Lynxes Subclass Compendium

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Contents

Atavist

Undying Sacrifice

Based on the Martyr from Valda's Spire of secrets

Tainted Bloondline

A were-beast based subclass

Captain

Rabbit Banner

Maximum movement and hard to hit

War Banner

What if Captain but no cohort

Fighter

Arbalest

Ranged focused fighter

Investigator

Ichorant

Bas on the Atavist by SwordMeow

Monk

Way of the Divine Fist

What if you were your gods fist make flesh

Paladin

Oath of Ballistics

Based on Movies such as Equilibrium, John Wick and The Matrix. Guns are your divine weapon.

Sorcerer

Legacy of Ink

Your souls is infused with arcane ink giving you arcane power

Arcane Enigma

Raw, focused magic runs through your veins allowing you to alter your spells even more than other sorcerers

War Mage

House of Weavers

Hardlight Needle is core WIP

House of Secrets

Investigator based subclass

Wizard

School Librarian

Lore, Books, and utter Silence are your domain

School of Restoration

Healy Wazerd WIP

Atavist

Undying Sacrifice

A distant forebear of your bloodline were sworn to a grand cause. They were chosen by their gods to struggle undying until they make the greatest sacrifice for their preordained cause.

As an atavist of this aspect, your blood is a mark of sacrifice and strife towards a cause, but are you still linked to the same fate as those who came before you? Or can you forge your own path despite it?

Your blood spilled in battle or otherwise will embolden you and your allies to fight harder and longer than they otherwise would be able to.

Undying Sacrifice Aspect Spells

Spell
Level
Spells
1st Indemnify (VSS)
2nd Stone Bones (VSS)
3rd Dead Fog (VSS)
4th Gahoul's Scapegoat * (VSS)
5th Scrutinize Foe (VSS)
6th Primordial Ward

*You may only mark yourself, and may switch with a willing creature within range.

(VSS) Valdas Spire of Secret's


[3] Burden of Sacrifice

3rd level: Your suffering and pain fuels a greater purpose, allowing you to learn spells from the martyr class.

You can learn additional spells when you reach certain levels in this class, as shown on the Burden of Sacrifice Spells table. When you reach each level on the table, you can choose one of the listed spells for that level, which becomes an atavist spell for you.

Burden of Sacrifice Spells

Spell
Level
Spells
1st Boomering(VSS), Bless, Cure Wounds, Shield of Faith
2nd Aid, Halo Of Flame (VSS), Gentle Repose
3rd Dispel Magic, Polybrachia (VSS), Revivify
4th Death Ward, Divination
5th Dispel Evil and Good, Mass Cure Wounds

Altered Sacrifice

when you gain a level in this class, you can choose one of the Burden of Sacrifice Spells spells you know and replace it with another spell from the Burden of Sacrifice Spells spell list of the same level

Healing Magic & Death

Because your power is derived from your own pain and suffering, you can't regain hit points from any spell you cast from this list.

Additionally, when you fall to 0 hit points and begin to make death saving throws, you must fail 5 saving throws to die.

[3] Blood of the Protector

3rd level: Once per turn when you rend, may give an ally within 30 feet of you temporary hit points equal to the result, or you may gain temporary hit points equal to half the result rounded down. These temporary hit points last for 1 minute or until you use this feature again.

[6] Sanguine Strength

6th level: When you take damage, you can use your reaction to double your damage reduction from your Hardened Viscera and Greater Viscera features until the start of your next turn including the tiggering attack.

You have a number of uses of this feature equal to your Constitution modifier, and regain all expended uses when you finish a long rest.

Additionally, you regain all of your hit dice on a long rest.

[10] Crimson Casting

10th level: As a bonus action, you may rend yourself to regain spell slots. You can rend a number of dice equal to twice the spell slot you wish to regain. When you rend this way you and apply your Blood of the Protector feature to the rend damage, the temporary hit points gained is reduced by half rounded down.

You have a number of uses of this feature equal to your Constitution modifier, and regain all expended uses when you finish a long rest.

[18] Grisly Ultimatum

18th level: When you are reduced to 0 hit points but not killed outright, you can regain all of your hit point instead. You can't use this feature again until you finish a long rest.


Valda's Spire of Secrets

The Marytr class is from a 3rd party book made by Mage Hand Press Kickstarter Link

Tainted Bloodline

words

Tainted Bloodline Aspect Spells

Spell
Level
Spells
1st Blackblood DAPC
3nd Stand and Deliver SMM
3rd Absorb Strength SMM
4th Old World's Rest SMM
5th Bloodcurse DAPC
6th Harm

(DAPC) Dark Arts Player's Companion

(SMM) Swordmeow Magic

[3] Curse Awakened

The truth of your bloodline comes forth enhancing the true power and savagery you command. You gain the shapechanger subtype; your true form is a terrible hybrid of man and beast. Additionally, you gain the following abilities:

  • Darkvision. You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
  • Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.

[3] Beast Unleashed

Your inner beast become ever so more eager to be free, you can transform into your more bestial from. As an action you can unleash the beast, your body twists into a more bestial form. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. While the beast is unleashed you gain the following benefits:

  • Your hands become claws or you grow fangs (your choice) which you can use to make unarmed strikes, If you hit with your claws or fangs, you can deal slashing (claws) or piercing (fangs) damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. The damage of this attack increases with your atavist level it becomes 1d8 at 5th level, 1d10 at 11th level, 1d12 at 17th level.
  • Your movement speed increases by 5 times half your proficiency bonus rounded down.
  • Your Armor Class equals 10 + your Strength modifier + your Constitution modifier.

You have a number of uses of this feature equal to your strength modifier, and regain all expended uses when you finish a long rest.

[6] Beastial Onslaught

While the beast is unleashed if you hit a creature with a melee attack you can make one unarmed attack as a bonus action.

When you do this attack roll a number of d4s equal to the number of rend dice you have, you deal necrotic damage equal to the result + your Strength modifier. You have a number of uses of this feature equal to your Constitution modifier, and regain all expended uses when you finish a long rest.

Additionally, the damage of your claws or fangs counts as magical for the purposes of overcoming resistances and immunities.

[10] Midnight Snack

While the beast is unleashed your form gains the ability to do one of the following once per turn.

  • If you would use your Humansbane feature you can consume the creature once they are slain as part of that attack, if you do roll one of their hit dice the result adds a number of rounds to the length of your transformation.
  • When you reduce a creature to 0 hit points with a claw or bite attack, you can immediately move up to half your speed without expending movement and make another claw or bite attack with this spell against a different creature.

Additionally, the damage of your claws or fangs ignores resistance to slashing and piercing damage. at 15th level it also treats immunity to slashing and piercing damage as resistance to slashing and piercing damage.

