Bard College

College of Megalomania

True arch-villains, bards of the college of megalomania are master wordsmiths. They excel at demoralization and mind games. Often the head of some sinister organisation or, at the very least, second in command. The manipulate and conspire, spreading fear in taverns with tales of death and destruction, bending truth to portray an image of their pleasing.

Sharp Tounge

When you join the college of megalomania at 3rd level, you gain proficiency in the persuasion and intimidation skills. In addition, you can choose one. You add double your proficiency bonus to checks you make using that skill.

Doom Sayer

At 3rd level, you use the savagry of your insight to crush the spirits of your enemies. When a hostile creature that you can see within 60 feet of you makes a saving throw or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the result from the roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the saving throw succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

Malevolent Monologuing

At 6th level, you can viciously talk down a foe, wearing at their mental fortitude. As an action, you can target a creature that can see or hear you within 60 feet. The target has disadvantage on it's next Charisma, Intelligence or Wisdom saving throw until the start of your next turn. During this time, if you take damage you must make a Constitution saving throw as if you were concentrating on a spell. On a failure, the effect ends on the target.

While you are monologuing, you can not cast a spell that requires a vocal component nor can you speak.




Devil's Influence

At 14th level, when you cast a spell that would charm one or more creatures, you can target one additional creature with that spell.

In addition, creatures you succesfully charm remain unaware of being charmed. Once a creature has been affected by this feature it becomes immune for 24 hours and is aware of any subsequent charms.

Druid Circle

Circle of the Chimera

Drunk with power and full of hubris, those of the circle of the chimera seek only the strengths of their shapeshifting. Unconcerned with the balance of nature, they twist their form taking only the aspects they deem powerful from those found in the world around them.

Monstrous Aspect

When you choose this circle at 2nd level, you can, as a bonus action, expend one use of Wild Shape to gain one of the following aspects. Each aspect increase in power at 6th level and again at 14th level.

You can have more than one aspect active at any time and they have a duration equal to your Wild Shape feature. You retain any active aspect while in beast shape.

Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d10 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. While in beast shape this attack can be used in place one attack option as appropriate to the form.

At 6th level, you can make one attack with your natural weapons as a bonus action. In addition, the damage dealt by you natural weapons counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

At 14th level, the damage increases to 2d10.

                                                                        Art by Laura Sava

   Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers or perhaps developing tentacles. You can breathe underwater and gain a swimming speed equal to your walking speed.

At 6th level, you gain blindsight out to a range of 30 feet while underwater and your swim speed is doubled.

At 14th level, your blindsight increases to 60 feet and you gain advantage on Wisdom (perception) and Dexterity (stealth) checks while underwater.

Wings. You sprout wings, they take any form you wish such as feathered, bat-like, or draconic. You gain a flying speed equal to your walking speed but you must land at the end of each of your turns.

At 6th level, you no longer need to land at the end of your turns and your flying speed increases by 15 feet.

At 14th level, You can cast gust of wind at will without expending a spell slot. When cast this way you need not concentrate but must use your bonus action on subsequent turns to continue the spell.

Grasping Adaptation. You develop tentacles, additional limbs, or hooked claws. These appendages grant you a climb speed equal to your walking speed and advantage on Strength (athletics) checks made to grapple a creature. In addition, you can have up to four creatures grappled.

At 6th level, when you make a weapon attack with your appendage you can attempt to grapple the target (no action required).

At 14th level, creatures grappled by you also become restrained until the grapple ends.

Burrowing Bones. Your bones and cartilidge harden including your nails, claws, or horns. You gain a burrow speed of 15 feet. If you move at least 20 feet in a straight line and hit a creature with a weapon attack, you can roll two additional weapon damage dice and the creature must succeed on a Strength saving throw against a DC of 8 + your proficiency bonus + your Strength modifier or be knocked prone.

                                                                  Art by Kekai Kotaki

    At 6th level, bones potrude from your form. As an action, you can launch a hail of marrow spikes. Each creature within 10 feet of you must make a Dexterity saving throw against your spell save DC taking 2d8 piercing damage on a failed save or half as much on a success. A prone creature that fails it's saving throw has its speed reduced to 0 until the end of its next turn.

At 14th level, you deal double damage to objects and structures with melee attacks and may also cast Enlarge/Reduce on yourself at will without expending a spell slot. You must still concentrate and may only choose the Enlarge option.

Natural Armor Your skin hardens or becomes coated in scales. Your AC becomes 13 + your Wisdom modifier if it isn't higher.

At 6th level, you are resistant to bludgeoning, slashing and piercing damage.

At 14th level, when you are subjected to an effect that allows you to make a Dexterity, Strength or Constitution 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.

Breath Weapon Choose one type of dragon from the Draconic Ancestry table in the dragonborn race section of the PHB. You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. Each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry, against your spell save DC or take 2d8 damage on a failed save, and half as much damage on a successful one.

The damage increases to 3d8 at 6th level and to 4d8 at 14th level.

Monstrous Form

At 10th level, you can expend two uses of Wild Shape at the same time to transform into a Chimera (MM pg 39)



Martial Archetype

Death Dealer

Death dealers are vicious combatants who are often contracted killers. They fuel their attacks with hate, twisted by dark forces, bending the weave through force of will not unlike a paladin.

