Artificer: Survivalist
The Survivalist is an artificer specialist that is able to make useful gear to help survive out in the wilderness. Alongside their useful crafting abilities, a Survivalist is also a natural bushwalker, adept at navigating rough terrain and living in the land.
Tools of the Trade
3rd-level Survivalist feature
You gain proficiency with the Survival skill. You also gain proficiency with cartographer’s tools. If you already have this tool proficiency, you gain proficiency with one another type of artisan’s tools of your choice.
Survivalist Spells
3rd-level Survivalist feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Survivalist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Survivalist Spells
Artificer Level | Spell |
---|---|
3rd | create or destroy water, goodberry |
5th | pass without trace, silence |
9th | Leomund’s tiny hut, speak with plants |
13th | locate creature, polymorph |
17th | commune with nature, wrath of nature |
Outdoor Gear
3rd-level Survivalist feature
You are an expert in creating tools for the outdoors. You can use your Magical Tinkering feature on the following items and alter them in one of two ways, as shown in the Advanced Gear table. The base items can be found in the Adventuring Gear table of the Player’s Handbook. If an item requires a saving throw, it uses your spell save DC. Each alteration takes up a use of your Magical Tinkering feature and lasts indefinitely or until dispelled as an action, as normal. At 9th level in this class, you can have the item adopt both alterations with one use of Magical Tinkering.
Advanced Gear
Gear | ||
---|---|---|
Ball Bearings (bag of 1,000) |
The covered area is considered difficult terrain. | The ball bearings blend into its surroundings. A creature that hasn’t seen the ball bearings when it first enters the area makes the saving throw with disadvantage. An Intelligence (Investigation) check is required to find them. The DC is your spell save DC. |
Caltrops (bag of 20) |
The caltrops can cover a 10-foot square. | The caltrops deal 2d4 piercing damage on a failed save. |
Healer’s Kit | When you use the healer’s kit to stabilise a creature, it also regains 1 hit point. | You can use the kit to end one disease or one of the following conditions: blinded, poisoned. |
Hunting Trap | The hunting trap uses your spell save DC when a creature makes a saving throw against it. The trap also blends into its surroundings when placed, requiring an Intelligence (Investigation) check to see. The DC is your spell save DC. A creature that doesn’t see the trap makes the initial saving throw with disadvantage. | The hunting trap uses your spell save DC when a creature makes a saving throw against it. A creature that is trapped has disadvantage on attack rolls. |
Lantern (Bullseye or Hooded) |
The lantern acts as a lantern of revealing; invisible creatures and objects are visible when in the bright light. | The lantern has 2 charges. As an action, you can force creatures of your choice standing in the bright light of the lantern to succeed on a Constitution saving throw against your spell save DC or be blinded until the start of your next turn. Spent charges are regained daily at the end of a long rest. |
Rations | Eating one serving of rations gives temporary hit points equal to your Intelligence modifier (minimum of 1 hit point) | Eating one serving of rations gives you advantage on initiative rolls for the next hour. |
Rope (Hempen or Silk, 50 feet) |
The rope can be made razor thin. When tied taut between two ends, a creature that passes between them without seeing the rope falls prone. | The rope is extra strong. A creature trying to break or burst the rope has disadvantage on the saving throw. |
Two-person tent | A creature that starts its long rest in this tent completes it in two fewer hours. | The tent blends into its surroundings, requiring an Intelligence (Investigation) check to see. The DC for the check is your spell save DC. |
Light Packer
3rd-level Survivalist feature
You have adopted a practice of travelling light out of necessity. While you’re wearing light armour and not wielding a shield, your walking speed increases by 10 feet. When you make an attack with a light weapon, you deal bonus damage on a hit equal to your Intelligence modifier (minimum of 1 damage).
In addition, you have advantage on saving throws against falling into exhaustion.
Quick Setup
5th-level Survivalist feature
Setting up and packing down is second nature to you. You can use a bonus action to use or activate the effects of your Advanced Gear.
One with the Land
9th-level Survivalist feature
You have an intuitive connection with the environment, gaining the following benefits:
- Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. You also have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.
- You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
Outdoorsman
15th-level Survivalist feature
You are a natural bushwalker and gain the following benefits:
- You can cast the find the path and tree stride spells without requiring a spell slot or material components, provided you use cartographer’s tools as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.
- When you are brought down to 0 hit points and not killed outright, you can use your reaction to drop to 1 hit point instead. You must finish a long rest before you can use this reaction again.
Barbarian: Path of the Elements
The Path of the Elements entwines a barbarian with the powers of the natural elements, allowing them to channel it through their rage. The source of this power is as varied and tumultuous as the elements themselves. You can choose the origin of your power or determine it from the Elemental Origin table.
Elemental Origin
d6 | |
---|---|
1 | I was swept by the unpredictable lashes of the Elemental Plane that occasionally bleed into the Material Plane. |
2 | My distant ancestors were genasi and I’ve inherited their elemental powers. |
3 | I made a deal with a creature of the Elemental Plane, a dao, djinni, or similar creature, who bestowed me this power, but also gave me uncontrollable rage. |
4 | I unknowingly helped a chromatic dragon that was shapeshifted as a normal human. The dragon bestowed upon me this boon as thanks. |
5 | I experienced a terrible natural disaster that destroyed my home and killed my family. In my grief, I summoned the very powers that caused the disaster. |
6 | I grew up in a religious order that worshipped an elemental domain (such as the Tempest or Forge Domains) and was blessed with this power. |
Elemental Rage
3rd-level Path of the Elements feature
You bring out the power of the natural elements. When you start raging, choose from one of the following damage types: acid, cold, fire, lightning, or thunder. Your weapon attacks deal the chosen damage type, instead of its original type.