[18] Full Moon's Strength

The influence of your bloodline has come to its full strength, a near unstoppable twisted bestial form

While the beast is unleashed your form gains the following benefits:

  • At the start of your turn if your hit points are less than half of of your maximum hit points, roll a die the same size as your atavist hit dice, and regain hit point equal to the result.
  • You gain resistance to bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Something dope 2?

New Spells:

The new spells from DAPC included in this class are from the Dark Arts Players Companion by Jonoman3000

Captain

Rabbit Banner

Captains under this banner are renowned scouts of unknown lands and explorers of forgotten tombs. Their absolute fervour of being the fastest on the battlefield makes them difficult to pin down in nearly any situation.

[3] Maneuver:

Starting when you choose this banner at 3rd level, you learn a maneuver based on your cohort specialization:

Also at 3rd level, you learn the following maneuver:

Maneuver

Defines character playstyle Some also give extra Proficiency-Style feature

[3] 3rd-Level Motif

Also at 3rd level, your focus on having keen senses gives you an edge in finding dangers that lurk in the shadows and your ability to find a safe path anywhere.

You gain proficiency in your choice of Perception or Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make using Perception or Survival.

[7] 7

At 7th level, your focus on speed and agility affords you the ability to negate some injuries.

Once per turn, while you aren't wearing medium or heavy Armour you can reduce any damage you take by an amount equal to your charisma modifier up to your proficiency modifier.

To use this feature you must have moved half of your speed rounded up or more during your last turn.

[13] 13

At 13th level,

When you or an ally within 30 feet of you that can see or hear you would be hit by an attack or fails a saving throw from an unseen source such as an invisible creature or a trap, you can spend a battle increase their Armour Class or Saving Throw equal to half the number rolled on the battle die, rounded down (minimum of +1) against that effect.

[17] 17

Strong Offensive Feature /Reaction Building on 3rd Level maneuver

War Banner

You forgo having a cohort, eschewing the risk of having a cohort fall under your command. You instead chose to primarily focus on gaining better command of your own mind and body to occasionally enhance yourself in and out of combat.

[3] The Solo

Starting when you choose this banner at 3rd level, The Solo becomes your cohort and you can’t gain a new one.

Fast Tactics

You gain an additional uses of your maneuvers in battle and ways to use those maneuvers.

Once per round during your turn, you gain an additional action or bonus action (you choose when you start your turn). This additional action can only be used for maneuvers or a cohort feature, also you cannot perform the same maneuver twice per turn using this additional action.

When you use a maneuver with the additional action or bonus action provided by this feature, you roll the battle die as you normally would, but you don't expend it.

You have a number of these additional actions equal to your proficiency bonus, and you regain all expended actions when you finish a long rest or half as many (rounded down) on a short rest.

[3] Maneuver: Specialization

Starting when you choose this banner at 3rd level, you learn a maneuver based on your cohort specialization:

Berserker

Headbutt

Once on each of your turns, when you damage creature with a melee weapon attack, you can spend a battle die and make an unarmed melee attack as part of the same action. On a hit, you add the battle die and your constitution modifier to the attack's damage roll.

Champion

Slayer

When you roll a natural 19 on a melee weapon attack roll, spend a battle die to make the attack a critical hit. Add the battle die to the weapon's damage for this attack (so you're really adding two dice to the damage since you're doubling the dice rolled on a critical).

Alternate Crit Range: If your critical range increases by any means the number you need to roll is 1 lower than your normal critical range. for example if your critical range becomes 19-20 this feature triggers on a 18

Hunter

Rapid Shot

Expend and roll a battle die. As a bonus action, you can make an additional ranged weapon attack against a creature within your normal range. On a hit, you add the battle die to the attack's damage roll.

Templar

Empower

As a bonus action on your turn, you can expend a battle die to bolster you and your allies. Until the start of your next turn, each allied creature within 15 feet of you adds your charisma modifier to the first attack roll on their turn.

[7] Full Effect

At 7th level, when you could expend a battle die to perform a maneuver, you can now expend two battle dice instead and use their combined result for any effects that would add them.

Additionally, when you roll a Battle Die for one of your maneuvers, the minimum number for the roll equals your proficiency bonus.

[7] Decisive Rush

Starting at 2nd level, your tactical thinking and battlefield prowess allow you to move quickly into or out of danger. You add the dash action to the actions you can perform with your Fast Tactics feature

[13] Master of Self

Your focus on self reliance allows you to enhance your abilities to a greater extent.

You can cast Enhance Ability without expending a spell slot. You can do so a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Additionally when you finish a long rest you can change the current specialization of The Solo cohort until you complete another long rest.

[17] Masterful Tactics

Your proficiency with tactics allows you better control and influence over the battle field.

When you use your Fast Tactics you can use the same maneuver twice on the same turn.

The Solo Cohort

Unlike a normal cohort, you are considered to be the cohort in regards to any features this cohort gains.

[2] Hardened Ally

When you gain this cohort you gain the Tough feat if you dont already have it, Your hit point maximum increases by an amount equal to your level. Whenever you gain a level thereafter, your hit point maximum increases by 1 additional hit point.

[2] War Specialization

At 2nd Level chose on of the following Specializations, you gain features based on your level as a captain indicated in the specialization.

Berserker

Ruthless and fierce, the berserker tears across the battlefield in a wild frenzy, devastating its enemies with boundless rage.

[2nd] Bonus Proficiency

You gain proficiency in Athletics or Survival.

[2nd] Rage

As a bonus action, you can enter a rage that lasts for 1 minute. The rage ends early if you are knocked unconscious or if your turn ends and you hasn't attacked a hostile creature or taken damage since your last turn. While raging, you gains the following benefits:

  • You has advantage on Strength checks and Strength saving throws.
  • You deals an extra 2 damage when You hits a target with a melee weapon attack.
  • You have resistance to bludgeoning, piercing, and slashing damage.

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

[6th] Relentless

If you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.

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

[10th] Greater Rage Improvement

You can rage twice before requiring a long rest, and you deals an extra 3 damage when you hits a target with a melee weapon attack while raging.

[14th] Brutal Critical

You deal one extra die of damage on a critical hit.

[18th] Superior Rage Improvement

You can rage three times before requiring a long rest, and you deals an extra 4 damage when you hits a target with a melee weapon attack while raging.

Champion

A champion is a skilled, tactical fighter, just as comfortable in the saddle during military drills as armored on the field of battle.

[2nd] Bonus Proficiency

You gain proficiency in Animal Handling or Athletics.

[2nd] Second Wind

On your turn, you can use a bonus action to regain 5 hit points. When the captain reaches 6th level, this amount of healing increases to 10, and when the captain reaches 14th level, this amount of healing increases to 20.

