentGoblin

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An Innocent Goblin's Guide to Adventuring

Your guide to fighting dungeons and/or dragons

Lineages






Lineages
Lineage Sub-Lineage Description
Bearfolk The Grizzly, The Polar Gentle giants who aren't afraid to fight when needed
Golem None Ancient constructs baked out of clay
Igor None Natural henchman with an unnatural surgical mindset
Trolls None Giant living rocks, they may not be too smart but they make up for it in strength and charm
Vampire Temperance, Vampyr Never trust anyone with two teeth longer than the others
Werewolf None Either your greatest foe or your best friend
Zombie None Undead? Yes! Unlife? No!

Bearfolk

Resourceful

Bearfolk are extremely resourceful, while big and imposing, they are unlikely to go hungry due to their willingness to eat that what has been thrown away. Bearfolk love the nature and it's many gifts. Their resourcefulness means they often stay away from big settlements and anything that might require money.

Gentle Giants

Bearfolk often keep to themselves, their love for nature keeps them away from the bigger settlements. Bearfolk are not cowards however, if they need to protect themselves or nature, they are willing and able to fight any foe.

Bearfolk Traits

Ability Score Increase. Your Strength increases by 1.

Age. Your lifespan is similar to that of Humans.

Size. Bearfolk can grow up to 8ft, averaging around 7ft.

Speed. Your base walking speed is 30ft.

Darkvision. You have darkvision spanning 30ft.

Natural Armour. Your natural form makes you less vulnerable to attacks, you have a natural AC of 17

Natural Weapon. Your claws are weapons in themselves, they deal 1d6 slashing damage.

Keen Hearing and Smell. You gain the perception skill.

Languages. You can speak Common.

Subrace. Bearfolk have two subraces: The Grizzly and the The Polar.

The Grizzly

Ability Score Increase. Your Wisdom increases by 2.

Healing Hibernation. You are innately inclined to resting and hibernation. You gain an additional 1d6 hp when taking a short rest. You may use this ability once per long rest.

The Polar

Ability Score Increase. Your Constitution increases by 2.

Natural Resistance. You have an attunement to your frozen environment. You have resistance to cold damage.

Golem


"They used to be baked out of clay,
thousands of years ago, and brought to life
by some kind of scroll put inside their heads,
and they never wore out and they worked, all
the time. You saw them pushing brooms, or doing
heavy work in timber yards and foundries. Most of them you never saw at all. They made the hidden wheels go round, down in the dark. And that was more or less the limit of his interest in them. They were, almost by definition, honest. But now the golems were freeing themselves. It was the quietest, most socially responsible revolution in history. They were property, and so they saved up and bought themselves"
----Moist Von Lipwig, Going Postal.


Ancient Clay

Golems are created by infusing a clay sculpture of a man with magic words in their head, called a chem. They will continue to follow the order on their chem, without protest, payment, or rest, until they are told to stop or are physically unable to. There are tales of a golem tasked with delivering a message to an extinct civilization waiting until the cycle of time restarts in order to deliver it.

Modern Golems

Normal golems are a commodity, and are bought and sold for high prices. They often work out of sight in dangerous, dirty, or physically demanding jobs. Enlightened golems work in more public jobs, often for high pay since they can work without sleeping. Most people tolerate their presence, but some faithful see their presence as an abomination since they view that only their gods can create life.

Some golems have had their chems replaced with a receipt for their ownership. This gives the golem free will. They gain the ability to talk in this form, and they often start asking for a salary.

Golem Names

Golems are named after the jobs they take or the name given to them long ago by their masters. Free golems can choose either to keep their name or to take new ones.

Golem names: Dorfl, Meshugah, Anghammarad, Mr. Pump, Gladys, Nudnik, Kvetch, Mensch, Bobkes, Dybbuk, Shtetl, Schmear




Golem Traits

Your Golem character has a variety of innate abilities, an accumilation of thousands of years of Golem crafting.

Ability Score Increase. Your Constitution

score increases by 2, your Strength increases by 1.

Age. Golems do not age, your clay form allows you to survive the burden of age.

Alignment. Golems follow the Chem in their head, as such they are usually lawful.

Size. Golems range from 6 to over 8ft tall, your size is Medium.

Speed. Your base walking speed is 30ft

Golem Resilience. You were created to have remarkable fortitude, represented by the following benefits.

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You are immune to disease.
  • You don’t need to eat, drink, or breathe.
    -You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.

Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Natural Armour. you are made from hard clay, you have a natural armour of 17.

Languages. You can speak Common and Golem. The Golem language is very similar to Celestial and contains a lot of the same words.

Igor

“Igor lurched through the castle corridors, dragging one foot after the other in the approved fashion.

He was Igor, son of Igor, nephew of several Igors, brother of Igors and cousin of more Igors than he could remember without checking up in his diary. Igors did not change a winning formula.

And, as a clan, Igors liked working for vampires. They kept regular hours, were generally polite to their servants, and, an important extra, didn't require much work in the bed-making and cookery department, and tended to have cool, roomy cellars where and Igor could pursue his true calling. This more than made up for those occasions when you had to sweep up their ashes."
Fifth Elephant

Natural Henchman

Members of the Igor clan are the ideal assistant for any evil mad scientist, vampire, werewolf, or other nefarious character. They are expert surgeons who can bring corpses back from the dead. They are highly capable, if morally challenged, scientists. They are eerily competent manservants to boot. Igors are loyal to their masters until their master is about to get lynched by a pitchfork mob, whereupon they mysteriously have already packed up their belongings and left the castle by the backdoor.

The Igor Way

The Igor clan has a code of conduct for its members. A good Igor lisps and limps as much as possible, even though few Igors have an actual impediment. Igors have the uncanny ability to immediately appear behind their employer or a door when called. Igors keep their employers' matters highly discreet.

Igors also keep spare body parts for use in surgery. They perform this surgery on themselves, augumenting their bodies frequently. They leave stitches in as a badge of office.

Female Igors, Igorinas, are rare but beautiful, using their surgical skills to perform cosmetic surgery on themselves.


Chaotic Healers

Igors can be found traveling between rural towns and found in large cities. The ones in cities typically find jobs with healers. The ones in the countryside travel around and perform surgery for free. They ask each person they heal to allow them to take their organs when they die. If the person changes their mind on their deathbed, the Igor will merely leave, and never return to the town. Igors are therefore treated with a mixture of fear and respect for their abilities.

Igor Names

Igor names follow a simple pattern:

Male: Igor

Female: Igorina

Igor Traits

Your Igor character has a variety of innate abilities that comes from the cultural development of your clan.

Ability Score Increase. Your Intelligence increases by 2, your Constitution increases by 1.

Age. Igors have a similar life spans as Humans.

Alignment. Igor often work under Neutral shades.

Size. Igors grow to around 5 to 6ft tall, your size is medium.

Speed. Your base walking speed is 30ft.

Surgery. You gain proficiency in the Medicine skill as well as the Medicine Kit.

Spare Parts. As an action you may attatch or detatch your own limbs.

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

Trolls

“Trolls have 5,400 words for rocks and one for vegetation. "Oograah" means everything from moss to giant redwoods. The way trolls see it, if you can't eat it, it's not worth naming it.”
Moving Pictures

Living Rocks

Trolls are giant sentient creatures entirely made of minerals and metamorphical. Their skin resembles the primary rock formations of their birthplace. This can range from igneous rock or gemstones for mountain trolls or brick and cobblestone for city trolls. Extraordinarily rare, a Troll may be born of diamond, this places them as king of Trolls.

Troll Relationships

Trolls are native to mountain climates. They frequently migrate to cities and seek out jobs that require a lot of muscle but not much brains. Humans are wary around trolls due to the sheer destructive power of an angry troll, but most tolerate them. Trolls tend to group with themselves in cities due to differing biological requirements.

Trolls have a natural enemity towards dwarfs, their history of conflict dates back to when the Words were being formed. And, due to natural competition, they also hate billy-goats.

Troll Names

Trolls are typically named after rocks or minerals. They rarely have last names. Females are often named after gemstones. Some trolls occasionally have a distinctly biological name like "Meat", just like humans can have names like "Rocky".

Male Troll Names: Detritus, Mica, Clay, Chrysoprase, Carborundrum, Brick, Big Jim Beef, Bluejohn, Flint

Female Troll Names: Ruby, Amber, Jade, Beryl, Sapphire, Emerald, Aquamarine, Topaz, Amethyst









Troll Traits

your Troll has a variety of innate abilities that result from the thousands of years of cultural history of the Trolls.

Ability Score Improvement. Your Strength and Constitution increases by 2, your Intelligence decreases by 1.

Age. Trolls live an extremely long life span, it is unknown how long they can live or if they are able to die of old age. After a couple of hundred years, Trolls move to the mountains and settle down as a part of the range.

Alignment. Trolls look out for themselves and their own, they are usually Neutral.

Size. Trolls range from 7 to 15ft tall, your size is medium.

Speed. Your base walking speed is 20ft.

Troll Resilience. Your Physiology grants you a few benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You are immune to disease.

Natural Armour. Your body is made of rock. Your AC becomes 17.

Cold Mind. Your brain works better in cold temperatures, In freezing temperatures you gain +5 to Intelligence rolls.

Languages. You can speak Common and Trollish. Trollish is largely made up from body languages and shouting.

Vampire

“…We were born vampires." "I thought you became vampires by being bitten?" "Dear me, no. Oh, we can turn people into vampires, it’s an easy technique, but what would be the point? When you eat… now what is it you eat? Oh yes, chocolate… you don’t want to turn it into another Agnes Nitt, do you? Less chocolate to go around." He sighed. "Oh dear, superstition, superstition everywhere we turn.”
Carpe Jugulum


Legends of Evil

Vampires are a well-known legend in many locales. They terrorize a village for a while, suck a maiden dry, and inevitably get killed by a local heroic man from the local town. Many rumors exist about their supposed weaknesses. Some are abjured by garlic, others by running water. Vampires can be killed by silver, sunlight, holy water, holy symbols, a stake through their heart, or just killing them until they're dead.

Killing the vampire is the easy part. Vampires have a tendency to come back from the dead. If blood is spilled on their ashes, they will resurrect within a few minutes.

Changing the ways of old

Humans are often wary of vampires in general. Vampires that still abide by their bloodsucking ways are shunned from cities or hunted down. Vampires that have channeled their passions into more benign pursuits are conditionally allowed to live in cities. Reports of bloodless corpses will cause the local undead community to come under threat, so local vampires will ruthlessly enforce temperance.

The new vampires have learned to shun superstitions of the old ways. These vampires that shun their bloodlust substitute it with another obsession. This can range from hobbies like painting or sports, items like coffee, or concepts like power. Woe to any vampire that cannot satiate this new obsession

Vampire Names

Vampires will often have names hailing from their heritage in the backwoods mountains. They often have titles of minor nobility. Temperance Vampires may choose to be more "modern" and adopt local human names.

Male Vampire Names: Vlad, Maledict, Otto, Fenrir, Schwarzlache, Bela, Magyrato, Arthur, John

Female Vampire Names: Lacrimosa, Camilla, Margolotta, Maladicta, Sally, Pamela, Doreen

Family Vampire Names: De Magpyr, Von Chriek, Von Morecombe, Von Smith, Winkings, Voluso

Vampire Traits

Your Vampire character gains a variety of traits from your Vampirism.

Ability Score Increase. Your Charisma increases by 2.

Age. Vampires are practically immortal in terms of age, your vampirism will allow you to avoid death by old age.

Alignment. Vampires come in a variety of alignments, Vampyrs are more Chaotic or Evil while the Temperance League members follow a more Lawful path.

Size. Vampires are the same size as Humans, they range from 5 to 6ft tall.

Speed. Your base walking speed is 30ft.

Darkvision. You have darkvision ranging to 30ft.

Swarm. You gain a flying speed of 20ft, when you fly, you turn into a swarm of bats. Whilst in bat swarm form, you have no attack, may only move and people trying to hit you have advantage.

Sunlight Sensitivity. Whilst in direct sunlight you have disadvantage on attack rolls and saving throws.

Dust. When you are reduced to 0 hit points, you turn into a pile of dust. Whilst you are dust, you have disadvantage on your saving throws, However, if someone drops blood into the pile of dust you are able to come back with 1 point of exhaustion.

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

Subrace. Vampires have two subraces: The Vampyr and the Temperance.





Vampyr

The Vampyr are modern Vampires, they look to a new future of modernity whilst still keeping the ideals of old.

Ability Score Increase. Your Strength score increases by 1.

Blood Sucking. you are addicted to the life force of others. As an action, you can suck the blood of a target within 5ft of you. When you suck a target's blood, you deal 1d6 piercing damage and heal as much damage as you deal.

As a Vampyr you must feed at least once a day, if you do not feed, you gain a point of exhaustion.

Temperance

Vampires who do not want to feed on Human blood are able to join the Vampire Temperance League. The Temperance League restrict their member's blood habbit. Those in the League shift their addiction to anything else.

