Ravenloft PW Homebrew Binder

by TempestStorm

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Ravenloft PW
Credits
  • Source book used: The Curse of Strahd
  • Homebrew managed by the Ravenloft PW Homebrew Team
  • Gmbinder by: kt_mae#4335

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Classes

Barbarian

Path of the Bladestorm [v1.2.1]

Barbarians are notorious for being engines of destruction on the battlefield, and for none is this more an apt description than those that have chosen the Path of the Bladestorm. They are barbarians whose rage is such a transcendent force that their very weapons are restless embodiments of their destructive wrath.

When a Path of the Bladestorm Barbarian walks unto a battlefield, those unprepared to withstand the rain of sharp steel ought to run away and hide until the storm passes. The ones who stay will have to face the winds of destruction and will soon be drenched by flying droplets of blood as the barbarian at the center of the maelstrom smashes, hacks and slashes at the strength of primal winds.

Woe to the foe who would stand before the storm.

Walking Armory

Starting when you choose this path at 3rd level, all melee weapons with the light property also gain the thrown (20/60) property for you. Additionally, when you make an attack to throw a weapon, you can draw a weapon, either drawing a weapon before throwing it, or drawing a new weapon immediately after throwing the weapon if you have another weapon available.

Furious Hurl

Additionally at 3rd level, you can add your Rage bonus damage thrown weapons, as well as use your Reckless Attack feature when you make a ranged weapon attack with a light melee weapon. Additionally, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

Whirling Death

Starting at 6th level, when you throw a weapon while raging it becomes animated with your fury. A whirling weapon stays spinning where it was thrown until the end of your next turn, and automatically attacks the first hostile creature that
ends its turn within 5 feet of it. A creature can only
take damage from this feature once per turn. You
can use your reaction to make an attack of
opportunity with any weapon animated by this
feature if a target moves out of its reach.

Endless Blades

Additionally at 6th level, while raging your rage
suffuses any weapon within 20 feet of you that is not
being worn or carried. As a bonus action, you can call
one or more such weapons to your open hands. Any blade you throw counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Winds of Rage.

Beginning at 10th level, the winds around you are tied to your anger. You learn the spell gust. While you are raging, you can cast gust as a bonus action, and the range you can pick up weapons with Endless Blades increases to 60 feet.

Bladestorm

Starting at 14th level, as an action when you are raging, you can start a Bladestorm. You can fling out up two light melee weapons you are carrying and whip any weapons animated by Whirling Death into it. All creatures of your choosing within 20 feet of you must make a Dexterity saving throw with a DC of 8 + your proficiency modifier + your strength modifier. On failure, they take 1d6 damage for each blade that is part of the bladestorm (up to 4d6) + your Strength modifier + your rage bonus damage.

On subsequent turns while raging, you can use your action to keep the Bladestorm going, forcing all creatures within 20 feet to make the save again. You can keep a Bladestorm going for a number of turns equal to your Strength modifier. You can use this feature once per rage. When a bladestorm ends, all included weapons fall to the ground around you.

Change Log v1.1

  • No longer have disadvantage on ranged attacks with a hostile creature in melee range.
  • Removed Endless Blades and replaced it with Whirling Death
  • Reduced the damage of Whirling Death (1d4 without modifier).
  • Made Whirling Death proc at the start of your turn (making it no longer avoidable or dependent on immobolize; this is because it now overlaps with the range of grapple.
  • Added Winds of Rage feature at 10th level.

Change Log v1.2

  • Winds of Rage tweaked for new Whirling Death.
  • Whirling Death Streamlined to use attacks instead of saving throws.
  • Bladestorm must kept going using subsequent actions once started.

Change Log v1.2.1

  • Whirling Death now includes the line "a creature can only take damage from this feature once per turn"; this is a pretty big nerf, but in the end turned out to be sort of necessary as people tended to obsess about how to get 6 attacks per round when reliably getting all the attacks was not the intention the feature. This also encourages slightly more tactical and "storm of blades" based play of where you set up your Whirling Death weapons instead of just stacking them all one target. Notably, there is still a benefit to stacking them as you can make multiple Whirling Death attacks if you miss, so a creature standing between three weapons is a lot more likely to take damage than a creature standing next to just one, making it still feel more dangerous, but severely reducing the effect of it combined with something like hold person.

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Credits
  • Subclass created by KibblesTasty
  • Art: Forrest Imel (Licensed Stock Art)

Fan Content Policy

This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Unearthed Arcana 2022

Barbarian: Path of the Giant

Barbarians who walk the Path of the Giant draw strength from the primal forces that are the Giants and their elemental ilk. Their rages surge with elemental power and cause these barbarians to grow in size, transforming them into avatars of primordial might.

During their rage, a barbarian may take after a legendary storm giant, hair turning white and eyes crackling with lightning. Others adopt the monstrous features of apocalyptic titans, rending the world around them so that it may be made anew.

Giant Power

3rd- Level Path of the Giant Feature

When you choose this path, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant. Additionally, you learn either the druidcraft or thaumaturgy cantrip (your choice). Wisdom is your spellcasting ability for this spell.

Giant's Havoc

3rd-Level Path of the Giant Feature

Your rages pull strength from the primal might of giants, transforming you into a hulking force of destruction. While raging, you gain the following benefits:

Crushing Hurl. When you make a successful ranged

attack with a thrown weapon using Strength, you can

add your Rage Damage bonus to the attack’s damage

roll.

Giant Stature. Your reach increases by 5 feet, and if

you are smaller than Large, you become Large, along

with anything you are wearing. If there isn’t enough

room for you to become Large, your size doesn’t

change.

Elemental Cleaver

6th-Level Path of the Giant Feature

Your bond with the elemental might of giants and their ilk grows, and you learn to infuse weapons with primordial energy.

When you enter your rage, you can infuse one weapon of your choice that you are holding with one of the following damage types: acid, cold, fire, thunder, or lightning. While you wield the infused weapon during your rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 damage of the chosen type when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it reappears in your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it.

While raging and holding the infused weapon, you can use a bonus action to change the infused weapon’s current damage type to a different one from the above damage types.

Mighty Impel

10th-Level Path of the Giant Feature

Your connection to giant strength now allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30 feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect.

If, at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.

Demiurgic Colossus

14th-Level Path of the Giant Feature

The primordial power of your rage intensifies. When you rage, your reach now increases by 10 feet, your size can increase to Huge, and you can now use your Mighty Impel to move creatures that are Large or smaller.

In addition, the extra damage dealt by your Elemental Cleaver feature increases to 2d6.

























Credits
  • Art @CentralHanyuu
  • Unearthed Arcana Giant Options
    ©2021 Wizards of the Coast LLC
Credits

Bard

College of Dance

“The College of Dance is one of the oldest colleges that still practices the bardic arts. There is a wide schism that separates this college from the others. This is due to their performance, which does not rely on song, instruments, or sound at all, but dance.

“Bards of this college are often simply referred to as Dancers, but the roles they play are anything but simple. There are Dancers who perform holy dances used in prayer, there are Dancers who tell stories and keep history alive through their performances, and there are those who dance in the very battlefield, mixing performance with combat, lifting the spirits of their companions and allowing them to perform feats beyond their normal capacities. These bards use dance to become a blur in the enemy’s eyes, dodging their attacks with expert grace and poise and clouding their minds with enchanting movements to become harder to pin down.

“It takes courage to stand in the thick of battle among armed warriors and armored paladins, but it takes a bard to do so while dancing.”

Overview

This bard subclass leans on the support role that the bard can embody. The cornerstone of the subclass is the Dance ability. A Dancer’s main job in the battlefield is to keep their dance ability up for as long as possible to enhance the damage capabilities of their allies and to prevent having to restart their dance with additional uses of inspiration. The bonuses gained by dancing are very strong, providing an ongoing bardic inspiration bonus to an ally once per turn and several advantages for the bard themselves. This is balanced by the ability’s drawbacks: the bardic inspiration roll decays every round; the bard needs to stay close to the ally they are inspiring while maintaining concentration on their dance, which puts them at risk of losing concentration because of enemy attacks; and the bard cannot cast concentration spells while dancing, as they have to maintain concentration on their dance.

In order for the bard to survive being closer to danger, they gain bonuses as they level up that make them harder and harder to hit as they go up in levels, culminating in an agile combatant who casts spells and deals damage, all while expertly avoiding the enemy’s blows and enhancing their allies’ attacks.

3rd Level: Somatic Performance

Starting at 3rd level, you are able to cast your magic using only the precise, meticulous, and elegant movements of your body. You may choose to replace all verbal or material components of a spell with only the somatic component of dancing, so long as the material components of the spell do not have a cost.

3rd Level: Dance

Also at 3rd level, you can perform an arcane dance that empowers and inspires an ally in combat. As a bonus action, you can start your dance and choose one creature you can see within 15 feet of you. Roll the Bardic Inspiration die. That creature can now add the result of your Bardic Inspiration roll to one ability check, attack roll, or saving throw per round. On the next turn, the creature you inspired can add your bardic inspiration roll again, so long as it remains within 15 feet of you and you keep dancing.

