Forgotten Paths: A 5e Homebrew Document

by SpaceWestern

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Forgotten Paths

Contents

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Character Options

Channeler

A lone figure walks through a dark cavern, the sounds of their footsteps echoing countless times. Creatures that have never known the sky begin to close in, believing they have found an easy meal, but their confidence turns to confusion and terror as the figure waves a hand and several bright lights come into existence around them. Brilliant rays begin to connect each light, and the shrieks and cries of the beasts resonate within the earth as the very stars themselves fill the tunnel.

A human sits beside a glittering waterfall. Yet, rather than gazing out at the wondrous landscape that sprawls before them, their eyes are closed and their brow is furrowed in deep though. As they contemplate what it is that causes their emotions and reactions, the world around them begins to change ever so slightly.

An elf walks through the forest as spirits of the earth dance around them. They smile, knowing that the reason the spirits are so mirthful is because of their actions. As they start to think back to the blight they had chased from the land not a day prior, their thoughts are interrupted by hands beckoning them to join in the celebration.

A gnome sits at a worn oaken desk, tinkering away at yet another creation as the spirits of their past works look on in awe. A dwarf enters the shop and shows the gnome a broken hammer, and the gnome smiles as they see that a very old and content spirit sits atop the hammer's hilt. The gnomes takes the tool and sits down at their desk once again, and the spirit gently stands up and begins to aid the gnome in repairing the well-loved tool.

These people are all channelers, messengers of the divine as they choose to see it. Performing miracles much like a cleric or paladin would, they draw on the power granted to smaller spirits or concepts by the faith of themselves and others rather than a singular deity or oath.

Nature of the Divine

While people often consider the divine to be the sole product of the gods, there are others that believe a similar level of power is held by other sources. Religions in some regions may worship the spirits of the dead or spirits of the land, while in others they may simply revere the mortal self. Some such regions even claim that their beliefs were the progenitor of certain early channelers.

Creating a Channeler

As you create your channeler, keep in mind how your character's beliefs may affect the way they interpret their surroundings. Do they treat nature with great respect, believing that even the smallest insect holds as much power as they do? Do they feel the need to protect other mortals who have yet to discover the power they hold within themselves? Or do they believe that the many forms of art are like a god in their own right, able to create something completely new and unique from seemingly innocuous components?

Quick Build

You can make a channeler quickly by following these suggestions. First, make Charisma your highest ability score, followed by Dexterity or Constitution. Second, choose the acolyte background.

Channeler Multiclassing

Should you wish to multiclass with a channeler, the prerequisites and proficiencies gained are listed below.

Channeler Multiclass Prerequisites

Ability Score Minimum: Charisma 13

Channeler Multiclassing Proficiencies

Proficiencies Gained: One of Animal Handling, History, Insight, Medicine, Nature, Perception, Persuasion, and Religion

Channeler Multiclassing With Warlock

If multiclassing a Channeler with Warlock levels, add your levels from the two classes together and consult either the Channeler or Warlock progression table for total Spell Slots and Spell Slot Level. The resulting spell slots you have count as both Pact Magic spell slots and Conduit Magic spell slots for any feature that asks you to expend either of the two.

The Channeler
Level Proficiency Bonus Features Cantrips Known Spells Slots Slot Level
1st +2 Conduit Magic, Spiritual Conduit, Spiritual Assault 2 1 1st
2nd +2 Channel Divinity, Spiritual Belief 2 2 1st
3rd +2 2 2 2nd
4th +2 Ability Score Improvement 3 2 2nd
5th +3 Spiritual Assault Improvement 3 2 3rd
6th +3 Channel Divinity (2/rest), Spiritual Belief feature 3 2 3rd
7th +3 3 2 4th
8th +3 Ability Score Improvement 3 2 4th
9th +4 3 2 5th
10th +4 Quickened Preparations 4 2 5th
11th +4 Sacred Miracle (6th level), Spiritual Assault Improvement 4 3 5th
12th +4 Ability Score Improvement 4 3 5th
13th +5 Sacred Miracle (7th level) 4 3 5th
14th +5 Spiritual Belief feature 4 3 5th
15th +5 Sacred Miracle (8th level) 4 3 5th
16th +5 Ability Score Improvement 4 3 5th
17th +6 Sacred Miracle (9th level), Spiritual Assault Improvement 4 4 5th
18th +6 Providence 4 4 5th
19th +6 Ability Score Improvement 4 4 5th
20th +6 Spiritual Belief feature 4 4 5th

Class Features

As a Channeler, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None
  • Saving Throws: Wisdom and Charisma
  • Skills: Choose three from Animal Handling, History, Insight, Medicine, Nature, Perception, Persuasion, and Religion

Equipment

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

  • (a) a quarterstaff or (b) a simple weapon
  • (a) an arcane focus, (b) a druidic focus, (c) a holy symbol, or (d) a trinket or bauble of personal significance to your character
  • (a) a priest's pack or (b) an explorer's pack
  • Leather armor

Alternatively, you may start with 3d4 x 10 gp to buy your own equipment.

Conduit Magic

Your connection to the spirits allows you to curry brief favors from them to cast spells. See the end of this document for the channeler spell list.

Cantrips

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

Preparing and Casting Spells

The Channeler table shows how many spell slots you have to cast your channeler spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your channeler spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

You prepare the list of channeler spells that are available for you to cast, choosing from the channeler spell list. When you do so, choose a number of channeler spells equal to your Charisma modifier + your channeler level (minimum of one spell). The spells must be of a level less than or equal to the level of your Conduit Magic spell slots, which can be found in the Slot Level column of the Channeler table.

For example, if you are a 3rd-level channeler, you have two 2nd-level spell slots. With a Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell bane and choose to cast it, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spellcasting Ability

Charisma is your spellcasting ability for your channeler spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a channeler spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +
your Charisma modifier

Spell attack modifier = your proficiency bonus +
your Charisma modifier

Ritual Casting

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

Spellcasting Focus

You can use your Spiritual Conduit as a spellcasting focus for your channeler spells.

Channelers and Enhanced Focuses

Channelers can attune to an Amulet of the Devout, much like clerics or paladins, though if they are having one made they will generally get a pattern or other symbol that represents their beliefs engraved on it, rather than the symbol of a particular deity.


Spiritual Conduit

At 1st level, you possess an object known as a Spiritual Conduit that you use as a tool to help guide and shape your abilities. Your conduit can be any arcane or druidic focus or a holy symbol, and you can use your spiritual conduit as a spellcasting focus for your channeler spells. Your DM may allow other items to be used as a conduit, generally mundane items that are of personal significance to your character, like a deck of cards used for your divinations or a vial of purified water from an ancient spring you’ve visited.

You can use your Conduit as a spellcasting focus for your Channeler spells.

You can transform one item (that would be a valid choice for your spiritual conduit) into your spiritual conduit by performing a special ritual while you hold the item. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can affect a magic item in this way, but you can't affect an artifact or a sentient item. The item ceases being your spiritual conduit if you die, if you perform the 1-hour ritual on a different item, or if you use a 1-hour ritual to break your bond to it.

Spiritual Assault

At 1st level, you can invoke the power of nearby spirits to lash out at your foes. As an action while holding your spiritual conduit, make a ranged spell attack against the target within 30 feet of you. On a hit, the target takes 1d6 bludgeoning, piercing, or slashing damage (you choose the damage type each time you cast the spell). Additionally, spirits linger around the target and distract it, making it easier to hit and granting advantage on the next attack roll made against the target before the start of your next turn.

This feature gains additional benefits when you reach 5th, 11th, and 17th level in this class. You can change any of the selections you have made for these improvements whenever you gain a level in this class.

Spiritual Belief

At 2nd level, choose a spiritual belief, which depicts your relationship with the divine. Your belief choice grants you features at 2nd level and then again at 6th, 14th, and 20th level.

Belief Spells

Each belief has a list of spells—its belief spells—that you gain at the channeler levels noted in the belief's description. Once you gain a belief spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

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

Channel Divinity

At 2nd level, you gain the ability to channel divine energy from local spirits, using that energy to fuel magical effects. You start with two such effects: Pandemonium and an effect determined by your belief. Some beliefs grant you additional effects as you advance in levels, as noted in the belief's description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your channeler spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests. When you finish a short or long rest, you regain all expended uses of this feature.

Channel Divinity: Pandemonium:

At 2nd level, you've gained the ability to use your Channel Divinity to call upon the full might of surrounding spirits. As an action, you raise your spiritual conduit and force each creature of your choice within 30 feet of you to make a Wisdom saving throw. On a failure, the target is subjected to the effects and damage of your Spiritual Assault feature, as though you had hit the creature with the attack. On a success, the target takes half damage and suffers no other effects.

Spiritual Assault Improvement

At 5th level, the damage dealt by your Spiritual Assault feature increases to 2d6 and you gain one of the following options of your choice:

Spirits of Entropy. You can choose fire or cold damage when choosing the type of damage dealt by your Spiritual Assault feature.
Spirits of Vitriol. You can choose acid or poison damage when choosing the type of damage dealt by your Spiritual Assault feature.
Spirits of Storm. You can choose lightning or thunder damage when choosing the type of damage dealt by your Spiritual Assault feature.

Quickened Preparations

At 10th level, your communion with spirits grows stronger, allowing you can change your list of prepared spells when you finish a short rest.

Additionally, when you cast any of your channeler spells as a ritual, it only takes 1 minute longer to cast, instead of 10 minutes longer.

Sacred Miracle

At 11th level, you are able to invoke the powers of spirits around you to perform acts called miracles. Your miracle is a special spell slot that acts similarly to a 6th-level spell slot. Whenever you prepare spells, choose one spell from the Channeler spell list of 6th level or lower; you can expend your miracle to cast the spell you had prepared as a 6th level spell. You regain your expended miracles at the end of a long rest.

At higher levels, you gain additional miracles that function as higher level spell slots: one miracle that functions as a 7th-level spell slot at 13th level, one miracle that functions as a 8th-level spell slot at 15th level, and one miracle that functions as a 9th-level spell slot at 17th level. You prepare a spell for each of your miracles individually, choosing from spells on the Channeler spell list of each miracle’s spell slot level or lower.

Spiritual Assault Improvement

At 11th level, the damage dealt by your Spiritual Assault feature increases to 3d6 and you gain one of the following options of your choice:

Spirits of Misfortune. Instead of granting advantage to the next attack made against the target when you hit a target with your Spiritual Assault feature, you can choose to grant the target disadvantage on all attack rolls until the start of your next turn.
Spirits of Malevolence. Instead of granting advantage to the next attack made against the target when you hit a target with your Spiritual Assault feature, you can choose to grant the target disadvantage on the next saving throw it makes before the start of your next turn.
Spirits of Stagnation. Instead of granting advantage to the next attack made against the target when you hit a target with your Spiritual Assault feature, you can choose to reduce the target’s speed by half and prevent it from taking reactions until the start of your next turn.

Spiritual Assault Improvement

At 17th level, the damage dealt by this feature increases to 4d6 and you gain one of the following options of your choice:

Spirits of Decay. The target takes 1d6 damage at the start of its turns for the next 4 turns.
Spirits of Mortality. The target can’t regain hit points until the start of your next turn.
Spirits of Oblivion. The damage dealt by this feature increases to 6d6.

Providence

At 18th level, spirits flock to you in droves when you rest. You regain use your 6th- and 7th-level Sacred Miracles at the end of a short rest as well as at the end of a long rest.

Spiritual Beliefs

For channelers, their power and magical prowess comes from where they believe spirits to reside, a concept that is aptly referred to as their Spiritual Belief. Due to the somewhat loose nature of this concept, even two channelers that follow the same belief may have differing ideas of how to best guide themselves. However strange it may sound though, it cannot be argued that they wield great power through these concepts.

