Namikakaweyho is a vast and ancient land, teeming with untold wonders and lurking dangers. This primordial continent is a crucible of opportunities, where diverse humanoid species, fearsome monsters, and age-old secrets find their root. Though the land itself is as old as time, its recorded history is surprisingly brief, spanning just 300 to 400 years. In this short time, the inhabitants of Namikakaweyho have only begun to stake their claims in this world — forging new paths in the midst of a landscape as wild and unpredictable as it is ancient.
Welcome!
Welcome, adventurers, to the world of Namikakaweyho! This land is a vast playground, a canvas for your imagination, where you and your characters can embark on epic journeys, forge new legends, and uncover secrets hidden sprung from my brain. Here, the line between the known and the unknown is blurred, and every path you take could lead to unimaginable trauma or untold sadness.
But don’t be fooled—there’s far more to Namikakaweyho than meets the eye. Beyond the towering towers, icy dales, and mysterious spooky castles, lie realms yet to be explored. You’ll find yourself venturing not just across the land, but beyond its very borders, into worlds and dimensions that challenge the very fabric of reality.
So gather your dice, ready your characters, and prepare for an adventure like no other. In this world and those beyond it, the possibilities are endless, and the next great story is ours to tell.
Who is that Man?
Hello, I am Marcus!
Critical Hits
Pick one from below when the campaign starts:
- Normal. Roll damage dice twice and + modifier.
- Double. Roll damage dice, double results, and + modifier.
- Max. Max damage dice + normal damage roll + modifier.
Player Only: When you roll a 1 on the damage die for the critical hit, you may reroll the die and must use the new roll.
Flanking
For a creature to be considered flanking, it must be adjacent to the enemy and on the opposite side or corner of the enemy's space, along with at least one of its allies.
- Pathfinder. Get a +2 to hit.
- Crit Range. -2 to the crit threshold.
- Modifier. Double damage modifier.
- Flank Dice. Deal extra damage based on class.
Help Action
To use the help action in or out of combat skill check requires proficiency or a great justification for how you help.
Intelligence Modifier
Your cunning Intelligence allows you to learn more skills and knowledge than others. When creating a character, you gain a number of points equal to your Intelligence modifier.
Spend Intelligence Points to...
Proficiency | Cost |
---|---|
Instrument, Language, Tool, or Vehicle | 1 |
Lore (Coming soon) | 1 |
Skill (Int) | 2 |
Gain expertise in a Skill (Int) you're proficient in | 2 |
When you permanently increase your Intelligence modifier, you may spend additional points over a Longer Rest. Proficiencies learned by spending points cannot be lost once gained.
Negative Intelligence? Well, you're dumb. pick one flaw below per minus modifier (Coming Soon!):
Potions
Unless stated otherwise, drinking a potion requires a single available hand and a bonus action.
Resting: Longer Rest
Extended rests are at least 48 hours long, and can only be taken once a week. At the end of an extended rest,
Rolling Hit Points
Start with half, roll for the other, and add a Constitution modifier. For example, every level wizards get 3 + 1d3 + Con Mod.
Saving Throws
I don't like rolling enemy saving throws, so now you will roll spell attack rolls versus a modified "Spell AC". The odds are the same, handled case by case for AOE.
Specific Expertise
Each player chooses a specific skill they’re good at, for example: soccer, scrap booking, flower picking, etc. the player gains expertise in the skill. For fun and flavor.
Story Feats (Optional)
A way to help flesh out a players' backstories, as well as giving them a mechanical bonus for doing so. Each story feat has a goal, which upon completion to the DM's liking, will grant a "Completion Benefit". Look below for more information!
Unlockable: Dying Breath
Death for the ordinary is a whisper, but for the exalted it is a bang. Death does not claim your soul with ease. Unlocked as your individual character progresses through the world and the unfolding story. Read more on page ##.
Awesome Points (AP)
I love nothing less than to reward my dear players for being awesome with currency that can be used to improve the general gaming experience! These can be cashed in for fantastical goods and services in the form of personal imput/requests for the game and world. Force me to homebrew your dreams into reality.
AP earned in game can be used for anything below, and AP leftover from a previous campaign can be used on the World-Building Store exclusively!
Current Character
Store | Cost |
---|---|
Alter a Feature - Something wrong? Lets fix it!!!! | 1 |
Class Feature | 2-5 |
Dying Action - Do more when Dying | 1-3 |
Feat | 2-3 |
Longer Rest Side Session | 3-7 |
Spell | 1-2 |
Spell (A Theme-Based Batch) | 5 |
World-Building
Store | Cost |
---|---|
Character (Status Based) | 1-3 |
Guild | 1-3 |
Faction | 2-5 |
Items of Power!!! | 1-5 |
Settlement | 2-10 |
Species | 2-10 |
Store | 1-2 |
Conditions New & Old
Bleeding
- At the start of each of the creature's turns it loses hit points based on the effect.
- If a Bleeding creature is the target of this condition multiple times, the damage dealt increases based on the damage of the effect.
- Any adjacent creature can take an action to stanch this effect with a successful Wisdom (Medicine) check. The DC for this action is the same as the DC to resist the condition. If the creature is the target of magical healing, all bleeding immediately ends.
- This condition does not effect constructs or undead creatures.
Bloodied
- When a creature drops below half its total hit points they become bloodied.
- Certain abilities and features can trigger when a creature becomes bloodied.
Choked
The flow of air into your body is cut. You have limited reserve of air before you risk to fall unconscious equal to 3 plus your Constitution modifier minutes (see pg. 183, Player's Handbook).
- At the start of your turn, if you took any amount of hit points damage since your last turn, you lose 1 round of air. Each critical hit you take makes you lose 1 extra round.
- At the end of your turn, if you are still being Choked, you lose 1 round of air.
- Each time you attempt to speak, cast a spell with verbal component, or say a command you lose 1 round of air.
- When you have no more rounds of air left, make a Constitution saving throw against DC 10 at the end of each of your turns. On failure, you fall unconscious. Each time you repeat the check, the DC is increased by 5.
- You have advantage to attempt to escape being choked if you can use both your hands to struggle, unless you are Restrained or Pinned.
Death-Touched
Dying and being resurrected is harsh on the soul. If you die and are brought back to life you will gain one permanent failed death saving throw. You do not gain one with the True Resurrection spell and they can be removed via the Wish spell. If you die for a third time while having two permanent fails from dying, your soul destroyed with the exception for otherworldly intervention.
Dying
- If damage reduces you to 0 hit points and fails to kill you, you are dying. The condition ends if the dying creature regains any hit points.
- Death saves are rolled in secret, only the DM and dying character's player know the current condition.
- To stabilize the player must roll three successful death saves, but to die requires five failed death saving throws.
- A dying creature is incapacitated (see the condition), can speak falteringly, and is somewhat aware of its surroundings.
- The creature drops whatever it’s holding and falls prone.
- The creature automatically fails Strength and Dexterity Saving Throws.
- Attack rolls against the creature have advantage.
- Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
Swallowed
- A target of this effect is blinded and restrained, has total cover against attacks and other effects outside the creature that swallowed them.
- At the start of the creature's term that swallowed them, the swallowed target takes acid damage based on the swallower.
- A creature can only swallow a number of others, based on its size. If the swallower takes an amount of damage or more from a single turn from a target inside of it, they must succeed on a Constitution saving throw with a DC equal to 10 + their Constitution saving throw or regurgitated all swallowed targets.
- If the swallowing creature dies, a swallowed target is no longer restrained and can escape the corpse using 10 feet of movement, exiting prone.
Wounded
- If you lose the dying condition and do not already have the wounded condition, you become wounded.
- If you already have the wounded condition when you lose the dying condition, your wounded condition value increases by 1.
- When you enter the dying condition, automatically fail a number of death saving throws equal to the wounded condition.
- You can end the wounded condition if a successful healer's kit check (DC is equal to 10 + 3 x wounded value) is made on you over a short rest or when you are restored to full Hit Points and rest for 10 minutes.
Priority Table
Character generation uses the Priority System, where players assign priorities to various aspects of their character. The system is divided into Priority Levels ranging from A to F, with A being the highest and F the lowest. Each player assigns a unique Priority Level to each column, representing a key aspect of the character. No two columns may share the same Priority Level, ensuring each aspect is weighted differently. For example, a character cannot have Priority B for both Magic and Resources. Higher Priority Levels (A, B, etc.) grant greater benefits in that category.
Priority | Ancestry | Class | Attribute | Skill | Resources | Qualities |
---|---|---|---|---|---|---|
A | 38 | - | 35* | 20 | 20 | - |
B | 28 | - | 32 | 14 | 12 | - |
C | 23 | - | 29 | 10 | 5 | - |
D | 18 | - | 26 | 7 | 2 | - |
E | 13 | - | 23 | 5 | 1 | - |
F | 8 | - | 20 | 3 | - | - |
Ancestry
Ancestry Points represent the depth of your character's heritage and the potential for customization within their origin. They allow you to shape your character's background, unlocking traits, subraces, and unique features tied to their ancestry.
Class
Class determines your character's role and expertise in the world. It shapes their progression, dictating what they excel at and how they interact with the challenges of the game.
Attribute
This section defines the raw potential of your character—their core physical and mental capabilities. It sets the foundation for what your character can achieve in terms of strength, intellect, agility, and more.
Skill
Skills measure your character's adaptability and proficiency in various areas. They reflect how versatile your character is and what specialized knowledge or abilities they bring to the table.
Resources
Resources represent the external power and influence your character can wield. Whether through wealth, connections, or magical items, resources expand your character's options beyond their innate abilities.
Qualities
Qualities define the unique aspects of your character that set them apart from others. These are the traits that give your character flavor, personality, and distinctive abilities beyond the standard framework.
Skills
Backgrounds are destroyed, the only way to get proficiencies is through your Species, Class, Intelligence Modifier, and this:
Proficiency | Cost |
---|---|
Background Feature (max 2) | 1 |
Language (max = int modifier) | 1 |
Language Expertise | 2 |
Skill (max 3) | 3 |
Skill Expertise (max 1) | 5 |
Tool or Vehicle (Land or Water) | 2 |
Tool or Vehicle Expertise | 4 |
Weapon - Simple | 1 |
Weapon - Martial | x* |
Weapon - Exotic | x* |
Saving Throw: Str, Int, or Cha (max 1) | 6 |
Story Feat (max 1) - Speak with DM | 12 |
(max #): max purchase limit.
Background Features
Will add a list of these soon somewhere in this beast.
*Weapons
Basically, Martial weapons cost 1 for martial classes—essentially anything that isn't a full caster.
Feats
Will list the acceptable ones here at some point!
Resources
You can spend resources to buy from the table below:
Things | Cost |
---|---|
Uncommon Magic Item (Talk to DM) | 1000 |
Uncommon Rune | 800 |
Common Magic Item | 500 |
Common Rune | 400 |
Rune Slot Weapon | +500 |
Masterwork Weapon | +300 |
Hirelings (Speak to Marcus) | +50 |
Slave (Speak to Marcus) | +100 |
Guild Membership (max 2) | +100 |
Random Common Magic Item | 300 |
Spell Scroll (Cantrip) | 100 |
Spell Scroll (1st-level) | 250 |
Spell Scroll (2nd-level) | 500 |
Spell Scroll (3rd-level) | 1000 |
Gold (1) | 2 |
Name
Text.
Name
Text.
Name
Text.
Name
Text.
Name
Text.
Qualities
Text.
Positive Qualities
Text.
Ambidextrous (#)
Something about using any weapon as an off-hand weapon and maybe a damage bonus where there would normally be none?
Disney Princess ()
The character is a natural talent for interacting and working with animals.
Dissectologists (#)
The character has an uncanny ability to gleam solutions for cyphers, puzzles, and other compelling conundrums. You may receive one clue from the DM when analyzing a logical problem.
Character Creation
Your character's species is the foundation of their abilities and identity. Whether choosing a species, adding a lineage, or blending two as a half-breed, your choices shape their core traits. With Ancestry Points, you can customize and enhance these features, making each character unique and reflective of their personal journey.
Terminology Guide
-
Species: The foundation of your character’s identity, representing their kind, such as humans, elves, or orcs. It defines the core essence of who they are and their natural abilities.
-
Lineage: A unique heritage that alters a character’s original species, often gained through extraordinary or mystical circumstances.
-
Half-Breeds: Characters born from the union of two different species, blending traits from both parents to create something entirely new and distinctive.
-
Base Traits: The fundamental characteristics that define a species or lineage, including physical attributes, innate talents, or cultural tendencies. These traits shape a character’s core features.
-
Variant Traits: Additional characteristics or enhancements that allow for further customization, giving characters extra abilities or features to distinguish them within their species or lineage.
-
Subspecies: A subgroup within a species that introduces specific traits or variations, adding another layer of identity and specialization to your character.
-
Ancestry Points: The resource used to develop your character’s species and lineage, enabling deeper customization and further defining who they are within their origin.
Ancestry Points
When selecting your character's species, you'll use Ancestry Points, which are determined by the priority level assigned to Species during character creation.
Each species comes with a set of Base Traits, which you must invest points in to select that species. Traits without a numerical cost are included by default and do not require points. After selecting your species, any remaining Ancestry Points can be used in one of two ways:
- Subspecies: You may select one subspecies for your character, purchasing it with your available points.
- Variant Traits: Customize your character further by buying additional traits unique to the selected species.
All species come with certain standard features such as Ability Scores, Age, and Size. These features define the core identity of your character. To add more flavor, you can use leftover Ancestry Points to enhance your character with optional traits from the available pool of lineages and half-breeds.
Priority Locked. Due to their rarity and power, certain species, lineages, and half-breeds are locked behind specific priority levels. These species can only be selected by assigning a high enough priority to Species during character creation.
Lineage
Selecting a lineage option grants access to the features of both the base species and the lineage itself. You must invest in all Base Traits of the species , you can purchase additional traits, including variant traits and subraces.
Half-Breeds
In contrast, choosing a half-breed option allows access to the base traits and variant traits of both species involved but limits you to selecting only one subspecies.
When combining species, lineages, and half-breed options, you must invest in the base traits of each species, lineage, or half-breed before accessing any additional traits and meet the highest priority cap among them with your priority choice. For example, a human has a priority of F and the aasimar lineage has a priority of B, you must select at least B to play a human aasimar.
You can use your Ancestry Points to invest in traits from either option, enabling unique builds. Ensure all investments stay within your Ancestry Points and priority levels. Examples below:
Example #1 | Example #2 | Priority |
---|---|---|
Drow (Drider) | Godling Human | A |
Elf | Genasi Satyr | B |
Genasi Human | - | C |
Dragonborn | Half-Elf Human | D |
Gnome | - | E |
Human | Human | F |
Further details regarding the priority cap will be provided in the Species section of the document on page ##.
Species
Namikakaweyho Species
Text here!
Species | Description | Priority |
---|---|---|
Dragonborn | Born from a dragons demise, these proud, loyalty & clan bound scalies walk a world that fears them. | D |
Dwarf | Dwarves are resilient stone-born craftsmen, bound by tradition and wary of greed. | D |
Gnome | Assiduous, passionate little guys - or - sour grumps with no purpose. What are you? | E |
Goliath | Large northern nomads who value fair play, tradition, and becoming productive tribes members. | D |
Human | Young, short-lived, and populus. Driven to inovate, achieve, and build community. | F |
Travelers Species
Text here!
Species | Description | Priority |
---|---|---|
Aarakocra | Birdfolk. Plane of Air Natives — immigrants, refugees, scouts, and explorers. | x |
Githyanki | Text | x |
Halfling | Together they value a simple life — family, community and their homes. Celestial good folk. | E |
Shadar-Kai | Text | x |
Tabaxi | Text | x |
Fey Species
Text here!
Species | Description | Priority |
---|---|---|
Axelotl | Whimsical Feywild beings obsessed with customs, traditions, and dramatic culture; adorably charm. | C-A |
Elf | Text | B |
Fairy | Mischievous and dexterous, blessed by the innate magic of the sporadic fey itself. | B |
Satyr | Travelers party starters with a knack for making friends — D&D’s most prodigious extroverts. | B |
Underdark Species
Text here!
Spec | Description | Priority |
---|---|---|
Drow | Dark Elves. Followers of Lolth in the Underdark — eternally loyal to their goddess. | D |
Drow (Drider) | Tested by Lolth herself, they remain loyal regardless of the outcome. | A |
Duergar | Text | x |
Monstrous Species
Ancient Namikakaweyho "Monsters"
Text here!
Spec | Description | Priority |
---|---|---|
Grung | Text | x |
Lizardfolk | Text | x |
Tortle | Text | x |
Common "Monsters"
Text here!
Species | Description | Priority |
---|---|---|
Goblin | Text | x |
Kobold | Crafty, trappy, and generally happy — Kobolds make for the perfect little minion. | E |
Wizardborn "Monsters"
Text here!
Species | Description | Priority |
---|---|---|
Changeling | Talented at blending in amongst any society and taking on a vast array of roles. | D |
Displacer | Text | x |
Minotaur | Text | x |
Orc | Savage wizardborn warrior scavengers who value strength and freedom of the clan. | E |
Origins-Unknown "Monsters"
Text here!
Species | Description | Priority |
---|---|---|
Kenku | Text | x |
Ogre | Text | x |
Yuan-Ti | Text | x |
Special "Monsters"
Text here!
Species | Description | Priority |
---|---|---|
Dragonborn (True) | Pure draconic lineage made flesh, True Dragonborn walk the world as legends reborn. | A |
Warforged | Text | x |
Unique Species
THE FOLLOWING LINEAGES ARE A SPECIES that characters might gain through remarkable or unconventional birthing events. These alter their original species, becoming something unique. A character might choose a lineage during character creation, their transformation having occurred before play begins. Or, events might unfold during adventures that lead your character to replacing their species with this new lineage.
Lineage Options
Lineage | Description | Priority |
---|---|---|
Aasimar | Text | B |
Dhampir | Part humanoid, part vampire — A Daywalker, living the best of both worlds. | B |
Genasi | Text | C |
Godling | Text | A |
Hexblood | Text | B |
Lycanfolk | Text | B |
Reborn | Text | B |
Tiefling | Offspring of humans tainted by otherworldly blood — more and less than mortal. | D |
Half-Breed Options
THE FOLLOWING HALF-BREEDS are characters who are the offspring of two separate species. The below are cannon, however, there is no limit to what creatures might fuck to spawn unholy abominations (half-halfling).
WHAT IS GOING ON MARCUS???? CONSULT THE FUCK CHART: I'm sorry
Half-Elves: Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves.
Half-Orcs:
TLDR
In the world of Namikakaweyho, the species above aren't totally one distinct thing. Consider them a bit of a blend.
Species Points, Score, and Value
Species features will have an approximate value of points, added together it will create a total score. This system is primarily in place to understand the weight of your abilities and to mix & match them to create cool combos.
I used this guide to create these arbitrary numbers
How to use this guide
To take a Lineage or Half-Breed option, you must choose the priority level (or higher).
- Aasimar Half-Orc (B). Look at him!!!
Additional Species Rules
Tiny Creatue Rules
Apply this to any tiny species you play.
Tiny Appetite. You require 1/10 as much food and water. A single ration can last you for 10 days.
Tiny Armor. You can only wear armor for tiny creatures. Through potentially rare, it costs only 1/4 as much and weighs 1/8th as much.
Tiny Build. Your carrying capacity is your Strength score multiplied by 5. You only use weapons for medium or small sized creatures if they have the light property. These weapons gain the two-handed property and lose the Light property for you. You can wield tiny weapons.
Tiny Weapons. Tiny weapons are scaled for tiny creatures. Their damage dice are reduced by one size, and their weight is 1/4 the normal weapon weight. There is no tiny equivalent weapons with the havy property. See the table below for examples:
Tiny Weapons Damage Dice Tiny Dagger 1d2 Tiny Shortsword 1d4 Tiny Longsword 1d6 Tiny Shortbow 1d4 Tiny Lance 1d10
Aasimar
Beings touched by the divine, descended from those who carry the essence of Mount Celestia, the radiant realm of the angels. Their births are often seen as auspicious, with many viewing them as embodiments of hope and potential. Aasimar possess otherworldly beauty, their luminous features and striking visages hinting at their celestial heritage.
Each aasimar is linked to an angelic being, typically a deva, which offers them guidance in subtle and profound ways. This connection manifests through visions, prophecies, and deep feelings, allowing the aasimar to draw upon divine wisdom. While they are often sought after and trusted, their journey is not dictated by a predetermined purpose; instead, they are encouraged to forge their own paths, embodying the virtues of compassion and integrity.
Naming
Though not limited to a specific species, aasimar are typically born from non-aasimar parents. Regardless of lineage, most inherit the same naming conventions as their native culture. However, as divine champions, some aasimar may take on pseudonyms or become “named” by others who worship—or oppose—their angelic origins.
Guided by the Light
An aasimar, has a link to an angelic being. That being-usually a deva provides guidance to the aasimar. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies, and feelings.
The angelic being is far from omniscient. Its guidance is based on its understanding of the tenets of law and good, and it might have insight into combating especially powerful evils that it knows about.
As part of fleshing out an aasimar character, consider the nature of that character's angelic guide.
Fallen from Grace
An aasimar who was touched by dark powers and is subsequently corrupted becomes known as an fallen aasimar whose connection to Celestia is severed. If your character is fallen or falls during the campoaign, your aasimar features become corrupted: white markings on your skin turn black, feathers wilt, white hair darkens, etc. Also, your Celestial Revelation deals necrotic damage and instead grants temporary hit points instead of healing.
Angelic Origins
Text here.
- Celestial (Priority B): Text.
- Fallen (Priority B): Text.
Age: Aasimar reach maturity normally. Compared to their species, they usually live 1.5 times as long.
Languages. You can speak, read, and write Celestial.
Depending on your angelic lineage, you can choose traits from both the blah blah blah.
Variant Traits
Pun here.
All Speaker (2). You learn languages of your choice equal to your proficiency bonus. Whenever your proficiency modifier increases, learn a new language of your choice.
Angel Legacy (8). You are the recipient of a affinity that grants you supernatural abilities. Choose a element from the Angel Legacy table. You gain the level 1 benefit of the chosen legacy.
When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. 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 the spells you cast with this trait (choose the ability when you select the legacy).
Celestial Revelation (8). When you reach 3rd level, you are given a revelation. Thereafter, you can use a bonus action to unleash the celestial energy within yourself, gaining the benefits of that revelation. Your transformation lasts for 1 minute or until you end it as a bonus action. While transformed, once on each of your turns, you can choose either to deal extra radiant damage to one target when you deal damage to it with an attack or a spell, or to heal a creature within 30 feet of you at the end of your turn. Once you transform using your revelation below, you can't use it again until you finish a long rest. Here are common examples:
- Scourge. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus.
- Shroud. Your eyes briefly become pools of light, and you take on a primal celestial appearance. Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.
- Soul. Two luminous, spectral wings sprout from your back temporarily. Until the transformation ends, you have a flying speed equal to your walking speed.
Creature Type (1). You are a Celestial.
Darkvision (6). 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 discern colors in that darkness only as shades of gray.
Halo (3). As a bonus action, you can manifest a halo. When active, you proficiency bonus is doubled when making Charisma (Intimidation) checks agains Fiends. Additionally, you have advantage on saving throws against the blinded condition.
Healing Hands (4). As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest.
Light Aptitude (1). You double or halve the area of bright light and dim light cast by a light source in your possession, change its color, or both. The change lasts for 1 hour.
Low-Light Vision (1). You can see twice as far in dim light. You retain the ability to distinguish color and detail under these conditions.
Many-Eyed (3). You can add 1d4 to your sight-based Wisdom (Perception) checks.
Mind's Fortress (3). As an action, you can end one effect on yourself that is causing you to be either charmed, frightened, or stunned. Once you use this trait, you can't use it again until you finish a long rest.
Necrotic Resistance (3). You have resistance to necrotic damage.
Radiant Resistance (2). You have resistance to radiant damage.
Scion of Humanity (1). You can easily pass for the non-lineage species that you've chosen in character creation. To discern that you are a aasimar, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against a DC equal to your charisma score + your proficiency bonus.
Ward Connection (1 or Story Feat: Protector). You are connected to another mortal from birth. This mortal is your ward, and the link between you helps you to protect and watch over them by giving you information on your ward:
- You know the general direction to the location of your ward, but not how far away they are from you.
- You know the general emotional state of your ward.
- You know if your ward is in life-threatening danger.
- While you are within 30 feet of your ward, your ward rolls all death saving throws with advantage.
- As a bonus action once per short or long rest you may cause touch your ward to cause them to regains the maximum number of hit points possible from the next healing it receives.
Your life is intrinsically tied to that of your ward. If your ward dies, you die with them. If your ward dies and is later revived through any means including magic, you are not automatically revived with them. You cannot be revived if your ward is dead, but if you are revived while your ward is alive, you immediately regain the effects of Ward Connection upon your revival.
Wings Vestigial (6). You sprout vestigial wings on your back, which you can use to slow your fall, and glide short distances. When falling you can use your reaction to spread your arms to slow your descent. While doing so, you continue to fall gently at a speed of 60 feet per round, taking no fall damage when you land. If you would fall at least 10 feet in this way, you may fly up to your movement speed in one direction you choose, although you cannot choose to move upwards, landing in the space you finish your movement. You cannot glide while wearing heavy armor, or if you are encumbered.
COOL NAME HERE. Text. Based on your species priority level, select from the following:
- Fallen Aasimar (Priority B): Cool text.
Fallen Aasimar (Priority B)
Pun here.
Shadow's Step (10). When you are in dim light or darkness, as a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Wing Attack (2). Your wings are a deadly weapon that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Fun Facts
Cool text here.
- Name. Fact.
- Name. Fact.
- 100 Aasimar Traits. text.
Aarakocra
Sequestered in high mountains atop tall trees, the aarakocra, sometimes called birdfolk, evoke fear and wonder. Many aarakocra aren’t even native to the Material Plane. They hail from a world beyond — from the boundless vistas of the Elemental Plane of Air.
They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien.
Naming
Actual Aarakocran names have 2-4 syllables, and include sound effects that are difficult to write down. Depending on your Aarakocran’s role in society, it might change; hunters require louder clicks and whistles to get their attention in emergencies, for instance.
Base Traits
Pun here.
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
Age: Aarakocra reach maturity by age 3. Compared to humans, aarakocra don't usually live longer than 30 years.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
Size: Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.
Speed (22): Your base walking speed is 25 feet. In addition, you have a flying speed of 40 feet. Your flying speed is halved while wearing medium armor, and can’t be used while wearing heavy armor.
Bird's Eye (2). You have proficiency in the perception skill.
Talons (1). You have talons that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Variant Traits
Pun here.
Keen Eye (1). No disadvantage imposed on vision-based checks with distance as a key component.
Low-Light Vision (1). You can see twice as far in dim light. You retain the ability to distinguish color and detail under these conditions.
Mile High Club (1). You naturally acclimate to high altitudes, even if you've never been to one. This includes elevations above 20,000 feet. Unaffected by Strong Wind (DMG, page 110).
Wind Caller (8). Unlock spellcasting at certain levels. Once you cast a leveled spell with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast leveled spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the species).
- 1st. You know the gust cantrip.
- 3rd. You know the something spell.
- 5th. You know the gust of wind Spell.
Bird Facts
Bird-Brained?? Nah. We just hate the ground.
- Sky Burial. Aarakocra tend towards cremation, with a desire to be scattered from high places.
- Underground Madness. Aarakocra have a rational fear/phobia of the underground, some will eventually go mad during extended stay.
- Egg? Yes.
Axolotl
Axolotls are vibrant, amphibious beings from the Feywild, passionately obsessed with knightly and royal customs, living out their lives as if in an epic, overdramatic fanfiction. With a flair for the theatrical, they bring whimsy and charm to every encounter, embodying the spirit of honor, loyalty, and serious (playful & cute) rivalry.
Naming
Axolotl naming customs are deeply rooted in tradition, categorizing names into royal, knightly, holy, and other types, each signifying honor and legacy. Names are carefully chosen to reflect lineage and destiny, celebrated in grand ceremonies where the community gathers to bestow meaningful names that shape an individual's identity.
Name Guide
- (1). Start with a traditional name.
- (2). Add extra vowels.
- (3). Create a playful twist by altering consonants.
Base Traits
Pun here.
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
Age: Reach adulthood by age 5. They often live to be around 20.
Size: Axolotl usually stand between 2 and 3 feet tall, and weigh an average of 30 pounds. Your size is Small.
Languages: You can speak, read, and write Common and Sylvan.
Speed: Your base walking speed is 30 feet.
Aquatic Adaptation (4). Axolotls have a natural swimming speed of 30 feet and can breathe both air and water, allowing them to thrive in aquatic environments. Additionally, when underwater, you can see in dim light within 60 feet of you as if it was bright light, and in darkness as if it was dim light; however, you cannot perceive colour when in dim light or darkness underwater, so everything appears in various shades of grey.
Creature Type (1). You are a fey.
Fey Charm (2). Your innate charm gives you advantage on saving throws against being charmed.
Regeneration (4). Once per long rest, you can regain hit points equal to 1d8 + your Constitution modifier.
Sensitive Frills (1). You have advantage on Wisdom (Survival) and Intelligence (Investigation) checks while underwater.
Slippery (1). When you make a check to avoid being grappled or restrained, you can add your proficiency bonus to the roll.
Water Dependency (-2). During maturation, Axolotls live almost exclusively underwater, leading to a species-wide dependency on water.
You must immerse yourself in water for at least 30 minutes every 8 hours to prevent dehydration. If you fail to do so, you become dehydrated, losing access to your Regeneration feature and suffering disadvantage on saving throws against disease and the poisoned condition. Additionally, while dehydrated, you gain 1 point of exhaustion every 8 hours until you submerge yourself again. Once rehydrated, you regain access to your Regeneration feature and no longer suffer disadvantage on rolls against disease or the poisoned condition.
Name's Legacy. Your name holds power in Axolotl culture, defining your social standing. Based on your species priority level, select from the following:
- Commoner (Priority C): The most common legacy, representing the everyday Axolotl without special status.
- Caste (Priority B): You belong to a respected group within society, recognized for your skills and contributions.
- Royalty (Priority A): You hold a position of prominence and influence, bestowing privileges and abilities that reflect your noble lineage and responsibilities to the Axolotl people.
- Villain (Priority A): Destined to be the kingdom's antagonist, you take your role with utmost seriousness, scheming and plotting as any proper villain would. However, thanks to the efforts of royalty, knights, and everyday citizens, your antics rarely cause real harm or extensive damage—keeping the kingdom's drama alive without pushing it too far.
Commoner (Priority C)
More here.
Caste (Priority B)
Pun here:
Subcaste: Subfolk: Pick from the available subspecies: Artisan, Healer, Jester, Knightly, Mystic, Scholar, Seer, or Trader. If you do not choose, you default to being a "filthy" commoner.
Artisan
More here.
Healer
More here.
Jester
More here.
Theatrical Flair (3). You gain proficiency in the Performance skill. Additionally, when you make a Performance check, you can add your proficiency bonus twice, but you can only do this once per long rest.
Knightly
Reflecting valor and chivalry, these names are given to those who have to prove themselves in combat or service to their community.
Armor Training (10). You have proficiency with light armor, medium armor, and shields.
Combat Training (1). You have proficiency with the dagger, lance, longsword, and spear.
Cultural Lore (1). Your upbringing includes knowledge of Axolotl legends and history. You gain proficiency in History and can add double your proficiency bonus to checks made to recall information about your culture or significant figures within it.
Defender of the Weak (8). As a bonus action, you can move up to half your speed towards an ally who has fewer hit points than you, positioning yourself between them and danger. You cannot use this feature if your movement is impeded.
Honorable Duelist (1). When you are engaged in a one-on-one duel, you can choose to invoke an honorable challenge as a bonus action. If accepted, the duel begins. While it persists, any damage dealt by you or your opponent cannot be reduced or redirected by others. If any other creature interferes, this effect ends immediately. You can use this feature once per long rest. Unlocks the Honor quality.
Resolved (2). You have proficiency in the Persuasion Skill. You gain advantage on any Charisma checks when interacting with other Axolotls or creatures from the Feywild regarding serious matters.
Passionate Duelist (6). You can choose to reroll a failed attack roll once per short rest. You must use the new roll, and if it fails, you take psychic damage equal to your proficiency bonus as your emotions overwhelm you.
Tenacity (6). When you make an ability check, attack roll, or saving throw and have disadvantage on the roll, you can cancel the disadvantage for that roll. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Unyielding Guard (4). You are trained to defend those who cannot defend themselves. When an ally within 5 feet of you is hit by an attack, you can use your reaction to grant them a +2 bonus to their AC, potentially causing the attack to miss. You can use this feature a number of times equal to your proficiency bonus, regaining all uses after a long rest.
Vigilant Guardian (1). Once a creature that you can see within 5ft of you is hit with an attack roll, you can use your reaction to swap places with the creature, and you are hit by the attack instead. Once you use this trait, you can't do so again until you finish a long rest.
Mystic
More here.
Seer
More here.
Scholar
More here.
Trader
More here.
Royalty (Priority A)
Pun here.
Call to Action (#). You rally your allies with a rousing call. As an action, you can give up to three allies within 30 feet temporary hit points equal to your level. Allies also gain advantage on their next attack roll before the start of your next turn. You can use this feature once per long rest.
Cultural Lore (1). Your upbringing includes knowledge of Axolotl legends and history. You gain proficiency in History and can add double your proficiency bonus to checks made to recall information about your culture or significant figures within it.
Inspiring Presence (). Your passionate nature can uplift others. You can use your action to grant an ally within 30 feet a temporary number of hit points equal to your level. You can use this feature once per long rest.
Polyglot (1). You can speak, read, and write a number of extra language equal to your proficiency bonus. When your proficiency bonus increases, learn an additional language.
Villain (Priority A)
Pun here.
Variant Features
Pun here.
Disarming Cutie (6). Your disarming cuteness makes it hard for others to perceive you as a threat. Until you are proven to be a worthy opponent—such as when you take powerful hostile action or reveal your deadly capabilities—you gain a +2 bonus to your Armor Class. To most, you appear as a charming little creature playing make-believe, making it difficult for enemies to take you seriously until it's too late.
Axolotl Facts
Pun here.
- Text. Text.
- Text. Text.
- Text. Text.
Changeling
Changelings can shift their forms with a thought. Many changelings use this gift as a form of artistic and emotional expression. It's also an invaluable tool for grifters, spies, and others who wish to deceive. This leads many people to treat changelings with suspicion.
Naming
Changelings may use different names for each persona they create or adopt. Their given names are typically monosyllabic and straightforward. However, there are often accents to a changeling’s name expressed through their shapeshifting—a subtlety most “single-skins” may not immediately pick up on. As an example, two changelings who share the name Drez may identify themselves separately as Drez-with-slight-build and Drez-with-saffron-hair. Most changeling names are gender non-specific due to their fluid relationship with the concept of gender, viewing it as one of many characteristics their ability can alter.
Base Traits
Pun here.
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
Age: Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Size: You are Medium or Small. You choose the size when you select this species.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
Speed: Your base walking speed is 30 feet.
Divergent Persona (1). You gain proficiency with one tool of your choice. Define a unique identity associated with that proficiency; establish the name, species, gender, age, and other details. While you are in the form of this persona, the related proficiency bonus is doubled for any ability check you make that uses that proficiency.
Natural Instincts (5). You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, Performance, or Persuasion.
Shapechanger (6). As an action, you change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height between Medium and Small. You can make yourself appear as a member of another species, though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.
Unsettling Visage (5). When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Society
Many changelings take up one of three philosophical beliefs when it comes to their mutable forms and these philosophies guide many aspects of a changeling's day-to-day life:
- Passers. Those who wish to fit in with conventional society and live life in only one form or at the least suppress their shape-changing abilities to better fit in with those around them. Other changelings will often view passers with contempt and use slang words such as "pretender" or "actor" to mock them.
- Becomers. Believe that to be a changeling is to possess many different shapes and often different identities and lives altogether. A becomer takes the concept of a dual life to a whole new degree and some will successfully live as several "different people" for many years.
- Seekers. Or "reality seekers" are convinced that a great truth exists that only the changelings can discover; they suppress their shape changing abilities even more than passers and prefer to live or socialize with other changelings
Fun Facts
What am I? Who am I? What will I become?
- Low Profile. Due to racism.
- Origin? It is thought that they are the result of interbreeding between humans and doppelgangers. However, it is also claimed that changelings originated first, and doppelgangers were twisted changelings created by something.
- Shy. Most changelings are rarely seen in their true form and prefer to adopt all kinds of humanoid shapes, treating their appearance like others treat clothes.
Dhampir
Poised between the worlds of the living and the dead, dhampirs retain their grip on life yet are endlessly tested by vicious hungers. Their ties to the undead grant dhampirs a taste of a vampire’s deathless prowess in the form of increased speed, darkvision, and a life-draining bite.
With unique insights into the nature of the undead, many dhampirs become adventurers and monster hunters. Their reasons are often deeply personal. Some seek danger, imagining monsters as personifications of their own hungers. Others pursue revenge against whatever turned them into a dhampir. And still others embrace the solitude of the hunt, striving to distance themselves from those who’d tempt their hunger.
Naming
Follow the standard naming convention based on the species or culture they originate from.
Base Blocks
Pun here.
Age: Maturity normally. Compared to their species, they usually live much longer.
Variant Traits
Pun here.
Bite (4). Your fanged bite is a natural weapon, which counts as a simple melee weapon with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite. When you attack with this bite and hit a creature that isn't a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
- You regain hit points equal to the piercing damage dealt by the bite.
- You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite
You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Claws (1). You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Deathless Nature (1). You don't need to breathe.
Fleet Feat (2): Your base walking speed is 35 feet.
Necrotic Resistance (3). You have resistance to necrotic damage.
Shape Changer (10). If you're not in sunlight, you can use your action to wildshape (just like a druid) to transform yourself into a bat, rat, or wolf. Once you use this ability you can't do so again until you finish a short or long rest.
Spider Climb (6). 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.
Superior Darkvision (2). You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Additionally, you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Unnatural Charm (9). Unlock spellcasting at certain levels. Once you cast a leveled spell with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast leveled spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the species).
- 1st. You know a cantrip of your choice.
- 3rd. At 3rd level, you know the Charm spell.
- 5th. At 5th level, you know the Suggestion Spell.
Vampire Ancestry (3). You have advantage on saving throws against diseases and being charmed.
Fun Facts
Some stuff I'd like to integrate into the world about these fly guys.
- Name. Fact.
- Name. Fact.
- Name. Fact.
Dragonborn
The dragonborn walk proudly through a world that greets them with fearful incomprehension. Born from the splitting of the colossal dragon Omnim — tall and strongly built, the blood of dragons runs thick through some clans.
Naming
Dragonborn have personal names given at birth, but they put their clan names first as a mark of honor. A childhood name or nickname is often used among clutchmates as a descriptive term or a term of endearment. The name might recall an event or center on a habit. Example:
- Male. Balasar (Leaper) Norixius
- Female. Kriv (Zealous) Delmirev
Base Traits
Pun here.
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
Age: Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
Size: Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.
Languages. You can speak, read, and write Common and Draconic.
Speed: Your base walking speed is 30 feet.
Low-Light Vision (1). You can see twice as far in dim light. You retain the ability to distinguish color and detail under these conditions.
Draconic Ancestry: Text. Based on your species priority level, select from the following:
- Chromatic (Priority #): Text.
- Metallic (Priority #): Text.
- True Dragonborn (Priority A): Text.
FAQ
The typical need-to-know facts about the scalies.
- Eggs? Yes.
- Tails or Wings? Typically no, and if so they're seen as a deformity.
- Alignment. Regardless of color, few dragonborn are neutral.
- Gods & Dragons. The majority of Dragonborn vehemently hate both dragon and gods, those who do are seen as heretics.
- What came first?. The Dragonborn.
Chromatic (Priority #)
Dragonborn with chromatic ancestry claim the raw elemental power of chromatic dragons. The vibrant colors of black, blue, green, red, and white dragons gleam in those dragonborn's scaled skin and in the deadly energy of their breath weapons. Theirs is the raw elemental fury of the volcano, of biting arctic winds, and of raging lightning storms, as well as the subtle whisper of swamp and forest, toxic and corrosive.
Chromatic Ancestry. You trace your ancestry to a chromatic dragon, granting you a special magical affinity. Choose one type of dragon from the Chromatic Ancestry table. This determines the damage type for your other traits as shown in the table.
Chromatic Dragon | Breath Weapon | Dmg Type |
---|---|---|
Black | 5' by 30' line (DEX save) | Acid |
Blue | 5' by 30' line (DEX save) | Lightning |
Green | 15' cone (CON save) | Poison |
Red | 15' cone (DEX save) | Fire |
White | 15' cone (CON save) | White |
Breath Weapon (10). You can use your action to exhale destructive energy. It deals damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your ancestry. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increase to 4d6 at 6th level, 6d6 at 11th, and 8d6 at 16th level. You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Chromatic Resistance (2). You have resistance to the damage type associated with your Dragon Ancestry.
Chromatic Warding (4). Starting at 5th level, as an action, you can channel your draconic energy to protect yourself. For 1 minute, you become immune to the damage type associated with your Chromatic Ancestry. Once you use this trait, you can’t do so again until you finish a long rest.
Metallic Ancestry (Priority #)
Dragonborn with metallic ancestry lay claim to the tenacity of metallic dragons — brass, bronze, copper, gold, and silver — whose hues glint in their scales. Theirs is the fire of hearth and forge, the cold of high mountain air, and the spark of inspiration..
Metallic Ancestry. Choose one type of dragon from the Metallic Ancestry table. This determines the damage type for your other traits as shown in the table.
Metallic Dragon | Breath Weapon | Dmg Type |
---|---|---|
Brass | 5' by 30' line (DEX save) | Fire |
Bronze | 5' by 30' line (DEX save) | Lightning |
Copper | 5' by 30' line (DEX save) | Acid |
Gold | 15' cone (DEX save) | Fire |
Silver | 15' cone (CON save) | Cold |
Breath Weapon (10). You can use your action to exhale destructive energy. It deals damage in an area according to your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type of which is determined by your ancestry. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 1s10 damage on a failed save, and half as much damage on a successful one. The damage increase to 2d10 at 6th level, 3d10 at 11th, and 4d10 at 16th level. You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
At 5th level, when you take the Attack action on your turn, you can replace one of your attacks with an breath weapon.
Second Chamber (3). At 5th level, you gain a second breath weapon option based on your metallic ancestry. The range is a 15-foot cone.
Metallic Dragon | Breath Weapon |
---|---|
Brass | Slowing. (CON save) or half speed, no reactions, and can only us action or bonus action until the start of your next turn. |
Bronze | Pushing. (STR save) or be pushed 20 feet away from you and be knocked prone. |
Copper | Slowing. (CON save) or half speed, no reactions, and can only us action or bonus action until the start of your next turn. |
Gold | Weakening. (STR save) or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws until the start of your next turn. |
Silver | Enservating. (CON save) or become incapacitated until the start of your next turn. |
Helper's Charm (3). You have proficiency in either the Deception, Intimidation, or Persuasion skill. Additionally, you have advantage on all Charisma checks to convince someone your that you can help them.
Types of Dragons
Black
Evil-tempered and cruel, loathing the success of the “lesser races”, and often conspire to bring humanoid kingdoms to ruin before nesting among the crumbling detritus of a once-prosperous civilization.
Scion Traits: Amphibious, Swim
Blue
Vain, territorial, and opportunistic, will not stand for any remark or insinuation that they are weak or inferior.
Traits: Burrow
Brass
Gregarious and keen conversationalists fond of philosophical discourse and filthy jokes in equal measure.
Traits: Burrow
Bronze
Curious and brave, they enjoy watching humanoids go about their business – hidden in polymorphed form – but feel honor bound to intervene if they witness evil.
Traits: Amphibious, Change Shape, Swim
Copper
Playful pranksters, jokesters, and riddle-lovers, the most gregarious and even-tempered of all dragons – although their tendency to covet gold can bring out a mean streak.
Traits: Climb
Green
Cunning, treacherous, and thirsty for both power and gold in equal measure.
Traits: Amphibious, Poison Immunity, Swim
Gold
Gruff, sagacious, and devoted to the eradication of evil, not as warm or friendly as their metallic cousins, though they are fiercely loyal to those they deem to be friends.
Traits: Amphibious, Change Shape, Swim
Red
The most avaristic of the dragons, constantly seeking to expand their hoards through might and conquest.
Traits: Climb, Powerful Build
Silver
The most friendly and fond of humanoids of any draconic species, also one of the few dragon types that enjoys socializing with its own kind, and will cheerfully go out of their way to assist a creature in need.
Traits: Change Shape, Ice Walk
White
Bestial, vicious, and greedy, the most animalistic of the dragons, and live for the thrill of the hunt and the pleasure of the kill.
Traits: Ice Walk, Swim
True Dragonborn (Priority A)
The result of a dragonborn and a dragon mating know as True Dragonborn (Dovah-Kiin in draconic). MORE TEXT.
Variant Features
Create a dragonborn as usual. Use your remaining species points on choosing from the abilities below:
Ancient Dragonborn (#). HERE SOMETHING COOL. Maybe combine with Draconic magic??
Blindsense (16). You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Creature Type (2). You are a Dragon. You have advantage on all Charisma checks check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
Darkvision (6). 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 discern colors in that darkness only as shades of gray.
Dragon Eyes (2). You have proficiency in the Perception skill.
Draconic Magic (). Text.
Fearlesser (2). You have advantage on saving throws against being frightened.
Ferocious Bite (2). You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Ferocious Claws (1). You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Tail (2). Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons.
Tough Scales (2). When you aren't wearing armor, your base AC is 13 + Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal. Ford Tough (6). Your base AC is 14 + Dexterity modifier.
Unrelenting (2). Add your constitution modifier to the damage of your breath weapon.
Wings (16). You have a flying speed of 30 feet. You can't use your flying speed while you wear medium or heavy armor. You can't use your flying speed if you are encumbered.
Ancestry Features
Based on your chosen ancestry (check Types of Dragons above), you may select from the below abilities:
Amphibious (1). You can breathe air and water.
Burrow (8). You have a burrowing speed of 20 feet. You are able to dig through soft surfaces such as: soil, snow, sand, etc.
Change Shape (). Starting at 3rd level, you can use your action to magically polymorph into a humanoid or beast that has a challenge rating no higher than 1/4 CR, You revert to your true form if reduced to 0 hit points. Any equipment it is wearing or carrying is absorbed or borne by the new form (your choice). After you use change shape, you can't use it again until you complete a long rest.
In a new form, you retain your hit points, ability to speak, proficiencies, and Intelligence, Wisdom, and Charisma scores, as well as this action to transform back to your true form. Your statistics and capabilities are otherwise replaced by those of the new form.
Climb (4). You have a climbing speed of 30 feet.
Ice Walk (2). You can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost you extra movement.
Poison Immunity (4). You're immune to the poisoned condition.
Powerful Build (1). You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Swim (2). You have a swimming speed of 30 feet.
Drow
Descended of elves, the drow were banished from the feywild for following the goddess Lolth down a different path. Now they have built their own civilization in the depths of the Underdark, patterned after the Way of Lolth. Also called dark elves. The drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes (so pale as to be mistaken for while) in shades of lilac, silver, pink, red, and blue. They lend to be smaller and thinner than most elves.
Naming
Most traditional drow names include double letters and are composed to be pleasant to the ear. While the drow aspire to emulate their gods, they believe having a first name too similar to their deities is blasphemous and carries misfortune. Similarly, last names rarely begin with an “L” sound due to their closeness to Lolth, the Spider Queen. Only avatars of Lolth were permitted monikers with this phonetic similarity. Beyond significant religious figures, nobility and those of high regard are the only drow granted surnames. Those beneath these social classes were not permitted.
Base Traits
Pun here.
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
Age: Although drow reach physical maturity at about the same age as humans. Drow live as long as elves, although in their violent society it is rare for any individual to live longer than 400 years. Drow begin schooling at age 8, and enter adolescence at age 20, where they enter an apprenticeship. Those who survive the harsh drow culture reach adulthood at age 80.
Size: Drow range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Language: You can speak, read, and write Undercommon and Elvish.
Speed: Your base walking speed is 30 feet.
Drow Weapon Training (1). You have proficiency with rapiers, shortswords, and hand crossbows.
Favor of Lolth (0). Through sounds and gestures, you can communicate simple ideas with spiders.
Fey Ancestry (3). You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Keen Senses (2). You have proficiency in the Perception skill.
Superior Darkvision (2). Your darkvision has a range of 120 feet, you have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
Trance (1). Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Spider Queen's Legacy: Text. Based on your species priority level, select from the following:
- Drider (Priority A): Text.
Drider (Priority A)
Spider elf, spider elf, does whatever a spider elf does.
Size: Driders tower above all, 8 to 9 feet in height and weighing in at around 650 pounds on your spider-centaur body. Your size is Large.
Bite (2). Your spider-fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1 + your Strength modifier plus an extra 1d4 poison damage.
Elf-Bane (Mandatory). You have disadvantage on Charisma checks you make when interacting with elves.
Favor of Lolth+ (4). 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.
I am the one who Webs (0). You ignore movement restrictions caused by webbing.
Drow Magic+ (13). You learn these additional spells at certain character levels:
- 1st. You know the poison spray cantrip.
- 5th. You know the web spell.
- 7th. You know the conjure animals (spiders only) Spell.
Variant Traits
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Drow Magic (8). Unlock spellcasting at certain levels. Once you cast a leveled spell with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast leveled spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the species).
- 1st. You know the dancing lights cantrip.
- 3rd. You know the faerie fire spell.
- 5th. You know the darkness Spell.
Fun Facts
Spider mommy, why are we problematic?
- Deathless. The drow language has no words for "burial" or "old age".
- Name. Fact.
- Name. Fact.
Duergar
Duergar are dwarves whose ancestors were transformed by centuries living in the deepest places of the Underdark. That chthonic realm is saturated with strange magical energy, and over generations, early duergar absorbed traces of it. They were further altered when mind flayers and other Aberrations invaded and performed horrific experiments on them. Fueled by Underdark magic, those experiments left early duergar with psionic powers, which have been passed down to their descendants. In time, they liberated themselves from their aberrant tyrants and forged a new life for themselves in the Underdark and beyond.
Naming
Centaur names are inherited, passed down through many generations. New foals typically receive the name of a recently deceased family member of the same gender. Centaurs believe this practice not only keeps the memory of the departed alive but a shard of their spirit as well. Rather than use family or last names, centaurs create and wear symbols representing their clan or family association. These symbols may exist as carved depictions of plants or animals, inscribed aphorisms, braids and beads worn in their hair or tail, or even distinct patterns woven into their clothing.
Base Traits
Pun here.
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
Age. Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.
Size. You are Medium.
Language. TEXT HERE.
Speed. Your walking speed is 30 feet.
Creature Type. You are a Humanoid. You are also considered a dwarf for any prerequisite or effect that requires you to be a dwarf.
Darkvision (2). You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Additionally, you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Duergar Magic. Starting at 3rd level, you can cast the Enlarge/Reduce spell with this trait, without requiring a material component. Starting at 5th level, you can also cast the Invisibility spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this species).
Dwarven Resilience. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.
Psionic Fortitude. You have advantage on saving throws you make to avoid or end the charmed or stunned condition on yourself. 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.
Hole Stuff
Text:
- Name. Fact.
- Name. Fact.
- Name. Fact.
Fun Facts
Some stuff I'd like to integrate into the world about these fly guys.
- Name. Fact.
- Name. Fact.
- Name. Fact.
Dwarf
Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, and the echo of picks and hammers in deep mines—these are the realms of the dwarves. Bound by tradition and clan, they forge life itself in blazing forges, using the rare Heartstones they mine from the depths. Yet their treasures are coveted by outsiders, and even they harbor a healthy fear of the greed that lies within.
Naming
A dwarf’s name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf’s name belongs to the clan, not to the individual. A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place.
Base Traits
Pun here.
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
Age: Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years—slowly turning to stone as they age.
Size: Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
Speed (-1): Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
Armor Training (6). You have proficiency with light and medium armor.
Combat Training (1). You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Darkvision (6). Accustomed to life underground, 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.
Dwarven Resilience (5). You have advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Toughness (4). Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Stonecutting (1). Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Tools of the Trade (1). You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.
Variant Traits
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Far Traveled (2). You have advantage on saving throws against effects that cause exhaustion and you may remove one level of exhaustion after finishing a short rest, instead of a long rest. Additionally, you regain 1 additional hit dice when you take a long rest.
Stone Body (3). When you aren't wearing armor, your base AC is 13 + Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
In addition, your earthen metabolism grants you the following benefits:
- You have no blood and you cannot be petrified
- You have advantage on saving throws made against disease.
Heartstone
Dwarves were first shaped by giants, their life sparked by the Heartstone at their core. Now, dwarven artisans craft new life in the same way—each dwarf born from their clan’s forges. Their existence is rooted in the strength and resilience of stone, and they honor their heritage through skilled craftsmanship and unyielding loyalty to their people.
- The Urge to Deeper. Hidden deep within the earth, Heartstones are rare and precious, and their scarcity drives the dwarves to mine ever deeper to bring new brethren into the world.
- Born of Stone. The forging of a dwarf is a revered ritual, where life and death intertwine. It is both a celebration of creation and a solemn act of renewal, carried out with great care and reverence.
- Greed. Valued for their beauty and untapped magical potential, Heartstones are sought after by those who would exploit them. For some, nothing is more vile than displaying a Heartstone as a trophy—a symbol of life never brought to fruition.
Fun Facts
Pun here!
- Name. Fact.
- Name. Fact.
- Name. Fact.
