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# Planeshift Subclasses
##### Designed to work with the Planeshift project by grzart
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# Eldraine ##### Land of Knights and Monsters
\pagebreakNum # Oath of Knowledge The knights of Castle Vantress are obessesed with knowledge. In Vantress, knighthood is knowledge applied to the challenges of the world. To become a knight, an aspirant must tell the Magic Mirror a secret it did not already know, and even then, the gift of knighthood is bestowed at the Mirror's inscrutable discretion. #### Tenets of Knowledge ***Preserve Knowledge*** Knowledge is the cornerstone of human civilization. Never willingly let any knowledge die out.
***Defend the Innocent*** Those without knowledge may never learn it if evil ends them. Protect them that they may learn.
***Use Knowledge*** Hoarding knowledge does nothing if it is not used. Use knowledge to improve the world.
#### Oath Spells You gain oath spells at the paladin levels listed. | Level | Spells | |:---:|:-----------:| | 3rd |*Detect Magic, Shield*| | 5th | *Detect Thoughts, Find Familiar* | | 9th | *Clairvoyance, Call Lightning* | | 13th | *Arcane Eye, Locate Creature* | | 17th | *Animate Objects, Legend Lore* | ### Knowledge is Power In Castle Vantress, one must always continue learning if one is to survive. When you gain this feature at 3rd level, you gain proficiency in any one skill of your choice. You may change this skill after a long rest. Additionally, you may add your Charisma modifier to checks using the selected skill. ### Channel Divinity When you take this oath at 3rd level, you gain the following Channel Divinity option. * ***Learning Blade*** As an action, you may imbue a weapon you are carrying with divine curiosity, using your Channel Divinity. For 1 minute, whenever you deal damage to a hostile creature with the imbued weapon you may learn either all of the creature's resistances, it's lowest ability score, or the statistics of a single action that creature can take, chosen by the DM. You choose which information you would like to learn. * ***Magical Font*** As an action, you may unleash the arcane might you possess in a blast of power, by using your Channel Divinity. This functions as a *magic missile* spell, cast at the highest spell level you can cast.
\pagebreakNum ### Aura of Curiosity You're skill and curiosity become a guiding light for your allies, mystically aiding them in acquiring knowledge. Starting at 7th level, you and friendly creatures within 10 feet of you may add your Charisma modifier to Investigation and History skill checks.
At 18th Level, the range of this aura extends to 30 feet.
### Secrets from the Mirror Starting at 15th level, you may call upon the wisdom of Indrelon, the Magic Mirror, to give you information you need. Imploring Indrelon's aid requires you to use your action. Describe the knowledge you seek, and roll percentile dice. If you roll a number equal to or lower than your paladin level, Indrelon psychically contacts you and gives you all information it believes will answer your question, as determined by the DM. Once you use this feature, you must finish a short or long rest before you can use it again.
### Paragon of Vantress Starting at 20th level, you may transform into to become a paragon of the Virtue of Knowledge. Using your action, you may undergo a transformation. For 1 minute, you gain the following benefits: * You may cast Counterspell as a third level spell, without expending a spell slot. * You and allies within 15 feet of you gain advantage on attack rolls against enemies you have used your Channel Divinity feature on. * As an action, you may choose one creature you have dealt damage to within the last 1 minute. You learn the creature's current hit points, AC, and motivation for fighting you and your companions. \columnbreak
##### What About Other Planes? In planes other than Eldraine, I suggest using the equivalent god of knowledge, or magic, as a substitute for the source of the Knowledge paladin's powers. Oghma, Thoth, Hades and similar gods are all good suggestions for patrons of Knowledge paladins.
\pagebreakNum # Oath of Eternity Black-aligned Castle Locthwain is the home of the most elegant, determined court on Eldraine, it's brave knights searching for the lost Cauldron of Eternity. You swore your oath on the Cauldron's name, and now, you are empowered to fulfill your quests to the bitter end. Even death will not prevent you from completing your goals. #### Tenets of Eternity ***Endure Hardship*** A paladin's word is only worth the lengths he will go to keep it. Never let hardship dissuade you from your duty.
***Spare the Dying*** Death robs one of their chance to fulfill their duty. Save those who can still serve the good of the realm.
***Find the Cauldron*** The Cauldron of Eternity has been lost since the earlist days of Locthwain. Find it, and eternal glory shall be yours. #### Oath Spells You gain oath spells at the paladin levels listed. | Level | Spells | |:---:|:-----------:| | 3rd | ***False Life, Healing Word*** | | 5th | ***Shadow Blade, Warding Bond*** | | 9th | ***Animate Dead, Life Transference*** | | 13th | ***Death Ward, Sickening Radiance*** | | 17th | ***Danse Macabre, Enervation*** |
### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options * ***Persistance Beyond Death*** You can use your Channel Divinity to allow allies a second chance. As an action, you may touch one creature who has died since the end of your last turn. The creature immediately regains 1 hit point, and remains alive for one minute. \columnbreak If the creature does not receive healing before the effect of this Channel Divinity ends, it falls unconscious and must begin rolling death saving throws, if able. Otherwise, it dies. * ***Locthwain Enchantments*** You can use your Channel Divinity to imbue your weapon with the ancient enchantments of Castle Locthwain. As a bonus action, you give one weapon you are holding the following benefits: The weapon's damage type becomes necrotic, it deals critical hits on a 19 or a 20, and you gain half the damage you deal with the weapon as temporary hit points.
### Aura of Etenity Starting at 7th level, whenever a hostile creature within 30 feet of you drops to 0 hit points, you and allies within 10 feet of you gain temporary hit points equal to your paladin level. At 18th level, the range of this aura extends to 30 feet.
### Blacklance Paragon At 15th level, your deeds have seen you inducted into the prestigious Order of the Blacklances, the most elite hunters of the Cauldron of Eternity. You gain a bonus equal to your Charisma modifier to Persuasion rolls with members of the Realm.
Additionally, whenever you strike any opponent with a weapon affected by your Locthwain Enchantments Channel Divinity, you may use a bonus action to maximize the damage dice of the attack. Once you use this feature, you must finish a long rest before you may use it again.