The bardic inspiration roll decreases at the end of your turn by one. For instance: you use your bonus action to start your dance and select an ally within 15 feet of you. You roll a 6 on your bardic inspiration die. The creature you’re inspiring attacks an enemy and adds 6 to their attack roll. After the end of your next turn, the creature you’re inspiring now adds 5 to their attack against that enemy. The creature you’re inspiring will add 4 in the next round, then 3, and so on until the bardic inspiration roll reaches 0.

The creature automatically loses all benefits of your dance when leaving the 15 radius of it.

You must maintain concentration on dancing as if it were a spell. You can end your dance at any point during your turn without using any actions or bonus actions.

6th level: Deadly Dance

At 6th level, your calculated movements blend dance with battle prowess, allowing you to double your attack prowess while you dance while moving across the battlefield seamlessly.

While you’re using your Dance ability, your movement increases by 10 feet and you can attack twice, instead of once, when you take the Attack action on your turn.

14th level: Danse Macabre

When you reach 14th level, you have mastered the art of dancing on the battlefield, your very presence inspiring even more combatants to transcend their physical limits in combat, becoming even deadlier in turn.

The radius of your Dance ability is now 20 feet. When you use your Dance ability, you may empower two allies simultaneously. Both allies must remain inside the 20-foot area of effect to receive the benefits of your dance. If one leaves while the other one remains in the dancing area of effect, the one remaining still enjoys the benefits, but you must use a bonus action and roll your bardic inspiration die if you wish to empower a second ally again. The new roll overrides the previous one.

For instance: The original bardic inspiration roll is 8, and you are inspiring two creatures. One creature leaves the radius of your dance and loses the benefits of the dance. A new creature enters the radius and you use your bonus action to roll your bardic inspiration die to inspire that second creature, the result being a 4. Both creatures now add 4 instead of 8 to their ability checks, saving throws, or attacks.

Bard

College of Tragedy

Not all grand stories conclude in triumphant victory. Many tales end with death and despair, and bards of the College of Tragedy know that sorrow and pathos are emotions just as potent as joy and delight. These bards specialize in the power of tragic storytelling, weaving words and spells together to dramatic and devastating effect.
Source: Tal'Dorei Campaign Setting Reborn

Poetry in Misery

When you join the College of Tragedy at 3rd level, you learn to harness the beauty in failure, finding inspiration in even the direst twists of fate. Whenever you or an ally within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to soliloquize and regain one expended use of your Bardic Inspiration feature.

Sorrowful Fate

Starting at 3rd level, you exploit a foe’s peril to instill deep feelings of sorrow and doom. When you or an ally you can see forces a creature to make a saving throw, you can expend one use of your Bardic Inspiration to change the type of saving throw to a Charisma save instead.

If the target fails this save, roll a Bardic Inspiration die. The target takes psychic damage equal to the result, and is plagued with regret for 1 minute. If the target is reduced to 0 hit points during this time and can speak, they are magically compelled to utter darkly poetic final words before succumbing to their injuries.

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

Hubris

At 6th level, you learn to weave a magical narrative that draws out the fatal arrogance of your foes. When a creature scores a critical hit against you or an ally within 60 feet of you that you can see, you can use your reaction and expend one use of your Bardic Inspiration to target the attacking creature and evoke the story of their downfall. For 1 minute or until the target suffers a critical hit, any weapon attack against the target scores a critical hit on a roll of 18–20.

At 14th level, the critical hit range of this feature increases to 17–20.

Nimbus of Pathos

Upon reaching 14th level, you can touch a willing creature as an action and empower it with tragic heroism. For 1 minute, the creature is surrounded by mournful music and ghostly singing, granting it the following benefits and drawbacks:

The creature has a +4 bonus to AC. It has advantage on attack rolls and saving throws. When the creature hits a target with a weapon attack or spell attack, that target takes an extra 1d10 radiant damage. Any weapon attack against the creature scores a critical hit on a roll of 18–20. When this effect ends, the creature immediately drops to 0 hit points and is dying. Once you use this feature, you can’t use it again until you finish a long rest.






Credit: College Of Tragedy
Art:

Official art of Balthasar Bleakskull, a tragedy bard and performer, by Lauren Walsh from Tal'Dorei Campaign Setting Reborn, page 167

Cleric

The cleric class is absolutely perfect no need to change anything
/joking

Druid

Unearthed Arcana 2022

Druid: Circle of the Primeval

The Circle of the Primeval teaches that, though the land may change over time, it never truly forgets. By tapping into the timeworn memory of the earth, these druids summon and bond with the spirit of a primeval behemoth—a hulking creature that once ruled the ancient world alongside the giants. The most well-known primeval behemoths are the dinosaurs, but spirits bonded with members of the Circle of the Primeval have also taken the form of ancient predecessors to today’s common beasts and other fantastical titanic creatures.

Working alongside their companion spirit, most druids of the Circle of the Primeval spend their lives delving into long-forgotten places and preserving the remnants of bygone eras. As a druid’s power grows, so does their companion, the beast starting near equal in size to its druid partner before increasing in stature until it too towers over the land.

Keeper of Old

2nd- Level Circle of the Primeval Feature

Your connection to th emighty primeval behemoths allows you new insight into the ancient world

You gain proficiency in the History skill. When you make an Intelligence (History) check, you can roll a d4 and add the number rolled to the ability check.

Primeval Companion

2nd- Level Circle of the Primeval Feature

Starting when you choose this circle, you can call upon the primeval creature whose spirit is bound to you. As an action, you can expend on use of you Wild Shape feature to summon your primeval companion, rather than assuming a beast form. The companion appears in an unoccupied space of your choice within 30 feet of you.

The primeval companion is friendly to you and you companions, and it obeys your commands. See this creature's game statistics in the Primeval Companion stat block, which uses your proficiency bonus (PB) in several places. You can determine the cosmetic appearance of the companion; for example, you compantion may evoke ancient predators like raptors or saber-toothed tighers, or it might be more inclined for defense, appearing as an armored ankylosaurua or a wooly rhino. These choices have no effect on the companion's game statistics.

In combat, the companion shares you initiative count but it takes its turn immediately after yours. It can move and use its reactions on it own, but the only action it takes on its turn is the DOdge action, unless you take a bonus actions on your turn to command it to take another action. That action can be one in its stat block or some other actions. If you are incapacitated, the companion can take any action of its choice, not just Dodge.

The companion remains until it is reduced to 0 hit points or until you die, at which point the companion vanishes. If you used this feature to summon the companions again and you already have a companion present, the first companion immediately vanishes. Anything the companion was wearing or carrying is left behind when the companion vanishes.


Primeval Companion

Medium, Neutral


  • Armor Class 12 + PB (natural armor)
  • Hit Points 10 + five times your druid level (the companion has a number of Hit Dice [d10s] equal to you druid level)
  • Speed 30ft

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 17 (+3) 6 (-2) 12 (+1) 8 (-1)

  • Saving Throws Dex +2 plus PB, Con +3 plus PB
  • Senses darkvision 60ft., passive Perception 11
  • Languages understands the languages you speak
  • Challenge -- Proficiency Bonus (PB) equals your bonus

Actions

Strike. Melee Weapon Attack: +2 plus PB to hit, reach 5ft., one target. Hit: 1d8 plus PB bludgeoning, piercing, or slashing damage (your choice)


Reactions

Intercept Attack: When a creature the companion can see hit a target with an attack, and the target is withing 5 feet of the companion, the target instead takes half the damage. The companion takes the remainder of the damage.

Prehistoric Conduit

6th- Level Circle of the Primeval Feature

You learn how to channel your magic through your primeval companion. When you cast a spell with a range other than self, the spell can originate from you or your primeval companion.

In addition, if the primeval companion is affected by a spell you cast that allows creatures to make a saving throw against its effects, the primeval companion has advantage on its saving throw. If the primeval companion would normally take half damage on a successful save against this spell, the companion instead takes no damage on a successful save and half damage with no additional effects on a failed save.

Titanic Bond

10th- Level Circle of the Primeval Feature

The primeval companion grows to Large size, and when you summon it, you can grant it either a climbing speed or a swimming speed equal to its walking speed.

In turn, the primeval companion lends you some of its terrifying might. Once per turn while your primeval companion is summoned, when you hit a creature with an attack or deal damage to a creature you can see with a spell you cast, you can force that creature to make a Wisdom saving throw against your spell save DC; on a failure, the creature is frightened of you until the end of your next turn.

Scourge of the Ancients

14th- Level Circle of the Primeval Feature

You have learned to fully harness the titanic legacy of your companion. As part of the bonus action you use to command your companion, you can expend a spell slot of any level to heighten your primeval companion’s might, granting it the following benefits:


Hulking Behemoth The compantion behcomes Huge

and gains temporary hit points equal to 10 times the

level of the spell slot expended. If there isn’t enough

room for the companion to become Huge, it atttains the

maximum possible size in the space available
Mauler. On a hit, the companion’s Strike deals additional

damage equal to 1d8 plus the level of the spell slot

expended.
Titantic Strike. The companion’s walking speed

increases by a number of feet equal to 5 times the level

of the spell slot expended.


These benefits last for 1 hour, until the companion vanishes, or until you expend a spell slot for this feature again.