Elf
Elves are a magical people of otherworldly grace, living in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry.
Naming
Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names.
On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf’s adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names.
Base Traits
Pun here.
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
Age: Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to endlessly in the fey.
Size: Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Languages. You can speak, read, and write Common and Elven.
Speed: Your base walking speed is 30 feet.
Creature Type (1). You are a fey.
Fey Ancestry (3). You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance (2). Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
Keen Senses (2). You have proficiency in the Perception skill.
Low-Light Vision (1). You can see twice as far in dim light. You retain the ability to distinguish color and detail under these conditions.
COOL NAME: Text. Based on your species priority level, select from the following:
- Eladrin (Priority B): Text.
- High (Priority B): Text.
- Sea (Priority B): Text.
- Snow (Priority B): Text.
- Wood (Priority B): Text.
Eladrin Traits
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Names. Eladrin see names slightly differently than elves, thanks to their season-oriented style.
Choose your eladrin's season (4): When finishing a long rest, you can change your season to the following: autumn, winter, spring, or summer. Gaining a boon.
- Autumn's Voice. You have the ability to communicate in a limited manner with all (Beasts, Creatures, People, Vegetation). They can understand the meaning of your words, though you have no special ability to understand them in return. You have proficiency in the Performance skill.
- Winter's Sight. 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 discern colors in that darkness only as shades of gray. You have disadvantage on Wisdom (Perception) checks that rely on sight when trying to perceive something in an area of bright light.
- Spring's Smile. Advantage on Charisma (Persuasion) checks.
- Summer's Advance. Your base walking speed increases to 35 feet. You have proficiency in the Intimidation skill.
Fey Step (16). As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. When you reach 3rd level, your Fey Step gain an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your preferred mental modifier (choose when you select this species):
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Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.
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Winter. After you use your Fey Step, one creature of your choice that you can see within 5 feet of you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
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Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
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Summer. Immediately after you use your Fey Step, you have advantage against an adjacent creature before the end of your next turn.
Weapon Training (1). You have proficiency with the longsword, shortsword, shortbow, and longbow.
High Elf
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Educated (6). You gain advantage on one Intelligence check of your choice. You can add half your proficiency bonus, rounded down, to any Intelligence check you make that doesn't already include your proficiency bonus.
Knowledge is Power (1). You know the level of any spell that you can see or hear being cast. At 5th level, you know the spell slot level used to cast the spell.
Magically Inclined (8). You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. Starting at 3rd level, you can ritually cast the identify spell over a short rest with this trait. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Mental Preparation (4). Bonus action to prepare your mind. For the next minute, you can add your Intelligence modifier to the saving throw that requires a Intelligence, Wisdom, or Charisma saving throw. You can use this feature a number of times equal to your proficiency modifier. Regaining all expended uses on a long rest.
Polyglot (1). You can speak, read, and write a number of extra language equal to your proficiency bonus. When your proficiency bonus increases, learn an additional language.
Weapon Training (1). You have proficiency with the longsword, shortsword, shortbow, and longbow.
Sea Elf
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Aquatic Empathy (1). Sea Elves have a natural affinity for sea creatures. They gain advantage on Animal Handling checks when dealing with aquatic creatures, and they can communicate simple ideas with such creatures through body language and gestures.
Boats boats boats (1). You have proficiency in vehicle (water). When you make any ability check to operate or maintain a sea vehicle, you can roll a d4 and add the number rolled to the ability check.
Child of the Sea (3). You have a swimming speed equal to your walking speed, and you can breathe air and water.
Darkvision (6). 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 discern colors in that darkness only as shades of gray.
Ocean Whispers (0). Sea Elves can communicate simple messages with each other through the ocean.
Weapon Training (1). You have proficiency with the spear, trident, light crossbow, and net.
Wet Magic (7). Unlock spellcasting at certain levels. Once you cast a leveled spell with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast leveled spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the species).
- 1st. You know the shape water cantrip.
- 3rd. You know the fog cloud spell.
- 5th. You know the air bubble Spell.
Snow Elf
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Darkvision (6). 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 discern colors in that darkness only as shades of gray.
Ice Magic (8). Unlock spellcasting at certain levels. Once you cast a leveled spell with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast leveled spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the species).
- 1st. You know the sculpt ice cantrip.
- 3rd. You know the icy fingers spell.
- 5th. You know the summon ice beast Spell.
Mask of the Tundra (1). You can attempt to hide even when you are only lightly obscured by ice, falling snow, mist, and other natural icy phenomena.
Snow Walk (4). Snow and ice are not difficult terrain for you. Moving onto slippery icy does not cause you to fall prone. In addition, you have resistance to cold damage.
Wilderness Skills (1). When you make a Wisdom (Perception or Survival) check in snowy terrain, you can roll a d4 and add the number rolled to the ability check.
Wood Elf
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Arboreal Acrobatics (5). Wood Elves are proficient in the Acrobatics skill and can add their proficiency bonus to any Dexterity saving throw made to avoid traps and falling damage.
Fleet of Foot (2). Your base walking speed increases to 35 feet.
Forest Meditation (2). Once per long rest, you can enter a deep meditation in a natural setting, gaining the benefits of a short rest after only 10 minutes.
Keener Senses (3). Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
Hunter's Creed (6). Unlock spellcasting at certain levels. Once you cast a leveled spell with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast leveled spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the species).
- 1st. You know the druidcraft cantrip.
- 3rd. You know the snare spell.
- 5th. You know the hunter's mark Spell.
Mask of the Wild (2). You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
The Original Druids (0). You know Druidic.
Weapon Training (1). You have proficiency with the javelin, shortbow, shortsword, and spear.
Woodland Empathy (1). Wood Elves have a natural affinity for forest creatures. They gain advantage on Animal Handling checks when dealing with forest creatures, and they can communicate simple ideas with such creatures through body language and gestures.
Fairy
The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends. Infused with the magic of the Feywild, most fairies look like Small elves with insectile wings, but each fairy has a special physical characteristic that sets the fairy apart.
Naming
Fairies don't adhere to strict naming conventions. Given the mirthful and serendipitous nature of the Feywild, many fairies don't put much value on their family's lineage and legacy. In fact, it's not uncommon for some fairies to be named after animals, plants, objects, or feelings that represent and complement their personalities. However, faeries with strong ties to the Seelie and Unseelie Courts that rule over the Feywild may care a little more about their family's image.
Fun Facts
Peter Pan Quote
- Contracts. They believe in the binding power of contracts and will follow them exactly, in word if not in spirit. Be wary when entering a contract with the Fairies as they are unlikely to accept one unless it benefits them greatly and can twist your wording to cause great chaos.
- Homely. It is quite unusual for a fairy to leave the Feywild. And if so, they typically stick close to areas with strong fey auras.
- Problem Species. They are a mischievous and dexterous race of beings who are blessed by the innate magic of the fey itself and as such show a tendency towards sporadic irrational behavior.
- Strangely Peaceful. In contrary to some of the stories Fairies are a mostly peaceful race, only demeaning themselves to violence in the most distasteful of situations, preferring to negotiate conflicts with games of chance, wit and skill.
Base Traits
Pun here.
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
Age: Fairies slowly reach maturity at 40 years old. After which time are ageless within the feywild. In other planes, without the magic of the Fey to sustain them, they age similarly to elves, commonly exceeding 800 years although many will return to the Feywild before this time.
Size: Your are tiny, about the size of a rat.
Languages. You can speak, read, and write Common and Sylvan.
Speed (-4): Your base walking speed is 20 feet.
Creature Type (1). You are a Fey.
Flight (16). Your flying speed is 30 feet.
Fairy Dust (12). You produce a magical dust from your body that can be used to create the following effects:
- Distracting Dust. As a bonus action, you can quickly throw a handful of dust around yourself in dazzling array, momentarily distracting those around you. This gives you the effect of the disengage action.
- Golden Shower. As an action, you can throw a handful of dust at a creature within 30ft. This creates the Faerie Fire spell effect in a 10-foot cube.
- Levitating Sprinkle. As an action, you can sprinkle a handful of dust on an object or creature within 5 feet of you to create the Levitate spell for a minute, except you can only change its altitude by 5 feet every round. An unwilling creature may make a Constitution saving throw to resist this effect and may repeat this saving throw every turn.
- Mesmerizing Breath. As an action, you blow a handful of dust into the face of a creature within 5 feet of you to create the Friends spell effect.
- Shrinking Shower. As an action, you pour a handful of dust onto one object within 5ft, the object undergoes the reduction effect of the spell Enlarge/Reduce. The effect lasts for 10 minute on you and the item, but if you are holding or wearing the item you can sustain this effect for up to 16 hours. If it leaves your hand or body it regains normal size in 1 minute.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these effects. The DC for this effect equals 8 + your spellcasting modifier + your proficiency bonus. You can produce a number of handfuls of fairy dust equal to your proficiency bonus every long rest. As long as you have 1 or more handfuls remaining you can cause them to glow as if under the effect of the Light cantrip.
Iron Irritation (0). The touch of Iron is irritating to you and causes rashes to form on your skin. You do not gain proficiency bonuses for attacks made with weapons of Iron or Steel. You are also unable to wear any armor made of Iron or Steel. The fairy kingdoms replace conventional Iron or Steel objects with Bronze.
Genasi
Genasi are people with both mortal and elemental plane connections, often born from unions between genies and mortals or through exposure to elemental energy surges. They exist between two worlds, with some having elemental ancestry hidden in their family history.
Naming
Follow the standard naming convention based on the species or culture they originate from.
Base Blocks
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Age: Genasi mature at about the same rate as their mortal parents and reach adulthood in their late teens. They live somewhat longer than normal.
Size: You are Medium or Small. You choose the size when you gain this lineage.
Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.
COOL NAME: Text. Based on your species priority level, select from the following:
- Name (Priority #): Text.
- Name (Priority #): Text.
- Name (Priority #): Text.
- Name (Priority #): Text.
- Name (Priority #): Text.
Elemental Affinity (8). You are the recipient of a affinity that grants you supernatural abilities. Choose a element from the Elemental Affinity table. You gain the level 1 benefit of the chosen affinity.
When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. 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 the spells you cast with this trait (choose the ability when you select the legacy).
Air Genasi
Pun here.
Unending Breath. You can hold your breath indefinitely while you're not incapacitated, and have endless breath while breathing out or in. You breathe only as a habit, and not as a natural need for air. You have advantage on any saving throw against toxic or obscuring gases, smokes or mists.
Languages. You can speak, read, and write Auran, the dialect language of air and flight based creatures and the Djinni of the Elemental Plane of Air.
Earth Genasi
Pun here.
Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement, and have advantage on any save which affects the earth around you, or would knock you prone.
Acid Resistance. You have acid resistance.
Languages. You can speak, read, and write terran, the dialect language of the earth based creatures and the Dao of the elemental plane of earth.
Fire Genasi
Pun here.
Heatvision. You have Darkvision to a radius of 60ft. Your fire plane heritage makes your vision unusual: you can choose to see heat signatures around you, seeing them as stark bright color against a drab, dull background. If any warm blooded creature or anything which gives off heat greater than its surroundings is within 60ft of you, you have advantage on Wisdom (perception) checks to spot it.
Fire Resistance. You have fire resistance.
Languages. You can speak, read, and write Ignan, the dialect language of the fired based creature and Efreeti of the elemental plane of fire.
Water Genasi
Pun here.
Amphibious. You can breathe underwater and have a swim speed the same speed as your walking speed. You have advantage on any save to any water based effect which would move you against your will.
Cold Resistance. You have cold resistance.
Languages. You can speak, read, and write aquan, the dialect language of the earth based creatures and the Marid of the elemental plane of water.
Fun Facts
Some stuff I'd like to integrate into the world about these fly guys.
- Name. Fact.
- Name. Fact.
- Name. Fact.
Gith
Once members of a people who escaped servitude to mind flayers, githyanki split from their cousins, githzerai, and fled to the Astral Plane. In that timeless, silvery realm, githyanki honed their psionic powers and built a great city called Tu’narath. They have since spread throughout the multiverse, starting in outposts outside the Astral Plane, called creches, where time passes and their children can reach adulthood.
A lanky people with skin tones of yellows, greens, and browns, githyanki complement their physical prowess with psionic might, instilled in them by mind flayers and cultivated over eons in the Astral Plane. Now all githyanki can use their psychic bond with that plane to access splinters of knowledge left behind by beings who travel, live, and die among the silver astral clouds.
Githyanki who reside in the Astral Plane can live indefinitely.
Naming
Similar to their chaotic cousins, githyanki birth names and their meaning come from their native language. They are rarely longer than three syllables and sometimes use a similar apostrophized structure to elven and drow names. Though it is rare, some gith may take a last or familial name as a formality when interacting with other races. However, most use only a singular first name.
Base Traits
Pun here.
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
Age: Gith reach adulthood in their late teens and live for about a century.
Size: Gith are taller and leaner than humans, with most a slender 6 feet in height. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and Gith.
Psychic Resilience. You have resistance to psychic damage.
COOL NAME: Text. Based on your species priority level, select from the following:
- Name (Priority #): Text.
- Name (Priority #): Text.
Githyanki
Pun here.
Astral Knowledge. You can mystically access a reservoir of experiences of entities connected to the Astral Plane. Whenever you finish a long rest, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, selected from the Player's Handbook, as you momentarily project your consciousness into the Astral Plane. These proficiencies last until the end of your next long rest.
Githyanki Psionics. You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. Starting at 3rd level, you can cast the jump spell with this trait. Starting at 5th level, you can also cast misty step with it. Once you cast jump or misty step with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this species). None of these spells require spell components when you cast them with this trait.
Githzerai
Pun here.
Githzerai Psionics. You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. Starting at 3rd level, you can cast the shield spell with this trait. Starting at 5th level, you can also cast the detect thoughts spell with it. Once you cast shield or detect thoughts spell with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this species). None of these spells require spell components when you cast them with this trait.
Mental Discipline. Your innate psychic defenses grant you advantage on saving throws you make to avoid or end the charmed and frightened conditions on yourself.
Text:
- Name. Fact.
- Name. Fact.
- Name. Fact.
Fun Facts
Some stuff I'd like to integrate into the world about these fly guys.
- Name. Fact.
- Name. Fact.
- Name. Fact.
Gnome
A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play. Reverse this if you're a Deep Gnome.
Naming
Gnomes have a particular fondness for names, and many have half a dozen they use for themselves. Nicknames are very prevalent, and variations of them from friends and family are abundant. Gnome names are usually iterations of past ancestors, but not all limit their imaginations. When dealing with more stodgy races, gnomes will limit their monikers to no more than three; a first, last, and a nickname. Though, that doesn't mean they still can't be fun to say.
Base Traits
Pun here.
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
Age: Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.
Size: Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.
Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.
Speed (-1): Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
Gnome Cunning (5). You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
COOL NAME: Text. Based on your species priority level, select from the following:
- Name (Priority #): Text.
- Name (Priority #): Text.
Deep Gnome
Pun here.
Age: Deep gnomes are short-lived for gnomes. They mature at the same rate humans do and are considered full-grown adults by 25. They live 200 to 250 years, although hard toil and the dangers of the Underdark often claim them before their time.
Size: Unlike other gnomes, svirfneblin tend to weigh 80 to 120 pounds. Your size is Small.
Superior Darkvision (2). You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray. Additionally, you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Stone Camouflage (1). You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.
Umbral Stoicism (1). When you fail a saving throw against a spell or any effect that would cause you to become charmed, sense emotions, or read thoughts. You can choose to reroll the die, and take the new result. You can use this trait a number of times equal to proficiency bonus and regain all uses when you finish a long rest.
Regular Gnome
Pun here.
Artificer's Lore (1). Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Natural Illusionist (2). You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
Speak with Small Beasts (1). Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
Tinkerer (1). Tinker. You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
Low-Light Vision (1). You can see twice as far in dim light. You retain the ability to distinguish color and detail under these conditions.
Fun Facts
I don't get these guys, but the below helped:
- Autistic? Hyperfixate, embracing learnings, jumping from one subject to the next — how do you operate?
- Life Pace. Typically moving at a certain pace at life, gnomes hate to slow or speed up to match with others.
- The Spark. Gnomes who lose their passion come down with a sickness that - left untreated - turns them into a Deep Gnome.
Goblin
Goblins occupy an uneasy place in a dangerous world, and they react by lashing out at any creatures they believe they can bully. Cunning in battle and cruel in victory, goblins are fawning and servile in defeat.
Naming
Guttural and rasping, the goblin tongue is heavy with grunting and whimpering noises and spoken in a rasping or growling manner. Goblin names follow a similar phonetic pattern containing complex consonant sounds often difficult for other races to pronounce. First names are typically two syllables or less, and it is rare for goblins to carry a family or tribe name.
Base Traits
Pun here.
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
Age: Goblins reach adulthood around age 8. They age noticeably faster than humans, and though few goblins live to old age, the most cautious rarely live longer than 60 years.
Size: Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small.
Speed: Your base walking speed is 30 feet.
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.
Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.
Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.
Languages. You can speak, read, and write Common and Goblin. In Ravnica, Goblin is a simplistic language with a limited vocabulary and fluid rules of grammar, unsuited for any sophisticated conversation.
COOL NAME: Text. Based on your species priority level, select from the following:
- Name (Priority #): Text.
- Name (Priority #): Text.
- Name (Priority #): Text.
- Name (Priority #): Text.
- Name (Priority #): Text.
Society:
- Name. Fact.
- Name. Fact.
- Name. Fact.
Fun Facts
Some stuff I'd like to integrate into the world about these fly guys.
- Name. Fact.
- Name. Fact.
- Name. Fact.
Goliath
At the highest mountain peaks — far above the slopes where trees grow and where the air is thin and the frigid winds howl — dwell the reclusive goliaths. Few folk can claim to have seen a goliath, and fewer still can claim friendship with them. Goliaths wander a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great physical power. Their spirits take after the wandering wind, making them nomads who wander from peak to peak. Their hearts are infused with the cold regard of their frigid realm, leaving each goliath with the responsibility to earn a place in the tribe or die trying.
Naming
Every goliath has three names: a birth name assigned by the newborn’s mother and father, a nickname assigned by the tribal chief, and a family or clan name. A birth name is up to three syllables long. Clan names are five syllables or more and end in a vowel.
- Example: Tharak (Lightbearer) Thuunlaka
Base Traits
Pun here.
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
Age: Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.
Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogs of knowledge about the natural world.
Size: Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Little Giant (3). You have proficiency in the Athletics skill, and you count as one size larger when determining your carrying weight and the weight you can push, drag, or lift.
Mountain Born (3). You have resistance to cold damage. You also naturally acclimate to high altitudes, even if you've never been to one. This includes elevations above 20,000 feet.
Stone's Endurance (12). You can supernaturally draw on unyielding stone to shrug off harm. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Low-Light Vision (1). You can see twice as far in dim light. You retain the ability to distinguish color and detail under these conditions.
Society:
Goliaths lived in small tribes that numbered between forty and sixty goliaths. This was usually made up of three to five extended families. Most goliaths lived in the same tribe their entire life. On rare occasions, a tribe that got too large would split into smaller tribes or smaller tribes would merge together.
Goliath tribes had a number of key roles that were filled by the most capable members. Summaries of these roles are included below:
- Chieftain. Primary authority figure in the tribe — commands the movement of the tribe and who should take on the roles below:
- Capatin. Two are assigned each morning. They're duty is to assemble capable teams to achieve tasks such as hunting, gathering, cooking, and scouting. Two captains were assigned to each task to encourage healthy rivalry.
- Skywatcher. The most experienced druid or shaman of the tribe. Overseeing festivals, rituals, and celebrations, they chiefly ensure that resources aren't excessively hunted or harvested.
- Dawncaller Guards the camp overnight. At dawn they sung or bellowed tales of goliath bravery or endurance to wake the tribe up. Assigned daily, given less work to to better prepare for the night.
- Adjudicator. Unless urgent, their duty is to hear disputes after the evening meal. Tough decisions would get settled in a competition of the Adjudicator's design.
- Tent-Mother Chosen each morning, responsible for care and teaching of the tribe's infants and toddlers.
- Lamentor. Determines when a goliath is too old or weak to serve the tribe. Once decided, the lamentor prepared a long chant to commemorate the goliath before exiled.
Fun Facts
The true utopia is a society run the goliath way. Change my mind.
- Tattoo or No?. The markings on them are believed to explain or control their destiny. Never to be covered or altered.
- Fair Play. Competition measures talent, dedication, and effort. Thus, cheating is completely out of their mind.
- Hair? Nah.
Grung
Duergar are dwarves whose ancestors were transformed by centuries living in the deepest places of the Underdark. That chthonic realm is saturated with strange magical energy, and over generations, early duergar absorbed traces of it. They were further altered when mind flayers and other Aberrations invaded and performed horrific experiments on them. Fueled by Underdark magic, those experiments left early duergar with psionic powers, which have been passed down to their descendants. In time, they liberated themselves from their aberrant tyrants and forged a new life for themselves in the Underdark and beyond.
Naming
Centaur names are inherited, passed down through many generations. New foals typically receive the name of a recently deceased family member of the same gender. Centaurs believe this practice not only keeps the memory of the departed alive but a shard of their spirit as well. Rather than use family or last names, centaurs create and wear symbols representing their clan or family association. These symbols may exist as carved depictions of plants or animals, inscribed aphorisms, braids and beads worn in their hair or tail, or even distinct patterns woven into their clothing.
Base Traits
Pun here.
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
Age. Grungs reach maturity at only 1 year of age, growing from tadpoles into full-fledged frogs. They can live to be around 70 years old.
Size. Around 3 feet tall, you are Small.
Speed. You have a walking speed of 25 feet. Your sticky finger and toe pads give you a climb speed of 25 feet.
Poison Immunity. Immune to poison damage and the poisoned condition.
Poisonous Skin. Any creature that touches you with its bare skin for the first time on its turn or is touching you at the beginning of its turn must succeed on a Constitution saving throw. The save DC is equal to 8 + your proficiency bonus + your Constitution modifier. On a failed save, the creature is poisoned until the start of its next turn.
Standing Leap. Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.
Amphibious. You can breathe air and water.
Secrete Poison. As an action, you can apply your body’s poison to a melee weapon or up to 3 pieces of ammunition. The poison loses its potency after 1 minute. A creature struck by a weapon or piece of ammunition poisoned in this way must make a Constitution saving throw with the same DC equal to 8 + your proficiency bonus + your Constitution modifier or be poisoned for 1 minute. A poisoned creature can repeat the saving throw at the end of its turn.
Poison Varieties. Each grung color comes with a different type of poison.
Water Dependency. If you fail to immerse yourself in water for at least 1 hour during a day, you suffer 1 level of exhaustion at the end of that day. You can recover from this exhaustion only through magic or by immersing yourself in water for at least 1 hour.
**Languages. **You can speak, read, and write Common and Grung.
COOL NAME: Text. Based on your species priority level, select from the following:
- Name (Priority #): Text.
- Name (Priority #): Text.
- Name (Priority #): Text.
- Name (Priority #): Text.
- Name (Priority #): Text.
Elf Stuff
Text:
- Name. Fact.
- Name. Fact.
- Name. Fact.
Fun Facts
Some stuff I'd like to integrate into the world about these fly guys.
- Name. Fact.
- Name. Fact.
- Name. Fact.
Halfling
The comforts of their cozy home are the goals of most halflings' lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies. Others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new planes and peoples. Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened.
In the celestial planes, halflings find their origin, embodying virtues of camaraderie and simplicity. With a distinctive dog-like appearance—expressive eyes and velvety fur in earthy hues—they radiate warmth. Some choose settled lives, while others, nomadic by nature, explore celestial realms.
Naming
A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations. Just think about some classic dog names.
Base Traits
Pun here.
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
Age: A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
Size: Halflings average about 3 feet tall and weigh about 40 pounds. Your size is small.
Speed (-1): Your base walking speed is 25 feet.
Brave (2). You have advantage on saving throws against being frightened.
Lucky (4). When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
Naturally Stealthy (2). You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.
Nimble (6). You can move through the space of any creature that is of a size larger than yours.
Celestial Origins. When you are in the celestial plane, or nearby powerful sources of angelic magic you transform into a dog-like form and gain the benefits of Celestial Nature.
Languages. You can speak, read, and write Common and Halfling.
Celestial Nature
Pun here.
Brave Guy: You are immune to being frightened.
Keen Senses: You have advantage on Wisdom (Perception) and Wisdom (Survival) checks that that involve on hearing or smell.
Zoomies: You increase your speed by 5 feet.
Culture
The Little Folk stays together as they value family, community, and their homes. They don’t have a monarchical government. They tend for advice from their family members or village elders which is usually an old woman. In some cases, the village is governed by a sheriff of some kind. Each person in the village tends to each other in the way that workloads and specialties are shared as services and trades. Even the families stay in the same home until one chooses to live on his own which is rare when one doesn’t have a partner to live with.
They like to share and are curious as to what others have to offer. This means they tend to work hard while living in other communities and like to trade while they travel the roads. Never would they want to show other folks a bad side or a poorly made product. When living with other folks, they eagerly want to help out and blend in with their culture. It’s when folks show annoyance and disdain to their behavior that Halflings want to tone it down or even not bother with their acts anymore and keep their values to themselves.
Born of a Song
While halflings can procreate normally. A story told around the fireplace of a person who is depicted as a hero, and if enough stories are told about this halfling, they one day appear outside of the village. While they are not as grand as depicted in the story, they seem like people who could theoretically do those deeds.
Fun Facts
In a hole in the ground there lived a hob- halfling.
- Dogs?? Did dogs descend from halflings? Or Vice-versa? All we know is that they're both celestial in nature. The very best.
- Facial Hair. Halflings can't grow beards, luckily they can grow the longest sideburns.
- Quiet Homes. Yelling in disagreements is unheard of in Halfling society
Hexblood
Where wishing fails, ancient magic can offer a heart’s desire—at least, for a time. Hexbloods are individuals infused with otherworldly magic, fey energy, or mysterious witchcraft. Some who enter into bargains with hags gain their deepest wishes but eventually find themselves transformed. These changes evidence a hag’s influence: ears that split in forked points, skin in lurid shades, long hair that regrows if cut, and an irremovable living crown. Along with these marks, hexbloods manifest hag-like traits, such as darkvision, and a variety of magical methods to beguile the senses and avoid the same.
While many hexbloods gain their lineage after making a deal with a hag, others reveal their nature as they age—particularly if a hag influenced them early in life or even before their birth. Many hexbloods turn to lives of adventure, seeking to discover the mysteries of their magic, to forge a connection with their fey natures, or to avoid a hag that obsesses over them.
Naming
Follow the standard naming convention based on the species or culture they originate from.
Base Blocks
Pun here.
Age: Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
COOL NAME: Text. Based on your species priority level, select from the following:
- Name (Priority #): Text.
- Name (Priority #): Text.
- Name (Priority #): Text.
- Name (Priority #): Text.
- Name (Priority #): Text.
Variant Traits
Pun here.
Low-Light Vision (1). You can see twice as far in dim light. You retain the ability to distinguish color and detail under these conditions.
Darkvision (6). 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 discern colors in that darkness as shades of gray.
Eerie Token (6). As a bonus action, you can harmlessly remove a lock of your hair, one of your nails, or one of your teeth. This token is imbued with magic until you finish a long rest. While the token is imbued this way, you can take these actions:
- Telepathic Message. As an action, you can send a telepathic message to the creature holding or carrying the token, as long as you are within 10 miles of it. The message can contain up to twenty-five words.
- Remote Viewing. If you are within 10 miles of the token, you can enter a trance as an action. The trance lasts for 1 minute, but it ends early if you dismiss it (no action required) or are incapacitated. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token's location, you are blinded and deafened in regard to your own surroundings. When the trance ends, the token is harmlessly destroyed.
Once you create a token using this feature, you can't do so again until you finish a long rest, at which point your missing part regrows.
Hex Affininity (8). You are the recipient of a affinity that grants you supernatural abilities. Choose a element from the Hex Affinity table. You gain the level 1 benefit of the chosen legacy.
When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. 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 the spells you cast with this trait (choose the ability when you select the legacy).
Becoming a Hag
Hags can undertake a ritual to irreversibly transform a hexblood they created into a new hag, either one of their own kind or that embodies the hexblood's nature. This requires that both the hag and hexblood be in the same place and consent to the lengthy ritual—circumstances most hexbloods shun but might come to accept over the course of centuries. Once a hexblood undergoes this irreversible ritual, they emerge as a hag NPC no longer under the control of the hexblood's player, unless the DM rules otherwise.
Fun Facts
Some stuff I'd like to integrate into the world about these fly guys.
- Name. Fact.
- Name. Fact.
- Name. Fact.
Human
In the reckoning of this world, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to the rest. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of trade. Whatever drives them, humans are the innovators, the achievers, and world's pioneers.
Naming
Standard naming based on cultural origin.
Base Traits
Pun here.
Age: Humans reach adulthood in their late teens and live less than a century.
Size: Medium, unless...?
Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. Sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, etc.
Speed. Your base walking speed is 30 feet.
Human Legacy. Your heritage and environment shape your strengths. Based on your priority, select from the following:
- Common Human (Priority F): A balanced legacy with no specialized focus.
- Regional Human (Priority E): Gain traits reflecting your homeland, shaped by cultural upbringing.
- Talented Human (Priority D): You possess exceptional aptitude, gaining features that highlights your innate skill or versatility.
Common Human (Priority F)
Pun here.
Ability Scores (6): Increase each ability score by +1
Regional Human (Priority E)
Pun here.
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
Subfolk: Pick from the available subspecies below: Bogfolk, Deserfolk, Forestfolk, Mountainfolk, Plainsfolk, or Winterfolk.
Bogfolk
Pun here.
Bog Crafter (1). You gain proficiency with the herbalism kit, and whenever you use it to craft a healing potion or antitoxin, the crafting time is halved.
Born of the Bog (4). You have advantage on saving throws against diseases and resistance to acid damage, additionally you have advantage on saving throws against ingested poisons and can safely consume spoiled food or contaminated water.
Bog Lurker (3). You gain proficiency in the Stealth skill. While in swampy or marshy terrain, you can add double your proficiency bonus to Stealth checks instead of your normal proficiency bonus.
Bog Reverse Predator (6). If an enemy ends its movement within 5 feet of you, you can use your reaction to make a melee attack against that enemy. You can use this feature a number of times equal to your Proficiency Bonus, regaining all uses after a long rest.
Bog Wanderer (2). Difficult terrain caused by swamps, bogs, or marshlands don't cost you extra movement. Additionally, you can hold your breath for a number of minutes equal to twice your Constitution modifier (minimum 2 minutes).
Text (#). Text.
Desertfolk
Pun here.
Agile & Strong (4): You have proficiency in the Athletics and Survival skills.
Born in the Desert (1). You have advantage on saving throws against extreme heat. In addition, once per long rest when you would gain a level of exhuastion, you can choose to not gain a level of exhaustion. You can read more about extreme heat in the chapter 5 of the Dungeon Master's Guild.
Dune Warrior (4). You have proficiency with light armor, scimitars, whips and shortbows. When you score a critical hit with any of this weapons, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Forestfolk
Pun here.
Children of the Wild (3): You have proficiency in the Nature skill and the herbalism kit.
Natural Resistance (3). You have advantage on saving throws against natural poisons and diseases.
Watcher of the Forests (2). Whenever you make a Wisdom (Perception) checks while in a forest, you are considered proficient in the Perception skill, and if you're already proficient add double your proficiency bonus to the check, instead your normal proficiency bonus.
Sure-Footed (1). When you use the Dash action, forested difficult terrain doesn't cost you extra movement on that turn.
Mountainfolk
Pun here.
Courageous (2). You have advantage on saving throws against being frightened.
Stone People (2): You gain proficiency with the artisan's tools of your choice: smith's tools or mason's tools. You have proficiency with the light hammer and warhammer.
Mountaineer (1). Mountainous difficult terrain doesn't cost you extra movement on that turn.
Ford Tough (4). Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Something Encumbrance (1). When I get those cubes out, you will see!
Plainsfolk
Pun here.
Versatile Culture (6). You gain proficiency in two skills of your choice.
Crafting Expertise (2). You gain proficiency in one artisan's tools of your choice. When you craft an object using the artisan's tools you're proficient with, you count as two characters working for determining the ammount of gp worth of effort for every day spent creating the item, allowing you to craft objects faster than others.
Seafolk
Seaman, lol!
Appraiser (1). You have advantage on checks to determine the value and craftwork of items.
Masters of the Seas (2). You gain proficiency with vehicles (water). You have a swimming speed of 15 feet.
Natural Trader (5). You have proficiency in the Deception and Persuasion skills. Additionally, you have advantage on Charisma (Persuasion) checks when negotiating prices with others that aren't hostile toward you.
Winterfolk
Pun here.
Glory over Death (6). 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.
Snowfolk (3). You have proficiency in the Survival skill. You have proficiency with battleaxes, great axes, longswords and greatswords.
Winter Fortitude (1). You have advantage on saving throws against extreme cold. Read more about extreme cold in the chapter 5 of the Dungeon Master's Guild.
Talented Human (Priority D)
Pun here.
Ability Scores (-4): Choose any two unique +1
Skills (3). You gain proficiency in one skill of your choice.
Feat (16). You gain one feat of your choice.
Variant Traits
Pun here.
Artisan's Intuition (FIX THIS). Whenever you make an Intelligence (Arcana) or an Ability Check involving Artisan's Tools, you can roll a d4 and add the number rolled to the total ability check.
Artisan's Gift (1). You gain proficiency in one type of Artisan's Tools of your choice.
Enduring the Journey (1). You have Advantage on Ability Checks and Saving Throws to avoid or end the Exhaustion Condition.
Human Determination (4). Once when you make an Attack roll, Ability Check or Saving Throw, you can choose to add a Bonus to the roll equal to your Proficiency Bonus; even if you already add your Proficiency Bonus in any way.
You can use this Trait a number of times equal to your PB, and regain all expended uses when you finish a Long Rest.
Intuitive Motion (1). Whenever you make an Dexterity (Acrobatics) or an Ability Check involving operating or maintaining a Land Vehicle, you can roll a d4 and add the number rolled to the total ability check.
Sentinel's Intuition (1). Whenever you make an Wisdom (Insight) or a Wisdom (Perception) check, you can roll a d4 and add the number rolled to the total ability check.
Tenacity (6). When you make an ability check, attack roll, or saving throw and have disadvantage on the roll, you can cancel the disadvantage for that roll. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Vigilant Guardian (1). Once a creature that you can see within 5ft of you is hit with an attack roll, you can use your reaction to swap places with the creature, and you are hit by the attack instead. Once you use this trait, you can't do so again until you finish a long rest.
Fun Facts
What is there even to say about humans???
- Short-Lived. There have only been about 10-15 generations of humans in Namikakaweyho.
- Populuse. Makes up at least 80% of the humanoid population.
- Godly Whims. Created by the first set of gods, humans have built cities, waged wars, and created history.
Kenku
Haunted by an ancient crime that robbed them of their wings, the flightless kenku wander the world as vagabonds and burglars who live at the edge of human society. Kenku suffer from a sinister reputation that is not wholly unearned, but they can prove to be valuable allies.
Naming
Using their ability to duplicate sounds, Kenku draw their names from a tremendous assortment of noises and phrases. Instead of reproducing these chosen sounds, other races often used descriptors like Smasher, Whistler, or Hammerer. Kenku thugs, warriors, and brutes often adopt noises made by weapons and battle. Thieves and con artists use clever animal sounds that allow them to stay hidden from their foes. Non-adventurers take on the noises of their chosen craft, like fluttering sails or the clanging of a hammer.
Base Traits
Pun here.
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
Age: Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.
Size: Your size is Small.
Speed. Your base walking speed is 30 feet.
Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate.
Kenku Recall. Thanks to your supernaturally good memory, you have proficiency in two skills of your choice. Moreover, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier. Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
Society:
- Name. Fact.
- Name. Fact.
- Name. Fact.
Fun Facts
Some stuff I'd like to integrate into the world about these fly guys.
- Name. Fact.
- Name. Fact.
- Name. Fact.
Kobold
Kobolds are often looked down upon due to their small stature, and traits considered weak and cowardly. In reality, Kobolds are hard-workers and incredibly skilled with delicate tasks who use their ingenuity and devotion to their pack to overcome their physical limits. As expert trap-makers, tunnelers, and many other niche skills Kobolds are often sought after as companions, workers, or enslaved/oppressed. This does not define them.
Naming
Kobolds take their names from the Yipyak language, an archaic derivative of draconic that some liken to the sound of yapping dogs. Though they gather in tight-knit tribes, they do not usually take a familial or last name. Their first names are typically short, rarely longer than two syllables, with hard consonants and open vowels.
Base Traits
Pun here.
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
Age: Kobolds reach adulthood at age 6 and can live up to 120 years, but rarely do so.
Size: Kobolds are between 2 and 3 feet tall and weigh between 25 and 35 pounds. Your size is Small.
Languages. You can speak, read, and write Yipyak (Simple Draconic). You can speak common to a degree.
Speed. Your walking speed is 30 feet.
Darkvision (0). 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 grey. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
COOL NAME: Text. Based on your species priority level, select from the following:
- Name (Priority #): Text.
- Name (Priority #): Text.
- Name (Priority #): Text.
- Name (Priority #): Text.
- Name (Priority #): Text.
Digging Kobold
Pun here.
Pickaxe Precision (1). You become proficient with pickaxes. They count as a finesse weapon for you and are considered versatile (1d4/1d6).
Natural Burrower (4). You have a burrowing speed of 5 feet.
Superior Darkvision (2). Your darkvision has a range of 120 feet, instead of 60.
Dungeon Kobold
Pun here.
Ingenuity (1). You gain proficiency in Tinker’s Tools, if you’re already proficient with them, double your proficiency bonus to checks made with them.
Trap Expert (1). You gain advantage on any ability check to make, disarm, spot, or disassemble mechanical traps.
Hoard Kobold
Pun here.
Damage Resistance (3). You have resistance to one damage type, chosen from acid, cold, fire, lightning, and poison.
Hoard Hauler (1). You count as two sizes larger when determining your carrying capacity and the weight you can push, drag, or lift.
Spellscale Kobold
Pun here.
Minor Magic (4). You know one cantrip form the Sorcerer spell list. Once you reach character level 3, you can choose one 1st-level spell from the same list You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. 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 the spells you cast with this trait (choose the ability when you select the species).
Pack Kobold
Pun here.
Cowardly Tactics (4). You can take the Hide action as a bonus action.
Pack Tactics (6). You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Fun Facts
What are these little goofs up to, huh?
- Humbe Origins. Created alongside dragonborn.
- Minions. Kobolds are perfectly fine on their own. But goddamn, when a powerful creature gives em the smokey-eye they just melt and become lil simps.
- Sorcerers. 1/1000 have some draconic magic.
- Traps are sexy. For kobolds, trap making is art. Trap makers get all the mates.
- Valid Hatred. Kobolds just fuckin' hate gnomes. It is genetic or some shit. Attack on sight.
Lizardfolk
Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of basic principles than those of warm-blooded creatures. Their dismal swamp homes might lie hundreds of miles from the nearest human settlement, but the gap between their way of thinking and that of the smooth-skins is far greater.
Naming
Draconic in origin and gender-fluid, lizardfolk names are typically descriptive terms given to them by their tribe that represent an individual’s notable deeds or actions. For example, elders may grant the draconic word for “spear” or “dagger” to a lizardfolk who defeated and claimed the weapon of a great foe. Another who hides among the muck while hunting might be called “grey” for their choice of camouflage.
Base Traits
Pun here.
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
Age: Satyrs mature and age at about the same rate as humans.
Size: You are Medium or Small. You choose the size when you select this species.
Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.
Bite. You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
Hold Breath. You can hold your breath for up to 15 minutes at a time.
Hungry Jaws. You can throw yourself into a feeding frenzy. As a bonus action, you can make a special attack with your Bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Natural Armor. You have tough, scaly skin. When you aren't wearing armor, your base AC is 13 + Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Nature's Intuition. Thanks to your mystical connection to nature, you gain proficiency with two of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
Society:
- Name. Fact.
- Name. Fact.
- Name. Fact.
Fun Facts
Some stuff I'd like to integrate into the world about these fly guys.
- Name. Fact.
- Name. Fact.
- Name. Fact.
Lycanfolk
Lycanthropes are beings who transform into animalistic forms, either by birth or infection. This condition, viewed as both a blessing and a curse, grants enhanced physical abilities but risks succumbing to bestial instincts. Born lycanthropes tend to have greater control, while those infected often struggle with their dual nature. Lycanthropes are both feared and misunderstood, walking a fine line between human and beast.
Mysterious Nature
Lycanthropy's origins are mysterious, linked to ancient curses or divine influence. The moon plays a key role, often triggering transformations as a reflection of their primal nature. This affliction manifests in several forms: the boar’s ferocity, the rat’s cunning, the bat’s stealth, the bear’s strength, and the wolf’s hunting prowess. Each lycanthrope carries distinct traits shaped by manifesting their animal spirit.
Inherited or Cursed?
Born Lycanfolk are naturally attuned to their bestial heritage, experiencing their first transformations around puberty and gaining greater control over their shape. They live with an inherent connection to their dual nature, balancing human and beast. In contrast, those cursed with lycanthropy struggle to master the sudden changes, often losing control during transformations, especially under a full moon, and finding it harder to resist their bestial instincts.
Creating a Lycanfolk Guide:
- (1.) Choose: Inherited or Cursed. These are the base traits of this lineage.
- (2.) Choose a Lycanthropic Affinity. The traits of your Affinity are considered base traits for the purpose of investing Species Points.
- (3.) Invest. You may now invest in options from the Variant Trait sections.
These traits reflect your lineage's unique strengths, not tied to an animal form but rather to the essence of your chosen spirit.
Inherited Lycan (Priority B)
Pun here.
Inherited Shapechanging. Inherited Lycanfolk can use a bonus action to transform into a hybrid form or their corresponding animal form, or revert to their true humanoid form. On a full moon, they gain access to their full form, a powerful manifestation of their bestial nature. While they can control this transformation, there remains a risk of losing that control in moments of heightened conflict.
Resilience (). You may choose to activate resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, except those made with silvered weapons. In exchange for this resistance, you gain vulnerability to damage dealt by silvered weapons.
Cursed Lycan (Priority C)
Pun here.
Cursed Shapechanging (). Cursed Lycanfolk can use a bonus action to transform into their hybrid form. However, this transformation can lead to a loss of control in vicious battles or in response to other overwhelming factors. Additionally, certain external triggers, such as the gaining the Bloodied condition or emotional crisis, can compel them to transform against their will. On a full moon, they are forced to shift into their full form, a fierce and uncontrollable embodiment of their curse, driven entirely by primal instincts.
Additionally, you gain immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks, unless made with silvered weapons in your hybrid or full form. In exchange for this resistance, you gain vulnerability to damage dealt by silvered weapons.
Silver Fear (). The presence of silver acts as a potent deterrent against your true nature, causing you to feel a deep-seated unease when in its vicinity. While you are within 30 feet of silver or silvered objects, you have disadvantage on all Charisma checks. Additionally, creatures who suspect you of being a Lycanfolk have advantage on Wisdom (Insight) checks to notice your discomfort to silver.
Shapechanging
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Humanoid Form. In your natural humanoid state, you appear as your usual self, although certain traits indicative of your animal affinity may be noticeable.
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Animal form. Your game statistics are replaced by the statistics of the beast, except you retain your alignment, personality, Hit Points, Intelligence, Wisdom, and Charisma scores. You also retain your skill and saving throw proficiencies, and gain any that the creature has. Any equipment you are wearing or carrying does not transform. You revert to your true form if you die.
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Hybrid Form. The core of the Lycanfolk's power, blending humanoid traits with their bestial essence. Specific traits and abilities for the hybrid form are determined by your animal Origin, enhancing your combat abilities and providing unique features.
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Full Form. In your full form, you become a fierce embodiment of your bestial nature, gaining access to immense power and primal instincts. While this form grants significant abilities, it also risks losing control, especially during moments of heightened emotion or under the magical influence.
Involuntary Transformations
Pun here.
Inherited Lycanfolk. On the night of the full moon, you transform into your full form. To maintain control you must succeed on a DC 10 Wisdom saving throw. On a failure, you lose control during which you lash out at the nearest creature. You can roll another Wisdom saving throw every round to regain control, with the DC decreasing by 1 each time you fail. At your DM's discretion, you may face conditions that would cause another saving throw to maintain control.
If you wish to resist the transformation, you must make a Wisdom saving throw DC 15. On a failure you remain in your current form until the full moon passes, or at your DM's discretion, challenges you face may call for another saving throw. The DC can increase or decrease at the DM's discretion.
Cursed Lycanfolk. At your DM's discretion, you may face conditions that would cause a involuntary transformation into your hybrid form. You must make a DC 10 Wisdom saving throw to resist the transformation. On a failure, you lose control during which you lash out at the nearest creature. You can roll another Wisdom saving throw every minute 10 minutes to regain control, with the DC increasing by 1 each time you fail until you naturally fall asleep. The DC can increase or decrease at the DM's discretion.
During the full moon, your beast within becomes stronger, further reducing your control. Starting four days prior, the DC increases by 1 each day, reaching a maximum of +4 on the night before the full moon. After the full moon, the DC decreases similarly. On the night of the full moon, you transform into an uncontrollable full form regardless of other circumstances.
Spreading the Curse
While in your hybrid or full form, your natural weapons are enhanced. When you make a melee attack using your natural weapons against a humanoid, the target must succeed on a Constitution saving throw against a DC equal to 10 + your Proficiency Bonus. If the target fails, they are cursed with lycanthropy.
Lycanthropic Affinity
You draw your bestial strength from one of the following:
- Bat: Solitary and drawn to darkness; utilizing heightened senses to hunt.
- Bear: Protectors—favoring raw power and resilience, often acting as defenders of their home.
- Boar: Stubborn and tenacious, driven by an unyielding spirit who charge head first into battle.
- Rat: Cunning and resourceful, shadow bound. In battle, they rely on stealth and surprise.
- Raven: Mysterious and observant, drawn to secrets and trickery.
- Wolf: Natural hunters, driven by a pack mentality, and embodying loyalty and the instinct to hunt as a coordinated group.
Bat Origins
Pun here.
Hybrid Form (#). Gain the following features:
- You gain a natural AC equal to 13 + your Dexterity modifier.
- You gain a flying speed of 30 feet while not wearing heavy armor, you cannot hover or use weapons or shields while flying.
- You can use your claws to make an attack as a natural weapon dealing slashing damage equal to 1d4 + your strength modifier.
- You gain a climbing speed equal to your walking speed.
- You also gain a 30 foot blindsense by emitting a pitched noise and echolocating.
Full Form (#). Gain the following features:
- Strength, Dexterity, and Constitution increase by 2.
- Your natural AC increases to 15 + your Dexterity modifier.
- You make Dexterity saving throws with advantage.
- Your Claw attacks deal one extra damage die of the same type (2d4).
- You gain a bite attack as a bonus action dealing damage equal to 1d6 + your strength modifier.
- Your flying speed increases to 50 feet.
- Your blindsense increases to 60 feet.
- You cannot speak.
- You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
Text (#). Text.
Bat Variant Traits
Bear Origins
Pun here.
Hybrid Form (#). Gain the following features:
- You gain a natural AC equal to 13 + Constitution modifier.
- You make Athletics checks with advantage.
- You can use your claws to make an attack as a natural weapon dealing slashing damage equal to 1d8 + your strength modifier.
- You gain Expertise in the Perception skill.
Full Form (#). Gain the following features:
- Strength, Dexterity, and Constitution increase by 2.
- Your natural AC increases to 15 + your Constitution modifier.
- You make Stength and Constitution saving throws with advantage.
- Your Claw attacks deal one extra damage die of the same type (2d8).
- You gain a bite attack as a bonus action dealing damage equal to 1d10 + your strength modifier.
- Your walking speed increases by 5 feet.
- Increase your size by one size.
- You cannot speak.
- You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
Darkvision (6). 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 grey.
Keen Senses (1). You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Bear Variant Traits
Massive Strength (2). You have advantage on any Strength checks or saving throws to grapple or shove creatures.
Ursa’s Endurance (6). When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this feature, you can’t use it again until you finish a long rest.
Boar Origins
Pun here.
Hybrid Form (#). Gain the following features:
- Text.
- Text.
- Text.
Full Form (#). Gain the following features:
- Text.
- Text.
- Text.
Text (#). Text.
Boar Variant Traits
Rat Origins
Pun here.
Hybrid Form (#). Gain the following features:
- Text.
- Text.
- Text.
Full Form (#). Gain the following features:
- Text.
- Text.
- Text.
Text (#). Text.
Rat Variant Traits
Raven Origins
Pun here.
Hybrid Form (#). Gain the following features:
- Text.
- Text.
- Text.
Full Form (#). Gain the following features:
- Text.
- Text.
- Text.
Text (#). Text.
Raven Variant Traits
Wolf Origins
Pun here.
Hybrid Form (#). Gain the following features:
- You make Athletics and Intimidation checks with advantage.
- You can use your claws to make unarmed strikes. Dealing 1d6 + your Strength modifier slashing damage.
- When you aren't wearing armor, your base AC is 13 + Dexterity modifier.
- Your walking speed increases by 5 feet.
- You gain an advantage on attack rolls against a creature if the creature has one of your allies within 5 feet, and the ally isn't incapacitated.
Full Form (#). Gain the following features:
- Strength, Dexterity, and Constitution increase by 2.
- You make Constitution saving throws with advantage.
- Your Claw attacks deal one extra damage die of the same type (2d6).
- When you aren't wearing armor, your base AC is 15 + Constitution modifier.
- You gain a bite attack as a bonus action dealing damage equal to 1d8 + your strength modifier.
- Your walking speed increases by 10 feet.
- You cannot speak.
- You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
Darkvision (6). 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 grey.
Keen Senses (1): You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Wolf Variant Traits
Pack Bond (1). If you take the Help action to assist an ally in an attack, you can grant that ally an additional damage die on their next successful attack.
Scent of Fear (2). You can sense the emotions of nearby creatures. As an action, you can sense whether a creature within 30 feet feels frightened, hostile, or friendly. This ability doesn’t reveal the source of those feelings but gives you insight into their emotional state. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Swift Swipe (). You can use your reaction to make an opportunity attack against a creature that you see move out of your reach. This attack does not consume your normal opportunity attack for that turn. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Tracker (). You have advantage on Survival checks to track creatures, and you can move through difficult terrain without expending extra movement while tracking.
Lycanfolk Variant Traits
Pun here.
Lunar Love (1). You feel a strong connection to the moon, granting you advantage on Wisdom (Perception) checks made at night. Additionally, you know
Lycan Radar (1). You have a keen sense of smell, allowing you to detect the presence of lycanthropes within 30 feet of you. You gain advantage on Wisdom (Perception) checks made to identify or locate hidden lycanthropes. Additionally, you can discern whether a detected lycanthrope is cursed or inherited.
Primal Intuition () You have an uncanny ability to sense danger. You can add your proficiency bonus to initiative rolls, representing your heightened instincts.
Savage Resilience (#). When you are reduced to 0 hit points but not killed outright, you can make a DC 10 Constitution saving throw. On a success, you drop to 1 hit point instead. Once you use this feature, you can't use it again until you finish a long rest.
Text (#). Text.
Minotaur
Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their horns range in size from about 1 foot long to great, curling weapons easily three times that length. They often ornament their horns with metal rings or sheathe them in metal to protect them from damage.
Naming
Minotaurs’ reverence of their past directly affects their naming structure. They use names from legendary heroes, keeping their culture and stories alive through their children. Interestingly enough, the names tend to stem from secondary or minor characters, to ensure all legendary characters stay alive.
Base Traits
Pun here.
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
Age: Satyrs mature and age at about the same rate as humans.
Size: You are Medium or Small. You choose the size when you select this species.
Speed. Your walking speed is 30 feet.
Horns. You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike.
Goring Rush. Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a bonus action.
Hammering Horns. Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to push that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you can push it up to 10 feet away from you.
Labyrinthine Recall. You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
Society:
- Name. Fact.
- Name. Fact.
- Name. Fact.
Fun Facts
Some stuff I'd like to integrate into the world about these fly guys.
- Name. Fact.
- Name. Fact.
- Name. Fact.
Ogre
Hulking giants known for their great strength and even greater stupidity, ogres are written off by most as little more than quick-tempered, unsociable, and easily fooled oafs. While this accurately describes many ogres, it does not encompass the totality of their people, and many scholars are still largely ignorant of the rather unfortunate origin of these creatures.
Naming
Ogres do not differentiate much between male and female names, and in general will be given simplistic names in Giant by a parent just to verbally distinguish them from the other ogres of a tribe. Many ogres also take a title-like name or surname to showcase their feats of strength or call attention to a particular physical characteristic.
Base Traits
Pun here.
Ability Scores: Your Strength score increases by 4
Weakness. Pick one of your Dexterity, Intelligence, Wisdom, or Charisma ability scores. The chosen ability score is reduced by 3.
Age: Ogres are considered adults as soon as they can properly fight. They can live to be around 60, but given their generally brutish and conflict-filled lifestyles, the vast majority do not see old age.
Size: Ogres tower above non-giants, standing from at about 9 to 10 feet in height and weighing in at around 650 pounds. Your size is Large.
Languages. You can speak Common and Giant. The average ogre cannot read or write either of these languages, but there are exceptions.
Speed. Your base walking speed is 40 feet.
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 grey.
Large and In Charge. You are capable of wielding weapons sized for Large creatures. Large weapons function as normal weapons, except that their damage is increased by 1d4. Such weapons are not common, and must be sought, looted from Large opponents, or specially crafted. Additionally, due to your massive frame, you have disadvantage on attack rolls made with any weapons that possess the Finesse or Light property, as well as any smaller-sized Ranged weapon that lack the Heavy property.