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### Avatar of Locthwain Beginning at 20th level, you embody the virtue of persistance to such a degree that you may invoke it's power to become a deadly avatar of Castle Locthwain itself. As an action, you may transform into a large, humanoid form with spectral armor for one minute. You gain the following benefits.
* You become immune to critical hits. * Allies within range of your Aura of Persistance become immune to critical hits. * Whenever you are reduced to 0 hit points while in this form, you immediately regain half of your maximum hit points, and your transformation ends. * While in this form, you are under the effect of a *spirit guardians* spell, with the spirits taking the form of spectral knights. You do not need to concentrate on this spell.
Once you use this feature, you must finish a long rest before you may use it again. \columnbreak > #### Adapting outside of Eldraine > When using this oath outside Eldraine, I suggest allowing the Blacklance Paragon feature's social benefits to extend to a relevant faction's citizens.
Additionally, instead of having patron like the Cauldron of Eternity to empower the Oath, perhaps the paladin's sheer tenacity empowers it, and grants them magic.
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# Path of the Wild Knight The Wilds are an enchanted environment with shifting borders, where distance, direction, time and the seasons all seem to be distorted and where both monsters and curses abound. However, even the Wilds has need of knights, brave elves, redcaps, and giants who defend their land from Realm intrusion and questing knights. Wild Knights draw on the magic of their realm to enter a battle-trance, perfect for dealing with their tricksome foes. Eventually, they come to embody the very Wild themselves, an avatar of the natural land.
### The Wilds Arm Me Starting at 3rd level, you may use a bonus action to create a weapon from the environment around you- thorn bushes twist into spears, or ice forms into a blade for your hand. This weapon takes the form and game statistics of any weapon you are proficent with, and counts a magical weapon. \columnbreak ### The Wilds Defend Me Beginning at 6th level, while raging, you ignore difficult terrain and you gain resistance to poison and psychic damage, as well as advantage on saving throws against being poisoned.
### The Wilds Provide for Me Beginning at 10th level, you ignore the first level of exhaustion you would gain, and do not suffer hunger or thirst while in a natural environment. Additionally, you do not need to roll to forage for food for others, as the very land provides for you.
### The Wilds Hunt with Me Also beginning at 10th level, you may use an action to summon a creature with the Beast type, of a CR equal to or lower than your proficency bonus, as determined by the DM and the terrain. This creature is friendly to you and your allies, and will fight alongside you, though it will not fight to the death. It takes it's action after yours, and is controlled by you. Once you use this feature, you must complete a short rest before you can use it again.
### The Wilds Are One with Me Starting at 14th level, you may unleash the wrath of the Wilds, shaping nature itself to hinder your foes, roots and vines even breaking through stone floors to bind your enemies. While you are raging, you may use a bonus action and choose a hostile creature you can see. That creature is considered to be in difficult terrain for the next minute, and cannot make opportunity attacks for the duration of this feature. You may use this feature a number of times equal to your proficency bonus, and you regain all expended uses whenever you finish a long rest.
\pagebreakNum # The Questing Beast Patron Two individuals are chosen each generation by the Questing Beast to possibly become High King and High Queen, both having to quest throughout the courts and become knighted in each to receive the honor. However, the Questing Beast will sponsor many knights and aspirants, setting quests and challenges for them to achieve and overcome. Those who complete such a quest are empowered by the Beast, gaining great magical powers. Some have even entered into pacts with the Questing Beasts to call upon it's magic to defend Eldraine. In the wake of the Phyrexian invasion, the Warlocks of the Questing Beast have become more numerous than ever, helping to rebuild the shattered plane. They officiate ceremonies, give prophecies, and serve as a quasi-religious organization in Eldraine. #### Expanded Spell List The Questing Beast lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. | Spell Level | Spells | |:---:|:-----------:| | 1st | ***Ceremony, Protection from Evil and Good*** | | 2nd | ***Augury, Branding Smite*** | | 3rd | ***Bestow Curse, Remove Curse*** | | 4th | ***Divination, Polymorph*** | | 5th | ***Dispel Evil and Good, Legend Lore*** | \columnbreak ### Knightly Training Starting at 1st level, you gain proficiency with medium armor and martial weapons.
### Quest Blessing Before every quest, a wise knight seeks the wisdom of a servant of the Questing Beast, to bless their venture. Starting at 1st level, you may use a bonus action to bless a nearby creature, granting them a d4 that they may add to their next attack roll. Alternatively, they may use the d4 to increase their AC as a reaction to being attacked, after the attack has been rolled. You may use this feature a number of times equal to your proficiency bonus. You regain all expended uses of this feature after you complete a long or short rest.
### Nexus of Fate Starting at 6th level, you may use a bonus action to replace the result of any d20 roll that you have rolled, or a hostile creature you can see within 30 feet has rolled, with your Charisma score (not modifier). Once you use this feature, you must complete a long rest before you can use it again.
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### Immortal Servant Beginning at 10th level, the Questing Beast has granted you a portion of it's immortality to continue serving it's will. You no longer age, and you cannont be aged magically. Additionally, you become immune to the poisoned condition.
### Sigil of True Kingship Beginning at 14th level, you can invoke the power of the Questing Beast to temporarily gain the authority of a king. You may use an action to cast a *geas* spell as a 7th level spell, cloaking yourself in divine authority. Once you use this feature, you must complete a long rest before you use it again.
### New Eldritch Invocations
#### Eyes of Fate ***Prerequisite:*** 9th level
You may select a creature you can see within 30 feet. Roll an unmodified d20. On a 10 or higher, the DM reveals the following information to you. * If the creature intends to harm you or your allies in the near future. * The creature's alignment. * The creature's current hit points.
#### Parrying Blade ***Prerequisite:*** Pact of the Blade
When you manifest your pact weapon, it has adaptations for parrying, such as a long blade, or a hooks. While wielding your pact weapon, you may use your reaction to increase your AC by 2 in response to an attack directed at you.
#### Heroic Choosing
You may cast the *heroism* spell without expending a spell slot a number of times equal to your proficiency bonus. You regain all expended uses after you complete a long rest. > ##### Outside Eldraine > If your DM is willing, and it fits the campaign they are running, the Questing Beast has been known to send it's champions across the multiverse, by ways known only to it, to fulfill it's enigmatic goals.