Artisan Belief

Named after the profession of those that frequently follow it, the Artisan Belief is a collection of channelers that are able to commune with the spirits that reside in constructed objects. Through the process of creation, it is believed that a passionate craftsman will imbue their product with a fragment of their spirit. While these spirits are imperceptible to most, those that are attuned to them are able to understand them and the care given to the objects they reside in. The more passion granted to an object in its creation, and the better its treatment over time, the more potent its spirit will become. For a channeler of the Artisan Belief, the aid of these spirits can be used to construct miracles, much like how the spirits themselves were once constructed.

Artisan Belief Spells
Channeler Level Spells
2nd Catapult, Grease
3rd Knock, Pyrotechnics
5th Haste, Leomund's Tiny Hut
7th Fabricate, Otiluke's Resilient Sphere
9th Animate Objects, Creation

Bonus Proficiencies

2nd-level Artisan Belief feature
You gain proficiency with medium armor and shields.

Divine Tools

2nd-level Artisan Belief feature
When you select this subclass at 2nd level, choose one type of artisan’s tools. You gain proficiency in those tools, and your proficiency bonus is doubled for any check you make that uses those tools. Additionally, you can create a spectral version of tools in times of need. As an action while holding your Spiritual Conduit, you create one type of artisan’s tools with which you are proficient. The tools appear in your hands, or in an unoccupied space within 5 feet of you if your hands are full. The tools last for 1 hour, until you use this action again, if the tools are more than 100 feet away from you, or until you choose to dismiss them (no action required).

Other creatures cannot use or interact with the tools you create.

Magical Repair

2nd-level Artisan Belief feature
You learn the mending and prestidigitation cantrips. They count as channeler cantrips for you, but they don’t count against your number of cantrips known.

Channel Divinity: Divine Construct

2nd-level Artisan Belief feature
As an action, you can use your Channel Divinity to create a magical construct of spiritual energy to help you in battle. It appears in an unoccupied space that you can see within 30 feet of you.

The construct is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Divine Construct stat block at the end of this subclass's description, which uses your proficiency bonus (PB) in several places. You determine the construct’s appearance. Some constructs may take the form of celestial beings made of clockwork, while others may look like beasts made of pipes and steam.

In combat, the construct shares your initiative count, but it takes its turn immediately after yours. 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 spirit can take any action of its choice, not just Dodge.

The construct manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the construct again, until you dismiss it (no action required), or until you die.

Improved Craftsmanship

6th-level Artisan Belief feature
While wearing armor or wielding a shield, you gain a +1 bonus to AC and saving throws.

In addition, when you cast a spell with a range other than self, the spell can originate from you or your divine construct. When you cast a spell with a range of self, you can choose to have it target your divine construct instead.

Twofold Creations

14th-level Artisan Belief feature
Whenever you use your action or bonus action to cast a spell of 5th level or lower, you can cast that spell again at the same level again as part of the same action or bonus action, without expending a spell slot or needing to supply any components for this additional casting of the spell. Any creature affected by the first casting of the spell cannot be affected by the second casting of the spell. For instance, if you were to use this feature with the fireball spell and a creature was caught in the area of both castings, it would only have to make a saving throw and take damage from the first of the two castings, and then it would be completely immune to all effects of the second casting regardless of its saving throw against the first. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses at the end of a long rest.

Aspect of Creation

20th-level Artisan Belief feature
All the wonders of creation sit on your fingertips, waiting to aid you. You gain the following benefits:

  • The bonus granted by your Improved Craftsmanship feature increases to +2
  • You can attune to up to six magic items at once.
  • When you cast the Creation spell, it no longer has a duration, regardless of the material you’re creating.
  • When you use your Divine Construct Channel Divinity, you can create two constructs simultaneously with the same use of the feature. You can command both constructs with the same bonus action on your turn.

Divine Construct

Medium Construct, unaligned


  • Armor Class 13 + PB (natural armor)
  • Hit Points 5 + five times your Channeler level (the construct has a number of Hit Dice [d8s] equal to your Channeler level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 16 (+3) 10 (+0) 11 (+0) 5 (-3)

  • Damage Resistances poison
  • Condition Immunities charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned
  • Senses Darkvision 60ft, passive Perception 10
  • Languages understands the languages you speak
  • Proficiency Bonus equals your bonus
  • Challenge

Protective Link. The construct automatically succeeds its saving throws against spells cast by the creature that summoned it.

Constructed Form. If the Mending spell is cast on the construct, it regains 2d6 hit points. Additionally, the construct’s attacks count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.


Actions

Assail. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + PB bludgeoning damage. The damage type dealt by this attack is any of the damage types available for your Spiritual Assault feature (you choose each time you summon the construct).
Disrupt. All creatures of your choice within 10 feet of the construct must make a Wisdom saving throw, with a DC equal to your spellcasting DC. Creatures that fail the saving throw have their speed halved until the end of your next turn.

Astral Belief

Many times have people looked to the stars, be it for guidance or out of sheer wonder. An infinite number of possibilities rests with each mote of light in the sky, and infinitely more in the spaces between them. This forms the foundation for the power of channelers that follow the Astral Belief: the power given to the stars by the collective faith that the celestial bodies hold within them secrets that can only be dreamed of.

Astral Belief Spells
Channeler Level Spells
2nd Sleep, Magic Missile
3rd Darkness, Moonbeam
5th Daylight, Melf’s Minute Meteors
7th Dimension Door, Sickening Radiance
9th Destructive Wave, Wall of Light

Celestial Fragments

2nd-Level Astral Belief feature
As a bonus action on your turn, you can create small fragments of cosmic energy at points you can see within 60 feet of you. Each time you create a fragment, choose whether to make a Fragment of Stars or a Fragment of Void. Regardless of which type you create, each fragment remains for 1 minute, or until you dismiss it on one of your turns (no action required).

While you have at least one fragment created, you can use your bonus action to move each existing fragment up to 30 feet, or you can create additional fragments within 30 feet of you. If a fragment is ever more than 90 feet away from you, it immediately dissipates.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses at the end of a long rest. You can expend multiple uses of this feature with the same bonus action to create multiple fragments at once.

Fragment of Stars: The fragment sheds bright light in a 15-foot-radius. As a bonus action on your turns, you can force a creature within 15 feet of the fragment to make a Dexterity saving throw. On a failure, the creature takes 1d6 fire damage and subtracts 1d4 from the next attack roll it makes before the end of your next turn.
Fragment of Void: The area within 15 feet of the fragment is dim light. As a bonus action on your turns, you can force a creature within 15 feet of the fragment to make a Constitution saving throw. On a failure, the creature takes 1d6 cold damage and subtracts 1d4 from the next saving throw it makes before the end of your next turn.

Channel Divinity: Celestial Gateway:

2nd-Level Astral Belief feature
You can use your Channel Divinity to create a portal of starlight, connecting two points in space. As a bonus action, choose a point within 60 feet of you that you can see. You instantly teleport to an unoccupied space within 5 feet of the point and leave behind a portal, with one entrance in the location you teleported from and the other at the point you chose. Any creature within 5 feet of one entrance of the portal can spend 5 feet of movement to step into it, immediately appearing in an unoccupied space of their choice within 5 feet of the other entrance. The portal remains open for 1 minute or until you dismiss it on your turn (no action required).

Gaze Upon the Infinite

6th-Level Astral Belief feature
You can briefly expose a creature's mind to the infinite nature of the space between stars, dazing and confusing them. When you hit a creature with an attack, you can force the creature to make a Wisdom saving throw. On a failure, it is stunned for one round as it experiences the feeling of being caught in deep space.

Once any creature fails this saving throw, you must finish a short rest before you can use this feature again.

Starfall

14th-Level Astral Belief feature
As an action, you create a destructive cosmic phenomenon. Choose one of the following options:

  • Blinding Asterism. You create lancing beams of light like the constellations above. Create a line originating from yourself that is 30 feet long and 5 feet wide. If the line comes in contact with one of the fragments created by your Celestial Fragments feature, the line stops and you can immediately make another 30-foot-by-5-foot line originating from that fragment . You can only create a line from each fragment once. All creatures in at least one line must make a Constitution saving throw. On a failure, the creature takes 8d8 fire damage and is blinded for 1 minute. On a success, the creature takes half damage and is not blinded. A creature blinded by this feature can attempt another Constitution saving throw at the end of each of its turns, ending the condition on itself on a success.
    Each of your celestial fragments affected by this feature become a Fragment of Stars, if they weren't already.
  • Crushing Vortex. You create a freezing sphere of force, pulling all towards its center. Create a 15-foot-radius sphere at a point that you can see within 60 feet of you. For each fragment created by your Celestial Fragments feature that is caught in the area of this effect, you can increase the radius of the effect by 5 feet. If this causes the area to expand and affect other fragments, you can repeat these increases for each new fragment until no new fragments remain in the area. All creatures in the radius must make a Constitution saving throw. On a failure, a creature takes 8d8 cold damage and is pulled 15 feet towards the center of the sphere. On a success, a creature takes half damage and is only pulled 5 feet towards the center of the sphere. Objects in the area automatically fail this saving throw.
    Each of your celestial fragments affected by this feature become a Fragment of Void, if they weren't already.

Once you use this feature, you must finish a short rest before you can do so again, unless you expend one of your Conduit Magic spell slots to use it again.

Aspect of the Cosmos

20th-Level Astral Belief feature
You become one with the stars themselves. You gain the following benefits:

  • You do not need to breathe.
  • You have a flying speed equal to your walking speed and can hover.
  • You gain resistance to fire and cold damage, and you don’t suffer the effects of extreme heat or extreme cold.
  • Your Celestial Fragments feature now has unlimited uses, but the maximum number of fragments you can have created at one time is equal to double your proficiency bonus.

Egocentric Belief

The Egocentric Belief is one that has been met with awe from some and scorn from others. While most channelers focus on the spirits that reside in their surroundings, those that follow this belief choose to instead look inward. Analyzing every aspect of themselves, they channel their very essence into the world around them to create their miracles. Whether it's burning rage or joyous glee, emotions are a tool to be refined and wielded.

Egocentric Belief Spells
Channeler Level Spells
2nd Disguise Self, Charm Person
3rd Alter Self, Spiritual Weapon
5th Fly, Life Transference
7th Arcane Eye, Freedom of Movement
9th Bigby's Hand, Geas

Alter Ego

2nd-level Egocentric Belief feature
As a bonus action, you can align yourself with a particular emotion. You gain the benefits associated with an emotion of your choice for 1 minute, until you use this feature again to align with a different emotion, or until you fall unconscious. The emotions you can choose from are as follows:

  • Anguish. Once on each of your turns when you force another creature to make a saving throw, you can subtract 1d4 from that creature’s saving throw.
  • Awe. When a creature that you can see within 30 feet of you starts its turn, you can use your reaction to force it to make a Wisdom saving throw. On a failure, its speed is reduced by half until the end of its turn.
  • Ecstasy. When a creature ends its turn within 30 feet of you, you use your reaction to grant it temporary hit points equal to your Channeler level.
  • Revulsion. When a creature that you can see within 30 feet of you starts its turn, you can use your reaction to force it to make a Wisdom saving throw. On a failure, it can’t take reactions until the start of its next turn.
  • Terror. When a creature within 30 feet of you that you can see makes an attack roll or ability check, you can use your reaction to subtract 1d4 from the roll.
  • Wrath. Once on each of your turns when you roll damage for an attack or spell, you can add your Charisma modifier to the roll.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses whenever you finish a long rest.

Channel Divinity: Fractal Self

2nd-level Egocentric Belief feature
When you start your turn while under the effects of your Alter Ego feature, you can use your Channel Divinity to simultaneously align yourself with a different emotion (no action required). Pick another emotion from the options available. You gain the benefits of that emotion in addition to the emotion you were already aligned with, which last until you lose the benefits of the other emotion.

Ego Spells

6th-level Egocentric Belief feature
While under the effects of your Alter Ego feature, you gain access to an additional spell based on the emotion you are aligned with. You may cast the spell associated with your aligned emotion once without expending a spell slot, casting it at the same level as your Conduit Magic spell slots, and you regain the ability to do so the next time you use your Alter Ego feature to align yourself with an emotion. You may also cast the spell using any spell slots you have of the appropriate level or higher.

