Subclass Options
This section introduces new options for the artificer, cleric, and monk when selecting a subclass. These new options are shown in the Subclass Options table.
Subclass Options
Class | Subclass |
---|---|
Artificer | Miner |
Cleric | Fertility Domain |
Monk | Way of the Flying Kick |
Artificer: Miner
The Miner is an artificer that excels at tunneling and excavation using a custom-made pick, and can also sense fine vibrations in the ground.
Tools of the Trade
3rd-level Miner feature
You gain proficiency with mason’s tools. If you already have this tool proficiency, you gain proficiency with one another type of artisan’s tools of your choice.
Miner Spells
3rd-level Miner feature
You always have certain spells prepared after you reach particular levels in this class, as shown in the Miner Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Miner Spells
Artificer Level | Spell |
---|---|
3rd | earth tremor, thunderous smite |
5th | darkness, Maximilian's earthen grasp |
9th | erupting earth, meld into stone |
13th | death ward, locate creature |
17th | hold monster, passwall |
Multipurpose Pickaxe
3rd-level Miner feature
You never leave for a job without your trusty pick. You gain a special magic item called the multipurpose pickaxe, which you are immediately attuned to. The pick is both a set of mason’s tools and a martial melee weapon which you are proficient in. It deals 1d8 piercing damage on a hit, or 1d10 piercing damage if held in two hands. While holding the pick, you gain the following benefits:
- You gain a burrow speed equal to half your movement speed. When using this speed, you leave minor disturbances on the surface above.
- You can use the pick as a spellcasting focus for your artificer spells. You can also cast the mold earth cantrip, which counts as an artificer spell for you and doesn’t count against the number of artificer cantrips you know.
- When you attack a grounded creature with the pick, you can force it to succeed on a Dexterity saving throw against your spell save DC or have it be restrained, as you partially bury its body beneath the ground. The creature, or another individual within 5 feet of it, can use an action to make a Strength (Athletics) check against your spell save DC to try and pull out the stuck creature.
At the end of a long rest, you can create a new multipurpose pickaxe by touching a miner’s pick or a war pick. If you already have a multipurpose pick from this feature, the first one immediately becomes a normal pick. The pick also turns back into a normal item when you die.
Extra Attack
5th-level Miner feature
You can attack twice, rather than once, whenever you take the Attack action on your turn.
Rumbling Tremors
9th-level Miner feature
You can sense disturbances through the ground. You gain tremorsense out to a range of 30 feet.
In addition, you gain the following benefits while burrowing:
- If you cast a spell that requires you to choose a creature you can see within range, you don’t need to see the creature as long as it is standing on the surface you are under. You can also cast a spell that requires you to choose a point, as long as the point is no higher than 5 feet above the surface you are under. The target of the spell must be within range of your tremorsense when casting in this way.
- If you make a weapon attack with the multipurpose pick, you have advantage on the attack roll. On a hit, the creature has disadvantage on its Dexterity saving throw against being restrained.
Tunneling Excavator
15th-level Miner feature
You are a machine when tunneling underground. You gain the following benefits while holding the multipurpose pick:
- You can cast the wall of stone and move earth spells without expending a spell slot, without preparing the spell, and without material components, provided you use the pick 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 use your burrow speed, you can move through solid rock as if it were difficult terrain. You can also choose to leave a tunnel in your wake that is wide enough for you to comfortably move about. This tunnel collapses after 1 minute, unless it is held up by adequate supporting structures.
Cleric: Fertility Domain
The creation of new life has always been held sacred — an auspicious event for budding families — and with it communities have devised numerous rituals and interwoven meanings into its act. Such is the treasured act of birthing a new soul into the world.
Clerics of this domain uphold the revered traditions of this joint communion and teach others to cherish their partners, protect their offspring, and uphold the values of family. Examples of deities in this domain can be seen in the Fertility Deities table.