\pagebreakNum # Irencrag Pyromancer Origin Born from the Irencrag, a massive boulder glowing with volcanic heat, your magic tells of heat and iron. Blades enchanted by you are supernaturally potent, and you of course wield incredibly destructive fire magic, powered by your emotions and passions. ## Font of the Irencrag You learn additional spells when you reach certain levels in this class, as shown on the table below. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. | Level | Spells | |:---:|:-----------:| | 1st | ***Hellish Rebuke, Searing Smite*** | | 3rd | ***Continual Flame, Heat Metal*** | | 5th | ***Ashardalon's Stride, Fireball*** | | 7th | ***Elemental Bane, Wall of Fire*** | | 9th | ***Flame Strike, Immolation*** |
### The Flames of Passion At 1st level, you learn how to empower your magic with your strongest emotions. You gain one Sorcery Point whenever you fulfill a condition from the following list. Once you gain a Sorcery Point from a specific condition, you may not gain another Sorcery point from the condition until you complete a short rest. * You gain the *Charmed* condition. * You gain the *Frightened*condition. * You bring a hostile creature to 0 hit points with a spell or attack. * You are dropped to 5 hit points or less by a spell or attack. * A creature you consider a close ally becomes unconscious or is dropped to 0 hit points. If you do not have Sorcery Points, you instead may gain 1 point of Inspiration for fulfilling these conditions instead.
### Embereth Enchantments Starting at 6th level, you may use a bonus action cast the *flame blade* spell, targeting yourself or a friendly creature within 30 feet that you can see. When cast this way, the blade appears to be made of of steel, with flickering sparks up and down it's length. You may use this feature a number of times equal to your proficiency bonus. You regain all expended uses whenever you complete a long rest.
\pagebreakNum ### Pyromancer's Shield Starting at 14th level, you may use your reaction to conjure a shield of steel and fire to protect you for 1 minute. The shield has hit points equal to twice your sorcerer level + your Charisma modifier. Whenever you take damage, the shield takes the damage instead. If this damage reduces the shield to 0 hit points, you take any remaining damage. While the shield has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast a spell that deals fire damage of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell. Once you use this feature, you must complete a short rest before you can use it again.
\columnbreak ### Fury of the Realm Starting at 18th level, you may unleash the true power of your spells by tapping into your deepest emotions. Whenever you cast a spell of 1st level or higher that deals fire damage, you may maximize the damage dice of the attack. You may use this feature a number of times equal to your proficiency modifier. You regain all expended uses whenever you complete a long rest. > ##### Outside Eldraine > To adapt the Pyromancer to other planes, simply ignore all references to the Irencrag. Emotion-based fire magic is common to many worlds across the Multiverse.
\pagebreakNum # Irencrag Phobomancer Sometimes, the magic granted by the Irencrag manifests externally, in a power known as Phobomancy. Phobomancers can feed on other's fear, overcome it, and even unleash a wave of pure unadultered terror. The knights of every realm fear the tread of Phobomancers. ## Fear Manifesting You learn additional spells when you reach certain levels in this class, as shown on the table below. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. | Level | Spells | |:---:|:-----------:| | 1st | ***Cause Fear, Charm Person*** | | 3rd | ***Mind Spike, Silence*** | | 5th | ***Hypnotic Pattern, Summon Shadowspawn*** | | 7th | ***Phantasmal Killer, Raulothim's Psychic Lance*** | | 9th | ***Dominate Person, Modify Memory*** | \columnbreak ### Power From Fear Beginning at 1st level, whenever a creature within 30 feet of you that you can see gains the *frightened* condition, you may use your reaction to end the *frightened* condition. If you do so, you may either * gain a number of Sorcery Points equal to half your proficiency bonus, rounded up. This can not take you above your Sorcery Point Maximum. or * You may heal yourself for a number of hit points equal to twice your Charisma modifier. You may use this feature a number of times equal to your proficiency modifier, and you regain all expended uses when you complete a long or short rest.
### Fear Before Love Beginning at 6th level, whenever one or more creatures would gain the *charmed* condition as a result of one of your spells, you may cause a single affected creature to gain the *frightened* condition instead. All other parts of the spell happen unmodified. You may use this feature a number of times equal to your proficiency bonus. You regain all expended uses after a long rest.
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### Bane of Knights Beginning at 14th level, you may spend 3 Sorcery Points to ignore immunity to the *frightened* condition for 1 minute. You may use this feature a number of times equal to your proficiency bonus. You regain all expended uses upon completing a long rest.
### Terror Manifested Beginning at 18th level, you may use your action to force all hostile creatures within 100 feet of you to make a Charisma Saving Throw. On a failed save, they become *frightened* of you for 1 minute. If any affected creatures are immune to the *frightened* condition, you may use your Bane of Knights feature on them as a part of this action.
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# Ixalan ##### Land of Dusk and Sun
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# Circle of the Shaper Among the River Heralds, the Shapers are spiritual leaders and battle-shamans. Every tribe is lead by a Shaper, and in battle the River Heralds summon crushing waves and drown their foes in the cold waters of the river. ## Bonus Circle Spells Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land of Ixalan. Once you gain access to a circle spell, 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. NOTE: Some of these spells come from Kibbles Elemental Spells 2.0, linked [here](http://address "https://static1.squarespace.com/static/5e7eab9fcc76e2321541f8b3/t/63eb4bc29ed4062c3bf9dc88/1676364739458/Kibbles%27+Generic+Elemental+Spells+v2.0+-+compressed.pdf"). These spells are marked with a ^. \columnbreak | Level | Spells | |:---:|:-----------:| | 3rd | ***Crashing Wave^, Water Blast^*** | | 5th | ***Hurricane Slash^, Dancing Wave^*** | | 7th | ***Waterspout^, Wall of Water*** | | 9th | ***Storm Sphere, Summon Elemental*** |
### Servant of the Rivers Starting at 2nd level, you may expend a use of your Wild Shape to summon a loyal spirit in the form of a *servant of the rivers*, using the provided stat block. Note that parts of the stat block change depending on your individual statistics. The servant takes a vaguely humanoid form, made of water, leaves, vines, or other available natural materials. The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. The spirit is friendly to you and your companions and obeys your commands.