Once you use this feature, you must finish a short or long rest before you can use it again.

[6th] Ability Score Increase.

Your Strength, Dexterity, or Constitution score increases by 2, to a maximum of 20.

[10th] Martial Prowess.

Once per turn when you hit with a melee weapon, the weapon deals an extra damage die. When the captain reaches 18th level, this extra damage increases to two dice.

[14th] Ability Score Increase.

Your Strength, Dexterity, or Constitution score increases by 2, to a maximum of 20.

[18th] Action Surge

You may take two actions on your turn.

Once you use this feature, you must finish a short or long rest before you can use it again.


Coordinated Strike: The Solo Cohort

As this feature requires a cohort to function and it triggers outside of your turn, work with your DM or chose one of the 2 options below to adjust the feature.

  • 1 When you finish a short rest you can choose a friendly creature to count as the cohort for this feature.
  • 2 Ignore the "...since the end of your last turn." part of the feature as you already count as your own cohort with The Solo.

Hunter

A hunter is a naturally skilled tracker and outlander, as comfortable in the depths of the woods as in a tavern or town.

[2nd] Bonus Proficiency

You gain proficiency in Nature or Survival.

[2nd] True Shot.

Immediately after making an attack roll or a damage roll with a ranged weapon, as a bonus action you can roll a d10 and add the number rolled to the total.

You can use True Shot an additional time when you reach 5th level (2/long rest), 11th level (3/long rest), and 17th level (4/long rest).

[6th] Vantage Point.

You gain a climbing speed equal to your walking speed.

[10th] Predator’s Mark

When you a creature with an attack, as a bonus action you can mark the target for 1 minute or until you lose concentration (as if concentrating on a spell).

You have advantage on attack rolls against a marked target and deal an extra 1d8 damage on a hit.

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

[14th] Instinctive Dodge.

When another creature damages you with an attack or you fail a Dexterity saving throw, you can use your reaction and add 3 to your AC against the attack or your saving throw, potentially changing the outcome.

[18th] Multiattack.

You make two ranged weapon attacks.

You have three uses of this ability, and you regain all expended uses of it when you finish a long rest.

Templar

A daring knight, sworn to virtue and station, a templar knows no fear in their heart and no equal in battle.

[2nd] Bonus Proficiency

You gain proficiency in Athletics or Religion.

[2nd] Smite

When you hit with a melee weapon, as a bonus action the weapon deals an extra 2d8 radiant damage. You can Smite an additional times when you reach 5th level (2), 11th level (3), and 17th level (4).

You regain all expended uses when you finish a long rest.

[6th] Reaction: Parry.

You add 2 to your AC against one melee attack that would hit you. To do so, you must see the attacker and be wielding a melee weapon.

[10th] Holy Weapons.

Your weapons are considered magical and have a +2 bonus to your weapon attack rolls if your weapon doesnt already have this or a greater bonus.

[14th] Action: Zealous Inspiration

As an action you and each friendly creature within 30 feet of you gain 20 temporary hit points.

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

[18th] Improved Smite.

The extra damage of your Smite increases to 4d8.

Additionally, when you finish a short and have no uses of Smite remaining, you regains one use.

Fighter

Arbalest

3rd-level Motif

Bonus Proficiency Define Combat Identity (Core) Rune Knight bucks this trend, by being UNBELIEVABLY bloated at 3rd.

7th-level Motif

Either a Combat Improvement

  • War Magic

Out-of-Combat Utility feature

  • Remarkable Athlete

10th-level Motif

Either Offensive or Defensive Benefit

15th-levels Motif

Capstone-Lite Tends to build off of 3rd Core

18th-level Motif

Somewhat grab-baggy, but also tends to build off of 3rd Core.

Arbalest Fighter Homebrew

An Arbalest doesn't just fire arrows whenever and wherever they feel like, they take aim and deliver devastating damage to key enemies across the battlefield using precision shooting and excellent technique.

(1) Martial Manueuvers

Piercing Shot

Before you make a ranged attack, you may spend one Resolve Point to lower the targets AC by your proficiency bonus for any attacks you make during your current turn against that target.

Greater Piercing Shot: Starting at 5th level, when you use this maneuver you may reduce their AC by your proficiency bonus for two turns instead of one.

Superior Piercing Shot: Starting at 9th level, you may now reduce the targets AC by your proficiency bonus for three turns.

Battlefield Momentum

As a trained archer, you know the key to being able to move around the battlefield unhindered to make the important shots.

you are able to use the Disengage action as a bonus action

Greater Momentum: +5 move

Greater Momentum: +10 move

Snipe!

When you hit with a ranged attack you can spend two resolve points to add another die of damage. Can be used after a hit but before damage has been calculated. The die used is the base die used for the weapon.

Greater: Starting at 5th level add two extra damage die to the attack.

Superior Starting at 9th level, add three extra damage die.

Crippling Shot

When you hit an enemy with a ranged attack, you may spend a resolve point to lower their movement speed by 10ft until the beginning of your next turn.

Greater: Starting at 5th level reduce their movement speed by half of their normal amount.

Superior Starting at 9th level reduce your targets speed to 0 untl the beginning of your next turn.

Rapid Shot

After you make a ranged attack you may spend one resolve point to ignore the loading property on your weapon after that attack. You can only use this maneuver once per action.

Greater: Starting at 5th level, at the cost of an additional resolve point you can use this maneuver more than once per attack.

Superior: Starting at 9th level you may use another resolve point to make an extra ranged attack as a bonus action that ignores the loading property.

(3) Keen Shooting

You know how to make your shots count and hit critical locations on your enemies to deal the most damage.

Ranged weapon attacks that you make score critical hits on 19 and 20. as well as you no longer have disadvantage on ranged attacks against targets within 5ft of you.

(7) Poisoned shot

As an action you can make an attack using a ranged weapon, they must make a X Saving throw vs your maneuver DC or be poisoned for 3 rounds. On subsequent turns they may repeat the save to remove the poisoned condition. You can do this a number of times equal to your proficincy

(10) Rapid Shot

3x LR to You can also attack with a ranged weapon as a bonus action ignore the loading property on your ranged weapons that dont have the heavy property until the end of your turn.

Investigator

Ichorant

In your search to find ways to defend yourself from the unknown things that lurk in the dark you have unlocked the ancient and primal power of your blood, gaining the knowledge and power of Atavists from eons past in your fight against the dark will this blood-fueled power keep you save or will it be your end? Becoming more dangerous the closer to death you are you will find out one way or another.

[3] Sanguine Sacrifice

As a bonus action, you may cast a ritual spell as if you used rushed incantation without using a usage of the feature. When you do, roll a number of d8s equal to half the spell level rounded up. You lose hit points equal to the result of the roll. You can use this feature a number of times equal to your Intelligence modifier (minimum once), and regain the ability to do so when you finish a long rest.

