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"Legacy of Magic"
\pagebreakNum # Character Options ### Ch. 1: Subclasses #### Bard: College of Flame Artist.............1 #### Cleric: Travel Domain.........................2 #### Druid: Circle of the Ancient Guardian..3 #### Sorcerer: Abyssal Bloodline.................4 #### Warlock: Gravewalker.........................5 #### Wizard: Court School..........................6 ### Ch. 2: Subclasses #### Spells..................................................8 ### Ch. 3: Feats ### Ch. 4: Magic Items \pagebreakNum ### College of Flame Artist *A flame artist studies the movements of fire, adding its grace to his repertoire. He seeks truth in fire’s burning essence, and uses his performance to unleash the power of fire against those who dare oppose him.* ##### Blazing Blades *3rd-level College of Flame Artist feature* The flames artist´s song causes allies’ weapons to burst into flames. A creature that has a Bardic Inspiration die from you, when it hits a creature can expend the Bardic Inspiration to deal fire damage equal to your Bardic Inspiration die. ##### Fan the Flames *3rd-level College of Flame Artist feature* You learn additional spells when you reach certain levels in this class, as shown on the Fan the Flames table. The spell counts as a bard spell for you, but it doesn't count against the number of bard spells you know. These can't be replaced when you gain a bard level. | Bard Level | Spell | |:---:|:-----------:| | 1st | Burning Hands | | 3rd | Flaming Sphere | | 5th | Fireball | | 7th | Wall of Fire | | 9th | Immolation | ##### Fire Break *6th-level College of Flame Artist feature* A fire artist’s performance can bend flames away from others. As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself fire resistance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains resistance to fire damage until the end of your next turn. If a creature hits with a melee attack while it has this resistance, the creature takes 5 fire damage. ##### Song of the Fiery *6th-level College of Flame Artist feature* You have resistance to fire damage and whenever you deal fire damage you ignore resistances. ##### Fire Music *14th-level College of Flame Artist School feature* You know Conjure Elemental. It doesn't count against the number of bard spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest. Whenever you start casting the spell, you can modify it so its casting time is one action. If you do so, the spell's duration becomes 1 minute for that casting. ### Travel Domain *You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic.* The gods of Travel are: **Akadi**, **Baervan Wildwanderer**, **Celestian**, **Fenmarel Mestarine**, **Hermes**, **Lliira**, **Oghma**, **Selûne**, **Sharess** and **Tymora**. At each indicated cleric level, you add the listed spells to your spells prepared. #### Travel Domain Spells | Cleric Level | Spell | |:---:|:-----------:| | 1st | Longstrider, Zephyr Strike | | 3rd | Locate Object, Knock | | 5th | Ashardalon's Stride, Fly| | 7th | Dimension Door, Locate Creature | | 9th | Teleportation Circle, Far Step | ##### Agile Feet *1st-level Travel Domain feature* As a free action, you can gain increased mobility until the start of your next turn, for the duration, moving through nonmagical difficult terrain costs you no extra movement. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Additionally your walking speed increases by 10 feet. ##### Sacred Threshold *1st-level Travel Domain feature* As an action, you can bless a door, a window, or another portal with a touch. For 1 minute, you can increase or decrease the DC of any check to unlock or force open the portal by an amount equal to your Wisdom modifier. In addition, your first ally to pass through the portal during this time gains an amount of temporary hit points equal to your Cleric level. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ##### Channel Divinity: Dimensional Hop *2nd-level Travel Domain feature* You can use your Channel Divinity to move in the blink of an eye. As a bonus action you can teleport up to 60 feet. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but they must be within 5 feet of you ##### Door Sight *6nd-level Travel Domain feature* As an action you can lay your hand upon any surface and see what is on the other side, as if using clairvoyance. During that time, you must touch the surface you want to see through. You can continue to see for up to 10 minutes with each use of this power, but you must touch the surface and take no other action for the entire time. The surface cannot be thicker than 6 inches plus 1 inch per cleric level you have. \pagebreakNum You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ##### Divine Strike *8nd-level Travel Domain feature* At 8th level, the cleric gains the ability to infuse his or her weapon strikes with divine energy. Once on each of the cleric's turns when he or she hits a creature with a weapon attack, the cleric can cause the attack to deal an extra 1d8 force damage to the target. When the cleric reaches 14th level, the extra damage increases to 2d8. ##### Travel as One *17nd-level Travel Domain feature* When you use your Channel Divinity: Dimensional Hop or cast Dimension Door, Teleportation Circle, Word of Recall, Plane Shift or Gate. You and any creatures you teleport gain a number of temporary hit points equal to your cleric level + your Wisdom modifier. ### Circle of the Ancient Guardian *Ancient guardians revere nature and draw power from its divine energies, but also protect the customs, histories, and lore of their tribe and race. They act as ambassadors and protectors of the old ways, nurturing their tribe’s growth and holding back civilization’s corruptive influence.