\pagebreakNum In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge. The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die. ___ > ## Servant of the Rivers >*Medium Elemental* > ___ > - **Armor Class** 13 (natural armor) > - **Hit Points** 10 + five times your druid level > - **Speed** 40 ft, 30 ft swim >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|16 (+3)|14 (+2)|13 (+1)|15 (+2)|11 (+0)| >___ > > > > - **Damage Resistances** Fire > - **Damage Immunities** > - **Condition Immunities** charmed, frightened, grappled, prone, restrained > > - **Languages** Understands the languages you speak > - **Proficiency Bonus** Equal to your Proficiency Bonus > ___ > > ### Actions > > > ***Rock Hurl.*** *Ranged Weapon Attack:* your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB bludgeoning damage. > > ***Water Lash*** *Melee Spell Attack:* your spell attack modifier to hit, reach 10 ft., one target you can see. Hit: 1d8 + PB slashing damage. \columnbreak
### Crashing Tide Starting at 6th level, all of your spells that deal bludgeoning damage deal an additional 1d4 damage. Additionally, you may cast them through your Servant of the Rivers as if they were a familiar. The additionally damage from this feature increases to a d8 at 12th level, and a d12 at 18th level.
### Soul of the Rapids Beginning at 10th level, you learn to heal others with the run-off of magical energy from your spells. Whenever you cast a spell of 1st level or higher, you may use your bonus action to heal a friendly creature within 30 feet of you that you can see by an amount equal to the twice the spell's level + your proficiency bonus. You may use this feature a number of times equal equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
### One With the Wind Beginning at 14th level, you and your Servant of the Rivers are always under the effect of a *freedom of movement* spell. Additionally, you may use a bonus action to gain a flying speed equal to your walking speed for one minute. Once you use this action, you must complete a short rest before you can use it again. \pagebreakNum # Path of Exultation The vampires of Ixalan regularly undertake the Blood Fast, in which they starve themselves for a period of time. When this is over, they enter a state known as the rapture, in which they revert to an animalistic trance and attack anything in sight. NOTE: This barbarian path is only open to those who have taken the Rite of Redemption and become an Ixalan vampire.
### Blood-Fueled Frenzy Starting when you choose this Path at 3rd level, while you are raging, you may take the *dash* action as a bonus action, as long as you are moving towards a hostile creature by the shortest means possible. Additionally, when you jump while raging, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn. \columnbreak ### Breaking the Fast Beginning at 6th level, you may use your *Feast of Blood* trait as a bonus action whenever you take the Attack action on your turn. Using this feature does count as a use of your *Feast of Blood* racial trait.
### Exultation in Blood At 10th level, you have finally achieved the vaunted level of holiness required to perform the Exultation, turning the bottom half of your body into black smoke, and taking to the sky as a holy predator. While raging, you may expend one use of your *Feast of Blood* trait to gain a flying speed equal to your walking speed for the duration of your Rage.
### Blood Smite At 14th level, you may invoke your faith and smite unholy creatures with the shadows of your exultation. While raging, when you hit a creature with a melee weapon attack, you can use your bonus action deal necrotic damage to the target, in addition to the weapon's damage. This damage is equal to your Barbarian level + your proficiency bonus. You may use this feature a number of times equal equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
\pagebreakNum # Oath of the Sun The Sun Empire worships the sun, which they believe to display three aspects. Temples to various aspects of the sun exist, but even places where so much as sunlight touches the ground are considered sacred.
Kinjalli is the Wakening Sun, who created humans from clay and baked them with the sun's warmth. It is associated with order and structure, as well as the rainy season. It is the patron of the empire's founder.
Tilonalli is the Burning Sun, associated with ferocity, fire, and passion. It is associated with anger and love, as well as the hot season.
Ixalli is the Verdant Sun, who fosters growth in all things. It is associated with fertility and community, and associated with the cold season. Avatars of the Threefold Sun manifest on Ixalan as Dinosaurs. The mighty dinosaur Gishath embodies all three aspects of the sun (creative, nourishing, and destructive) in one terrible form, earning a healthy mix of reverence and fear from the soldiers and priests who seek to harness his strength against their enemies. Sun Paladins fight for the Sun Empire on every border, and within the empire serve as great cultural heroes. Many have taken up traveling, competing for the title of warrior-poet by experiencing as much of the worlds as possible. \columnbreak #### Tenets of the Sun
***Preserve Life:***
Life is sacred. Kill only the most monstrous, irredeemable creatures of evil.
***Protect the Empire:***
The Sun Empire is chosen by the Threefold Sun. Ensure it's people are safe, and it's cities whole.
***Live Life to the Fullest:***
Life is the Threefold Sun's gift to all, do not waste. Sing, drink, and live for the sun.
#### Oath Spells You gain oath spells at the paladin levels listed. | Level | Spells | |:---:|:-----------:| | 3rd | ***Faerie Fire, Charm Person*** | | 5th | ***Blindness, Heat Metal*** | | 9th | ***Daylight, Fly*** | | 13th | ***Sicking Radiance, Wall of Fire*** | | 17th | ***Flame Strike, Summon Celestial*** |
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### Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. * ***Cleansing Ray:*** You may use your channel divinity to unleash a powerful bolt of holy magic. As an action, you can force a creature you can see within 60 feet to make a Charisma saving throw. On a failed save, the creature takes 3d6 radiant damage, and 3d6 fire damage, or half as much on a successful save. You may expend spell slots to apply your Divine Smite damage to this damage roll as well * ***Rebuke the Unfaithful:*** You can use your Channel Divinity to reveal the suns majesty, terrifying those of unpure heart. As an action, you present your holy symbol, and each creature of evil alignment within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
### Aura of Sheltering Light Beginning at 7th level, you radiate soft golden light in an aura of peace. You create dim light in a radius of 10 feet, and friendly creatures within 10 feet of you have resistance to necrotic damage.
At 18th level, the range of this aura extends to 30 feet.