Credit: Circle of the Primeval
Art: Circle of Primeval Gmbinder

Fighter

Fighter: Brute

Brutes are simple warriors who rely on mighty attacks and their own durability to overcome their enemies. Some brutes combine this physical might with tactical cunning. Others just hit things until those things stop hitting back.


Source: Unearthed Arcana 46 - Three Subclasses

Brute Force

Starting at 3rd level, you’re able to strike with your weapons with especially brutal force. Whenever you hit with a weapon that you’re proficient with and deal damage, the weapon’s damage increases by an amount based on your level in this class, as shown on the Brute Bonus Damage table.

Brute Bonus Damage
Fighter Level Damage Increase
3rd 1d4
10th 1d6
16th 1d8
20th 1d10

Brutish Durability

Beginning at 7th level, your toughness allows you to shrug off assaults that would devastate others.


Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Devastating Critical

Starting at 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your level in this class.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left.















































Mist Knight

Prerequisite - Lost Barovian with no recollection of their lineage at character creation or; - Multiclass option when available in Barovia (Fighter Subclass)

  • Background must not mention coming from Barovia. If multiclass, need some vampire influence.

Monk

Way of the Winds

Monks who follow the way of the winds embrace a lifestyle of motion and action. These monks will utilize their ki for the mobility and freedom to move. Monks of the Wind are as variable as the winds themselves; some being jovial and others cold and brutal. The one uniting factor is their desire for adventure and freedom.

Ride of the Winds

Beginning at 3rd level, you have learned how to utilize your ki to improve your mobility. When you use Step of the Wind, your movement speed and jump distance are increased by 10 feet. In addition to this your next attack that hits this turn deals an additional 1d4 thunder damage. You may spend any amount of additional ki to increase this effect: each additional ki spend increases your movement speed and jump distance by 10 feet, and increases the damage of your next attack that hits by an additional 1d4 thunder damage.

Dashing Strike

Starting at 6th level, your attunement to the winds lends itself not only to your step, but also your strikes. When you take the dash action you can spend 1 ki and make a special attack as part of the dash called a dashing strike.

Your dashing strike deals thunder damage equal to your Martial Arts damage die + your Dexterity modifier + your Monk level when the attack is performed.

Crashing Strike

Starting at 11th level, you can manipulate the winds around you with such ease that you are able to deliver a powerful whirlwind around you as you come crashing back down to the ground. On your turn you can spend 2 ki and perform a special action called a crashing strike.

Your crashing strike causes a blast of wind to launch out from your impact. Each creature within 10 feet of you must make a Strength saving throw, taking thunder damage equal to your Martial Arts damage die + your Dexterity modifier + your Monk level on a failed save, or half as much damage on a successful one.

The ki cost of this ability is reduced to 0 if you fell at least 20 feet immediately before performing this action.

Improved Strikes

Starting at 17th level, your attunement to the winds has reached the point of mastery. You can control the winds around your dashing strikes as well as your crashing strikes.

When you hit a creature with a dashing strike you can impose one of the following effects on that target.

  • The creature must succeed a Dexterity saving throw or be thrown 10 feet in the air and remains there until the end of your turn where it falls to the ground if it doesn’t have a fly speed.

  • The creature must succeed a Strength saving throw or be pushed up to 20 feet away from you.


In addition, whenever you perform a crashing strike, you can apply any one of the following effects to it before you take the action.

  • Creatures that fail their saving throw against your crashing strike are pushed up to 10 feet away from you.
  • After performing crashing strike you can move through the space of creatures that were damaged by your crashing strike, and those creatures can not make opportunity attacks against you until the end of the turn.




Monk

Ranger

The Cowboy

"When we think of a protector of the natural world against those that mistreat it or wish to harm it, when we think of gaining magic through the connection with nature itself, when we think of unlocking the secrets that allow one to not only survive but thrive far from civilization, we rarely think of the cowboy, but those that belong to this often ignored conclave are rangers just as prodigious as any other.

“Cowboy rangers did not follow the traditional creation of conclaves, but rather, ranger magic found them. Cowboys protected their ranches and their cattle, respected the land and learned its secrets so they could survive on it, they bonded with their animal companions, and that was enough for the first traces of ranger magic to manifest in these newborn rangers. Years of refinement, perfecting, and teaching, have made of this emerging ranger way a true conclave, complete with masters, disciples, and traditions and lessons to follow.

“Those that foolishly believe cowboys to lack the mysticism of other rangers fail to look at them with eyes unclouded by preconceived notions of what a ranger can be. Cowboys hear the whispers of the plains and speak back, they feel the primal emotions that govern the actions of the cattle they tend to, and they know of the deep unknowable magic that watches expectantly, waiting just at the edge of the light of the campfire.”

Overview

The Cowboy subclass is meant to bridge the surprisingly small gap between the ranger class and the iconic figure of the cowboy. It does not shy away from introducing ranger magic to the cowboy, but rather themes traditional ranger magic around iconic visuals associated with cowboys. The subclass tries to pay homage and draw inspiration from iconic cowboy imagery, while playing within the framework of the ranger class.

The cowboy subclass gives a twist to other ranger subclasses by allowing it a semblance of an animal companion, although the relation between the cowboy and the beast is more of a friend with its own free will that has crossed paths with the cowboy and has decided to help them for a time, rather than a lifelong servant. This, along with countless uses clever players are bound to find, makes the cowboy perfect for feats that revolve around mounted combat, something that is both particularly appealing to players but hard to implement in actual games. The cowboy’s ability to befriend any beast it encounters and mount it (provided the beast’s biology permits this) makes it so the GM can plant specific opportunities for the cowboy to show off their animal

handling skills, even deep inside a dungeon.


The cowboy is also particularly centered around firearm combat, using the rules present in the DMG (but being particularly easy to adapt to being used with rules from other sourcebooks). This allows a player that chooses the cowboy to weave magic with shooting, and gives them the opportunity to perform the iconic cinematic feats that have made cowboys famous.

3rd Level: Cowboy Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Cowboy Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Level Spell
3rd Animal Friendship
5th Find Steed
9th Haste
13th Dominate Monster
17th Hold Monster

3rd Level: Cowboy Marksmanship

When you choose this archetype at 3rd level, you gain proficiency with firearms. Additionally, you also gain proficiency with tinker’s tools, allowing you to craft ammo for any firearm for half the price it costs to buy it. Crafting a set of 10 rounds of ammo takes 1 hour.

3rd Level: Beast Whisperer

Also at 3rd level, your expertise and know-how of dealing with animals allows you to create a supernatural bond with any beast. As an action, you can attempt to befriend a beast that can see and hear you and is within 30 feet of you. You must make a Wisdom (Animal Handling) check. The DC for this check equals the 10 + CR of the beast, rounding up. If the check is successful, the beast is friendly to you, trusts you, and will heed some of your commands within reason. The beast won’t attack your enemies and it won’t engage in any action that will lead to its certain death. The beast will, among other things, bring you an object out of your reach, carry a message to someone it could reasonably find, indicate the way of a location it knows, scout ahead, or, if its biology permits it, carry you and be used as a mount. If you choose to do so, it gains +10 feet to its speed when you mount it. Willingly harming the beast will make it stop seeing you as a friend, at which point it might turn hostile depending on the nature of the beast in question, at the GM’s discretion. The beast will not leave the general location where it lives for more than 100 feet, as in, befriending an elk that lives in a particular forest means the elk won’t follow you anymore once you are 100 feet away from the forest it lives in.

7th Level: Hot hand

At 7th level, your expertise over firearms grows, making you an even more prodigious marksman. The range of all firearms is increased by 10 feet for you and you ignore the loading quality of firearms with which you are proficient


(PICTURE)

11th Level: Magical Bull's Eye

At 11th level, you gain the ability to infuse your bullets with your own magic, allowing you to perform a shot so precise it supernaturally tracks its target. When taking the attack action with a firearm, you can spend one of your spell slots to empower this attack. When you do so, this attack gains a bonus to its attack roll equal to the level of the spell slot used and a bonus to its damage equal to half the level of the spell slot used, rounding up. The attack also ignores any bonuses from half-cover, and is not made at disadvantage when firing at long range or against an enemy within 5 feet of you.

15th Level: Arcane Quick Draw

At 15th level, spellcasting and shooting have become so natural to you that you are able to weave one and the other seamlessly. When you make a ranged weapon attack using a firearm against one creature, you can cast one ranger spell you know as part of the same action. You can use this feature a number of times equal to your wisdom modifier. You regain all uses of this ability after finishing a long rest.

Credits
  • Art @apollinares

The Cowboy

  • Pointy Hat Content, Copyright 2022, Antonio Demico.
  • OPEN GAME License Version 1.0a The following text is the property of Wizards of the Coast, LLC. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

Ranger

Rogue

Misfortune Bringer


You've matched your penchant for illicit activities with the ability to mark your enemies for mishaps and misfortune. Whether your mother was a hag, you were imbued with magical powers by spending time among the fey, or you learned the art of cursing from a long line of hedge wizards before you, you are a Misfortune Bringer. Although not universal, many Misfortune Bringers have eyes of two different colours, using only one when glaring at the targets they intend to curse.