In addition, when you cast a spell as a ritual, who's material components cost 100 gp or less, you can replace the material components with a fresh drop of your own blood.

[3] Trinkets

By 3rd level, you’ve collected a number of magical trinkets from long lived hemomantic masters, and atavists slain long ago. You can use the following trinkets:

  • Crystalized Blood: As a bonus action, you can cause your blood to harden, granting you immense survivability. Until the start of your next turn, if you aren't wearing heavy armor, damage that you take is reduced by 2. At Higher levels: You can expend multiple trinket usages at once to increase the damage reduction by 2 per expended usage.
  • Condensed Ichor. You can cast the spell Polyphemus' Might SMM or Cruorbat Call SMM once without expending a spell slot or spell components.
  • Sanguine Shard. You can cast the spell False Life or Withering Necrosis SMM once without using a spell slot or spell components. The spell cast using this trinket is treated as if casted at your highest spell level, as shown in Ritual Level column of the Investigator table.

[6] Unceasing Heart

Starting at 6th level, your command over blood has expanded to the point of, in dire circumstances, pushing your body even when it otherwise would fail. Once per long rest, when you would make a death saving throw, you can choose to instead
get up at 1 hit point.

[10] Deathless Endurance

Your attunement to your own blood strengthens yet again, this time allowing you to become stronger and more destructive the more suffering you take on, giving your body over to innate survival instincts.

You gain the following benefits, which only affect you depending on your current health points.

Hunter's Sense. Whenever you are below your maximum HP, you are considered under the effects of the Lesser Bloodsight spell. This does not require concentration, and its range becomes equal to 10 times your proficiency bonus, instead of 30 feet.

Intensified Gore: Whenever you are below half of your maximum hit points, you can add your Constitution modifier to the damage rolls you make with weapon attacks.

Additionally, your hit point maximum can't be reduced.

[14] The Crimson End

Once during each of your turns, you can tap into your life force to deliver death to others. When you do, roll up to 2d8 and lose hitpoints equal to the results, which can't be reduced in any way.

Once you do, you can add the same amount of dice as you rolled to the damage roll of your next successful weapon or spell attack. In addition, unlike other features, this additional damage is affected by the Exploit Vulnerability feature.

At 18th level, you can roll up to 3d8 instead.

Optional Rule: Additional Investigator Spells

With DM permission, the following Atavist spells can be added to the investigator list. Spells that are not already rituals are notated with a †.
You and your DM should discuss whether all investigators should get these, or just the Ichorant Specialization.

Spells denoted with SMM are made by Swordmeow, and should all be available somewhere on her subreddit r/meowmagic, in her spell imgur album, on her patreon, or within the Atavist class document.

The spells Cruorbat Call and Coalesce Humors use statblocks from Dark Arts Player’s Companion by Jonoman3000

1st Level
  • Lesser Bloodsight* (SMM)
  • Skin Deep† (SMM)
2nd Level
  • Cruorbat Call† (SMM)
3rd Level
  • Coalesce Humors† (SMM)
  • Cruorstorm† (SMM)
  • Redwood Expansion† (SMM)
4th Level
  • Hatch Egg* (SMM)
  • Quicken Atavism† (SMM)
5th Level
  • Eclipse Locale† (SMM)

Contributions:

Investigator Class:

Made by: Mage Hand Press

Brewed with:
Atavist class and Spells:
Art:

Darkest Dungeon

Monk

Way of the Divine Fist

Paladin but monk

3rd-level Motif

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the paladin spell list.

Spell Slots.

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

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

Spells Known of 1st-Level and Higher.

You know two 1st-level spells of your choice from the paladin spell list.

You learn an additional Paladin spell of your choice at every 2 level in this class (5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level). Each of these spells must be of a level for which you have spell slots. For instance, when you reach 9th level in this class, you can learn one new spell of 1st or 2nd level.

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

Spellcasting Ability.

Wisdom is your spellcasting ability for your paladin spells, the power of your spells comes from your devotion to your deity and their teachings. 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 paladin 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

Divine Fist
Level 1st 2nd 3rd
3rd 2
5th 3
9th 4 2
13th 4 3
17th 4 3 2

Bonus Proficiency

You gain proficiency in the Religion or Medicine skills.

6th-level Motif

Once on your turn when you hit a creature with an unarmed attak or a monk weapon, you can spend ki points or Spell slots to deal additional radiant damage to the target, in addition to the weapon's damage. The damage dealt is in a number of martial aret die as follows in the (X) Table.

Divine Fist
Damage Ki Spell Slot
1 Die 1
2 Die 2 1
3 Die 3 2
4 Die 4 3

11th-level Motif

Defensive/Safety Feature

17th-level Motif

Passive Buff to Combat Core – Or (and in the case of Ascendant Dragon) – Ki-Point Nova Investment

Paladin

Oath of Ballistics

Also known as Grammatons, they are the enforcers of True Neutrality. Eschewing emotion in its entirety and anything that would invoke an emotion such as literature, art, and music. They are trained in the use of a firearm as the sole weapon, using them at any range needed to ensure they fell their foes as quickly and efficiently as possible.

Tenets of Ballistics


Accuracy. Treat the gun as a total weapon, Maximize your damage on the maximum number of opponents.
Efficiency. The resources you have will keep you alive, do not waste them or it will be your fall.
Control. Keep your emotions in control, let no one pull you from your chosen path.
Hone. A dull edge lacks effectiveness, You must train each day to keep your skills sharp.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd Guided Missile (VSS)
5th Perforating Smite (VSS)
9th Skirmish (VSS)
13th Mordenkainen's Faithful Hound
17th Scrutinize Foe (VSS)

(VSS) Valdas Spire of Secret's

Channel Divinity

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

Channel Divinity: Clear the Room. You may cast Perforating Smite without expending a spell slot, the spell deals additional weapon damage dice equal to half your proficiency bonus rounded down.

Additionally, when you cast the spell this way you may change the area it affects to a cone that extends out to half of the weapon's normal range.

Channel Divinity: CQC Stance. You enter a close quarters combat stance for the 1 minute, using your firearm as a devastating melee weapon in close quarters as it is fired at range. You can treat firearms as melee weapons with the Finesse property that deal 1d6 bludgeoning damage on a hit, or 1d8 damage if the firearm has the Two-Handed property.

Additionally, while in this stance when you make a ranged weapon attack with a firearm against a creature within 5 feet of you, you can make a melee weapon attack using that firearm as a bonus action.

Ballistic Smite

Also at 3rd level, Your unparalleled skill allows you to smite your foes at range with your chosen weapon.