Fertility Deities
Example Deity | Pantheon |
---|---|
Isis | Egyptian |
Lanthander | Forgotten Realms |
Sif | Norse |
Yondalla | Halfling |
Domain Spells
1st-level Fertility Domain feature
You gain domain spells at the cleric levels listed in the Fertility Domain Spells table. See the Divine Domain class feature for how domain spells work.
Fertility Domain Spells
Cleric Level | Spell |
---|---|
1st | ceremony, shield of faith |
3rd | aid, prayer of healing |
5th | create food and water, Leomund’s tiny hut |
7th | aura of life, guardian of nature |
9th | dawn, mass cure wounds |
Sanctity of Life
1st-level Fertility Domain feature
You uphold and protect the dignity of all life. As an action, you can choose a number of creatures within 30 feet of you up to your Wisdom modifier (minimum of one creature) and give it resistance to necrotic damage and poison damage for 1 hour.
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.
Channel Divinity: Fortuitous Stamina
2nd-level Fertility Domain feature
You can use your Channel Divinity to enhance a creature’s vitality. As an action, you can choose a creature you can see within 30 feet of you. That creature gains a +2 bonus to AC and advantage on Constitution saving throws for 1 minute, or until you use this feature on it again.
Home Nest
6th-level Fertility Domain feature
You can create a temporary shelter that acts as a safe respite. Whenever you cast Leomund’s tiny hut, you and your occupants can gain the following benefits while inside the spell’s area:
- When a creature rolls Hit Dice to regain hit points, it can forgo rolling and take the highest number.
- A creature gains 1d6 + your Wisdom modifier temporary hit points which last until the end of its next long rest.
- A creature that is suffering from a disease is cured of it, and a creature that is poisoned is no longer poisoned.
Potent Spellcasting
8th-level Fertility Domain feature
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
Pure Restoration
17th-level Fertility Domain feature
You ensure to protect all life so they may thrive. When you use your Sanctity of Life feature, each chosen creature is now immune to necrotic damage and poison damage.
In addition, you add the power word heal spell to your spell list, and the spell counts as a cleric spell for you. You can also cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest. When you cast in this way, you are unable to use any features from this subclass until you finish a long rest, and any ongoing effects from this subclass immediately end.
Monk: Way of the Flying Kick
Monks that follow the Way of the Flying Kick harness their legs to make powerful unarmed strikes, as well as launch themselves into superhuman leaps. Those that learn from this tradition often emulate the forms of animals such as rabbits, grasshoppers, frogs, and cranes.
Leaping Kick
3rd-level Way of the Flying Kick feature
You learn to leap long distances and make deadly strikes with your kicks. As a bonus action, you can spend 1 ki point to make a long jump or high jump, covering a distance up to twice the extra movement speed gained by your Unarmoured Movement. You can’t jump in this way if you are wearing armour or wielding a shield, or if you have a speed of 0.
As part of the same bonus action, if you jump towards a creature, you can make an unarmed attack against it, applying the following effects based on the type of jump you made.
Lunging Kick. After you make a long jump, make an unarmed strike. On a hit, the creature must succeed on a Strength saving saving throw against your ki save DC (with advantage if the creature is at least one size larger) or be pushed back 10 feet and drop its held item. If the target is holding multiple items, it chooses which item to drop.
Axe Kick. At the apex of your high jump, make an unarmed strike. On a hit, the creature must succeed on a Strength saving saving throw against your ki save DC or fall prone. If the target takes damage as a result of falling, the damage taken is doubled.
At 11th level in this class, you deal damage equal to two of your Martial Arts dice when you hit a creature with an attack using this feature.
Happy Feet
6th-level Way of the Flying Kick feature
You make sure to keep light on your toes. When you make a Dexterity saving throw, or a saving throw to avoid falling prone, you can spend 1 ki point and roll a Martial Arts die, adding the number rolled to your saving throw. You can do this after rolling the d20, but before knowing the result. You can’t use this feature if you are prone or have a speed of 0.
Untethered Stride
11th-level Way of the Flying Kick feature
Your movement is without restrictions. You can cast the freedom of movement spell without expending a spell slot or material components. When you cast in this way, the spell lasts for 1 minute and you can only target yourself.
Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 4 ki points to use it again.
Mega Kick
17th-level Way of the Flying Kick feature
Your jump kicks have become more deadly. When you make an attack using your Leaping Kick feature, the attack now scores a critical hit on a roll of a 19 or 20. You can also spend an additional ki point (for a total of 2 ki points) to add the following effects:
Lunging Kick. On a failed save, the target is now pushed back a number of feet equal to the distance covered by the long jump you made prior to the attack (minimum of 10 feet). It also drops all held items and falls prone.
Axe Kick. If the target takes falling damage as a result of this attack, you roll your Martial Arts die when determining damage, rather than a 1d6. A creature that fails its saving throw against this attack also becomes incapacitated until the start of your next turn.
Feats
This section presents new feats for groups that use them.
Bestial Ancestry
You carry with you a bestial element. Though too far back in your lineage to fully manifest, you still inherit some of its attributes, gaining the following benefits:
- You gain darkvision out to a range of 60 feet. If you already have darkvision from another source, it increases by 60 feet.
- You gain proficiency in the Wisdom (Perception) skill. Additionally, choose from one of the following senses: Hearing, Sight, or Smell. You have advantage on Wisdom (Perception) checks that rely on that sense.
- As a bonus action, you can hone in on your inner animal. When you do, your speed increases by 10 feet and you gain 1d6 temporary hit points for 1 minute. Once you use this bonus action, you can’t do so again until you finish a short or long rest.
Bun-Bun Charm
Prerequisite: Harengon
You unashamedly lean into your adorable looks, and people love you for it. You gain the following benefits:
- Increase your Charisma by 1, to a maximum of 20.
- Whenever you make a Charisma (Persuasion) or Charisma (Performance) check, you can treat a roll of 7 or lower on the d20 as an 8.
- When a creature you can see within 5 feet of you makes a Charisma (Persuasion) or Charisma (Performance) check, you can use your reaction to roll a d4 and add the number rolled to the check. You can do this after seeing the d20, but before knowing the result. You can’t use this reaction if the target of the check can’t see you.
Fluffy Feet
Prerequisites: Harengon
Your feet hold innate luck and power, and granting you the following benefits:
- Hopping Kick. Your hops are extra powerful and pack a mean punch… kick. When you use your Rabbit Hop trait and move towards a creature, you can make an unarmed strike against it. You use your Dexterity modifier for this attack, which deals 1d4 + your Dexterity modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike. On a hit, you also push the target back 5 feet.
- Lucky Rabbit’s Foot. You're able to pull good fortune out of thin air. When you make an ability check, attack roll, or saving throw with disadvantage, you can use your reaction to roll with advantage instead of disadvantage. Once you use this reaction, you can’t do so again until you finish a short or long rest.
Lunar Touched
Your exposure to the latent magic of the moon has changed you, granting you the following benefits:
- Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
- You learn the moonbeam spell and one 1st-level spell of your choice. The 1st-level spell must be from the enchantment or illusion school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
Wildspace Ancestry
You carry with you a spark of the Astral Plane thanks to your lineage. You gain the following benefits:
- You don’t require air.
- Whenever you finish a long rest, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, selected from the Player's Handbook, as you momentarily project your consciousness into the Astral Plane. These proficiencies last until the end of your next long rest.
- As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Magical Miscellany
This section presents new spells and magic items for players to use.
Magic Items
Boots of Fleeing
Wondrous Item, Uncommon (Requires Attunement)
While wearing these boots, you gain a +5 bonus to your initiative roll. During the first round of combat, your movement speed increases by 10 feet and you gain a +2 bonus to your AC and Dexterity saving throws. However, you can’t attack or cast spells on hostile creatures, and you can’t willingly move towards hostile creatures.
Lucky Packet
Wondrous Item, Varies
This small red envelope is adorned with gold flourishes. If you open the envelope, it loses its magical properties and turns into a mundane item. If you give the envelope to a willing creature and they open it, the envelope will contain an amount of gold depending on its rarity, and it will then lose all its magical properties. The amount of gold is equal to the asking price of the envelope’s rarity, as shown in the Magic Item Price table (pg. 126 of Xanathar’s Guide to Everything).