Ability Score Increase. Your Inteligence score is increased by 1.

Addiction. You have replaced your blood addiction for another. Choose something to be addicted to, no matter how arbitrary. You must experience what you are addicted to at least once per day, if you do not roll 1d20. If you roll a 11 or higher you gain a point of exhaustion, if you roll a 10 or lower you begin craving blood, until you experience your secondary addiction you must succeed a DC15 Constitution saving throw everytime you see blood or suck the blood of the person closest to you.

Werewolf

“Wolves hate werewolves.' 'What? That can't be right! When she's wolf-shaped she's just like a wolf!' 'So? When she's human-shaped she's just like a human. And what's that got to do with anything? Humans don't like werewolves. Wolves don't like werewolves. People don't like wolves that can think like people, an' people don't like people who can act like wolves. Which just goes to show that people are the same everywhere"
The Fifth Elephant

Monsters of the Moon

Hailing from dark forests, true werewolves rule their domain in both human and beast form. They switch between forms at will, except at the full moon, where they are bound to their wolf form. Some children of werewolves do not have the ability to morph so they remain a human or wolf for life. They are quickly shunned from werewolf communities. Werewolves have supernatural durability and are hard to kill, they do how ever have some weaknesses: silver, fire, and baths.

Chaotic or Lawful

Some werewolves migrate to cities where they try to find acceptance. They are frequently mistaken for large wolfhounds since wolves don't live in cities. In their human form, they are nigh undetectable as being a werewolf, unless someone keeps good track of their monthly habits. Many are still fearful of wolves who don't keep their taste for human flesh in check by eating chickens. Werewolves that choose to obey the law can often find employment from guardsmen, who can always use a person skilled with tracking down criminals.

Werewolf Names

Werewolves follow Human naming traditions when naming their young.

Werewolf Traits

Ability Score Increase. Your Wisdom score increases by 2, your Strenght increases by 1.

Age. Your lifespan is similar to that of Humans.

Alignment.

Size. You are the same height as Humans, averaging from 5 to 6ft.

Speed. Your base walking speed is 30ft.

Darkvision. You have darkvision spanning 30ft.

Wolf Form. As a Werewolf, you are able to turn into a wolf. As an action you may turn into your wolf form. As a Wolf you keep all of your stats and hit points, however your speed becomes 50ft, your darkvision is doubled to 60ft and your AC becomes 10 + Dexterity + your Proficiency bonus. You also gain the actions from the Wolf stat block. If you drop to 0 hit points whilst in wolf form, you turn back to your humanoid form before rolling death saves.

Keen Hearing and Smell. You gain the perception skill.

Wolf Kin. You may speak to Dogs and other Canines, and understand them talking back.

Languages. You can speak Common.


Zombie

"No one knew why some people
became natural zombies, substituting
sheer stubborn will power for blind
life force. But attitude played a part"
Night Watch

Undead Stubborness

Some people just can't give up the ghost. Some
zombies are formed by necromancy. Others form from humans who have ironclad will to fulfill their purpose
in life -- and beyond life. They return to the world of the
living dead yet still sentient and intelligent. Many
zombies can still walk, talk, and perceive the world
around them. Zombies gain complete control over their bodily functions. This often manifests itself as unnatural strength and acuity. The body itself is dead. Cellular processes no longer take place, and blood no longer flows. When a zombie is "injured", it merely loses the function of the body part until it is reattached.

Uneasy Relationship

Many people are wary and uneasy around a walking corpse. Most zombies brought back to life by sheer bloody willpower are not violent towards humans like those brought back by necromancy, though, so open-minded humans will tend to let zombies unlive in peace. Zombies tend to live in cities that are large and open enough for them not to be targets.

Zombie Names

Zombies are named whatever they were during their first life, take inspiration from the Human name list.

Zombie Traits

Ability Score Increase. Your Constitution score is increased by 2, your Strength is increased by 1.

Age. As Zombies are undead, they do not age.

Size. Your base walking speed is 25ft.

Undead Fortitude. If damage reduces you to 0 Hit Points, you must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Languages. You can speak Common and 1 other language.

Classes






Subclasses
Class Subclass Description
Artificer Soul Render An Artificer that has learned the greatest resource is the soul
Barbarian Path of the Giant Bane Angered by the actions of a Greater Giant, this Barbarian always aims bigger
Barbarian Path of the Lifetime Ancient Warrior, too powerful to die a glorious death in battle
Bard College of Saeculum Learning the truth of the past grants this Bard powerful abilities
Bard College of Soul The music consumes the soul, it needs to be heard
Cleric Ancestor Domain Connected to the past, this Cleric looks to their ancestors
Cleric Evolution Domain Ever-changing, this Cleric evolves with the times
Druid Circle of Stones Tapping into the harmonic resonances of the world
Fighter City Watch Dealing justice through brutal fighting
Fighter Shield Bearer A Shield Bearer always protects their weakest link
Monk Way of Time Manipulating the sands of time to deliver powerful blows
Monk Way of the Tremor Tapping into the movement of the world, Tremor Monks are formidable
Paladin Oath of Freedom An oath to ignore the destiny laid out for them, choosing freedom instead of fate
Paladin Oath of Protection Dedicated protectors and even more dedicated warriors
Ranger Tracker Track your enemies with startling precision
Ranger The Tourist Far-flung traveler exploring the edges of the Disc
Rogue Scoundrel Sneaker when out in the open with all eyes on them.
Rogue Smuggler Smuggle your goods and charm your enemies
Sorcerer 8th Son of an 8th Son An 8th son of an 8th son is a source of power, power can be shared
Sorcerer Muttering The Muttering is constant, It's demented whispering is a source of power
Warlock Pact of the Fated Death Fated to die, you tap into the very strands of fate that binds you
Warlock Pact of the Personification Those who work with Anthropomorphic Personifications, will often absorb their power
Warlock Pact of the Rat King As a keeper of the plague, you can either collect secrets or bring destruction
Witch The Borrower Tap into the nature around you, just don't forget who you are
Witch The Pain Mover Pain movers make fantastic healers and even more formidable foes
Witch The Higher Magick Embrace power and aim collect all the magicks you can
Witch The Cackler There comes a time in every Witch's life when they must cackle
Wizard School of Subterfuge Subterfuge is easier with a spellbook
Wizard Unseen Magic is unstable, too many loose spells can cause chaos

Artificer: Soul Render

"Sure you could devise power from the Wilds or absorb energy from the Realms of Chaos, in theory you could even split the atom but where is the fun in that? No, true power comes from within us all, all you have to do is rip it out"
Unknown Soul Forger

While traveling the Tremor Coast you may come across mysterious coins, they look like standard silver but are far from legal tender. The coins are all decorated differently, bearing the aesthetic spark of whatever psychopath or monster forged it. All of these coins have one thing common however, they all bear an image of the head of the poor victim that lost their soul in the making of the coin.

Soul Rending is a particularly horrific process, even those who willingly give their souls feel it slowly ripping through their forms as every strand of their soul is removed from their mortal anchor. The only positive assurance that has come from the invention of Soul Rending is the knowledge that it's inventor has long since lost their mortal form.

Power Proficiencies

When you adopt this specialisation at 3rd level, you gain proficiency with heavy armour and martial weapons

Soul Render Spells

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

Artificer Level Spells
3 Searing Smite, Thunderous Smite
5 Branding Smite, Magic Weapon
9 Blinding Smite, Revivify
13 Fire Shield, Death Ward
17 Banishing Smite, Reincarnate

Stealer of Souls

Beginning from level 3, you learn to rend the souls of the recently slain. As a bonus action, you can mark a target within 5ft of you, if the marked target dies before the start of your next turn, you rend their soul and steal it. You can store as many souls equal to your proficiency bonus. The captured souls are stored in an object of your choice that is tiny in size. When a soul is stored in it, the object bears the face of the soul stored within it.
Additionally, these souls can be expended to enhance your abilities in a variety of ways.

Soul Healing

As an action you can heal yourself or another target for a number of hit points equal to 1d6 + your Artificer level. You may also target additional creatures with this ability allowing for one additional target per soul expended.
The healing capability of this ability increases to 2d6 at level 5, 3d6 at level 9 and 4d6 at level 15.


Soul Protection

You can expend souls to protect yourself in battle. As a bonus action you can expend one soul to add a bonus 2 to your AC for 1 minute.
Additionally, when you are hit, you can expend one soul as a reaction to boost your AC by 5 until the start of your next turn.

Soul Strike

You can expend souls to deal formidable damage. You can expend one soul as a bonus action to increase the damage of your next hit. For your next attack, you deal an additional 1d6 radiant or necrotic damage. This damage increases to 2d6 at level 5, 3d6 at level 9 and 4d6 at level 15.

Soul Speak

Starting from level 5, you can converse with the souls you have captured. Taking one minute to focus on one of your stored souls you can you can connect to the soul within. You may ask the soul 3 questions, the soul has to tell the truth but can be as cryptic as it wants. The soul will speak in the native tongue of the Artificer even if it didn't speak it when it was alive. Once the three questions are asked the soul is expended.

Repurposed Power

Starting from level 9 you have developed new ways to utilise your stored souls:

Soul Absorption

You can now absorb your stored souls to increase the magical power of others or yourself. As an action you can expend one soul to allow yourself or one creature to regain 5 spell slots of their choice.
Additionally, using this ability will allow the target to use their reaction to cast a spell using the spell slots they received.

Soul Detonation

You can now cause the souls to become unstable and erupt. As an action you can expend one soul and causing it to erupt into radiant glory. Every creature except for yourself within 30ft must make a dexterity saving throw against your spell save DC. On a failed save they take 8d6 radiant damage and are blinded until the end of their next turn, or half as much on a successful save.

resourceful Souls

Starting from level 15, you have learned to manipulate your stored souls into useful materials. Your souls can now count as valuable magical resources that can take the place of any component worth 50gp or less. Once a soul has been used in a spell or ritual it will be expended. You may use more than one soul in the same spell.

Barbarian: Path of The Giant Bane

"Giants are a pest on this world, one day you will be living your life in peaceful ignorance, the next your quiet life has an enormous footprint crushing it"
Morad 'Dawnbreaker' Kolakamune - Days before his indoctrination

Life on The Tremor Coast isn't easy if you live on the quiet clusters of villages on the outskirts of civilisation. One day your beautiful village is building houses and monuments to the good times and the next you are running for your life as a giant walks through.

For those that take the path of the Giant Bane, revenge is not just a goal, it's a way of existence, vengeance is present on the first breath of a morning to the final declaration before sleep. The only thing that gets them through the days is the thoughts of their weapon obliterating the Giant that created them.

Giant Killer

At level 3, you can use your size to your advantage. You gain a climbing speed equal to your walking speed. Additionally, you don't occur any loss of movement speed when moving whilst grappling someone.

Focused Rage

Also at level 3, you gain a level of focus against your enemy. When you rage you can pick a target to focus all your energy on. Whilst raging you gain disadvantage on attacking any other target than your selected enemy. However, you also only take half damage when being hit by attacks by any other attacker than the enemy you are focusing on. Once your rage ends or once the selected target is unconcious/dead, you lose this ability until you rage again.

Meteoric Rage

From level 6, you become a master of fighting at heights. You can use your reaction to reduce falling damage by five times your barbarian level. If you use this ability whilst raging, everyone within a 10ft radius of where you land must make a Dexterity saving throw (The DC is 8 + your proficiency bonus + your strength modifier) or take damage equal to the amount that was reduced or half as much on a successful save.
From level 14 you are able to reduce the falling damage by half.

Unquenchable Rage

From level 10, your rage feels unquenchable. When you kill an enemy that is two sizes larger than you, you are able to regain one of your expended rages on.

Become the Bane

From level 14, your rage grows further than one focus. Once your prefered enemy from your Focused Rage falls unconcious/dead, you are able to chose a new target to focus your rage











Barbarian: Path of the Lifetime

""What is it that a man may call the greatest things
in life?" "Hot water, good dentishtry and shoft lavatory paper.""
The Light Fantastic, Cohen the Barbarian

An aged warrior, you aren't a legend in your own
lifetime, you are a lifetime in your own legend. The path
of the Lifetime are only for those who are in the latter
part of their life. Their skills are highly tuned to the point where they are extremely difficult to kill, even if dying
a good death is the goal.

Path of the Lifetime Barbarians are the heroes of old, the heroes of legend that defeated all the monsters that terrorised your parents and your parent's parents. Almost all of them died a good death, but some survived. Some have settled down, using their massed riches to find a nice cozy life. Other's are missing, assumed dead but are subjects of myths and legends of their own. The rest are still fighting Trolls, thinking it's a good idea at their age.

Path of the Lifetime Barbarians all have a following, people who have heard their stories and spread them to their friends. Famous Barbarians have done impossible deads: fighting ice giants, meeting the gods, crash landing on the moon and building their own dentures.