Evil Eye

When you choose this archetype at 3rd level, you gain the ability to place a minor curse on others with a glance. As a bonus action on your turn, choose a creature you can see within 60 feet. The chosen creature must succeed on a Charisma saving throw against your misfortune save DC or be marked by your evil eye. While a creature is marked by your evil eye, you can use your Sneak Attack against the creature even if you don't have advantage on the roll, but not if you have disadvantage on it.

The creature remains marked by your evil eye for 1 minute or until you mark a different creature with your evil eye, whichever comes first.

Misfortunist

Also at 3rd level, you learn misfortunes that you can inflict on those marked by your evil eye.

Misfortunes. You learn two misfortunes of your choice, which are detailed under "Misfortunes" below. You learn an additional misfortune of your choice at 9th, 13th, and 17th level. Each time you finish a long rest, you can replace one misfortune you know with a different one.

Jinx Points. You have four jinx points. When you spend a jinx point, it is no longer available to you until you regain it. You regain all spent jinx points when you finish a short or long rest. You gain two additional jinx points at 13th level.

Saving Throws. Your evil eye, and some of your misfortunes, require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:
Misfortune save DC = 8 + your proficiency bonus + your Charisma modifier

Steal Luck

Starting at 9th level, when a creature you can see within 30 feet of you makes an ability check, attack roll, or saving throw with advantage, you can use your reaction to remove advantage from the roll. when you do, you regain an expended jinx point. Once you use this feature, you must finish a short or long rest before you can do so again.

Curse Caster

At 13th level, you can use an action and spend 3 jinx points to cast the bestow curse spell. Charisma is your spellcasting ability for this spell.

Improved Steal Luck

At 17th level, you can use the Steal Luck feature three times, regaining all uses when you finish a short or long rest.

Misfortunes

The misfortunes are presented in alphabetical order. Curse of the Befuddled. As an action you can spend 2 jinx points, and the creature marked by your evil eye is charmed for 10 minutes. When you do, the creature is no longer marked by your evil eye, and the charmed condition ends early if you or your allies deal damage to the creature or cause it to make a saving throw. After the 10 minutes have elapsed, the creature knows you used magic to influence its mood and disposition towards you. Curse of the Clumsy. When a creature marked by your evil eye moves 5 feet or more, you can use your reaction and spend 3 jinx points to cause the crature to fall prone and have its movement speed reduced to 0 until the end of the turn. When you do, the creature is no longer marked by your evil eye.
Curse of the Debilitated. When a creature marked by your evil eye takes damage, you can use your reaction and spend 1 jinx point to roll 1d12. The creature takes necrotic damage equal to the result.
Curse of the Doomed. After you miss with a weapon attack against a creature marked by your evil eye, you can use your reaction and spend 1 jinx point to make an additional weapon attack against the creature as part of the same action.
Curse of the Fearful. As an action you can spend 2 jinx points, and the creature marked by your evil eye is frightened for 1 minute. When you do, the creature is no longer marked by your evil eye, and it can make a Wisdom saving throw at the end of each of its turns, ending this misfortune early on a success.
Curse of the Inept. After a creature marked by your evil eye makes an ability check or attack roll, but before the DM declares whether or not it is successful, you can use your reaction and spend 1 jinx point to make the creature reroll and use the lower result. Curse of the Insensate.* As an action you can spend 3 jinx points, and the creature marked by your evil eye is blinded and deafened for 1 minute. When you do, the creature is no longer marked by your evil eye, and it can make a Constitution saving throw at the end of each of its turns, ending this misfortune early on a success.
Curse of the Maimed. When you hit a creature marked by your evil eye with a weapon attack, and the die result was 18 or 19, you can use your reaction and spend 2 jinx points to turn the hit into a critical.
Curse of the Marked. As a bonus action on your turn, you can spend 2 jinx points to enhance the effects of your evil eye on a creature you have marked by it. When you do, the duration increases to 24 hours or until you mark a different creature with your evil eye, whichever comes first. Additionally, while the creature is marked by your evil eye, you always know the direction and distance to the creature, provided you are on the same plane.

Curse of the Plagued. When a creature marked by your evil eye regains hit points, you can use your reaction and spend 1 jinx point to halve the amount of hit points regained. When you do, the creature can't regain hit points until the start of your next turn.
Curse of the Ruined. After a creature marked by your evil eye makes a saving throw, but before the DM declares whether or not it is successful, you can use your reaction and spend 2 jinx points to make the creature reroll and use the lower result.
Curse of the Somnolent. As an action, you can spend 3 jinx points, and the creature marked by your evil eye becomes drowsy. Roll a number of d10 equal to your level in this class and add 15 to their total. If the creature's current hit points are equal to or less than the total, it goes unconscious. The target regains consciousness after 10 minutes, or when it takes damage or another creature uses its action to rouse it.
Curse of the Unlucky. As a bonus action on your turn, you can spend 3 jinx points to put a pox on a creature marked by your evil eye. Whenever the creature makes an attack roll or saving throw, you roll 1d4 and subtract the result from their total. The pox ends when the creature is no longer marked by your evil eye.

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Paladin

Oath of Treachery

The Oath of Treachery is the path followed by paladins who have forsworn other oaths or who care only for their own power and survival. Commonly known as blackguards, these profane warriors are faithful only to themselves. Anyone desperate enough to follow one of these paladins does so because, while deceitful, these paladins command great power. Those who follow them without falling prey to their treachery hope to indulge in wanton violence and accumulate great treasure.

Many of these paladins pay homage to demon lords, especially Grazz’t and Orcus. Even the Lords of Hell are loath to ally with these champions of chaos, but sometimes Baalzebul and Glasya find a kindred spirit in a blackguard’s penchant for double dealing and treachery

Source: Unearthed Arcana 26 - Paladin

Tenets of Treachery

A paladin who embraces the Oath of Treachery owes allegiance to no one. There are no tenets of this oath, for it lacks any substance. Those who are unfortunate enough to have close contact with blackguards have observed that a blackguard’s overwhelming concern is power and safety, especially if both can be obtained at the expense of others.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Treachery Spells
Paladin Level Spells
3rd Charm Person, Expeditious Retreat
5th Invisibility, Mirror Image
9th Gaseous Form, Haste
13th Confusion, Greater Invisibility
17th Dominate Person, Passwall

Channel Divinity

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

Conjure Duplicate. As an action, you create a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you; it is silent; it is your size, is insubstantial, and doesn’t occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you.

  • For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how uncanny the illusion is.


Poison Strike. You can use your Channel Divinity to make a weapon deadlier. As a bonus action, you touch one weapon or piece of ammunition and conjure a special poison on it. The poison lasts for 1 minute. The next time you hit a target with an attack using that weapon or ammunition, the target takes poison damage immediately after the attack. The poison damage equals 2d10 + your paladin level, or 20 + your paladin level if you had advantage on the attack roll.

Aura of Treachery

Starting at 7th level, you emanate an aura of discord, which gives you the following benefits.

  • Cull the Herd. You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it.

  • Treacherous Strike. If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed. You can use this ability three times, and regain expended uses of it when you finish a short or long rest.

Blackgaurd's Escape

At 15th level, you have the ability to slip away from your foes. Immediately after you are hit by an attack, you can use your reaction to turn invisible and teleport up to 60 feet to a spot you can see. You remain invisible until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw. Once you use this feature, you must finish a short or long rest before you can use it again.

Icon of Deceit

At 20th level, you gain the ability to emanate feelings of treachery. As an action, you can magically become an avatar of deceit, gaining the following benefits for 1 minute:

  • You are invisible.

  • If a creature damages you on its turn, it must succeed on a Wisdom saving throw (DC equal to your spell save DC) or you control its next action, provided that you aren’t incapacitated when it takes the action. A creature automatically succeeds on the save if the creature is immune to being charmed.

  • If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your paladin level.


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

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Warlock

Note

  • Note: Class features at 6th level swapped with 10th level
  • Art: Raymond Swanland
  • Patron: The Storm

Wizard

School of Theurgy

Races

Arachnoid

Arachnoid Race Details

Arachnoids are considered abominations by most, being the disgusting hybrid of humanoid and monstrosity.

Arachnoid Traits


Like their arachnid parents, arachnoids are quick and agile hunters, made for the dark and gloom of caves and enclosed spaces. Superior Darkvision Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 120ft of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.

Ability Score Increases


Choose one of:

a) Choose any +2; choose any other +1 b) Choose any +1; choose any other +1; choose any other +1

Spider Climb


You have a climbing speed equal to your walking speed. In addition, at 3rd level, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Languages


You can speak, read, and write Common, Undercommon, and Abyssal.

Greater Vision


You have proficiency with the Perception skill.

Web Slinger


You can cast the Web spell without expanding a spell slot, and you must finish a long rest before you can cast it this way again. You can also cast the spell using any spell slots you have of the appropriate level,


Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you use this trait.

Weaver's Touch


You have proficiency with Weaver's Tools. Your natural skill with weaving also allows you to make cloths made from webs and silk without the use of tools, requiring only half the time usually needed.

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Awakened Skeleton

Awakened Skeleton Race Details

Ex-servitors of powerful necromantic entities, Awakened Skeletons come into being in a number of variable ways, typically by infusing too much magic into a given skeleton or leaving a single skeleton alone for long periods of time. The result of either of these actions is the same, the now awakened skeleton ultimately breaks free of its old master's control, and rapidly begins to develop a personality of its own. Sometimes it models itself upon its old master, whether as a paragon of what it never wants to be, or as a goal to surpass.