Pact Magic

Under the influence of some malevolent power you gain the abilty to cast spells. See PHB chapter 10 for the general rules of spellcasting and chapter 11 for the warlock spell list.

Cantrips You know two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.

Spell Slots The Death Dealer table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of these spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 10th level, you have two 2nd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 2nd-level spell.

Spells Known of 1st-Level and Higher You know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Death Dealer Spellcasting table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table's Slot Level column for your level. When you reach 10th level, for example, you learn a new warlock spell, which can be 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

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

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

Spell attack modifier = your proficiency bonus + your Charisma modifier


Otherworldly Patron

At 3rd level, you have bargained power from an otherworldly being of your choice. Choose one Otherworldly Patron available to the warlock class, you gain the Expanded Spell List feature granted by your choice.

Additionally, you learn the 1st level spell Hex. You can cast the spell at 5th level without expending a spell slot. This casting can only target the creature you are currently contracted to kill. You do not need to be able to see the taget and the spells range is limitless provided the target is on the same plane of existence. Your DM decides what constitutes a kill contract though a typical contract must be issued or approved by your patron. You may only be contracted to kill one creature at a time.

Targets of your contract may be visibly marked in some way depending on the nature of your patron, a fiend may brand the flesh. Marks need not be visible, an archfey may whisper in a targets ear or invade their dreams.

Death Dealer Spellcasting
Fighter level Cantrips Known Spells Known Spell Slots Slot Level
3rd 2 2 1 1st
4th 2 3 2 1st
5th 2 3 2 1st
6th 2 3 2 1st
7th 2 4 2 2nd
8th 2 4 2 2nd
9th 2 4 2 2nd
10th 3 5 2 2nd
11th 3 5 2 2nd
12th 3 5 2 2nd
13th 3 6 2 3rd
14th 3 6 2 3rd
15th 3 6 2 3rd
16th 3 7 2 3rd
17th 3 7 2 3rd
18th 3 7 2 3rd
19th 3 8 2 4th
20th 3 8 2 4th



Umbral Mist

Starting at 7th level, immediately before you make a melee weapon attack you can teleport 5 feet. This movement doesn't provoke attacks of oppurtinty.

In addition, you have advantage on any Wisdom (Survival) checks made to track a creature you have been contracted to kill.

Malicious Surge

Starting at 10th level, when you take the Attack action with the additional action granted by your Action Surge, your attacks deal additional necrotic damage equal to your Charisma modifier (minimum 1).

Shadow Stalker

At 15th level, you learn one of the following spells; blur, darkness, invisibilty, mirror image or misty step. You may cast this spell once per long rest without expending a spell slot.

Corrupt Power

At 18th level, You learn to channel your corruption into a single powerful manifestaion. Choose one 5th-level spell from the warlock spell list. You can cast this spell at it's lowest level once by expending two Death Dealer spell slots. You must finish a long rest before you can do so again.

Multiclassing with Warlocks

When multiclassing, divide your Death Dealer levels by 3 and treat them as Warlock levels when determining your cantrips, spells known, spell slots and slot level. The highest level spell you can learn remains class level dependant.

Ranger Conclave

Pernicious Pursuer Conclave

Some rangers fall from the grace of their training. They become consumed by the thrill of the hunt. The suffering of others and the terror they spread brings joy to them. They revel in the violence of battle.

Terror Tactics

At 3rd level, your vicious tactics make you a dangerous foe to flee from. You can make opputunity attacks using ranged weapons and you can choose to move up to 15 feet before making an oppurtunity attack. Creatures within 60 feet of you provoke oppurtunity attacks from you if they move away from you and you can see them.

You also gain access to additional spells at 3rd, 5th, 9th, 13th, and 15th level. Once you gain a pursuer spell, it counts as a ranger spell for you but doesn’t count against the number of ranger spells you know.

Pursuer Spells
Ranger Level Spells
3rd Dissonant Whispers
5th Phantasmal Force
9th Fear
13th Phantasmal Killer
17th Dream

 

                                                                Art by Stéphane Turgeon

Dread Strikes

Also at 3rd level, you become the embodiment of death and your visage carries with it an unspoken notion of impending doom. When you hit a creature with a weapon attack, that creature must make a Widom saving throw against your spell save DC. On a failure, the target becomes frightened by you. The creature repeats the the save at the start of each of its turns and on a success ends the effect and becomes immune for 24 hours.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Predictable Prey

At 7th level, any creature that moves towards you has disadvantage on its first melee weapon attack against you until the end of its turn.

Bloodlust

Starting at 11th level, once on each of your turns when you critically strike or reduce a creature to 0 hit points you can immediately make another attack (no action required).

Dread Visage

At 15th level, when a creature misses you with a melee attack you can use your reaction to force that creature to make a Wisdom saving throw against your spell save DC. On a failure, the target becomes frightened by you. The creature repeats the the save at the start of each of its turns and on a success the creature is no longer frightened and becomes immune to this ability for 24 hours. Creatures have disadvantage on saving throws against being frightned by you if they are within 30 feet of you and can see you.