When you hit a creature within 15ft. of you with a firearm, your firearm counts as a melee weapon for your Divine Smite feature, and for any spells that include the word 'smite' in their name.

Additionally, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged weapon attack rolls made with firearms.

Aura of Accuracy

Starting at 7th level, you radiate such surety in your skill that it influences your allies around you enhancing their ability to strike enemies.

You and friendly creatures within 10 feet of you count firearms as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

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

Trajectory Analysis

Beginning at 15th level, through training and knowledge of firearms you have a near prescient ability to predict incoming fire and deliver damage to finish your foes quickly while leaving a battle unscathed.

You are always under the effects of the Protection From Ballistics (VSS) spell.

Additionally, on your turn when you deal damage with a firearm you can add your ability modifier to the firearm's damage rolls. Note that firearms do not normally add your ability modifier to their damage rolls.

Avatar of Ballistics

At 20th level, through ultimate focus you shed your connection to all that would stop you from your path. You become a conduit of pure precision and efficiency, nothing will stop you from your task at hand

As an action, you enter a state of focus and become an avatar of ballistics, gaining the following benefits for 1 minute:

  • You are resistant to damage dealt from ranged weapons and immune to damage from firearms
  • When you take the Attack action with a firearm on your turn, you can make one additional attack with that firearm as part of that action.
  • Your firearm attacks score a critical hit on a roll of 19 or 20 on the d20.

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

Sorcerer

Legacy of Ink

From an unknown power within, your body causes the ink you touch to come alive and acts as a catalyst for your magic, spells you know appear as tattoos on your body. Through these tattoos your body becomes a conduit to control magic using the ink that flows from them to create energy and manipulate the world around you.

You are able to shift and alter the tattoos as you send your will into the world around you. These tattos appear as scrawling formulae and glyphs that shift and swirls in different sizes along your skin refusing to stay still and nigh impossible for anyone to decipher them as only you can read them.

Sorcerous Origin

You may choose one origin spell from each level and add it as an extra spell to your known spell list.

Sorcerer
Level
Spells
1st Catapult (XGE), Color Spray
3rd Darkness, Web
5th Conjure Barrage, Glyph of warding
7th Control Water, Shadow of Moil (XGE)
9th Bigby's Hand, Conjure Elemental*

*Unless you gain this spell from another source, you can only conjure Ink and Water elementals with it.

Inky Focus

Your able to extend an inkwell into a near infinite amount of usable material for your spells, as you cast spells ink flows from it and the tattoos on your body. At 1st level, you gain proficiency in calligraphers supplies.

You also learn the Ink Blot cantrip. It count as sorcerer cantrip for you, but it doesn't count against your number of cantrips known.

Ink Blot

Evocation cantrip


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

You coalesce some of the ink from your hand tattoos and fling it towards a creature within range.

Make a ranged spell attack against the target. On a hit, it takes 1d8 force damage, and some of their armor, hair or skin gets stained in ink the color of your choosing for 1 hour, after which the ink evaporates.

When you cast this spell, you can choose a creature already covered in ink and that ink flings towards another creature making a new attack roll within range as if you cast this spell from that spot.


The spell's damage increases by 1d6 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Ritual Inks

Also at 1st level, your control over ink allows you to acquire ritual spells.

You can inscribe magical rituals onto your body. Choose two 1st-level spells that have the ritual tag from any class's spell list. The spells don't need to be from the same spell list. The spells appear as tattoos and don't count against the number of spells you know. You can cast the chosen spells as rituals at the lowest level for that spell, and they can't be cast except as rituals. Unless you've learned them by some other means. You may also cast a sorcerer spell you know as a ritual if it has the ritual tag.

You learn one additional rituals of your choice at 5th, 10th, and 15th level. Each time you learn new a rituals, you can also replace one you know with a different one, anytime you gain a new ritual it must be of a spell level that you can cast.

Metamagic

At 3rd level, you learn the Shared Words metamagic, this metamagic does not count towards the number you know.

Shared Words. You cast a spell and expend some power to transfer it onto another as a temporary tattoo.

When you cast a spell with the target of self you can spend sorcery points equal to the spell level (1 sorcery point if the spell is a cantrip) to have the target of the spell instead be a willing creature you touch within 5 feet of you

Writ of Will

At 6th level, you can temporarily detach the power from a tattoo leaving an outline of the tattoo and you take that ink and put it into a scroll for you or another creature to use. The spell you turned into a scroll cannot be cast again until the scroll has been used or you take a short rest or long rest, at which if it has not been used the scroll will evaporate into a cloud of ink and you regain use of the spell again.

These scrolls can be cast by anyone you designate when its created but cannot have a range of self. Once you use this feature, you can't use it again until you finish a short or long rest. Spend a hit die and cast a spell then roll a d20 and follow the below table for the result.

d20 Result
1 The ink dissipates into nothing
2-17 Scroll is cast at the original spell level
18-19 Scroll is cast at 1 Spell level higher
20 Scroll is cast at 2 Spell levels higher

Drawn Out

Starting at 14th level, Your ink can become a large solid object for a time, The paint flows from the tattoos on your body following your hands as if they were a paintbrush to form the desired object as you concentrate on its image, when you complete painting the object it becomes a real, nonmagical object.

Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.

You can spend 3 sorcery points create an object no larger than two adjacent 5-foot cubes it lasts for 1 hour unless you spent additional sorcery points when it was created (1 sorcery point per 10 minutes), if you choose to and spend more than 10 total sorcery points when creating the object it lasts for 24 hours, if recreated each day for a week it become permanent, however 2 hours after being originally created the object will loose any color reverting to an inky black color.

Nothing created by the ink can have a value greater than 10 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from colored inks. If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.

Master of the Scrawl

Starting at 18th level, your force of will and the power of the ink becomes a weapon of its own. As an bonus action spend between 5 and 15 sorcery points, you gain a number of ink blobs floating around you equal to the number of sorcery points spent, these blobs last for 1 minute before evaporating black inky mist.

You can use an action to hurl any number of the blobs toward one or more targets within 120 feet of you, make a separate attack roll for each blob. On a hit they do 1d6 + your Charisma modifier (minimum 1) force damage and as the ink solidifies after striking creature it becomes blinded by the ink until the start of your next turn when it evaporates into black mist.