### Sunbird's Invocation Starting at 15th level, you have such a strong faith in the Threefold Sun that you can overcome death. When you would fail your last death saving throw, instead of dying, you instantly regain half your maximum hit points, and hostile creatures within 30 feet of you take 3d10 radiant damage as holy flames explode out from you, as you are reborn like the glorious Sunbird. Once you benefit from this feature, you must complete a long rest before you can benefit from it again. \columnbreak
### Star of Extinction At 20th level, you invoke the aspect of Gishath, the avatar of all three forms of the Threefold Sun, becoming a force of cosmic might, and indomitable fury. As an action, you may cast *shapechange*, without using material components. When you cast the spell this way the only form you can take becomes a *Tyrannosaurus Rex* (MM, pg 80), with the following additional traits; * You have immunity to radiant and fire damage * You retain your own hit points and AC * "Additionally, you can ignore the verbal and somatic components of your paladin spells, as well as any material components that lack a cost and aren't consumed by a spell." This transformation lasts for 1 minute. Once you use this feature, you can't use it again until you finish a long rest.
\pagebreakNum # College of Captains The Brazen Coalition is a society of pirates that answers to no one and lives on the Stormwreck Sea of Ixalan. They are a diverse bunch, including humans from a wide variety of backgrounds as well as members of three nonhuman races: goblins, orcs, and sirens. Accordingly, captains of the Brazen Coalition are exemplars of leadership, forging disparate parts into a fearsome, cohesive whole. Whether through fear or popularity, all Captains are larger than life figures.
### Bonus Proficiencies Starting at 3rd level when you pick this College, you gain proficiency with Water Vehicles, Rapiers, and firearms. ### Captain's Command When you choose this archetype at 3rd level, you learn maneuvers that are fueled by your Bardic Inspiration dice. **Maneuvers:** You learn two maneuvers of your choice from the Battle Master maneuver list. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
**Saving Throws:** Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
*Maneuver save DC* = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
### Extra Attack Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
### Buccaneer's Bravado Starting at 14th level, you become immune to becoming *frightened* and whenever you use your Countercharm, friendly creatures become immune to being *frightened* or *charmed* instead of have advantage on saving throws against these conditions.
\pagebreakNum # Quetzacama Knight Dinosaurs (or quetzacama) are important to the Sun Empire's sense of national identity. The empire's people use dinosaur feathers as decorations and as inspiration for design motifs in everything from jewelry to architecture. They believe that the Immortal Sun first gave their priests the ability to call and command the dinosaurs, so maintaining this command is a way of clinging to their ancient heritage. These creatures are not domesticated. Whenever a dinosaur moves through a Sun Empire city, it is under someone's direct control—and there's always the risk of it breaking free. This is part of the Sun Empire's worldview: nature (embodied in the dinosaurs) is a tool to be wielded, bent to human will, but it is a constant test of will and strength. Nature can't be tamed, but when humans live alongside nature they are made stronger.
### Scion of the Sun Empire Beginning when you select this subclass at 3rd level, you are honored with a dinosaur companion to train and fight beside. This dinosaur may be of a CR up to half of your level, and whenever your companion dies you may spend 8 hours in a ritual calling a new one, which may be of a different CR than your original companion. In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.
Finally, you are always under the effects of the *beast bond* spell with your companion. Some examples of possible mounts and their CR: * Pteranodon (CR 1/4, MM pg 80) * Allosaurus (CR 2, MM pg 79) * Anklyosaurus (CR 3, MM pg 79) * Triceratops (CR 5, MM pg 80)
### Bonus Proficiencies Also starting at 3rd level, you gain proficiency in the Animal Handling and Persuasion skills and one additional language of your choice.
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### Knight of Pachatupa Starting at 7th level, whenever you are within 5 feet of your dinosaur companion, you have advantage on attack rolls. Additionally, while your and your companion are on the same plane of existence, you may call upon it's innate magic to cast one of the following spells, without using material components. Your spellcasting modifier is Charisma. * *searing smite* * *zephyr strike* * *earthbind* * *pass without trace* You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you take a long rest.
### Pious Interdiction Beginning at 10th level, whenever an attack would reduce you to 0 hit points, your dinosaur companion may use it's reaction to magically absorb the damage instead. Once you use this feature, you cannot use it again until you complete a long rest. \columnbreak
### Sun-Crowned Hunters Starting at 15th level, you and your companion are paragons of the Sun Empire. You may use your action to force all hostile creatures within 30 feet of you or your companion to make a Wisdom saving throw. On a failed save, they take 2d12 radiant damage and are *frightened* of you and your companion for 1 minute. You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you take a long rest.
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### Tilonalli's Champion
At 18th level, you reach an apex of power due to your connection with your dinosaur companion.
You and your dinosaur companion gain resistance to bludgeoning, slashing and piercing damage while within 5 feet of each other, your companion adds three times your level to it's hit point total, and you may use the spells from your Knight of Pachatupa feature at will.
Additionally, citizens of the Sun Empire consider you a great hero, and will go out of their way to support you and your allies. You never need to roll for (Charisma) Persuasion checks on citizens of the Sun Empire. You are considered to have rolled a 12 if you would normally be required to roll.
Finally, whenever you attack a creature that is *frightened* of you or your companion, you crit on a roll of 19 or 20.
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# Kamigawa ##### Land of the Future
\pagebreakNum # Shinobi Rogue Ninjas, also called Shinobi (shee-NO-bee), are masters of both stealth and armed combat who may find employment as spies, warriors, mercenaries or assassins; they are famed for their versatility. Secretive in the extreme, some ninja practice magic that further enhances their abilities of infiltration. Some ninja come together in clans, though many others are solitary rogues.
### The Arts of Stealth Beginning at 3rd level, you may cast a spell from the following list without using material components. Your spellcasting modifier is Wisdom. * *expeditious retreat, shield, mirror image, invisibility* You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you take a long rest. Additionally, you gain a climbing speed of 30 feet. \columnbreak
### Lethal Exploit Starting at 9th level, whenever you make an attack of opportunity against a hostile creature, you may apply your Sneak Attack to the attack. Whenever you attack from at least 10 feet above a hostile creature, you may also apply your Sneak Attack.
### Master of Swirling Mist At 13th level, you master the finer combat arts of your clan. You add the following spells to the list you can cast with your The Arts of Stealth feature: *misty step, cloud of daggers, water walk*.