Might Makes Right. When interacting with other ogres, if you make an ability check that would normally add your Intelligence, Wisdom, or Charisma modifier, you may instead add your strength modifier to the roll.
Hybrid Nature. You have two creature types: humanoid and giant. You can be affected by a game effect if it works on either of your creature types.
Society:
- Name. Fact.
- Name. Fact.
- Name. Fact.
Fun Facts
Some stuff I'd like to integrate into the world about these fly guys.
- Name. Fact.
- Name. Fact.
- Name. Fact.
Orc
Savage and fearless, orc tribes are ever in search of elves, dwarves, and wizards to destroy. Motivated by their hatred of the civilized races of the world and their need to satisfy the demands of their deities, the orcs know that if they fight well and bring glory to their tribe, Gruumsh will call them home.
Naming
Orc names are reflective of their native language and outwardly aggressive behavior. Typically they are monosyllabic with throaty or guttural pronunciations. Male names rely on heavy consonants, while females tend to use slightly softer vowel sounds.
Base Traits
Pun here.
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
Age: Orcs reach adulthood at age 12 and live as long as they stay alive.
Size: Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium.
Languages. You can speak, read, and write Orc and common (simple).
Speed. Your base walking speed is 30 feet.
Low-Light Vision (1). You can see twice as far in dim light. You retain the ability to distinguish color and detail under these conditions.
Adrenaline Rush (6). You can take the Dash action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Whenever you use this trait, you gain a number of temporary hit points equal to your proficiency bonus.
Powerful Build (1). You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Relentless Endurance (6). When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can't do so again until you finish a long rest.
Variant Traits
Pun here.
Society
Orcs rarely built cities of their own. Alternatively, they often inhabited places left behind by others, operating out of makeshift camps or dens and sometimes living within the surrounding natural caves. They are capable of the iron and stonework necessary to build a city, but their tools are often inferior to the more proficient and disciplined races.
Most orcs see war and battle as a means for survival. If a suitable uninhabited space is unavailable, many will seek to subjugate other cultures or enemies as a way to obtain land and resources. The appearance of a figure by the name of Gruumsh has united the various warbands of orcs. Nothing is more terrifying than orcs pillaging in unity.
Born of a Kill
While orcs can procreate normally, some of the "alpha" variants are created in a mysterious sacrificial ritual. Recently, these variants have cropped up - resembling orcs with traits of dire wolves, hippogriffs, etc. These rituals are conducted by the shamans of the clan.
Fun Facts
What is an orc? Does anyone really know?
- Eternal. Orcs are actually the longest lived species, but nobody knows their actual upper life expectancy, because there has never been a recorded death by "natural causes" for an orc.
- Hoarding Family. The number of mates and children stands as a status symbol for orcs.
- We didn't ask to be born! Originally created by an unknown wizard as mindless savages - bred for battle and destruction. They hate this, and thus typically do not trust arcane magic-users.
Reborn
Death isn’t always the end. The reborn exemplify this, being individuals who have died yet, somehow, still live. Some reborn exhibit the scars of fatal ends, their ashen flesh or bloodless veins making it clear that they’ve been touched by death. Other reborn are marvels of magic or science, being stitched together from disparate beings or bearing mysterious minds in manufactured bodies. Whatever their origins, reborn know a new life and seek experiences and answers all their own.
Naming
Follow the standard naming convention based on the species or culture they originate from.
Base Blocks
Pun here.
Age: Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
Size: You are Medium or Small. You choose the size when you gain this lineage.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your species with this lineage, you retain any languages you had and gain no new languages.
Variant Traits
Pun here.
Low-Light Vision (1). You can see twice as far in dim light. You retain the ability to distinguish color and detail under these conditions.
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 discern colors in that darkness as shades of gray.
Deathless Nature. You have escaped death, a fact represented by the following benefits:
- You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
- You have advantage on death saving throws.
- You don't need to eat, drink, or breathe.
- You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
Knowledge from a Past Life. You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. 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.
Fun Facts
Some stuff I'd like to integrate into the world about these fly guys.
- Name. Fact.
- Name. Fact.
- Name. Fact.
Satyr
Satyrs have a well-earned reputation for their good spirits, gregarious personalities, and love of revels. Most satyrs are driven by two simple desires; to see the world and to sample its every pleasure. While their spontaneity and whimsy sometimes put them at odds with more stoic peoples, satyrs rarely let the moodiness of others hinder their own happiness.
Naming
Much like satyrs themselves, their names have an air of myth and intrigue. Knowing a satyr's actual name can sometimes be challenging. Their mischievous and impulsive nature often leads them to change or lie about their names in the hopes of experiencing a new emotion, reaction, or adventure.
Base Traits
Pun here.
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
Age: Satyrs mature and age at about the same rate as humans.
Size: You are Medium or Small. You choose the size when you select this species.
Languages. You can speak, read, and write Common and Sylvan.
Speed (2). Your walking speed is 35 feet.
Creature Type (1). You are a Fey.
Ram (2). You can use your head and horns to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.
Magic Resistance (18). You have advantage on saving throws against spells.
Mirthful Leaps (2). Whenever you make a long jump or a high jump, you can roll a d8 and add the number rolled to the number of feet you cover, even when making a standing jump. This extra distance costs movement as usual.
Reveler (3). As an embodiment of revelry, you have proficiency in the Performance or Persuasion skills, and you have proficiency with one musical instrument of your choice.
Fun Facts
What are these worldly horny drunks up to?
- Drinkers. Due to their hedonistic love of alcohol there were many taverns named after them.
- Name. Fact.
- Name. Fact.
Satyr Culture
Satyr culture — at least the majority of it — is deeply preoccupied with hedonism.
Satyrs love to feel good, to enjoy one another’s company (as well as the company of other races), and tend to roam the Feywild in large groups, like large mobile parties foraging in the woods for food and performing plays, singing, or playing instruments for coin.
In the material world — where satyrs often venture in search of excitement and new experiences — they’re much the same, and many take on the role of traveling bards and minstrels as they wend their way from one tavern to the next.
Not all satyrs are itinerant drunks and wandering poets, however. Some of them embrace their powerful connection to nature and the land, forming druid circles and performing pagan rites and rituals.
Everyone’s a potential friend to a satyr, even that bandit currently trying to stab you for your lunch money.
Strategies for Interaction:
Interacting with satyrs requires an understanding of their playful and unpredictable nature. Here are some effective strategies to consider when encountering these whimsical beings:
- Embrace spontaneity: Satyrs appreciate individuals who can let go of inhibitions and embrace the unpredictable nature of life. Show a willingness to join in their revelry, whether it be dancing, storytelling, or engaging in impromptu musical performances.
- Respect their freedom: Satyrs value their independence and dislike feeling constrained by rules and restrictions. Allow them the space to express their individuality and make their own choices, without imposing rigid expectations or limitations.
- Engage in shared experiences: Participate in activities that bring joy and wonder, such as exploring the natural world, discovering hidden gems, or creating art together. Satyrs thrive on shared experiences that celebrate the beauty of life.
- Appreciate their music: Satyrs possess a deep connection with music and are proficient in various musical instruments. Show an appreciation for their melodic talents, and perhaps even engage in a musical collaboration or jam session.
- Be open-minded and nonjudgmental: Satyrs embrace diversity and value individuals who do not take themselves too seriously. Avoid being overly serious or judgmental, which can dampen their spirit and hinder meaningful connections.
Shadar-Kai
Shadar-kai are the elves of the Shadowfell, originally drawn to that dread realm by the Raven Queen. Over the centuries, some of them have continued to serve her, while others have ventured into the Material Plane to forge their own destinies.
Once shadar-kai were Fey like the rest of their elven kin; now they exist in a state between life and death, thanks to being transformed by the Shadowfell’s grim energy.
Shadar-kai have ashen skin tones, and while they’re in the Shadowfell, they also become wizened, reflecting the somber nature of that gloomy plane.
Naming
Occasionally take names from humans or elves, but much more frequently take names of heroes of the Shadar-Kai or great warriors that they revere. Examples would be Drizzt, Ryder, and Ashok for the males, and Quelanna, Baenrae, and Olra for the females.
Base Traits
Pun here.
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
Age: They reach physical maturity around the same age as a human, although they possess a different view on mental adulthood compared to humans. A typical Shadar-Kai lives to around 120 or a bit longer, however, most Shadar-Kai who claim the title of adventurer, don't live beyond 30 or 40.
Size: Shadar-Kai are about the same size and build as a human. Your size is Medium.
Speed. Your base walking speed is 30 feet.
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.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. A Shadar-Kai who spends a month out in the sun may ignore this trait until they return to the Shadowfell for at least a week.
Fey Ancestry. Magic can't put you to sleep.
Trance. Shadar-Kai don't really sleep, they are in a strange meditative trance for 4 hours. Shadar-Kai do not dream, but in a similar fashion they view dreams and memories allowed to them by the Raven Queen. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Shadow Jaunt. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see in dim or dark light. Once you use this trait, you can't do so again until you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.
Shadow Cursed. You have resistance to necrotic damage and advantage on death saving throws, but you are harder to bring back from death. This is determined by Marcus, but for now you basically have a shorter fuse and harder DC. A shadow rises from the place of your death 1d4 hours after you die.
Languages. You can speak, read, and write Common and Elvish.
COOL NAME: Text. Based on your species priority level, select from the following:
- Name (Priority #): Text.
- Name (Priority #): Text.
- Name (Priority #): Text.
- Name (Priority #): Text.
- Name (Priority #): Text.
Raven Queen's Servant
Pun here.
Got Gud (1). You are skilled with one of the following skills of your choice: Arcana, History, Nature, or Religion.
Raven Queen's Blessing. You know the Encode Thoughts cantrip. Once you reach 3rd level, you can cast the Stretch the Moment spell as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the Detect Thoughts; you must finish a long rest in order to cast the spell again using this trait. Intelligence is your spellcasting ability for these spells.
Thrillseeker
Pun here.
Numb (1). You have advantage on saving throws against being frightened.
Battle Trance. When you reduce a creature to 0 hit points with a melee attack you become infused with the power of your own feat of might. Until the end of your next turn the next melee attack made is done with advantage.
Society:
- Name. Fact.
- Name. Fact.
- Name. Fact.
Fun Facts
Some stuff I'd like to integrate into the world about these fly guys.
- Name. Fact.
- Name. Fact.
- Name. Fact.
Tabaxi
Hailing from a strange and distant land, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.
Naming
Tabaxi typically have a single name determined by their clan and rooted in long-standing traditions that use complex formulas of astrology, prophecy, history, and other esoteric elements. Their names are genderless and often shortened by friends and family into nicknames derived from or inspired by their full name. Examples:
- Smooth as Silk (Silk)
- Hidden String (String)
- Hearty Shoe (Hearty)
Base Traits
Pun here.
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
Age: Tabaxi have lifespans equivalent to humans.
Size: You are Medium or Small. You choose the size when you select this species.
Speed. Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.
Cat's Claws (1). You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Cat's Talent. You have proficiency in the Perception and Stealth skills.
Low-Light Vision (1). You can see twice as far in dim light. You retain the ability to distinguish color and detail under these conditions.
Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
Society:
- Name. Fact.
- Name. Fact.
- Name. Fact.
Fun Facts
Some stuff I'd like to integrate into the world about these fly guys.
- Name. Fact.
- Name. Fact.
- Name. Fact.
Tiefling
To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus, overlord of the Nine Hells (and many of the other powerful devils serving under him) into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children's children will always be held accountable.
Naming
Tieflings that hold their origins in high regard take names derived from the Infernal language passed down through generations highlighting their fiendish heritage. However, those born into alternative societies typically take names that reflect their adopted culture. Younger tieflings have also taken pseudonyms or aliases that signify a virtue or concept vital to their ideals or morals. For many, it serves as a reminder that informs their behavior, acts as a noble quest, or stands as a kind of grim, righteous destiny.
Base Blocks
Pun here.
Age: Tieflings mature at the same rate as humans but live a few years longer.
Languages. You can speak, read, and write Common and Infernal.
Variant Features
Pun here.
Claws (1). You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Low-Light Vision (1). You can see twice as far in dim light. You retain the ability to distinguish color and detail under these conditions.
Darkvision (6). 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 discern colors in that darkness only as shades of gray.
Fiendish Sprinter (1). When you use the dash action, increase your movement speed by 10 ft.
Fiendish Fortitude (2). Your hit point maximum increases by half your level (minimum 1).
Maw (2). You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Outsider Armor(3). You have resistance to one damage type out of the following; cold, fire, lightning, necrotic, psychic, or radiant. Choose one that best fits the Outsider you claim heritage from (ex. A Tiefling borne of a Yugoloth may have resistance to cold, fire or lightning damage, as most Yugoloths have said resistances.).
Outsider Legacy (11). You are the recipient of a legacy that grants you supernatural abilities. Choose a legacy from the Fiendish Legacies table. You gain the level 1 benefit of the chosen legacy.
When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. 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 the spells you cast with this trait (choose the ability when you select the legacy).
Prehensile Tail (1). Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons.
Soul-Seer (4). Rare tieflings have a peculiar sight that allows them to see the state of a creature's soul. As an action, you can see whether each creature in a 30 ft., radius centered on yourself is dead, dying, healthy, undead, or none of the above. You can use this ability once, regaining use after a short or long rest.
Tiamat's Breath (9). Gain the Dragonborn's Breath Weapon Feature. Base the damage type off a chromatic dragon.
Winged (18). You have bat-like wings sprouting from your shoulders. You have a flying speed of 30 feet while you aren’t wearing heavy armor. This trait replaces the Infernal Legacy trait.
COOL NAME: Text. Based on your species priority level, select from the following:
- Name (Priority #): Text.
Fun Facts
How hot does the blood flow through your veins?
- One Less Chip. Devils will typically not accept a tiefling's soul when making deals.
- What is your Legacy? Most derive their legacy from devils - however - sometimes a demon's taint can spawn a tiefling variant.
- Name. Fact.
Fiendish Legacy
Tortle
Hailing from a strange and distant land, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.
Naming
Tortle names are simplistic, non-gender-specific, and rarely more than two syllables in length. Their names are often disposable and short-lived, kept only as long as their bearer decides. A tortle may change their moniker a dozen times or more throughout its life.
Base Traits
Pun here.
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
Age: Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 50 years.
Size: You are Medium or Small. You choose the size when you select this species.
Speed. Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.
Claws. You have claws that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
Natural Armor. Your shell provides you a base AC of 17 (your Dexterity modifier doesn't affect this number). You can't wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield's bonus as normal.
Nature's Intuition. Thanks to your mystical connection to nature, you gain proficiency with one of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.
Shell Defense. You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
Society:
- Name. Fact.
- Name. Fact.
- Name. Fact.
Fun Facts
Some stuff I'd like to integrate into the world about these fly guys.
- Name. Fact.
- Name. Fact.
- Name. Fact.
Triton
Hailing from a strange and distant land, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.
Naming
Triton names originate from the aquan language and contain two or three syllables. Masculine names usually end in a vowel and the letter “s,” while feminine names terminate with an “n.” Tritons use their home protectorate as a part of their surname, adding a vowel and “th” to the end of the territory's name. Examples:
- Wylas Chesahxath
- Nalven Vanaseth
Base Traits
Pun here.
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
Age: Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 50 years.
Size: You are Medium or Small. You choose the size when you select this species.
Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.
Amphibious. You can breathe air and water.
Control Air and Water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast the gust of wind spell with this trait. Starting at 5th level, you can also cast the water walk spell with it. Once you cast any of these spells with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this species).
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 discern colors in that darkness only as shades of gray.
Emissary of the Sea. You can communicate simple ideas to any Beast, Elemental, or Monstrosity that has a swimming speed. It can understand your words, though you have no special ability to understand it in return. Guardian of the Depths. Adapted to the frigid ocean depths, you have resistance to cold damage.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
Society:
- Name. Fact.
- Name. Fact.
- Name. Fact.
Fun Facts
Some stuff I'd like to integrate into the world about these fly guys.
- Name. Fact.
- Name. Fact.
- Name. Fact.
Yuan-Ti
Hailing from a strange and distant land, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world's wonders. Ultimate travelers, the inquisitive tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.
Naming
Triton names originate from the aquan language and contain two or three syllables. Masculine names usually end in a vowel and the letter “s,” while feminine names terminate with an “n.” Tritons use their home protectorate as a part of their surname, adding a vowel and “th” to the end of the territory's name. Examples:
- Wylas Chesahxath
- Nalven Vanaseth
Base Traits
Pun here.
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1
Age: Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 50 years.
Size: You are Medium or Small. You choose the size when you select this species.
Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.
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 discern colors in that darkness only as shades of gray.
Magic Resistance. You have advantage on saving throws against spells.
Poison Resilience. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.
Serpentine Spellcasting. You know the poison spray cantrip. You can cast animal friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at character level 3, you can also cast suggestion with this trait. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. 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 the spells you cast with this trait (choose the ability when you select the species).
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
Society:
- Name. Fact.
- Name. Fact.
- Name. Fact.
Fun Facts
Some stuff I'd like to integrate into the world about these fly guys.
- Name. Fact.
- Name. Fact.
- Name. Fact.
Text.
Class | Status |
---|---|
Artificer | Coming Soon? |
Bard | Coming Soon! |
Braveseeker (Barbarian) | 2024 Updated, 5 subclasses! |
Cleric | Coming Soon! |
Druid | Coming Soon! |
Fighter | 2024 Updated, 3 subclasses! |
Martial Artist (Monk) | Done! |
Paladin | Coming Soon! |
Ranger | Coming Soon? |
Rogue | Done! |
Sorcerer | Coming Soon! |
Warlock | Done! (ish) |
Wizard | Done?! |
Jacket Classes
Prestige Class | Status |
---|---|
Blood Hunter | Done! |
Fighting-Spirit User | Not even close bb!! |
The thoughts behind class is to make options outside your god given class a bit more accessible. And, provide a way to choose Prestige, Jacket, and other class types. For now this section is blank, so leave it as it is. Maybe I will provide other stuff there too.
Prestige. A Prestige class requires a high level of skill before a character can master even its most basic elements. It might confer lost lore, allow access to lost forms of magic, grant mastery of an exotic fighting style, or be built around knowledge harbored by a secret society.
Jacket. A Class-Jacket you wear over another class. Blood Hunter is my first try at this mess!
Hybrid. Blending two classes, from 4e!!! Coming soon!!!
Hybrid Class
Hybrid classes are a concept that was initially the Primary way of multiclassing in DnD 4e, and Pathfinder 1e has also built a number of Hybrid classes that focus on blending the core features of 2 classes to make something new and original. The following places more emphasis on bringing the 4e approach to 5e, but it also is meant as a way to build a character who pulls tools from 2 classes to work well together while working around the downfalls of Multiclassing rules.
Bard (Edit)
Countercharm (6th)
At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As a bonus action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).
Blood Hunter (Jacket)
When the young man's blindfold was removed he found himself in a dimly lit room surrounded by hooded figures. He stood in front of a small dais that held a vial of gleaming crimson liquid. Months of training had led him to this moment. If he survived drinking the vial, the Hunter's Bane, he would never be the same. Becoming more than human, he would finally have the power to avenge his family that lay dead all these years.
As the horde of demonic spawn lurched toward her, the aging half-elf ran her thin blade along her palm, coating it in her blood. In an instant, the blood ignited, wreathing her sword in a ghastly blue flame. She fell upon the horde as a blur of azure fire and cold steel. She would show no mercy to the hellspawn today.
In the light of the pale moon, an almost feral halfling got down on all fours to sniff the tracks before him. The scent of goblin was unmistakable, vile rags and rotten meats. With a bestial howl, the halfling grew in size and wiry gray fur burst forth from his arms and legs. As fast as the wind, the halfling werewolf began another hunt in the light of the full moon.
All of the strange and monstrous warriors described above are Blood Hunters, guardians who infect and inoculate their very blood with accursed power so they may hunt monsters.
Self-Sacrificing Hunters
Blood Hunters have no formal hierarchy and their Orders are as varied as the curses they choose to bear, but they do hold one thing in common, the Hunter's Bane. Those who survive this ancient and deadly ritual are able to wield the signature sanguine magic that marks them as a Blood Hunter.
The makeup of this sinister ritual varies by Order and era, with each incorporating monstrous curses and magic which grant a Blood Hunter the unique abilities of their Order. This ritual permanently changes the subject, inoculating its blood with monstrous power at the expense of what makes them a normal mortal. Wherever monsters lurk, there also are Blood Hunters who have given up their chance at a mundane life so they may stalk and slay the vile creatures of darkness.
Ancient & Sinister Rites
Wherever creatures of darkness prowl, so do warriors who stand against them. Many Orders of Blood Hunters can trace their lineage back to ancient days. The blood magic they use is older than the divine magic of Clerics and is a legacy of dark times when mortals were left to fend for themselves. Though their blood magic is grim in nature and unsettling in practice, many Blood Hunters place a great deal of pride in the elder traditions, rituals, and rites of their Occult Order.
Creating Your Blood Hunter
When creating a Blood Hunter, the most important thing to consider is why they would choose this accursed way of life. Were they the victim of a horrible monster attack and swore vengeance, no matter the personal cost? Were they trained from birth under the tutelage of an elder hunter, and forged into a relentless monster slayer? Or, were they recruited by a secretive society for their exceptional talent at hunting?
How I am doing Blood Hunter
Here's what you need to know if you choose to become a Blood Hunter.
How Will This Work? Choosing Blood Hunter will give you a few bonus features layered over (like a jacket) over another specific class/subclass.
More. Kinda riding by the seat of my pants at the moment. Will Get back on how to present all this.
Bloodhunter Features
This is a Jacket Class, so check out the relevant subclasses below this text.
Level | Features | Rites Known |
---|---|---|
1st | Hunter's Bane | - |
2nd | Blood Rites, Vital Sacrifice | 1 |
3rd | - | 1 |
4th | - | 1 |
5th | - | 2 |
6th | Crimson Brand | 2 |
7th | - | 2 |
8th | - | 2 |
9th | - | 3 |
10th | Dark Augmentation | 3 |
11th | Vital Control | 3 |
12th | - | 3 |
13th | - | 4 |
14th | - | 4 |
15th | Crimson Anchor | 4 |
16th | - | 4 |
17th | - | 5 |
18th | - | 5 |
19th | - | 5 |
20th | Sanguine Mastery | 5 |
Rogue (Algebrassassin)
In the shadows, where equations dance and numbers whisper, Algebrassins move with purpose. Their upbringing and tenets mold them into silent and deadly agents, weaving the mysteries of mathematics into the tapestry of their lives.
- Hunter's Bane: Humans & Heroes
- Alternative Modifier: Intelligence
- Exclusive Rites: Prime Punishment
Wizard (Hemomancer)
Hemocraft — is a rare art that harnesses the latent powers of a creature’s vitality to fuel and amplify the caster’s own capabilities, while manipulating and weakening the bodies of enemies from the inside.
- Hunter's Bane: Name
- Alternative Modifier: Intelligence
- Exclusive Rites: Siphoning
Hunter's Bane (1st)
You have survived the Hunter's Bane, a dark ritual that suffuses your very being with sinister magic, granting you an enhanced knowledge and awareness of your quarry. Some Classes (Subclasses) come with a quarry. If none are provided or you're simply built different—choose one from: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead.
Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
Whenever you make an Intelligence (Nature), Intelligence (Religion), or Wisdom (Survival) check related to your quarry, you treat a roll of 7 or lower on the d20 as an 8.
Blood Rites (2nd)
You learn to draw upon the sinister power within your bloodstream to invoke the dark magic of Blood Rites:
Blood Rites Known
You learn 1 such Blood Rite, from the list at the end of the class. At certain levels you learn more Blood Rites, as indicated in the Rites Known column of the table above.
Once you invoke a Blood Rite you must finish a short or long rest before you can invoke that Blood Rite again. When you have no uses of a Blood Rite remaining, you can make a Vital Sacrifice to use that Rite again.
Blood Rites can only be used against creatures with blood. However, when you make a Vital Sacrifice to empower a Rite, you can target any creature, regardless if it has blood or not.
Rite Die (2nd)
Some Blood Rites and other Blood Hunter features use your Rite Die, which starts as a d4. With every use of Vital Sacrifice, the Rite Die increases in size, use the following progression: d4, d6, d8, 1d10, 1d12, 2d8, 2d10 , etc. The Rite Die resets at the end of every long rest.
Vital Sacrifice (2nd)
Some Blood Rites and Blood Hunter features allow you to sacrifice your own life to fuel additional effects. When you make a Vital Sacrifice, you reduce both your maximum and current hit points by one roll of your Rite Die. This reduction to your hit points cannot be lessened in any way.
If you have temporary hit points, you can reduce these in place of reducing your current hit points. You always reduce your maximum hit points when making a Vital Sacrifice.
At the end of your next long rest, any reduction to your maximum hit points from this feature returns to normal.
Saving Throws
If a Blood Rite or Blood Hunter (Class) feature requires a creature to make a saving throw, your Rite saving throw DC is calculated as follows:
Rite save DC = 8 + your proficiency bonus + Constitution or Alternative modifier (your choice)
Crimson Brand (6th)
You can sear your foes with blood magic. When you damage a creature with weapon attack, you can Brand it with blood magic as part of your attack by making a Vital Sacrifice.
While this Crimson Brand lasts, you gain the following benefits:
- You always know the exact direction of the creature, so long as you are both on the same plane of existence.
The Crimson Brand lasts until the creature is slain, or until you mark another creature with this feature. The effect of your Crimson brand can be dispelled by remove curse.
Once you use this feature you must complete a short or long rest before you can use it again. If you have no uses left you can make a Vital Sacrifice to use this feature again.
Dark Augmentation (10th)
You can draw on the magic of your blood to enhance your physical abilities. Whenever you make an ability check or saving throw that uses Strength, Dexterity, or Constitution, you add a roll of your Rite Die to the result.
Vital Control (11th)
When you invoke a Blood Rite you know, you can choose to empower it without making a Vital Sacrifice. Once you do so, you must finish a long rest before you can empower any Blood Rite you know in this way again.
Crimson Anchor (15th)
If a creature marked by Crimson Brand attempts to teleport or leave the current plane with a spell or feature, it must succeed on a Wisdom saving throw against your Rite save DC or take damage of your Crimson Offering type equal to four rolls of your Rite Die and have its spell or feature fail.
Sanguine Mastery
At 20th level, whenever you roll a Rite Die for one of your Blood Hunter abilities, you can roll the Rite Die twice and choose which result to use.
Blood Rites
Below are the Blood Rites available to a Blood Hunter. If a Rite has a prerequisite Blood Hunter level you can learn it at the same time you meet its prerequisite.
Whenever you learn a new Blood Rite you can choose one Blood Rite you know and replace it with another Blood Rite of your choice for which you meet the prerequisites.
Agony
As a bonus action, you can invoke this Rite to force a creature that you can see within 30 feet to make a Constitution saving throw. On a failed save, until the end of your next turn it has disadvantage on Strength and Dexterity ability checks and saving throws and takes necrotic damage equal to one roll of your Rite Die each time it makes a weapon attack.
When you invoke this Rite you can make a Vital Sacrifice to empower it. If you do so, the effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Anxiety
As a bonus action, you can invoke this Rite and curse one creature you can see within 30 feet, making it susceptible to outside influence. For the next minute, creatures of your choice that attempt to influence it with a Charisma check gain a bonus to their rolls equal to one roll of your Rite Die.
When you invoke this Rite you can make a Vital Sacrifice to empower it. If you do so, the creature has disadvantage on the next Intelligence, Wisdom, or Charisma saving throw it is forced to make before the end of your next turn.
Binding
As a bonus action, you can invoke this Rite and force a Large or smaller creature that you can see within 30 feet to make a Strength saving throw. On a failed save, its speed is reduced to 0 and it can't use reactions until the end of your next turn.
When you invoke this Rite you can make a Vital Sacrifice to empower it. If you do so, you can target a creature of any size, and the effects of this Rite last for 1 minute. The target can repeat this saving throw at the end of each of its turns, ending the effects of this Rite on a success.
Blindness
When a creature you can see within 30 feet makes an attack roll, you can use your reaction to invoke this Rite. The target must subtract one roll of your Rite Die from its attack roll. You can invoke this Rite after the creature rolls, but before you know if its attack hits or misses its target.
When you invoke this Rite you can make a Vital Sacrifice to empower it. If you do, it must subtract one roll of your Rite Die from all attack rolls before the start of your next turn.
Confusion
As a bonus action, you can invoke this Rite and curse one creature you can see within 30 feet that is concentrating. It must subtract a roll of your Rite Die from every Constitution saving throw it makes before the start of your next turn.
When you invoke this Rite you can make a Vital Sacrifice to empower it. If you do so, the target must subtract one roll of your Rite Die from every Constitution saving throw that it makes to maintain its concentration on its current spell.
Prime Punishment
Prerequisite: Blood Hunter (Algebrassassin)
As a bonus action, you can invoke this Rite and curse one creature you can see within 30 feet. When you hit the creature and the resulting damage equals a prime number, you add the closest lower prime to the total damage. ex. 2 = 2 + 1, 3 = 3+2, 5 = 5+3, 7 = 7+5, 11 = 11+7
When you invoke this Rite you can make a Vital Sacrifice to empower it. If you do so the effects of this Rite last for 1 minute. The target can make a Constitution saving throw at the end of each of its turns, ending the effects of this Rite on a success.
Revelation
As a bonus action, you can invoke this Rite and choose one creature you can see within 30 feet. You immediately learn of one damage resistance, immunity, or vulnerability that creature has. If it has none of the traits above, the DM must instead reveal one of the creature's abilities of their choice.
When you invoke this Rite you can make a Vital Sacrifice to empower it. If you do, you can choose one immunity the creature has and turn it into resistance, or one resistance the creature has and dispel it. This effect lasts for 1 minute.
Siphoning
Prerequisite: Blood Hunter (Hemomancer)
As an action, you can invoke this Rite and force one creature you touch to make a Charisma saving throw. On a failure, it takes necrotic damage equal to two rolls of your Rite Die, and you gain temporary hit points equal to the necrotic damage taken by the creature.
When you invoke this Rite you can make a Vital Sacrifice to empower it. If you do so, the creature takes the maximum necrotic damage.
Corrosion
Prerequisite: 5th level Blood Hunter
As a bonus action on your turn, you can invoke this Rite and force one creature that you can see within 30 feet to make a Constitution saving throw. On a failed save, it is poisoned for 1 minute. The creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.
When you invoke this Rite you can make a Vital Sacrifice to empower it. If you do so, the creature remains poisoned until it succeeds on its saving throw, and each time it fails it takes necrotic damage equal to two rolls of your Rite Die.
Exposure
Prerequisite: 5th level Blood Hunter
As a bonus action on your turn, you can invoke this Rite and curse one creature you can see within 30 feet. Until the end of your next turn, any damage that creature takes ignores any damage resistances that creature may have.
When you invoke this Rite you can make a Vital Sacrifice to empower it. When you do so, any damage that creature takes until the end of your next turn also treats any damage immunities it may have as damage resistances.
Marking
Prerequisite: 5th level Blood Hunter
As a bonus action, you can invoke this Rite and mark a target you can see within 30 feet. Until the end of your next turn, you have advantage on all attack rolls against that target.
When you invoke this Rite you can make a Vital Sacrifice to empower it. When you do so, any weapon attacks you make against that target score a critical hit on a roll of 19 or 20 on the d20 until the end of your next turn.
Puppet
Prerequisite: 5th level Blood Hunter
When a creature you can see within 30 feet is reduced to 0 hit points, you can use your reaction to invoke this Rite and have the creature stand up and make a single weapon attack against a creature of your choice within its reach.
When you invoke this Rite you can make a Vital Sacrifice to empower it. When you do so, the creature can move up to its full walking speed before it makes its attack, and the creature gains a bonus to both its weapon attack roll and its damage roll equal to one roll of your Rite Die.
Fear
Prerequisite: 9th level Blood Hunter
As a bonus action, you can invoke this Rite and force one creature that can see or hear you within 30 feet to make a Wisdom saving throw. On a failed save, it is frightened of you for 1 minute. While frightened in this way, the creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If it ends its turn in a location where it doesn't have line of sight to you, it can repeat its saving throw, ending the effects of this Rite on a success.
When you invoke this Rite you can make a Vital Sacrifice to empower it. If you do so, a creature that fails its saving throw is stunned for the duration of this Rite, so long as it has line of sight to you. If it takes any damage, it can repeat its saving throw, ending the effect on a success.
Senseless
Prerequisite: 9th level Blood Hunter
As a bonus action, you can invoke this Rite and force one creature you can see within 30 feet to make a Constitution saving throw. On a failed save, it is blinded, deafened, and cannot speak or make any sounds for 1 minute. At the end of each of its turns, the target can repeat this saving throw, ending the effect and regaining its senses on a success.
When you invoke this Rite you can make a Vital Sacrifice to empower it. If you do so, in addition to the normal effects, the creature cannot move while under the effects of this Rite.
Decay
Prerequisite: 13th level Blood Hunter
As an action, you can invoke this Rite and force a creature you can see within 30 feet to make a Constitution saving throw as you corrupt the blood in its veins. On a failed save, it takes necrotic damage equal to four rolls of your Rite Die, its speed is halved, and it cannot take reactions.
As an action on its turn, the creature can repeat its saving throw. On a success, the effects of this Rite end. On a failed save, the creature takes additional damage equal to two rolls of your Rite Die and it suffers one level of exhaustion.
When you invoke this Rite you can make a Vital Sacrifice to empower it. If you do so, this Rite ignores resistance to necrotic damage and treats immunity to necrotic damage as resistance. Finally, a creature killed by the necrotic damage from this Rite is turning into a pile of fine flesh-colored dust.
Nightmares
Prerequisite: 13th level Blood Hunter
As an action, you can invoke this Rite and force a creature you can see within 30 feet to make a Wisdom saving throw as you infect its mind with nightmarish phantasms. On a failed save, the creature takes psychic damage equal to two rolls of your Rite Die and is frightened of you for 1 minute. At the end of each of the creature's turns before this Rite ends, it must succeed on a Wisdom saving throw or take psychic damage equal to four rolls of your Rite Die. On a successful save, the nightmarish effects of this Rite end.
When you invoke this Rite you can make a Vital Sacrifice to empower it. If you do so, the creature is incapacitated and has a speed of 0 for the duration of the effects of this Rite.
Exsanguination
Prerequisite: 17th level Blood Hunter
As an action, you can invoke this most powerful and ancient Rite to force one creature you can see within 30 feet to make a Constitution saving throw as you attempt to drain its body of all blood. It takes necrotic damage equal to twelve rolls of your Rite Die on a failed save, and half as much on a success. A creature that you have dealt damage to since the start of your previous turn that is not at its maximum hit points has disadvantage on its Constitution saving throw.
When you invoke this Rite you can make a Vital Sacrifice to empower it. If you do so, this Rite ignores resistance to necrotic damage and treats immunity to necrotic damage as resistance. Finally, a creature killed by the necrotic damage from this Rite is turning into a pile of fine flesh-colored dust.
Once you invoke this Rite you must finish a short or long rest before you can invoke it again. You cannot make a Vital Sacrifice to circumvent this restriction.
The Braveseeker
The massive half-orc let out a blood-curdling battle cry as he leaped from the roof onto the back of the gargantuan blue dragon. As the great foe flew into the sky, he gripped the dragon's spines with a near-supernatural level of strength. No matter how much it twisted and turned, the dragon could not shake the warrior from his back. As the monster tired, the half-orc drew his greatsword and plunged it into the neck of the beast. After the dust cleared, the warrior emerged victorious from the crumpled heap of blue scales that had once terrorized the kingdom.
As the goblins began to come over the ramparts, the young warrior emptied her mind and gave herself over to the First Flame. Her massive axe severed the head of the first goblin to climb the wall, and before its head hit the ground she had another goblin by the throat. As her foe begged for his puny life she allowed it a glimpse into the eternal flame that envelops her soul. Minutes later, she would come to her senses surrounded by the charred bodies of those who had dared to assault the citadel of her ancestors.
A rag-tag group of adventurers fled the collapsing tomb, a hulking white dragonborn leading the way. He could see the exit ahead, but his instincts told him that he was the only one fast enough to make it out before the roof caved in. Drawing upon the chaotic ancestral draconic fury in his blood, he shouldered the stone mantle of the doorway. When his final companion made it safely through, he let out a roar of triumph and the weight of the entire front wall of the temple fell behind him.
The three characters described above are examples of the warriors known as Braveseekers.
Natural Instincts
Not all warriors learn to fight from expert soldiers or formal schools of war. Those known as Braveseekers are born with a talent for battle. They are able to wield weapons of war with deadly force based on pure instinct. What they lack in technique, these wild warriors make up for with pure indomitable dare.
The Zone
The source of every Braveseeker's prowess in battle is the ability to enter a battle trance known as The Zone. How this Rage manifests is different for each primal warrior. For some Braveseekers, it is an irresistible lust for blood that only subsides when each of their foes lays slain at their feet. For others, their Rage is an emotionless trance that allows them to ignore any emotions, loyalties, or injuries that would interfere with their fight.
No matter how this primal Rage manifests itself, it grants all Braveseekers near-supernatural levels of physical might and allows them to shrug off blows that would fell a lesser warrior. Many Braveseekers spend their lives seeking ever-greater foes to test the limits of their Zone, only satisfied when facing one who can match their combat prowess.
Creating Your Braveseeker
When creating a Braveseeker, the most important thing for you to consider is how they first entered their Zone. Did a lust for blood overtake you when your farm village was raided by bandits? Is your Rage fueled by a supernatural fanaticism for fire? Or, is your Rage a desire to subject those lesser than you?
Also, consider how your Bravseeker's Zone manifests itself in battle. Is it a frothing bestial fury that causes you to lose your sense of self? Is it an ancient trance passed down from the elders of your tribe so that you may defend your people? Or, does it manifest as a supernatural instinct in battle that allows you to predict the weak points of your enemies and shrug off deadly blows that would slay any other mortal?
Multiclassing and the Braveseeker
If your group uses the optional multiclassing rule, here's what you need to know when you choose to take your first level in the Braveseeker class.
Ability Score Minimum. As a multiclass character, you must have a minimum of 13 Strength or Dexterity to take your first level in the Braveseeker class, or to take a level in another class if you're already a Braveseeker.
Proficiencies. If Braveseeker isn't your initial class, here are the proficiencies you gain when you take your first level in the Braveseeker class: All simple weapons, one martial weapons of your choice.
Braveseeker
Level | Features | PB | Dare Points | Movements Mastered |
---|---|---|---|---|
1st | The Zone, Unarmored Defense, Dare, Movements, Your Path Feature | +2 | 3 | 2 |
2nd | Danger Sense, Reckless Attack | +2 | 4 | 2 |
3rd | Innate Knowledge, Path Features | +2 | 5 | 3 |
4th | Ability Score Improvements | +2 | 6 | 3 |
5th | Energetic Flow, Extra Attack | +3 | 7 | 3 |
6th | Your Path Features | +3 | 8 | 4 |
7th | Improved Reckless Attack, Instinct | +3 | 9 | 4 |
8th | Ability Score Improvements | +3 | 10 | 4 |
9th | Brutal Critical | +4 | 11 | 4 |
10th | Your Path Features | +4 | 12 | 5 |
11th | Mastered of The Zone | +4 | 13 | 5 |
12th | Ability Score Improvements | +4 | 14 | 5 |
13th | Indomitable, Endless Zone | +5 | 15 | 5 |
14th | Your Path Features | +5 | 16 | 5 |
15th | Flaccid Critical | +5 | 17 | 6 |
16th | Big Ability Score Improvements | +5 | 18 | 6 |
17th | General Improvements | +6 | 19 | 6 |
18th | Strong | +6 | 20 | 6 |
19th | Big Ability Score Improvements | +6 | 21 | 6 |
20th | The Braveseeker, Your Path Features | +6 | 22 | 6 |
Hit Points
- Hit Dice: 1d12 per braveseeker level.
- Hit Points (1st-level): 12 + your Constitution modifier.
- Hit Points (Higher Levels): 1d6 + 6 + your Constitution modifier per braveseeker level after 1st.
Proficiencies
- Armor: Light armor, medium armor, shields.
- Weapons: Simple weapons, two martial weapons of your choice.
- Tools: None.
- Saving Throws: Strength, Constitution.
- Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.
Starting Equipment
- Any martial melee weapon.
- Any two simple weapon.
- An explorer's pack.
The Zone (1st)
What is The Zone? Rage? Battle Trance? Wardance? Regardless, you are able to push your body past its normal limits. When you first choose the Braveseeker class, you must decide the nature of your Zone. This decision will shape your fighting style and define the fury that drives you.
Entering the Zone
You can spend a bonus action to enter the Zone, this last for up to 10 minute. You can enter the Zone a limited number of times, you may enter the Zone 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, 6 at 17th, and unlimited at 20th level. You recover all expended uses when you finish a long rest. While in the Zone, you gain a number of benefits based on your choice of Zone.
Classic Rage Zone
- Brutal Strength: You have advantage on Strength checks and Strength saving throws.
- Rage Damage: When you make an attack using Strength—with either a weapon or an Unarmed Strike—and deal damage to the target, you gain a bonus +2 bonus to the damage dealt. The bonus increases to +3 at 9th level, and to +4 at 16th level.
- Thick Skin: You have Resistance to Bludgeoning, Piercing, and Slashing damage.
- Spell-Free: You can't maintain Concentration, and you can't cast spells.
Remaining in The Zone
You remain in the Zone until the end of your next turn, and it ends early if you don Heavy Armor or have the Incapacitated condition. If you're still in the Zone on your next turn, you can extend the it for another round by doing one or more of the following:
- Make an attack roll against an enemy.
- Force an enemy to make a saving throw.
- Make a relevant skill check.
- Take a Bonus Action to extend it.
Each time your time in the Zone is extended, it lasts until the end of your next turn. You can maintain your stay in the Zone for up to 10 minutes.
Unarmored Defense (1st)
While you are not wearing any armor, your armor class equals 10 + your Constitution modifier + either (a) your Dexterity modifier (b) your Intelligence modifier or (c) your Wisdom modifier—you may choose which modifier to use.
You can use a shield and still gain this benefit.
Unarmored Defense
Unarmored AC: 10 + your Constitution modifier + your Dexterity, Intelligence, or Wisdom modifier (your choice)
Dare (1st)
You have a number of dare points, as shown in the Dare Points column of the Class Features (Braveseeker) table. You can spend dare to overwhelm your enemies with movements—and you may learn other applications from your Path.
Recover. You recover expended dare points equal to half your proficiency bonus rounded up when you finish a short rest, and all expended dare points when you finish a long rest.
Movements (1st)
At 1st-level, you have mastered two movements of your choice. You master additional movements as you gain more braveseeker levels, as show in the Movements Mastered column of the Class Features (Braveseeker) table.
Once per turn, you may spend one dare point to use one of your mastered movements.
Replacing a Movement: Whenever you finish a longer rest, you may replace one of your mastered movements with another.
Saving Throws: Use your Strength modifier to determine the saving throw DC for your movement.
Movement Save DC
Movement Save DC: 8 + your proficiency bonus + your Strength or Dexterity modifier
Cleave
When you hit a creature with a melee weapon attack, you can attempt to damage another nearby creature. Choose a creature that is (a) within 5 ft of the original target and (b) within your reach. If the original attack roll would hit the second creature, that creature takes 1d6 damage.
The damage is of the same type dealt by the original attack, and can't exceed the total damage dealt by the original attack.
Greater: (5th-level) Increases damage to 2d8.
Superior: (9th-level) Increases damage to 3d10.
Grab
When you hit an adjacent creature with an opportunity attack and you have at least one hand free, you can attempt to grab hold of the creature. If the creature is Medium or smaller, it must make a Strength or Dexterity saving throw—the target may choose which. On a failed save, the creature is grappled by you. You may target a creature one size larger with this movement, it makes the save with advantage.
Greater: (3rd-level) Increase size to Large.
Superior: (11th-level) Increase size to Huge.
Headbutt
When you hit an adjacent creature with a melee weapon attack, you can use a bonus action to attempt to knock the creature down. If the target is Medium or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. You may target a creature one size larger with this movement, it makes the save with advantage.
Greater: (3rd-level) Increase size to Large.
Superior: (11th-level) Increase size to Huge.
Kick
When you hit an adjacent creature with a melee weapon attack, you can try to kick it away from you. If the target is medium or smaller, it must make a Strength saving throw. On a failed save, you knock the creature back up to 10 ft. You may target a creature one size larger with this movement, it makes the save with advantage.
Greater: (3rd-level) Increase size to Large.
Superior: (11th-level) Increase size to Huge.
Roar
When you hit an adjacent creature with a melee weapon attack, you can attempt to frighten a creature. Choose a creature ewithin 15 ft., it must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Greater: (9th-level) You can target two creatures.
Superior: (17th-level) You can target three creatures.
Smash
When you hit a nonmagical object with an attack, you can roll 1d6, add it to the damage roll, and cause that attack to deal maximum damage in place of rolling.
Greater: (5th-level) Increases bonus to 2d8.
Superior: (9th-level) Increases bonus to 3d10.
Trample
When you move at least 20 feet toward a creature of your size or smaller and hit it with a melee weapon attack, you can attempt to trample the creature. It must succeed on a Strength saving throw, or it is knocked prone. A creature one size large than you targeted by this movement makes the save with advantage.
Greater: (5th-level) Regardless of whether you hit or miss, you can continue your movement to target an additional creature.
Superior: (9th-level) Increase size by one category.
Your Path (1st)
Choose your Path. You gain features from your Path at 1st, 3rd, 6th, 10th, and 14th-level.
Additional Movements
You gain access to four unique movements from your Path. Add these to your list of movement options.
Danger Sense (2nd)
You have advantage on Dexterity saving throws against effects that you can see—such as traps, spells, and attacks. To gain this benefit, you can't be blinded, deafened, or incapacitated.
Reckless Attack (2nd)
Before you make your first attack on your turn, you can choose to attack recklessly. You have advantage on all melee weapon attack rolls until the end of your turn. But in return, all attack rolls made against you have advantage until the start of your next turn.
Innate Knowledge (3rd)
You gain proficiency in another skill of your choice from the list of skills available to Braveseeker at 1st level. In addition, while you are in the Zone, you can channel your body's power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength or Dexterity check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival.
Ability Score Improvement (4th)
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Alternatively: You may instead take a feat.
Energetic Flow (5th)
Choose one of the following options:
Fast Mover
Your natural speed increases by 10 ft while you're not wearing heavy armor. If you have multiple forms of innate movement—such as climbing, flying, swimming, etc—each movement speed increases by 10 ft.
Unnatural Movement: If you gain a movement speed through an external effect—such as an item, feature, or spell—that speed doesn't increase with this feature.
Pouncing Strike
When a creature ends its turn within 15 ft of you, you can spend your reaction to move up to half your speed to a space closer to the creature. This movement doesn’t provoke opportunity attacks.
Extra Attack (5th)
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Improved Reckless Attack (7th)
If you use Reckless Attack, you can forgo any Advantage on one Strength-based attack roll of your choice on your turn. The chosen attack roll mustn't have Disadvantage. If the chosen attack roll hits, the target takes an extra 1d10 damage of the same type dealt by the weapon or Unarmed Strike.
Instinct (7th)
You have advantage on your initiative rolls. Additionally, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
Brutal Critical (9th)
You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. If unarmed, add an extra d8.
Flow: Whenever you reduce a creature to 0 hit points with a critical hit from a melee attack, you regain 1 expended dare point.
Master of The Zone (11th)
When you enter the Zone, you may choose to master it. Each time you do so, pick one of the following options—you gain this in addition to the other features granted by your Zone ability.
You can use this feature once, and you regain expended uses when you finish a long rest.
Fast
For the duration of your mastered Zone, your natural speed increases by 10 ft. If you have multiple forms of innate movement—such as climbing, flying, swimming, etc—each movement speed increases by 10 ft.
Fast Mover: If you have the Fast Mover trait, this benefit stacks.
Fierce
For the duration of your mastered Zone, double the damage bonus granted by your Zone.
Focused
For the duration of your mastered Zone, you may cast and concentrate on spells as normal.
Natural Athlete
For the duration of your mastered Zone, your proficiency bonus is doubled for any ability check you make that uses Acrobatics or Athletics.
Indomitable (13th)
If your total for a Strength check is less than your Strength score, you can use that score in place of the total.
Alternatively: This you can replace Strength with Dexterity.
Endless Zone (13th)
You no longer need to do anything to extend it your stay in the Zone from round to round.
Now, you can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while your Rage is active and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, your Hit Points instead equal to twice your Braveseeker level.
Each time you use this feature after the first, the DC increases by 5. When you finish a Short Rest or Long Rest, the DC resets to 10.
Flaccid Critical (15th)
Your critical role has honed itself to beyond the roll of a nat 20. When an attack roll you make exceeds the target's Armor Class by 10 or more, the attack critically hits.
Big Ability Score Improvement (16th)
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can increase an ability score to a maximum of 22 using this feature.
Alternatively: You may instead take a feat.
Zone Expansion (17th)
For lack of creative ideas, you gain the following benefits:
- You gain a +5 bonus to your Initiative rolls.
- Whenever you roll Initiative, you regain one expended use of your Zone.
- Roll two additional weapon damage dice, instead of one, when determining the extra damage for a critical hit with a melee attack.
Strong (18th)
You embody your path. Your Strength or Dexterity, and Constitution scores increase by 2, and their maximum is now 24.
The Braveseeker (20th)
You embody the raw power of the primal wilderness and have exceeded the physical limits of normal mortals. At 20th level, both your Strength or Dexterity, and Constitution scores increase by 4, and your maximum for both of those scores is now 30.
Path of the Berserker
The Path of the Berserker is a path of untrammeled fury, slick with blood. Your path is a means to an end—that end being brutal violence.
As you enter the berserker's Zone, you thrill in the wild chaos and bloodshed of battle—heedless of your own health or well-being.
Berserker Movements
Add the following four movements to your list of movement options: bloodlust, charge, ferocity, and relentless.
Bloodlust
When you reduce a creature to 0 hit points with a melee weapon attack while in the Zone, you can attempt to move and attack another creature.
You may spend a bonus action to move up to half your speed towards another creature. If the creature is (a) within your reach and (b) your original attack would hit it, that creature takes 1d6 damage.
The damage can't exceed the total damage dealt by the original attack.
Greater: (5th-level) Increases bonus to 1d8.
Superior: (9th-level) Increases bonus to 1d10.
Charge
When you move at least 20 ft straight towards a creature while in the Zone and hit it with a melee weapon attack, you can deal 1d6 extra damage with your attack.
The damage can't exceed the total damage dealt by the original attack.
Greater: (5th-level) Increases bonus to 2d6.
Superior: (9th-level) Increases bonus to 3d6.
Ferocity
When you make an ability check and use Athletics or Intimidation, you can roll 1d6 and add it to the result. You can wait until after you roll your check before deciding to use this movement, but you must decide before the DM says whether your check succeeds or fails.
Greater: (5th-level) Increases bonus to 1d8.
Superior: (9th-level) Increases bonus to 1d10.
Relentless
When you are reduced to 0 hit points while in the Zone but not killed outright, you can drop to 1 hit point instead. You regain a use of this movement when you finish a long rest.
Greater: (9th-level) You have two uses.
Superior: (17th-level) You have three uses.
Frenzy (3rd)
You can go into a frenzy when you enter the Zone. If you do so, for the duration you can make a single melee weapon attack as a bonus action on each of your turns after this one.
When you exit the frenzy Zone, you must immediately do one of the following:
- Spend two of your hit die.
- Spend two points of dare.
- Suffer one level of exhaustion.
Mindless Furor (6th)
You can't be charmed or frightened while in the Zone. If you are charmed or frightened when you enter the Zone, the effect is suspended for the duration of the rage.
Intimidating Presence (10th)
Once per turn, you can forgo one of your attacks to frighten someone. Choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) to avoid being frightened.
If the Creature Succeeds: The creature is immune to your Intimidating Presence for the next 24 hours.
If the Creature Fails: The creature is frightened of you until the end of your next turn. On subsequent turns, you can spend 1 action to extend the duration of this effect on one frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
Retaliation (14th)
When you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
The Berserker (20th)
Once per long rest when you activate your Zone, you gain the following benefits that last for 1 minute or until you drop to 0 Hit Points.
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Path of the Brawler
A rowdy combatant, thriving in chaotic brawls and using improvised attacks to devastate foes.
Brawler Movements (1st)
Add the following four movements to your list of movement options: text, text, text, and text.
Furniture Shield
As a reaction when an enemy makes a melee attack against you, you can grab a nearby piece of furniture to shield yourself. Roll 1d6 and add the result to your AC for that attack. If the attack still hits, the piece of furniture is destroyed.
Greater: (5th-level) Roll 1d8 when you shield.
Superior: (9th-level) Roll 1d10 when you shield.
Presense
When you make an ability check and use Athletics or Intimidation, you can roll 1d6 and add it to the result. You can wait until after you roll your check before deciding to use this movement, but you must decide before the DM says whether your check succeeds or fails.
Greater: (5th-level) Increases bonus to 1d8.
Superior: (9th-level) Increases bonus to 1d10.
Shattering Smash
When you hit a creature with an improvised weapon, you can choose to break the object over the target to deal extra damage. The target takes an additional 1d6 damage, and the improvised weapon is destroyed.
Greater: (5th-level) Increase bonus to 1d8.
Superior: (9th-level) Increase bonus to 1d10.
Tactical Shove
When you hit a creature with a melee attack, you can attempt to push it away from you. If the target is Medium or smaller, it must make a Strength saving throw. On a failed save, you knock the target back up to 5 ft. A creature one size larger targeted by this maneuver makes the save with advantage. If pushed against a huge object, the target takes an additional 1d6 damage.