In addition, you gain one of the following benefits based on the chosen damage type.
Acid. When you hit a creature with a weapon attack, the creature takes 1d4 acid damage at the start of its turn. It takes this extra damage only once on its turn.
Cold. Creatures of your choice within 10 feet of you must spend 2 feet of movement for every foot travelled.
Fire. As part of the same bonus action you use to enter your rage, and as a bonus action on each of your subsequent turns, you can shed bright light in a 10-foot radius and dim light for an additional 10 feet. You can also stop doing so as a bonus action.
Lightning or Thunder. Once on your turn, when you hit a creature with a weapon attack, it can’t take reactions until the start of your next turn.
Wind Speaker
3rd-level Path of the Elements feature
The words you speak are infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.
Elemental Affinity
6th-level Path of the Elements feature
You gain resistance to the chosen damage type when you first enter your rage.
In addition, while you’re raging, you can use a bonus action to change the damage type you deal from your Elemental Rage to another.
Lashing Retaliation
10th-level Path of the Elements feature
Your harnessed powers are liable to lash out when struck carelessly. When a creature you can see hits you with a weapon attack, you can use your reaction to deal acid, cold, fire, lightning, or thunder damage to it (your choice) equal to half your barbarian level.
Form of the Elements
14th-level Path of the Elements feature
You take on the physical embodiment of the natural elements. As an action, you can transform into an air elemental, an earth elemental, a fire elemental, or a water elemental. If you can cast spells, you are unable to do so in this form, though your concentration on spells already cast remain. While you’re in this form, you can use a bonus action to enter your rage and use your Elemental Rage feature, as normal.
Your game statistics are replaced by the statistics of the creature, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. This form lasts for 1 minute or until it reaches 0 hit points. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.
You retain the benefit of any features from your class, race, or other source and can use them if the elemental form is physically capable of doing so. You also choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it (your equipment doesn't change size or shape to match the new form).
Once you use this feature, you can’t do so again until you finish a long rest.
Bard: College of Sorrows
Bards of the College of Sorrows spread about tales of tragedies, sadness, and betrayal. Such bards may tell eulogies of a figure that was dear to a community, or regale the spectacular downfall of a once revered leader. However, they don’t do so merely for cheap tears. Rather, those of this college believe these stories serve as reminders that life is not always about riding the highs, and that without the sorrows that come about every once in a while, people would not have the strength to push past such difficult times.
Traumatic Display
3rd-level College of Sorrows feature
You’re able to bring up a person’s repressed grief. You know the dissonant whispers spell, and it doesn’t count against the number of bard spells you know. You can cast this spell without using a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Whenever you start casting the spell, you can expend a use of Bardic Inspiration and modify the spell so that the creature rolls with disadvantage, or you roll a Bardic Inspiration die and add the number rolled to one damage roll of the spell (your choice).
Disheartened Exchange
3rd-level College of Sorrows feature
Your words can make others feel dispirited. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, it can deal psychic damage equal to the number rolled on the die to any number of creatures of its choice within 5 feet of it.
Disarming Words
6th-level College of Sorrows feature
You can start a melancholic performance that can make all who hear it despondent. As an action, you can begin this performance which lasts for up to 1 minute (as if you’re concentrating on a spell). Each creature of your choice within 60 feet of you that can hear you must succeed on a Wisdom saving throw against your spell save DC or be charmed by you for the duration. While charmed in this way, the target has disadvantage on ability checks and attack rolls, and its speed is halved.
Once you use this action, you can't use it again until you finish a short or long rest, unless you expend a use of Bardic Inspiration to use it again.
Laborious Inspiration
14th-level College of Sorrows feature
Your tales tell the need to constantly fight through the troughs of life. When a creature holding one of your Bardic Inspiration dice is reduced to 0 hit points, it can use its reaction to roll the die, expending it and dropping to a number of hit points equal to 1 + the number rolled on the die instead. As part of the same reaction, the creature can move up to its speed and make one weapon attack, adding the number rolled to its attack roll.
Cleric: Dream Domain
Gods that hold dominion over the power of dreams are guardians of the subconscious. They easily move between the states of wakefulness and dreaming. Good aligned gods seek to protect the subconscious mind, using dreams as a medium to communicate important messages or to foretell future events. Neutral and evil aligned gods aren’t afraid to use dreams as a way to alter one’s mind to further their own goals. See the Dream Deities table for a list of some of the gods associated with this domain.
Clerics of the Dream Domain are as varied as the gods. A cleric of this domain can as easily be healers of mental ailments as they would be the causes of them.
Dream Deities
Example Deity | Pantheon |
---|---|
Eilistraee | Drow |
Morpheus | Greek |
Sehanine Moonbow | Elven |
Selûne | Forgotten Realms |
Tutu | Egyptian |
Domain Spells
1st-level Dream Domain feature
You gain domain spells at the cleric levels listed in the Dream Domain Spells table. See the Divine Domain class feature for how domain spells work.