Awakened Skeletons are grant unique powers based upon the kinds of magic invested into them. These magics coalesce into the Awaken Skeleton's "Soul." There are three cataloged variants of the Awakened Skeletons, Arcane, Armored, and Shadow Souls. Each type of "soul" grants the Skeleton unique benefits, and ultimately, its up to the spellcaster that created a the skeleton what kind of magic the skeleton is vested within it.


You have now Awakened, what shall your path hold for you?

Awakened Skeleton Traits


Freed of control, your initial creation has left you with a series of racial traits, detailed below.

Ability Score Increase. Your constitution score increases by 2.

Age. As an Awakened Skeleton, you are effective immortal, and ageless. Your behavior may betray this, as people may be able to determine your age based on your behavior.

Alignment. Awakened Skeletons typically favor lawful alignments, due to being raised for a specific purpose. However, skeletons that reject that lifestyle completely may turn neutral or chaotic as they they seek to find their own path.

Size. Awakened Skeletons are typically made from the bones of humanoids, making your size medium.

Speed. You have a base walking speed of 30ft.

Darkvision. Though you have no eyes, the magic fueling your existence also grants you the ability to see through the darkness. You have darkvision for 60ft.

Organless. Since you have no actual organs to poison, you are immune to poison damage, and are immune to the poisoned condition. Other benefits of lacking organs is your immunity to disease, and you do not require food, though you can consume food if you so wish.

Dead Resemblance. Being dead has a few benefits, you only need to sleep for 4 hours to gain the benefits of a long rest. While sleeping, you appear dead to all outward inspection and to spells.

Undead Nature. Due to your unique creation as an entity of magic and undeath, you are considered both a Humanoid and an Undead.

Free Willed. You are filled with strong magical energy, granting you a measure of resilience against effects that turn the undead. You have advantage on any save made against an effect that turns undead.

Arcane Soul


You were created with the ability to use magic, as such, you are known as an "Arcane Soul". Awakened Skeletons that are Arcane Souls typically have higher intellects, and if granted enough time, can master magic like others.

Ability Score Increase. Choose either your Intelligence or Charisma score, the chosen score increases by 1.

Arcane Dabbling. Your creation left you with a shard of power, a reminiscent gift of your creator. You learn one cantrip of your choice from the Warlock spell list. Your spellcasting modifier is based your charisma modifier.

Arcane Surge. You have learned how to sacrifice some of your vitality to bolster the strength of the attack. When you make an attack and deal damage, you can choose to expend a hit die and deal an extra die of damage on that attack.

Once you do this, you cannot do so until you take a short rest. You regain all hit dice expended this way when you take a long rest.

Languages. You known common, and one exotic language of your choice.

Armored Soul


You were purely created for combat. As a armored soul, you are granted a measure of resilience and are able to shrug of attacks that would decimate those squishy mortals.

Ability Score Increase. Choose either your Strength or Constitution score, that score increases by 1.

Resilient Creation. Your were created with the knowledge that you would be damaged. You are resistant to bludgeoning, piercing, and slashing damage.

Languages. You know Common.

Shadow Soul


Your creation was particularly fueled by shadow magic, granting you an uncanny ability to be unseen when you need to be. Shadow souls typically are created for subterfuge and espionage, and can make deadly foes.

Ability Score Increase. Choose either your Dexterity or Wisdom, that score increases by 1.

Bend Darkness. As a Shadow
Soul, you can create darkness to
shroud yourself. You can cast
Darkness, once using this trait.
Wisdom is your spellcasting modifier
for the spell. You regain the ability
to do so when you finish a short or
long rest.

Shadow Sight. Your eyes have
been enhanced by the shadow
magic within you, as such, you can
see in both magical
and nonmagical darkness for 60ft.

Languages. Due to your purpose
as an agent of espionage, you know both
Common and a language of your
choice.

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Demi-Wolf

Demi-Wolf Race Details

The Girl lay twisting in agony, her
eyes feral. The curse was going to
take her soon. The bodies of her
comrades lay strewn in the streets,
torn to shreds. She looked up at me
with her teeth already elongated,
wolf like ears growing out. She would
be one of them soon. I took pity on
the girl, administering her one of
my tinctures. Her body convulsed
again as the magic of my mixture took hold.
It was not a cure but it would save her
from losing her mind to the curse,
but she would suffer none the less.
After a minute she passed out. I
took her back to my house. She
would need to learn to contain her
blood lust or she would never be accepted back into society. It would take time to teach her when to release the bloodlust inside of her.
Sorcha of the Lunasol tribe


Demi-wolves are often outcasts, if they do not have a family most distrust them out of fear of what they neither know or understand. But who could blame them? It was only natural to fear a predator when they had their eyes on you. Some can maintain their composure, find outlets for their bloodlust. However, many fall back into the ways of their savage ancestry letting the blood flow freely.

The Bloodlust


The defining trait of a demi-wolf is the insatiable bloodlust the feel. Whether the lingering effects of a lycanthropic curse or passed down from parent to child they all share the same fate, an unending desire for bloodshed and violence. Do you train and meditate to fight back against your urges? Do you release them in combat in spurts of acceptable violence? Or do you give in completely and attack wherever and whoever you please to calm the urges inside? Some demi-wolves find outlets for their bloodlust, becoming soldiers, mercenaries, or adventurers, finding ways to satisfy themselves in battle. Others retreat into the forest to hunt prey and stay away from civilization before they hurt someone. No matter the path the look in the eyes of a demi-wolf will always show their true nature, unending savagery.


Demi-wolves are as varied as those victims of lycanthropy, though most of them are human.

Demi-Wolf Traits


Your demi-wolf character has certain traits deriving from your werewolf ancestry.

Ability Score Increase Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Demi-wolves mature at the same rate as their parent race.

Size. Demi-Wolves are the same size as their parent race although a bit tougher and stronger. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Keen Hearing and Smell. You have advantage on Wisdom(Perception) checks that rely on hearing or smell.

Heightened Senses. You gain proficiency in the Survival skill.

Wolf's Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Wolf's Savagery. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.








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Galeb Duhr

Time to rock and roll.

- Kregg the Unyielding


Galeb Duhr Traits


  • Ability Score Increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.

  • Age. Galeb Duhr are born fully-developed as young adults and age very slowly. A careful Galeb Duhr can maintain its body for thousands of years, but the harshness of adventuring life means that Galeb Duhr adventurers tend to only live for around 750 years.

  • Creature Type. You are an Elemental.

  • Darkvision. Your gemstone eyes easily catch the light of dim caves and caverns. You have Darkvision to a range of 60 feet.

  • Size. Though the largest of the species can range up to 16 feet in height, a Galeb Duhr adventurer must cultivate a smaller, more nimble body. Such Galeb Duhr typically range anywhere from 4 to 8 feet tall. Your size is Medium.

  • Speed. Your walking speed is 25 feet.

  • Rolling Stone. You are capable of curling into a boulder to roll at terrific speeds. You can start rolling as a bonus action on your turn. While moving in this way, you gain the following benefits:

    -- Your walking speed increases by 15 feet.

    -- Moving across nonmagical difficult terrain costs you no extra movement.

    -- You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

You continue rolling until the end of your turn. This feature ends early if your speed drops to 0, if you are incapacitated, or if you attempt to Boulder Crash.

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

  • Boulder Crash. While rolling, if you move at least 15 feet in a line towards a creature, you can stop rolling to attempt to collide with it. Make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, the target takes 1d6 bludgeoning damage, and you either knock the target prone or push it 5 feet away from you.

The bludgeoning damage increases to 2d6 when you reach 5th level.


  • Rock Solid. You have advantage on saving throws you make to resist being pushed, pulled, or knocked prone.
  • False Appearance. While you remain motionless, you are indistinguishable from a normal boulder.
  • Geobiology. You don't need to eat, drink, or breathe.
  • Languages. You speak Common and Terran.
               
Credits

Half-Tabaxi


I REMEMBER SEEING ONE OF THESE FOR THE very first time. Had to look twice. Thought my eyes were deceiving me. Humans have been mingling with a lot of races, but have you ever heard about a union between them and the catfolk? I certainly haven't. But I won't forget that encounter. Guy had keen eyes for wares and the wits of a devil. Definitely lost coin that day.
- Ulfgar Torunn, dwarven shopkeep



Humans are constantly evolving and are known to adapt to all kinds of circumstancs. Although it is a very rare occurance, some have managed to procreate with Tabaxi. Their offspring inherit traits from both parents, but usually one side is more predominant than the other. A half-tabaxi gains physical abilities from their catlike parent as well as the flexibility of a human.

First of their Kind

The half-tabaxi are a new breed of creatures, even if their parent races have existed for a long time. Some speculate that this hybrid race already existed for decades and simply decided to live far away from most societies, hidden away from the world's sight. But in recent years more and more were seen walking the streets of larger cities and villages.

There's the possibility you've encountered one without even noticing, as it is easy for them to disguise as humans if they hide their ears under a hood and their tail in their pants.