  • Anguish. Dissonant Whispers
  • Awe. Guiding Bolt
  • Ecstasy. Healing Word
  • Revulsion. Ray of Sickness
  • Terror. Cause Fear
  • Wrath. Inflict Wounds

Emotional Strengthening

14th-level Egocentric Belief feature
You gain additional benefits when you align yourself with an emotion using your Alter Ego feature:

  • Anguish. The creature you chose must subtract 1d4 from any saving throws they make until the start of your next turn.
  • Awe. A creature that fails its saving throw is instead subjected to the effects of the Slow spell until the end of its turn.
  • Ecstasy. As a bonus action on each of your turns, you can restore hit points equal to half your Channeler level to a creature within 30 feet of you that you can see, provided that the creature’s current hit points are fewer than half of its maximum.
  • Revulsion. A creature that fails its saving throw must spend its action retching, in addition to the normal effects.
  • Terror. When you use your Alter Ego feature and align yourself with Terror, you can force all creatures within 60 feet of you that can see you to make Wisdom saving throws. Each creature that fails its saving throw is frightened of you for 1 minute or until your current Alter Ego feature ends. A frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Wrath. Increase the additional damage by a number of d6s equal to your proficiency bonus.

Aspect of Self

20th-level Egocentric Belief feature
Having internalized the very concept of the spirit itself, you have transcended and truly unlocked your full potential. You gain the following benefits:

  • Your Charisma score and your maximum Charisma score both increase by 4.
  • You have resistance to psychic damage, and you have advantage on all Wisdom and Charisma saving throws.
  • When you use your Alter Ego feature, you can align yourself with two emotions, instead of just one.
  • While you are aligned with an emotion using your Alter Ego feature, you can cast the Ego spell for that emotion at will, without expending a spell slot, casting it at the same level as your Conduit Magic spell slots.

Heavens Belief

Where clerics follow a singular deity, channelers of the Heavens Belief follow the sheer concept of a deities in its entirety. They will frequently align themselves towards a particular pantheon or domain, but they focus on all aspects of whatever they choose rather than a specific god that is part of it. The very concept of higher beings, of a more powerful existence than one's own, has such deep-seated strength to it as a result of countless religions that it can be weaved into magic all by itself. Such is the marvel of channelers that follow this belief: making miracles out of the simple belief that a being more powerful than them will offer their support.

Heavens Belief Spells
Channeler Level Spells
2nd Bless, Healing Word
3rd Lesser Restoration, Prayer of Healing
5th Mass Healing Word, Remove Curse
7th Divination, Guardian of Faith
9th Greater Restoration, Mass Cure Wounds

Sanctity

2nd-Level Heavens Belief feature
You learn the Sacred Flame cantrip, which doesn't count against your number of Channeler cantrips known. When you use your action to cast a spell and expend a Conduit Magic spell slot, you may cast this cantrip as a bonus action on that turn.

Divine Protection

2nd-Level Heavens Belief feature
Whenever you cast a spell by expending one of your Conduit Magic spell slots or Sacred Miracles and the spell affects at least one ally, you can grant each affected ally a number of temporary hit points equal to your Channeler level. If the spell would already grant an ally temporary hit points, instead increase the number of temporary hit points granted to that ally by the spell by an amount equal to your Channeler level.

Channel Divinity: Diviner of Fate

2nd-Level Heavens Belief feature
Using your Channel Divinity, you can call upon the heavens to guide the fate of you and your surroundings. As a reaction when you or a creature that you can see within 30 feet of you makes an attack roll, ability check, or saving throw, you can replace the number rolled on the d20 with 10 + your proficiency bonus or 10 - your proficiency bonus. You must choose to use this reaction before the roll is made.

Otherworldly Spirits

6th-Level Heavens Belief feature
You gain resistance to radiant and necrotic damage.

Additionally, you can choose radiant or necrotic damage when choosing the damage type dealt by your Spiritual Assault feature.

Divine Channeling

14th-Level Heavens Belief feature
As a bonus action, you can regain one use of your Channel Divinity. Once you’ve used this feature, you must finish a short or long rest before you can do so again.

Aspect of the Empyrean

20th-Level Heavens Belief feature
You gain power equal to that of a lesser deity. You gain the following benefits:

  • When you use your Diviner of Fate, you may choose any number on the d20 to replace the roll with.
  • Whenever you restore hit points with a spell, double the amount of hit points restored.
  • When you die, you may return to life 1 week later in a new body so long as at least one creature remembers you. You appear in a location of your choice on the material plane, and you may choose all aspects of the new body including potentially altering your race.

Natural Belief

The Natural Belief is one of the most common amongst channelers, finding strength in the spirits of nature and natural beings. Rarely ever with a shortage of beings to ask for aid, those that follow this belief find beauty in the many facets of nature, and pride themselves on being able to draw on all of it. Whether it be wind, water, or even the earth itself, there is always a spirit of nature with an affinity towards whatever spell these channelers desire to cast, making their miracles incredibly potent.

Natural Belief Spells
Channeler Level Spells
2nd Earth Tremor, Speak with Animals
3rd Maximilian’s Earthen Grasp, Pass Without Trace
5th Plant Growth, Speak with Plants
7th Hallucinatory Terrain, Storm Sphere
9th Commune with Nature, Wrath of Nature

Bonus Proficiencies

2nd-Level Natural Belief feature
You gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

Divine Cultivation

2nd-Level Natural Belief feature
Your very presence is enough to strengthen life in your surroundings. As an action, choose a 10-foot-by-10-foot square within 30 feet of you that you can see. You create one of the following effects in the area:

  • The area provides half cover for 10 minutes.
  • The area is difficult terrain for 10 minutes.
  • Plants instantly begin to grow in the area, creating small sprouts of non-magical flowers or grass in uncovered soil and creating a light layer of moss on any stones or other suitable surfaces. The plants do not grow if there is not enough space for them, and the environment must be hospitable for the plants to continue growing.
  • The area is instantly enriched, causing any plants within it to grow twice as fast and require half as much water and nutrients. A plant cannot receive this effect multiple times.

You can have a number of the non-instantaneous effects of this feature active at a time equal to your proficiency bonus, and you can dismiss such an effect on your turn (no action required).

Channel Divinity: Land's Malevolence

2nd-Level Natural Belief feature
As an action, you can use your Channel Divinity to create an area of spectral thorns and vines. Choose a point within 120 feet of yourself that you can see. A 15-foot-radius area centered on that point becomes difficult terrain for 1 minute or until you dismiss it on one of your subsequent turns (no action required). When a creature moves into or within the area, it takes 1d4 piercing damage for every 5 feet it travels.

Any creature that starts its turn within the area must make a Strength saving throw or have its speed reduced by half until the start of its next turn as it’s dragged down by the vines.

Favor of the Forest

6th-Level Natural Belief feature
You are loved by the spirits of nature, who lend you a hand to make your travels easier. Moving through difficult terrain costs you no extra movement. You can also pass through plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.

As an action, you can magically share these benefits with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Charisma modifier (minimum of one creature). The shared benefits last for 1 hour. Once you share them, you can't do so again until you finish a short or long rest, unless you expend a Conduit Magic spell slot to share them again.

While traveling for an hour or more, difficult terrain doesn't slow your group’s travel, regardless of whether or not you have shared the benefits of this feature with them, and your group can’t become lost except by magical means.

Shaman of the Wilds

14th-Level Natural Belief feature
When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your channeler spell save DC. On a successful save, the creature is immune to this effect for 24 hours. On a failed save, the attack automatically misses and the creature is charmed by you for 1 minute. Creatures charmed in this way are incapacitated, unless you use your bonus action to verbally command what that creature will do, which it will follow on its next turn. A charmed creature may repeat this saving throw at the end of each of its turns, ending the effect on itself on a success, though this success does not grant it immunity to this feature.

Aspect of Nature

20th-Level Natural Belief feature
You embody the land itself. You gain the following benefits:

  • You have resistance to acid, cold, fire, lightning, and poison damage.
  • As a reaction when a creature you can see within 30 feet of you would take damage that matches one of types of damage that you have resistance to from this feature, you can grant that creature resistance to the triggering type of damage until the start of your next turn.

Channeler Spell List

The following is the list of spells you consult when you learn a channeler spell. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name.

Cantrips (0 Level)

Chill Touch
Control Flames
Dancing Lights
Frostbite
Guidance
Gust
Mending
Mold Earth
Produce Flame
Resistance
Shape Water
Spare the Dying
Thaumaturgy

1st Level

Bane
Beast Bond
Cause Fear
Ceremony
(Ritual)
Command
Comprehend Languages
(Ritual)
Create or Destroy Water
Cure Wounds
Detect Evil and Good
Detect Magic
(Ritual)
Detect Poison and Disease
Dissonant Whispers
Entangle
Faerie Fire
Fog Cloud
Guiding Bolt
Healing Word
Inflict Wounds
Jump
Longstrider
Prophetic Intent
Protection from Evil and Good
Purify Food and Drink
(Ritual)
Sanctuary
Shield of Faith
Silent Image
Sleep
Tasha’s Hideous Laughter
Unseen Servant
(Ritual)
Witch Bolt

2nd Level

Aid
Animal Messenger
Augury
(Ritual)
Beast Sense (Ritual)

Blindness/Deafness
Calm Emotions
Crown of Madness
Darkness
Darkvision
Detect Thoughts
Earthbind
Enhance Ability
Gentle Repose
(Ritual)
Gust of Wind
Hold Person
Invisibility
Lesser Restoration
Locate Animals or Plants* (Ritual)
Locate Object
Misty Step
Moonbeam
Pass without Trace
Prayer of Healing
Protection from Poison
Ray of Enfeeblement
See Invisibility
Silence
(Ritual)
Skywrite (Ritual)
Spider Climb
Spiritual Weapon
Suggestion
Summon Beast
Unsettling Omen
Warding Bond
Warding Wind
Wither and Bloom
Zone of Truth

3rd Level

Clairvoyance
Create Food and Water
Daylight
Dispel Magic
Fear
Feign Death
(Ritual)
Gaseous Form
Hypnotic Pattern
Life Transference
Magic Circle
Mass Healing Word
Nondetection
Remove Curse
Revivify
Sending
Slow
Speak with Dead
Speak with Plants
Tongues
Water Breathing
(Ritual)
Water Walk (Ritual)
Wind Wall

4th Level

*Banishment
Blight
Confusion
Control Water
Death Ward
Divination (Ritual)
Freedom of Movement
Greater Invisibility
Guardian of Faith
Hallucinatory Terrain
Ice Storm
Locate Creature
Polymorph
Sickening Radiance
Storm Sphere
Watery Sphere

5th Level

Antilife Shell
Commune
(Ritual)
Control Winds
Dawn
Dispel Evil and Good
Dominate Person
Dream
Geas
Greater Restoration
Hallow
Hold Monster
Holy Weapon
Legend Lore
Mass Cure Wounds
Modify Memory
Planar Binding
Raise Dead
Reincarnate
Scrying

6th Level

Eyebite
Find the Path
Flesh to Stone
Forbiddance
(Ritual)
Harm
Heal
Heroes’ Feast
Mass Suggestion
Move Earth
Soul Cage
Sunbeam
True Seeing
Wind Walk

7th Level

Divine Word
Etherealness
Mirage Arcane
Plane Shift
Regenerate
Resurrection
Symbol

8th Level

Antimagic Field
Antipathy/Sympathy
Control Weather
Demiplane
Maze
Sunburst

9th Level

Astral Projection
Foresight
Gate
Imprisonment
Mass Heal
Mass Polymorph
Power Word Heal
True Resurrection

Bard

At 3rd level, a bard gains the Bard College feature. The following is an additional option for that feature: College of Catharsis.

College of Catharsis

The most important part of any story is the ending. It is by this philosophy that bards of the College of Catharsis operate as they strive to weave the most satisfying and memorable conclusions to their tales as they can, whether by chance or by their own intervention. Most are often storytellers of a sort, whether it be through theatrics, poems, or otherwise, but they all share the same love for the stirred emotions of their audience as the curtains close.