Greater: (3rd-level) You can use this maneuver against Large creatures.
Superior: (11th-level) You can use this maneuver against Huge creatures.
Scrappy & Happy (1st)
You gain the following benefits:
- Unarmed. Your unarmed strikes deal bludgeoning damage equal to 1d4 + your Strength modifier. If you have two free hands, the damage increases to 1d6.
- Grappler. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Deal an extra 1d4 bludgeoning damage to the grappled creature when you hit it with a melee attack.
- Improviser. You have proficiency with improvised weapons, and treat any improvised weapon you handle as if it has the finesse and versatile quality.
Intimidating Fighting (3rd)
You are adept at integrating insults and barbs into your fighting style. So long as you are in combat, you may choose to use Strength or Dexterity to make Charisma ability checks.
Adept Brawler (3rd)
You possess an innate talent for turning scraps, mundane items, potions, and more into deadly weapons—anything in your hands can be used in combat. Consult the Typical Improvised Weapon chart for details.
At 3rd level, you gain proficiency with the skills listed in the 1st column of the Specific Improvised Weapon Chart. At 10th and 18th levels, you gain additional skills from the 2nd and 3rd columns, respectively. For unlisted items, damage type and amount depend on the item's nature and size. Most improvised weapons also have a limited number of uses before they break.
Typical Improvised Weapon
Size | Damage | Examples |
---|---|---|
Tiny | 1d3 | Mug, Fork, Small Rock |
Small | 1d4 | Bottle, Rolling Pin, Torch |
Medium | 1d6 | Branch, Chair, Rock |
Large | 1d10 | Bar Stool, Table Leg, Wagon Wheel |
Huge | - | Wagon, Log, Statue, Large Bell |
Gargantuan | - | Boulder, Broken Wall, Tree |
Huge & Gargantuan Objects
Using huge or gargantuan improvised weapons deals massive damage but requires high Strength to wield effectively. Expect disadvantage without enough Strength, and always use two hands. These weapons cause collateral damage—hitting multiple enemies or breaking things unintentionally—so embrace the chaos and enjoy the power!
Frequency of Use
Improvised weapons vary in frequency of use based on durability. Fragile objects (e.g., bottles, clay pots) are one-time use, breaking after a successful attack. Sturdy items (e.g., chairs, wooden planks) can endure 3 to 5 attacks before breaking, while durable items (e.g., metal pipes, strong beams) function like standard weapons, only breaking on a critical failure (natural 1).
Examples
Here are some examples to assist you!
- Chair (Medium, Wooden): 1d8 bludgeoning damage. Can be used 3 times before it breaks.
- Broken Bottle (Small, Glass): 1d6 piercing damage. Breaks after 1 use.
- Metal Pipe (Medium, Metal): 1d8 bludgeoning damage. Very durable—breaks only on a natural 1.
Improvised Weapon Charts
These charts categorize improvised weapons by type and combat usability, detailing their damage potential, durability, and special effects. Players should first consult the Typical Improvised Weapons chart to determine initial damage, as the subsequent charts empower them to creatively leverage their items in combat, providing a versatile toolkit for resourceful gameplay.
Improvised Weapons
Item | 3rd Level | 10th Level | 14th Level |
---|---|---|---|
Arrow/Bolts | Dagger statistics | Adv on climb checks | 1d6 damage |
Chain, 10 ft. | 1d6 damage, reach | DC 25 Burst | 1d10 damage |
Hammer | Throwing Hammer Statistics | +3 break checks | Constructs & Objects vulnerable |
Crowbar | 1d6 damage, light | +5 break checks | Constructs & Objects vulnerable |
Mining Pick | 1d6 damage, light | Adv on climb checks | 1d8 damage |
Piton | Dagger statistics | Adv on climb checks | 1d6 damage |
Pole, 10 ft. | 1d4 damage, reach & light | Adv on jump checks | 1d6 damage, thrown (20/60) |
Ram, Battering | Maul statistics | +5 break gate checks | 4d6 damage |
Rope, 50 ft. | Lasso statistics | Adv on lasso checks | AC = 15 + Dex modifier |
Shovel | Spear statistics | Adv on dig checks | Action. diff terrain to flat ground |
Signal Whistle | react. 5ft. disadvantage | 1 thunder damage 10ft. | Disadvantage on concentration saves |
Sledge | Warhammer statistics | +5 break checks | Constructs & Objects vulnerable |
Torch | Club statistics, prof fire | +1d4 fire damage | +1d4 fire damage |
Chemical Warfare
Treat all chemical warfare as if they had the thrown (range 20/40) quality.
Item | 3rd Level | 10th Level | 14th Level |
---|---|---|---|
Acid Flask | 3d6 acid damage | 4d6 acid damage | 5d6 acid damage |
Alchemist’s Fire | 2d4 fire damage | 3d4 fire damage | 4d4 fire damage |
Antitoxin | - | - | - |
Healing Potion | 2d4+4 healing | 1d4+8 healing | 12 healing |
Holy Water | 3d6 radiant damage | 4d6 radiant damage | 5d6 radiant damage |
Oil Flask | 5+1d4 fire damage | 7+1d4 fire damage | 10+1d4 fire damage |
Poison, Basic | 2d4 poison damage | Potency 5 minutes | DC 15 |
Traps
Treat all traps as if they had the thrown (range 20/40) quality.
Item | 3rd Level | 10th Level | 14th Level |
---|---|---|---|
Ball Bearings, 1000 | 1 falling damage | 10 foot square | 1d6 falling damage |
Caltrops | 2 piercing damage | 10 foot square | 1d4+1 piercing damage |
Hunting Trap | 2d4 piercing damage | bonus action to set it | 3d4 piercing damage |
Improved Brawling (6th)
You gain the following benefits:
- Interaction Pro. You may interact with an additional object or feature of the environment for free.
- Jab. When you use the Attack action with an Unarmed Strike or one handed Improvised Weapon on your turn, you can make one Unarmed Strike as a Bonus action.
Battle Customization (6th)
During a short or long rest, you can spend 1 minute modifying an improvised weapon to suit your combat style. The weapon gains a number of properties equal to your proficiency bonus, rounded down. You can modify up to two different improvised weapons this way. The properties last until the weapon breaks, or you roll a natural 1 when you make an attack roll with the modified weapon. You can choose from the properties below:
- Reach. The weapon’s reach is extended by 5 feet.
- Reinforced. Lasts twice as many hits before breaking.
- Sharp. Critical hit on a roll of 19 or 20.
- Shrapnel Burst. When the weapon breaks, it shatters into shrapnel, forcing all creatures within 5 feet to make a Dexterity saving throw versus your Movement Save DC. On a failure, a creature takes 2d6 piercing damage.
- Tethered Throw. Gains the thrown property (range 30/60) and returns to your hand immediately after being thrown.
- Throw. Gains the thrown property (range 30/60).
- Weighted. When you score a critical hit, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Battle Modification, and You!
Modifying weapons allows for creative combat solutions but may weaken them, increasing the chance of breakage. When combining unusual items, ensure your rationale is convincing. Embrace the fun of improvised weaponry, but remember that some ideas might not hold up in battle!
Another Mother's Movement (10th)
You add more combat tactics originating from other classes to your repertoire of ad-libbed attacks and improvised combat.
You may choose a number of additional movements from the Fighter’s Maneuvers, the Martial Artist’s Techniques, or the Rogue’s Exploits, equal to your proficiency bonus. These movements function just like your existing ones and require spending a dare point to use. When you gain a level in this class, you may replace one of these chosen movements with another from the same list.
Additionally, you gain an extra number of dare points equal to your proficiency bonus. These added movements and dare points provide you with versatile options to overwhelm your enemies, allowing you to adapt quickly and creatively in battle.
Relentless Improvisation (14th)
Your resilience in battle is unmatched, and you thrive amidst the chaos of close-quarters fighting. You gain the following benefits:
- Quick jab. When you take damage from a melee attack, you can use your reaction to make one unarmed strike.
- Relentless Improvisation. You may use improvised weapons even if they are damaged or broken, treating them as if they are still functional until the end of your turn. When using a broken weapon in this way, you gain advantage on the attack roll, but lose any additional functionality the item would have provided.
- Unyielding Spirit. When you drop to 0 hit points, you can make a single melee attack with an improvised weapon as a reaction before falling unconscious. If you hit, you regain hit points equal to your proficiency bonus, but you can’t use this feature again until you finish a long rest.
The Brawler (20th)
Once per long rest when you activate your Zone, you gain the following benefits that last for 1 minute or until you drop to 0 Hit Points.
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Path of the Conqueror
The Path of the Conqueror is a path of authority and subjugation. You are destined—or determined—to rule. Where you lead, others follow. Where you wage war, others flee—or fall.
Conquerer's Movements
Add the following four movements to your list of movement options: decree, command, prevail, and proclaim.
Decree
When you hit a creature with a weapon attack, you can decree that an ally moves. Choose one friendly creature that is (a) within 30 ft of you or the creature you hit, (b) can hear you, and (c) has a movement speed greater than 0—that creature may spend its reaction to move up to 10 ft.
This movement does not provoke opportunity attacks from the creature you hit.
Greater: (5th-level) Increases distance to 15 ft.
Superior: (9th-level) Increases distance to 20 ft.
Command
When you hit a creature with a weapon attack, you can command a nearby ally. Choose one friendly creature that can see and hear you. That creature may spend its reaction to make a weapon attack against the same target. If the attack hits, it deals an additonal 1d6 damage.
Greater: (5th-level) Increases bonus to 1d8.
Superior: (9th-level) Increases bonus to 1d10.
Prevail
When an ally misses with a weapon attack, you can order them to prevail and try again. If your ally can see and hear you, that ally can reroll their attack—if the attack hits, it deals 1d6 extra damage.
Greater: (5th-level) Increases bonusto 1d8.
Superior: (9th-level) Increases bonus to 1d10.
Proclaim
When you make an ability check and use Persuasion or Intimidation, you can roll 1d6 and add it to the result. You can wait until after you roll your check before deciding to use this maneuver, but you must decide before the GM says whether your check succeeds or fails.
Greater: (5th-level) Increases bonus to 1d8.
Superior: (9th-level) Increases bonus to 1d10.
Subjugate the Fallen (3rd)
You can turn a fallen enemy into subjugated vassal by offering them a choice—serve me or die.
Once per turn, while you are in the Zone and would reduce a Medium or smaller creature to 0 hit points with a melee weapon attack, you can attempt to subjugate it. The creature must be able to see, hear, and understand you. If it resists, it must make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. The creature gains a saving bonus equal to half it's CR (rounded down).
If it fails—or otherwise chooses to conceed—the creature is reduced to 1 hit point and is Subjugated by you, becoming your vassal.
Subjugation Save DC
Subjugation Save DC: 8 + your proficiency bonus + your Charisma modifier
Rule of Iron (6th)
When you take the Attack action while you are raging, your vassal can spend its reaction to make a weapon attack.
Conqueror's Decree (10th)
You roar a conquering command to your allies. As a bonus action, As a bonus action, choose up to twelve creatures within 60 ft of you that can both see and hear you. Until the start of your next turn, these creatures gain advantage on attack rolls and saving throws.
You can use this feature once, and you regain expended uses when you finish a long rest.
Presence of the Conqueror (14th)
While in the Zone, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.
The Conqueror (20th)
Once per long rest when you activate your Zone, you gain the following benefits that last for 1 minute or until you drop to 0 Hit Points.
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Condition: Subjugated
You are subjugated by another creature. You are their vassal, obeying their orders for as long as your loyalty holds true.
- Tame: The subjugator has advantage on any ability check to interact socially with you.
- Reverent: You can't attack your subjugator or target them with harmful abilities or magical effects.
- Obediant: You follow the commands of your subjugator.
- Loyal: When you are first subjugated, you gain 1d4 loyalty points. When your loyalty is reduced to 0, you are no longer subjugated.
You can subjugate one creature at a time, and you may dismiss a vassal from your service as a bonus action. When you dismiss a vassal in this fashion, it loses one point of loyalty towards you.
Immunities: Undead creatures, constructs, and creatures that are immune to Frightened automatically succeed on their attempt to resist subjugation.
Taking Actions
Your vassal acts immediately after your turn, following your commands as best it can. If you are incapacitated or otherwise absent, the vassal acts on its own as befits its current loyalty.
Loyalty
Loyalty is a measurement of trust and obediance—the more loyalty your vassal has towards you, the more likely it is to follow your commands and resist stabbing you in the back at the first opportunity.
When you first subjugate a vassal, it has 1d4 points of loyalty towards you. That loyalty determines its attitude towards you—resentful, accepting, motivated, or devoted.
Attitudes
Loyalty | Classe |
---|---|
0 | Rebellious: The vassal is no longer subjugated by you—so watch your back. |
1-2 | Resentful: The vassal resents being subjugated by you and won't obey life-threatening commands. If it refuses to follow an order, you must make a DC 16 Charisma (Persuasion or Intimidation) ability check to command it. |
3-6 | Tolerant: The vassal is more accepting of your dominion, though it will still preserve its own life. If it refuses to follow an order, you must make a DC 14 Charisma (Persuasion or Intimidation) ability check to command it. |
7-9 | Motivated: The vassal actively wants you to succeed in your efforts. If it refuses to follow an order, you must make a DC 12 Charisma (Persuasion or Intimidation) ability check to command it. |
10 | Devoted: The vassal is devoted to your cause and will put itself in harms way at your command. If you take damage from a weapon attack while adjacent to the vassal, it can spend its reaction to take the damage on your behalf. |
Vassal Independance
A subjugated vassal retains its own will, wants, and wishes. Though it may follow your commands, some orders may be so antithetical that it will always refuse or perform badly—no matter how high you roll.
Keep in mind the character of your vassal—subjugate creatures that are a good match for your own goals, attitudes, and alignment.
Gaining Loyalty
Loyalty is gained through kindness, kinship, and material rewards. A vassal gains one point of loyalty when:
- It is given a meaningful reward by its subjugator.
- The subjugator helps it to complete a personal goal.
- It is treated exceptionally well or made to feel valued.
Losing Loyalty
Loyalty is lost through greed, insensitivity, and vanity. A vassal loses one point of loyalty when:
- It takes damage from its subjugator or their allies.
- It is made to feel unvalued or unwanted.
- It is reduced to 0 hit points.
- It is made to act against something it cares about—a person, a faction, a belief, etc.
Natural Rebels: Chaotic creatures are, by their nature, disinclied to follow orders and remain loyal. When a creature with a chaotic alignment loses loyalty, it loses twice as much as it normally would.
Path of the Fanatic
The Path of the Fanatic is a path of zealous belief and fervor. With your righteous path, you punish the blasphemous and inspire the faithful.
Fanaticism (1st)
You believe in someone—or something—with a burning passion. Choose one of the following damage types to represent the power—and theme—of your fanaticism: Acid, Cold, Fire, Force, Necrotic, Lightning, Poison, Psychic, Radiant, or Thunder.
Fanatic Movements (1st)
Add the following four movements to your list of movement options: convert, judge, preach, and punish.
Convert
When an adjacent Larger or smaller creature makes a weapon attack against you, you can spend a reaction to convert it before it makes the attack roll. The creature must make a Charisma saving throw. On a failed save, the creature is Charmed by you until the start of your next turn.
Judge
When you hit a creature with a weapon attack, you can mark the creature with a fanatical judgement. Until the end of your next turn, the first time the creature either a) makes a weapon attack or b) casts a spell, it takes 1d6 fanaticism damage. A creature can be marked by only one judgement at a time.
Greater: (5th-level) Increases bonus to 2d6.
Superior: (9th-level) Increases bonus to 3d6.
Preach
When you make an ability check and use Religion or Persuasion, you can roll 1d6 and add it to the result. You can wait until after you roll your check before deciding to use this movement, but you must decide before the GM says whether your check succeeds or fails.
Greater: (5th-level) Increases bonus to 1d8.
Superior: (9th-level) Increases bonus to 1d10.
Punish
When a creature hits either a) you or b) an ally within 10 ft of you with a weapon attack, you can spend your reaction to make a weapon attack against the creature. If the attack hits, you deal an extra 1d6 fanaticism damage.
Greater: (5th-level) Increases bonus to 2d6.
Superior: (9th-level) Increases bonus to 3d6.
Righteous Fury (3rd)
Once during your turn, when you hit a creature with a weapon attack, you can deal additional fanaticism damage equal to 1d6 + your braveseeker level.
Righteous Protection (3rd)
You have resistance to the damage type of your fanaticism.
Unyielding Faith (3rd)
Your soul is marked for an endless path. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.
Unrelenting (6th)
The ideals that fuels your Zone can protect you. Once per active Zone, if you fail a saving throw, you can reroll it with a bonus equal to your Proficiency Bonus, and you must use the new roll.
Fanatical Crusade (10th)
You roar a battle cry to inspire fanaticism in your allies. As a bonus action, choose up to twelve creatures within 60 ft of you that can both see and hear you. For the next minute, these creatures deal an additional 1d6 fanaticism damage the first time they hit a target with a weapon attack each turn.
You can use this feature once, and you regain expended uses when you finish a long rest.
Dreams Never Die (14th)
While you're in the Zone, having 0 hit points doesn't knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until you exit the Zone, and you die then only if you still have 0 hit points.
The Fanatic (20th)
Once per long rest when you activate your Zone, you gain the following benefits that last for 1 minute or until you drop to 0 Hit Points.
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Path of the Wildheart
Susceptible to the influence of magic, and outside forces, some are left to wander through the wakes of life—eager to manifest the power within their bodies.
Wild Movements (1st)
Add the following four movements to your list of movement options: chaos burst, condensed force, disorienting blow, and unstable miss.
Chaos Burst
After you make a melee attack roll or ability check, but before the DM says whether the roll succeeds or fails, you can roll a d6. On an odd roll, subtract the result to your attack roll. On an even roll, add the result.
Greater: (5th-level) Increases bonus to 1d8.
Superior: (9th-level) Increases bonus to 1d10.
Condensed Force
When you hit a creature with a weapon attack, you can attempt to push it away from you with stored up magic. If the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target back up to 10 ft. in a random direction. Roll a d8 for the direction, 1 representing direct north of your character. If the direction rolled is blocked, the target doesn't move.
Greater: (5th-level) Increase size to Huge.
Superior: (9th-level) Increase size to Gargantuan.
Disorienting Retort
When you are hit by an attack from a creature that you can (a) see, and (b) is within 30 feet of you. You can use your reaction to force the creature to make a Dexterity saving throw. It takes 2d6 damage on a failed save, or half as much damage on a successful one. When you use this ability while in The Zone. you may roll on the Wildheart table to change the produced effect.
Greater: (5th-level) Increases damage to 3d6.
Superior: (9th-level) Increases damage to 4d6.
Unstable Miss
When you miss a creature with a melee attack, you can immediately repeat your attack against another random enemy target within the reach of your weapon +5 feet. If the attack hits, you deal an extra 1d6 damage with your weapon.
Greater: (5th-level) Increase bonus to 1d8.
Superior: (9th-level) Increase bonus to 1d8.
Magical Awareness (3rd)
As an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn't behind total cover. When you sense a spell, you learn which school of magic it belongs to.
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.
Wild Surge (3rd)
The magical energy roiling inside you sometimes erupts from you. When you enter the Zone, roll on a Wildheart table to determine the magical effect produced. The DM will tell you what die to roll.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution, Wisdom, or Intelligence modifier.
Bolstering Magic (6th)
While in the Zone, you can choose to spend a use of Magical Awareness, triggering an effect based on a roll determined by a DM. A second secret table.
Unstable Backlash (10th)
When you are imperiled during within the Zone, the magic within you can lash out; immediately after you take damage or fail a saving throw while in the Zone, you can use your reaction to roll on the Wild Surge table and immediately produce the effect rolled. Additionally, trigger an effect based on a roll determined by a DM. A third secret table!
Combined Surge (14th)
Whenever you roll on the Wild Magic table, you can roll the die twice and combine the two effects. If you roll the same number on both dice, you manifest an amplified version.
The Wildheart (20th)
Once per long rest when you activate your Zone, you gain the following benefits that last for 1 minute or until you drop to 0 Hit Points.
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The Cleric
Text.
Name
Text.
Name
Text.
Creating Your Cleric
Text.
Multiclassing and the Cleric
If your group uses the optional multiclassing rule, here's what you need to know when you choose to take your first level in the Cleric class.
Ability Score Minimum. text.
Proficiencies. text.
Level | Features | Proficiency Bonus | Faith | Cantrips | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | Divine Domain, Spellcasting | +2 | - | 3 | 2 | - | - | - | - | - | - | - | - |
2nd | Faith, Channel Divinity, Divine Domain Features | +2 | 2 | 3 | 3 | - | - | - | - | - | - | - | - |
3rd | Path Feature | +2 | 2 | 3 | 4 | 2 | - | - | - | - | - | - | - |
4th | Ability Score Improvements | +2 | 3 | 4 | 4 | 3 | - | - | - | - | - | - | - |
5th | - | +3 | 3 | 4 | 4 | 3 | 2 | - | - | - | - | - | - |
6th | Benedictions, Divine Domain Features | +3 | 4 | 4 | 4 | 3 | 3 | - | - | - | - | - | - |
7th | - | +3 | 4 | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8th | Ability Score Improvements, Path Feature | +3 | 5 | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | - | +4 | 5 | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10th | Divine Intervention | +4 | 6 | 4 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11th | - | +4 | 6 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12th | Ability Score Improvements | +4 | 7 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13th | - | +5 | 7 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14th | Path Feature | +5 | 8 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15th | - | +5 | 8 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16th | Big Ability Score Improvements | +5 | 9 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17th | Divine Domain Feature | +6 | 9 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | - | +6 | 10 | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | Big Ability Score Improvements | +6 | 10 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
20th | The Cleric, Divine Domain Features | +6 | 11 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Hit Points
- Hit Dice: 1d8 per cleric level.
- Hit Points (1st-level): 8 + your Constitution modifier.
- Hit Points (Higher Levels): 1d4+4 + your Constitution modifier per cleric level after 1st.
Proficiencies
- Armor: Light & medium armor, shields
- Weapons: Simple weapons
- Tools: None.
- Saving Throws: Wisdom, Charisma
- Skills: Choose 2 from History, Insight, Medicine, Persuasion, and Religion.
Starting Equipment
- (a) a mace or (b) a warhammer (if proficient)
- (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a priest's pack or (b) an explorer's pack
- A shield and a holy symbol
Divine Domain (1st)
Choose a Divine Domain. You gain features from your Divine Domain at 1st, 2nd, 6th, 8th, and 17th-level.
Commandments
Each deity has a set of three guiding principles—its commandments—that help to direct you in the service of your deity. Honor these commandments to gain—and maintain—the favor of your deity. Found in the deity section on page ###.
Divine Favor: If you make a notable effort to honor a commandment, you may be blessed with divine favor. You can hold a maximum number of divine favors at one time equal to your Spellcasting modifier (minimum 1).
On your turn, as a free action, you may spend one point of divine favor to do one of the following:
- Gain Stamina: Regain 1 expended hit die.
- Gain Power: Regain 1 expended 1st-level spell slot.
- Twist Fate: Reroll 1 ability check, attack roll, or saving throw. You must accept the second result.
- Cause Pain: Reroll all damage dice of an attack you have just made. You may accept either result.
- Forgiveness: Forgive one transgression you have made.
Transgression: If your deity decides that you have actively broken or rejected a commandment, some of your divine power may be stripped away for a time.
Roll a d6 and check the Transgression table below to find out which class feature you lose access to. Reroll any result that doesn't fully apply to you.
d6 | Feature Lost |
---|---|
1 | Domain Spells |
2 | 1d4 Faith Points |
3 | 1 Channel Divinity |
4 | Divine Intervention |
5 | Ritual Casting |
6 | Another Feature |
Penance: If you have transgressed, you will have to perform a penance to regain your deity's favor. The scale of this penance may vary depending on the severity of your transgression, but some common forms include:
- Donate: You make a charitable donation of goods, coin, or time to a worthy cause.
- Confess: You confess your transgression to a higher-ranking agent of your faith and are forgiven.
- Pray: You spend a period of time in dedicated prayer to and worship of your deity.
- Serve: You undertake a divine quest in the service of your deity and their domain.
- Sacrifice: You give up something of significant personal value.
If your penance is accepted, you regain one lost feature.
Domain Spells
Each domain has a list of spells—its domain spells—that you add to your cleric spell list. You may prepare a number of domain spells equal to your cleric level + proficiency modifier and it doesn't count against the number of spells you can prepare each day.
If you have a domain spell that doesn't appear on the cleric spell list, the spell is still a cleric spell for you.
Spellcasting (1st)
You gain the ability to cast cleric spells by channeling divine power.
Cantrips
At 1st-level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Class Features (Cleric) table.
Replacing Known Cantrips: When you gain a cleric level, you may choose one of the cleric cantrips you know and replace it with another cantrip from the cleric spell list.
Spell Slots
The Class Features (Cleric) table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast one of your spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Preparing Spells
You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list.
Preparing Your Spell List: Choose a number of cleric spells equal to your Spellcasting modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots. Casting a spell doesn't remove it from your list of prepared spells.
For example, if you are a 3rd-level cleric with a Spellcasting attribute (Wisdom) of 16, your list of prepared spells can include six spells of 1st or 2nd-level, in any combination.
Changing Your Prepared Spells: You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
While Wisdom is traditionally the attribute used for casting cleric spells, some practitioners may draw their power from different sources. You can choose an alternative ability score as your spellcasting modifier for cleric spells. Use the modifier of the chosen ability score to determine the saving throw DC or attack modifier for any cleric spell you cast.
Spellcasting Ability
Spell Save DC: 8 + your proficiency bonus + your Spellcasting modifier
Spell Attack Modifier: your proficiency bonus + your Spellcasting modifier
Ritual Casting
You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You use a holy symbol as a spellcasting focus for your cleric spells.
Divine Versatility
When you finish a long rest, you can spend one point of divine favor to replace one of your known cleric cantrips with another cantrip from the cleric spell list.
Faith (2nd)
You have a number of faith points, as shown in the Faith Points column of the Class Features (Cleric) table. You can spend faith to channel power from your deity and ask for aid—and you may learn other applications from your Divine Domain.
You recover all expended faith points when you finish a long rest.
Channel Divinity (2nd)
You gain three divine powers: choose one from your Divine Domain, one from the location where your deity's church is established (city, nature, secret, etc.), and one based on what enemy of your deity (undead, fiends, etc). Some domains may grant you additional effects as you advance in levels, as noted in the domain description.
When you finish a longer rest, you may replace one of your divine powers with another you are eligible for of the same type.
Saving Throws: Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.
Path of Faith (3rd)
As you become established within your faith, you may begin to walk a path—a specific way to uphold your faith.
Choosing Your Path
Choose your path from one of the following options:
- Path of the Missionary. With fervent zeal and unwavering conviction, the Missionary Cleric spreads their deity's teachings to the farthest corners of the world.
- Path of the Priest. As caretakers of faith and guardians of the sacred, the Priestly Cleric guides their flock with wisdom, compassion, and divine rites.
- Path of the Saint. Elevated by divine grace and embodying the highest virtues, the Saintly Cleric channels miraculous power both in combat and in acts of compassion, inspiring awe as a beacon of righteousness.
Path of the Missionary
Gain the following boons at the appropriate level:
The Mouthpiece (3rd)
Chose two of the following skills: Deception, Intimidation, Performance, Persuasion. Whenever you make a check with your chosen skill in situations involving your deity, you may use your Spellcasting modifier rather than your Charisma. Additionally, you gain proficiency in a skill listed above.
Name (8th)
Whenever you make a check in a skill you are proficient in, you may add 1d4 to the check.
Name (14th)
Text.
Path of the Priest
Gain the following boons at the appropriate level:
Divine Protection (3rd)
When calculating your AC, you may choose to use your Spellcasting modifier instead of your Dexterity modifier. Additionally, you learn an additional cantrip from the Cleric spell list.
Potent Blessings (8th)
You may add your Spellcasting modifier to the damage you deal with any cleric cantrip.
Empowered Blessing: When you use a potent blessing, you can spend one point of faith to roll one of the cantrip's damage dice one additional time and add it to the extra damage of the hit.
Heavenly Caster (14th)
Whenever you cast a spell of 1st level or higher that only targets allies, you can cast one cantrip as a bonus action.
Path of the Saint
Gain the following boons at the appropriate level:
Spear & Shield (3rd)
Whenever you make an attack with your deities favored weapon, you can use your Spellcasting modifier (instead of Strength or Dexterity) for the attack and damage rolls. Additionally, you gain proficiency in heavy armor.
Divine Strike (8th)
When a creature takes damage from one of your spells or weapon attacks, you can deal an extra 1d8 damage of a type appropriate to your Deity (consult DM) to that creature. Once you deal this damage, you can't do so again until the start of your next turn.
Empowered Strike: When you use a divine strike, you can spend one point of faith to increase the extra damage by 1d8.
Name (14th)
Ability Score Improvement (4th)
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Alternatively: You may instead take a feat.
Benedictions (6th)
You are able to empower your Channel Divinity powers with Benedictions. Choose one benediction from your Divine Domain. Whenever you finish a long rest, you may change your selected benediction.
Divine Intervention (10th)
You spend an action to call upon your deity for aid. Describe the assistance you seek, roll a d20, and check the result on the Divine Intervention table. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell (such as those included in the Divine Effects table below) would be appropriate.
You can use this feature once, and you regain expended uses when you finish a long rest.
Empowered Request: You can spend any number of faith points and divine favor to increase your chance of success—to a maximum equal to your Spellcasting modifier (minimum of 1). Add +1 to your result for each point you spend. You must decide how many points you wish to spend before you make your roll.
Result | Effect |
---|---|
1-2 | Your deity is greatly offended. You have transgressed. In addition, you can't use this feature again until you finish 2d4 long rests. |
3-6 | You sense that your deity is displeased. You can't use this feature again until you finish 1d4 long rests. |
7-18 | There is no response from your deity. |
19+ | Your deity intervenes—though not necessarily in the way you had hoped. |
Big Ability Score Improvement (16th)
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can increase an ability score to a maximum of 22 using this feature.
Alternatively: You may instead take a feat.
The Cleric (20th)
Text.
Life
The Life Domain focuses on the vibrant, positive energy that sustains all life. You channel this energy, pitting you against the forces of unnatural death and decay.
Deity: Name, name, name.
Life Domain Spells
Cleric Level | Spells |
---|---|
1st | Bless, Cure Wounds |
3rd | Lesser Restoration, Spiritual Weapon |
5th | Beacon of Hope, Revivify |
7th | Death Ward, Guardian of Faith |
9th | Mass Cure Wounds, Raise Dead |
11th | Name |
13th | Name |
15th | Name |
17th | Name |
Bonus Cantrip
You gain the guidance cantrip if you don't already know it. This cantrip doesn't count against the number of cleric cantrips you know.
Disciple of Life (1st)
Whenever you cast a spell of 1st-level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.
Greater Disciple of Life: Starting from 6th-level, when you cast a spell of 1st-level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.
Disciple Training
You gain proficiency with either (a) herbalism kits or (b) something else.
Channel Divinity (2nd)
Choose one of the following domain options when you gain the Channel Divinity feature:
Preserve Life
As an action, you spend one point of faith to present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any number of creatures within 30 feet of you and divide those hit points among them.
This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.
Benediction (6th): Preserve Life multiplier increases from five to six times your cleric level.
Greater Benediction (10th): Preserve Life multiplier increases from six to seven times your cleric level.
Supreme Healing (17th)
When you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
Luck
Cleric of Lady Luck: Guided by the whims of chance, they wield the unpredictable blessings of fortune, shaping destiny with every roll of the dice.
Luck Domain Spells
Cleric Level | Spells |
---|---|
1st | Bless, Bane |
3rd | Enhance Ability, Mirror Image |
5th | Bestow Curse, Remove Curse |
7th | Death Ward, Freedom of Movement |
9th | Circle of Power, Synaptic Static |
11th | Name |
13th | Name |
15th | Name |
17th | Name |
Bonus Cantrip
You gain the guidance or resistance cantrip if you don't already know it. This cantrip doesn't count against the number of cleric cantrips you know and it has a range of 30 feet.
Lucky Guidance: you can spend one point of faith to increase bonus from 1d4 to 2d4.
Luck: Innate & Manifested (1st)
Introducing the Luck attribute. Luck represents a character's innate fortune, fate, and ability to influence the unpredictable forces of chance. During the character creation process you may spend points to increase the attribute as per the the Point Buy rules.
Luck Points
You have a number of Luck points equal to your Luck modifier. Whenever you roll a 1 on the d20 for an attack roll, an ability check, or a saving throw, you lose on Luck point. Inversely, you gain a Luck point if you roll a 20 on the d20. You can spend these points to use of the following features:
- Critfull. As a bonus action, choose one creature you can see within 60 feet. The creatures gains one use of Critfull Dice. A creature can choose to roll the Critfull die for an attack roll, ability check, or saving throw in the next minute. A creature can have only one use of Critfull at a time.
- Loaded Chance. As a reaction to any roll made within 60 feet of you, you may reroll for a new result that cannot be rerolled.
- Luck is on my Side. As a reaction, whenever you make a attack roll, ability check, or saving throw you may choose to add your Luck modifier + your proficiency bonus instead of the original modifier.
Channel Divinity Options (2nd)
Choose one of the following domain options when you gain the Channel Divinity feature:
Lucky Break
When a creature within 30 feet of you that you can see makes an attack roll, ability check, or saving throw, you can use your reaction to grant that creature a +7 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fails.
Benediction (6th): Text.
Rule of Threes
As an action, choose one creature you can see within 60 feet to become luckier for 1 minute. Once per turn, Whenever they have advantage on an attack roll, ability check, or saving throw they may roll 3 d20s instead of 2.
Benediction (6th): Text.
Name (17th)
Text.
Circle of the Flower
Text.
Druid Level | Feature |
---|---|
1st | Hive Mind, Summon the Hive |
2nd | Circle Spells |
6th | Name |
10th | Name |
14th | Name |
Hive Mind (1st)
At 1st level, you may communicate with insects at will. Though they cannot speak with you, they can transmit basic information through dance, and can understand and follow basic commands.
Swarm of Bees
Medium, unaligned
- Armor Class AC 13
- Hit Points 5 + five times your druid level
- Speed fly 30 ft. (hover)
STR DEX CON INT WIS CHA Str (-4) Dex (+3) Con (+0) Int (+0) Wis (+2) Cha (+0)
- Damage Resistances bludgeoning, piercing, slashing
- Condition Immunities charmed, frightened, paralyzed, grappled, petrified, prone, restrained
- Senses passive Perception 12
Special Traits
Swarm. The swarm can occupy another creature’s space, and vice versa. The swarm can move through any opening large enough for a Tiny insect.
Actions
Sting. Melee Weapon Attack: your spell attack modifier to hit, range 0 ft. Hit: 1d4 + PB piercing damage. Plus an additional 1d4 poison damage.
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage
Nest-Speech (1st)
You can communicate simple ideas with insects such as ants, bees, flies, and wasps.
You also learn to Waggle Dance, which is a purely somatic language composed of full-body movements and flourishes.
Summon the Hive (1st)
You can summon a swarm of bees. As an action, you can expend one use of your Wild Shape feature to summon your bee swarm, rather than assuming a beast form.
The swarm appears in an unoccupied space of your choice that you can see within 15 feet of you. Each creature within 5 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 1d8 piercing damage. This feature's damage increases by 1d8 when you reach 6th level (2d8), 10th level (3d8), and 14th level (4d8).
In combat, the swarm 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 swarm can take any action of its choice, not just Dodge.
The swarm is friendly to you and your companions and obeys your commands, lasting for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the swarm again, or until you die.
Circle Spells (2nd)
You have formed a bond with a your hive, a complex living organism composed of cute bees. Your link grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Flower 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.
Druid Level | Feature |
---|---|
1st | Bane, Goodberry, Infestation |
2nd | Animal Messenger, Blindness/Deafness |
3rd | Beacon of Hope, Mass Healing Word |
4th | Name |
5th | Name |
Hive Guardian (6th)
While your bonded swarm occupies a friendly creature's space, the swarm can use its reaction to redirect an attack that targets that creature to target the swarm instead.
Additionally, your swarm can use its action to envelop one willing Medium or smaller creature, giving them a flying speed equal to the swarm's until the start of the swarm's next turn, unless it decides to take this action again. While the swarm envelops another creature, it occupies their space and moves alongside the creature.
Name (14th)
Text.
Name (18th)
Text.
The Fighter
The young guard quietly slipped past his comrades out the back door of the armory where the townsfolk were hiding. A bandit gang had come upon their village that morning, and their leader had issued a challenge. If one warrior from the town could best him in single combat, his gang would leave peacefully. Though the young man only joined the town guard one year ago, he could already best all of his fellow guards with the sword. To the surprise of the townsfolk, he drew his sword, and stepped forward to defend his home.
The graying dwarf observed the enemy camp as the sun began to set. She had made her way to the enemy general's tent with the intent to end the battle before it began. The dwarves under her command didn't stand a chance against this great host, but she had a chance to end this battle before it started. For what could very well be her final mission, she gripped the haft of her battleaxe and entered the enemy general's tent.
The flamboyant elven gladiator paused for a brief moment, basking in the cheers of the crowd. He remembered his first gladiatorial match in the underground arena, surrounded by drunken pirates and slavers. Now he performed for the king and queen amidst the bustle of the largest metropolis in the kingdom. After savoring the moment, he whirled about and plunged his gilded spear into his opponent's heart, ending what would be his final fight and earning him his freedom.
All three of the warriors described above are considered Fighters, masters of battle and the armaments of warfare.
Masters of the Battlefield
Not every city guardsman, mercenary, or professional soldier is considered to be a true Fighter. Born with an innate talent for war and keen battle instincts, a born Fighter cannot resist the call of the battlefield. Hailing from the ranks of military officers, elite bodyguards, veteran mercenaries, and anointed knights, Fighters are known for their masterful skill in battle.
Dungeon delving, monster slaying, and other dangerous work common amongst adventurers is second nature for a Fighter. Something deep within them compels them to seek out conflict and throw themselves into the midst of it. Often champions of fair competition, Fighters make for loyal allies.
The Armaments of War
Every Fighter can swing an axe, fence with a rapier, cut down a foe with a longsword, and use a bow with a high degree of skill. Likewise, a Fighter is adept with shields and every form of armor. Fighters wield their weapons and armor of choice as an extension of their very self, transforming into beautiful yet deadly whirls of sharpened steel on the battlefield.
While they all have skill in battle, the nature of a Fighter's training can greatly vary. Some cultivate immense physical might, crushing their foes with overwhelming blows. Some prefer to strike from afar, slaying their enemies before they are aware of their presence. Others use tactical insights to coordinate their allies. And a rare few augment their martial abilities with limited, but potent, arcane spells.
Creating Your Fighter
When creating a Fighter, the most important thing to decide is where they gained their skill with the armaments of war. Are you the scion of a noble house, trained from birth by the best warriors in your family's employ? Are you a gladiator who fought for sport, forced to learn to fight, or perish? Did you come from nothing and earn food, shelter, and coins at the tip of your sword as a member of a mercenary company?
Also, consider your Fighter's style of combat and how the way you fight sets you apart from other warriors. Are you an artist with your weapons, gracefully flowing about the field of battle? Are you especially ruthless, reveling in the chaos and carnage of war? Or, do you fight with honor and respect, only challenging those that you deem your equal with the sword?
Multiclassing and the Fighter
If your group uses the optional multiclassing rule, here's what you need to know if you choose to take your first level in the Fighter class.
Ability Score Minimum. As a multiclass character, you must have at least a Strength (or Dexterity) score of 13 to take a level in this class, or to take a level in another class if you are already a Fighter.
Proficiencies. If Fighter isn't your initial class, here are the proficiencies you gain when you take your first Fighter level: light armor, medium armor, shields, simple weapons, and martial weapons.
Fighter
Level | Features | Proficiency Bonus | Resolve Points | Maneuvers Mastered |
---|---|---|---|---|
1st | Second Wind, Fighting Style, Resolve, Maneuvers, Martial Archetype | +2 | 3 | 2 |
2nd | Action Surge, Tactical Mind | +2 | 4 | 2 |
3rd | Know Your Enemy, Martial Archetype Features | +2 | 5 | 3 |
4th | Ability Score Improvements | +2 | 6 | 3 |
5th | Extra Attack, Tactical Shift | +3 | 7 | 3 |
6th | Ability Score Improvements | +3 | 8 | 4 |
7th | Martial Archetype Features | +3 | 9 | 4 |
8th | Ability Score Improvements | +3 | 10 | 4 |
9th | Indomitable | +4 | 11 | 4 |
10th | Martial Archetype Features | +4 | 12 | 5 |
11th | Extra Attack (3) | +4 | 13 | 5 |
12th | Ability Score Improvements | +4 | 14 | 5 |
13th | Studied Attacks | +5 | 15 | 5 |
14th | Ability Score Improvements | +5 | 16 | 5 |
15th | Martial Archetype Features | +5 | 17 | 6 |
16th | Big Ability Score Improvements | +5 | 18 | 6 |
17th | Extra Attack (4) | +6 | 19 | 6 |
18th | Martial Archetype Features | +6 | 20 | 6 |
19th | Big Ability Score Improvements | +6 | 21 | 6 |
20th | The Fighter, Martial Archetype Features | +6 | 22 | 6 |
Hit Points
- Hit Dice: 1d10 per fighter level.
- Hit Points (1st-level): 10 + your Constitution modifier.
- Hit Points (Higher Levels): 1d5 + 5 + your Constitution modifier per fighter level after 1st.
Proficiencies
- Armor: All armor, shields.
- Weapons: Simple weapons, martial weapons.
- Tools: None.
- Saving Throws: Strength, Constitution.
- Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, Insight, Intimidation, Perception, and Survival.
Starting Equipment
- (a) chain mail or (b) leather armor, longbow, 20 arrows.
- (a) a martial weapon and a shield or (b) two martial weapons.
- (a) a light crossbow and 20 bolts or (b) two handaxes.
- (a) a dungeoneer's pack or (b) an explorer's pack
Fighting Style (1st)
Choose one of the following Fighting Styles. You can't take a Fighting Style option more than once, even if you later get to choose again.
Changing Your Fighting Style:
When you finish a longer rest, you can choose one of your fighting styles and replace it with a different one.
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Classic Swordplay. While wielding a finesse weapon and no other weapons, you gain a +2 bonus to your attack rolls and a +1 to your Armor Class so long as you are not using heavy armor or a shield.
Close Shot. You are trained in making ranged attack at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. You gain a +1 bonus to your damage rolls with ranged weapons when your target is within 30 feet.
Defense. While you are wearing armor, you gain a +1 bonus to AC.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Featherweight Fighting. While you are wielding only light weapons, and nothing else your speed increases by 5 feet, and you gain a +1 bonus to your damage rolls with light weapons, so long as you are not wearing medium or heavy armor, or wielding a shield.
Great Weapon Fighting. Whenever you make an attack with a heavy melee weapon as part of your Attack action, you can treat a total roll of 5 or lower on the weapon's damage dice as a 6. You must be wielding the weapon with two hands.
Melee Marksman. Having a hostile creature within 5 feet of you doesn't impose disadvantage on your ranged weapon attacks, so long as you are attacking a creature within 5 feet.
When you make a ranged weapon attack against a creature within 5 feet, you can use your bonus action to make a melee attack against it with your ranged weapon. On hit, you deal bludgeoning damage equal to your Strength modifier.
Protection. 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. You must be wielding a shield.
Two-Weapon Fighting. When you take the Attack action while two-weapon fighting, you can make the single bonus attack with your off-hand weapon as part of your Attack action, instead of your bonus action, adding half your ability modifier to the damage of this attack.
Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
Unarmed Fighting. Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier. If you have two free hands, the damage increases from 1d6 to 1d8.
When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you deal an extra 1d4 bludgeoning damage to the grappled creature when you hit it with a melee attack.
Second Wind (1st)
If you are at 50% hit points or lower, you can spend a bonus action to regain hit points equal to 1d10 + your fighter level. The amount of hit points increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You can use this feature twice. You regain any expended uses when you finish a long rest.
Resolve (1st)
You have a number of resolve points, as shown in the Resolve Points column of the Class Features (Fighter) table. You can spend resolve to overcome danger with fighting maneuvers—and you may learn other applications from your Martial Archetype.
Recover. You recover expended resolve points equal to half your proficiency bonus rounded up when you finish a short rest, and all expended resolve points when you finish a long rest.
Maneuvers (1st)
You master two maneuvers of your choice from your list of maneuver options. Once per attack action, you may spend a resolve point to use one of your mastered maneuvers.
Mastering New Maneuvers: You master additional maneuvers as you gain more fighter levels, as show in the Maneuvers Known column of the Class Features (Fighter) table.
Replacing a Mastered Maneuver: When you finish a longer rest, you may replace one of your mastered maneuvers with a different one.
Saving Throws: Some of your maneuvers require your target to make a saving throw. The saving throw DC is calculated as follows:
Maneuver Save DC
Save DC: 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Disarm
When you hit a creature with a weapon attack, you can attempt to disarm it. If the creature is Large or smaller, it must make a Strength saving throw. On a failed save, the creature drops one item of your choice that it's holding. The object lands at the target's feet. You may target a creature one size larger with this maneuver, it makes the save with advantage.
Greater: (5th-level) Increase size to Huge.
Superior: (9th-level) Increase size to Gargantuan.
Intercept
When an adjacent creature is hit by a weapon attack and you are not incapacitated, you can spend your reaction to direct the attack onto yourself. If the attack hits you, reduce the damage you take by 1d6. Add your proficiency bonus to the damage reduced if wielding a shield.
Greater: (5th-level) Damage reduced by 1d8.
Superior: (9th-level) Damage reduced by 1d10.
Incredible: (13th-level) Damage reduced by 1d12.
Push
When you hit a creature with a weapon attack, you can attempt to push it away from you. If the target is Medium or smaller, it must make a Strength saving throw. On a failed save, you knock the target back up to 10 ft. A creature one size larger targeted by this maneuver makes the save with advantage.
Greater: (3rd-level) You can use this maneuver against Large creatures.
Superior: (11th-level) You can use this maneuver against Huge creatures.
Slam
When you hit a creature with a weapon attack, you can use a bonus action to attempt to knock the creature down. If the target is Medium or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone. You may target a creature one size larger with this maneuver, it makes the save with advantage.
Greater: (3rd-level) Increase size to Large.
Superior: (11th-level) Increase size to Huge.
Taunt
When you hit a creature with a weapon attack, you can attempt to taunt the creature into attacking you. It must make a Wisdom saving throw. On a failed save, the creature has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Thrust
When you make a melee weapon attack on your turn, you can increase your reach for that attack by 5 feet. If the attack hits, you deal an extra 1d6 damage with your weapon.
Greater: (5th-level) Increase bonus to 1d8.
Superior: (9th-level) Increase bonus to 1d10.
Martial Archetype (1st)
Choose a Martial Archetype. You gain features from your Martial Archetype at 1st, 3rd, 7th, 10th, 15th, and 18th-level.
Martial Maneuvers
You gain access to four unique maneuvers from your Martial Archetype. Add these to your list of maneuver options.
Action Surge (2nd)
Once during your turn, you can take one additional action on top of your regular action and bonus action. If used to take the attack action, you can only make one weapon attack.
You can use this feature a number of times equal to your proficiency bonus. You regain expended uses when you finish a long rest.
Tactical Mind (2nd)
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn't expended.
Know Your Enemy (3rd)
You can evaluate the potential of others with a glance. As an action, choose one creature you can see within 60 feet. You learn if it is your equal, superior, or inferior in one of the following attributes:
General Information | Fighting Prowess |
---|---|
AC | Strength Score |
Current Hit Points | Dexterity Score |
Hit Point Maximum | Constitution Score |
Walking Speed | Fighter Levels |
Once you use this feature to learn something about a creature, you can't use it on that creature again until you complete a short or long rest.
When you reach 14th level, you can use this feature to learn of your foe's strengths through battle. Once per turn, you can use this feature when you hit with a weapon attack, and you can use this feature to learn three things about a creature between each short or long rest.
Ability Score Improvement (4th)
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. You gain this feature again at Fighter levels 6, 8, 12, and 14.
Alternatively: You may instead take a feat.
Extra Attack (5th)
You can attack twice, instead of once, whenever you take the Attack action on your turn. At 11th level, you can attack three times, and at 17th level you can attack four times.
Tactical Shift (5th)
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
Indomitable (9th)
You can reroll a saving throw that you fail. If you do so, you must use the new roll. You can't use this feature again until you finish a long rest or you choose to spend 2 points of resolve.
You can use this feature twice before a Long Rest starting at level 13 and three times before a Long Rest starting at level 17.
Studied Attacks (13th)
You study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
Big Ability Score Improvement (16th)
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can increase an ability score to a maximum of 22 using this feature.
Alternatively: You may instead take a feat.
The Fighter (20th)
Text.
Champion
A Champion hones their raw physical power to deadly perfection. You are one with your weapon, and you know how to exploit an opening to deal massive damage to your unworthy enemy.
Champion Maneuvers (1st)
Add the following four maneuvers to your list of maneuver options: counterattack, parry, pierce, and predict.
Counterattack
When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature. If the attack hits, you deal an extra 1d6 damage with your weapon.
Greater: (5th-level) Increase bonus to 1d8.
Superior: (9th-level) Increase bonus to 1d10.
Parry
When a target hits you with an attack roll and you are not incapacitated, you can spend your reaction and attempt to parry the attack. Roll 1d6 and add the result to your AC—if the attack roll doesn't beat your parry AC, it misses.
Greater: (5th-level) Roll 1d8 when you parry.
Superior: (9th-level) Roll 1d10 when you parry.
Pierce
When you miss with an attack roll against a creature, you can attempt to pierce through with sheer resolve. Roll 1d6 and add it your attack roll.
Greater: (5th-level) Increase bonus to 1d8.
Superior: (9th-level) Increase bonus to 1d10.
Predict
When you make an ability check and use Insight or Perception, you can roll 1d6 and add it to the result. You can wait until after you roll your check before deciding to use this maneuver, but you must decide before the GM says whether your check succeeds or fails.
Greater: (5th-level) Increase bonus to 1d8.
Superior: (9th-level) Increase bonus to 1d10.
Improved Critical (3rd)
Your weapon attacks score a critical hit on a roll of 19 or 20.
Battle Weaver (3rd)
Thanks to your athleticism, you have Advantage on Initiative rolls.
In addition, immediately after you score a Critical Hit, you can move up to half your Speed without provoking Opportunity Attacks.
Remarkable Athlete (7th)
You can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Know Your Enemy (7th)
As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself; you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.
Once you use this feature, you can't do so again until you finish a Long Rest. You can also restore a use of the feature by expending one Superiority Die (no action required).
Heroic Warrior (10th)
The thrill of battle drives you toward victory. During combat, you can give yourself a Critfull Dice whenever you start your turn without it.
Additional Fighting Style (10th)
You can choose a second option from the Fighting Style class feature.
Superior Critical (15th)
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.
Survivor (18th)
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you are bloodied. You don't gain this benefit if you have 0 hit points.
Additionally, you have Advantage on Death Saving Throws. Moreover, when you roll 18–20 on a Death Saving Throw, you gain the benefit of rolling a 20 on it.
The Champion (20th)
Text.
Commander
A Commander gives orders and expects them to be followed. You direct your allies with tactical prowess and turn a band of ill-fitting misfits into a well-oiled machine.
Commander Maneuvers (1st)
Add the following four maneuvers to your list of maneuver options: direct, inspire, instruct, and order.
Maneuver Save DC. You can use Charisma modifier for your Maneuver save DC.
Direct
When you hit a creature with a weapon attack, you can direct an ally to move. Choose one friendly creature that is (a) within 30 ft of you or the creature you hit, (b) can see and hear you, and (c) has a movement speed greater than 0—that creature may spend its reaction to move up to 10 ft. This movement does not provoke opportunity attacks from the creature you hit.
Greater: (5th-level) Ally may move up to 20 ft.
Superior: (9th-level) Ally may move up to 30 ft.
Masterful: (13th-level) May move up to their full movement speed.
Inspire
When you hit a creature with a weapon attack, you can inspire a nearby ally. Choose one friendly creature that can see and hear you. That creature gains temporary hit points equal to 1d6 + your Strength or Dexterity modifier—you may choose which.
Greater: (5th-level) Increase bonus from 1d6 to 1d8.
Superior: (9th-level) Increase bonus from 1d8 to 1d10.
Instruct
When an ally misses with a weapon attack, as a reaction you can instruct them to try again. If your ally can see and hear you, that ally can reroll their attack—if the attack hits, it deals 1d6 extra damage.
Greater: (5th-level) Increase bonus to 1d8.
Superior: (9th-level) Increase bonus to 1d10.
Order
When you make an ability check and use Persuasion or Intimidation, you can roll 1d6 and add it to the result. You can wait until after you roll your check before deciding to use this maneuver, but you must decide before the DM says whether your check succeeds or fails.
Greater: (5th-level) Increase bonus to 1d8.
Superior: (9th-level) Increase bonus to 1d10.
Commanding Strike (3rd)
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your allies to strike.
Choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack.
First to Battle (3rd)
At 7th level, you gain a bonus to your initiative equal to your Charisma modifier.
Commanding Action (7th)
During another creature's turn, you can spend your reaction and one use of your Action Surge feature to grant that creature the benefits of Action Surge.
Courageous Leader (10th)
At 10th level, you become immune to the frightened condition, additionally while you are conscious—any ally within 30 feet of you gain advantage on saving throws against fear.