Ink Elemental

Large elemental, neutral


  • Armor Class 14
  • Hit Points 61
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 16 (+3) 10 (+0) 12 (+1) 14 (+2)

  • Saving Throws Dex +7, Con/Cha +3, Str/Int/Wis +0
  • Skills Stealth +9, Perception +5
  • Damage Vulnerabilities cold
  • Damage Resistances force, necrotic, bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities poison
  • Condition Immunities blinded, deafened, exhaustion, grappled, poisoned, prone, restrained
  • Senses blindsight 120 ft., passive Perception 15
  • Languages
  • Challenge 5 (1800 XP)

  • Attacks +9 to hit. Hit: 35 damage
  • Attack DCs Primary DC 17, Secondary DC 14

Amorphous. You can move through a space as narrow as 1 inch wide without squeezing.

Slippery. You have advantage on ability checks and saving throws made to escape a grapple.

Spider Climb. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Split. When you are bloodied, you split into two smaller copies. Each new copy has hit points equal to half of your remaining hit points, and acts independently.

Actions

Captivate (Common, Multiattack 2). Melee Weapon Attack: +9 to hit, reach 20 ft. one target. Hit: 17 (3d8 + 4) bludgeoning damage and the creature is pulled up to 5 feet towards the elemental.

Inkwell (Common. Ranged Spell Attack: +9 to hit, range 120ft., one target. Hit: 35 (5d12 + 3) force damage. the target is blinded until the start of the elementals next turn.

Immerse (Common). The elemental moves up to its speed. While doing so, it can enter Huge or smaller creatures' spaces. whenever the slime enters a creature's space, the creature must make a DC 17 Dexterity saving throw. On a successful save, the creature can choose to be pushed 5 feet back or to the side of the elemental. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the elemental enters the creature's space, and the creature takes 17 (3d8 + 4) necrotic damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 35 (5d12 + 3) necrotic damage at the start of each of the elemental's turns. When the elemental moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a DC 17 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the slime.

Arcane Enigma

You have an unparalleled link to the true source of magic, this offers you an ability to master your spells greater than any other being who can touch magic. Even from fellow Sorcerers you wield your spells in a unique way, while they can access similar mastery of spells they must do so with great effort and at the expense of their versatility among spells they cast.

[1] Supreme Sorcerer

You gain a number of Spell Masteries equal to your sorcerer level + your proficiency bonus. When you finish a long rest you can replace a number of spell masteries up to your spell casting modifier (minimum 1).

[1] Arcane Origin

Starting when you choose this origin at 1st level, you gain one 1st level spell from the Sorcerer, Warlock or Wizard spell lists.

You also learn additional spells and accompianning when you reach certain levels in this class, at 3rd level you gain a 2nd level spell, at 5th level you gain a 3rd level spell, at 7th level you gain a 4th level spell, at 9th level you gain a 5th level spell.

Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

[6] Surge of Power

Using extra latent arcane energy from your connection to the arcane you can spend some extra effort to bolster yourself and your allies

When you cast a spell with a spell mastery you can use your bonus action and spend a number of sorcery points, when you do you gain one of the following benefits indicated by the number of sorcery points spent::

1. If you force a creature to make a save and they succeed you deal 1d8 damage to that target of the same type of damage as the spell, if it doesn't normally do damage it defaults to force damage.

2. You or the target of your spell gains a number of temporary HP equal to twice the spell level cast (zero for cantrips).

3. Until the start of your next turn, your AC increases by half your proficiency bonus rounded down.

[14] Source Aura

As an action on your turn you become a beacon of the arcane and let the source of magic flow through you, for 1 minute arcane energy permeates a 10 foot radius around you and anyone within this radius that casts a spell you both share they may use one of your spell masteries for that spell using your spell modifier, DC, or any relevant abilities instead of their own.

Mythmaker's Spell Masteries

The Spell Masteries referenced to in this subclass are originally created by Mythmaker GM and can be found in this Patreon Post

[18] True Arcane

You gain the ability to transform into pure arcane energy as you tap into your connection to the arcane source.

As a bonus action, you can enter this form for 1 minute and maintain it as if concentrating on a spell. You gain the following benefits for 1 minute:

  • You are under the effects of your Source Aura feature and its range is increased to 30 feet.
  • You gain a pool of special sorcery points equal to your spellcasting ability modifier, which last until the transformation ends. You can use these sorcery points only to perform metamagics on spells you cast using spell masteries.
  • You have advantage on saving throws against spells.

Once you use this action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

Warmage

House of Weavers

words

[3] Bonus Proficencies

When you choose this house at 3rd level, you gain proficiency with weaver's tools if you already have proficiency with them your proficiency bonus is doubled for any ability check you make that uses your proficiency with it. These tools also count as an arcane focus for you.

[3] The Needle's Light

You have learned the secrets that ancient weaver's used to create a needle from condensed light, they used these to sew their tapestries and defend their families with.

You learn the hardlight needle cantrip, which doesn't count against your number of cantrips known.

Hardlight Needle: Warmage Edge

Hardlight needle normally doesnt gain the benefits of Warmage Edge, as this class is specifically designed around the spell when considering adding additional dice instead add 3 damage for each dice.

If an 11th-Level House of Weavers Warmage casts Hardlight Needle the damage would be as such:

9 (from the base cantrip) + 6 (two "dice" worth of damage) + Intelligence modifier.

Only House of Weavers can apply their Warmage Edge to hardlight needle

Hardlight Needle: Arcane Surge

Similarly to warmage edge you can apply arcane surge to hardlight needle you would double the damage of the above formula before you add your intelligence modifier.

[3] Blood Woven Armor

Learning the secrets of weaver's past you can create weavings from blood, this allows you to create tapestries wearing them as a means of defense and show of power.

While you are wearing no armor, light armor, or are under the effects of mage armor, you can add your Intelligence modifier, instead of Dexterity, to your Armor Class.

[7] Stitch Ripper

Show your enemies the havoc a weaver can cause upon someone with a simple needle and thread, utilizing their spilled blood to bolster your defense.

You can cast the spell Needle and Thread a number of times equal to your proficiency bonus, rounded down without using a spell slot.

You regain all expended uses when you finish a long rest.


Warmage Edge

You can add additional damage to this spell using your Warmage Edge feature, as if it were cantrip. When you cast this spell the damage can either apply to the first target the spell damages or it can create a additional needles one for each bonus die you may have.

[10] Needles Bite

As an action you may summon a swarm of tiny luminescent needles orbits around you or an ally you can see within 30 feet of you for the next minute. The next time you or the ally would take damage from a creature you can see you may use your reaction and have the needles intercept the attack, the attacks damage is reduced by 3 x your prof bonus. If the attack is reduced to 0 the tiny needles deal damage equal to the amount remaining.

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

[15] Crimson Thread

As an action you launch a needle of light into the ground at your feet and another at a surface within 90 feet, these needles are tethered by an ethereal crimson rope. You may climb this rope with no penalty or check needed and it will stay corporeal until the end of your turn. Once it disappears it offers no special benefit to you.

Additionally, Your spells treat immunity to piercing damage as resistance to piercing damage.