Dream Domain Spells
Cleric Level | Spell |
---|---|
1st | healing word, sleep |
3rd | detect thoughts, silence |
5th | catnap, hypnotic pattern |
7th | compulsion, Mordenkainen's private sanctum |
9th | dream, modify memory |
Formless Memories
1st-level Dream Domain feature
You conjure dreams of vivid past lives. Whenever you finish a long rest, you can choose one willing creature, which can be yourself, and give the creature proficiency in one skill or tool that it lacks. The creature loses this proficiency when you use this feature to choose a different proficiency.
Restful Slumber
1st-level Dream Domain feature
You ensure your companions ions are able to rest well. When you and creatures of your choice within 30 feet of you roll Hit Dice to regain hit points, they can roll twice, taking the higher number.
Channel Divinity: Daydream
2nd-level Dream Domain feature
You use your Channel Divinity to cause people to slip into a sudden stupor. As an action, you can choose a creature you can see within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the creature is blinded and deafened to its surroundings, as it envisions a dream formed out of its memories. The creature is also incapacitated and has a speed of 0. This effect lasts for 1 minute, and ends early if the creature takes any damage or another within its reach uses an action to shake it awake.
Ephemeral Form
6th-level Dream Domain feature
Your physical form crosses the line between dream and reality. At the start of a short or long rest, you can enter a trance and project an invisible, incorporeal form for up to 1 hour. Your physical body is unconscious during this time. While in this form, the only spell you can cast is the detect thoughts spell. You can’t interact with any objects or creatures due to the form’s incorporeal nature (this doesn’t give you the ability to move through solid objects).
This form exists as long as it is within a number of miles to your physical body up to your Wisdom modifier (minimum of 1 mile). You can stop projecting this form early as an action. It also ends if someone moves your physical body, shakes it awake, or it takes damage. Once you use this feature, you can't do so again until you finish a long rest.
Potent Spellcasting
8th-level Dream Domain feature
You add your Wisdom modifier to the damage you deal with any cleric cantrip
Dreamwalker
17th-level Dream Domain feature
You can easily enter and exit other people’s dreams. You can expend a use of your Channel Divinity to cast the dream spell, with yourself as the messenger, without expending a spell slot or material components.
When you cast in this way and enter a target’s dream, you can choose to cast the modify memory spell on it (expending a spell slot, as normal). If the target fails its saving throw against this spell, you can change its memories and the target doesn’t know that you have done so. If the target succeeds, it knows you tried to change its memories. Regardless of the result, the dream spell then ends.
Druid: Circle of the Harvest
Druids of the Circle of the Harvest stand as the dichotomy of life and death. These druids understand that life and death is a continuous cycle, and that the end of one life means the beginning of another.
A harvest can symbolize life from the crops that are to be picked to provide for a community. At the same time, a harvest symbolizes death in that life must be taken in order to provide. Just as one is able to grow and feed from the bounty of the earth, so too does that life eventually return to it so that the earth may continue to grow.
Circle Spells
2nd-level Circle of the Harvest feature
Through the teachings of your circle, you have learned spells that continue the cycle of life and death. You gain additional spells when you reach certain levels in this class, as shown on the Circle of the Harvest Spells table.
Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
Circle of the Harvest Spells
Druid Level | Spell |
---|---|
2nd | goodberry, ray of sickness |
3rd | blindness/deafness, gentle repose |
5th | create food and water, vampiric touch |
7th | guardian of nature, shadow of moil |
9th | mass cure wounds, negative energy flood |
Harvest Scythe
2nd-level Circle of the Harvest feature
You bestow and take away life using a special weapon called a harvest scythe. As an action, you can touch any simple or martial melee weapon not made of metal, transforming it into a harvest scythe. The harvest scythe is a martial melee weapon you’re proficient in, which has the versatile property and deals 1d8 necrotic damage on a hit, or 1d10 necrotic damage when held in two hands. When you reduce a creature’s hit points to 0 with an attack from this weapon, you can choose another creature you can see within 30 feet of you (including yourself). That creature regains a number of hit points equal to half the damage dealt.
You can use this weapon as a spellcasting focus for your Circle Spells and any druid spell you know in the necromancy school. The scythe lasts until the end of your next long rest or until you use this feature again.
Extra Attack
6th-level Circle of the Harvest feature
You can attack twice, rather than once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Harvest Call
10th-level Circle of the Harvest feature
You call upon both the living and the dead to aid you. While you’re wielding your harvest scythe, you can expend one use of your Wild Shape to cast either the summon fey or summon undead spell, without expending a spell slot or material components, and without requiring concentration, rather than assuming a beast form. A spell cast in this way ends after 1 minute or if you use this feature again.
Bountiful Harvest
14th-level Circle of the Harvest feature
You reap what is sown. When you reduce a creature’s hit points to 0 with your harvest scythe, you can now choose two creatures within 30 feet of you to recover hit points.
Fighter: Homestead
The Homestead fighter is a homely warrior, one that fights to defend the people that they hold most dear. Those that join an adventuring party often do so because of the desire to protect their loved ones. A Homestead fighter is also always accompanied by a trusty companion, one that usually has grown up alongside them.
Folk heroes, city guards, and village militias are often archetypal Homestead fighters. You can look at the Homestead Origins table to see a suggested list of backgrounds and motivations for what they fight for.
Homely Companion
3rd-level Homestead feature
You’ve grown attached to a faithful creature known as a homely companion. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the homely companion stat block, which uses your proficiency bonus (PB) in several places. When you choose your companion, you choose its Creature Type, which determines certain traits in its stat block.
In combat, the companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.