Bulwark (15th)
You can extend the benefit of your Indomitable feature to an ally. When you decide to use Indomitable to reroll an Intelligence, a Wisdom, or a Charisma saving throw and you aren't incapacitated, you can choose one ally within 60 feet of you that also failed its saving throw against the same effect. If that creature can see or hear you, it can reroll its saving throw and must use the new roll.
Commanding Charge (18th)
Once you have rolled initiative but before turn order is established, you determine in what order you and these willing allies act, but once this decision is made, it cannot be changed for the rest of the combat. If you choose to go first amongst your allies, they all gain advantage on the first attack roll of the combat encounter.
The Commander (20th)
Text.
Defender
A Defender protects their allies from harm. With keen senses and keener skill, you know how to spot incoming danger and shield your allies from it.
Defender Maneuvers (1st)
Add the following four maneuvers to your list of maneuver options: alert, bastion, sentry, and switch.
Alert
When you make an ability check and use Perception or Initiative, you can roll 1d6 and add it to the result. You can wait until after you roll your check before deciding to use this maneuver, but you must decide before the GM says whether your check succeeds or fails.
Greater: (5th-level) Increase bonus to 1d8.
Superior: (9th-level) Increase bonus to 1d10.
Bastion
When an ally within 5 feet of you is reduced to 0 hit points from a weapon attack but not killed outright, you can intercept part of the attack—your ally drops to 1 hit point instead. You can't use this maneuver again until you finish a long rest.
Greater: (5th-level) You can use this maneuver two times per long rest.
Superior: (9th-level) You can use this maneuver three times per long rest.
Sentry
When an enemy that you can see moves within 5 feet of you, you can make one weapon attack against that creature as a reaction. If your attack hits the creature, you deal 1d6 extra damage.
Greater: (5th-level) Increase bonus to 1d8.
Superior: (9th-level) Increase bonus to 1d10.
Switch
If you are within 5 feet of an ally on your turn, you can spend at least 5 feet of your movement to switch places with that ally. This movement doesn’t provoke opportunity attacks. In addition, you may roll 1d6. Until the start of your next turn, your ally gains a bonus to their AC equal to the number rolled.
Greater: (5th-level) Increase bonus to 1d8.
Superior: (9th-level) Increase bonus to 1d10.
Defender's Mark (3rd)
When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.
While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that doesn't target you.
Punishing Attack
If a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level.
Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Strength modifier (a minimum of 1). You may also spend 1 point of resolve to use this feature. You regain all expended uses when you finish a long rest.
Defender's Ward (7th)
If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.
You can use this feature a number of times equal to your Constitution modifier (a minimum of 1). You may also spend 1 point of resolve to use this feature. You regain all expended uses when you finish a long rest.
Hold the Line (10th)
Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach. If you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn.
Stand Firm (15th)
You have advantage on saving throws and ability checks to resist or avoid being pushed, grappled, or restrained.
In addition, when you're not incapacitated, friendly creatures within your reach gain +1 to their AC.
Grand Defender (18th)
Whenever you use your Second Wind ability, you can choose one friendly creature within your reach to gain temporary Hit Points equal to the amount of Hit Points regained.
Furthermore, as long as you aren't incapacitated, allies within 5 feet of you reduce any non-psychic damage by 5, to a minimum of 0.
The Defender (20th)
Text.
The Martial Artist
The man took a deep breath and calmed his Ki as the ogre ran toward him. Thinking back to his training, he prepared to counter the incoming blow. As the club struck the dirt where he had been moments before, the warrior drew channeled spiritual power and let fly a flurry of blows on the beast. Before the ogre knew what had happened, it lay flat in the mud.
Moving silently through the darkness of a moonless night, the hobgoblin assassins approached the enemy general's tent. Trained in Martial Arts from birth, the warriors slew the enemy guards without a sound. As the general rose from sleep, his eyes widened as his foes appeared from the darkness itself. He tried to call for help, but no sound came from his mouth as his life was snuffed out by the assassins. As quietly as they had arrived, the hobgoblin assassins disappeared into the night.
The Grand Master stepped forward to block the pass. As her students fled into the mountains, she studied the horde of goblins that would soon be upon her. Though she was one of the most powerful masters of the Way of the Wu Jen, even in her prime she could not hope to defeat half this many foes. She dropped her cloak from her shoulders, and her tattoos glistened with elemental magic as she gathered up her Ki to bring the mountain itself down upon her and the pass.
All three of the warriors described above are considered Martial Artists, masters of body and soul, who channel their Ki to fuel wondrous feats of martial skill.
Masters of Body, Mind, & Spirit
While most warriors work toward physical perfection, Martial Artists hone body and mind to work in tandem. With both aspects of themselves mastered, a Martial Artist is able to channel the primal energy within themselves, their Ki. Drawing upon this power, these reclusive warriors can perform supernatural feats.
Whether enlightenment, happiness, a challenging foe, or tests of might, all Martial Artists have an ideal or goal that propels them to greater heights of mastery.
Generations of Fighting History
Often honing their skills in clandestine training grounds, secret martial arts schools, or under the guidance of elusive mentors, Martial Artists willingly forsake their inheritance and societal titles to be accepted as disciples. Certain revered masters demand years of unwavering commitment and service to their martial sanctuaries before deeming a disciple worthy of initiation. Once the training commences, it persists until their last breath. Martial Artists pour every ounce of their passion, intellect, and spirit into the relentless pursuit of self-perfection.
Even the most esteemed martial arts grandmasters occasionally embark on journeys to explore different schools, entering as humble novices even in their advanced years. The pursuit of perfection remains ceaseless, and despite achieving profound martial prowess, the most accomplished view themselves as perpetual novices, eagerly embracing each new step on the path to enlightenment.
Creating Your Martial Artist
When creating your Martial Artist, there are a few things you should consider. Firstly, who (or what) first taught you in the ways of martial arts? Were you the final apprentice of a grand master, spending years at his side learning all you could? Were you trained as part of an elite military unit that had total mastery of body, mind, and soul? Or, were you a self-taught warrior who found spiritual enlightenment in the solitude of nature?
Secondly, you should consider what has motivated you to master yourself, and what you have sacrificed in pursuit of your skills. Are you the scion of a fallen noble house who has given up everything to train for your revenge? Were you an orphan, left at the feet of a martial arts master by a family that you never knew? Or, did an event in your life motivate you to pursue absolute mastery over body, mind, and soul?
Multiclassing and the Martial Artist
If your group uses the optional multiclassing rule, here is what you need to know should you choose to take your first level in the Martial Artist class.
Proficiencies. If Martial Artist isn't your initial class, here are the proficiencies you gain when you take your first level as a Monk: simple weapons, shortswords.
Martial Artist
Level | Features | Proficiency Bonus | Martial Arts | Unarmored Movement | Ki | Techniques Mastered |
---|---|---|---|---|---|---|
1st | Style Modifier, Martial Arts, Unarmored Defense, Ki, Flurry of Blows, Techniques, Discipline Feature | +2 | 1d4 | - | 3 | 2 |
2nd | Unarmored Movement | +2 | 1d4 | +5 ft. | 4 | 2 |
3rd | Deflect Missiles, , Ki-Fueled Attack, Discipline Feature | +2 | 1d6 | +5 ft. | 6 | 3 |
4th | Ability Score Improvements, Slow Fall | +2 | 1d6 | +5 ft. | 7 | 3 |
5th | Extra Attack, Disrupting Strike | +3 | 1d6 | +5 ft. | 8 | 3 |
6th | Discipline Feature | +3 | 1d6 | +5 ft. | 10 | 4 |
7th | Evasion, Hearty Body | +3 | 1d8 | +10 ft. | 11 | 4 |
8th | Ability Score Improvements | +3 | 1d8 | +10 ft. | 12 | 4 |
9th | Dynamic Movement, Skill Difference | +4 | 1d8 | +10 ft. | 13 | 4 |
10th | Ki Adept | +4 | 1d8 | +10 ft. | 14 | 5 |
11th | Improved Disruption Strike, Discipline Feature | +4 | 1d8 | +10 ft. | 16 | 5 |
12th | Ability Score Improvements | +4 | 1d8 | +15 ft. | 17 | 5 |
13th | Heightened Technique | +5 | 1d10 | +15 ft. | 18 | 5 |
14th | Survivor | +5 | 1d10 | +15 ft. | 19 | 5 |
15th | Perfect Form, Purity of Mind | +5 | 1d10 | +15 ft. | 20 | 6 |
16th | Big Ability Score Improvements | +5 | 1d10 | +15 ft. | 21 | 6 |
17th | Discipline Feature | +6 | 1d10 | +15 ft. | 23 | 6 |
18th | Superior Resistance | +6 | 1d10 | +15 ft. | 24 | 6 |
19th | Big Ability Score Improvements | +6 | 1d12 | +15 ft. | 25 | 6 |
20th | The Martial Artist, Discipline Feature | +6 | 1d12 | +20 ft. | 26 | 6 |
Hit Points
- Hit Dice: 1d8 per martial artist level.
- Hit Points (1st-level): 8 + your Constitution modifier.
- Hit Points (Higher Levels): 1d4 + 4 + your Constitution modifier per martial artist level after 1st.
Proficiencies
- Armor: None
- Weapons: Simple weapons
- Tools: None.
- Saving Throws: Strength, Dexterity.
- Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth.
Starting Equipment
- (a) a shortsword or (b) any simple weapon.
- (a) a dungeoneer's pack or (b) an explorer's pack.
- 10 darts.
Style Modifier (1st)
Martial arts take hundreds of forms across our world. When you choose this class you can which attribute best represents your particular style. You may choose any attribute as long as it can be reasonably justified.
Martial Arts (1st)
Your training in the martial arts gives you mastery of unarmed strikes and specialized weapons. You gain the following benefits while you are (a) unarmed or wielding only specialized weapons and (b) you aren't wielding a shield:
- Alternate Attacker: You can use Style modifier instead of Strength for the attack and damage rolls of your unarmed strikes and specialized weapons.
- Martial Arts: You can roll 1d6 in place of the normal damage of your unarmed strike or specialized weapon. This die changes as you gain levels, as shown in the Martial Arts column of the Class Features (Martial Arts) table.
- Bonus Attack: When you (a) use the Attack action with an unarmed strike or a specialized weapon or (b) spend any number of ki points as part of your action, you can make one unarmed strike as a bonus action.
Specialized Weapons
You can choose a number of weapons to be your specialized weapons equal to your Style modifier. The chosen weapons must each meet the following criteria:
- The weapon must be a simple or martial weapon.
- The weapon must lack these properties: heavy or two-handed.
Unarmored Defense (1st)
While you are wearing no armor and not wielding a shield, your armor class equals 10 + your Style modifier + your Dexterity or Wisdom modifier.
Unarmored Defense
Armor Class (AC): 10 + your Style modifier + your Dexterity, Intelligence, or Wisdom modifier (your choice)
Ki (1st)
You have a number of ki points as shown in the Ki Points column of the Class Features (Martial Artist) table. You can spend ki to overcome danger with techniques—and you may learn other applications from your Discipline.
Recover. You recover expended ki points equal to your proficiency bonus when you finish a short rest, and all expended ki points when you finish a long rest.
Flurry of Blows (1st)
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Discipline
Choose a Discipline. You gain features from your Discipline at 1st, 3rd, 6th, 11th, 17th, and 20th-level.
Unique Techniques
You gain access to four unique techniques from your Discipline. Add these to your list of technique options.
Techniques (1st)
You master three techniques of your choice from your list of technique options. To use a mastered technique, you must spend one Ki point.
Mastering New Technique: You master additional techniques as you gain martial artist levels, as show in the Technique Mastered column of the Class Features (Martial Artist) table.
Replacing a Techniques: When you finish a longer rest, you may choose one of your mastered techniques and replace it with a different option.
Saving Throws: Some of your techniques require your target to make a saving throw. The saving throw DC is calculated as follows:
Technique Save DC
Technique Save DC: 8 + your proficiency bonus + your Style modifier
Crashing Blow
Once per turn, when you hit a Medium or smaller creature with a melee weapon attack, you can attempt to push the creature away from you. The creature must make a Strength saving throw. On a failed save, you knock the target back up to 10 ft. A creature one size larger targeted by this technique makes the save with advantage.
Greater: (3rd-level) Increase size to Large.
Superior: (11th-level) Increase size to Huge.
Decisive Attack
When you would miss with an attack roll against a creature, you can roll 1d6 and add it to your attack roll.
Greater: (5th-level) Increase bonus to 1d8.
Superior: (9th-level) Increase bonus to 1d10.
Fell Foe
Once per turn, when you hit a Medium or smaller creature with a weapon attack, you can spend a bonus action to attempt to knock the creature down. The creature must make a Strength saving throw. On a failed save, you knock the creature prone. On a failed save, you knock the target back up to 10 ft. A creature one size larger targeted by this technique makes the save with advantage.
Greater: (3rd-level) Increase size to Large.
Superior: (11th-level) Increase size to Huge.
Lunging Lash
During your turn, you can extend the reach of one unarmed attack you make before the end of your turn. The reach is increased by +5 ft.
Greater: (5th-level) Increase to two attacks.
Superiorh: (9th-level) Increase to three attacks.
Mobile Strike
When you hit a creature with a melee weapon attack, you can leap up to 10 ft in a direction of your choice. This movement doesn't provoke opportunity attacks from the creature you hit. You must have enough speed to leap this distance.
Greater: (5th-level) Increase distance to 15 ft.
Superior: (9th-level) Increase distance to 20 ft.
Tactile Shift
Once per turn, when you hit a Medium or smaller creature with a melee weapon attack, you can attempt to move the creature. The creature must make a Strength saving throw. On a failed save, you can move the target up to 5 ft in a direction of your choice. In addition, you may move up to 5 ft in a direction of your choice. Neither movement triggers an attack of opportunity. If one size larger, it makes a saving throw with advantage. On a failed save, you knock the target back up to 10 ft.
Greater: (5th-level) Increase size to Large.
Superior: (9th-level) Increase size to Huge.
Unarmored Movement (2nd)
Your speed increases by 5 feet while you are not wielding a shield. This bonus increases when you reach certain martial artist levels, as shown in the Class Features (Martial Artist) table.
In addition, while you are not wielding a shield, you can use the Patient Turtle and Step of the Wind abilities.
Defense
You can spend one ki point to take the Dodge action as a bonus action.
Spring
You can spend one ki point to take the Disengage or Dash action as a bonus action.
Deflect Missiles (3rd)
When you are hit by a ranged weapon attack, you can spend your reaction to deflect the missile. When you do so, the damage you take from the attack is reduced by 1d10 + your Style modifier + your martial artist level.
Catching: If you reduce the damage to 0 when deflecting a missile, you can catch it. The missile must be small enough for you to hold in one hand and you must have at least one hand free.
Throwing: When you catch a missile in this way, you can spend 1 ki point to (as part of the same reaction) make a ranged attack with the weapon or piece of ammunition you just caught.
You make this attack with proficiency, regardless of your weapon proficiencies. For the attack, the missile counts as a specialized weapon with a normal range of 20 feet and a long range of 60 feet.
Ki-Fueled Attack (3rd)
If you spend 1 ki point or more as part of your action on your turn, you can make one attack with an unarmed strike or a monk weapon as a bonus action before the end of the turn.
Ability Score Improvement (4th)
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Alternatively: You may instead take a feat.
Slow Fall (4th)
When you fall, you can spend your reaction to reduce any falling damage you take by an amount equal to four times your martial artist level.
Extra Attack (5th)
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Disrupting Strike (5th)
You can interfere with the flow of ki in your opponent's body, imposing a variety of debilitating effects. Once per turn, when you hit a creature with a martial arts attack, you can spend 1 ki point to force it to make a Strength, Dexterity or Constitution saving throw (your choice). On a failure, the creature suffers an effect corresponding to the save you targeted:
- Strength: The target is staggered until the end of your next turn; it has disadvantage on attack rolls and ability checks, and it can't take reactions.
- Dexterity: The target is immobilized until the end of your next turn; its speed is reduced to 0, and attack rolls against it have advantage.
- Constitution: The target is blinded, deafened or silenced (your choice) until the end of your next turn.
Evasion (7th)
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Hearty Body (7th)
Your mastery over your body protects you from ailments. You have advantage on saving throws against poison, and you have resistance against poison damage.
Dynamic Movement (9th)
You gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.
Skill Difference (9th)
You can draw upon your vitality to bolster your defenses. When you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.
Ki Adept (10th)
During your turn, you can flare your ki to activate a burst of focused power. For the next minute, you can use a Technique or Flurry of Blows without spending Ki.
You can use this feature once, and you regain expended uses when you finish a long rest.
Improved Disruption Strike (11th)
Your strikes can disrupt not only the body but the mind and soul as well. When you use Disrupting Strike, you can spend 3 ki points instead of 1 to force the creature to make saving throws against two different effects of your choice. You choose which order in which the effects are applied.
Additionally, you gain the following saving throw options for your Disrupting Strike:
- Intelligence: The target is dazed until the end of your next turn; it can only either move or take one action on its turn, and it can't take bonus actions or reactions.
- Wisdom: The target is stunned until the end of your next turn, or until it takes any damage.
- Charisma: The target subtracts a d6 from attack rolls and saving throws until the end of your next turn.
Heightened Technique (13th)
Your techniques have been further refined. Your Flurry of Blows, Dash, Defense, and Deflect Missiles features gain the following benefits:
- Flurry of Blows+. Your blows are dealt at blinding speed. You can make three unarmed strikes instead of two when you use this feature.
- Defense+. As well as dodging attacks, your body itself dulls any harm that falls upon you. You gain temporary hit points equal to two rolls of your Martial Arts die when you use this feature.
- Spring+. When you use this feature, you gain a swim and climb speed equal to your walking speed until the end of the current turn. In addition, your jump distance is tripled for the turn.
- Deflect Missiles+. You can now use you Deflect Missiles feature against ranged attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Survivor (14th)
You gain proficiency in all saving throws.
Perfect Form (15th)
If you spend at least 1 minute resting, you can give yourself the benefits of a Short Rest. Once you use this feature, you can't use it again until you finish a Long Rest.
Purity of Mind (15th)
If you are charmed or frightened when you start your turn, you can spend 1 Ki points to instantly end either the charmed or frightened condition for yourself.
Big Ability Score Improvement (16th)
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can increase an ability score to a maximum of 22 using this feature.
Alternatively: You may instead take a feat.
Superior Resistance (18th)
As a Bonus Action, you can spend 4 Ki points to perfectly bolster yourself against harm for 1 minute or until you are Incapacitated. During that time, you have resistance to all damage except Force damage.
The Martial Artist (20th)
You have reached the absolute pinnacle of physical and mental strength. Two attribute scores increase by 4, as do your maximums for those scores.
Discipline of the Elementalist
You are the still center of the turning wheel. When you focus your ki, you can align yourself with the forces of creation and bend the elements to your will.
Discipline Techniques (1st)
Add the following four disciplines to your list of technique options: balance of all things, clutch of the wild, fury of elements, shield of elements.
Balance of All Things
When you make an ability check and use Acrobatics or Nature, you can roll 1d6 and add it to the result. You can wait until after you roll your check before deciding to use this technique, but you must decide before the DM says whether your check succeeds or fails.
Greater: (5th-level) Increase bonus to 1d8.
Superior: (9th-level) Increase bonus to 1d10.
Clutch of the Wild
When you hit a Medium or smaller creature with a weapon melee attack, you can attempt to trap it using elemental power. The creature must make a Strength saving throw. If it fails, the creature is grappled. A creature one size larger targeted by this technique makes the save with advantage.
Greater: (3rd-level) Increase size to Large.
Superior: (11th-level) Increase size to Huge.
Fury of Elements
When you hit a creature with a weapon melee attack, you can change the type of damage you deal. Choose one of cold, fire, bludgeoning, lightning, or thunder—your attack deals this damage type. In addition, you deal 1d6 additional damage of the same type.
Greater: (5th-level) Increase bonus to 1d8.
Superior: (9th-level) Increase bonus to 1d10.
Shield of Elements
When you are reduced to 0 hit points but not killed outright, you can shield yourself with elemental power to drop to 1 hit point instead. You can't use this technique again until you finish a long rest.
Greater: (9th-level) Increase to two times.
Superior: (17th-level) Increase to three times.
Elemental Attunement (3rd)
Beginning when you choose this path at 3rd level, you gain the ability to manipulate the elements around you. As a bonus action on your turn, you can create one of the following effects:
- You create a harmless sensory effect using the elements around you, such as a puff of air, a shower of sparks, a spray of mist or a rumbling of stone.
- You instantaneously light or snuff a candle, torch or other small fire (such as a campfire).
- Chill or warm up to one pound of nonliving material for up to one hour.
- Cause earth, fire, air, or water within a 1-foot cube to move and/or shape itself into a crude form you designate for up to one minute.
You can have up to five such effects active at a single time, as long as you maintain your concentration as though you were concentrating on a spell.
Casting Elemental Spells
Some elemental disciplines allow you to cast spells. See the Spellcasting section for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it.
Elemental Stance (3rd)
You can use a bonus action to enter an Elemental Stance, synchronizing your ki with one of the four elements. Each Elemental Stance grants you specific benefits as listed under each element’s Elemental Stance below. Each Elemental Stance lasts until you dismiss it (no action required), until you are incapacitated, or until you switch to a new Elemental Stance as a bonus action on your turn.
You unlock new features of each Elemental Stance when you reach 6th, 11th and 17th level in this class.
Elemental Flurry of Blows: Immediately after you spend an action to use a Elemental Stance feature, you can spend 1 ki point to make two unarmed strikes as a bonus action. The range of these unarmed attacks is increased by +5 ft.
Specialized Arts (6th)
Beginning at 6th level, you can spend 2 ki points to cast Absorb Elements.
Stride of the Elements (11th)
You weave your martial arts with elemental energy. When you use an Elemental Stance Feature as an action, you can expend 2 ki points to use it as a bonus action instead.
Primal Flow (17th)
Your mastery of the elemental stances allows you more versatility. As a bonus action you can expend 2 ki points to enter two Elemental Stances for 1 minute.
Master of the Elements (20th)
As an action, you can draw all four prime elements into yourself to take on an Elemental Form, gaining the following benefits:
- You gain a flying speed equal to your walking speed.
- You resist bludgeoning, piercing, and slashing damage.
- Critical hits against you become normal hits.
- Opportunity attacks against you have disadvantage.
- You can gain temporary hit points equal to your Style modifier (minimum of 1) at the start of each of your turns.
Your Elemental Form lasts for 10 minute, but it ends early if you are incapacitated or use a bonus action to end it. When you use your Spring, your speed increases by 20 feet until the end of your next turn. Once you use this feature you must finish a long rest before you can use it again. When you have no uses remaining, you can expend 6 Ki Points to take on your Elemental Form again.
Stance of Air
Gain the following benefits while in the Stance of Air:
3rd Level
A poem about an element.
- Air’s Embrace. You can cast the Gust cantrip.
- Flying Leap. When you make an attack, you can spend 1 ki point to fly up to 15 feet. This movement does not provoke opportunity.
- Thundering Fist. 2 ki points to cast Thunderwave.
6th Level
A poem about an element.
- Leaf on the Wind. You do not take damage as a result of falling and have partial cover while you are not incapacitated.
- Wind Clench. 3 ki points to cast Hold Person.
- Whistling Gale. 2 ki points to cast Gust of Wind.
11th Level
A poem about an element.
- Aura of the Wind+. All friendly creatures within 10 feet of you gain the benefit of Leaf on the Wind while you are not incapacitated.
- Flying Spring. When you use Spring, you gain a flying speed equal to your walking speed until the end of your next turn.
- Mist Stance. 4 ki points to cast Gaseous Form, targeting yourself.
- Sentinel’s Wind. 3 ki points to cast Warding Wind.
17th Level
A poem about an element.
- Guide the Four Zephyrs. Spend 6 ki points to cast Control Winds.
- Winter's Breath. 6 ki points to cast Cone of Cold.
Stance of Earth
Gain the following benefits while in the Stance of Earth:
3rd Level
A poem about an element.
- Earth’s Embrace. You can cast the Mold Earth cantrip.
- Rooted Defense. When you move 15 feet or less on your turn, your Armor Class increases by 2. This bonus remains until you move for more than 15 feet in one turn.
- Stone Anchor. While you are standing on nonmagical earth or stone and have moved 15 feet or less on your turn, you cannot be forcibly pushed or pulled until the beginning of your next turn.
6th Level
A poem about an element.
- Carve the Path. Gain a burrowing speed of 20 feet.
- Grasping Tomb. 3 ki points to cast Earthen Grasp.
- Cool Name. Whenever you miss an unarmed attack, you gain a stack of NAME. When you hit an unarmed attack you may add a number of d4s equal to the stack of Name as bludgeoning damage. You may have stacks of NAME equal to your Style modifier.
11th Level
A poem about an element.
- Knock, and It Shall Open. 5 ki points to cast Stone Shape.
17th Level
A poem about an element.
- Eternal Mountain Defense. 5 ki points to cast Stoneskin, targeting yourself.
- Mason’s Hedge. 6 ki points to cast Wall of Stone.
- Sculpter’s Touch. 6 ki points to cast Transmute Rock.
Stance of Fire
Gain the following benefits while in the Stance of Fire:
3rd Level
A poem about an element.
- Energy Burn. Your unarmed strikes’ reach increases by 5 feet. If your unarmed strike extends into your expanded reach, the damage type is fire.
- Fire’s Embrace. You can cast the Control Flames cantrip.
- Moto-Ki. 2 ki points to cast Burning Hands.
6th Level
A poem about an element.
- Flaming Bolts. Whenever you would be able to make an unarmed strike, you can replace the unarmed strike attack with a Flaming Bolt. Flaming Bolts are ranged (30/90) Martial Arts weapon attacks that you are proficient in and deal fire damage equal to your Martial Arts die + your Style modifier.
- Scathing Will. You add your Style modifier to all fire damage you deal through spells.
- Dragon’s Breath. 3 ki points to cast Dragon's Breath.
11th Level
A poem about an element.
- Phoenix Screech. 4 ki points to cast Fireball.
17th Level
A poem about an element.
- Hedge of Passion. 5 ki points to cast Wall of Fire.
Stance of Water
Gain the following benefits while in the Stance of Water:
3rd Level
A poem about an element.
- Water’s Embrace. You can cast the Shape Water cantrip.
- Surge Assault. Your unarmed strikes’ reach increases by 10 feet, and you can cause their damage type to be bludgeoning, piercing, or slashing.
6th Level
A poem about an element.
- Tendril Form. You can cast the Thorn Whip cantrip. It manifests as a tendril of water instead of a thorny vine. You can cast this cantrip as a bonus action on your turn.
- Biting Cold. You can cast the Sculpt Ice cantrip. You can cast this cantrip as a bonus action on your turn.
- Ebb and Flow. As an action, you can spend 1 ki point to choose an area of water within 210 feet of you that is no larger than 30 feet on a side. You can change water to ice in the area, and vice versa. You can reshape ice in the area in any way you wish. You can raise or lower the elevation of water, ice or steam, and you can cause steam, fog or mist in the area to appear or disperse entirely. You can also dig a trench with the ice or water, but you cannot use the ice or water to cause damage a creature.
11th Level
A poem about an element.
- One with the Water. You gain a swimming speed equal to your current speed, and you can breathe underwater.
- Healing Flow. As an action, you can touch a creature’s flowing life energy and spend a number of ki points up to your monk level, divided by four (rounded down), to augment the creature’s natural recovery. For each ki point you spend, a creature spends one hit die and adds its Constitution modifier and your Wisdom modifier to the amount of hit points recovered.
- Resurgent Ki. 3 ki points to cast Lesser Restoration.
17th Level
A poem about an element.
- Liquid Command. 5 ki points to cast Control Water.
- Ever flowing Globe. 5 ki points to cast Watery Sphere.
Discipline of the Monk
Monks are skilled warriors who blend martial prowess with spiritual discipline. They eschew worldly pursuits, focusing on rigorous training to achieve extraordinary feats of the body, mind, and soul.
Discipline Techniques (1st)
Add the following four disciplines to your list of technique options: name, name, name, and name.
Name
When you make an ability check and use Acrobatics or Nature, you can roll 1d6 and add it to the result. You can wait until after you roll your check before deciding to use this technique, but you must decide before the DM says whether your check succeeds or fails.
Greater: (5th-level) Increase bonus to 1d8.
Superior: (9th-level) Increase bonus to 1d10.
Name
Text.
Name
Text.
Name
Text.
Name (3rd)
Text.
Ki-Empowered Strikes (6th)
Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Polished Mind (6th)
You can use your action to end one effect on yourself that is causing you to be charmed or frightened.
Name (11th)
Text.
Tongue of all Celestial Bodies (17th)
You learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.
The Enlightened Monk (20th)
Text:
- Your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.
- Text.
Discipline of the Spiritual Self
Focusing almost completely on the development of the spirit, disciples of this Tradition learn to manifest their inner selves into the world through Ki. With great dedication and practice these esoteric warriors learn to manifest their Astral Self, a luminescent projection of their Ki that covers them in armor. This astral self has the capacity to be a force of order or disorder, a power not freely available for all to master.
Discipline Techniques (1st)
Add the following four disciplines to your list of technique options: counterattack, presence of another, sidestep, and to my last breath
Counterattack
When a creature misses you with a melee attack, you can use your reaction to make a melee attack against the creature. If the attack hits, you deal an extra 1d6 damage with your attack.
Greater: (5th-level) Increase bonus to 1d8.
Superior: (9th-level) Increase bonus to 1d10.
Presence of Another
When you make an ability check and use Intimidation or Perception, you can roll 1d6 and add it to the result. You can wait until after you roll your check before deciding to use this technique, but you must decide before the DM says whether your check succeeds or fails.
Greater: (5th-level) Increase bonus to 1d8.
Superior: (9th-level) Increase bonus to 1d10.
Sidestep
When a target hits you with an attack roll and you are not incapacitated, you can spend your reaction and attempt to sidestep the attack. Roll 1d6 and add the result to your AC—if the attack roll doesn't beat your parry AC, it misses.
Greater: (5th-level) Increase bonus to 1d8.
Superior: (9th-level) Increase bonus to 1d10.
To My Last Breath
When you are reduced to 0 hit points but not killed outright, you can shield yourself with spiritual power to drop to 1 hit point instead. You can't use this technique again until you finish a long rest.
Greater: (9th-level) Increase to two times.
Superior: (17th-level) Increase to two times.
Spiritual Arms (3rd)
Your mastery of your ki allows you to summon a portion of your spiritual self. As a bonus action, you can spend 1 ki point to summon the arms of your spiritual self. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Dexterity saving throw or take force damage equal to two rolls of your Martial Arts die.
For 10 minutes, these spiritual arms hover near your shoulders or surround your arms (your choice). You determine the arms' appearance, and they vanish early if you are incapacitated or die.
While the spectral arms are present, you gain the following benefits:
- Arm Will. You can use your Style modifier in place of your Strength modifier when making Strength checks and Strength saving throws.
- Arm Strike. You can use the spiritual arms to make unarmed strikes.
- Arm Reach. When you make an unarmed strike with the arms on your turn, your reach for it is 5 feet greater than normal.
Visage of the Spiritual Self (6th)
You can summon the visage of your spiritual self. As a bonus action, or as part of the bonus action you take to activate Arms of the Spiritual Self, you can spend 1 ki point to summon this visage for 10 minutes. It vanishes early if you are incapacitated or die.
The spectral visage covers your face like a helmet or mask. You determine its appearance.
While the spectral visage is present, you gain the following benefits:
- Sense Emotion. You have advantage on Wisdom (Insight) and Charisma (Intimidation) checks.
- Sense Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
- Sense Voice. When you speak, you can direct your words to a creature of your choice that you can see within 60 feet of you, making it so only that creature can hear you. Alternatively, you can amplify your voice so that all creatures within 600 feet can hear you.
Body of the Spiritual Self (11th)
When you have both your spiritual arms and visage summoned, you can cause the body of your spirital self to appear (no action required). This spiritual body covers your physical form like a suit of armor, connecting with the arms and visage. You determine its appearance.
While the spectral body is present, you gain the following benefits:
- Armored Body. When you aren't wearing armor or wielding a shield, you gain a +1 to bonus to AC.
- Powerful Body. Once on each of your turns when you hit a target with the Arms of the Astral Self, you can deal extra damage to the target equal to your Martial Arts die.
Awakened Spiritual Self (17th)
Your connection to your spiritual self is complete, allowing you to unleash its full potential. As a bonus action, you can spend 4 ki points to summon the arms, visage, and body of your spiritual self and awaken it for 10 minutes. This awakening ends early if you are incapacitated or die.
While your spiritual self is awakened, you gain the following benefits:
- Armor of the Self. You gain a +1 bonus to Armor Class.
- Spiritual Barrage. Whenever you use the Extra Attack feature to attack twice, you can instead attack three times if all the attacks are made with your astral arms.
- Jet Gatling. you can use your action to unleash a barrage of punches in an adjacent 20-foot cone. Targets in the area must make a Dexterity saving throw. Creatures take force damage equal to four rolls of your Martial Arts die on a failed save, and half as much on a success.
Master of the Self (20th)
Your true and spiritual self have become one. As a bonus action, you can summon the arms, visage, and body of your spiritual self without expending any ki points and maintain the effect indefinitely. The effect ends early if you are incapacited or die.
While your spiritual self is mastered, you gain the following benefits:
- Mastered Presence. You ignore any condition that gives you disadvantage on attack rolls with your spiritual arms, and any condition that forbids you to attack with your spiritual arms.
- Mastered Ki-Flow. When you score a critical hit or reduce a creature to 0 hit points, you may either: (a) regain hit points equal to a roll of your Martial Arts die, (b) deal extra damage to the target equal to your Martial Arts die on your next spiritual arms damage roll, or (c) regain an expended ki point.
Discipline of the Hand
You are a master of the martial arts, using special techniques to push, trip, and daze your opponents.
Discipline Techniques (1st)
Add the following four disciplines to your list of technique options: martial will, pinch of death, snaking blow, and steel retribution
Martial Will
When you make an ability check and use Acrobatics or Athletics, you can roll 1d6 and add it to the result. You can wait until after you roll your check before deciding to use this technique, but you must decide before the DM says whether your check succeeds or fails.
Greater: (5th-level) Increase bonus to 1d8.
Superior: (9th-level) Increase bonus to 1d10.
Pinch of Death
Once per turn, when you hit a Medium or smaller creature with a melee weapon attack, you can attempt to hit a nerve cluster. The creature must make a Constitution saving throw. On a failed save, the creature's speed is reduce to 0 until the end of its next turn. A creature one size larger targeted by this technique makes the save with advantage.
Greater: (3rd-level) Increase size to Large.
Superior: (1th-level) Increase size to Huge.
Snaking Blow
Once per turn, when you hit a Medium or smaller creature with a weapon attack, you can attempt to make the creature drop an item. The creature must make a Wisdom saving throw. If it fails, the creature drops one item of your choice that it is holding. A creature one size larger targeted by this technique makes the save with advantage.
Greater: (3rd-level) Increase size to Large.
Superior: (11th-level) Increase size to Huge.
Steel Retribution
When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature. If the attack hits, you deal an extra 1d6 damage with your weapon.
Greater: (5th-level) Increase bonus to 1d8.
Superior: (9th-level) Increase bonus to 1d10.
Practiced Strikes (3rd)
Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that creature:
- Addle: The creature must succeed on a Constitution saving throw. If it fails, the creature can't take reactions until the end of your next turn.
- Push: The creature must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
- Topple: The creature must succeed on a Dexterity saving throw. If it fails, it is knocked prone.
Wholeness of Body (6th)
As an action, you can regain hit points equal to three times your martial artist level. You can use this feature once, and you regain expended uses when you finish a long rest.
Disrupting Hand (10th)
Your fists strike with such force as to disrupt the flow of your foe's Ki. When you score a critical hit with an unarmed strike, the creature has disadvantage on any saving throw that you force it to make as part of that unarmed strike attack.
Quivering Palm (17th)
When you hit a creature with an unarmed attack, you can spend 3 ki points to attempt to create deadly vibrations within their body. The creature must make a Constitution saving throw. If it fails, the creature is afflicted with imperceptible vibrations that last a number of days equal to your martial artist level.
You can spend an action to resonate these vibrations—at which point, the vibrations end and the creature suffers 12d10 + your martial artist level damage. If the creature is reduced to 0 hit points by this damage, it dies.
You can have only one creature under this effect at a time. You can end the vibrations harmlessly without using an action. You can use this feature once, and you regain expended uses when you finish a long rest.
Master of the Open Hand (20th)
You have become an unparalleled master of unarmed martial arts and are able to strike with both overwhelming power and wondrous speed. You gain the benefits listed below:
- During the course of a longer rest, you can practicing your martial arts forms and replace a Technique you currently know with another Technique of your choice.
- When you make an opportunity attack against a creature, you can make two unarmed strikes in place of that attack.
- Whenever you use Flurry of Blows you can make four unarmed strikes.
The Rogue
The small urchin placed a stone in the pouch of his slingshot as he fled the inn he'd been casing. Despite the dirt that covered his ratty clothes he managed to infiltrate the inn and make his way to the hidden basement. What he discovered shocked him, and he fled the scene to alert his guild. As the inn-keeper chased him down an alley, his previously hidden snakelike eyes and fangs glinted in the moonlight. The urchin let loose his slingshot and felled the serpentine man.
A dwarven professor surveyed the room around her as the dust cleared. After years, she had finally unearthed the lost tomb of Emperor Durin IV. Despite her age, she had overcome a number of deadly traps to reach the burial chamber of the long-dead dwarven Emperor. After a short pause, the treasure hunter began to assess the value of the tomb.
After a lifetime of searching, a disheveled half-elf finally stood in front of the Count who had murdered his father. For the past thirty years, the half-elf had done nothing but study swordplay, all for this moment. He drew his rapier, whispered the name of his long-dead father, and lunged forward to cross swords with the villainous Count who had ruined his life.
The three characters described above are examples of the exceptional experts known as Rogues. Using nothing but their mastery of skill and subterfuge, they are able to achieve any goals, overcome any challenges, and outwit any enemies.
Wondrous Skill
Despite their infamous reputation, the true mark of a Rogue is their finely honed skills. Whether they be a master burglar, an exceptional swordsman, or a deadly assassin, a Rogue is relentless in pursuit of perfection in their chosen field. What they lack in brute force or arcane talent they can make up for with their near-supernatural skills and signature ingenuity.
When nobles, archmages, or guilds need a job completed without fail they turn to a Rogue with a suitable set of skills. The right Rogue can open any lock, eliminate any target, and infiltrate any tomb, no matter how many traps are in the way.
Deadly Precision
Where other warriors overwhelm their foes with brutal force or flurries of strikes, Rogues leverage their cunning and exact aim to land single devastating blows on their foes. They will wait for the right moment, a foe distracted by a powerful ally or a monster caught in the throes of a spell, and when that opportunity arises, a Rogue can make a single strike count.
Some Rogues prefer to lurk in the shadows, stabbing their foes in the back while they are unaware, and others work to draw their adversary into single combat, deftly avoiding its attacks until a deadly opportunity presents itself to them.
This mindset of precision carries over into all facets of a Rogue's life. When using their thieves' tools to disarm a trap in an ancient dungeon, they will make only the most precise movements. When stalking a mark, a Rogue will often follow them for days, learning their every routine before they make their move, taking their target for all they are worth.
Creating Your Rogue
When creating your Rogue, there are a few things to consider. What skills have they chosen to master? Are they a criminal who can infiltrate even the most secure vault? Or, are they a master manipulator with a silver tongue? Or, has your Rogue combined minor magics with their talents for subterfuge?
You should also consider where your Rogue gained their exceptional skills. Were they an urchin living on the streets, forced to steal food in order to survive? Were they taken in by a thieves' guild and taught everything the guild knew? Or, are they the scion of a noble house, raised from birth as a master of political intrigue, artful swordplay, and public speaking?
Multiclassing and the Rogue
If your group uses the optional multiclassing rule, here is what you need to know when you choose to take your first level in the Rogue class.
Proficiencies. If Rogue isn't your initial class, here are the proficiencies you gain when you take your first level as a Rogue: light armor, one skill from the Rogue class skill list, and one set of tools.
Rogue
Level | Features | Proficiency Bonus | Focus Points | Exploits Mastered | Sneak Attack |
---|---|---|---|---|---|
1st | Expertise, Sneak Attack, Thieves' Cant, Focus, Exploits, Roguish Archetype | +2 | 3 | 2 | 1d6 |
2nd | Cunning Action | +2 | 4 | 2 | 1d6 |
3rd | Roguish Archetype Features | +2 | 5 | 3 | 2d6 |
4th | Ability Score Improvements | +2 | 6 | 3 | 2d6 |
5th | Uncanny Dodge | +3 | 7 | 3 | 3d6 |
6th | Evasion, Ability Score Improvements | +3 | 8 | 4 | 3d6 |
7th | Roguish Archetype Features | +3 | 9 | 4 | 4d6 |
8th | Ability Score Improvements | +3 | 10 | 4 | 4d6 |
9th | Roguish Archetype Features | +4 | 11 | 4 | 5d6 |
10th | Ability Score Improvements | +4 | 12 | 5 | 5d6 |
11th | Reliable Talent | +4 | 13 | 5 | 6d6 |
12th | Ability Score Improvements | +4 | 14 | 5 | 6d6 |
13th | Roguish Archetype Features | +5 | 15 | 5 | 7d6 |
14th | Blindsense | +5 | 16 | 5 | 7d6 |
15th | Slippery Mind | +5 | 17 | 6 | 8d6 |
16th | Big Ability Score Improvements | +5 | 18 | 6 | 8d6 |
17th | Roguish Archetype Features | +6 | 19 | 6 | 9d6 |
18th | Elusive, Stroke of Luck | +6 | 20 | 6 | 9d6 |
19th | Big Ability Score Improvements | +6 | 21 | 6 | 10d6 |
20th | The Rogue, Roguish Archetype Features | +6 | 22 | 6 | 10d6 |
Hit Points
- Hit Dice: 1d8 per rogue level.
- Hit Points (1st-level): 8 + your Constitution modifier.
- Hit Points (Higher Levels): 1d4 + 4 + your Constitution modifier per rogue level after 1st.
Proficiencies
- Armor: Light armor.
- Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords.
- Tools: Thieves' Tools.
- Saving Throws: Dexterity, Intelligence.
- Skills: Choose four skills from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and Stealth.
Starting Equipment
- (a) a Rapier or (b) a Shortsword.
- (a) a Shortbow and Quiver of 20 Arrows or (b) a Shortsword.
- (a) a Burglar's Pack, (b) a Dungeoneer's Pack, or (c) an Explorer's Pack.
- Leather Armor, two daggers, and Thieves' Tools.
Expertise (1st)
You master a signature set of skills and abilities. At 1st level, choose either (a) two skill proficiencies, (b) any two tool proficiencies, or (c) one skill and one tool proficiency. If you were not already proficient, you gain proficiency with the two chosen skills or tools. If you were already proficient in those skills or tools, you can add double your proficiency bonus to any check you make with the chosen skills or tools.
Expertisier: As you gain levels in this class, you are able to specialize with additional skills. Another skill or tool proficiency of your choice gains this benefit at 6th, 11th, 15th, and 20th level.
If you already add double your proficiency bonus to a skill or tool, you cannot select it again for this feature.
Sneak Attack (1st)
Once per turn, when you hit a creature with a simple bludgeoning, finesse, or ranged weapon attack, you can deal an extra 1d6 damage to that creature. One of the following must also apply:
- You have advantage on your attack roll.
- Your target is within 5 ft of a creature hostile to it (not including yourself) that is not incapacitated. In addition, you don't have disadvantage on your attack roll.
The amount of the extra damage you deal increases as you gain rogue levels, as shown in the Sneak Attack column of the Class Features (Rogue) table.
Thieves' Cant (1st)
You can speak in thieves' cant—a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant is able to understand such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages.
Trusted Crew
You can teach your allies a few basic phrases and symbols of thieves' cant to enable them to understand your own coded dialect and secret messages.
Whenever you finish a long rest, you may choose a number of creatures equal to your Intelligence modifier (minimum of 1). If you were able to teach these creatures some basic phrases during your rest, they gain the Trusted Crew status and can understand you whenever you speak, write, or sign in thieves' cant.
Your trusted crew can't speak or understand thieves' cant as a general practice—only the unique dialect spoken by you and the rest of your crew.
Change Dialect: When you finish a long rest, you can change your specific dialect of thieves' cant. Any creature that had your Trusted Crew status now loses it.
Greater Trusted Crew: Starting at 5th-level, creatures that benefit from your Trusted Crew status can now speak and sign in thieves' cant with you or any other creature that has your Trusted Crew status.
Secret Message
You can spend a bonus action to pass a secret message in thieves' cant to a creature that can see or hear you clearly. Your message can be conveyed vocally or with sign language, and can be up to two words long.
Focus (1st)
You have a number of focus points, as shown in the Focus Points column of the Class Features (Rogue) table. You can spend focus to outwit your foes with cunning exploits—and you may learn other applications from your Roguish Archetype.
Short Rest. You recover expended focus points equal to half your proficiency bonus rounded up when you finish a short rest, and all expended dare points when you finish a long rest.
Exploits (1st)
You master two exploits of your choice from your list of exploit options. Once per turn, you may spend a focus point to use one of your mastered exploits.
Mastering New Exploits: You master additional exploits as you gain more rogue levels, as show in the Exploits Known column of the Class Features (Rogue) table.
Replacing a Mastered Exploit: When you finish a long rest, you may replace one of your mastered exploits with a different one.
Saving Throws: Some of your exploits require your target to make a saving throw. The saving throw DC is calculated as follows:
Exploit Save DC
Save DC: 8 + your proficiency bonus + your Dexterity or Intelligence modifier (your choice)
Blind
When a Larger or smaller creature makes a weapon attack against you, you can spend your reaction to attempt to blind the creature before it makes the attack roll. The creature must make a Constitution saving throw. On a failed save, the creature is Blinded until the start of your next turn.
Greater: (5th-level) Increase size to Huge.
Superior: (9th-level) Increase size to Gargantuan.
Distract
When you hit a creature with a weapon attack, you can distract it to expose a weak point. The creature must make a Wisdom saving throw. On a failed save, until the start of your next turn, the next attack roll made against the creature has advantage.
Greater: (5th-level) Increase to next two attack rolls.
Superior: (9th-level) Increase to next three attack rolls.
Parkour
When you make an ability check and use Acrobatics or Stealth, you can roll 1d6 and add it to the result. You can wait until after you roll your check before deciding to use this exploit, but you must decide before the GM says whether your check succeeds or fails.
Greater: (5th-level) Increase bonus to 1d8.
Superior: (9th-level) Increase bonus to 1d10.
Riposte
When a creature misses you with a melee weapon attack, you can spend your reaction to make one weapon attack against that same creature. If your attack hits, you deal 1d6 extra damage.
Greater: (5th-level) Increase bonus to 1d8.
Superior: (9th-level) Increase bonus to 1d10.
Slip
When you hit a Large or smaller creature with a melee weapon attack, you can use a bonus action to attempt to make the creature fall over. The creature must make a Dexterity saving throw. On a failed save, you knock the target prone. A creature one size larger targeted by this exploit makes the save with advantage.
Greater: (5th-level) Increase size to Huge.
Superior: (9th-level) Increase size to Gargantuan.
Stagger
When you hit a Large or smaller creature with a ranged weapon attack on which you have advantage, you can stagger it. The creature's base speed is reduced by half until the end of its next turn.
Greater: (5th-level) Increase size to Huge.
Superior: (9th-level) Increase size to Gargantuan.
Roguish Archetype (1st)
Choose a Roguish Archetype. You gain features from your Roguish Archetype at 1st, 3rd, 7th, and 9th-level.
Roguish Exploits
You gain access to four unique exploits from your Roguish Archetype. Add these to your list of exploit options.
Cunning Action (2nd)
You can spend a bonus action to take one of the following actions: Aim, Dash, Disengage, or Hide.
Aim
If you haven't moved since the start of your turn, you have advantage on the next attack roll you make before the end of your turn. In addition, your speed is reduced to 0 until the end of your turn.
Ability Score Improvement (4th)
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Alternatively: You may instead take a feat.
Uncanny Dodge (5th)
When an attacker that you can see hits you with an attack, you can spend your reaction to halve the attack's damage against you.
Evasion (6th)
When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Heightened Cunning (13th)
Your cunning actions have been further refined. Once per turn you gain the following benefits when you use Cunning Action to: Aim, Dash, Disengage, or Hide.
- Aim+. You have advantage on all attack rolls you make before the end of your turn.
- Dash+. As well as dodging attacks, your body itself dulls any harm that falls upon you. You gain temporary hit points equal to two rolls of your Martial Arts die when you use this feature.
- Disengage+. When you use this feature, you gain a swim and climb speed equal to your walking speed until the end of the current turn. In addition, your jump distance is tripled for the turn.
- Hide+. You can now use you Deflect Missiles feature against ranged attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Reliable Talent (11th)
You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Blindsense (14th)
If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
Slippery Mind (15th)
You have acquired greater mental strength. You gain proficiency in Wisdom and Charisma saving throws.
Big Ability Score Improvement (16th)
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can increase an ability score to a maximum of 22 using this feature.
Alternatively: You may instead take a feat.
Elusive (18th)
You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
Stroke of Luck (18th)
You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can't use it again until you finish a short or long rest.
The Rogue (20th)
You have perfected your craft. Three attribute scores increase by 2, as do your maximums for those scores.
Algebrassassin
Equations become weapons in the hands of the Algebrassassin, precision and calculation guiding each lethal strike. Masters of mathematical subterfuge, they turn numbers into the silent architects of their deadly designs.
Mathematical Exploits (1st)
Add the following four exploits to your list of exploit options: analytical, expose x, prime precision, triangularity,
Analytical
When you make an ability check and use Perception, Investigation, or Math, you can roll 1d6 and add it to the result. You can wait until after you roll your check before deciding to use this exploit, but you must decide before the GM says whether your check succeeds or fails.
Greater: (5th-level) Increase bonus to 1d8.
Superior: (9th-level) Increase bonus to 1d10.
Expose X
As a bonus action, choose on creature you are in combat with to asses. You learn if is is your superior or inferior in one of the following attributes: AC, Hit Dice, or any Ability Score. If you can guess the exact number of the attribute assesed, the creature takes damage equal to a roll of half the number of Sneak Attack dice for your level (round up) your sneak attack and decreases the assessed attribute by 1d3 until the start of your next turn.
Greater: (5th-level) Increase bonus to 1d4.
Superior: (9th-level) Increase bonus to 1d6.
Prime Precision
After you make an attack roll or ability check, but before the DM says whether the roll succeeds or fails, you can roll a d6. On an odd roll, add the result to your attack roll. On an even roll, subtract the result.
Greater: (5th-level) Increase bonus to 1d8.
Superior: (9th-level) Increase bonus to 1d10.
Triangularity
When you successfully make a second attack against a creature you may find c^2, you can use your bonus action or reaction to make a melee weapon attack against the creature. If the attack hits, you deal an extra 1d6 damage with your weapon.
Greater: (5th-level) Increase bonus to 1d8.
Superior: (9th-level) Increase bonus to 1d10.
Math Modifier (1st)
Some of your features require a math modifier. When you choose this subclass, decide if your mathematical abilities stem from your vile blood flowing through your body (constitution) or brain (Intelligence). Your choice.
Algebrassassin Saving Throw
Math save DC = 8 + your proficiency bonus + Constitution or Intelligence modifier (your choice)
Mathematical (3rd)
Gain proficiency with the tool: Abacus.
In addition, choose one of the following Fighting Styles. You can't take a Fighting Style option more than once, even if you later get to choose again.
Two-Weapon Fighting. When you take the Attack action while two-weapon fighting, you can make the single bonus attack with your off-hand weapon as part of your Attack action, instead of your bonus action, adding half your ability modifier to the damage of this attack.
Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.
Algebrassassinate (3rd)
You gain the following benefits:
- When you roll for initiative you can expend a focus to roll a d6 and add the result to your initiative roll.
- You have advantage on weapon attack rolls against any creature that has not yet acted in combat.
- Whenever you hit a creature that is incapacitated or surprised with a weapon attack that adds your Sneak Attack bonus, it is an automatic critical hit.
Aberrant Algebra (7th)
This dark mathematical knowledge allows you to inoculate yourself with Formulas, which lay dormant in your blood until you draw upon their power to radically Transpose.
Passive Formulas. You have inoculated your blood with three experimental Formulas of your choice from the list of Formulas at the end of this subclass's page. You do not gain the benefits of these Formulas until you Transpose.
During a long rest, you can recall mathematical formulas and concepts (or read the Counting Chronicles) and spend 1 hour replacing the Passive Formulas in your bloodstream with another Formula of your choice.
You gain one additional Passive Formulas of your choice when you reach 9th level, and again at 13th and 18th levels.
Transpose. As a bonus action, you can Transpose to gain the benefits of a number of your Passive Formulas equal to your Math modifier (minimum of 1) for 10 minutes.
Once you Transpose you must complete a short or long rest before you can Transpose again. If you have no uses remaining, you can make a Vital Sacrifice to Transpose again.
Enduring Transposition (9th)
The potency of your sinister mathematical expertise has grown. At the end of each long rest, you choose one of your Passive Formulas. You gain the benefits of that Formula, as if you were Transposed, until the end of your next long rest.
However, when you Transpose, this Enduring Transposition counts as one of the Formulas that you gain the benefits of.