### You are Already Dead At 17th level, you learn how to unleash a deadly strike that can kill an opponent outright. As an action you can make a single melee attack against a hostile creature. If you hit and the creature has less than 100 hit points, it dies. Once you use this feature, you must complete a long rest before you can use it again.
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\columnbreak ## Mech Ace Fighter On Kamigawa, mech warfare is increasingly common, even as Imperial forces attempt to reach a peaceable solution to the many problems of the plane. As such, Imperial troopers, Saiba Futurists, even Asari pilots are represented among the aces of Kamigawa.
### Bonus Proficiencies Starting at 3rd level when you select this subclass, you become proficient with all vehicles, and you gain an additional skill of your choice.
### Piloting Expertise Also at 3rd level, you have expertise with all vehicles, and when using the attacks in any vehicles profile, you gain expertise with that attack
### Hot-Shot Repairs At 7th level, you have learned how to make quick repairs to your vehicle in the heat of combat. You gain an additional use of your Second Wind feature, which may only be used to heal the vehicle you are piloting. You may use your regular Second Wind uses to repair your vehicle as well.
### Overclocking At 10th level, you can push your vehicle to it's limit, allowing you to take one of the following actions, at the cost of an amount of necrotic damage equal to your level x2; * You may use one of the actions in your vehicle's stat block an additional time. * You may make an additional Dash action with your vehicle. \pagebreakNum
### Modifications Beginning at 15th level, you can modify magical items to fit within your vehicles. The magic items must require attunement, and the items are magically melded with the vehicle. When they are unattuned they return to their original form. Each vehicle may only attune two items, and the effects of the magical items become part of their statblock.
### One with the Machine Beginning at 18th level, you may select one action from a single vehicle's statblock, typically your favored vehicle. You may use that action as if you were the vehicle, magically manifesting anything needed to pull of the action. Additionally, you gain an additional use of Second Wind for your Hot-Shot Repairs feature.
> ##### Optional Rule: Fearsome Mechs > As an optional rule to make mech combat more focused on mechs fighting other mechs, you can give all mechs an additional trait; *Mechanized Warfare:* This vehicle has resistance to all damage except that inflicted by another vehicle.
\pagebreakNum # Circle of the Spirits On Kamigawa, the kami are a part of all things, and the Order of Jukai does their best to preserve the old ways of Kamigawa, working to preserve nature and the kami alike. Accordingly, many druids number amongst them, calling upon the blessings of kami magic to further Jukai goals.
### Abjure Technology Beginning at 2nd level, you may expend a use of your Wild Shape feature to dispel the effect of any magic item within 30 feet of you for 1 minute.
### Soothe the Kami Also at 2nd level, you may cast *calm emotions* without expending a spell slot. When you cast the spell this way, it can only target creatures with the kami subtype, and they have disadvantage on the Charisma saving throw to resist the spell's effects. Once you use this feature, you must complete a short rest before you can use it again.
### Beloved by Kami Beginning at 6th level, you are protected by the spirits you work with. You may use an action to summon a number of *vector gliders* (Planeshifted Guide to Kamigawa, page 98) equal to your level. These tiny kami will use their *pester* action against the most recent creature to attack you, and will change the focus of their actions if another creature attacks you. All summoned creatures take their turn after yours, and will not take any actions other than as described above. They will stay for 10 minutes before leaving. Once you use this feature, you must complete a long rest before you use it again. \columnbreak
> ##### Suggestion to DMs > When using this subclass in a setting that does not have kami, consider changing all references to the kami subtype to fey, instead. This allows it to be useful even outside of Kamigawa and similar worlds.
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### Dance of Two Worlds Starting at 10th level, you have learned to step through to the world of the kami through the use of a secret ritual. As an action, you can cast the *etherealness* spell with this feature, without expending a spell slot. Beginning at 15th level, when you use this feature, you cast *etherealness* as an 8th level spell. Once you use this feature, you can’t use it again until you finish a long rest
### Kami Relic Beginning at 14th level, you may perform a sacred ritual to coax a willing kami into an item, creating a magic item. This ritual takes one hour to perform, and requires material components worth 1000 GP per rarity level of the item being created. Additionally, the DM may require you befriend a specific kami related to the item you wish to create. At the end of the ritual, the kami enters the item, making it function as the chosen magical item. Said item cannot be a unique item or artifact. Additionally, during the ritual to create the item, the kami will set a single condition for the wielder of the item to avoid. If that condition is met, then the kami becomes offended and will leave the item, rendering it useless. This condition, called the item's *ban* is unique to every item. You may only have one Kami Relic created at a time.
> ##### Optional Rule: Timed Relics > If you are worried about the power of this feature, I suggest adding a time time limit to how long the kami is willing to inhabit the item, in place of a *ban*. In this way, you maintain the limited nature of this feature, while keeping it relevant.
\pagebreakNum # Way of Jukai For much of Kamigawa's history, power was concentrated in the hands of the elite: the Imperials who ran the Plane with Kyodai's blessings, various warlords, and those who could channel the power of the kami. More recently, however, Kamigawa has found itself facing significant disruption to this status quo as innovations have made access to power more widely and cheaply available to all. Key among these innovations were two: enhancers invented by the akki artisans of Sokenzanshi, and the method invented by the Saiba Futurists of drawing power directly from the spirit realm. The boom of all this technology has seen the rise of the Order of Jukai, who believe that this unrestrained use of technology is drawing on power in a reckless, dangerous manner that threatens to irreparably damage the fabric of the two realms. When the orochi Shigeki bonded with a nature kami, he experienced a prophetic dream of the spirit realm shattering. He vowed to stop the vision from coming true and named his new Order after the moment when the Jukai forest expelled all mortals, including his ancestors. The Order grew swiftly as others had similar visions of the spirit realm's destruction. They actively despise the Saiba Futurists and desire to destroy their floating headquarters. As a monk of the Way of Jukai, you bond with a kami who grants you deadly power, and can even be called upon to fight alongside you at the heights of your bond.