More Cat than Tabaxi

Even if tabaxi are generally known as catfolk, most of them would probably resent being compared to a simple cat. The half-tabaxi on the other hand resemble those animals a lot more. They've lost most of their tabaxi features and became more human. Some don't have a single patch of fur on their body or completly lost their claws.

What still remains are their instincts and natural ability to move with grace and composure. Most would describe them as serene and delicate.

Eager to Explore

Being part human and part tabaxi, it's natural for them to develop a strong wanderlust. The world has a lot to offer and half-tabaxi would like to see every facet of it. They value experiences over coin and tend to be more inclined to take risks.

Depending on the individual, some half-tabaxi enjoy learning from books as much as first-hand experiences. It's hard to guess their motivation as they tend to be as complex as their human ancestors when it comes to reasoning.

Loyal Companions

Some half-tabaxi may be hard to convince, but once someone earned their trust, they're going to be loyal friends for life. They prefer travelling with groups of people and know that strength doesn't lie in numbers, but in unity. Therefore most try to get along with everyone around them. Even if they dislike an individual, they rather see them as a friendly rival than an enemy.

Half-Tabaxi Names

Naming conventions haven't been fully established for this rare race, but most seem to carry two names. One of which is derived from their human parent's side to align with whatever is culturally appropriate in their homeland.

The other name hails from the Tabaxi side but isn't as complex as a full Tabaxi's name. While it usually is a string of words that is based on astrology, prophecy, clan history and other esoteric factors, a half-tabaxi often adopts thenickname of their parent or something that relates to it.

The following list shows human first names of different cultures as well as Tabaxi nicknames including their parent's nickname in parenthesis.

Human Names: (Male) Bor, Malark, Shaumar, Wen, Zasheir; (female) Alethra, Hama, Ling, Navarra, Selise

Tabaxi Nicknames: Beryl (Emerald), Cyan (Teal), Lightning (Thunder), Mist (Cloud), Twig (Bough)

Half-Tabaxi Traits

Every half-tabaxi shares these traits.

Ability Score Increase. Your Dexterity score increases by 1 and one other ability score of your choice is also increased by 1.

Age. Half-Tabaxi have lifespans equivalent to humans.

Alignment. As most catfolk, half-tabaxi tend toward chaotic alignments, as they are impulsive and often

stubborn. Whether they are good, evil or anything in- between depends largely on their social environment.

Size. Depending on the more dominant side of your character, they're either a similar size to most humans or slightly taller and leaner. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Since you are part tabaxi, you have their superior vision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Superior Hearing. You have human ears as well as a pair of catlike ears. You have proficiency in the Perception skill and advantage on Perception checks that rely on hearing.

Languages. You can speak, read and write Common and one other language of your choice.

Subrace. Each child of a human and a tabaxi has generally more features of one of their parents. This goes beyond the color of skin, hair or eyes and comes with certain ability developments. All half-tabaxi are either animalistic or cultured.

Animalistic

As a more animalistic half-tabaxi you've inherited most of your being from your tabaxi parent. In addition to your cat ears and tail you still have retractable claws. You can have one or more additional features that show your heritage.

Either choose them yourself or roll on the following table as many times as you like, but at least once.

Animalistic Features
d4 Feature
1 Cat Eyes
2 Cat Nose
3 Whiskers
4 Fur on hands and feet

Ability Score Increase. Your Dexterity score increases by 1 in addition to the initial half-tabaxi Dexterity increase, for a total of 2.

Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Moody Feline. Tabaxi are known for their mood swings and half-tabaxi are generally better at managing their emotions. You have proficiency in either the Intimidation or Persuasion skill. You can switch this proficiency after every long rest if you wish to, depending on your character's mood.

Cultured

Half-Tabaxi that inherit more from their human parent are considered as cultured half-tabaxi. They have their signature cat ears and tail, but lack any other tabaxi feature. In exchange for that, they are known to be more adaptable to unknown situations and are generally more accepted in most cultures than their more animalistic counterpart.

Abilty Score Increase. You can increase one ability score of your choice by 1. You can't choose Dexterity or the ability score you've increased with the initial half-tabaxi abilty score increase.

Avid Learner. You're fascinated by the world and eager to explore and learn as much as you can. You gain proficiency with one skill of your choice as well as one tool of your choice.

Curious Feline. You have a hard time not fussing over things you don't understand. You gain advantage on Investigation checks that are related to the gathering of information about people, places or objects.

Credits V1.0

Inkformed 2.0


Age Inkformed can live for upwards of 200 years before the magic sustaining them starts to dwindle. However, their ink can be reblessed by powerful enough sorcerers, extending their life.

Alignment Inkformed usually follow neutral alignments, though may be influenced by their creators.

Size Inkformed are usually between four to five feet tall. Smaller Inkform are created with less magic and tend to have less sentience, while it takes a near impossible amount of energy and magic to create a larger Inkformed. Your size is Medium.

Speed Your base walking speed is 30 feet. Your climbing speed is equal to your walking speed.

Languages You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.

Inkformed 2.0 Traits

As an Inkformed you have the following Traits

Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray

Solidify and Melt
Solid: Your ink hardens into skin. You are treated as a normal race.


Liquid: Your skin unsolidifies. You are not as fluid as a slime, but you can still manipulate the shape of your body. You leave behind any items you are carrying, and any equipment which you are proficient with merges into your form until you exit the space. You can fit into spaces as tight as 1 foot. You cannot attack or take any other action that requires hands.

Sticky. You have advantage on Strength (Athletics) checks made to grapple a target. In addition, you can climb difficult surfaces without needing to make an ability check.

Shifting Form. At the end of a long rest, you can change simple miscellaneous details about yourself such as your "hair"'s length or shape, or make yourself a bit taller, smaller, wider or thinner. You cannot change your color. In addition, at the end of a long rest, you can also gain a resistance of your choice from, non-magical bludgeoning, piercing, or slashing damage. This resistance lasts until you pick another damage type with this trait.

Inky immunities. You are immune to poison damage, being poisoned, and diseases.

Dietary specials. You do not need to eat or breathe, but you require drink.

Inactivity. Rather than sleeping, you enter an inactive state for 6 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.

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Kitsune

Hailing from more secluded areas of the feywild, Kitsune make a living for themselves as farmers, hunters, and sometimes guides for those who find themselves lost. Preferring their distance away from the summer and winter courts, these people choose places that embody spring or fall. Legend tells of tricksters and wise foxes, while much more than that, at their core the Kitsune people are a free loving and inquisitive race. Many take to living on the the material plane for a number of years before returning to their home in the feywild with tales of their experiences. Though tales of these people are still told today by those that have been entranced by them.


Wild looks like wild foxes.


While the kitsune people come in all
shapes and sizes, they generally lean
towards a tall and slender build as their
yokai form mirrors their humanoid self.
Their eyes range from average greys
and browns to pale silver and bright
oranges, with their hair or fur being
anything from reds and greys to blue
silvers and greenish browns.

Kitsune Traits

Ability Score Increase. Your Charisma score increases by 2 and dexterity score is increased by 1.

Age. Kitsune are born with one tail gaining an extra about every 50 years until around 400. They reach maturity around 40 and live about 750 years possibly longer.

Alignment. Kitsune are curious and freedom loving, placing much emphasis on self expression and discovery rather than law and regulation, as such they tend more toward chaos than order. But it’s not uncommon for life among others on the material plane to change ones views.

Size. Kitsune range from under 5 to over 6 feet tall, have slender builds, and weigh anything from 140 to over 200 lbs Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fey Typing. You have advantage on saving throws against being charmed

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

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Skevar

Skevers are burrowing possum folk known for their intelligence and cunning nature.

Skevar Traits

Diggers claws, skevars have claws that allow them to burrow. Possums blood, due to your rodent-like nature you are immune to poisons and diseases.

Diggers Claws. You may use your claws to climb 20ft of movement.

Darkvision. You have 60 ft of darkvision only seeing in shades of grey

Possums blood. You are resistant to diseases and poison due to your high body temperature killing off any forms of infection.

Ability score increase. One of your ability scores increases by 1 and another by 2, they cannot be the same ability score.

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Reworked Genasi

Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth, carry the power of the planes in their blood. The genasi are one such people, the offspring of genies and mortals.

The Elemental Planes are often inhospitable to natives of the Material Plane: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The powerful genies, however, do not face such troubles when venturing into the mortal world. They adapt well to the mingled elements of the Material Plane, and they sometimes visit whether of their own volition or compelled by magic. Some genies can adopt mortal guise and travel incognito.

During these visits, a mortal might catch a genies eye. Friendship forms, romance blooms, and sometimes children result. These children are genasi: individuals with ties to two worlds, yet belonging to neither. Some genasi are born of mortal-genie unions, others have two genasi as parents, and a rare few have a genie further up their family tree, manifesting an elemental heritage that's lain dormant for generations.

Occasionally, genasi result from exposure to a surge of elemental power, through phenomena such as an eruption from the Inner Planes or a planar convergence. Elemental energy saturates any creatures in the area and might alter their nature enough that their offspring with other mortals are born as genasi.

Heirs to Elemental Power

Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood flowing through their veins manifests differently in each genasi, often as magical power.