[18] Cut the Fold

Once on your turn when you cast a cantrip that deals piercing damage and hit a creature with it, they make a Constitution saving throw against your Spell Save DC. On a failure they gain the the following effects:

  • They gain a number of bleed points equal to the damage of the attack.
  • If they would gain more bleed points while they already have bleed points, they must make a Constitution saving throw. On a failure, they gain one level of exhaustion, on a success they suffer no additional effects.
  • This feature cannot grant more than 3 levels of exhaustion.

The affected creature or an ally can use their action to stop the bleeding with a Wisdom (Medicine) check, the result is subtracted from the number of bleed points they have[. I]f the pool is reduced to 0, the effect ends and they lose all exhaustion gained from this effect.

Additionally, when you cast a (warmage) cantrip that deals piercing damage add your proficiency bonus.

Warmage Tricks

Cat's Cradle

Once on each of your turns, when you would deal piercing damage to a hostile creature with a warmage cantrip you can forgo the damage and force them to make a Strength (Athletics) or Dexterity (Acrobatics) check against your Spell Save DC or be covered in thread and grappled until the start of your next turn, a creature may break free using their action to repeat the check to escape the threads.

You may only have a number of creatures grappled this way equal to half your proficiency bonus rounded down.

Hardlight Shrapnel

Prerequisite: hardlight needle cantrip

Once on each of your turns when you cast Hardlight Needle you can reduce its range to 30 feet and split the damage it would deal equally between up to 3 separate targets. You may choose less targets, each receiving one third of the damage dealt rounded down

Hardlight Squall

Prerequisites: hardlight needle cantrip, 7th-Level House of Knights

Once on each of your turns you can cast hardlight needle as a bonus action if you cast another spell that had a spell attack.

Piercing Hardlight

Prerequisite: hardlight needle cantrip, 5th-Level House of Weavers

Once on each of your turns when you cast Hardlight Needle after damage is dealt to a creature you may roll an attack roll against another creature within a 30-feet of that creature and deal half of the original attacks damage to that creature rounded down. you cannot apply your Warmage's Edge to this second instance of damage.

Shared Tapestry

Prerequisite: 18th-Level House of Weavers

Your Cut the Fold feature gains these additional effects:

  • Creature within 15 feet that are hostile to the affected creature gain a number of temporary hit points equal to your Intelligence modifier when the affected creature fails it's first Constitution Save while under this effect.
  • The affected creature cannot regain hit points while under this effect.

Shimmering Hardlight

Prerequisite: hardlight needle cantrip

When you cast hardlight needle, you can choose to change the damage type to one of the following: acid, cold, fire, lightning.

Weaver's Secrets

Prerequisites: 5th Level

You learn the hardlight needle cantrip, which doesn't count against your number of cantrips known. When you cast this spell it deals additional piercing damage equal to half your intelligence modifier rounded down, this is applied as if your Warmage Edge feature was applied to the spell.

Additionally, You gain proficiency with Weaver's tools


Contributions:

Warmage tricks by: Cardstock Caster

Shimmering Hardlight

Needle and Thread

This spell is from homebrew creator Swordmeow

House of Secrets

The House of Secrets learn and acquire the secrets of the multiverse and use those secrets to keep your worst nightmares at bay and vanquish any who would stalk you in the dark.

Using rituals to augment their unique skill allowing them to be more versatile in a wide range of circumstances and combat situations.

[3] Ritualist

When you choose this house at 3rd level, you gain the ability to cast ritual spells with the use of a Grimoire.

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

Grimoire.

You have a grimoire containing two 1st-level spells of your choice that have the ritual tag from any class's spell list (the spells needn't be from the same list). You can't cast spells in your grimoire except as rituals, unless you've learned them by some other means.

At 4th and every second level after you gain in this class, you can add an additional ritual spell from the Investigator Rituals list to your grimoire at no cost. The Ritual Level column on the Ritual Casting table shows the maximum spell level you can add to your grimoire.

Ritual Casting
Level Ritual Level
3rd 1st
5th 2nd
9th 3rd
13th 4th
17th 5th

[3] Focused Ritual

You can hastily perform any ritual spell in your grimoire that has a casting time of 1 action, completing the ritual as a bonus action. If the ritual requires spell components worth 100 gp or less, you cast it without using spell components. You can use this feature once, and regain the ability to do so when you finish a long rest.

As you gain higher levels in this class, you can use this feature additional times. You can use it once more at 5th level (2), 9th level (3), 13th level (4), and 17th level (5).

[3] Myths, Legends, and Lore

You are extremely adept at uncovering knowledge which pertains to eldritch threats and forgotten legends. you add the spell identify to your grimoire and never require material components to cast it.

[7] Eldritch Anchor

You acquired knowledge enough to summon a small shard of the dark realms you fight to keep locked away, possibly even gaining more knowledge from this new creature you command.

You learn the find familiar spell if you don't already know it. The spell doesn't count against your number of spells known.

When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: Cranium Rat, Gremishka*, Juvenile Mimic, or Hoard Scarab. All familiars you summon are aberrations instead of their normal type.

When Gremishka uses its Magic Allergy reaction and rolls a 5-6 it does not explode into a swarm of gremishkas, it instead dies as a familiar normally would.

Additionally you can perform a ritual spending 1 hour with your familiar in an attempt to learn secrets that are not even written in books or reside in the minds of mortals, in regards to an enemy you may face in the near future. At the end of the ritual your familiar is sacrificed and cannot be resummoned for 1d10 - (your Ritual Level) days (minimum 1 day) and you cast Scrutinize Foe or Commune learning a single useful or even critical piece of info about your target.

[10] Hardened Fervor

Once on you turn if you hit a creature with a warmage cantrip and reduce them to 0 HP. You can as a bonus action gain temp HP equal to 5 x your ritual level plus your proficiency bonus which last for 1 minute, while you have this temp HP you are immune to being frightened.

Additionally you learn the Heroism spell if you don't already know it, you can cast it as if it was a ritual. You may gain a different 1st level spell if you already know it.

[15] Supernatural Resolve

You gain an a resistance to the attacks and effects of the creatures you regularly research and hunt, understanding how they move allows you to escape their grasp quickly.

If you are under the effects of the your Hardened Fervor feature and an Aberration, Celstial, Feind, Monstrosity, or Undead touches you or hits you with a melee attack you can use your reaction to move up to 15ft away from the creature. This movement does not provoke opportunity attacks.


Additionally, You can't be possessed or charmed, and you gain resistance to both psychic and necrotic damage.