If you use your Second Wind feature, the companion can regain hit points equal to 1d10 + your fighter level. If the companion is reduced to 0 hit points and not killed outright, it automatically becomes stable if it is within 60 feet of you. If the companion has died in the last hour, you can use an action and spend three Hit Dice to revive it, provided you are within 5 feet of it. The companion returns to life after 1 minute with all its hit points restored.
If your companion is dead when you finish a long rest, you can spend three Hit Dice to bring it back to life, drawing from your own life essence to revive it. You must choose the same Creature Type as when you first received the companion.
Trained From Young
3rd-level Homestead feature
As you travel with your companion, you train it in new skills and tricks. You can pick a combination of two traits, or actions or reactions of your choice listed under the Companion Tricks section below. Some abilities are only available to a certain Creature Type. When you reach 7th, 10th, and 15th level in this class, you can pick a new trait from the list. You can also replace an existing trait the companion has with a different one.
Some tricks require a saving throw. The Companion Trick DC equals 8 + your proficiency bonus + your Charisma modifier.
Homely Companion
Small Beast, Celestial, or Fey
- Armor Class 13 + PB (natural armour)
- Hit Points 5 + five times your fighter level (the companion has a number of Hit Dice [d10s] equal to your fighter level)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 15 (+2) 14 (+2) 8 (-1) 12 (+1) 10 (+0)
- Condition Immunities charmed (Celestial and Fey only)
- Senses darkvision 60ft., passive Perception 12
- Languages understands the languages you speak
- Challenge — Proficiency Bonus equals your bonus
Unbreakable Bond. You can add your proficiency bonus to any ability check or saving throw that the companion makes.
Keen Hearing and Smell (Beast Only). The companion has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Slam. Melee Weapon Attack: +3 + PB to hit, reach 5 ft., one target you can see. Hit: 1d4 + PB bludgeoning damage.
Expert Trainer
7th-level Homestead feature
You’ve honed skills of your own while being around your trusty companion. You gain proficiency in one of the following skills based on the Creature Type of the companion: Animal Handling for Beast, Religion for Celestial, and Deception for Fey. If you already have proficiency in this skill, you can choose another skill to be proficient in.
At 15th level in this class, you gain proficiency in another skill, depending on the Creature Type of the companion: Survival for Beast, Medicine for Celestial, and Performance for Fey.
Adrenaline Surge
10th-level Homestead feature
Your companion is able to keep pace with you. When you use your Action Surge feature, the companion also gains an extra action.
Trained Coordination
15th-level Homestead feature
You and your companion fight as one cohesive unit. You gain the following benefits:
- When an attacker that you can see hits your companion with an attack, you can call out a warning. If the companion can hear you, it can use its reaction to halve the attack's damage against it.
- When you use your Indomitable feature, you can also have the companion reroll its saving throw, if it also made one before as well.
Multiattack
18th-level Homestead feature
Your companion becomes more protective of you. When the companion takes the Attack action, it can attack twice instead of once.
Companion Tricks
Actions or Reactions
Your companion can adopt the following actions and reactions:
Deflect Attack. The companion uses its reaction to impose disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than itself.
Encouraging Presence. During combat, the companion can use an action to choose one creature it can see within 5 feet of it and give a d4. The creature can add this d4 to one ability check, attack roll, or saving throw it makes before the start of your next turn. A creature can only have one die from this action at a time. At 15th level in this class, the die becomes a d6.
Friendly Jump (Fey Only). The companion can use its action to teleport itself and one willing creature within 5 feet of it up to 15 feet to an unoccupied space you can see.
Guardian Friend. When the companion sees a creature within 5 feet of itself take damage from an attack, it can use its reaction to reduce the damage the creature takes by 1d10 + your fighter level + your Charisma modifier (to a minimum of 0 damage). The companion takes the same amount of damage, and the damage can’t be reduced in any way.
Halo Beam (Celestial Only). The companion can use its action to shoot a beam of concentrated light 5 feet wide and 30 feet long. Each creature in the line must succeed on a Dexterity saving throw or take 2d4 radiant damage. At 15th level in this class, a creature takes 3d4 radiant damage on a failed save.
Intimidating Glare. The companion can use an action to choose one creature it can see within 30 feet of itself to make on a Wisdom saving throw. The creature must also be able to see the companion. On a failed save, the creature is frightened of you and the companion until the start of your next turn. While frightened in this way, the creature can only use the Dash action to move as far away from you and the companion as possible.
Rally Cry. The companion uses an action to spur the morale of its allies. You choose a number of creatures within 30 feet of the companion that can hear it up to your Charisma modifier (minimum of one creature). The companion and the chosen creatures gain a number of temporary hit points equal to your proficiency bonus + your Charisma modifier.
Tag Team. If the companion is within 30 feet of a creature it can see, and the creature is hit by an attack roll, the companion can use its reaction to move up to its speed and make an attack roll against the same creature. At 15th level in this class, if the companion’s attack hits, you have advantage on your next weapon attack against the target.
Traits
Your companion can adopt the following traits:
Adorableness. While the companion is within 5 feet of you, you have advantage on Charisma (Performance) and Charisma (Persuasion) checks.
Alert (Beast Only). While the companion is within 30 feet of you and neither of you are incapacitated, both you and the companion can’t be surprised, and you have advantage on initiative rolls.
Dazzling Aura (Fey Only). Creatures of your choice within 10 feet of the companion have advantage on saving throws against being charmed. At 18th level in this class, the aura becomes 30 feet.