Unwanted Luck

At level 3, despite your efforts to die a good death, you are extremely lucky, once per long rest you may negate a natural 20 against you. A negated 20 still counts as a normal hit.

So close

From level 6, not just any good death will do. Once per long rest, when you are reduced to 0hp, you get back up with 1hp instead.

Aged Wisdom

From level 10, your Barbarian Knowledge is unmatched. When you fight an enemy or a monster you have fought before, you gain advantage on attack rolls and may add extra damage equal to your Barbarian level to damage.

Tenacity of Luck

Starting from level 14, it seems like no one can manage to kill you off. You gain disadvantage on your first death save but advantage on the others until you get back up.

Bard: College of Saeculum

"They say what was lost can never be returned, but if we are truly dedicated then nothing will be out of our reach" Tari Lunarhide - Rat Catcher and member of the Vipersharks

As the last member of a generation dies, everything that generation learned and experienced dies with them, that's why it's imperative to archive their testimony before it's too late. So generations beyond can learn from their ancestors. Unfortunately, this isn't always possible, even knowledge written down can be lost to the world.

At the dawn of the Old Empire, the first Emperor, Kailyr Meliamne decreed he would be the first point in history and began the Sanction of Saeculum. The following decade was full of tyranny and book burning on a scale the Tremor Coast had never seen. So much knowledge was lost on that first week that many scholars of the past had to go into hiding in fear the knowledge in their minds would be removed as well.

Those who embrace the College of Saeculum find themselves strongly connected to the events of the past. They will find themselves knowing things, knowledge they should never know, knowledge they couldn't ever know. Saeculum Bards are often hated by more tyrannical rulers and loved by motivated revolutionaries who see this connection to the past as a weapon that can be manipulated and aimed at their enemies.

Master of the Past

Starting from level 3, your expanse of knowledge is unmatched. You gain expertise in history.
Additionally you and those you have given bardic inspiration too, can add of your Bardic Inspiration dice to intelligence based ability checks.

Focused Study

Also from level 3, your fascination and interest in the past can seep into others. Once per long rest you can enter a focused study. When in this focus, you and your allies gain advantage on history(Intelligence) Checks.
Additionally, whilst in this focus, your can push your knowledge even further. You can double your proficiency on intelligence based rolls if you are researching something you already have a base knowledge about.

Insidious Lore

From level 6, you can use unknowable secrets to your advantage. Once per long rest, as an action you may shout one an unknowable secret, a secret that can drive any creature to madness just trying to comprehend minute details of it. When shouting this secret you can choose a number of creatures equal to your modifier who does not hear it. Once shouted, all creatures who heard it must make a wisdom saving throw (against your spell save DC) or be frightened of you for 1 minute. Frightened creatures can reroll this save at the end of each of their turns. Additionally, due to the reveal of an unknowable secret, an Allip is summoned (MTF 116). This Allip will roll it's own initiative and will attack any creature other than you that heard the shouted secret. This Allip does not follow commands and will attack the affected creatures until it is destroyed.

Uncover Lore

From level 14, the strength of your connection to the past is visceral. You have learned how to can call upon your connection to the past to learn new knowledge. Twice per long rest you can cast Legend Lore without expending a spell slot or the need for Verbal, Somatic, or material components.

Bard: College of Soul

"DEAFNESS DOESN'T PREVENT COMPOSERS HEARING THE MUSIC. IT PREVENTS THEM HEARING THE DISTRACTIONS."
Soul Music, Death

Before the universe began, there was a sound. It went: "One, two, ONE, two, three, four..." The Listening Monks discovered this, and it explains a lot. The cataclysmic power chord that followed was the creation of time and space and matter and it does Not Fade Away.

A musical instrument can be a powerful thing, a musical instrument that taps into the power of the cataclysmic power chord that helped jump start creation is beyond comprehension. As such, it might be best not to buy an instrument from the traveling shops that often over-priced and cursed.

Your instrument is brimming with power, it seems to get more powerful with the more people looking at it. In fact it seems to crave attention, it craves a rock show, it craves the ultimate story of rock n roll.

Healing Melodies

From level 3, as an action you may play a familiar song in the hopes to heal every creature within 10ft of you. Roll a d20, if you get a natural 20 you heal 1d6 + your Charisma modifier. If you get a natural 1, you do not heal anything. Any other number you roll heals a 1d4 + your Charisma Modifier. You may use this ability a number of times per long rest equal to your Charisma modifier.

Showing Off

From level 6, your instrument is empowered by the crowds around you. When you make a ranged spell attack, you may add a number equal to the number of allied or non-hostile creatures within 20ft of you to your attack and damage roll.

Music to die for

From level 14, creatures charmed by you are willing to save the music that flows through you. Any creatures charmed by you within 10ft of you, by using your reaction, will put themselves in front of the attack. When the charmed creature takes damage, they are no longer charmed by you.

Cleric: Ancestor Domain

"I am a cacophony of every ancestor that's come before me. They scream in my ear like a symphony of long lost connection"
Dralkash Krivdaar - High Priestess of Korarth

From the researcher delving into the long and convoluted family past, to the priest that can talk to their ancestors. Clerics that take upon the Ancestor Domain have an uniquely strong connection to their past and those who came before them.

For Ancestor Domain Clerics, their ancestors are the closest connection to the divine they can reach. The people of Korarth worship the ancestors as they believe they join the immortal gods when they die, practically deifying the recently dead. For the ancestors to then return and pass on knowledge is an act of celestial intervention.

Many Ancestor Domain clerics have some connection to their past, whether that be an ancestral sword, or a guide in the form of a familiar, or simply just the knowledge of their great heritage. This connection to the past brings them power stronger than they could ever imagine as their ancestors guide them and empower them to reach greatness and eventually, one day, join them amongst the gods themselves.

Ancestral Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Ancestral Spells table. Each of these spells counts as a Cleric spell for you, but it doesn't count against the number of Cleric spells you know.

Cleric Level Spells
1st Find Familiar, Shield of Faith
3rd Aid, Warding Wind
5th Speak With Dead, Tongues
7th Divination, Mordenkainen's Faithful Hound
9th Commune, Legend Lore

Ancestral Connection

Beginning from level 1, you make a connection with one of your many ancestors. As an action you may ask this ancestor a question, calling on their knowledge. The ancestor doesn't have to tell the truth and can be as cryptic as they want.
Once you hit level 6, this ability can be used once per short rest.

Ancestral Weapon

Also at level 1, you gain access to the weapon of your ancestors. You learn the spell Spiritual Weapon and can cast it without using a spell slot (at level 2) as many times per long rest equal to your Wisdom modifier. The weapon comes in the form of your ancestral weapon and has a move speed equal to your walking speed.
Starting from level 8, you can use this ability as many times an unlimited amount of times per long rest.

Channel Divinity: Ancestral Guidance

Starting from level 2, you can use your your channel divinity to call upon your ancestors for guidance. As a bonus action, your ancestors can guide you to gain double proficiency for every attack for one round or one skill for 1 minute.

Power of the Past

Starting from level 6, you can empower your ancestral weapon to deal formidable damage. As an action you can surge power through your ancestral weapon allowing it to deal an additional 3d6 damage. You can do this once per short rest.

Ancestral Teachings

Starting from level 8, you can call upon an ancestor to temporarily teach you their trade. After a long rest, you can call on an ancestor to guide you in two abilities for that day. Until your next long rest you gain temporary proficiency in those 2 skills, tools, or weapons.

Ancestral Protection

Starting from level 16, Your ancestors are called to protect you when you are hurt. Once you reach 20 or less hit points, your ancestors create a deadly barrier around you similar to spiritual guardians but beefier, if you fall unconscious whilst this effect is on, they will explode dealing damage to the person that attacked you and heal you for half the damage they inflict the attacker allowing you to get back up. You can only use this ability once per long rest.

Cleric: Evolution Domain

"'I don’t think I’m related to any apes,’ said the Senior Wrangler thoughtfully. ‘I mean, I’d know, wouldn’t I? I’d get invited to their weddings and so on. My parents would have said something like, “Don’t worry about Uncle Charlie, he’s supposed to smell like that,” wouldn’t they?'"
Last Continent

Clerics of evolution follow the idea that everything changes. The Small Gods grow from insignificant tiny beings into the powerful Gods that control everything. Clerics of Evolution aim to follow the same concept, ever changing in the hope they may also rise above.

Spells of Adaptation

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Spells of Adaptation table. Each of these spells counts as a Cleric spell for you, but it doesn't count against the number of Cleric spells you know.

Cleric Level Spells
1 Chaos Bolt, Disguise Self
3 Altar Self, Mirror Image
5 Blink, Haste
7 Arcane Eye, Polymorph
9 Antilife Shell, Skill Empowerment



Bonus Resistances

At level 1, you gain resistances in two of the following: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant and thunder.

Channel Divinity: Changing Nature

At level 2, you gain the ability to change your own nature. By meditating for 1 minute, you are able to change two of your skill proficiencies or one skill proficiency and one resistance to another that you are currently not proficient in. This ability does not effect any proficiency you have expertise in.

Ever-Changing

Starting from level 6, your form is ever-changing. At the end of a long rest, you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die.

You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics.



You can make yourself appear as a member of another race, though none of your game statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible.

Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

From 8th level, you may use this ability as an action a number of times equal to your Wisdom modifier per long rests.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Evolving Arcanum

Starting from level 17, your magic becomes adaptable. Choose a spell list, from your that list, pick one spell from each of the following levels: 6th, 7th, 8th, and 9th. You add them to your list of domain spells. Like your other domain spells, they are always prepared and count as cleric spells for you.

Druid: Circle of Stones

"Stone circles were common enough everywhere in the mountains. Druids built them as weather computers and since it was always cheaper to build a new 33-MegaLitch circle than upgrade an old slow one there were generally plenty of ancient ones around"
Lords and Ladies

Druids of the Circle of Stones work hard, they build large stone circles that work like machines. The druids don't have to convince tens of thousands of people to march eighty miles, carve out a large number of monoliths that weigh upwards of fifty tonnes and drag them on rollers eighty miles back. No, no - they simply cast some form of spell over them and then fly them through the skies to land gently in the right place. Genius.

The Druids of the Circle of Stones were armed with the dread reinforced battle-harps, whose sonic resonances can do terrible things to an enemy army, or indeed anyone standing within three hundred yards of the vibrating strings. The male voice war choir is also something to behold: the old barbarian standard "We're Going To Cut Your Tonkers Off" becomes truly terrible when done in fully conducted harmony with a descant and everything.

The Circle of Stones use their magic and connection with the Dic to create these stone circles, helping them amplify their power. When the stones are used with the conducted harmony of the Druids, everything in the path either runs or gets obliterated in perfect musical timing.

Choir of the Universe

At level 2, you gain the ability to sing a devastating melody in tune with the Disc with the sonic resonances of the Reinforced Battle-Harps. As an action, you may sing your tune, everyone in a 15ft line must make a Wisdom saving throw or be dealt 3d6 psychic damage, or half as much on a successful roll. You may use this attack a number of times equal to your Wisdom modifier.

Power of Stone

At level 6, you gain the ability to further connect with the universe by places large stones of power. as an action you may place a large stone (5ft wide, 10ft tall) on any space within 20ft of you. If the space is occupied, they must make a Dexterity saving throw against your spell save DC, they are dealt 2d10 bludgeoning damage on a failed save or half as much on a successful one.

These stones are activated through use of your Reinforced Battle-Harp attack. if your attack hits the stone, the sound will resonate from it, spreading the damage out, any creature within 10ft of the stone will be his by the sonic resonances. If a second stone is within the radius of another, the damage spreads to the radius of the second stone. The more stones in place, the further the damage can spread.

You may place a number of stones per long rest equal to your Wisdom modifier. With each stone placed, your Reinforced Battle-Harp damage is increased

Stones Area Damage
1 1d10
2 2d10
3 3d10
4 5d10
5 7d10

You can place one of these stones a number of times, per long rest, equal to your Wisdom modifier. The stones disappear after an hour.

Magically Imbued

Starting from level 10, you can imbue your harmonic resonances with magic. You may expend spell slots for uses of your Reinforced Battle-Harps attack. By using your spell slots to attack, you gain extra damage equaling an extra 1d6 per level of spell slot expanded (e.g, if you expand a 1st level spell slot your attack has an extra 1d6 psychic damage, if you expand a level 5, it will be an extra 5d6).

Powerful Connection

Starting from level 14, your connection to the universe becomes stronger than ever. You regain all uses of Power of Stones on a short rest and the stones now spread the damage by 15ft instead of 10ft.



