Stagehand

3rd-level College of Catharsis feature
At 3rd level, you’ve gained a great deal of experience working with stages, whether they be physical or metaphorical. You gain the following benefits:

  • Your walking speed increases by 5 feet.
  • You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • You gain proficiency in Thieves’ Tools. If you already have proficiency in Thieves’ Tools, you instead gain proficiency in one type of Artisan’s Tools of your choice or the Disguise Kit.

The Show Must Go On

3rd-level College of Catharsis feature
When you see a creature reduced to 0 hit points, you can use your reaction to immediately regain a use of Bardic Inspiration, up to your usual maximum. You can use this reaction a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Curtain Call

6th-level College of Catharsis feature
Starting at 6th level, you’ve learned how to end your tales with an extra flair that nobody will be able to forget. When a creature expends one of your Bardic Inspiration dice, you can choose to enhance its effect. When one of your allies expends this enhanced inspiration, they can roll an additional d20, and may choose to use this d20 in place of what they had originally rolled for the attack roll, ability check, or saving throw, and they gain an additional benefit based on whether they used the inspiration on an attack roll, ability check, or saving throw:

  • Attack Roll. If the attack misses, the ally deals damage as though they had hit the attack normally. If the attack hits, your ally can roll the Bardic Inspiration die a number of times equal to your proficiency bonus, adding the total of all of the numbers rolled to the damage of the attack.
  • Ability Check. Your ally may treat a roll of 9 or lower on the d20 as a 10, and your ally may treat a roll of less than half of the maximum on your Bardic Inspiration die as half of the maximum plus one. For example, if you were a 7th level Bard, meaning you have a d8 for your Bardic Inspiration die, your ally could treat a roll of 4 or lower on the d8 as a 5.
  • Saving Throw. Your ally may roll the Bardic Inspiration die twice, adding both rolls to the total result. If they fail the saving throw and the effect allows them to repeat the save later, they may add one roll of your Bardic Inspiration die to all future saves made against the same effect until they succeed.

Once you use this feature, you lose any remaining uses of your Bardic Inspiration feature. Any creatures that have one of your Bardic Inspiration dice when you use this feature immediately lose it with no effect.

The Plot Thickens

14th-level College of Catharsis feature
At 14th level, you tell your stories in such a way that right when everyone thinks it’s over, there’s always another act. When you cast a spell of 5th level or lower and expend a spell slot, you can cast the same spell again at the same level on your next turn, without expending a spell slot or requiring material components. Additionally, after using your Curtain Call feature, you no longer lose the ability to use your Bardic Inspiration feature, and creatures that have one of your Bardic Inspiration dice no longer lose it.

Cleric

At 1st level, a cleric gains the Divine Domain feature. The following is an additional option for that feature: Famine.

Famine Domain

Famine can arise from a multitude of conditions. Poor weather, mistreatment, greed, the list goes on. Gods of famine are those who mete out this misfortune, whether it be as punishment or for their own sadistic pleasure.

Clerics of the Famine Domain act as harbingers and ill omens for things to come. They instill dread and hopelessness with every passing step, as those who they take notice of are often the next victims of their deity’s wrath.

Famine Domain Spells

Spell Level Spells
1st Create or Destroy Water, Ray of Sickness
2nd Blindness/Deafness, Dust Devil
3rd Slow, Vampiric Touch
4th Blight, Sickening Radiance
5th Contagion, Insect Plague

Bonus Proficiencies

1st-level Famine Domain feature
You gain proficiency with martial weapons.

Desiccate

1st-level Famine Domain feature
At 1st level, you gain the ability to wither and destroy your surroundings with a touch. As an action, you can touch a non-magical plant, up to 5 gallons of water, or a cubic foot of food. All moisture and nutrients are immediately removed from whatever you touch, leaving a desolate husk behind.

Host of Famine

1st-level Famine Domain feature
At 1st level, you’ve become inured to the desolation you leave in your wake. You gain the following benefits:

  • You no longer require food or water to survive.
  • You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.

Channel Divinity: Withering Presence

2nd-level Famine Domain feature
As a bonus action, you can surround yourself with an aura of pestilence and misfortune, which lasts for 1 minute or until you are incapacitated or die. This aura extends 10 feet from you in every direction, even moving around cover, though it cannot pass through solid objects. When a creature starts its turn in the aura, you can force that creature to make a Constitution saving throw. On a failure, it takes 1d4 necrotic damage and suffers one level of exhaustion, which lasts for 1 minute or until your aura expires. If the creature is already suffering from two levels of exhaustion, it instead takes 3d4 necrotic damage and doesn’t suffer another level of exhaustion. An affected creature can repeat its saving throw

at the end of each of its turns, removing all levels of exhaustion caused by this aura on a success.

Accursed Husk

6th-level Famine Domain feature
Starting at 6th level, your ability to drain the lives of others becomes more potent. Any necrotic damage you deal with cleric spells or your Channel Divinity ignores resistance to necrotic damage.

Additionally, when you deal necrotic damage to a creature, you can attempt to curse it briefly. The creature must succeed on a Wisdom saving throw or suffer one of the following curses of your choice for 1 minute. The creature may repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • Whenever the creature rolls a saving throw against a spell, it must roll a d4 and subtract the number rolled from the total.
  • Once per turn when the creature takes necrotic damage, increase the amount of necrotic damage it takes by 1d8.
  • The creature cannot take bonus actions or reactions.

When you use this feature against a creature and successfully curse it, any other curses you have given with this feature immediately end.

You can use this feature in this way a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.

Divine Strike

8th-level Famine Domain feature
At 8th level, you gain the ability to infuse your weapon strikes with disease and pestilence. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic or poison damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

Inescapable Epidemic

17th-level Famine Domain feature
At 17th level, you gain immunity to necrotic damage, poison damage, and the poisoned condition. Additionally, the aura from your Withering Presence now extends 30 feet from you in all directions and the damage increases to 2d6. Creatures suffering two or more levels of exhaustion instead take 3d6 necrotic damage and take another level of exhaustion

Druid

At 1st level, a druid gains the Druid Circle feature. The following is an additional option for that feature: Circle of Ore.

Circle of Ore

While druids often shy away from metal, druids of the Circle of Ore embrace it alongside all other types of gem and stone. All that comes from the earth is to be celebrated equally, whether it be flourishing forests or glittering gems. While life may not spring from the stones themselves, it is the stones that provide shelter so that the creatures of the land can continue their lives. Druids of the Circle of Ore embody this, creating their own shelters from metal and stone to protect themselves and the lives of those around them.

All from the Earth

While druids often avoid armor and shields made of metal, metal and other minerals are just as much a part of the Circle of Ore’s culture as a pack of wolves would be to a druid following the Circle of the Moon. As a result, druids of the Circle of Ore tend to be more than comfortable donning metal armor and shields, as it can even help them as a catalyst for some of their techniques.

Bonus Proficiency

2nd-level Circle of Ore feature
You gain proficiency with heavy armor.

Earth's Embrace

2nd-level Circle of Ore feature
As an action, you can expend one use of Wild Shape to shift into a form more befitting of your circle, causing a shell of metal and stone to grow and cover you. You gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

  • You gain a +1 bonus to your AC.
  • You create natural weapons with the minerals that extend from your arms, which count as simple weapons with the Reach and Special properties with which you are proficient. You can use your Wisdom modifier in place of your Strength modifier for attack rolls made with these weapons, and on a hit, they deal bludgeoning, piercing, or slashing damage (your choice) equal to 1d8 + the ability modifier used for the attack roll. Creatures have disadvantage on any Constitution saving throws made to maintain concentration on a spell that are caused by damage from these weapons.
  • You have resistance to bludgeoning, piercing, and slashing damage.

These benefits last for 10 minutes, until you lose all these temporary hit points, or until you use your Wild Shape again.

Extra Attack

6th-level Circle of Ore feature
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your druid cantrips in place of one of those attacks.

Magnetic Pillar

6th-level Circle of Ore feature
As a bonus action, you can cause a 10-foot-tall, 5-foot-diameter pillar of iron and stone to erupt from the earth in a space that you can see within 30 feet of you. Creatures that are in the space when the pillar appears can choose to either stand on top of it or be harmlessly moved to an unoccupied space of their choice within 5 feet of themselves.

When you create the pillar, choose any number of creatures to magnetize. While within 30 feet of the pillar, magnetized creatures must spend 2 feet of movement for every foot they move away from the pillar. All non-magnetized creatures within 15 feet of the pillar have half-cover against spells and against ranged weapon attacks firing metallic projectiles.

The pillar lasts for 1 minute, until you dismiss it on one of your turns (no action required), until you fall unconscious, or until you use this feature again. When the pillar expires, it recedes harmlessly back into the earth.

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.

Raiment of Thorns

10th-level Circle of Ore feature
While you have temporary hit points from your Earth's Embrace feature, any creature that hits you with a melee attack takes piercing damage equal to your proficiency bonus + your Wisdom modifier.

Additionally, the weapons from your Earth’s Embrace feature deal an additional 1d8 damage.

Embodiment of Earth

14th-level Circle of Ore feature
While you have your Earth’s Embrace feature active, you the following benefits in addition to the original effects:

  • The bonus to your AC increases to +2.
  • All damage you take is reduced by an amount equal to half your druid level, rounded up.
  • When you adopt the form or as a bonus action on any subsequent turns, you can choose to gather ore and minerals around yourself. Your size increases to Huge, and your reach increases by 10 feet. While your size is increased, the natural weapons from this form deal an additional 1d8 damage. You can shed these excess minerals as a bonus action on any of your subsequent turns, returning your size and reach to normal, and your size returns to normal automatically when your Earth’s Embrace feature ends.

Fighter

The fighter class receives new options for subclasses and features in this section.

Optional Class Features

You gain class features in the Player's Handbook when you reach certain levels in your class. This section offers an additional feature you can gain as a fighter, with your DM's permission.

Weapon Specializations

3rd-level Fighter feature
You have developed a unique set of tricks in combat, which are represented by "Weapon Specializations". These specializations grant you certain benefits while wielding certain weapons of your choosing. They may have come through specialized training you’ve had with the weapons, or they could be unique adjustments and modifications you make to the weapons you wield.

When you gain this feature, you gain four weapon specializations of your choice, though you cannot apply more than two of these specializations to any one weapon type.

When you reach 7th, 10th, and 15th level in the Fighter class, you can choose two additional specializations of your choice. You can apply these specializations either to weapons you have already chosen specializations for or for weapons you haven’t yet chosen a specialization for, though you can only apply one additional specialization to a given weapon type at each of these levels.

Whenever you gain a level in this class, you can choose to change any of the weapon specializations you have for another you would have been able to select at the time. You can change the specialization, the weapon it applies to, or both.

Weapon Specializations

On the next page is the list of available weapon specializations, presented in alphabetical order and grouped by whether they can be applied to melee weapons, ranged weapons, or both. Each specialization you choose must be applied to a specific type of weapon with which you are proficient, choosing from the list of common weapon types present in the Player's Handbook, such as greatswords or shortswords, or any other weapons in your setting. You can choose to apply multiple specializations to the same type of weapon, but you cannot apply the same specialization to a weapon more than once.

Once selected, a weapon specialization applies whenever you are wielding a weapon of that type. For example, if you chose to add a specialization to spears, that specialization would still apply when using an enchanted spear, such as a Spear of Warning or +1 Spear, and when using a unique magical artifact that qualifies as a spear, such as Ruin’s Wake or the Blood Spear.

Certain specializations may have requirements for being able to select them. These requirements generally refer to a required level, required specialization, or required trait (or lack thereof) on the type of weapon being chosen.

Damage Die Adjustments

Certain specializations may state that you increase or decrease the damage die size of the weapon by one step. For those unfamiliar, the damage die sizes are as follows: d4, d6, d8, d10, d12. So, if you were asked to decrease the damage die size of a greataxe by one step, it would go from 1d12 to 1d10. You cannot decrease a weapon’s damage die size below a d4 or increase it above a d12.. If a specialization would decrease a weapon’s damage die size below a d4 or increase it above a d12, you cannot use that specialization with that weapon.