Befundling Strike (13th)
You can weaponize the strange math in your blood to afflict your enemies. Once per turn when you hit a creature with a melee attack, you can use a bonus action and make a vital sacrifice on that turn to force it to make a Constitution saving throw against your Rite save DC. On a failure, it is blinded and stunned for 1 minute. The creature can repeat its saving throw at the end of each of its turns and each time it takes damage, ending the effects on a success. Any creature that succeeds on its saving throw against this ability is immune to this effect for 24 hours.
Rapid Transposition (17th)
You have gained mastery over your body's mutability. While you are Transposed, you can use a bonus action to switch one of your active Formulas for one of your Passive Formulas.
Master Mathematician (20th)
Text.
Formulas
Below are the Formulas available to the Algebrassassin. If a Formula has a Blood Hunter level prerequisite, you can learn it at the same time you meet that level prerequisite.
You only gain the benefits of your Passive Formulas when you Transpose. Until then, they lie dormant in your bloodstream.
Linear Descent
You resist the parabolic function of gravity and use your clothing to glide. When you fall at least 5 feet and are not incapacitated, you can subtract up to 100 feet from your fall when you calculate fall damage, and you can move horizontally 2 feet for every 1 foot you fall.
Malleable Order
When you roll a Rite Die for the purposes of a Blood Rite, you use instead choose to increase or decrease it in size by one progression as outlined in the Blood Hunter section.
Math Sliver
You can spew nonsensical hard math. You learn the mind sliver cantrip, using Math as your spellcasting modifier. When you cast this cantrip you gain a bonus to the damage roll equal to your Math modifier.
Restorative Permutation
Your body cycles through each of several possible ways in which your being can be ordered or arranged and mends itself as you fight. At the start of each of your turns while you are Transposed, you gain temporary hit points equal to your Math modifier (minimum of 1).
Unnatural Intelligence
Your brain engorges with mathematical essence. You gain a bonus to any Intelligence (Math) or math-related checks you make equal to one roll of your Rite Die.
Protective Parentheses
Prerequisite: 13th level (Algebrassassin)
Your body is shielded by parentheses. You gain a bonus to your Armor Class equal to half your Math modifier (rounded down).
Slippery Brain
Prerequisite: 13th level Rogue (Algebrassassin)
After countless years of practice confusing your mind with theoretical mathematics. You gain advantage on Intelligence saving throws and resistance to psychic damage.
Arcane Trickster
Weaving magic into their cunning, blending stealth and spellcraft into a seamless dance of deception. Whether using their arcane talents to pick locks or pockets, confuse foes with illusions, or pull off elaborate pranks; unpredictable and resourceful—masters of both trickery and magic."
Inquisitive Exploits (1st)
Add the following four exploits to your list of exploit options: analyze, discombobulate, expose weakness, and goading strike.
Analyze
When you make an ability check and use Perception or Investigation, you can roll 1d6 and add it to the result. You can wait until after you roll your check before deciding to use this exploit, but you must decide before the DM says whether your check succeeds or fails.
Greater Analyze: (5th-level) Your bonus increases from 1d6 to 1d8.
Superior Analyze: (9th-level) Your bonus increases from 1d8 to 1d10.
Discombobulate
When you hit a Medium or smaller creature with a weapon melee attack, you can disorient it. The creature must make a Constitution saving throw. If it fails, the creature can't take reactions and subtracts 1d4 from any Strength or Dexterity attack rolls, skill checks, and saving throws until the end of its next turn. A creature one size larger targeted by this technique makes the save with advantage.
Greater: (5th-level) Increase size to Large.
Superior: (9th-level) Increase size to Huge.
Expose Weakness
As a bonus action, choose on creature you are in combat with to asses. You learn if is is your superior or inferior in one of the following attributes: AC, Hit Dice, or any Ability Score. If you can guess the exact number of the attribute assesed, the creature takes damage equal to a roll of half the number of Sneak Attack dice for your level (round up) your sneak attack and your crit threshold against the creature is reduced by 1.
Goading Strike
When you hit a creature with a weapon attack, you can attempt to tilt the creature into attacking you. It must make a Wisdom saving throw. On a failed save, the creature has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Eye for Detail (3rd)
Your perceptive abilities are a finely honed tool. When you make a Wisdom (Insight) or a Wisdom (Perception) check you can use your Intelligence in place of Wisdom.
In addition, you can use your Cunning Action to take the Search action as a bonus action on your turn. Whenever you take the Search action, you gain information as if you spent 10 minutes searching.
Predictive Fighting (3rd)
You are able to observe a creature's fighting style to better predict openings in its defenses. As a bonus action, you can observe a creature within 30 feet. Make a Wisdom (Insight) check contested by its Charisma (Deception) check. On a success, you do not need advantage on your attack rolls to add your Sneak Attack bonus to weapon attacks against it for the next minute. All other Sneak Attack rules still apply.
If you attempt to use this feature on another creature, this bonus immediately ends for any previous targets.
Insightful Strike (7th)
Your predictive capabilities in combat have increased. When you hit a creature with an attack that adds your Sneak Attack bonus, you can use your Cunning Strike feature to reduce the bonus by 2d6 to learn one of the following about the target: its highest ability score, its lowest ability score, Armor Class, one of its movement speeds, or one of its special senses.
Adept Investigator (13th)
Your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Unerring Sight (17th)
Your perceptive abilities rival those of supernatural creatures. You gain Truesight to a 10-foot radius, and when you observe anything within that radius you have advantage on Wisdom (Insight) and Intelligence (Investigation) checks.
The radius of your Truesight becomes 20 feet at 14th level, and increases again to 30 feet when you reach 20th level.
Exploit Weakness (17th)
You perfectly exploit your foe's most vulnerable points. While Predictive Fighting applies to a creature you roll d8s in place of d6s for your Sneak Attack bonus against that creature.
Inquisitor
When there are secrets to be uncovered or a mystery to be solved, there are none more adept than the Rogues known as Inquisitives. These experts hone their skills of observation and deduction to heights that rival the most potent of divination spells. For an Inquisitive, the only thing that stands between them and the truth is time.
Inquisitive Exploits (1st)
Add the following four exploits to your list of exploit options: analyze, discombobulate, expose weakness, and goading strike.
Analyze
When you make an ability check and use Perception or Investigation, you can roll 1d6 and add it to the result. You can wait until after you roll your check before deciding to use this exploit, but you must decide before the DM says whether your check succeeds or fails.
Greater Analyze: (5th-level) Your bonus increases from 1d6 to 1d8.
Superior Analyze: (9th-level) Your bonus increases from 1d8 to 1d10.
Discombobulate
When you hit a Medium or smaller creature with a weapon melee attack, you can disorient it. The creature must make a Constitution saving throw. If it fails, the creature can't take reactions and subtracts 1d4 from any Strength or Dexterity attack rolls, skill checks, and saving throws until the end of its next turn. A creature one size larger targeted by this technique makes the save with advantage.
Greater: (5th-level) Increase size to Huge.
Superior: (9th-level) Increase size to Gargantuan.
Expose Weakness
As a bonus action, choose on creature you are in combat with to asses. You learn if is is your superior or inferior in one of the following attributes: AC, Hit Dice, or any Ability Score. If you can guess the exact number of the attribute assesed, the creature takes damage equal to a roll of half the number of Sneak Attack dice for your level (round up) your sneak attack and your crit threshold against the creature is reduced by 1.
Goading Strike
When you hit a creature with a weapon attack, you can attempt to tilt the creature into attacking you. It must make a Wisdom saving throw. On a failed save, the creature has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Eye for Detail (3rd)
Your perceptive abilities are a finely honed tool. When you make a Wisdom (Insight) or a Wisdom (Perception) check you can use your Intelligence in place of Wisdom.
In addition, you can use your Cunning Action to take the Search action as a bonus action on your turn. Whenever you take the Search action, you gain information as if you spent 10 minutes searching.
Predictive Fighting (3rd)
You are able to observe a creature's fighting style to better predict openings in its defenses. As a bonus action, you can observe a creature within 30 feet. Make a Wisdom (Insight) check contested by its Charisma (Deception) check. On a success, you do not need advantage on your attack rolls to add your Sneak Attack bonus to weapon attacks against it for the next minute. All other Sneak Attack rules still apply.
If you attempt to use this feature on another creature, this bonus immediately ends for any previous targets.
Insightful Strike (7th)
Your predictive capabilities in combat have increased. When you hit a creature with an attack that adds your Sneak Attack bonus, you can use your Cunning Strike feature to reduce the bonus by 2d6 to learn one of the following about the target: its highest ability score, its lowest ability score, Armor Class, one of its movement speeds, or one of its special senses.
Adept Investigator (13th)
Your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Unerring Sight (17th)
Your perceptive abilities rival those of supernatural creatures. You gain Truesight to a 10-foot radius, and when you observe anything within that radius you have advantage on Wisdom (Insight) and Intelligence (Investigation) checks.
The radius of your Truesight becomes 20 feet at 14th level, and increases again to 30 feet when you reach 20th level.
Exploit Weakness (17th)
You perfectly exploit your foe's most vulnerable points. While Predictive Fighting applies to a creature you roll d8s in place of d6s for your Sneak Attack bonus against that creature.
Thief
You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and others typically follow this archetype—but so do explorers, and investigators.
Thief Exploits (1st)
Add the following four exploits to your list of exploit options: heist, pickpocket, robbery, and slink.
Heist
When you make an ability check and use Deception or Sleight of Hand, you can roll 1d6 and add it to the result. You can wait until after you roll your check before deciding to use this exploit, but you must decide before the GM says whether your check succeeds or fails.
Greater Heist: (5th-level) Your bonus increases from 1d6 to 1d8.
Superior Heist: (9th-level) Your bonus increases from 1d8 to 1d10.
Pickpocket
When you hit an adjacent Large or smaller creature with a melee weapon attack and you have at least one free hand, you can attempt to pickpocket it. The creature must make a Wisdom saving throw. If it fails, you take hold of one item of your choice that the creature carries and is not currently wearing or wielding.
You must be able to hold your pickpocketed item comfortably with one hand. If you had advantage on your attack roll, the creature is not immediately aware that they have been pickpocketed by you.
Greater Pickpocket: (5th-level) You can use this exploit against Huge creatures.
Superior Pickpocket: (9th-level) You can use this exploit against Gargantuan creatures.
Robbery
When you deal your sneak attack damage to a Large or smaller creature, you can attempt to make the creature drop an item. The creature must make a Wisdom saving throw. If it fails, the creature drops one item of your choice that it is holding.
If you are adjacent to the creature, you can catch the dropped item if you are unrestrained and have at least one free hand.
Greater Robbery: (5th-level) You can use this exploit against Huge creatures.
Superior Robbery: (9th-level) You can use this exploit against Gargantuan creatures.
Slink
When a creature hits you with an attack roll and you are not incapacitated, you can spend your reaction and attempt to evade the attack. Roll 1d6 and add the result to your AC—if the attack roll doesn't beat your slink AC, it misses.
Greater Slink: (5th-level) You may roll 1d8 when you attempt to slink.
Superior Slink: (9th-level) You may roll 1d10 when you attempt to slink.
Fast Hands (1st)
You can spend a bonus action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
Second-Story Work (3rd)
You gain the ability to climb faster than normal—climbing no longer costs you extra movement.
In addition, whenever you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Supreme Sneak (7th)
You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
Stolen Secrets (9th)
You have a knack for uncovering useful information and lost lore. Whenever you make an ability check to gather lore, investigate the inner workings, or assess the value of a magic item, treasure, or trap, you gain a bonus to the roll equal to one roll of your Exploit Die.
Finally, you can use the Use an Object action to activate a magic item or use a spell scroll or potion.
Use Magic Device (13th)
By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
Thief's Reflexes (17th)
The time you've spent pilfering pockets and treasures has honed your reflexes to near-supernatural heights. You gain an additional bonus action that you can take on each of your turns, though, it can only be used to take one of the actions from your Cunning Action. If you do not use this additional bonus action, you instead gain one additional reaction that you can use before the start of your next turn. A single effect can only trigger one reaction.
Master Thief (20th)
Text.
Blood Sorcerer
Cool text.
Bloody Weapon
Starting at 1st level, as a bonus action you can spend 1 hit dice to one weapon that you are proficient with and that lacks the two-handed property for 1 hour. You can choose the form that this melee weapon takes each time you create it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage. When you summon this weapon you gain temporary hit points equal to the roll on your hit die. Alternatively, you may instead choose to channel your strength through a particular weapon. Whenever you use this ability, you can touch one weapon that you are proficient with and that lacks the two-handed property. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.
Gear 2nd (1st)
Potent blood flows through your body, strengthening you. You can use a bonus action to get the blood flowing, which lasts for 1 minute. It ends early if you are incapacitated, if you don armor or a shield, or if you use a two handed to make an attack with a weapon. You can also dismiss the effect at any time (no action required).
While Gear 2nd is active, you gain the following benefits:
- While you are wearing no armor, your armor class equals 10 + your Spellcasting modifier + your Dexterity modifier.
- Your hit point maximum and current hit points increase by a number equal to your sorcerer level.
- You reduce all damage taken by half your proficiency bonus, rounded down.
At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Hemomancer Spells
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.
Sorcerer Level | Feature |
---|---|
1st | Bane, Bloody Symphony, Life Drain, |
3rd | Kinetic Jaunt, Wither and Bloom |
5th | Life Transfer, Vampiric Touch |
7th | |
9th |
Feature (6th)
Text.
Shadow Sorcerer
You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.
Eyes of the Dark (1st)
Starting at 1st level, you have darkvision with a range of 120 feet.
When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.
Strength of the Grave (1st)
Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.
After the saving throw succeeds, you can't use this feature again until you finish a long rest.
Shadow Spells (1st)
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.
Sorcerer Level | Feature |
---|---|
1st | Inflict Wounds, Unseen Servant |
3rd | Shadow Blade, Silence |
5th | Pahntom Steed, Summon Shadowspawn |
7th | Phantasmal Killer, Shadow of Moil |
9th | Mislead, Negative Energy Flood |
Shadow Sorcery (6th)
When you cast any spell of 1st-level or higher from your Shadow Spells feature, you can cast it by expending a spell-slot as normal or by spending a number of Sorcery Points equal to the spell's level. If you cast the spell using Sorcery Points, you apply to it the effects of the Distant Spell option from the Sorcerer’s Metamagic feature.
Hound of Ill Omen (6th)
You gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf's statistics (see the Monster Manual or appendix C in the Player's Handbook), with the following changes:
- The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
- It appears with a number of temporary hit points equal to half your sorcerer level.
- It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.
- At the start of its turn, the hound automatically knows its target's location. If the target was hidden, it is no longer hidden from the hound.
The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.
Spellshot Sorcerer
Your innate abilities allow you to imbue ranged weapons with magic. As a Spellshot sorcerer you roam the land searching for targets to unload your magic upon.
Marksman Training (1st)
At 1st level, you gain proficiency with all simple and martial ranged weapons, and all simple and martial melee weapons with the 'Thrown' property, in addition, you can use these weapons as a spellcasting focus for your sorcerer spells.
Expanded Quiver (1st)
You learn additional spells when you reach certain levels in this class. Choose two spells, a spell you choose must be of a level you can cast, as shown on the Sorcerer table, the new spell must have the word 'shot' in the name, and be a sorcerer spell.
Known Spells: The chosen spells don't count against the number of sorcerer spells you know.
Imbued Shot (6th)
At 6th level, when you use the attack action to make a ranged attack with a weapon with which you are proficient, you can spend one sorcery point to cast a cantrip or two sorcery points to cast a spell you know as part of the same attack action. That spell must have a casting time of one action, and can't have a range of 'Self'. For the purposes of this spell, the target of your ranged attack is the target of the spell, and the spell's range becomes the range of the weapon. If the spell has an Area of Effect, then you may declare any square within the maximum range of your ranged weapon as the point of origin. When determining the Area of Effect, you must place any cone, cube, or line so that the square opposite the point of origin is directly as far away from you as possible, ignoring any intervening terrain for the purposes of arranging the Area of Effect (but not the effect of the spell). You cannot use this feature on a missile already affected by Etched Missile.
Etched Missile (6th)
At 6th level, you may permanently imbue a spell that qualifies for your Imbued Shot Metamagic feature into a single piece of ammunition. Doing so follows the rules for scribing a spell, although instead of using parchment, you transcribe the spell directly onto the ammunition. Only you know how to properly activate the spell on impact, so any enchanted ammunition provided to another creature without levels in Spellshot will not work.
Piercing Arcana (14th)
Starting at 14th level, any ammunition you use that is Imbued by a spell adds your charisma modifier to the damage from the ranged weapon attack. Additionally, all ranged and thrown weapon attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks and damage.
Imbued Metamagic Shot (18th)
Starting at 18th level, you may add the effects of a second different Metamagic you know to an Imbued shot spell by spending additional sorcery points equal to the second Metamagic's cost. An Imbued Metamagic Shot also augments the attack itself depending on the second Metamagic you select, as follows:
- Careful Shot. You can choose to do no damage with the ranged weapon attack itself.
- Distant Shot. You double the spell's range.
- Empowered Shot. You may reroll the weapon's base damage dice.
- Extended Shot. Double the duration of an Imbued spell with a duration of 1 minute or longer, to a maximum of 24 hours.
- Heightened Shot. Your target has disadvantage on the first saving throws against your spell.
- Quickened Shot. The Imbued Shot becomes a bonus action attack.
- Seeking Shot. If you make an attack roll for the spell and miss, you can reroll the d20, and you must use the new roll.
- Subtle Shot. When you are hidden from a creature and miss it with an Imbued shot, making the attack doesn't reveal your position.
- Transmuted Shot. When you Imbued shot that deals a type of damage from the following list, you can change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
- Twinned Shot. Following the parameters of what is eligible for a Twinned Spell, you make two weapon attacks as part of the same attack action with Imbued Shots.
Wildmagic Sorcerer
Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic—however it came to be, this chaotic magic churns within you, waiting for any outlet.
Wild Spells
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.
Sorcerer Level | Feature |
---|---|
1st | Chaos Bolt, Color Spray |
3rd | Magic Weapon, Nathair's Mischief |
5th | Blink, Minute Meteors |
7th | Compulsion, Freedom of Movement |
9th | Maelstrom, Skill Empowerment |
Wild Magic Surge (1st)
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. The starting DC to trigger a Wild Magic Surge is 1, roll on the Wild Magic Surge table to create a random magical effect. If a spell does not trigger a Wild Magic Surge, increase the DC by 1. A Wild Magic Surge can happen once per turn. Consult Homebrew Wild Surge table.
If a Wild Magic effect is a spell, it’s too wild to be affected by Metamagic. If it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.
Tides of Chaos (1st)
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
Warlock (Rework)
This turned from a quick edit to a multiple-hour endeavour.
Level | Features | Proficiency Bonus | Cantrips Known | Pact Points | Max Spell Level | Spells Known | Invocations |
---|---|---|---|---|---|---|---|
1st | Otherworldy Patron, Pact Boon, Pact Magic | +2 | 2 | 1st | 1st | 2 | - |
2nd | Otherworldly Invocation, Sacrificial Bargain | +2 | 2 | 4 | 1st | 3 | 2 |
3rd | Pact Boon Feature | +2 | 2 | 6 | 2nd | 4 | 2 |
4th | Ability Score Improvements, Otherworldly Versatility | +2 | 3 | 8 | 2nd | 5 | 2 |
5th | Pact Boon Feature | +3 | 3 | 10 | 3rd | 6 | 3 |
6th | Otherworldly Patron Feature | +3 | 3 | 12 | 3rd | 7 | 3 |
7th | Pact Boon Feature | +3 | 3 | 14 | 4th | 8 | 4 |
8th | Ability Score Improvements | +3 | 3 | 16 | 4th | 9 | 4 |
9th | Pact Boon Feature | +4 | 4 | 18 | 5th | 10 | 5 |
10th | Otherworldly Patron Feature | +4 | 4 | 20 | 5th | 10 | 5 |
11th | Mystic Arcanum (6th level) | +4 | 4 | 22 | 5th | 11 | 5 |
12th | Ability Score Improvements | +4 | 4 | 24 | 5th | 11 | 6 |
13th | Mystic Arcanum (7th level) | +5 | 5 | 26 | 5th | 12 | 6 |
14th | Otherworldly Patron Feature | +5 | 5 | 28 | 5th | 12 | 6 |
15th | Mystic Arcanum (8th level) | +5 | 5 | 30 | 5th | 13 | 7 |
16th | Big Ability Score Improvements | +5 | 5 | 32 | 5th | 13 | 7 |
17th | Mystic Arcanum (9th level) | +6 | 5 | 34 | 5th | 14 | 7 |
18th | - | +6 | 5 | 36 | 5th | 14 | 8 |
19th | Big Ability Score Improvements | +6 | 5 | 38 | 5th | 15 | 8 |
20th | Otherworldly Patron Feature | +6 | 5 | 40 | 5th | 15 | 8 |
Hit Points
- Hit Dice: 1d8 per warlock level.
- Hit Points (1st-level): 8 + your Constitution modifier.
- Hit Points (Higher Levels): 1d4+4 + your Constitution modifier per warlock level after 1st.
Proficiencies
- Armor: Light armor.
- Weapons: Simple weapons.
- Tools: None.
- Saving Throws: Spellcasting modifier, one more (talk to me!).
- Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion.
Starting Equipment
- (a) a light crossbow and 20 bolts or (b) a simple weapon.
- (a) a component pouch or (b) an arcane focus.
- (a) a scholar's pack or (b) a dungeoneer's pack.
- Leather armor, any simple weapon, and two daggers.
Spellcasting Modifier
This rework keeps the primary spellcasting modifier attribute for the warlock up to a conversation between player and DM. Once a decision is made, make the following changes:
- Replace any reference to spellcasting modifier with your chosen attribute. Typically Intelligence, Wisdom, or Charisma. Rarely a physical statistic.
- Gain proficiency in your chosen attributes saving throw, and have the second one be a choice between Wisdom and Intelligence.
Otherworldy Patron (1st)
At 1st level, you have struck a bargain with an otherworldly being chosen from the list of available patrons. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.
You gain access to unique invocations from your Otherworldly Patron. Add to your Invocation options.
Otherworldly Favor: If you make a notable sacrifice in the service of a demand, your patron may bless you with otherworldly favor. You can hold a maximum number of otherworldly favors at one time equal to your Proficiency Bonus. On your turn, as a free action, you may spend one otherworldly favor to do one of the following:
- Gain Stamina: Regain 1 expended hit die.
- Gain Power: Regain 2 expended Pact Points.
- Twist Fate: Reroll 1 ability check, attack roll, or saving throw. You must accept the second result.
- Cause Pain: Reroll all damage dice of an attack you have just made. You may accept either result.
- Forgiveness: Forgive one transgression you have made.
Transgression:
If your patron decides that you have actively broken or rejected a demand, some of your otherworldly power may be stripped away for a time.
Roll a d6 and check the Transgression table below to find out which class feature you lose access to, rerolling any result that doesn't fully apply to you.
Transgression Examples
d6 | Feature Lost |
---|---|
1 | Patron Spells |
2 | Sacrificial Bargain |
3 | x Invocations |
4 | 2dx Pact Points |
5-6 | Another Feature |
Penance:
If you have transgressed, you will have to perform a penance to regain your patron's favor. The scale of this penance may vary depending on the severity of your transgression, but some common forms include:
- Offering: You make an offering of goods, knowledge, coin, or time in your patron's name.
- Confess: You confess your transgression to a higher-ranking agent of your patron and are forgiven.
- Worship: You spend a period of time in dedicated worship of your patron.
- Serve: You undertake an otherworldly quest in the service of your patron and their agenda.
- Sacrifice: You give up something of significant personal value.
If your penance is accepted, you regain one lost feature.
Patron Spells
Your patron offers you a unique list of spells—its patron spells. You learn additional cantrips and spells when you reach certain levels in this class, as shown on the table below. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.
Pact Boon
To mark the initiation of your pact bargain, you are rewarded with a boon from your patron.
Spellcasting Focus: For as long as you are holding or wearing it, your pact boon acts as a spellcasting focus for your warlock spells.
Pact Boon
When you make a pact with a patron, you are rewarded with a boon—a special artifact that symbolizes the otherworldly bargain that has been struck.
Choosing Your Pact
Choose your pact from one of the following options:
- Pact of the Blade: You want physical power, and you are rewarded with an otherworldly weapon.
- Pact of the Chain: You want to control others, and you are rewarded with a familiar-summoning trinket.
- Pact of the Steed: You want a trusted ally, and you are rewarded with a loyal mount.
- Pact of the Amulet: You ask your patron for protection, and are rewarded with a magical amulet.
- Pact of the Tome: You want forbidden knowledge, and you are rewarded with an otherworldly spellbook.
- Pact of the Wand: You want to destroy your enemies, and you are rewarded with a wand of destruction.
Your pact boon artifact bears the unmistakable mark of your patron—fiendish red veins, fey vines and flowers, aberrant runes and etchings, etc. You may decide how your artifact is branded by your patron.
Sealing Your Pact
You gain your pact boon artifact once you seal your pact—traditionally by means of making a promise or sacrifice to your patron. Choose one of the following, or define your own sealing ritual:
- I made a promise: You have sworn to perform a particular service in the name of your patron. Your promise should be (a) achievable and (b) narrow enough in scope so that it can be reasonably addressed during gameplay.
- I made a sacrifice: You sacrificed something of great value to your patron.
Describe how you sealed your pact with your patron, or pick a random suggestion (if appropriate) from the Promises and Sacrifices tables.
Renewing your Pact
If you lose your pact boon artifact, you can spend one point of otherworldly favor and perform a 1-hour ceremony to receive a replacement artifact from your patron.
This ceremony can be performed during a short or long rest, and it destroys the previous boon item.
A New Seal
Depending on the circumstances in which you lost your artifact, your patron may demand that you renew your pact with a fresh seal. This may require you to make a new promise or sacrifice.
Pact of the Blade
You ask your patron for physical power, and you are rewarded with an otherworldly weapon.
Pact Weapon (1st)
You gain a unique, otherworldly weapon from your patron. This weapon is honed and shaped by your own mind—the stronger your bond, the sharper your blade.
In addition, you gain proficiency with medium armor, shields, and martial weapons.
Pact Weapon
You can spend one action to summon your pact weapon into your empty hand. You can choose the form that this weapon takes each time you summon it—a dagger, a sword, a bow, etc—though it must be a form of weapon that you are proficient with.
- Otherworldly Strike: When you attack with this weapon, you can use your Spellcasting modifier (instead of Strength or Dexterity) for the attack and damage rolls.
- Magical Origin: This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The minimum damage of the pact weapon is 1d8.
- Ephemeral: This weapon disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
Assimilate (3rd)
You can transform a magic weapon into your pact weapon by performing a special, otherworldly ritual.
The ritual takes 1 hour, during which you must be holding the weapon. You can then dismiss the weapon, shunting it into an extradimensional space—the weapon appears whenever you summon your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way.
Breaking the Bond: The weapon ceases to be your pact weapon if either (a) you die, (b) you assimilate a different weapon, or (c) you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Greater Weapon (5th)
You can attack with your pact weapon twice—instead of once—whenever you take the Attack action on your turn. Additionally, you can summon your pact weapon in exchange for one attack if you take the Attack action.
Enhanced Arms (7th)
Whenever you summon your weapon, you may choose one of the following boons:
- Otherworldly Smite: Once per turn when you hit a creature with your pact weapon, you can expend 2 pact points to deal an extra 1d8 force damage to the target, plus another 1d4 per additional pact point spent. If you spend at least 5 pact points, you can knock the target prone if it is Huge or smaller.
- Superior Arms. The weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
- Translocate: If your pact weapon is within 60 feet of you, you can spend a bonus action to teleport to its location—or to the nearest unoccupied space if that location is occupied. You can use this feature a number of times equal to your Spellcasting modifier (minimum of 1), and you regain expended uses when you finish a long rest.
Patron's Blade (9th)
Each Pact weapon you create can now inflict damage of a type appropriate to your Patron (consult DM). Additionally, you ara able to mark a creature with your Otherworldly Brand.
Otherworldly Brand
Warlock Class Feature
- Casting Time: No Action
- Range: Self
- Components: V
- Duration: Up to 1 minute
When you hit a creature with your pact weapon, you may choose to brand the creature and deal an extra 1d6 patron appropriate damage. You may use this feature a number of times equal to your spellcasting modifier, and you recover expended uses when you finish a long rest.
Pact of the Chain
You ask your patron for the ability to control others, and are rewarded with a bound familiar.
Chained Familiar (1st)
You gain a special trinket from your patron which allows you to summon a familiar and bind it to your will.
Chain Trinket
An otherworldly trinket—such as a ring, bracelet, earring, or a diadem. While you are wearing this trinket, you can cast the Find Familiar spell as a ritual without spending material components.
- Chain Master. When you take the Attack action, you can forgo one of your own attacks to allow your familiar to spend its reaction and make one attack of its own.
- I Remember. This trinket always summons the same familiar—same name, memories, personality, etc—but you may choose its form each time it is summoned.
- I Serve. Your familiar has a personality of its own—it may or may not be happy to serve you. But whatever its attitude, the familiar must obey the command of whomever wears the trinket.
Your familiar is shaped by your patrons whims. At 1st-level, choose one of the Favored Familiar options. Your familiar may take the form of any tiny creature that has (a) your chosen creature type and (b) a maximum CR of 1/8. As you gain warlock levels, your familiar can take on more substantial—and powerful—forms.
Favored Familiars
- Aberrations and Beasts
- Beasts and Fey
- Beasts and Fiends
- Beasts and Undead
Familiar Forms
Level | Max. Size | Max. CR |
---|---|---|
1st | Tiny | 1/8 |
3rd | Small | 1/2 |
5th | Small | 1 |
7th | Medium | 2 |
9th | Medium | 3 |
11th | Large | 4 |
17th | Large | 5 |
Familiar Powers
Some familiars may have extremely powerful abilities that can be problematic if left unchecked—gibbering mouthers, nothic insight, sea hag death glares, etc.
A familiar can't cast spells nor spawn copies of itself. In addition, the GM may—at their discretion—choose to fuel, limit, or void any ability they consider game-breaking:
- Fuel: The familiar's summoner must spend one spell slot each time this ability is used.
- Limit: This ability can be used only once, regaining expended uses when the familiar is re-summoned.
- Void: The familiar can't use this ability.
Mutation (3rd)
Whenever you summon your familiar, you may choose two of the following mutations:
- Bound by Blood: Whenever your familiar is reduced to 0 hit points, you can spend one hit die to reduce your familiar to 1 hit point instead.
- Breathless: Your familiar does not need to breathe.
- Fly my Pretty: Your familiar gains a flying speed of 40 feet.
- Shared Power: If your familiar forces a creature to make a saving throw, it uses your spell save DC.
- Silvered Claws: Your familiar's weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks.
- Under the Sea: Your familiar gains a swimming speed of 40 feet.
Familiar Telepath (5th)
You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence.
While perceiving through your familiar's senses, you can speak through your familiar in your own voice—even if your familiar is normally incapable of speech.
Otherworldly Strike (7th)
You can spend your bonus action to command your familiar to make one attack.
Mutation Master (9th)
Whenever you summon your familiar, you can choose four mutations to apply to it.
Pact of the Steed
You want a trusted ally, and you are rewarded with a loyal mount which will stay by your side through hardship, battle, and death.
Loyal Mount (1st)
You gain a special instrument from your patron which allows you to summon a steed and bind it to your will.
Steed Instrument
An otherworldly instrument—such as a horn, whistle, or flute. While you are using the implement, you can cast the Find Steed spell as a ritual without spending material components.
- Steed Master. When you take the Attack action while mounted, you can forgo one of your own attacks to allow your steed to spend its reaction and make one attack of its own.
- I Remember. This instrument always summons the same steed—same name, memories, personality, etc—but you may choose its form each time it is summoned.
- I Serve. Your steed has a personality of its own—it may or may not be happy to serve you. But whatever its attitude, the familiar must obey the command of whomever wears the trinket. Cannot be independent.
- Spell-Sharing. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. The spell ends early if you become dismounted.
Your steed is shaped by your patrons whims. At 1st-level, choose one of the Favored Familiar options. You may replace your steed's beast type with one of the following options: Aberration, Celestial, Fey, Fiend, Undead.
Boon (3rd)
Whenever you summon your steed, you gain the following boons:
- Bound by Blood: Whenever your steed is reduced to 0 hit points, you can spend one hit die to reduce your steed to 1 hit point instead.
- Easy Access. Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
- Hardy: Your steed has additional hit points equal to twice your Warlock level.
Rider's Might (5th)
When mounted, you may make two attacks instead of one when you take the attack action on your turn.
Two as One (7th)
While mounted on your steed, you gain the following benefits:
- Bonus to initiative rolls equal to your Spellcasting modifier.
- The Steed can add your Proficiency Bonus to any saving throw it makes.
- You have advantage on any check you make to remain mounted on your steed.
ATV (9th)
While mounting your steed it can teleport to an unoccupied space within 30 feet as a bonus action. The steed can take you, and another willing creature riding it or an object that doesn't exceed what you can carry.
DM Homework
Once the above decisions are solidified, let your DM know what you've chosen. There is a 99% chance that your DM will want to homebrew a steed especially for you!
Example Steed: Celestial Dog
Large, Alignment
- Armor Class 12
- Hit Points 22 (3d10+3)
- Speed 40 ft.
STR DEX CON INT WIS CHA 16 (+3) 16 (+2) 13 (+1) 6 (-2) 11 (+0) 10 (+0)
- Saving Throws Str +5
- Skills Athletics +5, Perception +2
- Damage Resistances Radiant
- Condition Immunities Blinded
- Senses Darkvision 60 ft.
- Languages All known by the Warlock
Keen Hearing and Smell. The angel dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Multiattack. The Creature Name makes Number and type of attacks
Bite. Melee Weapon Attack: +(Str Mod + Warlock Prof) to hit, reach 5 ft., one target. Hit: (2d4 + 3) piercing damage. If the target is a creature, it must succeed on a DC (8 + STR Mod + Prof Bonus) Strength saving throw or be knocked prone
Pact of the Talisman
You ask your patron for protection, and are rewarded with a magical amulet.
Talisman of Power (1st)
You gain a guarding ward from your patron through which you can channel their power.
While you are holding your pact wand, you can use the Otherworldly Blast feature at will.
Talisman of Power
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. Once per turn when the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, only expending a use if the roll succeeds. All expended uses are restored when you finish a long rest.
- Losing the Talisman: you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
Warding Power (3rd)
Choose one of the following talisman ward. Whenever you finish a long rest, you may change your talisman ward.
- Aegis Ward: While wearing this amulet, your base AC becomes 13 + Dexterity modifier. The effect ends if you don armor of if you dismiss the spell as an action.
- Rebuking Ward: When the wearer of your talisman is hit by an attacker they can see within 30 feet of you, they can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus and push it up to 10 feet away from the talisman's wearer.
- Swapping Ward: You can use your bonus action to swap places with your talisman, as long as it is within 60 feet of you. Alternatively, you can use this feature to swap places with a willing creature holding your talisman within this range. Once you use this feature, you can't do so again until you finish a short or long rest.
- Telepathic Ward: You can form a telepathic connection between you and the mind(s) of those wearing your talisman with this ward; provided they're on the same plane of existence as you.
- Transferring Ward: When you cast a spell with a range of touch, a creature wearing your talisman can deliver the spell as if it had cast the spell. They must be within 60 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Multiplicity (5th)
Create an additional talisman. Each Talisman can have different wards. One talisman can only use the Talisman of Power base feature and Protection of the Talisman feature a number of times equal to half your proficiency bonus, rounded up, and all expended uses are restored when you finish a long rest.
Protection of the Talisman (7th)
When the wearer of your talisman fails a saving throw, they can add a d4 to the roll, potentially turning the save into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
Greater Ward (9th)
Whenever you finish a long rest, you can choose two wards to apply to it. One of which, can be a greater ward:
- Detection Ward: While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.
- Proximity Ward: Gain a +1 bonus to AC while within 30 feet of another creature wearing a talisman of power from the same source.
- Shrouding Ward: You can cast arcanist's magic aura from your talisman at will, without expending a spell slot or material components. This will both conceal the talisman's magical aura and affect any creature or object that is wearing or touching it.
- Undying Ward: When the wearer of the talisman drops to 0 hit points, the creature wearing it instead drops to 1 hit point; once you use this feature, you cannot use it again until you finish a long rest. Once this magic is triggered, no creature can benefit from it until you finish a long rest.
Pact of the Tome
You ask your patron for forbidden knowledge, and are rewarded with a tome of otherworldly secrets.
Book of Shadows (1st)
You gain a book of knowledge from your patron, granting you more power over magic.
Adding Rituals: When you find a ritual spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up).
For each level of the spell, you must spend 2 hours and 50 gp for the rare inks needed to inscribe it. Or a number of Otherworldly Favors equal to the level of the ritual.
Book of Shadows
An otherwordldly book of knowledge. While you are holding your Book of Shadows, you can cast your warlock spells as a ritual if they have the ritual tag.
Your book bears the unmistakable mark of your patron—fiendish red veins, fey vines and flowers, aberrant etchings, etc.
- Otherworldly Cantrips: Choose one cantrip from any class spell list. While the book is on your person, you can cast that cantrip at will. It doesn't count against your number of cantrips known.
- Otherworldly Ritual: Choose one 1st-level spell that has the ritual tag from any class spell list. The spell appears in the book and doesn't count against the number of spells you know. While the book is in your hand, you can cast that spell as a ritual.
Expanded Knowledge (3rd)
Add two additional cantrips and one additional 1st-level spell that has the ritual tag to your Book of Shadows from any spell list.
Pages of Power (5th)
A new page appears in your Book of Shadows—a page of otherworldly power. Choose a power from the options below.
Adding Names: A creature may spend an action to write its true name on the page. The page can contain a number of names equal to your spellcasting modifier (minimum of 1)—additional names (or false names) written on the page will fade after one minute.
Removing Names: When you finish a long rest, you may touch one page of power from your Book of Shadows and magically erase any names of your choice.
Destroying the Page: The page naturally heals any damage to it. If the page is torn out of the book, that page turns to ash and a new one appears in the book—exactly as it was.
Mind Palace
You can cast the Sending spell, targeting a creature whose name is on the page, without using a spell slot and without using material components. To do so, you must write the message on the page. The target hears the message in their mind, and—if the target replies—their message appears on the page rather than in your mind. The writing disappears after 1 minute.
The Patron Knows All: Your patron is fully aware of any message sent or received by your Book of Shadows.
Deathly Note
When any creature whose name is on the page is reduced to 0 hit points but not killed outright, the creature magically drops to 1 hit point instead.
Once this magic is triggered, no creature can benefit from it until you finish a long rest.
Optional: The Patron's Price: If a creature dies while their name is written on the page, their soul is claimed by your patron and you regain Pact Points equal to your Max Spell Level.
Focused Mind (7th)
While you are holding your Book of Shadows, you have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
Archivist (9th)
Your Book of Shadows gains another page of otherworldly power. Choose a power—you may take the same option multiple times if you wish.
Pact of the Wand
You ask your patron for the power to destroy, and are rewarded with an otherworldly wand.
Wand of Devastation (1st)
You gain a sinister wand from your patron through which you can harness their limitless, destructive power.
While you are holding your pact wand, you can use the Otherworldly Blast feature at will.
Otherworldly Blast
As an action, you fire a beam of crackling energy towards a creature within 120 feet. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
- Greater Blast: Starting at 3rd-level, once per turn when you hit a creature with otherworldly blast, you can add your spellcasting modifier to the damage.
- Superior Blast: Starting at 5th-level the feature creates two beams. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Wand of Devastation
A wand of otherworldly power. This wand crackles with strange energy and is unmistakably otherworldly in origin, bearing all the hallmarks of your patron—fiendish red veins, fey vines and flowers, aberrant runes and etchings, etc.
Augmentation (3rd)
Choose one of the following wand powers. Whenever you finish a long rest, you may change your wand powers.
- Chilling Blast: Once per turn, when you hit a creature with otherworldly blast, you can chill it. That creature's speed is reduced by 10 feet (to a minimum of 5 feet) until the end of its next turn.
- Decaying Blast: Once per turn, when you hit a creature with otherworldly blast, you can leave a lingering decay. That creature can't regain hit points until the end of your next turn.
- Distant Blast: When you use otherworldly blast, its range is 300 feet.
- Grasping Blast: Once per turn, when you hit a creature with otherworldly blast, you can pull the creature 10 feet towards you in a straight line.
- Marking Blast: Once per turn, when you hit a creature with otherworldly blast, you can mark it with glowing energy. Until the end of your next turn, that creature can't benefit from the invisible condition.
- Repelling Blast: Once per turn, when you hit a creature with otherworldly blast, you can push the creature up to 10 feet away from you in a straight line.
- Seeking Blast: Once per turn, when you attack a creature with otherworldly blast, you can ignore the effects of half and three-quarters cover.
- Shocking Blast: Once per turn, when you hit a creature with otherworldly blast, you can shock it. That creature can't take reactions until the end of its next turn.
- Striking Blast: The range of otherworldly blast becomes 5 ft and becomes a melee spell attack.
Greater Devastation (5th)
Choose one additional wand power.
Even Greater Devastation (7th)
Choose one additional wand power.
Overdrive (9th)
On your turn, you can take one additional action to use your Otherworldly Blast feature.
Once you use this feature, you must finish a short or long rest before you can use it again.
Pact Magic (1st)
The pact you have struck with your patron has given you the ability to cast spells. Casting is practically the same, so I won't waste your time be rehashing it all here. Instead of spell slots, we have pact points.
Pact Points
The Warlock table shows how many pact points you have to cast your warlock spells of 1st through 5th level. The table also shows at what maximum level you are to cast spells.
To cast a Warlock spell you must spend appropriate amount of Pact Points to cast Warlock spell, shown in table below:
Spell Level | Pact Points |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
You regain all expended Pact Points when you finish a short or long rest.
Sacrificial Bargain (2nd)
When you cast a warlock spell of 1st-level or higher, you may spend a number of hit die equal to your warlock spell level to cast the spell without expending a spell slot. If the spell can't be cast at a higher level, you may instead spend a number of hit die equal to the spell's maximum casting level.
You can use this feature up to three times. You regain expended uses when you finish a long rest.
Ability Score Improvement (4th)
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Alternatively: You may instead take a feat.
Otherworldly Versatility (4th)
Whenever you reach finish a longer rest, or a spend an Otherworldly Favor over a long rest, do one of the following to represent a change of focus in your borrowed power:
- Replace one spell you learned from this class's Pact Magic feature with another from the warlock spell list of the same level.
- Replace the option you chose for the Pact Boon feature with one of that feature's other options.
- If you're 12th level or higher, replace one spell from your Mystic Arcanum feature with another warlock spell of the same level.
Mystic Arcanum (11th)
At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.
You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.
Big Ability Score Improvement (16th)
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can increase an ability score to a maximum of 22 using this feature.
Alternatively: You may instead take a feat.
The Archfey
You have made a pact with a mysterious entity from the utterly foreign reality—a alien creature with incomprehensible motives and morals. Is it aware of you, or have you drawn it's secrets from another source?
Demands (1st)
The Archfey has an agenda in the world, and you are a small piece of it. To be worthy of your patron's power, you must honor their demands.
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Expanded Spell List (1st)
You learn additional cantrips and spells when you reach certain levels in this class, as shown on the table below. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.
Warlock Level | Spells |
---|---|
1st | Faerie Fire, Sleep |
3rd | Calm Emotions, Phantasmal Force |
5th | Blink, Spirit Guardians |
7th | Greater Invisibility, Polymorph |
9th | Dominate Person, Seeming |
Fey Presence (1st)
Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature of your choice in a 15-foot radius originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.
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.
Patron Invocations (2nd)
Add the following invocations to your list of Fey Invocation options: Green Lord's Gift (5th), and Sea Twin's Gift (5th).
Misty Escape (6th)
At 6th level, you can momentarily teleport to safety when threatened, and simultaneously pull an enemy into harm's way. When you are about to take damage as result of being hit with an attack or making a saving throw, but before the damage is applied, you can use your reaction to magically vanish and enter a extradimensional space maintained by your Patron, thus avoiding the triggering damage. At the beginning of your next turn, you reappear in an unoccupied space within 30 feet of the space you vanished from.
As you vanish, you can force a creature within 30 feet of where you were to make a Charisma saving throw against your warlock spell save DC. On a failed save, the target is teleported to the space you previously occupied and takes the damage that you avoided. The target must be your size or smaller and if this reaction was triggered by a melee attack, you cannot target the creature that made the attack.
Once you use this feature, you can't use it again until you finish a short or long rest.
Beguiling Defenses (10th)
Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them.
You are immune to being charmed and frightened, and when another creature attempts to charm you, you can use your reaction to attempt to turn the effect back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC, on a failure the creature becomes charmed or frightened by you for 1 minute or until the creature takes any damage.
Dark Delirium (14th)
Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage.
Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, you, and the illusion.
You must finish a short or long rest before you can use this feature again.
Soon (20th)
At 20th level, you can assume the form of Description.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- Bonus.
- Bonus.
- Bonus.
Once you use this feature, you can't use it again until you finish a long rest.
The Celestial
You have made a pact with a powerful being of the Upper Planes—a pact that allows you to experience the barest tough of holy light. But you know that your mission is among mortals for now, and that your pact binds you to bring light to the dark places of the world.
Demands (1st)
The Celestial has an agenda in the world, and you are a small piece of it. To be worthy of your patron's power, you must honor their demands.
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Expanded Spell List (1st)
You learn additional cantrips and spells when you reach certain levels in this class, as shown on the table below. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.
Warlock Level | Spells |
---|---|
1st | Cure Wounds, Guiding Bolt, |
3rd | Enhance Ability, Lesser Restoration |
5th | Revivify, Tongues |
7th | Divination, Guardian of Faith |
9th | Flame Strike, Greater Restoration |
Gift of the Radiant (1st)
At 1st level, you learn two cantrips from the Cleric Spell list. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
Healing Light (1st)
At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Your pool regains all expended dice when you finish a long rest.
Patron Invocations (2nd)
Add the following invocations to your list of Celestial Invocation options: Gift of the Immortals (9th), and Winged Fall (2nd).
Radiant Soul (6th)
Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant and necrotic damage, and when you cast a spell that deals radiant damage, you can add your Spellcasting modifier to one radiant damage roll of that spell against one of its targets. Additionally, when you roll for healing for a spell or Healing Light feature, you may reroll any 1 rolled.
Celestial Resilience (10th)
Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.
Searing Vengeance (14th)
Starting at 14th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.
Once you use this feature, you can't use it again until you finish a long rest.
Soon (20th)
At 20th level, you can assume the form of Description.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- Bonus.
- Bonus.
- Bonus.
Once you use this feature, you can't use it again until you finish a long rest.
The Dream
You have made a pact with the mysterious entities from the Plane of Dreams—beings whose aims are to maintain stability in their plane, focusing seldomly on forging pacts. However, certain powerful dreamers catch their attention.
Demands (1st)
The Dream has overbearing responsibility, and you are a sometimes called to assist. To be worthy of your patron's power, you must honor their demands.
- Live Beyond Dreams: The Plane of Dreams has unlimited potential for those who can shape the chaos. One must live a fulfilling life outside its bounds to maintain their pact.
- Preserve Balance: The entities have unimaginable powers within their domain, but outside forces threaten the territory. You intercept such attempts.
- Beware Exploitation: As a powerful dreamer, you must fear corruption or influence of outsiders.
Expanded Spell List (1st)
You learn additional cantrips and spells when you reach certain levels in this class, as shown on the table below. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.
Warlock Level | Spells |
---|---|
1st | Sanctuary, Siphon Sleep |
3rd | Share Thoughts, Sleep Walk |
5th | Catnap, Spirit Guardians |
7th | Confusion, Phantasmal Spirit |
9th | Dream, Modify Memory |
Sleep Savant (1st)
As 1st level, your connection with the Plane of Dreams makes it easier to put creatures to sleep. You know the sleep spell, which doesn't count against your number of warlock spells known and may add your Warlock level and Spellcasting modifier to the total.
Dreamer's Raven (1st)
Starting at 1st level, you gain the service of a raven associated with either Enderr (white) or Ankth (black) to watch over you. The spirit assumes the form and game statistics of a raven, and it always obeys your commands, which you can give telepathically while it is within 100 feet of you.
- Perched. While the raven is perched on your shoulder, you gain darkvision with a range of 30 feet, if you already have darkvision then increase its range by 30 feet. A bonus equal to your Spellcasting modifier to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. While perched on your shoulder, the raven can’t be targeted by any attack or other harmful effect, only you can cast spells on it, it can’t take damage, and it is incapacitated.
- Share Senses. You can see through the raven’s eyes and hear what it hears while it is within 100 feet of you.
- Combat. You roll initiative for the raven and control how it acts. If it is slain by a creature, you gain advantage on all attack rolls against the killer until the end of your next turn.
- Sleepless. The raven doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action.
- Death. The raven vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles. At the end of a short or long rest, you can call the raven back to you—no matter where it is or whether it died—and it reappears within 5 feet of you.
Patron Invocations (2nd)
Add the following invocations to your list of Dream Invocation options: Bird of a Feather (2nd), Blade of Nightmares (2nd), Dream Journal (2nd), Dream Page (12th), Narcolepsy (9th), Restful Slumber (2nd), Relaxing Rest (2nd), Sleep Ray (2nd), Sweet Dreams (2nd), Tempest of the Dreamerheart (9th), and Traveled Mind (15th).
Lucid Dreamer (6th)
Your attunement to the realm of dreams has grown. You can finish a long rest in 4 hours and can't be forced to sleep by any means. In addition, you can use your dreams to temporarily train yourself in all sorts of abilities. Whenever you finish a long rest, you can choose one skill or tool proficiency that you lack and gain it, as a friendly dreamer shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.
Additionally, you gain the ability to merge with your raven spirit. As a bonus action when your raven is perched on your shoulder, your body merges with your raven’s form. While merged, you become Tiny, you replace your speed with the raven’s, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search. During this time, you retain the bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks granted by Dreamer's Raven. As a bonus action, or if you take damage, you and the raven return to normal. If the merger ends because of damage you can't use this feature for 1 minute.
Dreams Wash Away (14th) - Option (a)
You've learned how to pull others into the Plane of Dreams even when they're awake. As an action, you can target a number of creatures up to your spellcasting modifier that you can see within 30 feet of you. When you do, choose one of the following effects:
- Nightmare. Each target experiences a seemingly endless ordeal of its worst nightmares come to life. Each target must make a Charisma saving throw against your warlock spell save DC. On a failed save, a target takes 6d10 psychic damage and is frightened of you for 1 minute. On a successful save, a target takes half as much damage and isn't frightened, A creature frightened in this way can repeat the saving throw at the end of its turns, ending the effect on itself on a success.
- Reverie. Each target experiences a pleasant and calming recollection of its happiest memories. Each target regains 3d10 hit points and has advantage on all saving throws until the start of your next turn.
Once you use this feature, you can't use it again until you finish a long rest.
Slumbering Possession (14th) - Option (b)
Starting at 14th level, as an action you may attempt to possess any sleeping humanoid within 15 feet of you that you can see. The target must make a saving throw. On a failure, you merge with your raven spirit and perch on the shoulder of the target and take full control over the creature while it remains asleep. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.
Once you possess a creature’s body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can’t use any of its class features. While you are possessing a creature and it takes damage, the creature can repeat its Wisdom saving throw. The possession ends after 1 hour, the creature you are possessing drops to 0 hit points, a Remove Curse spell is cast on it, or you leave its body as a bonus action.
Meanwhile, the possessed creature’s is trapped within the dreamscape and is unable to escape until the effect of the feature ends.
Once you use this feature, you cannot use it again until you finish a long rest.
Dreamer's Heart (20th)
At 20th level, you can assume the form of Description.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- Bonus.
- Bonus.
- Bonus.
Once you use this feature, you can't use it again until you finish a long rest.
Pact of the Chain Familiar Template
Proficiency Bonus: The proficiency bonus of the raven is equal to that of the caster.
Spellcasting: The raven's innate spellcasting ability is Charisma, spell save DC (8 + proficiency bonus + charisma modifier). At certain CR it gains access to more spells. When it gains such a level, choose one of the options for the raven to memorize, the choices are outlined in the stat block.
CR | Hit Dice | Ability Score | Special |
---|---|---|---|
1/2 | 1 | 0 | Fuse, Spellcasting, Slumbering Touch |
1 | 2 | 0 | Evasive Maneuver |
2 | 3 | 2 | Inscrutable |
3 | 4 | 2 | Magic Resistance |
4 | 5 | 4 | |
5 | 6 | 4 | Co-walker |
Hit Dice: The raven’s Hit Dice increase based on the level of warlock who summon it. With increased Hit Dice, it gains average hit points for each dice gained.
Ability Scores: Each of the raven’s ability scores increases when it’s summoned by higher-level warlocks, as noted on the Pact of the Chain table way above.
Special: The raven gains additional special abilities as noted on the table.
Servant of Enderr & Ankth
Tiny Fey, Lawful Neutral
- Armor Class 13 (10 + Dex modifier)
- Hit Points 5 (1d8)
- Speed 10 ft., fly 50 ft.
STR DEX CON INT WIS CHA 6 (-2) 17 (+3) 10 (+0) 9 (-1) 12 (+1) 14 (+2)
- Saving Throws Dex +5
- Skills Deception +4, Perception +3, Stealth +5
- Damage Immunities Psychic
- Condition Immunities Exhaustion
- Senses Darkvision 30 Ft., passive perception 13
- Challenge 1/8 now, up to 5
Keen Sight. The Raven Servant has advantage on Wisdom (Perception) checks that rely on sight.
Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check versus the raven's deception check.
Telepathy. While your raven is within 100 feet of you, you can communicate with it telepathically.