Fighter: City Watch

“I get it,' said the prisoner. 'Good Cop, Bad Cop, eh?' If you like.' said Vimes. 'But we're a bit short staffed here, so if I give you a cigarette would you mind kicking yourself in the teeth?”
Night Watch

The City Watch is important in keeping the peace in the larger settlements. With both the day and night watch on patrol, the City Watch aims to turn from a corrupt and lazy organisation to a well respected symbol of the law.

the Watch has gone through multiple incarnations, going from a small unnecessary force of 4 people to a large, multi-ethnic public facing institution which aims to be the symbol of a modern city.

Lance Constable

From level 3, you gain proficiency or expertise if you are already proficient, in any 2 of: Intimidation, Investigation, Perception, or Persuasion.

You also gain proficiency in 2 new weapons: knuckle dusters and truncheons.

Constable

At level 7, you may pick a new fighting style.
You also gain advantage on persuasion and intimidation rolls whilst flashing your badge.

Corporal

From level 10, you gain advantage on attack rolls against a creature if at least one of your allies is within 5ft of the creature.

You also gain extra damage equal to your Fighter level if you are flanking the creature.









































Sergeant

At 15th level, you may choose another new fighting style or a feat.

also, whilst grappling a humanoid, you may use an action to arrest and incapacitate. The target must succeed a Wisdom Saving Throw, the DC for this roll is your base strength score. On a fail, the target is restrained, it may re-roll the save at the end of each of it's turns.

Captain

at level 18, whilst using the Knuckle Dusters of Truncheon, you may gain an extra attack.



Weapons of The Watch

Knuckle Dusters 1d6 bludgeoning, light Truncheon 1d6 bludgeoning, versatile (1d8)

Fighter: Shield Bearer

"People who only look out for themselves end up dying, look after those on your left and you will always have support"
Gath Chestleader - General in The Battle of The Broken Shield

Looking out for those you fight with is always important but in Kord's Shield, protecting those next to you is a matter of life and death. Everyone of the Shieldbearers protects the person to their left and trust the person on the right to do the same for them.

A Shield Bearer Fighter always considers where they need to stand, who needs protecting, who needs the shield. Having a Shield Bearer in an adventuring party ensures the protection of the weakest link, even the weakest character will feel safe going against world enders.

Bearing the Shield

Starting from level 3 you develop the ultimate defense. As a bonus action, if you are wielding a shield, you can go into your shield stance. Once in this stance you gain a bonus to your AC equal to your Constitution modifier. You also have disadvantage on dexterity saving throws but advantage on strength and constitution saving throws. This stance will last for up to 1 minute but will be ended early if you fail a dexterity saving throw when being hit by an attack that requires it. You can go in to this stance as many times as your proficiency modifier per long rest.

The Protector

From level 7, your ability to defend is unmatched. When you use an attack of opportunity against a target you can reduce their movement to 0. Additionally, if you someone within 5ft of you is being hit by a ranged attack, you can use your reaction to move and step in front of the oncoming attack.

Immutable Defense

From level 10, You are unbreakable in spirit. When someone makes an attack against you, you can use your reaction to make a shield bash against them in retaliation. Make a strength weapon attack with proficiency. If it hits they are dealt 1d10 bludgeoning damage and are knocked prone. while they remain prone, any attack against that target is considered an automatic critical hit.

Defensive Strength

From level 15, your defence allows a show of strength. While in the stance you can use heavy reach weapons with only 1 hand, using your heavy shield to balance them.

Unmovable Rock

From level 18, your defensive nature is amplified. You can now go into the shield stance an unlimited amount per long rest. Additionally, you no longer have disadvantage on dexterity saves

Monk: Way of Time

“...remember that a story does not unwind. It weaves. Events that start in different places and different times all bear down on that one tiny point in space-time, which is the perfect moment.”
Thief of Time

Living in a hidden valley in the mountains, in the area known as Enlightenment country, the History Monks are the keepers of History. Their role is to ensure that history follows its correct course, and even to make sure that it exists at all. Times are always getting worse, the monks feel. Again and again some wizard or artificer or mad scientist tinkers with the machinery and shatters the fabric of time and space. The History Monks consider it their duty to put the pieces back together, and to ensure that there are more pieces to follow the present moment.

Some monks go into the field undercover, they disguise themselves as everyday workers as they understand that the man cleaning is likely to be able to slip in unnoticed or in the more criminal heavy cities, they let them in with open arms. Due to this, undercover History monks go by the title Sweepers.

Faster than Time

At level 3, When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Timed Combat

From level 6, your time manipulation grants you extra uses of your Ki points

  • Shifting Aim: For 2 Ki points you may use your reaction to re-aim an attack of someone within 5ft of you to another target of your choice.
  • Take the Hit: For 1 Ki point, you may take the damage of an attack against an ally within 10ft of you, this damage cannot be reduced.
  • Quick Analysis: For 1 ki point, you may analyse an attack to give yourself advantage on an attack or to give another creature within 5ft advantage or disadvantage on an attack.

Time Punch

At level 11, you gain an extra attack in addition to those granted by the main class feature.

Stop Time

From level 17, your time abilities allow you to temporarily stop time. Once per long rest you may stop time to give yourself an additional turn in combat, whilst time is stopped, everybody but yourself is considered paralyzed. You may stop time for an addition turn for every 8 ki points spent.

Monk: Way of The Tremor

"Feel the Tremor, feel the shake of the world we live in, move with the life force of the Coast we call home"
Bedrock - Preacher of the Tremor

The Coast Tremors, like a heartbeat rippling through the bedrock, through the mud and dirt, through every living thing on the Coast. Depending on who you ask, the Tremor of the Coast is either the life force of the world spreading through it's crust, or a bad reaction, a world trying to shrug off something on it's back. Either way the Tremor is persistent.

Those who grow up on the Coast no longer feel it, it's merely the ripples in water. People who come to the Coast feel it's effects like motion sickness as the waves of the Coast move through them. To political leaders, the tremor is a defense, ensuring no one can efficiently invade from across the Atherel Sea.

To Monks of the Tremor however, the Tremor is simply a way of life, they move with the tremors, allowing them to tap into the power spreading through the world. Once tapped into the power of the tremor they can sense movement, attack with the tremor, and force the tremor into someone to cause distress.

Balance in the Tremor

Starting from level 3, You have learned to balance the tremor, you have advantage on saves against going prone.

Expanded Senses

Also at level 3, you have learned to sense through the tremors, you gain a natural tremorsense of up to 30ft or you can take 1 minute to meditate to gain a tremorsence of 120ft whilst meditating.

Tremor Attack

From level 6, you learn to control the tremor. If you get hit by a melee attack you can use your reaction to cause the attacker to lose balance. the attacker must make a dexterity saving throw against your Ki DC or fall prone. You may also expend ki points to deal damage to the attacker equal to 1d6 per ki point expended as the tremor intensifies within them.

Distorted Tremor

At level 11, you learn to magnify the tremor in an area. Once per long rest you can cause the tremor in a 30ft radius to become unbearable. This area of distorted tremor becomes difficult terrain. Any creature that starts it's turn in the area takes 4d10 force damage. Any creature that ends it's turn in this area must make a dexterity saving throw (Using your ki DC) or fall prone. The damage of this ability can be increased by additional d10s per 2 key points expended.

Aspect of the Tremor

From level 17 you can become one with the tremor. Once per long rest you can absorb the true power of the tremor and temporarily become your tremor form for up to 1 minute. Whilst in this form you gain the follow benefits:

  • All attacks have disadvantage against you
  • You have advantage on all attacks
  • You gain 5 temporary ki points, these ki points can go above your ki point total but will be lost when the form ends
  • If any creatures end their turn within 5ft of you they take damage equal to your proficiency bonus and must make a dexterity saving throw against your ki save DC or fall prone

Paladin: Oath of Freedom

"She was already learning that if you ignore the rules people will, half the time, quietly rewrite them so that they don’t apply to you."
Equal Rites

The Oath of Freedom isn't an ordinary oath, it's a rejection. By committing to this oath you reject your birthright, maybe you are destined for greatness or tyranny, maybe you were chosen by a God as their new profit, or maybe you have a birthmark suspiciously crown-like in shape? Reject those futures, choose Freedom in all it's forms.

The Oath of Freedom is for those that want their independence so badly fate has to be ignored at all costs. The Oath of Freedom is for the people born with an obvious birthmark in the shape of a crown and a magical looking sword, returning to returning to their home city, not to bring back the crown, but to join the City Watch. Make the oath, stand in defiance of the work of fate, he avoids his duty under one name and authority - Freedom.

Tennants of Freedom

The exact tennants of Freedom vary from person to person but the basic ideologies remain the same.

  • Revoke Destiny Destiny holds no place for individuals
  • Live Your Own Orders No one should hold power over the path of your life
  • Fate is an Illusion The path of fate is a trick, it will only lead to misery
  • Overrule the Future You control your own life, do what you wish, not what the hands of fate want.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3 Comprehend Languages, Disguise Self
5 Altar Self, Enhance Ability
9 Counter Spell, Glyph of Warding
13 Hallucinatory Terrain, Polymorph
17 Reincarnate, Teleportation Circle

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Revoke Enemy As a reaction, when a creature attacks you, you may cause it to miss instead.

Ignore the Path As a bonus action, you can cause one creature you can see within 10ft of you and make them have disadvantage when attacking you for 1 minute.

Change Fate

Starting from level 7, your determination for freedom allows you to protect yourself and others. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.

Mastering Destiny

Starting from level 15, your ability to Revoke Enemy is improved far beyond the normal. When you use your Revoke Enemy Channel Divinity, you are able further change the attack. When you use this ability on a critical hit, the critical is negated but it still hits as normal. If you use this ability on a normal attack, you may cause it to critical fail instead.

Aspect of Freedom

At level 20, you can assume the form of the Aspect of Freedom. Once per long rest, by using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • When you transform, a wave of energy blasts out from you, everyone within 10ft of you must make a dexterity saving throw, they are dealt 5d10 force damage, or half as much on a successful roll.
  • A weapon of your choice forms in your hands. This weapon deals an extra 2d8 Radiant damage.
  • Your resolve strengthens you, your AC is increased by 2.
  • You gain resistance to bludgeoning, slashing and piercing damage from both magical and non-magical attacks.

Paladin: Oath of Protection

"We must protect those who can't protect themselves. We must protect this world that is defenseless"
Calour 'The Protector'

During the reign of Haphet V, the third Emperor of the Korarthian Dynasty, Calour 'The Protector' founded Calour's Gate. From that day, Paladins across the coast took the Oath of Protection, dedicating themselves to being the shield and protecting the Tremor Coast from the threat of the Gate. To this day, Calour's Gate stands as the Coast's sole defense against extra-planer forces, especially those from the crack which the Gate was built around.

Paladin's that take the Oath of Protection are dedicated to ensuring those who cannot protect themselves are defended from anything that may harm them. They must become the shield of those who cannot wield them, they must defend the world of the unseen threats.

Tennants of Protection

The exact tennants of Protection vary from person to person but the basic ideologies remain the same.

  • Protect the Weak Protect those who cannot protect themselves
  • Lives are not disposable No one should hold power over life and death
  • Be the shield The world could fall to chaos in one unblocked attack
  • Protect above all else Protecting is reward upon itself

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3 Mage Armour, Shield of Faith
5 Warding Bond, Warding Wind
9 Beacon of Hope, Counterspell
13 Death Ward, Stone Skin
17 Hallow, Wall of Force

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.
Revoke Enemy As a reaction, when a creature attacks you, you may cause it to miss instead.
Ignore the Path As a bonus action, you can cause one creature you can see within 10ft of you and make them have disadvantage when attacking you for 1 minute.

Change Fate

Starting from level 7, your determination for freedom allows you to protect yourself and others. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.

You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.



Mastering Destiny

Starting from level 15, your ability to Revoke Enemy is improved far beyond the normal. When you use your Revoke Enemy Channel Divinity, you are able further change the attack. When you use this ability on a critical hit, the critical is negated but it still hits as normal. If you use this ability on a normal attack, you may cause it to critical fail instead.

Aspect of Protection

At level 20, you can assume the form of the Aspect of Freedom. Once per long rest, by using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • When you transform, a wave of energy blasts out from you, everyone within 10ft of you must make a dexterity saving throw, they are dealt 5d10 force damage, or half as much on a successful roll.
  • A weapon of your choice forms in your hands. This weapon deals an extra 2d8 Radiant damage.
  • Your resolve strengthens you, your AC is increased by 2.
  • You gain resistance to bludgeoning, slashing and piercing damage from both magical and non-magical attacks.

Ranger: The Tourist

“Twoflower was a tourist, the first ever seen on the discworld. Tourist, Rincewind had decided, meant 'idiot'.”
Colour of Magic

A tourist was an individual who went to places with the intention of just visiting them, a practice that most people found odd.

Tourists are quick adapters, they find themselves in a strange new place and within minutes have ingratiated themselves with the culture, or at least they believe they have.

Distant Foes

From level 3, your Favoured Enemy ability is improved. Once per short rest you may meditate for 1 minute and choose a new temporary additional Favoured Enemy. Until you choose another Favoured Enemy, you learn a language associated with the chosen creature/Humanoid type.