For weapons that deal two damage dice on a hit, such as the greatsword which deals 2d6 damage, you only increase or decrease one of the damage dice for each step you are asked to adjust the weapon by. So if you were asked to decrease a greatsword’s damage dice by one step it would deal 1d6+1d4 damage, but if you were asked to decrease its damage dice by two steps it would deal 2d4 damage instead. Additionally, you can’t increase either of the damage dice above a d6.

For weapons that deal more than two damage dice on a hit, ask your DM.

For specializations that require a certain level, you must have at least that many levels in the Fighter class to be able to select it for any weapon.

For specializations that require you to have another specialization, you must have selected the required specialization for that type of weapon at an earlier level. This means that you cannot select these specializations at the same level as you select the specialization to meet that requirement. For instance, if you chose to grant the Precision specialization to a certain weapon as a 3rd-level Fighter, you would not be able to select the Improved Precision specialization as one of your other specializations from being a 3rd-level Fighter. In order to select that, you would either need to take the Weapon Master feat at a later level or wait until you gain more specializations from the Fighter class at a higher level.

For specializations that require the chosen weapon type to have or lack a particular trait, you can only apply that specialization to the chosen weapon type if it does or does not have that trait, as required. Certain specializations may grant a weapon a trait or remove a trait from a weapon and these can be used to meet the requirements of other specializations. However, like with specializations that explicitly require other specializations to select, you can't select a specialization at the same time as you select a specialization that would allow you to meet the first's requirements. For instance, if you selected the Dexterous specialization on longswords as a 3rd-level Fighter, the weapon would then count as having the finesse property for you and you would be able to select the Hooked specialization for longswords at a later level, but you would still be unable to select the Hooked specialization for longswords as one of your other specializations as a 3rd-level Fighter.

Certain specializations require a weapon to lack a property or properties, but may grant that same property to the chosen weapon. Specializations that grant a property to a weapon do not count against their own requirements.

General

The following specializations can be applied to both melee and ranged weapons.

Adaptable

Requirements: The chosen weapon must deal bludgeoning, piercing or slashing damage.
When you make an attack with this weapon and deal damage, you can choose to replace the bludgeoning, piercing, or slashing damage dealt by the attack with another of those damage types.

Defensive

While wielding at least one weapon with this specialization, you have a +1 bonus to AC.

Expert

When you make an attack with this weapon using your Strength or Dexterity modifier for the attack roll and damage, you can add your proficiency bonus to the damage dealt.

You can’t gain this benefit if you would not apply your Strength or Dexterity modifier to the damage of the attack, such as when making the additional attack from two-weapon fighting or using the Shillelagh spell to use your Wisdom modifier for the attack roll and damage.

Opportunistic

Once per turn, you can deal an extra 1d6 damage to a creature you hit with an attack with this weapon if you have advantage on the attack roll.

Opportunistic - Improved

Requirements: You are at least a 10th-level Fighter and have the Opportunistic specialization for the chosen weapon.
You can gain the additional damage from your Opportunistic specialization with this weapon any number of times on your turn, but still only when you have advantage on the attack roll.

Precision

When you make an attack roll with this weapon, you score a critical hit on a roll of 19 or 20 on the d20.

Precision - Improved

Requirements: You are at least a 10th-level Fighter and have the Precision specialization for the chosen weapon.
When you make an attack roll with this weapon, you score a critical hit on a roll of 18-20 on the d20.

Swift

Requirements: The chosen weapon lacks the Heavy property.
You can draw and stow this weapon as part of any action used to make an attack with it.

Melee

The following specializations can only be applied to melee weapons.

Brutal

Requirements: The chosen weapon has the Finesse property and you don’t have the Dexterous specialization for the chosen weapon.
When you make an attack with this weapon using your Strength modifier for the attack roll and damage of the attack, you can increase the damage die size of the weapon by one step.

Dexterous

Requirements: The chosen weapon lacks the Finesse property and you don’t have the Brutal specialization for the chosen weapon.
This weapon has the Finesse property for you. When you make an attack with this weapon and use your Dexterity modifier for the attack roll and damage of the attack, decrease the damage die size of the weapon by one step.

Featherweight

Requirements: The chosen weapon has neither the Heavy or Light property and you don’t have the Heavyweight specialization for the chosen weapon.
This weapon has the Light property for you. When you engage in two-weapon fighting and make the second attack with this weapon, decrease the damage die size of this weapon by one step for the damage of the second attack.

Heavyweight

Requirements: The chosen weapon has neither the Heavy or Two-Handed property and you don’t have the Featherweight specialization for the chosen weapon.
This weapon has the Heavy property for you. You can wield this weapon in two hands to increase the weapon’s damage die size by one step.

Hooked

Requirements: The chosen weapon has the Finesse property.
When you take the Attack action and attack with this weapon on your turn, you can use a bonus action to Disarm a creature within the reach of this weapon. When attempting to Disarm a creature with this weapon, you do not have disadvantage when the target is holding the item with two or more hands.

Impactful

Requirements: The chosen weapon has the Heavy property.
When you take the Attack action and attack with this weapon on your turn, you can use a bonus action to Shove a creature within the reach of this weapon. If you succeed, you push the target 5 feet in a direction of your choosing, instead of the normal options for the Shove action.

Impactful - Improved

Requirements: You are at least a 10th-level Fighter and have the Impactful specialization for the chosen weapon.
When you succeed on the Shove action against a creature with the bonus action granted by the Impactful specialization, you choose to either push the target up to 15 feet in a direction of your choosing or knock the target prone, instead of the normal options for the Shove action.

Lunging

Requirements: The chosen weapon has neither the Heavy or Reach property.
When you take the Attack action and attack with this weapon on your turn, you can count the weapon as having the Reach property for that attack.

Lunging - Improved

Requirements: You are at least a 10th-level Fighter and have the Lunging specialization for the chosen weapon.
This weapon has the Reach property for you.

Ranged

The following specializations can only be applied to ranged weapons.

Close

Before you make a ranged attack with this weapon, you can decrease the normal and long range of the weapon by half to increase the damage die size by one step. For example, if you used this specialization with a standard longbow, it would have a normal range of 75 feet, a long range of 300 feet, and deal 1d10 piercing damage on a hit.

Long

When you make a ranged attack with this weapon against a creature beyond the weapon’s normal range (but still within the weapon’s maximum range), you can choose to decrease the damage die size of the weapon by one step for that attack. If you do so, you no longer have disadvantage on the attack roll.

Rapid

When you take the Attack action and attack with this weapon on your turn, you can use a bonus action to make another attack with this weapon. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative or you have the Two-Weapon Fighting fighting style.

Reinforced

You can use this weapon to make melee attacks. When you do so, you count it as a melee weapon with which you are proficient. On a hit, it deals the weapon’s normal damage as bludgeoning damage.

Weighted

You can use your Strength modifier, instead of your Dexterity modifier, for your attack and damage rolls with this weapon. You must use the same modifier for both rolls.

Martial Archetypes

At 3rd level, a fighter gains the Martial Archetype feature. The following are additional options for that feature: Gale Warrior and Stone Knight.

Gale Warrior

Gale Warriors express their craft in many ways, but the result is always the same. Some may dance gracefully throughout the battlefield, attacking their foes with grand flourishes, while others may charge forward with deft pragmatism, wasting not even a single step. Yet they will always pass like a gust of wind, leaving just as swiftly as they came with nary a breath left in their wake.

Sharp Reflexes

3rd-level Gale Warrior feature
When a creature within your reach deals damage to you, you can use your reaction to make an opportunity attack against it.

Additionally, you gain proficiency in the Acrobatics skill, or another skill of your choice if you were already proficient in it.

Battle Frenzy

7th-level Gale Warrior feature
If you have made at least one attack on your turn, you can make one attack as a bonus action, provided that you aren’t wielding a weapon with two hands. If you are engaging in two-weapon fighting, you can make the additional attack from doing so as part of the same bonus action.

Fleet Footwork

10th-level Gale Warrior feature
Immediately after you hit a creature with an attack on your turn, you can move 5 feet without expending any of your movement or provoking opportunity attacks.

Additionally, your walking speed increases by 10 feet.

Momentum

15th-level Gale Warrior feature
When you hit a target with an attack, increase the damage dealt by the attack by 1d4 for each previous time you have hit that target with an attack since the end of your last turn.

Maelstrom

18th-level Gale Warrior feature
When you take the Attack action on your turn and attack at least two different creatures with that action, you can make one additional attack with it against a third creature.

Stone Knight

Many fear death from the unexpected. An arrow from the trees, a dagger from the shadows, a poison in one’s drink. But the most terrifying of all is when your death charges at you headlong, not a shred of subtlety nor an avenue of escape, and you can do naught but wait and say your final prayers. Stone Knights embody this to the utmost degree. Forces of nature that march headlong into battle, no force capable of halting their forward charge.

Bonus Proficiencies

3rd-level Stone Knight feature
You gain proficiency in Intimidation. If you were already proficient in this skill, you instead gain proficiency in another skill of your choice.

Unstoppable

3rd-level Stone Knight feature
You've learned to withstand the tide of battle, cleaving down hordes with every swing. You gain the following benefits:

  • When you are wielding a weapon with the two-handed and heavy properties, you gain a +1 bonus to AC.
  • When you reduce a creature to 0 hit points with a melee weapon attack using a weapon with the two-handed and heavy properties, you can continue your swing to cleave into another creature, carrying over any excess damage from the attack. Choose another creature within your reach. If your original attack roll can hit that creature, that creature takes the remaining damage. If you also reduce that creature to 0 hit points, you can repeat this effect again, continuing to carry over excess damage until either there are no valid targets or until you fail to reduce a creature to 0 hit points with the excess damage.
  • Whenever you are subjected to forced movement, reduce the distance you are moved by an amount equal to your Constitution modifier times 5 (minimum 0 feet).
  • As a bonus action, you can empower the next attack you make before the start of your next turn and cause it to deal an extra 1d8 damage on a hit. When you reach 10th level in this class, the extra damage increases to 2d8.

Heavy Blows

7th-level Stone Knight feature
When you take the Attack action on your turn, you can choose to sacrifice any number of your attacks to put even greater force behind your next strike. The next time you hit with a melee weapon attack before the start of your next turn, roll the attack’s damage again for each attack you have sacrificed in this way (including modifiers). The attack must be made with a weapon that has the two-handed and heavy properties in order to gain this benefit, and you lose the effects of any attacks you have sacrificed when you are incapacitated or die.

Unyielding

10th-level Stone Knight feature
You gain a bonus to all saving throws equal to your Constitution modifier.

Brutal Preparation

15th-level Stone Knight feature
You have advantage on the first melee weapon attack you make on each of your turns.

Cataclysm

18th-level Stone Knight feature
As an action, you can slam your weapon into the ground to create a damaging shockwave. Each creature on the ground in a 60 foot cone originating from you must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Constitution modifier. On a failure, a creature takes 10d12 force damage, is knocked prone, and is stunned until the end of its next turn. On a success, a creature takes half damage and is not knocked prone or stunned.

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

Monk

At 3rd level, a monk gains the Monastic Tradition feature. The following are additional options for that feature: Way of the Apparition and Way of the Titan.

Way of the Apparition

Monks of the Way of the Apparition study and hone themselves to be capable of feats that some may consider supernatural. It is a tradition that emphasizes swiftness, agility, and precision, darting forward in a flash to deliver a powerful blow or moving so quickly that attacks appear to simply phase through your blurred form. Should one ever come to face a monk following this tradition in battle, their only hope is that they can say their final words before they are dispatched.

Unseen Strike

3rd-level Way of the Apparition feature
You’ve learned to strike faster than your opponent can react, appearing before them in the blink of an eye. When you hit a creature with an unarmed strike or an attack made with a monk weapon on your turn, you can cause the attack to deal additional force damage equal to one roll of your martial arts die as you strike at them with blinding speed.