### Kami Bond Starting at 3rd level when you select this Way, your bond with the kami grants you the following benefits: * You gain proficiency with one skill, which you can change after a short or long rest. * You may spend 1 ki while attuning to a magic weapon. If you spend ki to attune this way, the weapon counts as a monk weapon for you. * You gain a climbing speed of 30 feet. Additionally, you can always communicate telepathically with your bonded kami, who has it's own personality and free will, though it is generally friendly to you. ### Jukai Battle Techniques At 6th level, you gain the following ki features: * ***Spinning Wheel Kick:*** Whenever you take the Attack action, you may spend 2 ki to apply the attack to all enemies in a 10 foot cone in front of you. * ***Master's Rebuke:*** As a reaction, whenever you are attacked by a hostile creature with a melee attack, you may spend 1 ki to immediately make a single counterattack, which may be enhanced with other ki features. \columnbreak
### Boon of Bosejiu Beginning at 11th level, you may use an action to bring your bonded kami into the physical world, merging with it to form a powerful battle-form, gaining the following benefits: * Your size becomes Large. * You gain a +2 bonus to your AC. * At the start of your turn, you regain a number of ki points equal to your proficiency bonus. This transformation lasts for one minute. Once you use this feature, you must complete a long rest before you can use it again.
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### Harmonious Emergence Beginning at 17th level, you may bring your kami into the physical world as an action. Your bonded kami uses the statistics of a *kami of transience* (Planeshifted Guide to Kamigawa, page 83), although it's appearance is unique to it. The kami is friendly to you and your companions, and it obeys your commands. In combat, the shares shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the kami can take any action of its choice, not just Dodge. The kami remains until it is reduced to 0 hit points, until you use this feature to summon the kami again, or until you die. Anything the kami was wearing or carrying is left behind when the drake vanishes. Once you summon the kami, you can’t do so again until you finish a long rest. Additionally, you cannot use your Boon of Bosejiu feature when your kami is embodied using Harmonious Emergence. You may use a bonus action to dematerialize your kami.
\pagebreakNum # Futurist Speciality The driven, highly secretive Futurists are a technocratic elite at the forefront of technological innovation on Kamigawa. They believe strongly in innovation and pushing the boundaries of possibility, claiming impartiality to how the rest of the plane views their research. Most Futurists prefer not to rely on kami magic because they see it as putting themselves at the whim of the kami. They would rather be free to experiment and explore on their terms. Nevertheless, some individual Futurists have chosen to experiment with kami magic and the very forces that govern reality.
### Tool Proficiency When you adopt this specialization at 3rd level, you gain proficiency with hacking tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. ### Futurist Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the following table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare. Note that some of these spells are from the Planshifted Guide to Kamigawa, marked with a ~ | Level | Spells | |:---:|:-----------:| | 3rd | ***Voltage Surge~, Magic Missile*** | | 5th | ***Kinetic Jaunt, Short Circuit~*** | | 9th | ***Fly, Tongues*** | | 13th | ***Otiluke's Resilient Sphere, Summon Construct***| | 17th | ***Passwall, Wall of Light*** |
### Techno-Upgrades Starting at 3rd level, you may modify your own body with kami-tech, allowing you to store up to three artificer spells of up to 4th level that you can cast and have prepared within your body, allowing you to cast the chosen spells once each, without using material components. You regain expended uses upon finishing a long rest. These stored spells manifest as semi-organic kami that interface directly with your body.
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### Hacking the Weave At 5th level, you may use hacking tools to perform the following action: * Whenever a creature you can see within 60 feet of you casts a spell, you can use your reaction to attempt to counter the spell. Make an Arcana check with a difficulty equal to 9+ the spell's level. On a success, you counterspell the original spell. Once you use this feature, you must complete a short rest before you can use it again.
### Inventive Iteration At 9th level, you have learned how to quickly switch out your Infusions in the heat of battle. As a bonus action, you may touch an item currently benefitting from one of your Infusions, and change that to another Artificer Infusion you know, that it qualifies for. You may use this feature a number of times equal to your proficiency bonus, and you regain all expended uses upon finishing a short or long res.t \columnbreak
### Quick Infuse At 15th level, you have learned how to quickly install your Infusions. As long as you have hacking tools available, you may infuse an item at the end of a short rest, instead of a long rest.
#### New Infusions ###### Concealable ***Item:*** Any The item can be concealed with a bonus action. The DC to spot with a (Wisdom) Perception check is equal to your spellcasting modifier.
###### Blasting ***Item:*** Any ranged weapon The infused item now does half of it's final damage on an attack to all hostile creatures within 5 feet of the original target.
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# Tarkir ##### Land of Khans and Dragons
\pagebreakNum # Kin-Tree Paragon Fighter The Abzan Houses are resilient warriors that fight in tight-knit groups. Their homes are on the harsh, rugged desert plains. The Abzan Houses model themselves after familial units to survive their harsh environment. Family as a concept is of extreme relevance to the Abzan, believing it to be the institution that allows them to thrive in the harsh desert environment. Each Abzan family bears a kin-tree, a sacred fruit-bearing tree to which the dead members of the family are fed and where their names are carved, zealously guarded by the firstborn child, known as a "tree warden/caretaker"; younger children are free to choose other paths, and eventually plant their own kin-trees and families. The spirits of the ancestors can be summoned from these kin-trees, and the Abzan carry/consume resin, sap, or amber in order to connect with the spirits. As a Kin-Tree Paragon, however, you do not sit around simply guarding your family's kin-tree, instead going out into the world, adventuring to bring new stories to your family tree. However, you carry a small relic of some form, which allows you to call upon the kin-tree's magic to aid you in your adventures. \columnbreak ### Dragonscale Boon Beginning at 3rd level when you select this subclass, you gain dragon-like scales all over your body whenever you invoke the natural healing magic of the Abzan. Whenever you use your Second Wind feature, you gain a number of temporary hit points equal to your level. These temporary hit points last for one minute. Additionally, you gain a number of special dice called Channel Dice. You gain Channel Dice at certain levels according to the table below, and they grow in power according to the same table. You may roll a Channel Dice and add the result to your AC as a reaction to being attacked, once per round. You regain all expended Channel Dice whenever you complete a long rest.
| Level | Channel Dice | Size | |:---:|:-----------:| :-----:| | 3rd | 2 | d4 | | 7th | 3 | d6 | | 10th | 4 | d8 | | 15th | 5 | d10 | | 18th | 6 | d12 |
### Dazzling Ramparts Starting at 7th level, you may use your bonus action, and expend at least one use of your Channel Dice to glow with magic, forcing all hostile creatures within 60 feet to make a Wisdom saving throw. On a failed save, they take 2d4 + your Channel Dice in radiant damage, and have disadvantage on attack rolls against any creature other than you, for one minute.