Fearless Attitude. The companion has advantage on saving throws against being frightened. At 15th level in this class, it becomes immune to becoming frightened.
Grappler (Beast Only). When the companion hits a creature with an attack, it can attempt to grapple the creature. At 15th level in this class, a creature grappled by the companion is also restrained.
Radiant Strikes (Celestial Only). The companion’s Slam attack deals radiant damage on a hit, instead of bludgeoning damage. At 15th level in this class, its Slam attack deals an extra 1d4 radiant damage on a hit.
Speedy. The companion's walking speed is now 35 feet.
Tough. The companion’s hit point maximum is now six times your fighter level.
Monk: Way of Stillness
Monks of the Way of Stillness hone their martial arts techniques through stances and techniques that involve staying still. By focusing their awareness in the current moment, these monks are able to stand their ground and become an unwavering figure in a fight. Outside of combat, these monks practise leisurely activities such as fishing, long walks, and reading, content to let the outside world busy itself.
Stance of Stillness
3rd-level Way of Stillness feature
Your natural composure allows you to see the moves of others more clearly. If you haven’t moved during your turn, you can use a bonus action to give yourself a speed of 0 until the end of the current turn. When you do, attack rolls against you have disadvantage, and you make Dexterity saving throws with advantage. As part of the same bonus action, you can spend 1 ki point to make an unarmed strike.
Paladin: Oath of Revelry
The Oath of Revelry seeks to uphold peace through joy and mirth. Those that join this oath know that maintaining peace in communities does not stop at mere protection of a city wall or border, but also through the held belief and morale that one can live and prosper inside them as well.
Paladins that are a part of this oath always look at the bright side of a situation, always ensuring those around them can draw strength from their relentless optimism.
Tenets of Revelry
A paladin who assumes the Oath of Revelry lifts the spirits of communities and keeps morale high among their comrades.
Spread Merriment. A victory that feels like defeat is no victory at all. You must ensure the people's joy.
Be in High Spirits. A cheerful gait and a well placed smile can heal the most weathered hearts.
Find the Bright Side. There is always a silver lining to draw strength from in any situation.
Oath Spells
3rd-level Oath of Revelry feature
You gain oath spells at the paladin levels listed in the Oath of Revelry table. See the Sacred Oath class feature for how oath spells work.
Oath of Revelry Spells
Paladin Level | Spell |
---|---|
3rd | charm person, Tasha's hideous laughter |
5th | enlarge/reduce, suggestion |
9th | haste, fly |
13th | freedom of movement, Mordenkainen's private sanctum |
17th | seeming, wall of light |
Channel Divinity
3rd-level Oath of Revelry feature
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Captivating Persona. As a bonus action, you can use your Channel Divinity to sway others towards you. For the next 10 minutes, whenever you make an ability check that uses Charisma, you can treat a d20 roll of a 9 or lower as a 10.
Revelrous Smite. As a bonus action, you can use your Channel Divinity to imbue your smites with joyful energy. For the next 1 minute, when you use your Divine Smite, the attack deals an extra 1d6 psychic damage and the creature must succeed on a Wisdom saving throw against your spell save DC or be charmed by you until the start of your next turn.
Aura of Excitement
7th-level Oath of Revelry feature
You emit an aura of merriment that has you constantly moving. You have advantage on Dexterity saving throws and on saving throws against falling prone, as do creatures of your choice within 10 feet of you, as long as you aren’t incapacitated.
When you reach 18th level in this class, the range of the aura increases to 30 feet.
Joyful Dance
15th-level Oath of Revelry feature
You convince others to join in celebration. You can cast Otto's irresistible dance without expending a spell slot. If the target is inside your Aura of Excitement, it has disadvantage on the saving throw against the spell.
You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Party Person
20th-level Oath of Revelry feature
You uplift everyone’s spirits and remind them of good times. As a bonus action, you gain the following benefits for 1 minute:
- As part of the same bonus action, and as a bonus action on your subsequent turns, you can use the Dash or Dodge action. Your walking speed also increases by 10 feet.
- When you or a creature of your choice inside your Aura of Excitement makes a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
- Your speed can’t be reduced in any way. You are also immune to being frightened, restrained, or paralyzed. If you are already affected by one of these conditions when you use this feature, the effect ends for you.
Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.
Ranger: Equinox
The Equinox is a ranger that is in tune with the changing of the seasons. This innate sense for keeping track of these seasonal shifts allows them to be more adaptable and aware of their surroundings. Such rangers are extremely versatile in that they can shift their hunting techniques to suit the time of day or the current season.
Seasonal Precipice
3rd-level Equinox feature
As a ranger that keeps track of the seasons, you are able to change your skillsets accordingly. Whenever you finish a long rest, you choose whether you want the Vernal or Autumnal version of each feature in this subclass.
Equinox Magic
3rd-level Equinox feature
You learn an additional spell when you reach certain levels in this class, as shown in the Equinox Spells table. You can choose from the Vernal or Autumnal list, and can change this list at the end of a long rest. When you change your spell list, you learn the spells from the new list and forget the spells from the previous list.
Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Equinox Spells
Ranger Level | ||
---|---|---|
3rd | bless | sleep |
5th | branding smite | moonbeam |
9th | create food and water | spirit guardians |
13th | find greater steed | death ward |
17th | dawn | control winds |
Rise and Set
3rd-level Equinox feature
You observe whether the days hold more or less sunlight as part of your combat preparations.