Moon Phase Necklace
Wondrous Item, Rare (Requires Attunement)
This necklace sports the shape of a moon and has a mechanism to show the moon’s different lunar phases. Each phase has a different effect, and changing the moon’s phase requires an action.
Full Moon. As a bonus action, you can speak the necklace’s command word and emanate bright light in a 10-foot radius and dim light for an additional 10 feet. Any illusions inside the bright light are instantly dispelled. In addition, creatures your choice inside the light have advantage on saving throws to avoid or end the charmed or frightened condition. You can end the light as a bonus action.
Half Moon. When a creature you can see within 30 feet of you is about to make an ability check, attack roll, or saving throw with advantage or disadvantage, you can use your reaction to nullify that instance of advantage or disadvantage.
Crescent Moon. When you are brought down to 0 points but not killed outright, you can choose to drop to 1 hit point instead. Once you use this property, you can’t do so again until the next dusk. In addition, you gain advantage on death saving throws.
New Moon. You can speak the necklace’s command word and cast greater invisibility on yourself. Once you cast the spell with this property, you can’t do so again until the next dusk.
Spells
Extradimensional Pocket
3rd-level conjuration
- Casting Time: 1 minute
- Range: Touch
- Components: V, S
- Duration: 1 hour
You touch a bag, chest, pouch, or another similar item, of a size of Small or smaller, that can act as a container. You magically transform the item’s interior to be much larger than its exterior would suggest. The item can now carry up to 100 times its original carrying capacity, although its weight will always be no more than half its original carrying capacity. For example, a backpack that can carry 30 pounds will always weigh 15 pounds while this spell is active.
A creature wishing to retrieve an object from inside the affected item only requires to think of it and the requested object will appear at the top of the container. Inserting other objects into the container is still limited by the container’s external openings. A creature that enters this space will be unable to see anything whilst inside, and will begin to suffocate after 1 minute.
At the end of the spell’s duration, if the container contains more objects than what it could feasibly carry, all of its contents spill out and the container is destroyed. The spell ends if the container is overloaded, or is damaged in such a way that its contents would spill out (such as creating a torn hole in a backpack).
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, you can choose a Medium or smaller object. When you cast it using a 5th- or 6th-level spell slot, you can choose a Large or smaller object. When you cast this spell using a 7th- or 8th-level spell slot, you can choose a Huge or smaller object. When you cast this spell using a spell slot of 9th level, you can choose a Gargantuan or smaller object.
Classes: Sorcerer, Warlock, Wizard
Firecracker
3rd-level evocation
- Casting Time: 1 reaction, which you take when a creature first moves within 5 feet of you.
- Range: Self (5-foot radius)
- Components: V, S, M (a pinch of gunpowder and red wrapping paper)
- Duration: Instantaneous
You let loose a burst of brightly lit sparks that can momentarily confuse others. The triggering creature must succeed on a Wisdom saving throw or fall prone and immediately end its turn. The creature automatically succeeds on its saving throw if it is blinded or can’t otherwise see the sparks.
Classes: Artificer, Bard
Happy Lunar
New Year!
Made by /u/Stuffies_12 (#Stuffies12#7807). Created in GM Binder.
Add some prosperity into your sessions with this small collection themed around the Year of the Rabbit. 恭喜發財!
Front Cover - Moon Rabbit by Maria Ovcharenko
Page 1 Art - Miner by Aly Fell
Page 2 Art - Dwarf miner by Fabian Klejewski
Page 3 Art - Faerie Guidemother by Mila Pesic
Page 4 Art - Riverwheel Aerialists by Jack Wang
Page 5 Art - Harengon by Shawn Wood from Wild Beyond The Witchlight
Back Cover - Chinese new year by Yun-Zhen HO
Notes and Disclaimer
The Lunar Rabbit Collection 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 exoduspie, Inkayaku, and Juan Bot for their feedback and support.
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