Additionally, when fighting your Favoured Enemy, you gain advantage on attack rolls and deal an additional 2d6 damage. This extra damage increases to 3d6 at level 7, 4d6 at level 11, and 5d6 at level 15.

Distant Shores

Also at level 3, your Natural Explorer ability is also improved. Once per short rest you may meditate for 1 minute and gain an additional Favoured Terrain and as such, You gain the benefits of this terrain as the Natural Explorer ability grants until you choose another.

In addition, whilst in a favoured terrains you gain the following abilities:

  • You gain advantage on Medicine, Nature, Stealth and Survival skill checks.
  • You are not required to expend a spell slot to activate your Primal Awareness.

Travel Companion

starting from level 7, you no longer travel alone. You gain two traveling companions:

The Luggage

Half Bag of Holding, half homicidal maniac, The Luggage is a large chest made of Sapient pearwood. It has hundreds of tiny feet and will follow it's owner where ever they go. Once per turn, you may use your bonus action, or one of your multiple attacks to have The Luggage make a bite attack for you.

Iconograph

A wonderful device that creates instant paintings. In fact, the device is powered by a tiny imp inside, this imp perfectly paints the image it's pointed at. As a bonus action, you may point the Iconograph and receive a perfect picture of the scene.

If these companions are lost or destroyed, you may meditate for an hour and recieve a replacement. By doing this, the previous companions will be destroyed along with anything stored inside them.

Lingua Franca.

From level 11, You have a brilliant understanding of language. You now understand all spoken language. While listening to someone speaking a language you do not yourself speak for one minute, you are able to begin speaking it fluently.

Far Flung Traveler

Starting from level 15, Your traveling grants you special insight in battle. Whilst in your favoured terrain and attacking your favoured enemy, you gain an additional 2 attacks.


The Luggage

Medium, True Neutral


  • Armor Class 17
  • Hit Points 100 (20d10)
  • Speed 60ft

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 20 (+5) 10 (0) 12 (+1) 8 (-1)

  • Saving Throws STR +7, CON +8
  • Skills Intimidation +4
  • Damage Resistances Bludgeoning, Piercing and Slashing from non-magical attacks
  • Damage Immunities Necrotic, Poison and Psychic
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses Darkvision 60ft, Truesight 20ft
  • Languages Doesn't speak but understands all language
  • Challenge CR 6

  • Owner Awareness The Luggage knows the location of it's owner, no matter what plane they are on

Actions

Bite. Melee Piercing Attack: +7 to hit, 5ft, one target. Hit: 2d10 Piercing damage. If the target is medium or smaller in size and is killed by this bite attack, The Luggage will swallow and devour the creature.

Ranger: Tracker

"Nothing is beyond my reach, nothing can hide from me"
Detharon Wildmoon - Sacred Ranger of Silvanus' Oak

As the prey runs through the Sacred Woods, the hunter calmly tracks the scared prey. With every trace left behind of the panicking and reckless prey, the hunter slowly learns everything it needs to know to take it down. As the hunter finally catches up to their prey, the one that dared enter these sacred woods, it know exactly how to fight it.

Rangers of the Tracker conclave are experts in finding and learning about their prey, the longer they track their target the more they comprehend their enemy. Once a Tracker gets the scent of their chosen prey, it's only a matter of time before they are found and are vulnerable.

Tracking Magic

Starting at level 3, you learn additional spells when you reach certain levels in this class, as shown on the Tracking Magic table. Each of these spells counts as a Ranger spell for you, but it doesn't count against the number of Ranger spells you know.

Ranger Level Spells
3rd Hunter's Mark
5th Branding Smite
9th Haste
13th Locate Creature
17th Scrying

Precise Aim

At 3rd level, you can shoot with pure precision. When you hit a creature with a weapon, you can deal an extra 1d4 damage to the target, which can take this extra damage only once per turn

The extra damage increases to 1d6 when you reach 11th level in this class.

Expert Tracking

Also at 3rd level, your ability to track targets is almost supernatural in efficiency. When tracking a target you can allow all the information of the environment around you to fully track your target. Once activated the footsteps of your target light up like floresence in your eye allowing you to follow their journey.
Additionally, if you know the target's real name, you gain an internal compass pointing to the direction of your target spanning a 3 mile radius.

Analysing Prey

From 7th level, you can learn a lot about your target while tracking them. Whilst tracking your target you can roll an Insight(Wisdom) check against the target's passive deception. On a success you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Dexterity score
  • Constitution score
  • Armour Class
  • Current hit points
  • Total class levels, if any

You also learn:

  • If the target is moving slow or fast
  • Their method of travel
  • How many they are traveling with.

Weak Points

From 10th level, you are able to strike at a target's weak points. After tracking a target for at least 1 minute, you gain knowledge about how best to strike them. You gain advantage on attacks against the target you tracked and your bonus damage from the Precise Aim feature at level 3 gains an additional die when attacking them. These additional abilities remain until your next long rest or until you use this feature on another target.
Additionally, once you have successfully deal damage to the target you are tracking, your internal compass to the target is increased in span to 5 miles and remains for an additional 5 days.

Trapped Prey

From 15th level, your analysis of your target means helps you strike true. Once you have used your Analysing Prey ability on a target, until your next long rest, if you roll a natural one when attacking the target, you may re-roll the attack. You must use the second roll.

Rouge: Scoundrel

“People were strange like that. Steal five dollars and you were a petty thief. Steal thousands of dollars and you were either a government or a hero.”
Going Postal

People often say "You can't con an honest man" but most people can't honestly claim to have ever met one. The easiest way to con people is to make it seem like they are the ones pulling it. Make the mark believe they are going to cheat you out of something, that they are getting something worth more than the deed it takes to claim it. Maybe this time the person selling the priceless diamond ring for cheap is being honest but deep down they know the truth, the diamond ring is always a fake.

Scoundrels are the oddest kind of rogue, mainly because they stay away from the shadows and decide to commit their crimes out in the open, with everyone watching.

They often craft a persona for themselves, running their crimes or heroic deeds under that identity, knowing that if they ever need to disappear, all it will take is a new identity and a little bit of gold.

Scoundrels can be found all across the disc but only a few have truly mastered the ability to disappear within their own persuasions and deceptions. Those who find their faces easy to identify or that their current run of cons are becoming boring, turn to disguises, they return to the scene of their crimes and socialise with those they have conned.


Silver Tongued

At level three, your skill with words is enough to bring others to your understanding. You gain proficiency in both Deception and Persuasion, or Expetise in these skills if you are already proficient.

Easily Forgettable

Also at level three, your face is hard to recall. You gain advantage on Charisma (Deception) checks regarding your identity. People without the ability of True Sight also have disadvantage in rolls attempting to discern your identity.

You also gain proficiency with disguise kits, or expertise if you are already proficient.

Inspiring Presence

At level nine, you can use your social abilities to inspire those around you. You gain inspiration dice to inspire or charm as a bonus action. You have a number of inspiration dice equal to your charisma modifier, these dice are a D8 and replenish after a long rest.

Inspiring Demeanor:

You may give those you consider an ally an inspiration dice, that they can roll and add it to any roll that uses a D20. An inspiration dice lasts for 1 hour and they can only have one at a time.

Charming Guile:

You may use your inspiration dice to cast Suggestion on a creature you have been talking to for 1 minute who does not see you as a threat, the target has disadvantage on it's roll. Whilst the target is in the state of suggestion, they consider you a friend and any attack you use against them will have advantage. You may only charm one person at a time and once you attack them, the spell wears off.


Charming Violence

Starting from level 13, you can use your words can now be deadly. Any attack against a creature you have charmed using Inspiration dice is now considered a critical hit.


Force of Charisma

Starting from level 17, your charisma goes beyond the extraordinary. Your charisma score increases by two and your maximum charisma score is now 22.

Rouge: Smuggler

"Sure you could sneak around in the shadows, hiding from guards, getting your cloak dirty, but in my experience, if you throw around enough charm, a guard will think you are joking when you tell them your plan"
Anvon - Leader of the TALG (The Army of the Liberation of Gold)

While some Rogues are more comfortable using stealth to solve their problems, Smugglers have to rely on their charm and confidence to get them out of dangerous situations. Whether you are smuggling gold from Golden Perch, Arcanic Dust from Kord's Shield, or revolutionaries out of Andorim, Smugglers only have their charisma to support them.

Understanding the way people work, Rogue Smugglers tend to be garish and loud, convincing those around them they must be trustworthy and then abusing that trust to commit their crimes or to deal serious damage. After all, who do you trust more, the quiet creepy guy with a dagger at the corner of the room, or the loud guy who has joked about smuggling goods multiple times.

Hiding in Plain Sight

Starting from level 3, your charm and charisma allows you to get through even the most difficult of situations. While talking to a non-hostile creature for 1 minute, you can charm them into thinking you are the most trustworthy person they know. While under your charm they are unable to suspect you of lying. The charmed creature will believe you to be trust-worthy but won't necessarily follow commands or orders. This charm lasts for 1 hour or until they are attacked by you or someone they believe are your allies.

Smuggled Goods

Also at level 3, your ability to hide things is unmatched. When a creature is rolling to try and find items you have hidden, they must succeed on a wisdom check (The DC is 8 + Dexterity modifier + your Proficiency bonus).

Protected Goods

From level 9, your smuggled goods are just as protected as they are hidden. By spending 1 minute and with your hidden stash you can trap the smuggled hoard in a variety of ways: (The DC for these traps is the same as your Smuggled Goods DC).

Hidden Blade

Once found a hidden blade stabs the creature who tripped the trap. The creature must succeed on a Dexterity saving throw or take damage equal to your sneak attack damage, or half as much on a successful save.

Paralysing Gas

Once found a canister of gas is released. The creature that triggered the trap must make a Constitution saving throw or be paralysed for 1 minute.

Sensory Overload

Once discovered, the opening of the stash triggers a blinding light and a loud bang. The creature that triggered the trap must make a Constitution saving throw or be Blinded and Deafened.

Surprising Charm

From level 13, those you have charmed become the easiest of targets. When attacking those who you have charmed using your Hiding in Plain Sight ability from level 3, you have advantage on the first attack against them and are able to use your sneak attack.

Charming Killer

From level 17, your charming personality allows you to strike with scary precision. Any attack against a creature you have charmed using your Hiding in Plain Sight ability, the charmed creature must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

Sorcerer: 8th Son of an 8th Son

“Sourcerers never become part of the world. They merely wear it for a while.”
Sourcery

8 is a powerful number, it is well known that the eighth son of an eighth son is likely to become a wizard, and that wizards generally don't indulge themselves in love affairs. The reason for this might be that if a wizard were to have sons, all of them could be powerful wizards, and the eighth would be a sourcerer, a wizard squared.

Wizards use the magic that permeates the world to perform spells, but a sourcerer is a source of magic making them one of the most powerful entities, especially considering the fact that the magic generated by a sourcerer (it is unknown if magic is generated only when a sourcerer performs a spell or passively) is new and wild, having never been recycled before, and is thus far more powerful than magic found nearly anywhere. No-one wants a return to those days of tower-building and vast magical warfare.

Source

From level 1, your source of power empowers others. You gain an aura spreading 10ft, the aura empowers you and your allies in one of the following ways:



  • Gain additional damage to spell attacks equal to your Charisma modifier.
  • Add your Charisma modifier to saving throws from spells.
  • Damage from spell attacks is reduced by your Charisma modifier.

    You may swap between these auras by spending 1 minute meditating on your own power.

Granting Power

From level 6, you may give people spell slots. As an action, you may give someone (with spellcasting abilities) a spell slot they are able to cast. by giving spell slots, you expend that spell slot as you would if you were casting that spell.

Shifting Source

From level 14, you may imbue an item with a spell. When you imbue an item you expend the spell slot of the spell casted. This spell can be activated later by whoever holds the object and says a magic word that is decided by you when casting the spell. By the next long rest, any imbued items loses it's power. You may use this ability as many times per long rest as your Charisma modifier.

Unlimited Power

From level 18, you gain access to all spell lists. You may now prepare your spells each day spending 1 minute for each spell for as many spells as your "Spells Known" on your main class spell features.

Sorcerer: Muttering

"A demented cacophony of lost minds trapped within the Wilds, they will never be free and if you hear the Muttering for too long, you will never be free either"
Fayr - Arch-fey

The muttering has always been there, a perpetual reminder of horrors from beyond our realm of imagination. Sometimes, not often, but often enough, people get lost around the Muttering, they find themselves trapped within the Muttering Forest and slipping between the Forest and the Wilds. Once you have properly fallen into the Muttering Wilds, there isn't much chance for you to return.