- Vernal. The first time you hit a creature with a weapon attack, you regain a number of hit points equal to your Wisdom modifier (minimum of 1 hit point). You also ignore disadvantage when making an attack roll against creatures in bright light, unless they are hidden from you.
- Autumnal. When you attack a creature that is in dim light or darkness, you can use a bonus action to make the attack roll with advantage instead of disadvantage. If the attack hits, the target takes an extra 1d6 damage of the weapon’s type. At 11th level in this class, this becomes a 1d8.
Equitorial Senses
7th-level Equinox feature
You can instinctually trace and locate the sun’s path and positioning in the sky, giving you superior tracking abilities.
- Vernal. You have advantage on ability checks that use Wisdom, and you gain a +5 bonus to your passive Perception score. In addition, you can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you, and dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
- Autumnal. You gain advantage on Wisdom saving throws, and opportunity attacks made against you are made with disadvantage. If you are hit by an opportunity attack, you gain a +2 bonus to AC until the end of your current turn. You also gain the ability to see in normal and magical darkness out to a range of 60 feet.
Shifting Seasons
7th-level Equinox feature
You can adapt to the minute changes each day brings. As an action, you can expend a spell slot of any level and spend 1 minute in silent meditation (as if you were concentrating on a spell). At the end of the duration, you can choose one of your features from this subclass and change it to its other version. If you choose your Equinox Magic feature and have an ongoing effect from a spell in the Equinox Spells table,
it lasts for the remainder of the duration (as normal) or
until dispelled.
Once you use this feature, you can't do so again until you finish a long rest.
Mirrored Horizon
11th-level Equinox feature
You adopt techniques that imitate the two equal halves of the equinox.
- Vernal. Once on your turn, when you take the Attack action and miss with a weapon attack, you can immediately use a bonus action to make another weapon attack with advantage. If you hit, you deal extra damage equal to your Wisdom modifier (minimum of 1 damage). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Autumnal. When you cast a spell with a range of touch and which only affects one creature or object, you can choose another creature or object you can see within 30 feet of the original target to be affected by the spell. If the spell requires concentration, the spell ends on you and the target if you lose concentration. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Spring and Autumn
15th-level Equinox feature
You draw further power from the changing of the seasons to protect yourself.
- Vernal. You regain a number of hit points equal to your Wisdom modifier (minimum of 1 hit point) at the start of each of your turns if you are touching a natural earthen surface (such as soil, grass, or rock). You don't gain this benefit if you have 0 hit points or if you have at least half of your hit points.
- Autumnal. When you take damage, you can use your reaction to teleport to an unoccupied space you can see within 30 feet of you. You also gain resistance to all damage, including the triggering instance of damage, until the end of your next turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Rogue: Jester
The Jester is a rogue that knows the value of distraction and trickery in getting a job done. These rogues excel at attracting attention through their humorous performances, and can also use their penchant for diversions in battle to land crucial hits of their own.
As a Jester, you would naturally make a living in the comedic arts. You can choose who exactly your clientele would be or roll in the Preferred Audience table.
Preferred Audience
d6 |
|
---|---|
1 | I travel with a performance troupe and have performed in many towns. Why should I limit my audience to just one location? |
2 | I currently perform in the local theatre, mainly as an opening act, but someday I'll headline a show! |
3 | I am charlatan. A charmer. Though my victims may call me a con-man. It's not an honest living, but it's a fun one! |
4 | I'm a satirical performer famous among academic circles and alternative thinkers. |
5 | I'm a private performer for a minor noble family. Their sensibilities may be somewhat dull but the pay sure isn't! |
6 | I'm a physical performer and a master of slapstick comedy. People always can't get enough of the bumbling fool. |
Bumbling Distraction
3rd-level Jester feature
You put on a show to divert attention away from others. As an action, you can begin a distracting performance (as if you’re concentrating on a spell). When you begin this performance, you choose a creature you can see within 30 feet of you that can also see you to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier). On a failed save, your allies can deal additional damage to the creature equal to half your Sneak Attack bonus when they hit it with a weapon attack; this extra damage can be dealt only once on each of their turns. The creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.
On your subsequent turns, while the effect persists, you can use an action to maintain the effect or to choose another creature you can see within 30 feet of you to succeed on the Wisdom saving throw. If you choose another creature, the effect ends for the first creature. The effect also ends if the creature can no longer see you or if you have a speed of 0.
Tools of the Fool
3rd-level Jester feature
You’ve honed tricks of the trade appropriate for your profession. You gain proficiency in one musical instrument and one language of your choice.
Rabble Rousing
9th-level Jester feature
Your performances attract even more attention. When you use your Bumbling Distraction, you can have a number of creatures under the ability’s effect up to your Charisma modifier (minimum of one creature). If you pick a new creature to make a saving throw when already at your maximum, the effect ends for the oldest creature.
Trickster's Sleight
13th-level Jester feature
Your nimble hands serve you well in fights. You can use the Disarm action as a bonus action. If you successfully disarm the item from the target, you can make a Dexterity (Sleight of Hand) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) to take the item if you have a free hand and you can reasonably carry the item. If the item taken is a weapon, you can make one weapon attack with it as part of the same bonus action.
Fool's Luck
17th-level Jester feature
You have a knack for turning gaffes into gains. When you or a creature you can see within 30 feet of you succeeds or fails on an ability check, attack roll, or saving throw, you can use your reaction to turn the result into its opposite.
Once you use this feature, you can’t do so again until you finish a long rest.