[18]

Capstone Builds on playstyle feature or limited use offensive feature

Warmage Tricks

1

Prerequisite: House of Secrets


2

Prerequisite: House of Secrets


3

Prerequisite: 10th-Level


4

A utility or unique interaction

Shared Fervor

Prerequisite: 15th-Level House of Secrets


Your Hardened Fervor feature gains an additional effect:

An ally within 30 feet of you gains temp HP equal to half of what you gained rounded down, These only last until the start of your next turn

6

A utility or unique interaction

7

7

Arcane Initiation

Warmages come from all backgrounds and walks of life. At 1st level, choose where you first learned the basics of magic. The cantrips offered by your initiation don't count against your total number of warmage cantrips known.

Seeker

In seeking dark and unknown knowledge you have learned ways to keep them secret and harness it to your own ends. You learn the Cryptogram and Minor Lifesteal cantrips.


Contributions:

Wizard

School Librarian

You are a librarian, keeping a safe reading environment, being a nexus of references and research, and maintaining books is your your highest goal. To achieve this task, you encourage an area that helps others focus and better gather information. School Librarians become adventurers for many reasons, from collecting late fees to finding lost books to transporting tomes long distances to being experts in research.

Speed Reader

At 2nd level, your reading abilities become supernatural! You read twice as fast a normal person and when casting a spell as a ritual out of your wizard spell book, the time it takes to cast that spell is increased by 1 minute instead of 10 minutes.

Hushed Tones

You cannot tell others to be quiet if you are not silent yourself. Also at 2nd level, your footsteps are unnaturally quiet, you have proficiency in the Stealth skill and you may replace the verbal component of a spell with a somatic component instead which is still perceived by others.

Demand Silence

At 6th level, your years of quieting noisy library-goers have given you amazing hearing, you have advantage on Investigation and Perception checks that rely on hearing.

Additionally, you may cast silence once per short rest without expending a spell slot or using concentration.

Librarian magics deal with tomes such as published writings, books, scrolls, and academic papers; media that was created to be read by others. Documents like journals and notes that were created to be mostly used by its writer fall outside your scope of abilities.

Bibiliomancer

Years of remembering organizational systems and which of your library-goers cause a ruckus have given you an amazing hippocampus. At 10th level, a number of times per long rest equal to half your proficiency bonus you may cast a spell in your Wizard spell book that is unprepared following all the other rules for spell casting.

Additionally, as an action, you may repair a tome you are holding back to when it was first created.

Whisper Zone

Also at 10th level, all creatures within 10 feet of you have resistance to thunder damage and may add your Intelligence modifier when they take the Hide action.

Archlibrarian

At 14th level, you gain the follow abilities:

Eyes of the Mastereader. You can read all writing and you know the title and a brief summary of any tome you look at within 15 feet of you.

Checkout Ledger of Fate. Any tome you have touched or you know the title and current owner of, you can locate as if you had cast locate object once per short rest and with an unlimited range. You learn what plane the tome is on if it is not on your plane. You may not use this feature on that specific tome again until you finish a long rest.

Shush of Power. Your shushing powers are mighty! If a creature uses an ability that you can hear like a a Banshee's wail or a spell with a verbal component, you can use your reaction to identify the effect and, if you choose to, have the creature make a Charisma saving throw. The ability does not trigger if the creature fails and the ability or that level of spell cannot be used again for 1 hour. Once a creature has been Shushed, you may not use it again until you finish a short rest.

Creator:

This subclass is originally from homebrew creator u/Keundt

School of Restoration

Some wizards prefer to study the practice of healing and medicine, using their knowledge of arcane magic to restore life to the sick and wounded. The School of Restoration is a special school that teaches life as a mysterious and intricately woven fabric of the cosmos.

[2] Bonus Proficiency

You gain proficiency in the Medicine skill

[2] Restoration Savant

Whenever you gain a level in this class, you can replace one or both of the wizard spells you add to your spell book with a restoration spell, as listed in the Restoration Spells table for which you have spell slots. You also gain new cantrip options.

You can also copy any restoration spells you find during your adventures to your spell book. The cost and time to copy these spells to your spellbook is halved.

Restoration spells are only considered wizard spells for you when you cast them or for the ritual, and thus cannot be chosen as part of your Spell Mastery class feature and other wizards cannot copy these spells into their own spellbooks unless they also have this feature.

[6] Life Gem

you can spend 8 hours creating a life gem that stores restorative magic. You can benefit from the gem yourself or give it to another creature. A creature gains a benefit of your choice as long as the gem is in the creature's possession. When you create the gem, choose the benefit from the following options:

  • A +1 bonus to AC
  • A 10 point increase to the creature's hit point maximum
  • Proficiency in Constitution saving throws
  • Resistance to poison and disease

Each time you cast a restoration spell of 1st level or higher, you can change the effect of your gem if it is on your person

If you create a new life gem, the previous one ceases to function.

[10] Efficent Healing

Whenever you cast a spell of 1st level or higher that restores hit points to a creature, the dice you roll to determine hit points restored are improved by one size. Casting Healing Word would use d6s instead of d4s.

[14] Timeless Gem

The creature who possesses your life gem gains improved benefits, depending on your choice:

  • A +2 bonus to AC
  • A 20 point increase to the creature's hit point maximum
  • Proficiency in Constitution saving throws and have advantage on saving throws against curses and being cursed
  • Immunity to poison and disease, and advantage on saving throws against exhaustion.

Also, while the creature possesses the gem, they suffer none of the frailty of old age, they can't be aged magically, and do not need food or water. The creature can still die of old age, however.

Restoration Spells

Lvl Spell School Ritual
0 Resistance Abjuration No
0 Spare the Dying Necromancy No
1 Create or Destroy Water Transmutation No
1 Cure Wounds Abjuration No
1 Detect Poison and Disease Divination Yes
1 Goodberry Transmutation No
1 Healing Word Abjuration No
1 Purify Food and Drink Transmutation Yes
2 Aid Abjuration No
2 Lesser Restoration Abjuration No
2 Locate Animals or Plants Divination Yes
2 Protection from Poison Abjuration No
3 Create Food and Water Conjuration No
3 Mass Healing Word Abjuration No
3 Plant Grown Transmutation No
3 Revivify Necromancy No
4 Death Ward Abjuration No
4 Freedom of Movement Abjuration No
5 Commune with Nature Divination Yes
5 Greater Restoration Abjuration No
5 Mass Cure Wounds Abjuration No
5 Raise Dead Necromancy No
6 Heal Abjuration No
6 Heroes' Feast Conjuration No
7 Regenerate Transmutation No
7 Resurrection Necromancy No
8 Holy Aura Abjuration No
9 Mass Heal Abjuration No
9 Power Word Heal Abjuration No
9 True Resurrection Necromancy No

Creator:

This subclass is originally based on The School of Restoration from u/Keundt