Those who do return from the Muttering Wilds may find themselves changed, a part of the Wilds is always within them like a source of power anchoring them back to the Muttering Nightmare. Muttering Sorcerers may never escape the sound of the Muttering that whispers to them like an old friend trying to snap them out of the dream of returning home. Some may be ab,le to drown out the constant Cacophony, using the source of power as a well to tap from. Alas, some cannot ever truly escape the Muttering in the end, Some may fall into a catatonic state, others may try to drown the muttering out, And some decide the only cure is returning to the cursed place that changed them originally.

Spells of the Wild

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Spells of the Wild table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Sorcerer Level Spells
1 Dissonant Whispers, Tasha's Hideos Laughter
3 Phantasmal Force, Tasha's Mind Whip
5 Fear, Summon Fey
7 Confusion, Phantasmal Killer
9 Modify Memory, Synaptic Static

Share the Muttering

From level 1 you gain the ability to force the muttering into people’s minds. When dealing psychic damage you can deal an extra 1d6 psychic damage as the muttering is muddles their minds
Additionally, you gain the Message cantrip. As a bonus when casting it on someone you can force them to roll a Int saving throw against your spell save DC or they become so distracted by the muttering in their minds that they have disadvantage on their next attack, ability check, or saving throw.

Fey Touched

Also at level 1, you gain the ability to speak, read, and write Sylvan.

Translated Muttering

From level 6, the Muttering in your mind begins to translate for you. You gain the ability to understand all spoken language as it translates into Sylvan in your mind.

Stealing Fears

From level 14 you gain the ability to read people's deepest fears and wants. You can spend 1 minute secretly infiltrating one target's mind with the muttering. After that time you can learn the target's deepest fear and biggest dream. As an action you can use this connection to force an intelligence saving throw against your spell save DC to either make the target see their worst fear and cause them to be frightened of you for 1 minute. Or show them their greatest dream and make them charmed by you for 1 minute.

Remembered Muttering

From level 18, you can now also delve deep into the mind of your target and read their memories. By using your [level 14] ability, you can now also access the memories of your target. You can search through the target's memories but you must specify which memories you are particularly searching for. While delving into their memories you can steal a memory spanning 24 hours. If you wish you can steal longer memories of an extra 24 hours per spell slot expanded. Once the memory is stolen it is stored on a piece of thread. This memory can be rewatched by holding the thread and the target can use an action to fully absorb the memory once more.

Warlock: Pact of The Fated Death

“We aren't just the diarchic rulers of this land, we are God makers. We once ruled the broken empire and we have lived longer than you can comprehend.”
Queen Void, Diarch of Logolyn

Fate as a force isn't designed to control the path of the world but instead to gently coerce it, to shape it in a way that makes sense. Fate is there to organise the chaos into palatable tales. There are some things that are destined however, and if someone is fated to die far into the future, they may be given a powerful opportunity

Those who have been fated to die may find themselves obtaining the power of youth, keeping them alive until their time comes around. Some of these people aren't aware of their abilities, their youthful appearance being a novelty, but for some their demise is fated way past a regular lifespan, giving them awareness of their basic immortality. Those that recognise their new ability may find ways to shape it, to manipulate the power they were given, trading off their youthful age for incredible magics.

Resenting their eventual time to die, those of the Fated Death find themselves reaching ever closer to their inevitable demise. As they slowly get closer to their fate they may try to find ways to break free of the pact, realising the double edge sword they have been given. Luckily for some, they are given many years, decades, or even millennia to find a way to break their fated death.

Expanded Spell List

The Personification lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1 False Life, Ray of Sickness
2 Lesser Restoration, Ray of Enfeeblement
3 Life Transference, Vampriic Touch
4 Blight, Sickening Radiance
5 Greater Restoration, Negative Energy Flood

Sidestep Fate

From level 1, you gain a resistance in necrotic energy
Additionally, your age decreases to the age of 5 years after the average age of maturity in your race (To the DM's discretion). You also return to this age or an age higher than that of your choice after a long rest.

Ageless Power

Also at level 1, You learn to manipulate your youth and beauty to perform incredible magic.
For every spell you cast, you age as many years as the spell level, (Cantrips count as 1 for the purpose of this ability) additionally you are able to cast that spell in a spell slot that is one higher than your current maximum by sacrificing a further 5 years of your life. Expending your life-force also comes with risks as the older you become the more problems you will encounter based on your age:

Age Condition
50 Disadvantage on all Dexterity saves or ability checks
60 Disadvantage on all ability checks
70 When hit, you must beat a DC17 Constitution save or gain additional damage equal to half the damage dealt
80 Disadvantage on all saves
90 Hit point maximum is halved
100 Death

Manipulated Youth

Starting from level 6, You gain more ways to manipulate the power of your age. You gain two abilities from the sorcerer's Metamagic list. these abilities cost 5 years per sorcery point cost as stated in their description. You can swap the chosen metamagic abilities every time you level up.

Additionally, you can take a bonus action to expend 10 years in return for one spell slot of your current warlock spell slot level.

Escape the Dark

From level 10, Your ability to control your age grants you a level of immortality. You become unable to die due to old age or exhaustion, instead you fall unconscious for as many hours as equal to 1d8 + half your level. After this you wake up with the benefits of a long rest.

Vampiric Youth

Starting from level 14, your magic becomes vampiric in nature. When you inflict necrotic damage on a target your age is reduced by an amount equal to half the necrotic damage inflicted. With this ability you are unable to be reduced below the age given in Sidestep Fate. Once you have reduced to the same age given in Sidestep Fate, the rest can be absorbed as Hit points (This does not go over your hit point maximum)

Warlock: Pact of the Personification

“It struck Mort with sudden, terrible poignancy that Death must be the loneliest creature in the universe. In the great party of Creation, he was always in the kitchen.”
Mort

Anthropomorphic Personifications have so much work to do, sometimes they may acquire an apprentice. Whether you are helping Death do his Duty, part of the franchised Tooth Fairy collection or helping the Sandman put people to sleep; your help has granted you particular powers.

The Anthropomorphic Personifications watch the mortals of the Disc, many start to care for one or two of them. A pact with an Anthropomorphic Personification can be a relaxed one, some may just collect teeth or design snowflakes but some are required to do hard work for their patrons, collecting the souls of the dead for Death or assisting the Hogfather on his yearly duties.

When undergoing this pact, you will find yourself adopting various features of your patron. You may find yourself growing a love for black clothing and skulls, or your hair may go snow white. Your look will form into something representing the Anthropomorphic Personification you have begun work for.

Expanded Spell List

The Personification lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1 Arcane Weapon, Bless
2 Augury, Find Steed
3 Phantom Steed, Speak With Dead
4 Divination, Find Greater Steed
5 Dispel Good and Evil, Legend Lore

Personified Energy

From level 1, you gain a resistance in necrotic and radiant energy.

Additionally, you become immune to disease, being frightened and being put to sleep by magical means.

Improved Senses

Also at level 1, you can sense when something different is nearby. As an action, you can sense the location of any Abberation, Celestial, Fiend, Undead, or Anthropomorphic Personification within 60ft of you.

Incorporeal Personification

Starting from level 6, you may walk through other creatures or non-metal objects as if they were difficult terrain. If you end your turn inside an object, you are dealt force damage equal to 1d10 + your character level.

Eyes of Unknown

From level 10, you gain the ability to see what is truly there. Once per long rest you may use your action to give yourself true sight for 1 minute.

Anthropomorphic Life

Starting from level 14, you gain a fraction of your Patron's immortality. Once per long rest, when you are reduced to 0hp, your life force explodes. The creature that reduced you to 0hp is must make a DC Wisdom saving throw or be dealt 5d10 force damage, or half as much on a successful roll. When this happens you are brought back to consciousness and you are healed an amount equal to the number of damage your attacker is dealt. If the creature that attacked you is killed in the explosion, you are healed to half of your hp total if that is more than the amount of damage the attacker was dealt.

Warlock: The Rat King

“When Morality's deformed,
And the city is torn,
Beware the storm,
Of the Rat King’s Swarm”
Poem of unknown origin

It is said in large communities, people are only ever 15ft from a Rat. When the Rat King is formed from the collective consciousness of hundreds of Rats, the Rat King sends it’s swarm across the world to collect information and secrets on the humanoids that live around them.

When a Rat King is formed in the world, their presence is often quickly discovered, however it is common knowledge that it is better having a Rat King collecting sensitive information rather than going on the offensive. If a Rat King turns to violence, most cities are unable to stop the wrath of it’s devastating swarm.

Warlocks that make deals with a Rat King find themselves in control of a small portion of the Rat King’s army. With this power, Warlocks of the Rat King can either become amazing spy masters, collecting secrets for their patron, or fearsome warriors, using their new army to lay waste to their enemies through pestilence and hungry swarms.

Expanded Spell List

The Rat King lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1 Charm Person, Ray of Sickness
2 Animal Messenger, Pass WIthout Trace
3 Clairvoyance, Fear
4 Arcane Eye, Blight
5 Contagion, Scrying



Leader Amongst the Swarm

Starting with level 1, your connection with rodents have become almost symbiotic. You gain the ability to understand and speak to rodents
Additionally you gain advantage on charisma checks against Rodents.

Duality of the Swarm

The gifts of the Rat King comes in two different forms. Warlocks of the Rat King either become powerful spy masters, using their swarm to collect the secrets of the world, or they become fearsome warriors, unleashing devastation on their enemies. At level 1 you chose either the path of Secrets or the path of Devastation.

Secrets - Spying Eyes

Your Rodent agents are able to follow a target undetected. Once per short rest you may mark a creature that you can see. Once a target is marked, the Rat will follow them for a total of 24 hours. During this time you know the location of the target.
The target will be followed for the whole 24 hours unless the Rat is discovered, the target uses a teleportation spell or if they use any vehicle that is faster than the Rat.

Additionally you gain proficiency in either Deception of Persuasion

Devastation - Fearsome Swarm

Your Swarm can cause fear in the heart of your enemies. Once per short rest you can force every creature of your choice within 15ft of you to make a wisdom saving throw (The DC is equal to your Spell Save DC) or be frightened of you. Those affected by this ability can re-roll the save at the end of each of their turns.

Additionally you gain proficiency in Intimidation.

Swarming Power

At level 6, You gain further power from the path of your choice. You must choose the same path as you chose at level 3.

Secrets - Rodent Insight

Your rodent network grants you insight into everyone around you. After talking to someone for 1 minute you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Armour class
  • Charisma score
  • Constitution score
  • Intelligence score
  • Total class level (if any)

Once you have done this to someone, you gain advantage on Deception, Insight and Persuasion rolls against the target.
Once you use this ability, you can't use the feature again until you finish a short rest.

Devastation - Pestilence Bringer

Your Swarm can spread devastating pestilence around you. As an action you can force every creature of your choice within 35ft of you to make a Constitution saving throw or be poisoned and gain one level of exhaustion. The creatures that succeed on this save are poisoned until the end of their next turn.

The creatures that failed the save may re-roll it at the end of each of their turns. For each failed roll after the first, they take 3d6 poison damage. If they roll a natural 1 while making subsequent constitution saves against this ability, they gain an additional point of exhaustion.

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


Powerful Swarm

At level 10, you gain an additional ability on your chosen path, You must choose the same path as you chose at level 3 and 6.

Secrets - Eyes in Every Room

Your agents are everywhere. Once per long rest you may cast Scrying without using a spell slot or material components. While Scrying, instead of looking through an invisible sensor, you instead look through the many eyes of your rodent agents near them. If they are somewhere that rodents wouldn't reasonably be, the spell is instead cast as written.

If you use this ability on a target that is currently marked with your Spying Eyes ability, the target is unable to save against being observed.

Additionally, once per long rest, you are able to plant a swarm in a location. While your swarm is in this location, you are able to scry on that location once per short rest without using a spell slot or material components.
The swarm stays in the room until you place a new swarm in a different location or if they are discovered.

Devastation - Summon the Swarm

You can summon the swarm to surround and destroy your enemies. Once per short rest you can summon your swarm for a total of 1 minute in one of two ways:

Concentrated Swarms: You summon 5 Swarms of Rats (MM339) in unoccupied spaces within 40ft of you. These Swarms of Rats roll their initiatives and will spend their turns attacking nearby creatures that you don't consider allies. You may use your bonus action to command the swarms.

Surrounding Swarms: The swarm spreads out in a 40ft radius of you. For each creature you don't consider an ally, the radius is considered difficult terrain and they take 1d12 poison damage for every 5ft they move as the rats attack them as they walk past.

Unstoppable Swarm

From level 14, your mastery over the swarm allows you to altar the gifts of the Rat King. After each long rest, you are able to choose between the secrets and the Devastation path.
When you change between the paths, any long term abilities (such as Eyes in Every Room) remain but are unaccessible while in the other path.