Sorcerer: Icy Soul
The origin of your magic comes from a being of frost. You may possess lineage from a frost giant, or have been a resident of the Far North. The source of your magic is strong enough that your body, and the spells you cast, are laced with frozen energy, as if it were a magical permafrost over your very being.
Ice Magic
1st-level Icy Soul feature
You learn additional spells when you reach certain levels in this class, as shown on the Ice Magic Spells 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.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or illusion spell from the sorcerer, warlock, or wizard spell list.
Ice Magic Spells
Sorcerer Level | Spell |
---|---|
1st | armour of Agathys, ice knife |
3rd | misty step, Snilloc’s snowball swarm |
5th | sleet storm, slow |
7th | greater invisibility, ice storm |
9th | cone of cold, control winds |
Freezing Spear
1st-level Icy Soul feature
You show a natural affinity toward cold magic. You learn the ray of frost cantrip, and it doesn’t count against the number of sorcerer cantrips you know. Whenever you cast the spell, you can modify it in one of the following ways:
- The range of the spell is doubled.
- On a hit, the creature’s speed is reduced by 15 feet.
You can modify this spell a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. At 2nd level in this class, you can choose to spend 1 sorcery point to modify the spell if you have no uses of this feature remaining.
Frozen Body
6th-level Icy Soul feature
Your innate magic lends you protection against the freezing elements. You gain resistance to cold damage.
In addition, you can use a bonus action to give yourself immunity to cold damage for 1 minute, but you also become vulnerable to fire damage for the same duration. You can end this effect early (no action required). You must finish a long rest before you can use this bonus action again, unless you spend 1 sorcery point to use it again.
Frozen Stasis
14th-level Icy Soul feature
Your magic is able to freeze things in place. When you cast a spell that deals cold damage and requires a saving throw, you can spend 2 sorcery points to modify the spell so that on a failed save, a creature is also restrained until the start of your next turn. You can spend the sorcery points after casting the spell, but before knowing the result.
Absolute Zero
18th-level Icy Soul feature
As an action, you direct your magical energy to freeze a target solid. Choose a creature you can see within 60 feet of you. It must succeed on a Constitution saving throw against your spell save DC or become petrified for 1 minute (as if you’re concentrating on a spell). While petrified in this way, the creature becomes frozen solid and is cold to the touch. It gains immunity to cold damage and becomes vulnerable to fire damage. At the end of the duration, if the creature is still petrified, it dies and breaks into shards of ice. A creature that dies in this way can only be brought back to life using a wish or true resurrection spell.
Once you use this feature, you can't use it again until you finish a long rest, unless you expend 6 sorcery points to use it again.
Warlock: Spiritual Guardian
You have entered a unique spiritual pact with your patron. Your patron oversees all the spirits that roam the various planes, whether still tied to their physical body or not. Your spiritual pact has directly tied your own soul to your patron, thus giving you access to a portion of its power. Your patron helps you grow your affinity with the spirit within you, as well as others that roam the various planes through a special talisman that is the source of your power.
Expanded Spell List
1st-level Spiritual Guardian feature
The Spiritual Guardian 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.
Spiritual Guardian Expanded Spells
Spell Level | Spells |
---|---|
1st | ceremony, sanctuary |
2nd | gentle repose, healing spirit |
3rd | revivify, spirit guardians |
4th | divination, death ward |
5th | commune, raise dead |
Soul Talisman
1st-level Spiritual Guardian feature
Your Spiritual Guardian has taught you to harness the power within your own spirit. You gain a special talisman made of your own spiritual energy. When you fail an ability check, you can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
If you lose the talisman, you can perform a 1 hour ceremony to receive a replacement from your Spiritual Guardian. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.
If you later gain the Pact of the Talisman feature, your Soul Talisman becomes the amulet given to you by your patron, and the d4 becomes a d6 when you reach 10th level in this class. In addition, once on each of your turns, you can expend one use of your Pact of the Talisman whenever you fail an attack roll or saving throw, but only if you are the wearer.
Ritual Communication
1st-level Spiritual Guardian feature
Your main method of communication with the spirits around you, as well as your Spiritual Guardian, is through embedded practices of intense song and dance. You gain proficiency in a musical instrument of your choice and the Performance skill, and you can use this musical instrument as a spellcasting focus for your warlock spells. In addition, you gain the ability to cast your warlock spells as a ritual if that spell has the ritual tag.
Sacrificial Offering
6th-level Spiritual Guardian feature
You can offer an earthly sacrifice to your patron in exchange for its blessings. Once before the end of your next long rest, you can perform a special ritual by offering your patron the carcass of a Beast with a CR of 1/2 or lower. You perform the ritual with a musical instrument you are proficient in over the course of 10 minutes. At the end of the ritual, roll on the Sacrificial Boon table for the ritual’s blessing. The wearer of your Soul Talisman gains one of the benefits shown below. Each benefit lasts until the end of your next long rest.