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### Channel Harm Beginning at 10th level, whenever you would take damage, you may use your reaction to expend a single use of your Channel Dice, rolling the Channel Dice and adding it to the damage you would have taken, and then the hostile creature who attacked you takes that damage.
### Retribution of the Ancients Starting at 15th level, you may call upon the spirits of your kin-tree to take up arms and battle once more. As an action, you may expend any number of Channel Dice. For every expended Channel Die, one *sword wraith warrior* (Mordenkainen's Tome of Foes, page 241) is summoned within 30 feet of you, appearing in random spaces. These ancestor spirits are friendly to you and your ally, but act on their own. They will attempt to kill all hostile creatures they can perceive, and will fight until they are discorporated by hitting 0 hit points. They discorporate automatically when they can no longer perceive a hostile creature for longer than 1 minute. \columnbreak
### Abzan Ascendancy Starting at 18th level, when you roll intiative and you have no Channel Dice available, you regain 3 Channel Dice. Additionally, whenever you use your Second Wind feature, all friendly creatures within 30 feet of you regain the same amount of hit points as you. Finally, at this level, you can give commands to your kin-spirits summoned by Retribution of the Ancients, and they will follow them to the best of their ability.
\pagebreakNum # Way of Ghost-Flame The Jeskai Way is a clan of martial artists, mystics, and monks. The clan focuses on strategy over strength, planning battles against the other clans from their remote monasteries in misty mountain lakes. The Jeskai believe that they alone understand the true nature of reality. As taught by Ugin, they speak of six fires that light the way to Enlightenment. These are the white soulfire, the red bloodfire, the blue mistfire, the black deathfire, and the green vitalfire. While vitalfire and deathfire are taboo for the Jeskai Way, mastering the other three opens the way to the sixth fire: the colorless ghostfire. Ghostfire, also known as the Breath of Ugin, is an invisible colorless flame. As a Ghostfire Warrior in training, you are expected to master the three orthodox fires, before you achieve the pinnacle of your power. However, the choice to master vitalfire and deathfire are always there, though they will mark you as a heretic to the Jeskai Way.
### The First Step Beginning at 3rd level, you select one of the following options. * ***Bloodfire:*** Whenever you use Flurry of Blows, you may make an additional attack by using your reaction. Additionally, you may make the damage of your unarmed strikes Fire damage, if you wish. * ***Soulfire:*** Whenever you use the Patient Defense ki feature, you do not need to see attackers to apply the benefits of the Dodge action to their attacks. Additionally, you may make the damage of your unarmed strikes Radiant damage, if you wish. * ***Mistfire:*** Whenever you use your Step of the Wind ki feature, you do not need to cross the distance you travel, teleporting to your destination in a burst of mist. You never provoke attacks of opportunity when using Step of the Wind. Additionally, you may make the damage of your unarmed strikes Thunder damage, if you wish.
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### The Second Step At 6th level, select one of the options below. You cannot select an option that shares a name with an option you have selected with one of this Way's features before. * ***Bloodfire:*** Whenever you deal damage with your unarmed strikes, you may choose to deal maximum damage. You may use this feature a number of times equal to your proficiency modifier, and you regain all expended uses upon finishing a long rest. Additionally, you may spend 4 ki to cast *fireball* without using components. * ***Soulfire:*** Whenever you use your Deflect Missile feature, you may choose to treat the roll as a 10 on the 1d10 used for the feature. You may use this feature a number of times equal to your proficiency modifier, and you regain all expended uses upon finishing a long rest. Additionally, you may spend 2 ki to cast *shield* without using components. * ***Mistfire:*** Whenever you use your Unarmored Movement feature, you may choose to increase your movement speed by an additional 10 feet. You may use this feature a number of times equal to your proficiency modifier, and you regain all expended uses upon finishing a long rest. Additionally, you may spend 4 ki to cast *thunderstep* without using components. ### The Third Step At 11th level, select one of the options below. You cannot select an option that shares a name with an option you have selected with one of this Way's features before. * ***Bloodfire:*** Whenever you deal damage to a creature, you may choose to ignore any resistances or immunity to the damage type the creature may possess. You may use this feature a number of times equal to your proficiency modifier, and you regain all expended uses upon finishing a long rest. * ***Soulfire:*** Whenever a hostile creature you can see within 30 feet of you regains hit points, you may use your reaction to gain a number of temporary hit points equal to half the healed hit points the hostile creature regains. You may use this feature a number of times equal to your proficiency modifier, and you regain all expended uses upon finishing a long rest. * ***Mistfire:*** Whenever you move at least 30 feet and make an attack roll in the same turn, you may choose to gain advantage on that attack roll. You may use this feature a number of times equal to your proficiency modifier, and you regain all expended uses upon finishing a long rest. \columnbreak
### The Final Step At 17th level, choose one of the options below. * ***Ghostfire:*** Your unarmed strike's damage cannot be reduced in any way, and your Martial Arts die becomes 2d12. * ***Vitalfire:*** You may use your reaction to gain temporary hit points equal half of the damage you deal with an unarmed strike. You may use this feature a number of times equal to your proficiency modifier, and you regain all expended uses upon finishing a long rest. * ***Deathfire:*** When you make an unarmed strike against a hostile creature, you may give them the *deathmarked* condition for 1 minute instead of dealing damage. Additionally, whenever you strike a creature with the *deathmarked* condition, you may spend 5 ki to force them to make a Constitution saving throw. On a failed save, f the creature has 100 hit points or fewer, it dies * ***Master of (X)Fire:*** You may choose one additional option for all previous features, ignoring the restriction of choosing an option that shares a name with an option you have selected before.
##### New Condition: Deathmarked A creature suffering from this condition has disadvantge on all Strength, Dexterity, and Constitution saving throws. A *restoration* spell can get rid of this condition early.
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