Eldritch Invocation


Royal Familiar

Prerequisite: Pact of the Chain.
You can adopt The Rat Prince as one of your Familiar forms




Rat Prince

Small Beast, Unaligned


  • Armor Class 13
  • Hit Points 8 (2d8)
  • Speed 30ft

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 12 (+1) 2 (-4) 10 (+0) 4 (-3)

  • Saving Throws saving_throws Constitution +3
  • Skills Perception +2, Stealth +5
  • Senses Darkvision 60 Ft., passive Perception 10
  • Languages Understands Common but cannot speak
  • Challenge 1/4 (50 XP)

Keen Senses. The Rat Prince has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

Limited Telepathy. The Rat King can magically communicate simple ideas telepathically with any creature within 10 ft. of it that can understand a language.

Actions

Bite. Melee Weapon: +5, Reach 5ft., one target. Hit: (1d4+3 piercing damage)

Pestilence Pierce. Melee Weapon: +5, Reach 5ft., one target. Hit: (1d4 + 2) piercing damage. The target must succeed on a dc 11 constitution saving throw or become poisoned for 1 hour If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake

Witch

Soaring above a cottage, an eagle swoops down closer to the trees. It has been two hours since it took a back seat in it's own mind, the Witch from below is back, borrowing the Eagle's body to soar in the sky. Drawing the final symbols on the floor, a Witch finishes her focusing circle, utilising her Witch training and the latest of Wizard magic, she casts a spell most Witches have only heard of. On her rounds, a Witch finds herself tending to a man in great pain. Finding the source of the pain, she moves it out of his body and holds it above her head, placing the pain in a nearby glass, it shatters.

Clever Magic

Witch magic is very different from the wizard magic taught in the Unseen University, and consists largely of finding the right lever that makes everything else work. Witches rarely do any magic, in fact, relying more on common sense, hard work, and a peculiar brand of psychology known as headology. This can be taken very far, a witch's way of magically setting fire to a log of wood consists of staring at the log until it spontaneously combusts from pure embarrassment. As a result, it is less energy-intensive, which means that a witch can technically do more than an equally-powerful wizard. The same zen-like knowledge that gives them this ability generally discourages them from making a big deal about it beyond refusing to take wizards seriously. Headology is more commonly used on people, like the placebo effect. Witches unironically acting with melodrama, of which cackling is an early sign, is often an indication of "going to the bad" and becoming a stereotypically wicked witch.

Detatched Protectors

The role of witches has been defined as "smoothing out life's humps and bumps", and "helping people when life's on the edge", and they take this obligation seriously. They also never ask for anything in return. A normal day for a Witch is traveling around their steading and ensuring everyone is cared for, whether they need a midwife or toenails clipped, a Witch is always willing to help. Life as a Witch is a thankless job, many live alone and are fearfully respected rather than liked. As such Witches tend to emphasize at every possible opportunity that it is considered lucky to have a witch in your house, and that it would be especially lucky if the witch was well-provided for. Unfortunately, not all Witches are content with this kind of job, This leads some witches to become resentful of their charges, and to use their power against them. A witch who "goes to the bad" may initially not feel she is doing anything wrong, but will eventually build gingerbread houses and poison spinning wheels. Witches call this "cackling" and, to keep it at bay, they pay regular visits to one another to gossip and take tea, all the while watching for telltale signs.



































Creating a Witch

When creating a Witch, it's important to consider your character's personality. How do they cope with the unwanted nature of their good deeds? do they still commit to doing these deeds? How do they feel about the Witches that have their own cottages, their own steadings? Do they hope to have their own one day? have they already had one and lost it? or do they currently have one and is separated for various reasons? Does your Witch believe that true power comes from knowing not to use magic? or are they striving to become more powerful? are they showing any signs of "going to the bad"? have they been found cackling to themselves? do they have an odd hobby in researching the gingerbread housing market?

Quick Build

You can make a Witch quickly by following these suggestions. First make Wisdom your highest stat, followed by Charisma. Next choose Sage as your background.

Witch
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Headology, Spellcasting 2 2
2nd +2 Cutting Words 2 2
3rd +2 Witches Cottage 2 3
4th +2 Ability Score Improvement 3 3
5th +3 Shambles 3 4 2
6th +3 Cottage Feature 3 4 2
7th +3 Specialist 3 5 3
8th +3 Ability Score Improvement 3 4 3
9th +4 Broomstick 3 4 3 2
10th +4 Cottage Feature 4 4 3 2
11th +4 Wisdom of Age 4 4 3 3
12th +4 Ability Score Improvement 4 4 3 3
13th +5 4 4 3 3 1
14th +5 Cottage Feature 4 4 3 3 2
15th +5 Second and Third thoughts 4 4 3 3 2
16th +5 Ability Score Improvement 4 4 3 3 3
17th +6 4 4 3 3 3 1
18th +6 Witch's Sight 4 4 3 3 3 2
19th +6 Ability Score Improvement 4 4 3 3 3 2
20th +6 Hag O' Hags 4 4 3 3 3 2

Class Features

As a Witch, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: light armour
  • Weapons: simple weapons
  • Tools: two tools of your choice

  • Saving Throws: Wisdom and Charisma
  • Skills: Choose three skills from Arcana, Deception, Insight, Intimidation, Medicine, Nature, Perception, and Persuasion.

Equipment

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

  • (a) a dagger or (b) any simple weapon
  • any two tools
  • (a) an Explorer's pack, or (b) a Scholars Pack.
  • Leather armour and a dagger

Headology

As a Witch, you have learned to gain further insight into the ways of people. While speaking to a Humanoid, you can attempt to charm them. The target must make a Charisma saving throw against your spell save DC. On a failed save, the target becomes either charmed or frightened by you. the charm lasts for 1 hour.
Alternatively, you can use this ability to notice lies. When talking to a humanoid for no less that 1 minute, you may make an Insight check, with a DC equal to the target's Charisma(Deception) modifier + 10. On a successful you can tell when the target is lying for 24 hours.


Spellcasting

As a Witch you have learned to use the magic of the world for yourself.

Cantrips

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

Preparing and Casting Spells

The Witch table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Witch 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 Witch's Spells that are available for you to cast, choosing from the Witch spell list. When you do so, choose a number of Witch Spells equal to your Wisdom modifier + your Witch level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.

You can also change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Witch Spells requires time spent in meditation: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability

Wisdom is your Spellcasting Ability for your Witch Spells. You use your Wisdom whenever a spell refers to your Spellcasting Ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Witch 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 Witch spell as a ritual if that spell has the ritual tag and you have the spell prepared.



Spellcasting Focus

A Witch can use any item from their pockets as their focus.

Harsh Words

Your words strike fear in the hearts of your enemies, you have learned to use this to your advantage. You learn the Vicious Mockery cantrip. For you, this cantrip can be used as a bonus actions and has additional damage equal to your Witch level.

Witch's Cottage

At 3rd level, you are able to choose a cottage archetype. The Witch has 4 subclasses: The Borrower, The Pain Mover, The Higher Magick, and the Cackler.

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.

Shambles

Starting at 5th level, you learn the process of building a Shambles. Building a Shambles allows the detection of an aberration, celestial, elemental, fey, fiend, or undead within 30ft of it. A Shambles is a one-use item, it takes 1 minute to build, requires a living component and stops working when it detects something.

Specialist

Starting at level 7 you are able to specialise as a Witch. You may pick one of the two options:

Expertise

choose two of your skill proficiencies. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Jack of all trades

you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.

Broomstick

Starting from level 9, you gain the ability to fly on your broomstick. Whilst you are on your broomstick, you are given a fly speed equal to your walking speed. To make a magic broomstick, you must first do a ceremony on an ordinary broomstick where you carve sigils, glyphs, and runes along the handle. The ceremony takes 1 hour.

Wisdom of Age

Starting from level 11, your aging is slowed, for every two years that pass, you age one.

Second and Third Thoughts

At level 15, you gain the second and third thoughts. Once per long rest you may tap into one of these thoughts.

Second Thoughts

Your second thoughts think about the way you think, you gain proficiency in all Intelligence skills for 1 minute.

Third Thoughts

Your third thoughts watch the world and think for themselves, you gain proficiency in all Wisdom skills for 1 minute.

Witch's Sight

From level 18, you gain the Witch's Sight. Once per short rest you can give yourself truesight for 1 minute.

Hag O' Hags

At 20th level, you have reached peak status amongst your fellow witches. Your Wisdom and Charisma scores increase by 4. Your maximum for those scores is now 24.

Witch Cottages

When a Witch finishes her training, she is given a cottage. After passing this tradtion, a Witch must choose her path. Whether the Witch explores the world through the existance of beasts like the Borrowers, Heal the sick and in pain like the Pain Movers, Explores the magick with a K and the Wizard-esque path of the Higher Magick or slips into the lonely and long path of the Cackler.

The Borrower

Borrowing is highly dangerous and rewarding. Learning this path, a Witch can leave their body and explore the world through the existance of nearby beasts. Granny Weatherwax once managed to borrow an entire bee hive and once even managed to talk to the spirit of the country of Lancre. Borrowers must be careful however, as they borrow, their bodies are unprotected and there are many monsters that require them.



Cottage Spells

You gain cottage spells at the Witch levels listed.

Witch Level Spells
3rd Animal Friendship, Find Familliar, Goodberry
6th Animal Messenger, Locate Animals and Plants
10th Conjour Animals, Plant Growth
14th Giant Insect, Polymorph

Witch's Familiar

At level 3, You gain a specialist form for the Find Familiar spell, the Witch's Cat


I Aten't Dead

At level 3, you gain the ability to borrow into nearby beasts. As an action, you can go into an astral form leaving your body where it was left. Whilst in this form you have a speed of 35ft and can move through objects and people.
In the astral form, you can borrow a beast with a CR of half your Witch level (rounded down) and you gain the stats of the borrowed beast.
If you are using the borrowed beast for combat, at the end of each turn of combat you must make a DC10 Wisdom saving throw, the DC increases by 1 for each roll you succeed.
You may use this ability twice per long rest.

Sense Sharing

At Level 6, you gain the ability to experience the sense of any willing person or creature you are touching.

You also gain the ability to speak to beasts.

Advanced Borrowing

At Level 10, you are able to regain your borrowing feature with a short rest instead of a long rest.

Borrowed Protection

At Level 14, you are able to protect your body whilst you borrow. While you are borrowing, your body becomes resistant to all damage and if your hp goes under 20hp, your body casts the spell Conjure Animals as if it were cast with a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it


Witch's Cat

Medium, Chaotic Neutral


  • Armor Class 12
  • Hit Points 26 (4d10+4)
  • Speed 50ft

STR DEX CON INT WIS CHA
Str 17(+3) Dex 20(+5) Con 13(+1) Int (-4) Wis 12(+1) Cha 8(-1)

  • Saving Throws Dexterity +10
  • Skills Perception +3, Stealth +6
  • Senses Darkvision 40ft, Passive Perception 13
  • Challenge 1 (200 XP)

Pack Tactics. The Cat has advantage on an attack roll against a creature if at least one of the Cat's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Keen Smell. The Witch's Cat gains Advantage on Wisdom (Perception) checks that rely on smell

Pounce. If the Cat moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the Cat can make one bite attack against it as a bonus action.


Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3) slashing damage

The Pain Mover

Pain Movers have the ability to shift pain from an individual and move it into another object. The benefit of this ability is balanced perfectly with the danger on the Witch if they dare lose concentration on what they are doing. Pain Movers make expert doctors and are able to ease the life of those they help.

Cottage Spells

You gain cottage spells at the Witch levels listed.

Witch Level Spells
3rd Cure Wounds, Goodberry, Healing Word
6th Healing Spirit, Lesser Restoration
10th Mass Healing Word, Revivify
14th Aura of Life, Death Ward

Makeshift Doctor

At third level, you gain a proficiency in the medicine skill and the healer's kit. If you already have proficiency in one or both of these, you gain expertise instead.

Removing Pain

At third level, you learn the knowledge to shift the balance and move pain. As an action you can remove pain from yourself or other creatures. Per action you may heal 1d8 + Intelligence(medicine) modifier. The pain removed floats unseen above your shoulder until you take another action to move it into an object.
Safely carrying the pain you have collected requires concentration, you instantly lose this concentration if you fall asleep or incapacitated. If you are hit with an attack you must make a concentration check to keep the pain in your balance. If you lose concentration, the pain goes into yourself, dealing psychic damage equal to the pain collected.
The amount of dice used for healing increases by one for each Cottage feature taken: 2d8 at 6th level, 3d8 at 10th level, and 4d8 at 14th level, each increase also adds your Intelligence(Medicine) modifier.

Fire and Pain

From 6th level, you have learned how to weaponise the balance. As an action, instead of passing the pain onto an object you may throw the pain as a ranged spell attack. On a hit, the target is dealt psychic damage equal to the damage collected.

Magic Potion

From 10th level, you have learned to bottle your own healing potions. Using a secret recipe that you cannot share, you may use the components worth 25gp and spend 1hr to craft a 1d4+4 healing potion. You may also spend an additional 20gp for each additional 1d4 to the healing total with a maximum of 5d4.