You may use this feature once on each of your turns, and you can spend 1 ki point to use it again on any subsequent attacks on the same turn.

The additional damage increases to two rolls of your martial arts die when you reach 11th level in this class.

Nimble Mirage

6th-level Way of the Apparition feature
Your movements are too quick for most to follow. At the end of your turn if you haven’t expended any of your movement, you may use your Patient Defense feature without expending a ki point as you flit and shimmer in place from containing your rampant energy.

Additionally, as an action on your turn, you can expend 2 ki points to gain the effects of the Mirror Image spell.

You can't gain either of these benefits if you are wearing armor.

Honed Reflexes

10th-level Way of the Apparition feature
Your walking speed increases by 10 feet, you gain a +5 bonus to initiative, and you have advantage on Dexterity saving throws against effects you can see or hear as long as you aren’t blinded, deafened, or incapacitated.

Surge of Blows

17th-level Way of the Apparition feature
Whenever you take the Attack action on your turn, you can make a third attack as part of the same action. Additionally, when you use your Flurry of Blows feature, you can make three unarmed strikes, instead of two.

Way of the Titan

The ground is an extension of oneself. Your body is rooted to the earth, and as such its might is yours to command. To be moved means that the very land beneath your feet must be wrenched from its place. To move another means to put the full force of the world behind you, a titanic display that few can stand against. One does not wish to fight the land, and thus none shall wish to quarrel with you. You are stronger than mountains, because even the mountains are but one mere part of the power within you.

Excerpt from “The Teachings of the Titan”

Monolith Stance

3rd-level Way of the Titan feature
By anchoring yourself to the ground beneath your feet, you become an unshakable pillar, shrugging off any blows that come your way. You gain a +2 bonus to the AC granted by your Unarmored Defense feature and you can use your Strength modifier in place of your Dexterity modifier for the AC granted by your Unarmored Defense feature, meaning while you are wearing no armor and not wielding a shield, your AC equals 12 + your Strength or Dexterity modifier + your Wisdom modifier.

Additionally, you gain proficiency in the Athletics skill. If you were already proficient in this skill, you gain proficiency in one other skill of your choice.

Quaking Fists

3rd-level Way of the Titan feature
Whenever you would make an unarmed strike, you can choose to instead attempt to Grapple or Shove your target.

Additionally, whenever you successfully Grapple or Shove a target, it takes damage equal to your Strength modifier.

Tremor

6th-level Way of the Titan feature
As an action, you can spend 2 ki points and force all creatures within 10 feet of you to make a Strength saving throw. On a failed save, a creature takes damage equal to two rolls of your martial arts die and falls prone. On a success, a creature takes half damage and is not knocked prone. You may spend up to 3 additional ki points as part of this action, and for each additional ki point spent increase the damage by one roll of your martial arts die.

Tectonic Might

11th-level Way of the Titan feature
Once on each of your turns when you hit a creature with an unarmed strike or successfully Grapple or Shove a creature, you can wound that creature, granting it disadvantage on all attacks until the start of your next turn.

Weight of the World

17th-level Way of the Titan feature
As an action, you can make a single unarmed strike. On a hit, the creature takes additional force damage equal to four rolls of your martial arts die, is pushed a number of feet away from you equal to your Strength modifier times 5, and falls prone.

If the attack hits you may choose to spend any number of ki points. For each ki point spent, increase the damage dealt by two rolls of your martial arts die and push the target back an additional 10 feet.

Once you have used this feature, you must finish a short or long rest before you can use it again, unless you spend 4 ki points to use it again.

Paladin

At 3rd level, a paladin gains the Sacred Oath feature. The following is an additional option for that feature: Oath of the Slayer.

Oath of the Slayer

The Oath of the Slayer represents the ideology of those who wish to stand above all else. Whether their quarry is a mighty dragon or a powerful organization, they strive to topple their foes and rise ever higher.

Tenets of the Slayer

The tenets of the Oath of the Slayer are simple by nature, as a rigid structure would defy the oath's very nature.
Preparation. The best plan is not always the most immediate. Think carefully about your actions so that you may find the path with the fewest sacrifices.
Evolution. Always push your limits so that you may surpass them time and time again. Those who grow content will stagnate and find themselves overwhelmed by their foes.
Respect. Predators cannot live without their prey. Show proper respect to those who have led you to where you are today.

Oath Spells

3rd-level Oath of the Slayer feature
You gain oath spells at the paladin levels listed.

Oath of the Slayer Spells
Paladin Level Spells
3rd Longstrider, Snare
5th Enhance Ability, Darkvision
9th Haste, Water Breathing
13th Dominate Beast, Stoneskin
17th Reincarnate, Steel Wind Strike

Channel Divinity: Slayer's Vow

3rd-level Oath of the Slayer feature
Using your Channel Divinity, you can vow to slay a creature and cast the Hunter’s Mark spell without expending a spell slot or requiring concentration.

Channel Divinity: Fearsome Presence

3rd-level Oath of the Slayer feature
You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Aura of the Hunter

7th-level Oath of the Slayer feature
You emit an aura of merciless strength while you aren’t incapacitated. You and friendly creatures within 10 feet of you gain a bonus to the damage rolls of all attacks equal to your Charisma modifier (minimum of +1). A creature can only benefit from one instance of this feature at a time.

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

Slayer's Reflexes

15th-level Oath of the Slayer feature
You’ve fought monsters long enough to react in an instant to would-be threats. You gain proficiency in Dexterity saving throws if you don’t already have it, and whenever you take damage you can use your reaction to take only half as much.

Apex Predator

20th-level Oath of the Slayer feature
You can assume the form of the hunt incarnate. As a bonus action, you gain the following benefits for 1 minute:

  • Your walking speed increases by 15 feet, and you gain climbing, flying, and swimming speeds equal to your walking speed.
  • You can attack three times whenever you take the Attack action on your turn.
  • When you hit a creature with an attack and deal damage, roll the damage of the attack a second time and use the higher of the two totals.

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

Rogue

At 3rd level, a rogue gains the Roguish Archetype feature. The following is an additional option for that feature: Shade.

Shade Archetype

Fear of the dark is one of the most primal fears a creature can have, as darkness can hide any number of possible threats. Shades use this to their advantage, creating darkness of their own to conceal themselves in their work. They are generally a welcome addition to thieves’ guilds, as they tend to slip away right as the authorities arrive, like a shadow slinking away from an oncoming light.

The magical abilities of a Shade may have been something you’ve always had, only revealing themselves once you were in great danger to help you escape. Or you may have come unto them recently as a result of an encounter with some unknowable creature of the dark, and you now seek to make use of them for your own pursuits.

Shadesight

3rd-level Shade Archetype feature
You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

Clinging Shadows

3rd-level Shade Archetype feature
While in dim light or darkness, you gain the following benefits:

  • You have advantage on Dexterity (Stealth) and Dexterity (Sleight of Hand) checks.
  • You can use your Sneak Attack against any creature even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.

Plume of Shadows

3rd-level Shade feature
You can use your Cunning Action to create an area of shadow centered on a point you can see within 30 feet of you. The area can be no larger than a 15-foot-radius sphere, and any bright light in the area is reduced to dim light. This area expires after 1 minute, until you dismiss it on your turn (no action required), or until you use this feature again. Bright light from a spell of 1st-level or higher can illuminate the area.

Edge of Darkness

9th-level Shade Archetype feature
You can cast Shadow Blade as a 3rd level spell without expending a spell slot. You can use this feature twice, and you regain any expended uses of this feature when you finish a long rest.

When you reach 13th level in this class, you cast the spell at 5th level when you use this feature, and when you reach 17th level in this class, you cast the spell at 7th level when you use this feature.

Umbral Step

9th-level Shade Archetype feature
While in an area of dim light or darkness, you can use your action to step into the shadows around you, taking yourself as well as objects you are wearing or carrying. You can’t take any other creatures with you. You can only enter a shadow if you would be able to fit in the source casting it. For instance, if you were a Medium creature, you would not be able to fit in the shadow of a Tiny creature. You would be able to fit in the shadow of a Small creature though by squeezing.

While in the shadows, you are invisible, you perceive your surroundings through a slight haze of darkness, and when you speak your voice sounds like a raspy whisper. You can move freely within the boundaries of the shadows you enter. You move with the shadows, meaning if you had entered the shadows underneath a moving cart, you would be carried along with it as it moves. Other creatures can’t interact with you in any way unless they would be capable of affecting a creature on another plane of existence, such as with the Forcecage spell or See Invisibility spell. You have resistance to all damage, the only action you can take is to exit the shadows, appearing in an unoccupied space within 5 feet of yourself, and the only bonus actions you can take are a bonus action to teleport up to 60 feet to another shadow or any of your Cunning Actions.

If you are exposed to bright light while in the shadows, you take 1d10 radiant damage, which can’t be reduced in any way, you appear in an unoccupied space within 5 feet of yourself, and you can’t use this feature again until you finish a long rest.

When you exit the shadows, you can choose to leave objects you are carrying behind. The volume of objects left behind must still be able to fit within the subject casting the shadow, with the same restrictions that you have for entering a shadow in the first place. These objects will remain harmlessly in the shadows you left them in, being carried along with the movements of the shadows in the same way that you are while you are using this feature, and will remain in the shadows in this way until either you retrieve them or they are exposed to bright light. If the objects are exposed to bright light, they are harmlessly ejected from the shadows into an unoccupied space within 5 feet.

You can use this feature to remain in the shadows for up to a number of hours equal to your proficiency bonus, all at once or in several shorter intervals, each one using a minimum of 1 minute from the duration. You regain the full duration of this feature whenever you finish a long rest.

When you reach 17th level in this class, this feature no longer has a limit on its duration.

Embodiment of Twilight

13th-level Shade Archetype feature
Within the range of your darkvision, you can see normally in dim light and darkness, both magical and nonmagical.

Additionally, you can make the area affected by your Plume of Shadow feature become darkness instead of dim light (you choose each time you use the feature), and it is now only illuminated by spells cast at 5th level or higher.

Steal Shadow

17th-level Shade Archetype feature
While adjacent to a creature’s shadow, you can attempt to tear it away for your own use. As an action, you can force that creature to make a Charisma saving throw with a DC equal to 8 + your proficiency bonus + your Dexterity modifier, provided that the creature is not more than one size larger or smaller than you. If the creature is unconscious, it has disadvantage on this saving throw, and if the creature is dead, it fails this saving throw automatically. If the creature fails its saving throw, you tear its shadow away and meld it with your own. As long as you have that creature’s shadow, you know everything the creature knew up to the point at which its shadow was taken.

While you have the shadow, you can use your action to magically shift your appearance into that of the creature to whom the shadow belonged, using the effects of the Shapechange spell except you can only assume the form of the creature to whom the shadow belonged. You can use your action to revert to your normal appearance, melding the stolen shadow with yours once again.

Alternatively, you can form the creature’s shadow into a deadly weapon for a brief moment. When you hit a creature with an attack and use your Sneak Attack, roll the damage of your Sneak Attack two additional times. The creature takes additional necrotic damage from the attack equal to the total amount rolled. Immediately after you do so, you lose your hold on the shadow and it returns to the creature you stole it from.

A creature that has had its shadow stolen does not cast a shadow. A creature that realizes its shadow has been stolen can attempt to wrest it from your clutches. Each day at dawn, the creature can attempt another Charisma saving throw against the same DC, and on a success its shadow immediately returns to it. A creature’s shadow also returns to it immediately if you use this feature again on a different creature or die.

Once you steal a creature’s shadow using this feature, you must finish a long rest before you can use this feature again.

Sorcerer

At 1st level, a sorcerer gains the Sorcerous Origin feature. The following is an additional option for that feature: Phoenix Soul.