Seen in silhouette, a genasi can usually pass for human. Those of earth or water descent tend to be heavier, while those of air or fire tend to be lighter. A given genasi might have some features reminiscent of the mortal parent (pointed ears from an elf, a stockier frame and thick hair from a dwarf, small hands and feet from a halfling, exceedingly large eyes from a gnome, and so on).

Genasi almost never have contact with their elemental parents. Genies seldom have interest in their mortal offspring, seeing them as accidents. Many feel nothing for their genasi children at all.

Some genasi live as outcasts, driven into exile for their unsettling appearance and strange magic, or assuming leadership of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in the households of their genie parents.

Wild and Confident

Genasi rarely lack confidence, seeing themselves as equal to almost any challenge in their path. This certainty might manifest as graceful self-assurance in one genasi and as arrogance in another. Such self-confidence can sometimes blind genasi to risk, and their great plans often get them and others into trouble.

Too much failure can chip away at even a genasis sense of self, so they constantly push themselves to improve, honing their talents and perfecting their craft.

Genasi Lands

As rare beings, genasi might go their entire lives without encountering another one of their kind. There are no great genasi cities or empires. Genasi seldom have communities of their own and typically adopt the cultures and societies into which they are born. The more strange their appearance, the harder time they have. Many genasi lose themselves in teeming cities, where their distinctiveness hardly raises an eyebrow in places accustomed to a variety of different people.

Those living on the frontier, though, have a much harder time. People there tend to be less accepting of differences. Sometimes a cold shoulder and a suspicious glare are the best genasi can hope for; in more backward places, they face ostracism and even violence from people who mistake them for fiends. Facing a hard life, these genasi seek isolation in the wilds, making their homes in mountains or forests, near lakes, or underground.

Most air and fire genasi in the Realms are descendants of the djinn and efreet who once ruled Calimshan. When those rulers were overthrown, their planetouched children were scattered. Over thousands of years, the bloodlines of those genasi have spread into other lands. Though far from common, air and fire genasi are more likely to be found in the western regions of Faerun, along the coast from Calimshan north up to the Sword Coast, and into the Western Heartlands to the east. Some remain in their ancient homeland.

In contrast, water and earth genasi have no common history. Individuals have difficulty tracing their own lineage, and bloodlines occasionally skip a generation or two. Many earth genasi originated in the North and spread out from there. Water genasi come from coastal areas, the largest concentration of them hailing from the regions surrounding the Sea of Fallen Stars.

The distant land of Zakhara is known only in legends to most inhabitants of Faerun. There, genies and spellcasters enter into bargains, and genasi can result from such pacts. Those genasi have been sources of great weal and woe in the history of that land.

Genasi Names

Genasi use the naming conventions of the people among whom they were raised. They might later assume distinctive names to capture their heritage, such as Flame, Ember, Wave, or Onyx.

Genasi

Common Traits

Genasi Traits

Your genasi character has certain characteristics in common with all other genasi.

Ability Score Increase. Your Constitution score increases by 2, and one ability score of your choice increases by 1.

Versatility

Genasi, to me, are just as varied and different as humans! Let your imagination run wild with this incredible race.

Age. Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.

Alignment. Independent and self-reliant, genasi tend toward a neutral alignment.

Size. Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.

Dialects

Four primary dialects of Primordial exist: Aquan, Auran, Ignan, and Terran. Your Subrace determines your dialect.

If you are a Para Genasi, your dialect is affected by your body composition and may take flavors from both parent dialects.

Subrace. Eight subraces of genasi are found among the worlds of D&D: The four pure genasi: Air, Earth, Fire, Water; and the four para genasi: Ice, Magma, Ooze, Smoke.

Detect Balance
  • 08 ASI +2
  • 05 Choice of ASI +1
  • 13 Total

My Intentions

I love Genasi, but wotc let me down.

My intentions with this update to the Genasi Subraces from Elemental Evil is to streamline the subraces while reintroducing the Para-Genasi into 5e.

I've had this homebrew sitting in my back pocket for a while now, and finally found fit to publish it. My reasoning is that I will soon start DM'ing a campaign where Genasi are featured heavily and wanted to share my work with you!

My Method

Plain and Simple.

My methodology for this update broken up:

  • Elemental Resistance

Why? THEY'RE ELEMENTALS.

  • Elemental Legacy

Why? Following wotc's lead , all extraplanar races get spells.

  • Ribbon

Why? Flavor and fun suitable to each subrace!

Detect Balance

I use the Detect Balance scale made by Eleazzaar (now maintained by SwordMeow and Zagorath) found here .

The average Detect Balance of PHB Races is 25. Balanced homebrews are recommended to range between 24 to 27. In EE, the Genasi averaged a 22.

All of the subraces featured in this document have something called "Standard Delayed Magic," this is based on Tiefling magic scaling and can vary +/- on how synergistic the spells provided are, I listed the default 06 value instead of my opinionated score.

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Pure Genasi

Air Genasi Traits

You are a descendant of the great Djinn.

Elemental Resistance. You have resistance to Cold damage.

Elemental Legacy. You know the Gust cantrip. Once you reach 3rd level, you can cast the Feather Fall spell once per day. Once you reach 5th level, you can cast the Levitate spell once per day. Constitution is your spell casting ability for these spells.

Unending Breath. You can hold your breath indefinitely while you're not incapacitated.

Detect Balance
  • 08 ASI +2
  • 05 Choice of ASI +1
  • 03 Medium Resistance
  • 06 Standard Delayed Magic
  • 03 Unending Breath
  • 25 Total

Fire Genasi Traits

You are a descendant of the great Efreet.

Elemental Resistance. You have resistance to Fire damage.

Elemental Legacy. You know the Control Flame cantrip. Once you reach 3rd level, you can cast the Hellish Rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can cast the Pyrotechnics spell once per day. Constitution is your spell casting ability for these spells.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.

Detect Balance
  • 08 ASI +2
  • 05 Choice of ASI +1
  • 04 Common Resistance
  • 06 Standard Delayed Magic
  • 03 Darkvision
  • 26 Total

Water Genasi Traits

You are a descendant of the great Marid.

Elemental Resistance. You have resistance to Acid damage.

Elemental Legacy. You know the Shape Water cantrip. Once you reach 3rd level, you can cast the Create and Destroy Water spell once per day. Once you reach 5th level, you can cast the Misty Step spell once per day. Constitution is your spell casting ability for these spells.

Amphibious. You can breathe air and water.

Swim. You have a swimming speed of 30 feet.

Detect Balance
  • 08 ASI +2
  • 05 Choice of ASI +1
  • 03 Medium Resistance
  • 06 Standard Delayed Magic
  • 02 Amphibious
  • 02 Swim
  • 26 Total

Earth Genasi Traits

You are a descendant of the great Dao.

Elemental Resistance. You have resistance to Poison damage.

Elemental Legacy. You know the Mold Earth cantrip. Once you reach 3rd level, you can cast the Earth Tremor spell once per day. Once you reach 5th level, you can cast the Spike Growth spell once per day. Constitution is your spell casting ability for these spells.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Detect Balance
  • 08 ASI +2
  • 05 Choice of ASI +1
  • 04 Common Resistance
  • 06 Standard Delayed Magic
  • 02 Powerful Build
  • 25 Total

Spells

Necromantic Puppet

1st-Level Necromancy


  • Casting Time: 1 minute
  • Range: 10 ft.
  • Components: V, S, M*
  • Duration: Instantaneous

This spell imbues a dead beast with necromantic energy to rise as an undead servant. Choose a pile of bones or a corpse of a Medium or smaller beast within range that has a challenge rating of no higher than your character level. The beast is then reanimated with the following changes;

  • Its creature type is now undead
  • It has half of its hit point total, and cannot regain any hit points
  • Its Intelligence, Charisma, and Wisdom scores are reduced to 3
  • If it had the Multiattack feature, it loses this feature.

In combat, this undead creature shares your initiative but takes its turn directly after yours. On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain the control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over one of these creatures as opposed to creating a new one.


-From Koa's Expanded Necromantic Options


*- (A drop of blood, a piece of fur, and a pinch of bone dust)

Credit

OnyxTay

Expanded Sorcerer Subclass Spell Lists

Below are presented 5 tables of spells for each of the 5 sorcerer subclasses presented in source books prior to Tasha’s Cauldron of Everything. At the DM’s discretion, sorcerers may learn one or both of the spells at each of the 5 spell levels detailed in the table for that subclass.

Divine Soul

Level Spell 1 Spell 2
1 N/A N/A
2 Lesser Restoration Prayer of Healing
3 Daylight Remove Curse
4 Divination Guardian of Faith
5 Flame Strike Greater Restoration

The Divine Soul Sorcerer does not receive a free spell at level 1. Instead, they gain an additional spell known from the Divine Magic feature. If you want the player to learn two spells at each spell level, grant them a second spell from Divine Magic based on the other component of their alignment. If the player’s alignment is true neutral, allow them to pick for themselves.