Balance Shifter

You are now resistant to Bludgeoning, Piercing, and Slashing damage from non-magical weapon attacks. Additionally, all damage you resist with this feature is added to the pain you have collected.

Higher Magicks

From stars to moons, your decorations style will never be the same once you tap into the Higher Magicks - with a K. A style of Witching that is held with high disdain from the other Witches, tapping into the higher Magick will bring you closer to the powerful magic within the world.

Cottage Spells

You gain cottage spells at the Witch levels listed.

Witch Level Spells
3rd Detect Magic, mage armour, Magic Missile
6th Magic Lock, Snilloc's Snowball Storm
10th Dispel Magic, Melf's Minute Meteors
14th Arcane Eye, Mordenkainen's Faithful Hound

New Magick

from level 3 your magic ability is expanded, You now have an expanded spell slot table to draw from.
additionally, you gain access to the Wizard spell list to choose new spells. Each new level you gain, you learn 2 spells from the Wizard spell list. These spells become Witch spells for you.

Learning Magick

At level 6, you expand the your studies. You may choose 2 spells and 2 cantrips from any spell list. These spells become Witch spells for you.

Knowledge Protects

From level 10, you learn further ways to protect yourself and to use magick to your advantage. You gain advantage on saves against magic attacks. You also gain advantage on spell attack rolls.

Favourite Spells

At level 14, you may choose two spells you already know, you may cast these spells without the material component an amount of times equal to your Wisdom modifier per long rest.




Expanded Spell Slots
Level Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
3rd 3 4 2
4th 4 4 3
5th 4 4 3 2
6th 4 4 3 3
7th 4 4 3 3 1
8th 4 4 3 3 2
9th 4 4 3 3 3 1
10th 5 4 3 3 3 2
11th 5 4 3 3 3 2 1
12th 5 4 3 3 3 2 1
13th 5 4 3 3 3 2 1 1
14th 5 4 3 3 3 2 1 1
15th 5 4 3 3 3 2 1 1 1
16th 5 4 3 3 3 2 1 1 1
17th 5 4 3 3 3 2 1 1 1 1
18th 5 4 3 3 3 3 1 1 1 1
19th 5 4 3 3 3 3 2 1 1 1
20th 5 4 3 3 3 3 2 2 1 1

The Cackler

A state of mind, feared by Witches across the world. Each witch fears becoming a cackler, a Witch who, due to loneliness, ego, madness, etc loses the barriers of right and wrong - they become a cackler. Cacklers may find themselves laughing in an unsettling manner or having a sudden urge to build a cottage out of sweet treats and famously, often have a habit of being pushed into ovens.

Witch Level Spells
3rd Cause Fear, Inflict Wounds
6th Crown of Madness, Ray of Enfeebleness
10th Life Transference, Hunger of Hadar
14th Blight, Evard's Black Tentacles



Cackling Dramatics

At level 3, You gain the Thaumaturgy cantrip, you may also hold up to 6 of these effects at a time instead of 3.

Beyond BOFFO

At level 3, your cackling brings out your terrifying appearance. You gain the Cackler form, your skin turns green and leathery, your nose is hooked and you have warts. As an action, you may change between your original and your Cackler form.
Additionally, you may use your Cackler form against your enemies. When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses.

Using this trait reveals your Cackler form to any creature within 30 feet that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.

Witches Curse

At 3rd level, you gain the ability to curse a target that you can see. You can curse an amount of times per long rest equal to your Charisma modifier. The target must succeed a Wisdom saving throw against your Spell Save DC or be cursed. Each curse lasts 1 minute and you may only have one curse at any time. At third level you can learn two curses, you are able to lean a new curse at 6th, 10th, and 14th level.


Curses:
  • Choose one ability score, while cursed, the target has disadvatage on ability checks and saving throws made with that ability score.
  • While Cursed, the target has disadvantage on Attack rolls against you.
  • While Cursed, the target must make a Wisdom saving throw against your spell save DC at the start of each of its turns. If it fails, it can only make movement or an action.
  • While the target is Cursed, your attacks and Spells deal an extra 1d8 necrotic damage to the target.
  • While cursed, the target cannot move more than 30ft away from you
  • While cursed, the target cannot move within 30ft of you
  • While cursed, you may surpass one of the target's resistances, this only works for the curse giver.
  • While cursed, the target is visible to you when invisible.
  • While cursed, any damage the target deals to you or an ally within 15ft of you, it takes psychic damage equal to your level.
  • While cursed, if the target is healed or can heal, it can only heal half.

Feed on Fear

Starting from level 6, when you kill an enemy, you regain temporary hit points equal to your witch level.

The Cunning Man

From level 10, you are prepared for fire. When you are dealt fire damage, you may use your reaction to deal fire damage equal to your level back to the attacker.

Curse the world

From level 14, you regain your curses back on short rest or a long rest.

Witch Spell List


Cantrips (0 Level)
  • Create Bonfire
  • Control Flames
  • Dancing Lights
  • Druidcraft
  • Frostbite
  • Gust
  • Infestation
  • Light
  • Magic Stone
  • Message
  • Minor Illusion
  • Prestidigitation
  • Shape Water
  • Spare the Dying
  • Toll the Dead
1st Level
  • Absorb Elements
  • Animal Friendship
  • Catapult
  • Charm Person
  • Dissonant Whispers
  • Earth Tremor
  • Faerie Fire
  • Identify
  • Sanctuary
  • Unseen Servant
2nd Level
  • Animal Messenger
  • Hold Person
  • Knock
  • Silence
  • Suggestion
  • Zone of Truth

3rd Level
  • Bestow Curse
  • Clairvoyance
  • Haste
  • Leomund's Tiny Hut
  • Lightning Bolt
  • Remove Curse
  • Speak with Dead
  • Speak with Plants
4th Level
  • Banishment
  • Charm Monster
  • Compulsion
  • Divination
  • Greater Invisibility
  • Hallucinatory Terrain
5th level
  • Commune with Nature
  • Contact Other Plane
  • Dawn
  • Dispel Evil and Good
  • Dominate Person
  • Greater Restoration
  • Legend Lore
  • Scrying
  • Wrath of Nature

Wizard: School of Subterfuge

"In a weird way people look down on wizards, they assume we are lazy and stuffy academics. I've never hidden my profession and yet people always under-estimate me, it's what makes my job so easy. They assume because I'm smiling and talking to them at a party that I'm harmless, not understanding I have already destabilised their regime.”
Frarah Ostane, Inventor of the School of Subterfuge

Wizards in the school of Subterfuge ditch the starry robes for tight fitting suits and ties. They use their charm and charisma to talk their way into the lives of rulers and the elite, gathering intel and using it against them.
On an average day a wizard of subterfuge might be charming their way through a party or using magic to infiltrate a palace.

Skills of the Profession

At Level 2, Your spy training has granted you an unparalleled ability to talk your way through any situation. You gain proficiency and expertise in both Deception and Perception.

Charming Insight

At level 2, You are capable of reading the people around you to discover their strengths and weaknesses.
Those charmed by you become an open book for manipulation, when you successfully someone you are able to gain the following insights:

  • Inteligence score
  • Charisma score
  • Class (if any)
  • Class level (if any)
  • Social and economic class

Thoughtful Charisma

At level 6, your charisma is thoughtful and intelligent. You may now add your intelligence modifier to charisma based ability checks and saving throws.

Charming Control

At level 10, your charm becomes your greatest tool of subterfuge. When you cast a charm spell on one or more people, they are unaware that they were charmed.

Additionally while a creature is charmed by you, you may use your action to affect it as though with the Suggestion spell, without expending a spell slot or components. you may use this ability twice between long rests.

Hidden Charm

From level 14, you have the ability to cover even the most obvious actions with your charisma and charm alone. You can now cast spells without verbal or somatic components as well as material components without a specific cost attached.

Wizard: Unseen

"Well, we are wizards," said Ridcully. "We're supposed to meddle in things we don't understand. If we hung around waitin' till we understood things we'd never get anything done.”
Interesting Times

Wizards at magic universities are an eclectic bunch, they are more interested in good cheese than the safety of their own students. When a lot of Wizards cast magic together, it can become unstable, it reacts weird to the magic that remains from years of spells going wrong. This unpredictable nature leaves many Wizards hiding behind pillars when spells are going off in fear of death, or being turned into an orangutan.

Unpredictable Magic

At Level 2, when you cast a spell or cantrip, roll a d20, if you roll a natural 1, a random Surge effect breaks out. Roll a d100, the effect you roll happens immediately.

For each spell you do not reach the DC for the random Surge, the DC increases by 1. The DC resets to 1 after a random Surge or a long rest.

From level 14, you are able to roll on the table twice and pick the random effect you prefer.

School Department

At level 2, pick a school of magic, the time it takes and gold is costs to copy those spells into your book is halved.

Colour of Magic

At level 6, you can see Octarine - the colour of magic. Due to this, you can cast detect magic at will without components or spell slots.

Wizard Duel

At level 10, when a spell attack is made against you, you may cast magic missile at the standard level back as a reaction without components or a spell slot. You may do this a number of times per long rest equal to your Intelligence modifier.

Sentient Spells

From level 14, when you read a spell scroll, you may remember it, once you cast it you forget it. You may remember as many spell scrolls as your Intelligence modifier. You can cast a remembered spell as a bonus action, doing does not hinder you taking a full action spell that turn.

d100 Random Effect
1 Roll two more times, both effects happen, if you roll another 1 redo this effect for that roll, each of these stack.
2-3 A giant octopus appears in the closest unoccupied space. It is harmless unless provoked.
4-5 For the next minute music can be heard within 15ft of you.
6-7 A 10ft tall statue of a noble dragonborn appears in the nearest unoccupied space to you.
8-9 For the next minute, your magic is surrounded by bright flowers
10-11 Your clothes and all your equipment is suddenly clean and smells like daisies.
12-13 An unobtained object within 20ft of you bursts into flames.
14-15 The closest magic object to you glows puce.
16-17 For the next hour, your favourite tracks are that of a deer.
18-19 A horse appears in the closest unoccupied space to you and seems obsessed with eating your clothes, it disappears after 1 minute.
20-21 10 geckos appear around you, they are ethereal and can be walked through, they disappear 1 per round
22-23 Every flame in 50ft around you flicker bright blue for 1 minute.
24-25 For 1 minute, a voice narrates your every move, those within 5ft of you can hear it.
26-27 For the next minute you can understand every language but do not speak them.
28-29 A large tree appears in the closest unoccupied space to you, its fruit is cheese, after 12 triangles of cheese, the tree withers.
30-31 You suddenly become aware of the direction and distance of the closest marsupial.
32-33 A large adult dragon appears and flies above, it roars and disappears.
34-35 A hyena appears on the closest unoccupied space to you, it laughs at everything that happens, it disappears if anything attacks it.
36-37 Until your next long rest a mysterious symbol appears shining on the back of your hands
38-39 Until the end of the day, your reflection shows that of an orangutan.
40-41 A raven lands on your shoulder and tells you a vague secret that you do not have the context of.
42-43 It begins to snow heavily for 1 minute.
44-45 Every empty container within 30ft of you becomes filled with water.
46-47 An unnecessarily large jester's hat appears on your head
48-49 You grow a rat's tail, it disappears after 1 minute.
50-51 Your skin turns bright purple for the next minute.
52-53 A Bard appears in an unoccupied space closest to you, they will disappears after 1 minute or until attacked.
54-55 Faerie Fire is cast on everybody within a 30ft radius of you.
56-57 For the next minute, you sprout large non-functional Bat wings.
58-59 A third eye appears on your head for the next minute, it allows you to detect magic.
60-61 You grow a magnificent beard, if you already have a beard, your beard doubles in length.
62-63 Your clothes become invisible until the end of your next turn.
64-65 You are swarmed by 1d100 tiny bats.
66-67 1d20 small otters climb out of your sleeve.
68-69 You forget your own name and everyone else’s until the end of your next turn.
70-71 You go bald for 1d6 days.
72-73 For the next minute your legs become hooves, for this time, goats seem very interested in you.
74-75 It begins to rain a thick gravy for the next minute
76-77 For the next minute, you believe you are a god, each spell you cast has a celestial glow.
78-79 The hair of everybody within 30ft of you turn into snakes, the snakes will ignore everyone and will disappear within one minute.
80-81 Powdered sugar covers everyone within 30ft of you.
82-83 The spell fails but 2d100 copper pieces burst out of your hands.
84-85 you grow large deer antlers, they disappear after an hour.
86-87 For the next hour you appear as you are half your age.
88-89 For the next hour you appear as you are double your age.
90-91 A duck with your head waddles towards you.
92-93 For the next minute, you appear skeletal.
94-95 All water within 30ft turn into jelly for 1 hour.
96-97 Your head becomes invisible to everyone for the next minute.
98-99 1d10 sheep appear in available, unoccupied spaces near you.
100 Pick any one of the random effects above, also regain one spell slot from your highest used level.