Phoenix Soul

A Phoenix Soul sorcerer is an embodiment of fire itself. They can burn their surroundings to cinders, leaving naught but ash behind, but that ash can also be used to nourish new life. The spirit of fire is one of destruction and renewal; one cannot exist without the other. Sorcerers of this bloodline often trace their abilities back to an ancient pact that one of their ancestors made with a phoenix, but in some rare cases they may be a direct descendent of the mythical creatures itself. Sometimes their lineage doesn’t even trace back to a phoenix specifically, but some other being with great power over flame, and sometimes their origins may have come from a time in the not so distant past, rather than in the ages of old.

Phoenix Spells

1st-level Phoenix Soul feature
You learn additional spells when you reach certain levels in this class, as shown on the Phoenix 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.

Sorcerer Level Spells
1st Burning Hands, Cure Wounds, Produce Flame
3rd Flaming Sphere, Lesser Restoration
5th Fireball, Revivify
7th Elemental Bane, Wall of Fire
9th Immolation, Greater Restoration

Kindling

1st-level Phoenix Soul feature
Your flames embody the spirit of the phoenix, capable of both kindling life or reducing it to cinders. You have a pool of burning energy represented by a number of d6s equal to your sorcerer level. As a bonus action, you can choose a creature you can see within 60 feet of you and choose one of the following options, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die).

  • Soothing Flames. Roll the dice you spend, add them together, and restore a number of hit points to the creature equal to the total.
  • Bursting Flames. Roll the dice you spend and add them together. The target and all creatures within 5 feet of it must make a Dexterity saving throw, taking the total rolled as fire damage on a failure or half as much on a success.

Your pool regains all expended dice when you finish a long rest.

One With the Blaze

6th-level Phoenix Soul feature
You gain resistance to fire damage. When you cast sorcerer spell that deals fire damage or restores hit points to a creature, you can add your Charisma modifier to one fire damage roll or healing roll of the spell.

Additionally, you can use your magic to replenish your inner flame. As a bonus action, you can expend a number of sorcery points up to your Charisma modifier (minimum of one sorcery point) and restore one d6 to the pool of your Kindling feature per point expended, up to your usual maximum for that feature.

Rebirth in Ash

14th-level Phoenix Soul feature
When you would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and unleash a brilliant plume of flame. Each creature of your choice within 30 feet of you takes 2d8 fire damage or regains 2d8 hit points (you choose for each creature).

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

Embersoul

18th-level Phoenix Soul feature
When you cast a sorcerer spell that deals fire damage or restores hit points to a creature and use Metamagic on it, that metamagic option costs 1 sorcery point less for that casting of the spell (minimum 0 sorcery points). Additionally, you gain immunity to fire damage.

Wizard

At 2nd level, a wizard gains the Arcane Tradition feature. The following is an additional option for that feature: School of the Mind.

School of the Mind

Wizards come to study the School of the Mind for a multitude of reasons. For some, they are already accomplished wizards and wish to hoard their knowledge in a form that can’t be stolen. For others, they may have fallen upon harsh times, and wish to keep studying but need a way to keep their pursuits a secret. Regardless of how one begins down the path, few choose to leave it once they have begun, as the secrets held within the depths of one’s mind are often far too tantalizing to leave uncovered. Once one has devoted themselves to the pursuit, they become a force to be reckoned with, capable of exerting their will on the very world itself.

Spell Memory

2nd-level School of the Mind feature
Wary of the many threats the world can pose, you’ve developed a way to ensure that your prized spellbook can avoid harm or theft. When you gain this feature, you create a copy of your spellbook in your memory, storing it in a mental repository called your spell memory. You can prepare and cast spells from this mental copy just as you would a normal spellbook.

Whenever you would add a spell to your spellbook, you can add it to your spell memory instead. When you attempt to copy a spell you’ve found into your spell memory, the time required to copy the spell is halved and you do not need to pay any cost to copy the spell, as you simulate all of the necessary documentation and experimentation in your mind.

Additionally, you can recall spells you’ve cast to cast them again with ease. You can cast a spell of 5th level or lower without expending a spell slot. You must have cast the spell at least once since the end of your last long rest to do so, and once you cast a spell in this way you must finish a long rest before you can do so again.

When your wizard gains their spell memory, consider what it might look like to them. Is it a grand library, full of towering shelves of books? Or is it simply wispy sigils in the air that only they can see? A wizard’s spell memory should reflect their personality and experiences in some way.

Mental Prowess

2nd-level School of the Mind feature
You gain the following benefits:

  • You always know which way is north.
  • You always know the number of hours left before the next sunrise or sunset.
  • You can accurately recall anything you have seen or heard within the past number of months equal to your 1 + Intelligence modifier (minimum 1 month).

Memorized Mimicry

6th-level School of the Mind feature
When another creature within 60 feet of you that you can see casts a cantrip, you can attempt to memorize that cantrip. As a reaction, make an Intelligence saving throw with a DC equal to the creature’s spellcasting DC. On a success, you learn the cantrip, which doesn’t count against your number of wizard cantrips known. The cantrip counts as a wizard spell when you cast it.

This cantrip cannot be used to meet the prerequisites of any feature or attunement to a magic item. You must forget this cantrip if you would learn another cantrip using this feature, and you can forget the cantrip you have learned with this feature at any time (no action required).

When you reach 14th level in this class, you can learn a second cantrip through this feature, which you forget and learn separately from the first.

Theoretical Casting

6th-level School of the Mind feature
When you cast a wizard spell, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

Intellectual Control

10th-level School of the Mind feature
All spells in your spell memory always count as prepared.

Additionally, add the Telekinesis and Modify Memory spells to your spell memory. If you already know either of these spells, you may learn any other wizard spell of 5th level or lower in place of that spell. You can cast one of these spells once without expending a spell slot, and you regain the ability to do so when you finish a long rest. Damage can’t break your concentration on either of these spells.

Mindscape

14th-level School of the Mind feature
You’ve learned to project your vision of your world into your surroundings, creating an area which you control absolutely. As an action, designate a 60-foot-radius sphere to be the area of your mindscape, which lasts for 1 minute or until you leave the area or die. You must be within this sphere when you designate it. This area has the following effects:

  • Whenever you cast a spell, you may count that spell as originating from any point within your mindscape, and if the spell has an area of effect you may choose any number of creatures and objects within the spell’s area to be unaffected by it.
  • You can cast Wall of Force without expending a spell slot, but all of the panels you make must be entirely within your mindscape.
  • If you are knocked unconscious, you may continue to take actions on your turn as your subconscious continues to affect the area. You may take your turn normally, though you are still unable to move your body and you can’t affect the area outside your mindscape with any of your spells. If you are not stable, you must make a death saving throw at the start of your turn as normal.
  • Whenever another creature ends its turn within your mindscape, you can immediately take one action or bonus action. Once you use this effect, you can’t do so again until the end of your next turn.
  • Whenever you cast a wizard spell within your mindscape, you can change the damage type dealt by the spell to any other damage type.

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

Feats

The following feats are presented in alphabetical order:

Blend In

Prerequisites: Changeling


You have a deeper connection to the fey than most other changelings, strengthening your natural abilities. You gain the following benefits:

  • Increase your Dexterity or Charisma score by 1, up to a maximum of 20.
  • When you use your Shapechanger feature, you can choose to to shift your appearance as you move, much like a chameleon. While using the feature in this way, you have advantage on all Dexterity (Stealth) checks reliant on sight.
  • While using your Shapechanger feature to impersonate a creature, you have advantage on all Charisma checks to impersonate that creature.

Draconic Might

Prerequisites: Kobold


Your ancestors were more closely related to legendary dragons than the rest of your kin, granting you incredible strength. You gain the following benefits:

  • Increase your Strength, Constitution, or Charisma by 1, to a maximum of 20.
  • You may ignore the disadvantage caused by the Heavy property on weapons.
  • When you use your Draconic Cry feature, all enemies within range must also make a Wisdom saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be frightened of you until the start of your next turn.
  • You can use your bonus action to cause draconic wings to sprout from your back, granting you a flying speed equal to your walking speed for 1 minute. Once you use this feature, you must finish a long rest before you can do so again.

Elemental Resilience

Prerequisites: Genasi


Your connection to the elemental planes makes you more resistant to their hazards. You gain the following benefits:

  • Increase your Constitution, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You gain resistance to a damage type or damage types, depending on your subrace: lightning and thunder for Air, poison for Earth, fire for Fire, or acid and cold for Water.
  • You can cast the Absorb Elements spell without expending a spell slot. You can cast the spell in this way a number of times equal to your proficiency bonus, and you regain all expended uses at the end of a long rest. You can also cast this spell using any spell slots you have of 1st level or higher

Feline Instincts

Prerequisites: Tabaxi


The blood of feline predators runs through your veins, heightening your senses and physical prowess. You gain the following benefits:

  • Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
  • Whenever you fall, you can use your reaction to land on your feet and reduce any falling damage you take by an amount equal to five times your level.
  • When you take the Attack action and make at least one unarmed strike with your claws, you can use your bonus action to make one attack with your claws.
  • You can’t be surprised while you are conscious.
  • Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

Minotaur in a Porcelain Shop

Prerequisites: Minotaur
You’ve honed your muscles to even greater lengths than most others of your kind, granting you destructive power unmatched by most other mortals. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • Your attacks deal double damage to objects and structures.
  • You can use your Goring Rush feature without having to take the Dash action on your turn, though you must still have moved at least 10 feet immediately before making the attack with your horns.

Weapon Master

Note: This feat is intended to replace the benefits of the Weapon Master feat from the Player's Handbook
You have practiced extensively with certain weapons, granting you a unique affinity for them. You gain the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • You either gain two weapon specializations of your choice, or you proficiency with two simple or martial weapons of your choice and one weapon specialization of your choice (which can be applied to one of the weapons you just received proficiency with).

Spells

The following spells are presented in alphabetical order:

Aqueous Lash

Conjuration cantrip


Classes: Artificer, Druid, Mystic, Sorcerer
Casting Time: 1 action
Range: 10 feet
Components: V, S, M (The handle or hilt of a weapon)
Duration: Instantaneous


You create a long whip made of water and lash out with it towards a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d10 bludgeoning damage. The water then spreads out across the ground, extinguishing unprotected flames within 5 feet of you and your target.

This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Blade Waltz

3rd-level transmutation


Casting Time: 1 action
Range: Self
Components: V, S, M (A melee weapon worth at least 1sp that lacks the heavy and two-handed properties)
Duration: Concentration, up to 1 minute


Your weapon darts and weaves in the air around you like a baton conducting a beautiful song. For the duration of the spell, you gain the following benefits with the weapon used in the spell’s casting:

  • You can attack twice, instead of once, when you take the Attack action on your turn.
  • When you take the Attack action on your turn, you can make one attack with the chosen weapon as a bonus action.
  • If you hit with three attacks using the chosen weapon on your turn, the third attack deals an additional 3d4 damage of the weapon’s type.

At Higher Levels. When you cast this spell using a 4th- or 5th-level spell slot, all attacks made with the weapon used in the spell’s casting also deal an additional 1d4 damage of the weapon’s type. When you cast it using a 6th- or 7th-level spell slot, the additional damage increases to 2d4. When you cast it using a spell slot of 8th level or higher, the additional damage increases to 3d4.

Entropic Dissonance

6th-level transmutation


Classes: Druid, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (An ember and an ice cube)
Duration: Instantaneous


You drain all heat from a 20-foot-radius sphere within range before returning it twofold. All creatures in the area must make a Dexterity saving throw. On a failure, a creature takes 5d6 fire damage and 5d6 cold damage. On a success, a creature takes half as much damage.

If a creature affected by the spell has resistance or immunity to fire damage and does not have resistance or immunity to cold damage, it takes all damage from this spell as cold damage and if it fails its saving throw its speed is reduced to 0 for 1 minute as its feet are encased in ice. It can repeat this saving throw at the end of each of its turns, ending the reduction to its speed on a success, or it or an adjacent creature can spend its action to clear the ice (no check required).

If a creature affected by the spell has resistance or immunity to cold damage and does not have resistance or immunity to fire damage, it takes all damage from this spell as fire damage and if it fails its saving throw it ignites for 1 minute, taking 2d6 fire damage at the start of each of its turns. It can repeat this saving throw at the end of each of its turns, putting the fire on itself out on a success, or it or an adjacent creature can spend its action to put the fire out (no check required).