d6 | |
---|---|
1 | The wearer is immune to poison and disease, and has resistance to poison damage. |
2 | The wearer can choose to expend a use of your Soul Talisman to add a d4 to one ability check, attack roll, or saving throw it makes; it can do so only once on each of its turns. |
3 | The wearer gains proficiency in one skill it isn’t proficient in. The wearer also gains expertise in a skill it is proficient in, which means its proficiency bonus is doubled for any ability check it makes with the skill. The skill the wearer chooses must be one that isn't already benefiting from a feature, such as Expertise, that doubles its proficiency bonus. |
4 | The first time a creature hits the wearer with an attack on its turn, it must succeed on a Constitution saving throw against your spell save DC or take radiant damage equal to your warlock level. |
5 | The wearer gains blindsight out to a range of 10 feet. |
6 | The wearer and its allies within 10 feet of it have advantage on saving throws against being charmed or frightened. |
Talisman of Protection
10th-level Spiritual Guardian feature
You can confer the protection of the spirits onto others. When another creature wears your talisman, you can use an action to cast the warding bond spell without expending a spell slot or material components. You and the wearer of your talisman are warded by the spell. The spell ends early if you are more than 60 feet apart, as normal, or if the wearer takes off the talisman.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Patron Possession
14th-level Spiritual Guardian feature
Your direct spiritual connection with your patron allows it to possess you when you request its intervention. As an action, the wearer of your Soul Talisman gains all the benefits listed in the Sacrificial Boon table for 1 minute.
You also gain the following benefits for the same duration:
- The wearer of your talisman can use your Soul Talisman feature an unlimited number of times without expending any uses of the feature, but only once on each of its turns.
- You are immune to bludgeoning, piercing, and slashing damage from nonmagical attacks.
- If a creature within 30 feet of you makes an attack roll against you with advantage, it loses that advantage.
- You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.
Once you use this feature, you can’t use it again until you finish a long rest.
Wizard: Potion Master
The Potion Master specialises in making various magical concoctions infused with their spells. This arcane tradition requires a wizard to be adept both at spellcasting and alchemy.
Alchemical Savant
2nd-level Potion Master feature
You have an innate understanding of alchemical concepts. The gold and time you must spend to create a potion is halved.
You also gain proficiency in alchemist’s supplies and the herbalism kit.
Potion Craft
2nd-level Potion Master feature
You’ve mastered basic alchemical formulas. When you finish a long rest, you can use alchemist’s supplies or a herbalism kit, touching an empty flask to create a potion of healing. You can create a number of these potions up to your proficiency bonus. A potion made in this way loses its potency at the end of your next long rest. When you reach 10th level in this class, you can expend two uses of this feature to create a potion of greater healing.
Formulaic Notes
6th-level Potion Master feature
You take meticulous notes on the processes of creating potions. You can write down the steps needed to make a potion you have seen and ingested before into your spellbook. Copying down the steps required to make a potion requires
2 × the normal amount of gold and time for its respective rarity. Once you have written down the steps, creating that potion takes up a quarter of the gold and time required, rather than half.
In addition, when you craft a potion that emulates the effects of a spell (such as a potion of mind reading), you can have it use your spell save DC.
Magical Infusions
10th-level Potion Master feature
You’re able to infuse the potions you make with your own magic. You can cast a wizard spell of 4th-level or lower that has a range of self into a potion of healing you have made with your Potion Craft feature. When you do, a creature that drinks the potion also activates the spell. The spell uses your spell attack bonus and save DC, and the spell treats the creature who drank the potion as the caster for all other purposes.
Alchemical Mastery
14th-level Potion Master feature
Your experimentation with all sorts of potions have made you resistant to its detrimental effects. You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.
In addition, when a creature drinks a potion of healing that you created, it can treat a 1 rolled when regaining hit points as a 2.
Creating Potions and Magic Items
You can find rules on crafting magic items in
page 128 of Xanathar's Guide to Everything. Consumables like potions and scrolls take half the gold and time required to craft compared to normal magic items. Therefore, when you use the Alchmeical Savant feature, the gold and time spent is halved again.Potions of healing follow different crafting gold and time costs compared to other consumables. The table for creating a potion of healing can be found in page 130 of Xanathar's Guide to Everything. So when making potions of healing, or inscribing steps for it into your spellbook using Formulaic Notes, the gold and time cost is taken from this table instead.
Ring in the
Autumn
Season
Made by /u/Stuffies_12 (#Stuffies12#7807). Created in GM Binder.
People begin the last crop harvests and nature prepares to slumber as summer turns into autumn. For some it's a period of melancholy and reflection, for others it's a chance to celebrate and hold festivities after another bountiful harvest. As the leaves turn orange and animals begin to hibernate, the cycle of life and death becomes readily apparent.
Survivalist - Path of the Elements
College of Sorrows - Dream Domain
Circle of the Harvest - Homestead
Way of Stillness - Oath of Revelry
Equinox - Jester - Icy Soul
Spiritual Guardian - Potion Master
Art Credits
-
Front cover - Kami of Transience by Steve Prescott.
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Artificer - Hardy Outlander by Kim Sokol
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Barbarian - Koth of the Hammer by Eric Deschamps
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Cleric - Touch the Spirit Realm by Marta Nael
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Druid - Scrounged Scythe by Jason Felix
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Fighter - Charging Doggo by Manuel Castañón
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Paladin - Join the Dance by Raoul Vitale
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Ranger - Blessing of Frost by Mila Pesic and Verge Rangers by Livia Prima
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Rogue - It Never Happened by Tony Foti
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Sorcerer - Ice by Dan Scott
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Warlock - Giant's Amulet by Jospeh Meehan and Jace's Ruse by Clint Cearley
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Wizard - Era of Innovation by Jason Rainville.
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Background splotches by Jared Ondricek
Notes and Disclaimer
The Autumn Equinox is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Special thanks to The Parma Club, APST, and Barstruck's TTRPG discord servers for their feedback and support.
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