* #### Circle Spells Your link to your divine energies grants you access to certain spells. At 2nd level, you learn the Thaumaturgy cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Ancient Guardian Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. #### Circle Spells | Druid Level | Spell | |:---:|:-----------:| | 1st | Comprehend Languages, Sanctuary | | 3rd | Suggestion, Enthrall | | 5th | Fast Friends, Tongues| | 7th | Guardian of Faith, Guardian of Faith | | 9th | Dispel Evil and Good, Legend Lore | ##### Community Bond *2nd-level Circle of the Ancient Guardian feature* You learn two languages of your choice. You also become proficient in your choice of two of the following skills: Medicine, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills. \columnbreak ##### Patience of Nature *2nd-level Circle of the Ancient Guardian feature* Whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1). In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. ##### Dispel Hostility *6th-level Circle of the Ancient Guardian feature* If a creature targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (a creature needn't make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. A creature is also immune to this effect for 24 hours if you target it with an attack or a harmful spell. Additionally you can cast calm emotions without expending a spell slot. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ##### Unimpeachable *10th-level Circle of the Ancient Guardian feature* You have resistance to psychic damage and whenever you or a creature of your choice within 20 feet of you has advantage on saving throws it makes to avoid being charmed or frightened or to end those conditions on itself. ##### Undo Artifice *14th-level Circle of the Ancient Guardian feature* As an action you can touch a nonmagical or magical object that isn't being worn or carried, to transform the target into another object. The new object must have a gold value equal to or less than the original and the object must be of the same rarity than the original. You can do so a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ### Abyssal Bloodline *Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny (and alignment) is up to you.* ##### Abyssal Magic *1st-level Abyssal Bloodline feature* You learn additional spells when you reach certain levels in this class, as shown on the Abyssal Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know. Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or a evocation spell from the sorcerer, warlock, or wizard spell list. \pagebreakNum #### Abyssal Spells | Sorcerer Level | Spell | |:---:|:-----------:| | 1st | Burning Hands, Cause Fear| | 3rd | Enhance Ability, Flame Blade | | 5th | Haste, Summon Lesser Demons| | 7th | Summon Greater Demon, Stoneskin | | 9th |Banishing Smite, Destructive Wave (necrotic only)| ##### Claws *1st-level Abyssal Bloodline feature* You can grow claws as a free action. These claws are treated as natural weapons, when you use the Attack action with these claws on your turn, you can also make an claw attack as a bonus action, assuming you haven't already taken a bonus action this turn. You can use your Charisma instead of Strength for attack and damage rolls when you attack with claws. At 6th level, these claws are considered magic weapons for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. At 11th level, these claws become flaming weapons, dealing an additional 1d6 of fire damage on a hit. ##### Demon Resistances *6th-level Abyssal Bloodline feature* As an action you can expend 2 sorcery points and for 1 minute you gain gain resistance to lightning and poison damage and you have advantage on saving throws made against poison. ##### Extra Attack *6th-level Abyssal Bloodline feature* You can attack twice, instead of once, whenever you take the Attack action on your turn. ##### Added Summonings *14th-level Abyssal Bloodline feature* Whenever you summon a Fiend with the demon subtype using Summon Lesser Demons or Summon Greater Demon you summon one additional creature of the same kind. Additionally you can use your Charisma for any check or saving throw that would normally require Strength. ##### Demonic Might *18th-level Abyssal Bloodline feature* The power of the Abyss flows through you. As a bonus action, you gain the following benefits for 1 minute: * Immunity to lightning and poison damage. * Resistance to acid, cold and fire damage. * Telepathy with a range of 60 feet (allowing you to communicate with any creature that can speak a language).