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the cold and fire damage (not the damage taken while ignited) both increase by 1d6 for each slot level above 6th.

Instant Weapon

Illusion cantrip


Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (A small metal rod)
Duration: Concentration, up to 1 minute


You instantly create an ephemeral weapon in your hands. Choose a simple or martial weapon with which you are proficient. You create a weapon of the chosen type, which lasts for the duration of the spell. The weapon can be used to attack, functioning as normal for a weapon of its type. For instance, if you were to create a rapier, you would be able to use the finesse property for your attacks, and on a hit you would deal 1d8 piercing damage + your Strength or Dexterity modifier. If you create a ranged weapon, it creates a single piece of ammunition at the start of each of your turns, and the ammunition dissipates at the start of your next turn or immediately after you use it to make an attack, whether the attack hits or misses.

You cannot make a specific magical weapon, generic or unique, such as a moon-touched scimitar or the dagger Reszur, but you can otherwise make the weapon appear as you wish within the limitations of its type. If you drop the

weapon, the spell immediately ends and the weapon ceases to exist.

The weapon you create with this spell is empowered when you reach certain levels. When you reach 5th level, the weapon gains a +1 bonus to attack and damage rolls. This bonus increases to +2 when you reach 11th level, and +3 when you reach 17th level.

Mage Fist

Conjuration cantrip


Classes: Artificer, Bard, Sorcerer, Warlock, Wizard
Casting Time: 1 action
Range: Self Components: S
Duration: Instantaneous


Creating a hand of force behind your target, you grab them and pull them into your strike to add force to the blow. Make an unarmed strike against a target within your reach. You can use your spellcasting ability modifier in place of the normal ability modifier for both the attack and damage roll of this unarmed strike (you must use the same modifier for both rolls). On a hit, the attack deals an additional 1d8 force damage and you can push the target up to 5 feet directly away from you.

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

Lightning Lances

2nd-level conjuration


Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
Casting Time: 1 action
Range: Self (30-foot cone)
Components: V, S, M (A blue dragon’s scale)
Duration: Instantaneous


Bolts of crackling electricity emanate from you in a 30-foot-radius cone. Each creature in the line must make a Dexterity saving throw. On a failed save, a creature takes 6d4 lightning damage and can’t take reactions until the start of its next turn. On a successful save, a creature takes half as much damage and can still take reactions.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 2nd.

Magnetic Tempest

5th-level conjuration


Classes: Artificer, Sorcerer, Wizard
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (A small shard of iron)
Duration: Concentration, up to 1 minute


A scintillating flurry of magnetized iron shards whips up in a 20-foot-radius sphere centered on a point you choose within range, which remains for the spell’s duration. Each creature in the sphere when it appears there or that ends its turn there must succeed on a Dexterity saving throw or take 2d8 piercing damage and 2d8 lightning damage. Creatures have disadvantage on all Constitution saving throws made to maintain concentration on a spell caused by this damage.

All attacks made with metallic weapons against creatures within the sphere are made with disadvantage. Creatures wearing metallic armor must spend 4 feet of movement for every 1 foot they move while within the sphere.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, both damages of the spell increase by 1d8 for each slot level above 5th.

Moonblade

1st-level evocation


Classes: Cleric, Druid, Paladin, Ranger, Wizard
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute


Light coalesces into a glimmering silver blade of pure moonlight in your hands. It counts as a martial melee weapon with which you are proficient. It deals 2d6 radiant damage on a hit and has the two-handed and heavy properties, and it sheds bright light in a 15-foot radius and dim light for an additional 15 feet.

If you have more than half of your hit point maximum (rounded up) when you make an attack with this weapon, a crescent of light flies alongside your strike in a 15-foot line extending from yourself in the direction of your target. Each creature in the line (including the target of the initial strike) must succeed on a Dexterity saving throw or take half of the damage you would have rolled for the attack. You can also swing at empty air to create this effect without needing an initial target to attack.

If you drop the weapon, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the blade to reappear in your hand.

At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 4d6. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 6d6. When you cast it using a spell slot of 7th level or higher, the damage increases to 8d6.

Prophetic Intent

1st-level enchantment


Classes: Artificer, Bard, Channeler, Warlock, Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 round


Choose a creature within range. That creature must make a Wisdom saving throw. On a failure, the DM (or the player, if you target a creature controlled by a player) must truthfully tell you that creature’s intended course of action on its next turn. This description must include at least any movement, actions, or bonus actions the creature plans to take, as well as any targets or locations involved in any of them. On the creature’s next turn, it must follow the designated course of action, to the best of its ability. If it is unable to do so for any reason, such as if it had intended to move to a location that has now been blocked off from it, it follows the course of action until it no longer can and then takes 1d6 psychic damage and ends its turn.

This spell’s duration ends when the target creature ends its turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature within range for every two slot levels above 1st. All creatures you target must be within 30 feet of one another when you cast the spell.

Sanguine Mending

2nd-level necromancy


Classes: Cleric, Paladin, Warlock
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute


You curse a creature within range, causing its blood to heal those around it while destroying itself. Whenever another creature hits the target with an attack and deals damage, the target takes an additional 1d8 necrotic damage and the creature that hit it regains hit points equal to the necrotic damage dealt.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the necrotic damage dealt by this spell increases by 1d8 for every two slot levels above 2nd.

Shattering Strike

3rd-level evocation


Classes: Paladin, Ranger, Warlock, Wizard
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute


The next time you hit a creature with a weapon attack before the spell ends, you channel additional force in the blow to temporarily shatter the creature’s defenses. The attack deals an extra 2d8 thunder damage to the creature and it must make a Constitution saving throw. On a failure, the creature takes a -2 penalty to AC for the duration of this spell. The


creature can repeat this saving throw at the end of each of its turns, ending the spell on a success.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d8 for each slot level above 3rd.

Shocking Attraction

1st-level evocation


Classes: Artificer, Sorcerer, Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small coil of iron)
Duration: Instantaneous


You send jolts of electricity out towards two targets within range that are within 30 feet of one another, damaging them and creating a brief electromagnetic force. Both creatures must make a Constitution saving throw. On a failure, a target takes 2d6 lightning damage and is pulled 15 feet towards the other target of the spell. On a success, a target takes half damage and is not pulled.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Slicing Breeze

Evocation cantrip


Classes: Artificer, Druid, Mystic, Sorcerer
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round


By compressing a segment of air, you’re able to fire a thin blade of wind at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 slashing damage and is deafened until the start of your next turn.

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

Splinterstone

Transmutation cantrip


Classes: Artificer, Druid, Mystic, Sorcerer
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a sharp pebble)
Duration: 1 round


You fling a sharpened stone fragment at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 piercing damage and small shards are embedded into it as the stone fragment shatters. If the target willingly moves 5 or more feet before the start of your next turn, the target takes 1d6 piercing damage and the spell ends.

Both the initial damage and the damage the target takes for moving increase by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Unsettling Omen

2nd-level enchantment


Classes: Artificer, Bard, Channeler, Warlock, Wizard
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute


When you cast this spell, choose a creature within range. As part of the casting of this spell, and as a bonus action on your subsequent turns while you maintain concentration on this spell, you present that creature with a prediction of its next move, causing a rift of indecision within its mind. Since you present the creature with mental images of its fate, it doesn't need to share a language with you to be affected by this spell.

You must state a specific action that you believe the creature would be able to take on its next turn, similar to as if you were readying an action. If you believe the creature will attack, you must specify the target you believe it will try to attack, such as “the ogre will attack me” instead of “the ogre will attack”. If you believe the creature will move, you must specify the direction you believe it will move “the goblin will move to the east” instead of “the goblin will move”. If you believe the creature will cast a spell, you must specify the school or level of the spell, such as “the mage will cast a transmutation spell” or “the mage will cast a 1st-level spell”, rather than “the mage will cast a spell”.

On the creature’s next turn, if it attempts to take the action you had specified, the creature must succeed on a Wisdom saving throw or take 2d8 psychic damage and suffer an additional effect based on the type of action you specified as it hesitates. If you had specified an attack, the creature has disadvantage on the attack. If you had specified movement, the creature’s speed is halved during the movement. If you had specified a type of spell, the creature messes up the casting of the spell, wasting the action used to cast the spell with no effect but not expending any spell slots or material components for the spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. All creatures you target must be within 30 feet of one another when you cast the spell, and you issue separate predictions for each creature with the same action or bonus action.

Zullie’s Hubris

1st-level enchantment
Inspired by the great witch Zullie


Classes: Wizard
Casting Time: 10 minutes
Range: Touch
Components: V, S, M (A sheet of paper worth at least 1gp, which the spell consumes)
Duration: 2 hours


A spell designed as a joke that led to one of the most effective security measures for wizards trying to guard the secrets that lie within their spellbook, this turns a piece of paper into an irresistible temptation for arcane practitioners snooping where they don’t belong. The page remains enchanted in this way until it activates once or is dispelled, at which point the piece of paper returns to normal.

When a creature that can cast spells looks at the page, it must immediately succeed on a Charisma saving throw or become charmed by the page for the spell’s duration. While charmed, a creature can focus on nothing other than the paper and believes that it is covered with arcane runes and sigils like those for a spell. If a charmed creature is capable of adding spells to a spellbook, it must immediately attempt to copy down the contents of the page, as though copying a 1st-level spell from a scroll. If a creature successfully spends the time and necessary resources to copy down the contents of the page, they are instead left with a series of useless and unintelligible scribbles in their notebook, consuming the resources of the process but gaining no benefit.

Each time a charmed creature takes damage, it makes a new saving throw against the spell. If the saving throw succeeds, the spell ends on that creature.

A creature that succeeds on a saving throw against this spell is immune to it for 24 hours.

The caster of this spell is immune to its effects. When casting this spell and as an action while touching the page after the spell has been cast, the caster can also designate any creatures they know to be immune to the effects of this spell (or revoke immunity previously given to creatures).

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell can activate one more time before fading for each slot level above 1st.

Afterword

Hello! Welcome to the end of the document. If you like the content present here, consider checking out my profile on GMBinder (SpaceWestern) to see the other homebrew I've done! I've done one other compilation document like this (although that document itself is a lot smaller than this one) and a couple of dedicated class documents as well. If you found this document through someone else who claims to have written it... please tell them to not do that. This was a lot of work.

Second, I would like to give a shoutout to Tyler Machado and Daniel Abes, who were both a great help to me in the creative process of writing the many components of this document. This is all the product of several months of writing and designing, and I don't think I would've been able to get through it without their support.

Lastly, none of this art is my own, and I do not claim credit for any of it. If you are curious as to the original sources, here is where I found each of them. If I used your art and found it posted by someone else, I sincerely apologize.

Art Credits

Title Page: Unnamed wallpaper, artist unknown
Page 1: The Offering II by Andreas Rocha
Page 2: Coral Colony by Campbell White
Page 3: Commune With Spirits by Aurore Folny
Page 7: The Traveler by Kudos Productions
Page 9: Austere Command by Anna Steinbauer
Page 13: Jhin Lv2 by Alessandro Poli (Image Source) Alessandro Poli's ArtStation
Page 14: Necromancer Art by Jerome Chenu
Page 18: Student vs Teacher by Andreas Rocha
Page 19: Versus posted by Andeavenor
Page 20: The Wanderer Alternate Art by Norikatsu Miyoshi
Page 21: Sen-Pei by Leifheanzo
Page 22: Falconer by Cristi B
Page 24: Assassin of Shadow by Voltairis
Page 25: Thief Mage by Voltairis
Page 26: Commission Work by Kuryliuk Daria (Bagriel)
Page 27: Clash of Wills by Anna Steinbauer
Page 28: Leiola, the Water Genasi Fighter by u/Mind_Waker on Reddit
Page 29: Theren Siannodal - Whater Whip by ssandulak
Page 30: MoonBlade posted by z006
Page 32: Magic: the Gathering - Arcane Endeavor by JustynaDura