Actions
Peck. Melee Weapon Attack: +4, reach 5 ft., one target. Hit: (1d4+3) piercing damage. This peck’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d14), and 17th level (4d4).
Dreamer Weaver. The Raven Servant touches a creature which is asleep and magically knowns the creature's current dream state. If the target fails a Charisma saving throw, the Raven Servant can adjust the dream to become a nightmarish, neutral, or good dream.
Fuse Bonus
While fused, gain the following features: 200 ft., telepathy range, expertise in Deception (charisma) skill, and can travel through dreams.
CR Bonus Abilities
Innate Spellcasting (1/2+). The Servant's innate spellcasting ability allows it to innately cast the following spells (Once per day, per CR), requiring no components:
Cantrip (CR (1/2): Guidance or Vicious Mockery
Spell (CR (1): Cure Wounds, Dissonant Whispers, or Protection from Evil and Good
Spell (CR (2): Detect Thoughts or Enlarge (self)
Spell (CR (3): Flock of Familiars, Mirror Image, or Phantasmal Force
Spell (CR (4): Bestow Curse or Gaseous Form
Spell (CR (5): Compulsion or Phantasmal Killer
Inscrutable (CR 2). The Servant is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the Servant's intentions or sincerity have disadvantage.
Magic Resistance (CR 3). The Servant has advantage on saving throws against spells and other magical effects.
Actions
Slumbering Touch (CR 1/2). One creature that the Servant's is touching must succeed on a successful Wisdom saving throw or fall asleep for 1 minute. The target can repeat the saving throw at the end of each of its turns, with advantage if the Servant is no longer touching it, ending the effect on itself on a success. You can use this action once per day.
Co-walker (CR 5). The Servant can use become an exact duplicate of it's master, as if using the Alter Self spell.
Bonus Actions
Fuse (CR 1/2). While within 5 ft. of the Dreamer's Raven, you may have it fuse into the Servant. Bonus action to unfuse.
Evasive Maneuvers (CR 1). Can Hide or Disengage.
The Fathomless
You have plunged into a pact with the deeps. An entity of the ocean, the Elemental Plane of Water, or another otherworldly sea now allows you to draw on its thalassic power.
Demands (1st)
The Fathomless has an agenda in the world, and you are a small piece of it. To be worthy of your patron's power, you must honor their demands.
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- Text: Text.
Expanded Spell List (1st)
You learn additional cantrips and spells when you reach certain levels in this class, as shown on the table below. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.
Warlock Level | Spells |
---|---|
1st | Create or Destroy Water, Snare |
3rd | Air Bubble, Silence |
5th | Pulse Wave, Tidal Wave |
7th | Control Water, Summon Elemental (Water) |
9th | Bigby's hand (tentacle), Maelstrom |
Tentacle of the Deep (1st)
You can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle.
When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8.
As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack.
You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Gift of the Sea (1st)
You gain a swimming speed of 40 feet, and you can breathe underwater.
Patron Invocations (2nd)
Add the following invocations to your list of Fathomless Invocation options:
Oceanic Soul (6th)
You are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs.
You can use this feature up to three times. You regain expended uses when you finish a long rest.
Guardian Coil (6th)
Your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8.
Grasping Tentacles (10th)
You learn the spell Evard's black tentacles. It counts as a warlock spell for you, but it doesn't count against the number of spells you know. 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 cast this spell, your patron's magic bolsters you, granting you a number of temporary hit points equal to your warlock level. Moreover, damage can't break your concentration on this spell.
Fathomless Plunge (14th)
You can magically open temporary conduits to watery destinations. As an action, you can teleport yourself and up to five other willing creatures that you can see within 30 feet of you. Amid a whirl of tentacles, you all vanish and then reappear up to 1 mile away in a body of water you've seen (pond size or larger) or within 30 feet of it, each of you appearing in an unoccupied space within 30 feet of the others.
Once you use this feature, you can't use it again until you finish a short or long rest.
Entity of the Deep (20th)
At 20th level, you can assume the form of Description.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- Bonus.
- Bonus.
- Bonus.
Once you use this feature, you can't use it again until you finish a long rest.
The Fiend
You have made a pact with a fiend from the lower planes of the Nine Hells—a being whose aims are evil, even if you yourself struggle against those aims. Fiends seek to corrupt, dominate, or destroy all things—including you.
Demands (1st)
The Fiend has an agenda in the world, and you are a small piece of it. To be worthy of your patron's power, you must honor their demands.
- Worship No Other: Your patron is not the sharing type. Don't worship any other power, and subvert the influence of those that do.
- Seek Power and Position: Gain influence so that you can better serve your patron's agenda. Take power when you can, and never give up power willingly.
- Convert or Control: Convert others into the service of your patron. Those you can't convert you should manipulate into serving your patron unknowingly.
Expanded Spell List (1st)
You learn additional cantrips and spells when you reach certain levels in this class, as shown on the table below. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.
Warlock Level | Spells |
---|---|
1st | Control Flame, Burning Hands, Command |
3rd | Blindness/Deafness, Scorching Ray |
5th | Fireball, Stinking Cloud |
7th | Fire Shield, Wall of Fire |
9th | Flame Strike, Hallow |
Dark One's Blessing (1st)
Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Spellcasting modifier + your warlock level (minimum of 1).
Patron Invocations (2nd)
Add the following invocations to your list of Fiendish Invocation options: Cloak of Flies (5th), Devil's Flock (7th), Devil Sight (2nd), Fiendish Flesh (9th), Fiery Tongue (2nd), Hell's Quarrel (5th), and Hellish Companion (9th)
Dark One's Own Luck (6th)
When you make an ability check or a saving throw, you can add a d8 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.
You can use this feature up to three times. You regain expended uses when you finish a long rest.
Fiendish Resilience (10th)
Choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.
Fiendish Resilience (14th)
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.
Once you use this feature, you can't use it again until you finish a long rest.
Demon Lord (20th)
At 20th level, you can assume the form of Description.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- Bonus.
- Bonus.
- Bonus.
Once you use this feature, you can't use it again until you finish a long rest.
The Great Old One
You have made a pact with a mysterious entity from the utterly foreign reality—a alien creature with incomprehensible motives and morals. Is it aware of you, or have you drawn it's secrets from another source?
Demands (1st)
The Great Old One has an agenda in the world, and you are a small piece of it. To be worthy of your patron's power, you must honor their demands.
- Soon: Text.
- Soon: Text.
- Soon: Text.
Expanded Spell List (1st)
You learn additional cantrips and spells when you reach certain levels in this class, as shown on the table below. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.
Warlock Level | Spells |
---|---|
1st | Dissonant Whispers, Tasha's Hideous Laughter |
3rd | Detect Thoughts, Phantasmal Force |
5th | Clairvoyance, Fast Friends |
7th | Evard's Black Tentacles |
9th | Dominate Person, |
Awakened Mind (1st)
Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Patron Invocations (2nd)
Add the following invocations to your list of Ancient Great Invocation options: Aspect of the Sleepless (2nd), Gift of the Depths (5th), Guile of the Fooled (2nd), and Shroud of the Ancients (12th).
Dark One's Own Luck (6th) - Option (a)
At 6th level, you learn to magically empower your telepathic links. Your telepathic capabilities, granted by Awakened Mind feature further increases, providing with such benefits:
- You can now telepathically communicate with amount of creatures up to your Charisma modifier at the same time.
- The range of your telepathic link increased to 60ft.
- As an action, you can attempt to perceive through telepathically connected creature's senses. If creature is unwilling to share them, target must succeed Wisdom saving throw against your Warlock spell save DC. creature, so long as they are on the same plane as you. While perceiving through creatures senses you are gaining the benefits of any special senses that the creature has. During this time, you are deaf and blind with regard to your own senses. You must spend action on your subsequent turns to keep perceive through creature's senses.
Entropic Retaliation (6th) - Option (b)
At 6th level, you can mentally strike back against those that dare harm you. If a creature hits you with an attack, you can use your reaction to psychically retaliate. The creature that hit you must make a Wisdom saving throw against your spell save DC. On a failed save, the creature behaves as if affected by the Confusion spell for one minute. If the creature becomes affected during their turn, their turn ends. The creature may repeat the save at the end of each of their turns, ending the effects on a success.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Thought Shield (10th)
Starting at 10th level, your thoughts can't be read by telepathy or other means unless you allow it. Additionally, you automatically succeed on any saving throw made to resist an effect that would force you to tell the truth or prevent you from lying. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.
Create Thrall (14th)
At 14th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.
You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.
Soon (20th)
At 20th level, you can assume the form of Description.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- Bonus.
- Bonus.
- Bonus.
Once you use this feature, you can't use it again until you finish a long rest.
The Raven Queen
You have made a pact with a mysterious entity from the utterly foreign reality—a alien creature with incomprehensible motives and morals. Is it aware of you, or have you drawn it's secrets from another source?
Demands (1st)
The Raven Queen has an agenda in the world, and you are a small piece of it. To be worthy of your patron's power, you must honor their demands.
- Soon: Text.
- Soon: Text.
- Soon: Text.
Expanded Spell List (1st)
You learn additional cantrips and spells when you reach certain levels in this class, as shown on the table below. Each of these spells counts as a warlock spell for you, but it doesn't count against the number of warlock spells you know.
Warlock Level | Spells |
---|---|
1st | Name |
3rd | Name |
5th | Name. |
7th | Name. |
9th | Name. |
Awakened Mind (1st)
Text.
Patron Invocations (2nd)
Add the following invocations to your list of Shadowy Invocation options: Chronicle of the Raven Queen (2nd).
Aspect of the Sleepless
Text.
Dark One's Own Luck (6th)
Text.
Thought Shield (10th)
Text.
Create Thrall (14th)
Text.
Soon (20th)
At 20th level, you can assume the form of Description.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:
- Bonus.
- Bonus.
- Bonus.
Once you use this feature, you can't use it again until you finish a long rest.
Otherworldly Invocation
2nd-level Invocations
Agonizing Blast
Prerequisite: Otherworldly Blast cantrip
When you cast Otherworldly Blast, add your Spellcasting modifier to the damage it deals on a hit.
Arcane Gunslinger
Prerequisite: Pact of the Blade
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.
Armor of Shadows
You can cast Mage Armor on yourself at will, without expending a spell slot or material components.
Armored Beast
Prerequisite: Pact of the Steed
As an action you can touch a suit of armor that isn't being worn or carried and instantly turn it into barding for your steed. The steed is proficient with the barding and disappears with your steed if it dies (until resummoned).
Aspect of the Sleepless
Prerequisite: Great Old One Patron
You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as reading and keeping watch.
Beast Speech
You can cast Speak with Animals at will, without expending a spell slot.
Beguiling Influence
You gain proficiency in the Deception and Persuasion skills.
Blade Vault
Prerequisite: Pact of the Blade
You can perform the ritual to transform a new magic weapon into your pact weapon without breaking your connection with your current pact weapon. You can store a number of magical weapons in your pact weapon's extradimensional space equal to your Spellcasting modifier (minimum of two).
Each time you create your pact weapon, you decide which weapon appears. When you do, you can end your attunement to any of your other pact weapons and immediately attune to the weapon you summoned (if it requires attunement).
Bird of a Feather
Prerequisite: Dream Patron
You gain proficiency in the Perception and Stealth skill.
Blade of Nightmares
Prerequisite: Dream Patron, Pact of the Blade
Your pact weapon is fashioned from the stuff of nightmares, able to strike at a creature's very psyche. When you hit a creature with your pact weapon, you can force the creature to make a Wisdom saving throw against your warlock spell save DC. On a failed save, the creature is frightened of you for 1 minute. A creature frightened in this way can repeat the saving throw at the end of its turns, ending the effect on itself on a success. You can use this invocation a number of times equal to your proficiency modifier. You regain all uses once you finish a long rest.
Blast Power
Prerequisite: Otherworldly Blast cantrip
Choose a wand power from the Pact of the Wand Feature, and apply it to your Otherworldly Blast cantrip.
Book of Omniscience
Prerequisite: Pact of the Tome
You can add half your proficiency bonus (rounded down) to any Intelligence check you make that doesn't already include your proficiency bonus.
In addition, chose one of the following skills: Arcana, History, Nature, or Religion. Your patron's knowledge of the subject magically fits the page of your Book of Shadows. You gain proficiency in the chosen skill, and if you spend at least 1 minute reading your book before making an ability check using that skill, you can add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Whenever you finish a long rest, you can entreat your patrons to bestow their knowledge on a different subject, changing your skill choice to a different one from the list.
Chronicle of the Raven Queen
Prerequisite: Raven Queen Patron, Pact of the Tome
You can place a corpse's hand or similar appendage on your Book of Shadows and ask one question aloud. After 1 minute, the answer appears written in blood in your book. The answer is provided by the dead creature's spirit to the best of its knowledge and is translated into a language of your choice. You must use this ability within 1 minute of a creature's death, and a given creature can only be asked one question in this manner.
Curse Collector
Cursed magic items don't count against the total number of items that you can attune to.
Devil's Sight
Prerequisite: Fiend Patron
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Dream Journal
Prerequisite: Pact of the Tome
Your dreams are able to rewrite the contents of your Book of Shadows. Whenever you finish a long rest, you can replace one of the cantrips you learned from your Pact of the Tome feature with another cantrip.
Eyes of the Rune Keeper
You can read all writing.
Fiendish Sense
You can cast Detect Evil and Good at will, without expending a spell slot.
Fiery Tongue
You know how to get people to do what you want. You gain proficiency in the Intimidation and Persuasion skills.
Gaze of Two Minds
You can use your action to touch a willing humanoid and perceive through that creature's senses until the end of your next turn.
As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn.
While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
Guile of the Fooled
Prerequisite: Great Old One Patron
You gain proficiency in the Deception or Stealth skill, and you have advantage on attack rolls against charmed creatures.
Knowledge of Antiquity
Prerequisite: Pact of the Tome Feature
When you make an Intelligence (History) or (Religion) check related to an event, in the place where that event took place, you see echos of the past and treat a roll of 9 or lower on the d20 as a 10.
Mask of Many Faces
You can cast Disguise Self at will, without expending a spell slot.
Misty Visions
You can cast Silent Image at will, without expending a spell slot or material components.
Restful Slumber
Prerequisite: Dream Patron
During a long rest you pleasantly guide your allies into a getting a restful night's sleep. All allies sleeping within 30 feet regain additional Hid Die equal to half your level rounded down upon completion of the rest.
Relaxing Rest
Prerequisite: Dream Patron
Your presence relaxes and revitalizes your allies during a Short Rest. If you or any friendly creature within 30 feet regain Hit Points by spending Hit Dice at the end of the Short Rest each of those creatures regains an extra 1 + Spellcasting Modifier.
Sleep Ray
Prerequisite: Dream Patron, Otherworldly Blast Cantrip or Pact of the Wand feature
Starting at 1st level, when you cast the Otherworldly Blast cantrip or use the Otherworldly Blast feature, you may instead choose to roll 2d10 for the damage. Rather than harming a target creature, you attempt to put the creature to sleep. If the number rolled is more than a creature's current hit points, the creature falls unconscious for 1 minute. A sleeping creature wakes up if it takes damage, or if another creature uses an action to shake or slap the sleeper awake.
When you fire multiple Otherworldly Blasts, you may add the damage from all beams together to calculate the number rolled for this feature.
Sweet Dreams
Prerequisite: Pact of the Talisman feature
Whenever the wearer of your talisman finishes a short or long rest, they gain temporary hit points equal to your proficiency bonus + spellcasting modifier.
Otherworldly Armor
Prerequisite: Pact of the Blade
As an action, you can touch a suit of armor that isn't being worn or carried by anyone and instantly don it, provided you aren't wearing armor already. You are proficient with this suit of armor until it's removed.
Otherworldly Augmentation
Prerequisite: Otherworldly Blast cantrip
Choose a wand power, and apply it to your Otherworldly Blast cantrip.
Otherworldly Hex
Prerequisite: hex spell or a warlock feature that curses
As a bonus action, you cause a target cursed by you to take patron appropriate damage equal to your Spellcasting modifier (minimum of 1).
Otherworldly Vigor
As an action, you can infuse yourself with otherwordly vigor, gaining 1d4 + your Spellcasting modifier temporary hitpoints.
Otherworldly Vision
You can cast Detect Magic at will, without expending a spell slot.
Secrets of the Conspirator
Prerequisite: Pact of the Tome Feature
Your patron bestows upon you the arcane secrets of one of its allies or bitter rivals. Choose an Otherworldly Patron option available to warlocks. You gain that patron's Expanded Spell List feature if it is a patron other than your own.
In addition, you immediately learn one spell of your choice from the chosen patron's Expanded Spell List that is of a level no higher than your warlock spell slot level. The spell doesn't count against your number of warlock spells known. If you later replace this spell, you must replace it with a spell from the same Expanded Spell List.
Sigils of Power
Prerequisite: Pact of the Tome Feature
You can add Charisma Modifier to damage rolls made by cantrips granted by Pact of Tome that does not already have Charisma modifier bonus.
Uncanny Endurance
Prerequisite: Pact of the Blade Feature
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a Shield and still gain this benefit.
Thief of Five Fates
You can cast Bane without expending a spell slot. You can't do so again until you finish a long rest.
Winged Fall
Prerequisite: Celestial Patron
You can cast Feather Fall at will, without expending a spell slot a number of times equal to your proficiency modifier, regaining all uses on a long rest. Further castings of the spell cost 1 Pact Point.
5th-level Invocations
Cloak of Flies
Prerequisite: Fiend Patron
As a bonus action, you can conjure a swarm of buzzing flies around you. The swarm grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. In addition, a creature that starts its turn within 5 feet of you takes poison damage equal to your Charisma modifier. It lasts until you're incapacitated or you dismiss it as a bonus action.
Gift of the Depths
Prerequisite: Great Old One Patron
You can breathe underwater, and you gain a swimming speed equal to your walking speed.
You can also cast Water Breathing without expending a spell slot. You regain the ability to do so when you finish a long rest.
Green Lord's Gift
Prerequisite: Archfey Patron
You can cast Infernal Calling without expending a spell slot. You can't do so again until you finish a long rest. The Green Lord oversees a verdant realm of everlasting summer. Your soul is linked to his power. Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.
Hell's Quarrel
Prerequisite: Fiend Patron
You can cast Flame Arrows without expending a spell slot. You can't do so again until you finish a long rest.
Maddening Hex
Prerequisite: hex spell or a warlock feature that curses
As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or by a warlock feature of yours, such as Sign of Ill Omen. When you do so, you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Spellcasting modifier (minimum of 1 damage). To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of you.
Mire the Mind
You can cast Slow without expending a spell slot. You can't do so again until you finish a long rest.
Mirrored Blade
Prerequisite: Pact of the Blade
You can create a copy of your pact weapon in your off-hand as a part of an attack action. This is a light copy of your pact weapon that does not retain any of the item's bonuses and deals 1d6 of either bludgeoning, piercing, or slashing damage. This copy disappears if your pact weapon does.
If you use your attack action with your pact weapon, you can use a bonus action to attack with the copy in the other hand. You add half your ability modifier to the damage of the bonus attack rounded down, unless that modifier is negative. If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
Nightmare Crusader
Prerequisite: Pact of the Blade
You learn two maneuvers of your choice from among those available to the Battle Master fighter archetype. If a maneuver you use requires your target to make a saving throw, you can use your warlock spell save DC. You gain two superiority die, which are d6s (these die are added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
One with Shadows
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Otherworldly Leap
You can cast Jump on yourself at will, without expending a spell slot or material components.
Sea Twins' Gift
Prerequisite: Archfey Patron
The Sea Twins rule seas in the Feywild. Their gift allows you to travel through water with ease. You can breathe underwater, and you gain a swimming speed equal to your walking speed.
You can also cast water breathing using a warlock spell slot. Once you cast it using this invocation, you can't do so again until you finish a long rest.
Secrets of the Conspirator
Prerequisite: Pact of the Tome Feature
Your patron bestows upon you the otherworldly secrets of one of its allies or bitter rivals. Choose an Otherworldly Patron option available to warlocks. You gain that patron's Expanded Spell List feature, however, you can only learn one spell per row of the table. The spell doesn't count against your number of warlock spells known. If you later replace this spell, you must replace it with a spell from the same Expanded Spell List.
Sign of Ill Omen
You can cast Bestow Curse without expending a spell slot. You can't do so again until you finish a long rest.
Spellstealer
Prerequisite: Pact of the Tome Feature
You can cast Counterspell using your Pact Points, it doesn't count against your number of spells known. When you successfully interrupt a spell of 5th level or lower using Counterspell, you can choose to magically inscribe that spell on a page in your Book of Shadows.
While it is inscribed, you can cast it once using your Pact Points if your Max Spell Level allows it.
If you try to inscribe a spell while one is already inscribed, the previous one fades from the page.
Teachings of the Talisman
Prerequisite: Pact of the Talisman
As an action, a willing creature can touch your talisman and chooses a Skill, Weapon, or Tool it is Proficient in, or one Language it knows, gifting it to the talisman. The wearer of your talisman becomes Proficient in the Skill, Weapon, Tool or Language stored within. If the wearer is already proficient in the Skill or Tool through its Race, Class Features or Background, its Proficiency bonus is instead doubled for that Skill or Tool. The creature that gifted the Proficiency cannot benefit from this effect and the benefit ends if wearer removes the talisman.
You can store a number of different proficiencies or languages in the talisman equal to half you proficiency bonus (rounded up). At any time, you may purge any number of the stored Proficiencies or Languages from the Talisman, no action required.
You can use this invocation a number of times equal to half your Proficiency Bonus (rounded up), and regain all uses after a long rest.
Undying Servitude
You can cast animate dead without using a spell slot. Once you do so, you can't cast it in this way again until you finish a long rest.
7th-level Invocations
Bewitching Whispers
You can cast Compulsion without expending a spell slot. You can't do so again until you finish a long rest.
Devil's Flock
Prerequisite: Fiend Patron
You can cast Dominate Beast without expending a spell slot. You can't do so again until you finish a long rest.
Dreadful Word
You can cast Confusion without expending a spell slot. You can't do so again until you finish a long rest.
Ever Changing Pages
Prerequisite: Pact of the Tome
As an action, you can read the maddening scripture from your Book of Shadows and gain one otherworldly invocation of your choice that you meet the prerequisites for. You retain this invocation for a number of hours equal to your proficiency bonus.
Once you use this action, you cannot do so again until you finish a long rest.
Ghostly Gaze
As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don't already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.
Once you use this invocation, you can't use it again until you finish a short or long rest.
Relentless Hex
Prerequisite: hex spell or a warlock feature that curses
Your curse creates a temporary bond between you and your target. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target cursed by your hex spell or by a warlock feature of yours, such as Sign of Ill Omen. To teleport in this way, you must be able to see the cursed target.
Otherworldly Harmony
Prerequisite: Pact of the Tome
When you use your action to cast a cantrip gained from your Book of Shadows, you can make one weapon attack as a bonus action.
Sculptor of Flesh
You can cast Polymorph without expending a spell slot. You can't do so again until you finish a long rest.
Trickster's Escape
You can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.
9th-level Invocations
Ascendant Step
You can cast Levitate on yourself at will, without expending a spell slot or material components.
Fiendish Flesh
Prerequisite: Fiend Patron
You can spend two hit die to cast Investiture of Flame without expending a spell slot. You can't do so again until you finish a long rest.
Gift of the Immortals
Prerequisite: Celestial Patron
When you regain hit points or restore hit points to another creature using a warlock spell or class feature, you may use the highest number possible for half the dice (rounded down) instead of rolling to determine the number of hit points restored.
Living Map
Prerequisite: Pact of the Tome
A new page appears in your Book of Shadows. You can spend one hour drawing a map on this page of a 30-foot square area. You must have occupied every space of the 30-foot square within the past 24 hours to draw a map of the area.
Once you have drawn a map, you can see the names of creatures who occupy the area, as well as any changes that occur to the environment. A creature's name appears on the map and corresponds to wherever they are in the area. The name moves as they move.
A creature protected from divination magic does not appear on the map. The map remains in your Book of Shadows for 30 days, until you begin to draw another map, or you dismiss it as an action.
Minions of Chaos
You can cast Conjure Elemental without expending a spell slot. You can't do so again until you finish a long rest.
Narcolepsy
Prerequisite: Dream Patron
Your talents for sleeping can affect all creatures. Creatures that are immune to being charmed and undead are able to be affected by your sleeping effects. Additionally when you cast sleeping spells, creatures remain asleep for 10 times as long.
Tempest of the Dreamheart
Prerequisite: Dream Patron
You can spend two hit die to cast Investiture of Dream without expending a spell slot. You can't do so again until you finish a long rest.
Whispers of the Grave
You can cast Speak with Dead at will, without expending a spell slot.
12th-level Invocations
Dream Page
Prerequisite: Dream Patron, Pact of the Tome feature
A new page appears in your book of shadows. You can cast the Dream spell once using 7 pp. While you have a creature's name inscribed in your Book of Shadows, you may use the Dream spell to teleport to the creature's bedside. Additionally, while you are casting the Dream spell, you may jump from one sleeping creature's dreams to another so long as all creatures who's dreams you are jumping between's names are inscribed in your Book of Shadows.
Hellish Companion
Prerequisite: Fiend Patron
You can cast Infernal Calling without expending a spell slot. You can't do so again until you finish a long rest.
Shroud of the Ancients
Prerequisite: Great Old One Patron Prerequisite: 12th-level
As an action, you can turn invisible for 1 minute. If you attack, deal damage, or force a creature to make a saving throw, you become visible at the end of the current turn.
Ultimate Steed
Prerequisite: Pact of the Steed
Instead of casting Find Steed, you cast the spell Find Greater Steed.
15th-level Invocations
Book of Unfettered Lore
Prerequisite: Pact of the Tome
For any invocations that grant the use of a spell once per long rest, you may cast them once per short rest instead.
Chain Master
Prerequisite: Pact of the Chain
You can cast hold monster at will—targeting a celestial, fiend, or elemental—without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
Grand Artifact
Your item granted through your pact boon is now an artifact. It gains two minor and one major beneficial property, either selected at random or chosen by the DM. When you gain this feature, you can also choose to gain an additional minor beneficial property as well as one minor detrimental property, selected at random.
Master of Myriad Forms
You can cast alter self at will, without expending a spell slot.
Shroud of Shadow
You can cast invisibility at will, without expending a spell slot.
Traveled Mind
Prerequisite: Dream Patron
You can spend four hit die to cast Dream Travel without expending a spell slot. You can't do so again until you finish a long rest.
Visions of Distant Realms
You can cast arcane eye at will, without expending a spell slot.
Witch Sight
You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
Wizard
Level | Features | Proficiency Bonus | Cantrips | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | Spellscript, Spellcasting, Arcane Tradition, Clashing School | +2 | 3 | 2 | - | - | - | - | - | - | - | - |
2nd | Arcane Recovery, Arcane Tradition | +2 | 3 | 3 | - | - | - | - | - | - | - | - |
3rd | Arcane Tradition, Cantrip Formulas Spell Research | +2 | 3 | 4 | 2 | - | - | - | - | - | - | - |
4th | Ability Score Improvements | +2 | 4 | 4 | 3 | - | - | - | - | - | - | - |
5th | Memorize Spell | +3 | 4 | 4 | 3 | 2 | - | - | - | - | - | - |
6th | Arcane Tradition Features, Spellscript Savant | +3 | 4 | 4 | 3 | 3 | - | - | - | - | - | - |
7th | - | +3 | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8th | Ability Score Improvements | +3 | 5 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9th | - | +4 | 5 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10th | Arcane Tradition | +4 | 5 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11th | Signature Spell (1st) | +4 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12th | Ability Score Improvements | +4 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13th | - | +5 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14th | Otherworldly Patron Feature | +5 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15th | Signature Spell (2nd) | +5 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16th | Big Ability Score Improvements | +5 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
17th | - | +6 | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | Spell Mastery | +6 | 6 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | Big Ability Score Improvements | +6 | 7 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | The Wizard, Arcane Tradition | +6 | 7 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Hit Points
- Hit Dice: 1d6 per wizard level.
- Hit Points (1st-level): 6 + your Constitution modifier.
- Hit Points (Higher Levels): 1d3+3 + your Constitution modifier per wizard level after 1st.
Proficiencies
- Armor: None.
- Weapons: Daggers, darts, slings, quarterstaffs, light crossbows.
- Tools: None.
- Saving Throws: Intelligence, Wisdom.
- Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion.
Starting Equipment
- A spellbook.
- (a) a quarterstaff or (b) a dagger.
- (a) a component pouch or (b) an arcane focus.
- (a) a scholar's pack or (b) an explorer's pack.
Spellscript (1st)
You can read and write Spellscript, an academic language of glyphs, symbols, and notations used by wizards to record arcane knowledge and spells. More below.
Spellcasting:
You gain the ability to cast magic spells through careful study of spellbooks, glyphs, and arcane sigils.
Spellbook
At 1st-level, you have a spellbook into which you can record your known spells and research. More below.
Cantrips
At 1st-level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Class Features (Wizard) table.
Memorable: Cantrips are simple enough for you to memorize—they don't need to be recorded or prepared.
Replacing Known Cantrips: When you gain a wizard level, you can choose one of the wizard cantrips you know and replace it with a different cantrip from the wizard spell list.
Spells Known of 1st-level and Higher
At 1st-level, you know six 1st-level spells of your choice from the wizard spell list. Write these into your spellbook.
Recorded Knowledge: Spells of 1st-level and higher are too complicated to be memorized by mortal minds—write these spells into your spellbook to keep them recorded.
Learning New Spells: Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown in the Class Features (Wizard) table.
In addition, you may find other wizard spells—such as on scrolls and in spellbooks—on your adventures. If you can decipher their spellscript, you may be able to write them into your own spellbook.
Casting Spells
The Class Features (Wizard) table shows how many spell slots you have to cast your prepared wizard spells of 1st-level and higher.
To cast one of your prepared spells, you must expend a slot of the spell's level or higher. Casting a spell doesn't remove it from your list of prepared spells, and you regain all expended spell slots when you finish a long rest.
Preparing Spells
You must prepare the list of wizard spells that you can cast, choosing from your list of recorded wizard spells.
Preparing Your Spell List: Choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell).
Prepared spells must be of a level for which you have spell slots, and you must be able to access the spells in your spellbook as you're preparing them.
Changing Your Prepared Spells: You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time: at least 1 minute per spell level for each spell on your list.
Preparing Spells
Number of Spells: your Intelligence modifier + your wizard level (minimum of one spell).
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells. Use your Intelligence modifier to set the saving throw DC or attack modifier for any wizard spell you cast.
Spellcasting Ability
Spell save DC: 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier: your proficiency bonus + your Intelligence modifier
Ritual Casting
You can cast a wizard spell as a ritual if (a) the spell has the ritual tag and (b) you have access to the spell in your spellbook. You don't need to have a spell prepared first to cast it as a ritual.
Spellcasting Focus
You can use your spellbook or an arcane focus as a spellcasting focus for your wizard spells.
Arcane Versatility
When you finish a long rest, you can choose one of the wizard cantrips you know and replace it with a different cantrip from the wizard spell list.
Arcane Tradition (1st)
Choose an Arcane Tradition. You gain features from your Arcane Tradition at 1st, 3rd, 6th, 10th, 14th, and 20th-level.
Clashing School (1st)
Magic spells are categorized into eight traditional schools of arcane power. As you begin to train in your Arcane Tradition, some of these schools become easier—or more difficult—for you to learn and master.
At 1st-level, gain one Clashing school of magic from your Arcane Tradition. Look below for more:
- To prepare a spell from a clashing school, you must treat it as 2 spells for the sake of spells memorized.
- To write a spell from a clashing school, you must multiply the gp cost by 1.5.
- Lose proficiency modifier for any skill check involving your clashing school.
Arcane Recovery (2nd)
When you finish a short rest, you can recover some expended spell slots by studying your spellbook. The spell slots must have a combined level equal to or less than half your wizard level (rounded up), and none of the slots can be 6th-level or higher.
You can use this feature once, and you regain expended uses when you finish a long rest.
Cantrip Formulas (3rd)
You have scribed a set of arcane formulas in your spellbook that you can use to formulate a cantrip in your mind. Whenever you finish a long rest and consult those formulas in your spellbook, you can replace one wizard cantrip you know with another cantrip from the wizard spell list.
Spell Research (3rd)
As a student of the arcane, you are able to learn new wizard spells in your downtime through careful study, research, and experimentation.
See the Spell Research section (pg. ##) for more details about this feature.
Ability Score Improvement (4th)
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Memorize Spell (5th)
Studying your spellbook for 1 minute, you can expend mental and magical effort to memorize a spell. Choose one spell of level 1 or higher from your spellbook that you don't have prepared. You now have that spell prepared until you use cast it or use this feature to prepare a different spell.
Spellscript Savant (6th)
You have learned a new technique to improve the quality of your spellscript and spell writing. Choose one of the options listed below.
Greater Spellscript Savant: At 10th, and once again at 14th-level, choose an additional feature. You can't choose the same feature more than once unless specified otherwise.
Compression
You have learned how to use notations more efficiently in your writing. When you write spellscript, you can spend one additional hour per spell level to compress your text.
Compressed spellscript takes up half as much physical space as it normally would (rounded up) and—when calculating your spellbook's magical capacity—counts as half its normal spell level (rounded up).
Encryption
You can encrypt your spellscript, making it impossible for other wizards to decipher without your personal cypher.
When writing new spellscript, you can spend 1 additional hour per spell level to encrypt your text.
Decryption: You can't prepare a spell by reading from encrypted spellscript—you must read from a decrypted copy. It takes 1 additional hour per spell level to decipher your own encrypted text.
Physical Cypher: The cypher for your encryption is a set of arcane codes and substitutions too complicated to memorize—it must be written down somewhere, and you must be able to access it when encrypting or decrypting your spellscript.
Potent Glyphs
You have learned how to use cost-effective notations when writing spellscript. Spells count as one level lower than normal when calculating how much gold you must spend to write them.
You can choose this option multiple times.
Shorthand
You have learned how to read and write in arcane shorthand. You can write spellscript, decipher spellscript, and prepare spells in half the usual time (rounded up).
Spell Mastery
At 11th level, you have achieved such mastery over certain spells that you can cast them at will. Choose two 1st-level wizard spell wizard spell that are in your spellbook. You can cast this spell at the lowest level without expending a spell slot when you have them prepared. If you want to cast the spell at a higher level, you must expend a spell slot as normal.
By spending 8 hours in study, you can exchange one of the spells you chose for different spells of the same levels.
Greater Spellscript Savant: At 15th, choose two additional 2nd level or lower wizard spell.
Big Ability Score Improvement (16th)
You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can increase an ability score to a maximum of 22 using this feature.
Alternatively: You may instead take a feat.
Signature Spells (18th)
You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.
If you want to cast either spell at a higher level, you must expend a spell slot as normal.
The Wizard (20th)
Y
Spellscript
Spellscript is an academic language of runes, glyphs, and sigils used to transcribe spells and arcane knowledge. Wizard spells and scrolls are almost always written in spellscript—it is the common tongue of the arcane.
Perhaps you were trained by a mentor, or you taught yourself through careful study of spellbooks, or a strange force burned magical words into your mind—whatever your background, spellscript is your key to arcane power.
Your Writing Dialect
Though the basic principles of spellscript are well understood, every wizard instinctively develops their own coded dialect which reflects their individual tastes and writing style—spellscript is as much art as it is science.
Handwriting Examples: Block, Bold, Cramped, Fine, Messy, Slanted, Spidery, Tidy, Wide, Wild.
Vocabulary Examples: Casual, Chatty, Concise, Direct, Elaborate, Formal, Obtuse, Opinionated, Rambling, Vague.
Framework Examples: Abstract, Aberrant, Celestial, Common, Diagramatic, Draconic, Dwarvish, Elvish, Infernal, Mathematical.
Spellpaper
Spellscript can only be written onto a magical surface—otherwise it begins to blur, fade, and then vanish after 1 minute. For this reason, wizards like to record their spells on specially-crafted spellpaper and bind sheets together into large, magical spellbooks.
Magical Capacity: One sheet of spellpaper can hold up to one spell level of magic power. A 1st-level spell, for example, can be written on one sheet of spellpaper—a 5th-level spell, however, requires five sheets.
Crafting Spellpaper: If you are trained in arcana and calligraphy tools, you can transmute a normal sheet of paper into spellpaper. It takes 1 hour to infuse a sheet of paper with 0.5 gp of arcane dust. Any content on the paper remains intact during this process.
Spellpaper
A sheet of magical spellpaper. This paper is used to record magical spells and arcane knowledge.
Detectable: Spellpaper has a magical aura and can be detected by arcane senses (such as the Detect Magic spell).
Writing Spellscript
Once you have some spellpaper, it's time to start writing. As a wizard, you are typically using spellscript to write something new or make a copy of an existing spell.
Writing Something New
There are times where you are struck by inspiration and want to write something new—researching a new spell, sharing arcane knowledge with another wizard, recording your own magical discovery, etc.
You must spend 1 hour and 10 gp per spell level (to a minimum of 1 hour and 0 gp) to successfully write your own original spellscript.
Making a Copy
Sometimes you want to make a written copy of a spell or a piece of spellscript writing—copying a spell from a magic scroll, deciphering an enemy's spellbook, recording some magic runes from an ancient ruin, duplicating your own spellbook, etc.
The time needed to do this depends the author of the original material and their dialect of spellscript.
I wrote the original: you must spend 1 hour and 10 gp per spell level (to a minimum of 1 hour and 0 gp) to successfully write the copied spellscript. Someone else wrote the original: you must spend 2 hours and 50 gp per spell level (to a minimum of 1 hour and 0 gp) to successfully write the copied spellscript.
Your Spellbook
Your spellbook is a unique tome with its own decorative flourishes and margin notes.
It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.
Cover Examples: Bone, Clay, Cloth, Fur, LEather, Metal, Paper, Plant, Skin, Wood.
Pages Examples: Cheap, Fine, Inky, Lined, Mottled, Odorous, Scrappy, Slippery, Textured, Thick.
Style Examples: Abstract, Aberrant, Celestial, Common, Diagramatic, Draconic, Dwarvish, Elvish, Infernal, Mathematical.
Magical Capacity
Magical writing is inherently powerful, and stacking multiple spells together in close proximity—such as in a spellbook—can have unpredictable consequences.
A single spellbook can safely hold up to 50 spell levels worth of spells and arcane knowledge.
Capacity Burnout: If your spellbook capacity is exceeded, your spellbook will purge itself and erase content at random until balance is restored.
Spellbook
A leather-bound tome with 50 blank vellum pages and 50 spellpaper pages. The pages are mottled and the cover glimmers with an ethereal light. This book can be used to record magical spells and arcane knowledge.
Detectable: This book has a magical aura and can be detected by arcane senses (such as the Detect Magic spell).
Capacity: This book can hold a total of 50 spell levels worth of spells and arcane knowledge.
Volatile: If this book is carelessly destroyed, roll 1d100—if the result is lower than or equal to the total number of recorded spell levels, it explodes with arcane force.
Volatile Power
Spellbooks contain powerful magical writing that can be very unstable when handled improperly. If a spellbook is destroyed without proper caution—such as by being incinerated—it may erupt with magical force.
Roll a d100—if the result is equal to or less than the total number of spell levels recorded in the book, it explodes. Each creature within 30 ft must make a Constitution saving throw:
If the creature fails: it suffers 1d12 force damage, plus an additional 1d12 force damage for every 10 spell levels contained in the spellbook.
If the creature succeeds: it takes half as much damage.
Making a New Spellbook
As a wizard, you may be required to make a new spellbook for yourself—to replace a lost book, to expand your magical capacity, or to use as a backup copy of an existing spellbook.
Crafting a Spellbook: If you are trained in arcana and calligraphy tools, you can create a new spellbook by infusing a normal book with 25 gp worth of arcane dust. This requires 1 day of dedicated effort and attention, and the process turns 50 pages of the book into spellpaper.
Alternatively—if you have 50 sheets of spellpaper—you can bind them together in an appropriate fashion to create your spellbook.
Spell Research
As a student of the arcane, you are able to learn new wizard spells through careful study, research, and magical—oftentimes dangerous—experimentation.
Spend your downtime running experiments and expand your spellbook with new arcane knowledge.
Performing Research
A wizard knows that to learn, you must study—and that means experiments. To perform some arcane research, there are four basic steps:
- Define your Research Topic: Choose a spell from the wizard spell list that you want to learn. The spell must be of a level that you have spell slots for. The difficulty of your research is DC 5 + five times the spell level of your target spell.
- Setup your Laboratory: Assemble your research equipment and laboratory. At a bare minimum, you need access to your spellbook, inks, magical components, and some privacy. For every additional 50 gp you spend setting up your research—hiring assistants, buying components, renting equipment, etc—you gain a +1 bonus to your Research Check (limited to half your wizard level, rounded up) for the current workweek.
- Make a Research Check: Once you have everything set up, you can start to run your experiments. After one workweek has passed, make an Intelligence (Arcana) check and see the results using the Spell Research Outcomes table.
- Make a Complication Check: Finally, roll 1d10—if you roll less than or equal to the spell level of your research, there was a complication. Make a roll on the Spell Research Complications table.
Once your research is resolved, you may choose to run another experiment—if there is downtime to spare.
Research Credits
During your experiments and adventures, you may find research notes made by other wizards. These research credits can help you during your studies.
When you make a research check, you can spend one research credit to add +2d4 to the result. For every additional research credit you spend, you gain a +1 bonus to the total result.
Greater Researcher: Starting at 9th-level, the research you gain from your first research credit increases from +2d4 to +2d6.
Spell Research
Research DC: 5 + (spell level x 5)
Check: 1d20 + your Intelligence (Arcana) modifier
Spell Research Outcomes
Result | Outcome |
---|---|
−10 or lower | Critical Failure: Your research causes an immediate, automatic complication. Roll on the Spell Research Complications table, resolve it, and then make a Complication Check as normal. |
−5 to −9 | No Progress: No effect. |
−1 to −4 | So Close: Gain a research credit. |
+0 to +9 | Success: Your research was successful. Spend 50 gp per spell level to record your new spell in your spellbook. |
+10 or more | Critical Success: Your research was very successful. Spend 20 gp per spell level to record your new spell in your spellbook. |
Spell Research Complications
d10 | Complication |
---|---|
1-2 | Destruction: There was a small fire and you accidentally singed your spellbook—lose one random spell from your spellbook (or the spellbook itself if you have no spells to lose). |
3-5 | Noticed: Your experiments have drawn unwanted attention from someone or something who will make your life more difficult. |
5-8 | Nackfire: An experiment backfired—you now suffer from a magical affliction. |
9-10 | Accident: Your research has caused an accident—you owe 1d10 x 10 gp per spell level to cover the damages. |
Evoker
You focus your study on magic that creates powerful elemental effects—bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid.
Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants.
Spark (1st)
When you cast a wizard evocation spell of 1st-level or higher that deals fire, cold, thunder, lightning, or acid damage, you can simultaneously create an elemental spark using a strand of the spell's power.
Your spark closely orbits your body—you may choose the location when you create the spark. The appearance and damage type of your spark match the spell that it was created from. You can only have one active elemental spark at a time, and any active spark expires automatically when you finish a short or long rest.
You can use this feature once, and you regain expended uses when you finish a short or long rest.
Elemental Spark
A spark of elemental energy (fire, cold, thunder, lightning, or acid) orbits your body. When you take damage from a creature that you can see, you may spend your reaction to do one of the following:
- Feedback: You deal 1d10 damage to the creature. The damage type equals that of your spark.
- Deflect: You can reduce the damage you take by 1d6.
When you take one of these actions, your elemental spark is expended and vanishes.
Greater Elemental Spark: At 6th-level, your Feedback damage increases from 1d10 to 2d10. In addition, your Deflect reduction increases from 1d6 to 2d6. At 14th-level increase from 2d10 to 3d10, and 2d6 to 3d6.
Clashing School (1st)
Choose one of the following: Illusion, enchantment, or conjuration. This is your Clashing School of magic.
Potent Cantrip (2nd)
Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack or roll or the target succeeds on a saving throw against the cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.
Evocation Savant (3rd)
Choose two Evocation spells from the Wizard spell list, each of which must be no higher than level 2, and add them to your spellbook for free. In addition, whenever you gain access to a new level of spell slots in this class, you can add one Evocation spell from the Wizard spell list to your spellbook for free.
Efficient. the gold and time you must spend to copy a Evocation spell into your spellbook is halved.
Coolname (3rd)
You learn the Name spell and always have it prepared. It is a Wizard spell for you and you add it to your spellbook.
Sculpt Spells (6th)
You can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Empowered Evocation (10th)
When you cast a wizard evocation spell, you can add your Intelligence modifier to one damage roll.
Overchannel (14th)
You can increase the power of your simpler spells. When you cast a wizard spell of 1st through 5th-level that deals damage, you can deal maximum damage with that spell.
The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.
Something Cool (20th)
One day I will add something here!
Hemomancer
Considered taboo by many societies and magic practitioners, the use of blood magic — also known as hemocraft — is a rare art that harnesses the latent powers of a creature’s vitality to fuel and amplify the caster’s own capabilities, while manipulating and weakening the bodies of enemies from the inside.
Blood Channeling (1st)
You are able to use your own depleted life essence to channel your magical abilities. Whenever your current hit points are below your hit point maximum, you can use your own body as an arcane focus.
In addition, when casting a wizard spell that requires a costly material component, you can forego the component by taking 1d10 necrotic damage per 50 gp of the cost of the component (minimum 1d10). This damage can’t be reduced in any way. If this damage reduces you to 0 hit points, the spell fails but the spell slot is not expended.
Clashing School (1st)
Choose one of the following: Illusion, enchantment, or transmutation. This is your Clashing School of magic.
Sanguine Burst (2nd)
You learn how to weave your life force into a spell you cast, boosting its intensity at the cost of your vitality. Whenever you roll damage for a spell you’ve cast of 1st level or higher, you can choose to take necrotic damage equal to the spell’s level to reroll a number of the damage dice up to your Intelligence modifier (minimum one). This damage can’t be reduced in any way, and you must use the new rolls.
Hemomancy Savant (3rd)
Choose two Hemomancy spells from the Wizard spell list, each of which must be no higher than level 2, and add them to your spellbook for free. In addition, whenever you gain access to a new level of spell slots in this class, you can add one Hemomancy spell from the Wizard spell list to your spellbook for free.
Efficient. the gold and time you must spend to copy a Hemomancy spell into your spellbook is halved.
Hemothurgic Sense (3rd)
You learn the Blood Sense cantrip. The cantrip doesn't count against your number of cantrips known. You can use the Enhanced version of this cantrip a number of times equal to your proficiency modifier, and you regain your expended uses when you complete a long rest.
Bond of Mutual Suffering (6th)
When a creature you can see hits you with an attack, you can use your reaction to bind your vitality to the attacker and force them to share your pain. The attacker takes damage equal to the damage you took.
This feature cannot be used against constructs or undead. You can use this feature once. You must finish a short or long rest before you can use it again.
At 14th level, you can use this feature twice between rests.
Glyph of Hemorrhaging (10th)
When you damage a creature with a spell, you can choose to curse that creature for 1 minute. While cursed in this way, whenever the creature is hit by an attack, it takes an extra 1d6 necrotic damage. At the end of each of the creature’s turns, it can make a Constitution saving throw against your spell save DC, ending the curse on a success.
This feature cannot be used against creatures that are undead or constructs. Once you use this feature, you can’t use it again until you finish a short or long rest.
Thicker than Water (14th)
The blood that flows through your veins is empowered with arcane vigor that mends wounds and helps preserve your life. Whenever a spell or magical effect causes you to regain hit points, you regain an additional number of hit points equal to your proficiency bonus.
In addition, while you are concentrating on a spell, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Something Cool (20th)
One day I will add something here!
Transmuter
You are a student of spells that modify energy and matter. To you, the world is not a fixed thing, but eminently mutable, and you delight in being an agent of change. You wield the raw stuff of creation and learn to alter both physical forms and mental qualities. Your magic gives you the tools to become a smith on reality's forge.
Minor Alchemy (1st)
You can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You may use your action to perform a magical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. This transformation lasts for ten minutes unless you use your action to end it. The transformation isn't perfect, leaving details observant folk may notice. You can use this ability a number of times equal to your Intelligence bonus, and you regain your expended uses when you complete a long rest.
Clashing School (1st)
Choose one of the following: Necromancy, Abjuration, or Conjuration. This is your Clashing School of magic.
Extended Transmutation (2nd)
When you cast a transmutation spell that has a duration of 1 minute or longer, you can double its duration, to a maximum duration of 24 hours. You can use this ability a number of times equal to your Intelligence bonus, and you regain your expended uses when you complete a long rest.
Transmutation Savant (3rd)
Choose two Transmutation spells from the Wizard spell list, each of which must be no higher than level 2, and add them to your spellbook for free. In addition, whenever you gain access to a new level of spell slots in this class, you can add one Transmutation spell from the Wizard spell list to your spellbook for free.
Efficient. the gold and time you must spend to copy a Transmutation spell into your spellbook is halved.
Arcane Vitalist (3rd)
You learn the Woundweaver spell and always have it prepared. It is a Wizard spell for you and you add it to your spellbook, but it is not compatible with Spell Mastery and other Wizards cannot scribe it into their spellbooks.
Transmuter's Stone (6th)
You can spend 1 hour creating a transmuter’s stone that stores transmutation magic when you complete a long rest or during the long rest. When you create the stone, choose on major benefit, and a number of minor benefits equal to your half your intelligence modifier (minimum one) from the following options:
Major Benefit:
- Darkvision out to a range of 60 feet.
- Movement speed 10-foot increase while the creature is unencumbered.
- Proficiency in Constitution saving throws.
- Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit).
- Water breathing.
Minor Benefits:
- A 100% increase or 50% decrease to body hair.
- Altered skin colors and patterns. This can also apply to scales, furs, and other body coverings.
- Lower or heightened voice.
- Altered body hair color.
- Enhanced sense of smell for +1 to smell checks.
- Remove the need to wear glasses or otherwise aid vision.
- Improved reflexes, +1 to Initiative checks.
- Altered eye color.
- Facial beauty as if always wearing makeup.
- Grow or shrink one foot in height.
- Conceal all body blemishes, such as warts, scars, moles, or birthmarks.
- Blindness.
- Deafness.
- Smell like fragrant perfume or cologne.
- Stink like disgusting body odor and poor hygiene.
- Smell like nothing (you don’t produce smells).
- Dampen physical pain.
You can benefit from the stone yourself or give it to another willing creature. You gain all the selected benefits your stone is imbued with when you hold it. Another creature holding your stone will only receive one of the imbued benefits (your choice).
Each time you cast a transmutation spell of 1st level or higher, you can change one beneficial effect of your stone if the stone is on your person. If you create a new transmuter’s stone, the previous one ceases to function.
Residual Recycling (10th)
Casting transmutation spells comes so easily to you that you can harness and repurpose the excess arcane energy. When you cast a Wizard transmutation spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be at least one level lower than the spell you cast and can’t be higher than 2nd level.
Master Transmuter (14th)
you can use your action to consume the reserve of transmutation magic stored within your Transmuter’s Stone in a single burst. When you do so, choose one of the following effects. Your Transmuter’s Stone is destroyed and can’t be remade until you finish a longer rest.
- Major Transformation. You can transmute one nonmagical object—no larger than a 10-foot cube—into another nonmagical object of similar size and mass and equal or lesser value. You must spend 10 minutes handling the object to transform it.
- Panacea. You remove all curses, diseases, and poisons affecting a creature you touch with the transmuter’s stone. The creature also regains all its hit points and loses one level of Exhaustion.
- Restore Life. You cast the raise dead spell on a creature you touch with the Transmuter’s Stone without expending a spell slot or needing to have the spell in your spellbook.
- Restore Youth. You touch the Transmuter’s Stone to a willing creature, and that creature’s apparent age is reduced by 3d10 years, to a minimum of 13 years. When you use this effect on a creature other than yourself, it doesn’t extend the creature’s lifespan.
- Pure Transmutation. Cast a transmutation spell of 5th level or lower. It does not need to be from the Wizard spell list, and it does not need to be a spell from your spellbook.
- Diminutivity. You touch the Transmuter’s Stone to a willing medium or small creature. The creature’s size becomes tiny for eight hours, or until either you or the creature wills the effect to end.
Something Cool (20th)
One day I will add something here!
Name
Text
Arcane Tradition (1st)
Text.
Clashing School (1st)
Text.
Arcane Tradition (2nd)
Text.
Name Savant (3rd)
Choose two AHHHH spells from the Wizard spell list, each of which must be no higher than level 2, and add them to your spellbook for free. In addition, whenever you gain access to a new level of spell slots in this class, you can add one AHHHHHH spell from the Wizard spell list to your spellbook for free.
Efficient. the gold and time you must spend to copy a Evocation spell into your spellbook is halved.
Coolname (3rd)
You learn the Name spell and always have it prepared. It is a Wizard spell for you and you add it to your spellbook.
Arcane Tradition (6th)
Text.
Arcane Tradition (10th)
Text.
Arcane Tradition (14th)
Text.
Stats
We are using the classic Point Buy Calculator
We will be using the following Custom Rules.
- Available Points: Based on Stats Priority
- Maximum Purchasable Attribute: 15*
- Minimum Purchasable Attribute: 7
*Priority A Stats can buy one 16.