The intent of many of these spell choices is to offer access to iconic cleric options, including more “situational” options which may no be useful on a daily basis, such as Lesser Restoration and Divination. Divine Soul

Draconic Bloodline

Level Spell 1 Spell 2
1 Burning Hands
Cause Fear
Chromatic Orb
2 Alter Self Dragon's Breath
3 Fear Incite Greed
4 Polymorph Secret Chest
5 Immolation Summon Draconic Spirit (UA)

Sorcerers get a lot of blasting options and it’s very easy to just make all of the Draconic Bloodline’s spells “here’s the fire option at this level”, but dragons are much more interesting than their breath weapons. Dragons are greedy, they’re scary, they like treasure, and some of them can change shape. I tried to lean into those concepts here. If this doesn’t work for you, grab Burning Hands, Dragon’s Breath, Fireball, Wall of Fire, and Cone of Cold, and make them match the damage type of your draconic ancestor.

Shadow Magic

Level Spell 1 Spell 2
1 Cause Fear Ray of Sickness
2 Darkness (See Below) Blindness/Deafness
3 Fear Phantom Steed
4 Blight Dimension Door
5 Enervation Seeming

Shadow sorcerers already learn Darkness for free at 3rd level, so that is included in the spell list above.

Shadow Magic is a very strong subclass, so I tried to avoid adding anything that’s going to be super powerful. I focused on some options that are spooky and fit the shadow-based nature of the subclass. There are very few “shadow” and “darkness” spells, so I did what I could.

Storm Sorcery

Level Spell 1 Spell 2
1 Thunderclap (cantrip) Thunderwave
2 Gust of Wind Shatter
3 Call Lightning Fly
4 Storm Sphere Vitriolic Sphere
Conjure Minor Elementals
5 Control Winds Destructive Wave

This spell list notably includes a cantrip at first level rather than another 1st-level spell. It seems silly that a storm sorcerer wouldn’t know Thunderclap (even though Sword Burst is objectively better).

Wild Magic

Level Spell 1 Spell 2
1 Chaos Bolt Magic Missile
2 Fortune's Favor Levitate
3 Blink Fireball
4 Confusion Polymorph
5 Far Step Reincarnate

Wild Magic is all about randomness and unpredictability, and I tried to lean into that as much as possible. I ran out of spells almost instantly, so I starting stealing from the Wild Magic table.

Credit

Sorcerer Expanded Spell List

Weapons

Armored Bracers

Martial Melee Weapons
Weapon Cost Damage Weight Properties
Armored Bracers 15gp 1d6 bludgeoning 2lb. Glove, light

A pair of heavy armor plated gloves that fit over the forearms and hands, that are good for bludgeoning. It's like strapping an anvil to your hand and punching someone in the face with it.

Credit

Armored Bracers

Fan Weapons

Martial Weapon

Credit: Pointy Hat

Fan weapons are not the most powerful weapon in terms of raw damage output, but they make up for it with their versatility and their ability to be easily concealed. Even after careful inspection, most won’t know the difference between a common fan and one that has been fitted with a cutting edge at the end of each of its panels, making it extremely easy to discreetly carry them anywhere, even past guards looking out for weapons. Fan weapons can remain unseen -- or rather, seen but unremarked -- both in unsavory street markets and in high society balls. They can be thrown, just like daggers, but to distinguish them from daggers and to justify them being martial weapons, fans can return to their hand after being thrown, provided the target is far enough away.

On Proficiency:

Since fan weapons are not included in standard play, there are no classes with proficiencies with fans specifically. As they are written, only classes with proficiency in all martial weapons would be able to wield them with proficiency. We recommend giving bards, monks, and rogues proficiency with fans.

Returning Property

Fans have an additional property that no other weapon has: Returning. With the Returning property, the fan returns to the attacker’s hand after an attack, provided their target is at least 10 feet away from the attacker.


Martial Weapon

Weapon Cost Damage Weight Properties
Bladed Fan 10gp 1d4 slashing 1lb. Finesse, Light, Thrown (20/60), Returning

Magic Weapon: Thousand-feathered Fan

Weapon (fan), rare (requires attunement)

“This feathered fan belonged to a famous dancer who fell in love with the queen for whom she performed. When the court found out about their affair, they plotted to burn the queen’s chambers with both the queen and the dancer inside -- but a god of love took pity on them and enchanted the dancer’s fan.

“With one gust of wind from the fan, the fire was extinguished like the flame of a candle, and the wounds inflicted by the licks of the fire healed just as quickly.”


You gain a +1 bonus to attack and damage rolls made with this magic weapon. While you have the fan drawn, you can use an action to activate one of the following properties:

  • Quenching Gust. A strong breeze flows from the fan’s feathers. All fire in a 60-foot cone is instantly extinguished.
  • Blessed Gust. A gentle breeze swirls from the fan’s feathers. A creature of your choice within 5 feet of you regains a number of hit points equal to 1d8 + your dexterity modifier. Once this property is used, it can’t be used again until the next dawn.


Proficiency with a fan allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Magic Weapons: The Gramarye

Weapon (fan), Legendary (requires attunement)

“This bladed fan belonged to a dancer who was as gifted as he was ruthless. Through his own charm, as well as the charms cast by this fan, he went from being a lowly court entertainer to being the king himself. Under his reign, he ushered his kingdom into an era of riches and prosperity, but his court roiled with intrigue and subterfuge.”


You gain a +3 bonus to attack and damage rolls made with this magic weapon. While you have the fan drawn, you activate the following properties:

  • You have advantage on all Charisma (performance) checks.
  • Glamour’s Kiss: You can spend 10 minutes performing a dance to cast a charm over any creature that has watched the performance in its entirety. The creatures must succeed on a Charisma saving throw (DC 15) or be charmed for 10 minutes. Any creatures with a Wisdom score of 10 or lower fail the saving throw automatically.
  • Glamour’s End. When you hit a creature with an attack using this weapon, you can lull them into a deadly charm. The target must make a Wisdom (Insight) check, contested against your Charisma (Performance) check. On a failure, the target is charmed by you for 1 minute. Any damage you inflict on the target instantly ends the charm. You can use this property a number of times equal to your charisma modifier. Once all the uses of this property are spent, it can’t be used again until the next dusk.

Proficiency with a fan allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Credit

Fan Weapons by Pointy Hat

Feats

Blademaster

Prerequisites: Dexterity 13
You are one with the blade, performing feats of swordsmanship others find impossible. While wielding a weapon that deals slashing damage and does not have the heavy property, you gain the following benefits:

  • When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.
  • When you are hit by a ranged weapon attack, you can use your reaction to deflect the missile. When you do so, the damage you take is reduced by 1d10 + your character level + your Dexterity modifier. If you reduce the damage to 0 or less, you slice the projectile out of the air, destroying it.

Brutal Fangs

Prerequisite: Dhampir, 4th level

As your fangs and body has grown adapted to draining various essences from living creatures, you now can deal with much more. Your bite is now considered magical for overcoming resistances, in addition they now deal 2d4 piercing damage instead of the previous 1d4.

Cruel

Source: Tal'Dorei Campaign Setting Reborn


The challenges and struggles you've faced throughout your life have led you to delight in inflicting pain and anguish upon others. You gain a number of cruelty dice equal to your proficiency bonus. Your cruelty dice are d6s. You can roll only one cruelty die per turn, and a cruelty die is spent when you roll it.


You can roll a cruelty die under any of the following circumstances, with the indicated result:

  • When you deal damage to a creature, spend one cruelty die to deal extra damage to the creature equal to the roll.
  • When you score a critical hit, spend one cruelty die to gain temporary hit points equal to the roll.
  • When you make a Charisma (Intimidation) check, spend one cruelty die and add the roll to your check.

You regain all spent cruelty dice when you finish a long rest.

Urd Wings

Prerequisite: Kobold

You sprout leathery, almost dragon--like wings, granting you a flying speed of 25 feet. To use this speed, you can't be wearing medium or heavy armor.

Sire

Prerequisite: Dhampir, level 8+

Your control over life and death expands, allowing you to raise undead servants.

  • When you use your Fang train and hit with the unarmed strike, you can inject a sliver of your soul into your target, marking them with your vampirism. If a creature marked in this way dies within a minute of being marked, it raises as a zombie during the following midnight, as if it were raised by the animate dead spell.

You can only creatre one zombie at a time with this feature, and a zombie created in this way remains under your control for 24 hours after being raised, after which it stops obeying any command you've given it.

Spear Mastery

Source: Unearthed Arcana 15 - Feats

Though the spear is a simple weapon to learn, it rewards you for the time you have taken to master it. You gain the following benefits:

  • You gain a +1 bonus to attack rolls you make with a spear.
  • When you use a spear, its damage die changes from a d6 to a d8, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon’s die.)
  • You can set your spear to receive a charge. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creatures moves within your spear’s reach on its next turn, you can make a melee attack against it with your spear as a reaction. If the attack hits, the target takes an extra 1d8 piercing damage, or an extra 1d10 piercing damage if you wield the spear with two hands. You can’t use this ability if the creature used the Disengage action before moving.
  • As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.

Misc Homebrew

Eldritch Invocations: Arcane Gunslinger

Unearthed Arcana

Arcane Gunslinger

Source: Unearthed Arcana 7 - Modern Magic

Prerequisite: Pact of the Blade feature


You can create a pact weapon that is a sidearm or long arm, and you can transform a magical sidearm or long arm into your pact weapon.

Spelljammer Update: Reincarnate

 

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