Feats
Name | Prerequisite | Ability |
---|---|---|
Actor (Buff) | - | Cha +1 |
Adaptive Nature (New) | Changeling | - |
Alchemist (Buff UA) | - | Int +1 |
Alert (Buff) | - | Wis +1 |
Armor Adept Light | Dexterity of 13 or higher and proficiency with light armor | Str or Dex +1 |
Armor Adept Medium | Strength of 13 or higher and proficiency with Medium armor | Str or Dex +1 |
Armor Adept Heavy | Strength of 15 or higher and proficiency with Heavy armor | Str or Con +1 |
Armor Mastery Light (New) | Dexterity of 13 or higher and proficiency with light armor | Str or Dex +1 |
Armor Mastery Medium (Buff) | Strength of 13 or higher and proficiency with Medium armor | Str or Dex +1 |
Armor Mastery Heavy (Buff) | Strength of 15 or higher and proficiency with Heavy armor | Str or Con +1 |
Artificer Initiate | Intelligence of 11 or higher | - |
Athlete (Buff) | - | Str, Dex, or Con +1 |
Attune (New) | Intelligence of 13 or higher | |
Blade Mastery (Buff UA) | - | |
Brawler (Buff UA) | Strength of 13 or higher | Str or Con +1 |
Burglar (Buff UA) | - | Dex +1 |
Charger (Buff) | - | Str or Con +1 |
Cold-Blooded (Homebrew) | Lizardfolk | Str, Dex, or Con +1 |
Coldstrider (Homebrew) | Goliath | Str, Dex, or Con +1 |
Critter Friend (UA) | Gnome | Int, Wis, or Cha +1 |
Crossbow Expert (Nerf) | - | - |
Crusher | - | Str or Con +1 |
Dragon Breath (Homebrew) | 4th level, Dragonborn | - |
Dragon Fear | Dragonborn | Str, Con, or Cha +1 |
Dragon Hide | Dragonborn | Str, Con, or Cha +1 |
Dragon Wings (UA) | Dragonborn | - |
Dual Wielder | - | - |
Elemental Adept (Buff) | - | - |
Elven Accuracy (Change) | Elf or half-elf | Str or Dex +1 |
Escape Artist (Buff) | - | Str or Dex +1 |
Fell Handed (UA) | - | - |
Fey Touched | - | Int, Wis, or Cha +1 |
Fighting Initiate | - | - |
Flail Mastery (UA) | - | - |
Flames of Phlegethos (Buff) | Tiefling | Int or Cha +1 |
Gift of the Chromatic Dragon | - | - |
Gift of the Gem Dragon | - | Int, Wis, or Cha +1 |
Gift of the Metallic Dragon | - | - |
Grappler (Buff) | - | - |
Great Weapon Master (Nerf) | 4th level | - |
Grudge-Bearer (Buff UA) | Dwarf | Str, Con, or Wis +1 |
Healer (Buff) | - | Int or Wis +1 |
Heart Sight (New) | Fairy | Int, Wis, or Cha +1 |
More Feats
Name | Prerequisite | Ability |
---|---|---|
Inspiring Leader (Buff) | Charisma of 13 or higher | - |
Keen Mind (Buff) | Intelligence of 13 or higher | Int +1 |
Linguist (Buff) | Intelligence of 13 or higher | Int +1 |
Lucky | - | - |
Mage Slayer (Buff) | - | - |
Magic Initiate | - | - |
Martial Adept (Buff) | - | - |
Metamagic Adept (Buff) | - | - |
Mirror of Mimicry (New) | Kenku | Choose any +1 |
Mobile | - | - |
Mounted Combatant (Buff) | - | - |
Noble Steed (New) | Centaur | Str, Dex, or Con +1 |
Observant | - | Int or Wis +1 |
Orcish Fury (Buff) | Orc or Half-Orc | Str or Con +1 |
Otherworldly Adept | - | - |
Pact Sealer (New) | 4th level, at least four levels in Warlock | Int, Wis, or Cha +1 |
Piercer | - | Str or Dex +1 |
Polearm Master | - | - |
Prodigy | Half-Elf, Half-Orc, or Human | - |
Remarkable Recovery (New) | - | Con +1 |
Resilient | - | +1 to one |
Revenant Blade | Elf or Weeb | Str or Dex +1 |
Ritual Caster | Intelligence of 13 or higher | - |
Sentinel | - | - |
Shadow Touched | - | Int, Wis, or Cha +1 |
Sharpshooter (Nerf) | 4th level | - |
Skill Expert | - | - |
Skilled | - | - |
Skulker | Dexterity of 13 or higher | - |
Spear Mastery (Buff UA) | - | - |
Slasher | - | Str or Dex +1 |
Spelldriver (New) | Character level 11 or higher: Spellcasting or Pact feature | - |
Såell Sniper | - | - |
Squat Nimbleness (Buff) | Dwarf or Small species | Int or Cha +1 |
Tandem Tactician (UA) | Dexterity of 13 or higher and proficiency with light armor | Int or Cha +1 |
Telekinetic | - | Int, Wis, or Cha +1 |
Telepathic | - | Int, Wis, or Cha +1 |
Throw Arms Master (New) | - | Str or Dex +1 |
Tough (Buff) | - | Con +1 |
Tracker (Buff UA) | - | Wis +1 |
Weapon Master (Buff) | - | Str or Dex +1 |
Actor (Buff)
- Increase your Charisma score by 1, to a maximum of 20.
- You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to create a false impression of yourself to someone who doesn't know you, or pass yourself off as a different person to someone who is not familiar with the person you are impersonating.
- You have advantage on Wisdom (Insight) checks to tell if a person is creating a false impression of himself, or acting off as a different person.
- You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 10 minutes. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
Adaptive Nature (New)
Prerequisite: Changeling
- You can cast the alter self and magic aura spells on yourself at will, without expending a spell slot or material components. Charisma is your spellcasting ability for these spells.
- Whenever you finish a long rest, you can replact one skill proficiency for another.
Alchemist (Buff UA)
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency with alchemist's supplies. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
- As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work.
- Over the course of any short rest, you can temporarily improve the potency of one potion of any rarity. To use this benefit, you must have alchemist's supplies with you, and the potion must be within reach. If the potion is before the nexr long rest, it gains an additional effect determined by the DM. This effect can only apply to one potion at the time.
Alert (Buff)
- Increase your Wisdom score by 1, to a maximum of 20.
- You gain a bonus to initiative rolls equal to wisdom modifier + your proficiency bonus (minimum 5).
- You can't be surprised when you are conscious.
- Other creatures don't gain advantage on attack rolls as a result of being hidden from you.
Armor Adept Light
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- You gain proficiency with light armor.
Armor Adept Medium
Prerequisite: Proficiency with light armor
- Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
- You gain proficiency with medium armor and shields.
Armor Adept Heavy
Prerequisite: Proficiency with medium armor
- Increase your Strength or Constitution by 1, to a maximum of 20.
- You gain proficiency with heavy armor.
Armor Mastery Light (New)
Prerequisite: Dexterity of 13 or higher and proficiency with light armor
- Increase your Strength or Dexterity score by 1, up to a maximum of 20.
- If you aren't incapacitated, you can use your reaction and add a +2 bonus to one Dexterity saving throw you make against a spell or other harmful effect that targets only you.
- You can use your bonus action to protect yourself with the padded parts of your body, gaining a +1 bonus to your AC until your next turn.
Armor Mastery Medium (Buff)
Prerequisite: Strength of 13 or higher and proficiency with Medium armor
- Increase your Strength or Dexterity score by 1, up to a maximum of 20.
- Wearing medium armor doesn't impose disadvantage on Dexterity (Stealth) checks.
- When wearing medium armor, any slashing and piercing damage you take from non-magical weapons is reduced by 2.
- When wearing medium armor, the maximum Dexterity modifier to AC you can apply increases by 1.
Armor Mastery Heavy (Buff)
Prerequisite: Strength of 15 or higher and proficiency with Heavy armor
- Increase your Strength or Constitution score by 1, up to a maximum of 20.
- When wearing heavy armor, bludgeoning, slashing and piercing damage you take from non-magical weapons is reduced by your Constitution modifier (minimum 3).
- You can take long rest while wearing heavy armor. However at the end of the long rest, you do not recover Exhaustion, and you recover hit points equal to half your maximum hit points rather than all hit points.
Artificer Initiate
- You learn one cantrip of your choice from the artificer spell list, and you learn one 1st-level spell of your choice from that list. Intelligence is your spellcasting ability for these spells.
- You can cast this feat's 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have.
- You gain proficiency with one type of artisan's tools of your choice, and you can use that type of tool as a spellcasting focus for any spell you cast that uses Intelligence as its spellcasting ability.
Athlete (Buff)
- Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
- You gain proficiency in the Acrobatics or Athletics skill (your choice).
- You ignore the effect of Exhaustion as long as you have exactly one level of Exhaustion.
- When you are prone, standing up uses only 5 feet of your movement.
- You gain a swimming and climbing speed equal to half your walking speed.
- You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10.
Attune (New)
Prerequisite: Intelligence of 13 or higher
- You can attune to one additional magic item.
- You can cast the identify spell as a ritual once per day.
- You can attune to one item where you ignore all class, species, and level requirements while attuning to a magic item.
- You can attune to a magic item in 10 minutes.
Blade Mastery (Buff UA)
You gain the following benefits when using a short sword, longsword, scimitar, rapier, and greatsword:
- You gain a +1 bonus to attack rolls you make with the weapon.
- On your turn, you can use your reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants you a +1 bonus to your AC until the start of your next turn or until you're not holding the weapon.
- When you make an opportunity attack with the weapon, you have advantage on the attack roll.
Brawler (Buff UA)
Prerequisite: Strength of 13 or higher
- Increase your Strength or Constitution by 1, to a maximum of 20.
- Your unarmed strike uses a d4 for damage. If your target is Pinned, prone or pressed against hard surface your unarmed strikes use d6 for damage.
- You are proficient with all improvised weapons. Attacks with improvised weapons use d6 for damage and have the versatile (d8) property.
- When you hit a creature with an unarmed strike or improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
Burglar (Buff UA)
- Increase your Dexterity score by 1, to a maximum of 20.
- You become proficient in Thieves' Tools and Trapmaking Craft if you aren't already.
- You double your proficiency bonus on any check that involves unlocking doors and containers, disabling traps and interacting with unattended objects without drawing unnecessary attention or making noise.
- If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you benefit of any cover. You cannot pass through difficult terrain or interact with objects as part of your move.
- You can use your bonus action to use the Dexterity (Sleight of Hand) check to interact with a small object (up to DM's clarification) carried or worn by a creature within 5 feet from you. You cannot do this if the creature wields the object or you need to make an additional interaction (such as open its purse).
Charger (Buff)
- Increase your Strength or Constitution by 1, to a maximum of 20.
- When you use your action to Dash, you can use a bonus action to make one melee weapon attack, grapple or to shove a creature.
- When you attack after a Charge and you beat the AC of your target by 5 or more, you deal one extra weapon die of damage.
- When you shove after a Charge and you succeed on the Shove action by 5 or more, you both shove your target twice the normal distance then knock it prone.
- When you grapple after a Charge and you succeed on the opposed Grapple check by 5 or more, the target is both Grappled and Restrained.
Cold-Blooded (Homebrew)
Prerequisite: Lizardfolk
- Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
- You have advantage on saving throws you make to avoid being charmed or frightened or to end one of those conditions on you.
- When a creature hits you with a melee attack, you can use your reaction to make a melee weapon attack against that creature. 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.
Coldstrider (Homebrew)
Prerequisite: Goliath
- Increase your Constitution score by 1, to a maximum of 20.
- You have immunity to cold and extreme cold weather.
- You ignore difficult terrain when moving on slippery ice or thick snow., and treat greater difficult terrain as difficult terrain you cannot ignore.
- You automatically succeed on Dexterity saving throws to avoid falling prone on slippery ice, and you are considered to weigh half as much when accounting for the weight tolerance of thin ice.
Critter Friend (UA)
Prerequisite: Gnome
- Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
- You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You learn the speak with animals spell and can cast it once until a short rest, without expending a spell slot. You also learn the animal friendship and animal messenger spells, and you can cast them once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. You can also cast the spell using any spell slots you have. The spells' spellcasting ability is the ability increased by this feat.
Crossbow Expert (Slight Nerf)
- You ignore the loading quality of crossbows with which you are proficient.
- Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged weapon attack rolls.
- When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
Crusher
- Increase your Strength or Constitution by 1, to a maximum of 20.
- Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
- When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
Dragon Breath (Homebrew)
Prerequisite: 4th level, Dragonborn
- You gain an additional use of Breath Weapon. You regain one expended use of your Breath Weapon when you finish a short rest
- The damage of your Breath Weapon increases by 1d6.
- The DC of your Breath Weapon increases by 1.
- The area of effect of your Breath Weapon increases: breath weapons with a size of 5 by 30 feet increase to a 5 by 60 feet and breath weapons with a size of a 15-foot cone increase to a 20-foot cone.
Dragon Fear
Prerequisite: Dragonborn
- Increase your Strength, Constitution, or Charisma by 1, to a maximum of 20.
- Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can't hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.
Dual Wielder
You master fighting with two weapons, gaining the following benefits:
- You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
- You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
- You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Elemental Adept (Buff)
Prerequisite: The ability to cast at least one spell
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 or 2 on a damage die as a 3. You can select this feat multiple times. Each time you do so, you must choose a different damage type.
Elven Accuracy (Change)
Prerequisite: Elf or half-elf
- Increase your one attribute by 1, to a maximum of 20.
- Whenever you have advantage on an attack roll using your chosen attribute and you do not suffer from a penalty to attack rolls, you can reroll one of the dice once. You can do this times twice until you complete a short or a long rest. The number of uses increase to three at 6th level, four at 11th level, and five at 16th level.
- Whenever you roll damage with an attack using your chosen attribute, you can reroll one die if the result was 1 or 2, but you must keep the new roll.
Escape Artist (Buff)
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- When you use your action to Escape being grappled or restrained, you have advantage on the Strength (Athletics) or Dexterity (Acrobatics) check you make.
- You can use your reaction to Help a friendly creature within 5 feet from you Escape being grappled, restrained or pinned by a hostile creature.
- When you Escape a grapple, you can use your reaction to make a one unarmed strike or strike with a Light weapon, or a Grapple check against the same creature.
Fell Handed (UA)
You gain the following benefits when using a handaxe, battleaxe, greataxe, warhammer, and maul:
- You gain a +1 bonus to attack rolls you make with the weapon.
- Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target.
- Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit.
- When you make an opportunity attack with the weapon and it hits a creature wielding a shield, you knock the target's shield momentarily. The creature doesn't benefit from the +2 bonus to AC from its shield until the end of its next turn.
Fey Touched
Your exposure to the Feywild's magic has changed you, granting you the following benefits:
- Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
- You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
Fighting Initiate
Prerequisite: Proficiency with a martial weapon
- Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20.
- Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.
Flail Mastery (UA)
You gain the following benefits when using a handaxe, battleaxe, greataxe, warhammer, and maul:
- You gain a +1 bonus to attack rolls you make with a flail.
- As a bonus action on your turn, you can prepare yourself to extend your flail to sweep over targets' shields. Until the end of this turn, your attack rolls with a flail gain a +2 bonus against any target using a shield.
- When you hit with an opportunity attack using a flail, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
Flames of Phlegethos (Buff)
Prerequisite: Tiefling
- Increase your Intelligence or Charisma by 1, to a maximum of 20.
- When you roll fire damage for a spell you cast, you can reroll any roll of 1 or 2 on the fire damage dice, but you must use the new roll.
- Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don't harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage. This fire damage increases to 2d4 at 6th level, 3d4 at 11th level, and 4d4 at 16th level.
Gift of the Chromatic Dragon
You've manifested some of the power of chromatic dragons, granting you the following benefits:
Chromatic Infusion. As a bonus action, you can touch a simple or martial weapon and infuse it with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, the weapon deals an extra 1d4 damage of the chosen type when it hits. After you use this bonus action, you can't do so again until you finish a long rest.
Reactive Resistance. When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Gift of the Gem Dragon
You've manifested some of the power of gem dragons, granting you the following benefits:
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
Telekinetic Reprisal. When you take damage from a creature that is within 10 feet of you, you can use your reaction to emanate telekinetic energy. The creature that dealt damage to you must make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the creature takes 2d8 force damage and is pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Gift of the Metallic Dragon
You've manifested some of the power of metallic dragons, granting you the following benefits:
Draconic Healing. You learn the cure wounds spell. You can cast this spell without expending a spell slot. Once you cast this spell in this way, you can't do so again until you finish a long rest. You can also cast this spell using spell slots you have. The spell's spellcasting ability is Intelligence, Wisdom, or Charisma when you cast it with this feat (choose when you gain the feat).
Protective Wings. You can manifest protective wings that can shield you or others. When you or another creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to manifest spectral wings from your back for a moment. You grant a bonus to the target's AC equal to your proficiency bonus against that attack roll, potentially causing it to miss. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Grappler (Buff)
- You have advantage on Attack rolls against a creature you are Grappling.
- When you succeed on a Grapple check against a creature to Grapple, Restrain or Pin, you may also deal your unarmed attack damage to the creature.
- When a creature provokes an attack of opportunity from you and you have a free hand, you may attempt an opposed Grapple check at disadvantage instead of attacking.
Great Weapon Master (Nerf)
Prerequisite: Level 4
- On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
- Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Grudge-Bearer (Buff UA)
Prerequisite: Dwarf
You have a deep hatred for a particular kind of creature. Choose your foes, a type of creature to bear the burden of your wrath: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can choose two races of humanoid (such as gnolls and orcs). You gain the following benefits:
- Increase your Strength, Constitution, or Wisdom by 1, to a maximum of 20.
- During the first round of any combat against your chosen foes, your attack rolls against any of them have advantage.
- When any of your chosen foes makes an opportunity attack against you, it makes the attack roll with disadvantage.
- When you bring your chosen foe to 0 hit points, you can use your bonus action to make a battle cry. You regain hitpoints equal to half the size of one of your hit dice (rounded up), and all other friendly creatures with the Grudge-Bearer feat have advantage to their next melee attack.
- Whenever you make an Intelligence (Arcana, History, Nature, or Religion) check to recall information about your chosen foes, you add double your proficiency bonus to the check, even if you're not normally proficient.
Healer (Buff)
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
- You can spend 1 minute and spend one use of a healer's kit to administer an emergency medication to a willing creature that is not unconscious. The creature regains the maximum amount of hit points it can regain from a hit die, without spending a hit die. The creature cannot receive such healing until it completes a short or long rest.
Heart Sight (New)
Prerequisite: Fairy
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- As a bonus action, you can magically learn the current emotional state of one creature you are touching. When you do so, the target must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, you also learn the creature's alignment, something that looms large in its mind (such as something it worries over, loves, or hates), and gain insight into its reasoning. A creature can willingly fail this save. You can use this feature a number of times equal to your proficiency modifier, and you regain all expended uses of it when you finish a long rest.
Inspiring Leader (Buff)
Prerequisite: Charisma 13 or higher
You can spend 10 minutes inspiring your companions. When you do so, all friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you gain temporary hit points equal to your level + your Charisma modifier. You can use this ability once a day.
The friendly creatures also gain a d4 morale die that can be added to one attack roll that would miss making the attack potentially hit, and if the attack hits the same amount is added to damage. The morale die can also be added to one saving throw that would fail making it potentially succeed. The morale die during the next rest.
Keen Mind (Buff)
- Increase your Intelligence score by 1, to a maximum of 20.
- You always know which way is north and the number of hours left before the next sunrise.
- The time needed to read or learn information, or add new spells to a spellbook is halved.
- You can accurately recall anything you have seen or heard within the past week. This includes the contents of a scroll or spellbook, but they can be only used to be scribed into another spellbook.
- You have advantage on any Intelligence checks to recall information about creatures, places, events, spells, or rituals you've ever learned about.
Linguist (Change)
Prerequisite: Intelligence 13 or higher
- Increase your Intelligence score by 1, to a maximum of 20.
- You learn two languages of your choice plus a number of additional languages equal to half your intelligence modifier (rounded down).
- You can add half your Intelligence modifier (rounded down) to all Charisma checks made while conversing with a creature in its native tongue, other than common language.
- You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to help decipher it.
Lucky
You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
Mage Slayer (Buff)
- When a creature within 30 feet of you casts a spell, you can use your reaction to make a weapon attack against that creature if it is in reach of your weapon.
- When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
- You can use your reaction to gain advantage on a saving theow against a spell cast by a creature within 30 feet of you that you can see.
Magic Initiate
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list.
In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Martial Adept (Buff)
- You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
- If you have superiority dice, you add one more to your existing pool; otherwise, you have two superiority dice, which are a d6. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Metamagic Adept (Buff)
Prerequisite: Spellcasting or Pact Magic feature
You've learned how to exert your will on your spells to alter how they function:
- You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.
- You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). Increase the point to 3 at 9th level, and to 4 at 17th level. You regain all spent sorcery points when you finish a long rest.
Mirror of Mimicry (New)
Prerequisite: Kenku
- Increase one ability score of your choice by 1, to a maximum of 20.
- Whenever another creature you can see uses a weapon, skill, or tool that they are proficient with, you can use your reacton to gain proficiency in that same weapon, skill, or tool. You retain a proficiency gained in this way until you replace ir with another. You must finish a long rest before you can use this feature again.
Mobile
- Your speed increases by 10 feet.
- When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
- When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Mounted Combatant (Buff)
- You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
- If you both enter and leave the reach of one unmounted creature as part of your move, that unmounted creature has disadvantage to opportunity attacks against you and your mount when leaving its reach.
- You can force an attack targeted at your mount to target you instead.
- If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Noble Steed (New)
Prerequisite: Centaur
- Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20.
- You count as one size larger when determining if you can serve as a mount.
- If you provoke an opportunity attack while being ridden, you choose whether the attacker targets you or the rider.
- On their turn, a rider can command you to giddyup (no action required). When they do so, you can immediately use your reaction to move up to half of your walking speed, without provoking opportunity attacks against you or the rider.
Observant
- Increase your Intelligence or Wisdom by 1, to a maximum of 20.
- If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
- You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Orcish Fury (Buff)
Prerequisite: Orc or Half-Orc
- Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
- Your maximum hit points are permanently reduced by 5 when you take this feat. This reduction cannot be restored by any means, including long rests or magical healing.
- Once per day, you may cast one of the spells from your subclass' Expanded Spell List without expending a warlock spell slot. Once you use this feature, you can't do so again until you finish a long rest.
- Otherworldly Deal. You mat choose to treat one roll of a d20 (which can be an ability check, attack roll, or saving throw) as if you rolled a 20 on the d20, before the outcome is determined. In doing so, the DM can then choose to treat one of your future rolls within the next hour after you use this property, as if you rolled a 1 on the d20, making the patron take away what it initially gave. Once you use this feature, you can't do so again until you finish a long rest.
Otherworldly Adept
Prerequisite: Spellcasting or Pact Magic feature
Studying occult lore, you learn one Otherworldly Invocation option of your choice from the warlock class. Your spellcasting ability for the invocation is Intelligence, Wisdom, or Charisma (choose when you select this feat). If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite.
Whenever you gain a level, you can replace the invocation with another one from the warlock class.
Pact Sealer (New)
Prerequisite: 4th level, at least four levels in Warlock
- Increase your Strength or Constitution by 1, to a maximum of 20.
- When you hit with an attack using a simple or martial melee weapon, you can roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type. Once you use this ability once, you can't use it again until you finish a short or long rest. The number of uses increase to twice at 11th level.
- If you are below half your hit point maximum at the start of your turn, anytime you deal damage with a melee weapon you may reroll one weapon damage die that rolled 1 and take the new result.
Piercer
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.
- When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
Polearm Master
- When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
- While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
Prodigy
Prerequisite: Half-Elf, half-orc, or human
- You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
- Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Remarkable Recovery (New)
- Increase your Constitution by 1, to a maximum of 20.
- When you successfully stabilize while dying you regain hit points equal to your Constitution modifier (minimum 1).
- Whenever you regain hit points as a result of a spell, potion, or class feature (but not this feat), you regain additional hit points equal to your Constitution modifier (minimum 1).
Resilient
- Increase the chosen ability score by 1, to a maximum of 20.
- You gain proficiency in saving throws using the chosen ability.
Revenant Blade
Prerequisite: Elf or weeb You are descended from a master of the double-bladed scimitar, and some of that mastery has passed on to you. You gain the following benefits:
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- While you are holding a double-bladed scimitar with two hands, you gain a +1 bonus to Armor Class.
- A double-bladed scimitar has the finesse property when you wield it.
Ritual Caster
Prerequisite: Intelligence or Wisdom 13 or higher
You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them. When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.
Sentinel
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
- When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
- Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
- When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Shadow Touched
Your exposure to the Shadowfell's magic has changed you, granting you the following benefits:
- Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
- You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
Sharpshooter (Nerf)
Prerequisite: Level 4
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Also, you do not suffer disadvantage when attacking at close range in dim light.
- Your ranged weapons ignore half cover and treats three-quarters cover as +2 bonus to AC instead of +5 to AC.
- Before you make a ranged attack with a ranged weapon with which you are proficient, you can choose to take a -5 penalty to the attack roll. If you do so and the attack hits, it deals +10 damage.
Skill Expert
You have honed your proficiency with particular skills, granting you the following benefits:
- Increase one ability score of your choice by 1, to a maximum of 20.
- You gain proficiency in one skill of your choice.
- Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Skilled
You gain proficiency in any combination of three skills or tools of your choice.
Skulker
Prerequisite: Dexterity 13 or higher
- You can try to hide when you are lightly obscured from the creature from which you are hiding.
- When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
- Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.
Spear Mastery (Buff UA)
You gain the following benefits when using a spear:
- 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.
- As a bonus action on your turn, you can increase your reach with a spear by 5 feet for the rest of your turn.
- 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 creature moves within your spear's reach on its next turn, you can make a melee opportunity 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.
Slasher
You've learned where to cut to have the greatest results, granting you the following benefits:
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
- When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
Spelldriver (New)
Prerequisite: Character level 11 or higher: Spellcasting or Pact feature
Through intense focus, training, and dedication, you've harnessed the technique of rapid spellcasting. When you use your bonus action to cast a spell of 1st level or higher, you can also use your action to cast another spell of 1st level or higher. However, if you cast two or more spells in a single turn, only one of them can be 3rd level or higher.
Spell Sniper
Prerequisite: The ability to cast at least one spell
- When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
- Your ranged spell attacks ignore half cover and three-quarters cover.
- You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Squat Nimbleness (Buff)
Prerequisite: Dwarf or Small species
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- Increase your walking speed by 5 feet.
- You gain proficiency in the Acrobatics or Athletics skill (your choice).
- When you take the Dodge action, attempts to Grapple you are made at disadvantage.
- When you provoke an opportunity attack from a hostile creature, that creature cannot choose to make a Grapple check against you.
- You have advantage on any Strength (Athletics) check you make to Tumble Through a hostile creature's space, and you ignore disadvantage due to size difference. When you use your action or bonus action, you can Tumble Through twice as part of your movement instead of once. Each Tumble requires a separate check.
Tandem Tactician (UA)
- Increase your Wisdom or Charisma score by 1, to a maximum of 20.
- You can use the Help action as a bonus action if you aid an ally within 5 feet.
- When you use the Help action to aid an ally in attacking a creature, increase the range of the Help action by 10 feet.
Telekinetic
- Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
- You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
- As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.
Telepathic
- Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
- You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
- You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.
Thrown Arms Master (New)
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- Simple and martial melee weapons without the thrown property have the thrown property for you. One-handed weapons have a normal range of 20 feet and a long range of 60 feet, while two-handed weapons have a normal range of 15 feet and a long range of 30 feet.
- Weapons that already have the thrown property increase their short range by 20 feet and their long range by 40 feet for you.
- When you miss with a thrown weapon attack using a light weapon, the weapon returns to your grasp like a boomerang at the end of your turn, unless something prevents it from returning. You can catch and stow as many weapons as you threw in this way.
Tough (Buff)
- Increase your Consitution score by 1, to a maximum of 20.
- Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional hit point.
- When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
- You have advantage on rolls to resist alcohol, simple poisons and common disease.
- You roll a success on a Death Save if you roll 9 or higher.
Tracker (Buff UA)
- Increase your Wisdom score by 1, to a maximum of 20.
- You learn the hunter's mark spell. You can cast it twice as a 1st level spell without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. Wisdom is your spellcasting ability for this spell.
- You have advantage on Wisdom (Survival) checks to track and hunt beasts and other creatures with Intelligence score 8 or lower.
- You have advantage on any checks to skin, extract and preserve precious organs from creatures you have researched for at least a week of downtime, or hunted for a week of downtime in your past.
Weapon Master (Buff)
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- You gain proficiency with three simple or martial weapons.
- You learn one Fighting Style from the Fighter class. You can't choose a Fighting Style twice, regardless of where you gain it from.
- Drawing and sheathing a weapon on your turn is a free action for you.
Story Feats
Story feats are a way to help flesh out a player’s backstory, as well as giving them mechanical bonuses. Each story feat has a goal, which, upon completion to the DM’s liking, grants a completion benefit. Upon failure of a story feat, it will instead grant a failure consequence.
Amnesia
You woke up under strange circumstances in an unfamiliar location. Or, that's what you thought until you realized you were unfamiliar to yourself.
Hunted
You've drawn the hateful gaze of a powerful beast, individual, or spirit. Whether that ire is deserved or not, they hunt for you, and it's only a matter of time before they find you.
Legacy
You come from a long line of people who have done great things, but one task remains unfinished.
Lost Love
Someone you love has vanished without a trace, and you've vowed to bring them back to safety.
Nightmare-Touched
Darkness circles you, infusing your being. When you close your eyes you swear you can see something looking back.
Outsider
You are seen as an other within society. You want more desperately than anything to prove that you have something to offer, despite their preconceived notions.
Pilgrimage
The call to adventure has never been one that you needed to rebuff, after all, the gods gave you two legs for walking.
Prophesied
You always felt you were destined for greatness, and as it turns out, it wasn't all in your head.
Protector
Through some means of circumstance, be it duty, friendship or love, you have found your fate entwined with another who you now travel with.
Redemption
You were once on the side of evil, but no longer. Now you desperately seek a way to balance the scales of your dark deeds.
Relic Hunter
You’ve discovered or been told of the existence of one or more magical items that have long since vanished.
A Worthy Foe
Someone, or something, out there has wronged you. You know that force is the only way you can make it right.
Spells
Cantrips
- Bloodcraft
- Blood Sense
- Life Drain
- Sanguine Recovery
- Sculpt Ice
- Siphon Sleep
- Ward of Retaliation
- Wither Blade
1st Level
- Blood Seeker
- Blood Spike
- Mage Armor (Buff)
- Woundweaver
2nd Level
- Blood Mote
- Blood Puppet
- Repel
- Share Thoughts
- Shield Other
- Sleep Walk
3rd Level
- Spell A
- Carnage Blast
- Spell C
4th Level
- Spell A
- Spell B
- Spell C
5th Level
- Spell A
- Spell B
- Spell C
6th Level
- Spell A
- Investiture of Dreams
- Spell C
7th Level
- Spell A
- Spell B
- Spell C
8th Level
- Spell A
- Dream Travel
- Spell C
9th Level
- Spell A
- Spell B
- Spell C
Cantrips
Bloodcraft
Hemomancy Cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: 1 Hour
- Classes: Wizard (Hemomancer)
You choose an area of blood that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- You can amplify the scent of blood. You can create a sharp, pungent aroma of blood to be able to easily be smelled in a 300ft. radius around you. This effect can last for an hour.
- You can cause the blood to form into simple shapes and animate at your direction. This effect lasts for an hour.
- You are able to cause internal bleeding to accelerate the process of death to a dying creature. They immediately fail 2 death saving throws and cannot be stabilized unless they regain a hit points.
- You can cause solidified blood to return back to liquid state for up to 1 hour before it begins to dry or congeal.
You can only maintain one of these special effects at a time.
At Higher Levels. The amount of effects you can maintain increases by 1 when you reach 5th level (2), 11th level (3), and 17th level (4).
Blood Sense
Hemomancy Cantrip
- Casting Time: 1 action
- Range: Touch
- Components: M (a drop of the target’s blood)
- Duration: Instantaneous
- Classes: Wizard (Hemomancer)
You taste the blood of a creature. The blood must have been spilled or drawn within the last 1 minute or the effect fails. Once you taste the blood, you can learn certain information about the creature.
The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Strength score
- Dexterity score
- Constitution score
- Current hit points
At Higher Levels. The spell works on blood spilled or drawn within 10 minutes when you reach 5th level, 11th level 1 hour, and 17th level 1 day.
Enhanced
Amplifying the spell with your own blood, you may learn two additional characteristics about the blood's source of your choice:
- Age
- Abnormality
- Blood Type
- Condition Immunity
- Creature Type
- Diseases
- Remaining hit point %
At the GM’s option, you might also realize you know a physical weakness the creature has, if any, such as vulnerability to fire damage or weakness against silver weapons.
Life Drain
Hemomancy Cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 Minute
- Classes: Wizard (Hemomancer)
You attempt to consume some of a creature's life force through touch. Make a melee spell attack against a creature you can reach. On a hit, the target takes 1d6 necrotic damage and you gain 2 temporary hitpoints. Temporary hitpoints you gain from this spell last for the duration.
At Higher Levels. This spell's damage increases by 1d6 and the temporary hitpoints you gain on hit also increase by 1 when you reach 5th (2d6 and 3), 11th (3d6 and 4), and 17th level (4d6 and 5).
Sanguine Recovery
Hemomancy Cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Instantaneous
- Classes: Wizard (Hemomancer)
You can use your own blood to accelerate the healing capabilities of yourself or creature that you touch. Expend one available hit die to regain a number of hit points equal to the roll.
At Higher Levels. The amount of hit dice that the target can recover increases by 1 when you reach 5th (1), 11th (2), and 17th level (3).
Sculpt Ice
Transmutation Cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: S
- Duration: Up to 1 hour
- Classes: Druid, Sorcerer, Warlock, Wizard
This is a minor spell that novice cryomancers use for practice. You can create one of the following magical effects within range that fits within a 5-foot cube.
- You freeze water, provided that there are no creatures in it. The water unfreezes in 1 hour.
- You instantly melt any ice within the cube.
- You cause ice to form into a shape-such as a creature, an inanimate object, or a simple ice sculpture. The change lasts for 1 hour.
- You create a harmless sensory effect using the moisture around you, such as causing a shower of snow, a cold winter wind to blow, or for moisture around you to freeze.
- You manifest a patch of thin slippery ice that covers one 5-foot square centered on a point within range. When the ice appears, a creature standing in the area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends it turn there must also succeed on a Dexterity saving throw or fall prone. The ice patch breaks once one creature attempts the Dexterity saving throw.
Siphon Sleep
Evocation Cantrip
- Casting Time: 1 action
- Range: Self
- Components: V
- Duration: Instantaneous
- Classes: Warlock (Dream)
You radiate dream-like essence from your hand as you attempt and grasp a creature. Make a melee spell attack against the target. On a hit, the target takes 1d8 psychic damage. If the target is asleep or unconscious, it instead takes 2d6 psychic damage.
The spell’s damage increases by one die when you reach 5th level (2d8 or 4d12), 11th level (3d8 or 6d12), and 17th level (4d8 or 8d12).
Ward of Retaliation
Abjuration Cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: 1 round
- Classes: Wizard (Abjuration)
You extend your hand and trace a sigil of retribution in the air. Until the end of your next turn, one creature of your choice in range is surrounded in an aura of abjuration magic. For the duration, when this creature would take damage from an attack, the shield disperses, reducing the damage it would take by 1d6 and dealing the same amount of force damage to the attacker.
At Higher Levels. This amount of reflected damage done by this spell increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Wither Blade
Hemomancy Cantrip
- Casting Time: 1 action
- Range: 5 feet
- Components: V, S
- Duration: 1 round
- Classes: Wizard (Hemomancer)
As a part of the action used to casted the spell, you must make a melee weapon attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects and fall under a blood curse until the start of your next turn.
If the target regains hitpoints by any means before then, it immediately takes 1d8 necrotic damage, and the spell ends.
At Higher Levels. The spell's damage increases when you reach higher level. At 5th level, the melee attack deals an extra 1d8 necrotic damage to the target and the damage the target takes for healing increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.
1st Level Spells
Blood Seeker
1st-level Hemomancy
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Wizard (Hemomancer)
You can fire two crimson bolts of magic that hone in on bloodied creatures. You can make a ranged spell attack against a creature within range. Upon a hit, you can deal 2d4 piercing damage. This attack has advantage against creatures that are missing half of its hitpoints. You can hurl these bolts at one creature or several.
**At Higher Levels At higher levels.**When you cast this spell using a spell slot of 2nd level or higher, you can create one additional bolt for each spell level above 1st.
Blood Spike
1st-level Hemomancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Wizard (Hemomancer)
You disturb the blood within one creature you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 2d8 necrotic damage and is weakened until the end of your next turn. While weakened, the creature has disadvantage on Constitution saving throws and its speed is reduced by 15. On a successful save, the target takes half damage.
At Higher Levels At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you can create one additional bolt for each spell level above 1st.
Blood Syphony
1st-level Hemomancy
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Wizard (Hemomancer)
You attempt to syphony some of a creature's life force from afar. A creature of your choice within range must make a Constitution saving throw. On a failure, it takes 3d8 necrotic damage and has disadvantage on the next attack roll it makes before the end of your next turn. It takes half as much damage and doesn't suffer disadvantage on a success. Creatures that don't have blood have advantage on the saving throw.
At Higher Levels At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Mage Armor
1st-level Transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (A piece of cured leather)
- Duration: Until the end of the next long rest
- Classes: Sorcerer, Wizard
You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Woundweaver
1st-level Transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a stone)
- Duration: Instantaneous
- Classes: Wizard (Transmuter)
A creature you touch regains a number of hit points equal to 1d4 + your Intelligence ability modifier. This spell has no effect on undead or constructs.
2nd Level Spells
Blood Mote
2nd-level Hemomancy
- Casting Time: 1 bonus action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 hour
- Classes: Wizard (Hemomancer)
You can place a mark a creature with a vampiric brand that allows you to siphon its blood upon death. Until the spell ends, you can deal an additional 1d6 necrotic damage to the target whenever you hit it with an attack. When that creature is reduced to 0 hitpoints, you can regain one expended hit die.
A Remove Curse cast on the target ends this spell early.
Blood Puppet
2nd-level Hemomancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Wizard (Hemomancer)
You can temporarily control the very blood of a creature you can see within range. The target must succeed on a Constitution saving throw or be puppeteered. While puppeteered, you may use your bonus action, to force the target to perform one of the following tasks on your turn:
- That creature must move up to your movement speed in a direction of your choice. This movement does not provoke attacks of opportunity.
- That creature must drop an object that it is holding
- You can command that creature to make a melee weapon attack against a creature within its reach
- You can force the creature to fall prone.
At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target. This spell has no effect on undead or constructs.
Repel
2nd-level Abjuration
- Casting Time: 1 reaction, which you take when a large or smaller creatures moves within 5 feet of a willing stationary creature.
- Range: 30 feet
- Components: V, S
- Duration: 1 round
- Classes: Wizard
Magic force radiates our from a stationary creature. The moving creature must succeed on a Strength saving throw, and does so with advantage if it is considered to be huge or larger. On a failed save, the moving creature is pushed up to 5 feet away from the stationary creature and is knocked prone. The creature cannot move within 5 feet of the stationary creature until the end of your next turn. Additionally, on a failed save the creature cannot hit the stationary creature using attacks with reach.
Shield Other
2nd-level Abjuration
- Casting Time: 1 reaction, which you take when a creature other than you within range that you can see is hit by an attack or targeted by the magic missile spell.
- Range: 150 feet
- Target: A creature you touch
- Components: V, S, M (a bead bracelet)
- Duration: 1 round
- Classes: Wizard
A shimmering barrier of magical force appears and protects the attacked creature. Until the start of your next turn, the target has a +5 bonus to AC, including against the triggering attack, and it takes no damage from magic missile.
Sleep Walk
2nd-level Enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: S, M (a pinch of sand)
- Duration: Concentration, up to 1 hour
- Classes: Warlock (Dream)
You throw a pinch of sand in the direction of a target you can see and they must make a Wisdom saving throw. If the creature fails its saving throw, it falls asleep for 1 hour, or until it takes any damage or the spell ends. While asleep in this way, it continues whatever activity it was engaging in, such as patrol, cooking, or standing guard. The creature does not respond to noise, and will move around obstacles to resume its task if interrupted.
You can use an action to change the creatures course of action, so long as you're within 30 feet of the creature affected.
3rd Level Spells
Carnage Blast
3rd-level Hemomancy
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
- Classes: Wizard (Hemomancer)
Choose one creature that you can see within range which has blood. That creature must make a Constitution saving throw. On a failed save, the target takes 4d10 piercing damage. On a successful save, the target takes half damage. If this damage reduces the target to 0 hit points, its blood bursts from within its body, spraying nearby foes with gore and spikes of enchanted blood. Each creature within 15 feet of the target must make a Dexterity saving throw. On a failed save, a creature takes 4d10 piercing damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt increases by 1d10 for each slot level above 3rd.
4th Level Spells
5th Level Spells
6th Level Spells
Investiture of Dreams
6th-level Transmutation
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a feather of a black and white raven)
- Duration: Concentration, up to 10 minutes
Until the spell ends, you radiate the dream like substance found within the Plane of Dreams, and you gain the following effects:
- You gain a fly speed of 30. If you are still flying when the spell ends, you fall as if under the Feather Fall spell.
- You gain advantage on Wisdom saving throws.
- You can use your action to blast beam composed of the chaotic energy of the Dreamheart in a 15-foot cone. Each creature in the area must make a Dexterity saving throw, a creature takes 3d8 psychic damage on a failed save, or half as much damage on a successful one.
7th Level Spells
8th Level Spells
Dream Travel
8th-level Transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (an hourglass filled with sand)
- Duration: 8 hours
Until the spell ends, you radiate the dream like substance found within the Plane of Dreams, and you gain the following effects:
You and any creature you touch are drawn along a crystal arc of reverie to the edge of conscious thought and into the Plane of Dreams. You can take more than one creature along with you (subject to your level limit), but all must be touching each other when you cast the spell. You physically enter the plane of the Dream World, leaving nothing behind.
In the Dream World, you move through a menagerie of thoughts, desires, and phantoms created by the minds of dreamers everywhere. For every minute you move through the Dream World (which is only a single round on the Material Plane), you can “wake” to find yourself five miles displaced in the waking world. Thus, a character can use this spell to travel rapidly by physically entering where only dreams prowl, moving the desired distance, and stepping back into the waking world.
You know where you will come out in the waking world, Dream Travel can also be used to travel to other planes that contain creatures who dream, but this requires crossing into the Dreamheart, where you are subject to the vagaries of violent dream realities. Transferring to another plane of existence requires 1d4 hours on The Dream World (which corresponds to 1d4×6 minutes as time is measured on most other planes).
Any creatures touched by you when dream travel is cast also makes the transition to the borders of unconscious thought. They may opt to follow you, wander into other dreamscapes, or stumble back into the waking world (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Dreams receive a Wisdom saving throw, negating the effect if successful.
Note: Unlike the normal rules for dreaming, items you use, spells you cast, and other consumables are still gone when you return to the waking world after being under the effect of this spell. Likewise, items you gain and experience you accumulate while under the effect of this spell stay with you.
9th Level Spells
Shiverfen Reach
A harsh and beautiful expanse of rugged northern wilderness. Stretching across a wide landscape of snow-draped pines, frost-covered wetlands, and mountainous terrain, the region is marked by a severe yet captivating natural beauty. The land is as much an adversary as it is a resource, testing its inhabitants with biting cold, thick blankets of snow, and treacherous bogs frozen beneath thin layers of ice. During the fleeting summer months, the land briefly reveals its hidden verdancy—wildflowers bloom, and the fens come alive with a vibrant ecosystem of hardy creatures. For most of the year, however, Shiverfen Reach is a stark realm dominated by long, dark winters, relentless winds, and an overwhelming sense of isolation.
The people of Shiverfen Reach are survivors. The twenty towns scattered throughout this region have adapted to the harsh conditions, relying on close-knit communities and shared resources to endure. They are a blend of resilient miners, skilled artisans, and traders who have made their livelihoods from the region's natural riches—ores, rare herbs, and warm furs. Despite the hardships, there is a fierce pride in these communities, an unyielding sense of belonging to the land that molds them.
But the resilience of the Shiverfen towns is being tested now as never before. Auriel, the goddess of ice, snow, isolation, and perseverance, has taken Shiverfen Reach hostage. On the day the era of the Divine Hush began, she manifested an unstoppable blizzard that envelops the entire area, leaving no corner untouched. The blizzard is not a natural storm; it is relentless, unpredictable, and entirely indifferent to the rhythms of the season. Day and night, its howling winds bury roads and fields under deep drifts of snow, isolate towns from each other, and make daily survival a struggle.
The once navigable paths between the twenty towns are now impassable, leaving the townsfolk cut off from each other. Rumors have begun to spread about Auriel’s intentions—some believe she is punishing humanity for their trespass, while others see her storm as a test of their resilience and will to endure. What remains undeniable is her ability to command the elements, wielding the blizzard as a weapon. Auriel watches over the land as a massive aurora borealis, her shape taking on the eerie visage of a humanoid owl face, ever-present in the swirling sky.
Shiverfen Reach's wilds are not empty; strange and dangerous creatures roam its unforgiving terrain. Giants, frostbitten and towering, claim the rugged mountains as their domain. White dragons hunt the frozen valleys, and yetis prowl the dark forests and icy hills, their howls echoing through the cold night. These creatures thrive amidst the chaos, making the wilderness an even greater threat for those who dare to traverse it.
Fear grips the people of Shiverfen Reach, but there is also defiance. The towns are bound together by their will to survive, and their spirits have not yet been entirely broken. They have begun to organize clandestine meetings, sending small groups of brave souls to try and reconnect the settlements, share supplies, and piece together a strategy to confront Auriel and her relentless storm. These journeys are perilous, demanding not only survival skills but also the courage to face the goddess of ice and her chilling power.
Twenty Towns
The Twenty Towns of Shiverfen Reach are scattered settlements, each a testament to human tenacity in the face of nature's fury. Ranging from fifty to five hundred inhabitants, these towns vary from small clusters of log cabins to bustling hubs of trade, each uniquely adapted to life in this icy wilderness.
The larger towns act as centers of trade, where miners, artisans, and traders exchange goods like ore, furs, and rare herbs, their markets a brief respite from the cold. Smaller communities, often numbering only a handful of families, live off the land in carefully constructed shelters, relying on hunting and gathering to scrape by.
Though once connected by vital trade routes, the Twenty Towns are now isolated by Auriel's endless blizzard, cut off from one another amidst the snow and ice. Yet despite the storm and prowling dangers, these towns endure, each community determined to survive against all odds. The people of Shiverfen Reach share a common resolve: to remain standing, no matter how harsh the cold or how fierce the isolation.
The Population
The Twenty Towns of Shiverfen Reach attract those seeking freedom, obscurity, or a fresh start. Some came as wanderers or outcasts, while others sought opportunities or simply a quiet life. Generations later, most inhabitants are descendants of those early settlers, accustomed to the rugged demands of the region.
These people are fishers, miners, hunters, and traders, accustomed to the challenges of survival in a frigid and remote land. They gather timber from distant forests and use stone from nearby hills to build their homes, each constructed to withstand harsh winters. Covered in heavy layers of fur and wool, they blend into the landscape, each day driven by the determination to endure and thrive in this unforgiving wilderness.
The Towns
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Good Meadington
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Icetown
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Eastwest Haven
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Civilizations Beyond Twenty Towns
Factions
This is the section where I will list all the notable public factions in the world of Namikakaweyho.
Major
- League of Adventurers. Serving as both a hierarchy/structure for adventurers and a home base/meeting spot for them. The league takes in and facilitates the quests of the world worthy of an adventurer to undertake, whether it is rat-catching, dragon slaying, or a simple fetch quest - they will be there to help. Forming parties, enacting violence, and becoming a hero is crucial for the survival of us.
- The Gaia Chain (Circles of Balance). A massive, planar-wide, ancient order comprised of druid circles, elementals, and other noteable factions. Membership is usually passed along bloodlines. However, they have three gigantic temples that are open to the public only once a year.
- The New World Alliance. An intelligence coalition between the major cities and civilizations of this world. Agents work both to protect the Alliance's interests, and to gain glory and honor for themselves and their home cities over the other Alliance members.
- Thieves Guild. A shadowy network of thieves, smugglers, assassins, etc. Each chapter goes by its own names, morals, and practices. They’re somewhat unified, but to what degree is only known by the top brass.
Medium
- Sentinels of Justice. Composed of faithful and vigilant seekers of justice who protect others from the depredations of evildoers. The organization is honorable, vigilant, and zealous. Clerics, monks, and paladins of good (and often lawful good) alignments are commonly drawn to The Sentinels of Justice.
- The Circle of Balance. A widespread group of wilderness survivalists who preserve the natural order by rooting out unnatural threats. They struggle to keep civilization and the wilderness from destroying one another.
- The Order of the Archive. A knightly order dedicated to preserving all knowledge, even reprehensible works by demon worshippers and necromancers, against a future dark age, and making sure it stays safely in the right hands. Knights of the Archive train rigorously in shutting down black mages, helping those who have had their minds stolen by evil magic, and protecting and copying ancient writings.
- The Luminous Shadows. Members of this clandestine network of spellcasters and spies pride themselves on being incorruptible defenders of the greater good and champions of the oppressed. The organization is benevolent, knowledgeable, and secretive.
Minor
- Blue Steel. An individual who has served in the City Watch or the City Guard is eligible to join, as are characters who are willing to swear oaths to defend Tavvon, its citizens, and its laws with their lives.
- Stowaway's Guild.
- The Grey Cabal. A cabal of powerful wizards that operate within the world. Many talented and capable wizards seek to join their prestigious ranks, but very few are accepted. Wherever powerful magical artifacts and arcane secrets are, you can be sure someone from the Grey Robes will show up.
- World Chroniclers. A group of curious adventurers, scholars, and other invested parties keen on mapping out the outer reaches of the world and the surrounding area of civilizations. Bring them new information about landmarks, structures, and other wonders of the world to be rewarded handsomely.
Miniscule
- Eyes are Down Here. Gnomes, Halfings, Duergar, Kobolds, small races of all kinds grouping together for awareness of Shorter races and delivering speechs and information on how to talk to those of shorter stature.
- Starlight Soirée Syndicate. The Starlight Soirée Syndicate is an exclusive and skilled faction dedicated to curating and orchestrating extraordinary nighttime celebrations in Namikakaweyho.
- The Royal Society for the Protection of Dungeons (RSPD). The Royal Society for the Protection of Dungeons. A group of fanatics who believe that dungeons are to be preserved and not delved in for treasure or glory, or even to sort out the kobold problem.
- The Gabbo Initiative. A group of wizards that are convinced they can civilize goblins.
- The Last Arc. A group of environmentalist who believe that the end of days is coming, and have built a huge raft to ride out the apocalypse.
- The Silver Woodsmen. Anti lycanthrope—A group of monster-hunters, made up of people who have lost family or friends to monstrosities. They are lead by a Knight in dark armor who's face is never seen. The Order is made up of good people, who aren't afraid to get their hands dirty.
Sentinels of Justice
Composed of faithful and vigilant seekers of justice who protect others from the depredations of evildoers. The organization is honorable, vigilant, and zealous. Good (and often lawful good) alignments are commonly drawn to The Sentinels of Justice.
Goals
To be armed, vigilant, and ready to smite evil, enforce justice, and enact retribution. This means identifying evil threats such as secretive power groups and inherently evil creatures, watching over them, and being ready to attack the moment they misbehave. (These are always retributive strikes, never preemptive.)
- Be armed and vigilant against evil.
- Identify evil threats such as secretive power groups or individuals.
- Enforce justice.
- Enact retribution against evil actions—do not strike preemptively.
Members
A dedicated, tightly knit group of like-minded individuals driven by religious zeal or a finely honed sense of justice and honor. Friendship and camaraderie are important to members of the order, and they share a trust and a bond normally reserved for siblings. Like highly motivated soldiers, members of the Order of the Gauntlet seek to become the best at what they do and look forward to testing their mettle. There are few, if any, “lone wolves” in this organization.
Ranks
Name | Renown | Benefits |
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Booger | 1 | Receive Your Faction's Insignia. A Fist with personal flair. |
Dude | 3 | Faction Training. |
Whiteclaw | 10 | Entrusted with many secrets and deserving of additional support during adventures. |
Dudemeister | 25 | Trusted voice, can requisition members to assist you. |
Righteous Hand | 50 | Righteous Hands are deeply ensconced within the leadership of their faction and have a great degree of influence, guiding faction decisions. |
The Order of the Archive
An order dedicated to preserving all knowledge, even reprehensible works by demon worshippers and necromancers, against a future dark age, and making sure it stays safely in the right hands. Knights of the Archive train rigorously in shutting down black mages, helping those who have had their minds stolen by evil magic, and protecting and copying ancient writings.
Goals
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Name | Renown | Benefits |
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Name | 1 | Receive Your Faction's Insignia. A ____. |
Name | 3 | Faction Training. |
Name | 10 | Entrusted with many secrets and deserving of additional support during adventures. |
Name | 25 | Trusted voice, can requisition members to assist you. |
Name Hand | 50 | Text |
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Name | Renown | Benefits |
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Name | 1 | Receive Your Faction's Insignia. A ____. |
Name | 3 | Faction Training. |
Name | 10 | Entrusted with many secrets and deserving of additional support during adventures. |
Name | 25 | Trusted voice, can requisition members to assist you. |
Name Hand | 50 | Text |
The Storysmith Deck
A deck known by many names used by fortune tellers, gamblers, and more for an expanding verse of purposes. Some tilize it for games, others draw deeper meaning in each card as they all symbolically represent characteristics of a creature.
The Resolved - KH
A good card of strength