Extant Crusade

A Collection of Homebrews for 5E

Subclasses

Barbarian
  • Path of the Primalist
  • Path of the Warboss
  • Path of the Dervish
Bard
  • College of Faith
  • College of the Phoenix
Cleric
  • Chaos Domain
Druid
  • Circle of the Fey
  • Circle of Blight (coming soon)
Fighter
  • Dragoon
  • Mage Masher
Monk
  • Way of the Beast
  • Way of the Wukong
  • Way of the Sword Saint
Paladin
  • Oath of Bushido
Ranger
  • Dreadstalker
  • Maverick
  • Sky Sentinel
Rogue
  • Revolutionary
  • Ruffian
  • Time Bandit
Warlock
  • Patron: Living Flame
  • Patron: The Metal (incomplete)

Classes

Invoker

Race Options

Credits

Concepts by /u/judo_panda

Barbarian

Path of the Primalist

Some barbarians are able to be so overcome with rage, that connection to magic beyond the physical world is made. This is the way of the Primalist. Through raw emotion and rage, these barbarians are able to call forth powerful magic to aid them and bolster their abilities in battle.

These barbarians learn very few spells, but are able to cast them at full power.

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

Spellcasting

When you reach 3rd level, you can channel your emotions to cast spells. See chapter 10 for general rules of spellcasting.

Cantrips. You know two cantrips of your choice from the druid spell list. When you reach 10th level, you learn an additional cantrip of your choice.

Spell Slots The Path of the Primalist table shows how many spell slots you have. The table also shows that the level of those slots is; all of your spell slots are the same level. To cast one of your barbarian spells of 1st level or higher, you must expend a spell slot.

Spells Known of 1st Level and Higher At 3rd level, you know one 1st-level spell druid spell of your choice. You must choose from transmutation or evocation spells on the druid list.

The Spells Known column of the Primalist Table shows when you learn more 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 6th level, for example, you learn a new spell, which can be 1st or 2nd level.

Spellcasting Ability

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

Mindfrenzy

Also at 3rd level, while raging, you have resistance to psychic damage. Your rage blocks out all other emotions and thoughts, shielding your mind granting you advantage to saving throws against spells like Detect Thoughts, Command, Dominate Person, and other mind affecting magic.

Rageheart

Beginning at 6th level, you can cast a spell while in rage. Whenever a spell is cast using this feature, you can add your Strength modifier instead of your Constition modifier when determining saving throw DC or spell attack for the spell you cast in this way. You also roll 1 additional die for any spell that requires it. This ends your rage.

Iresight

When you reach 10th level, you can spend one of your daily uses of rage to turn your focus inward, vanish from your current plane of existence, and for 1 minute you appear in the Ethereal plane.

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.

Stormfury

Starting at 14th level, you can release all your pent up raw fury at once to unleash a terrifying storm of massive energy on your foes. When you end your rage early as an action, all creatures within 20 feet of you must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is knocked prone, or half as much damage on a successful save.

At the end of your turn, you gain one level of exhaustion.

Barbarian

Path of the Warboss

The half-orc that chooses the Path of the Warboss is the strongest, and the meanest of his tribe. More than just an exceedingly powerful warrior fueled by a thirst for battle, the Warboss exudes control over the battlefield through sheer might. A Warboss will usually rise to power in his tribe through sheer brute force. Once in position as the leader of a tribe, he holds dominion over all he surveys, and will use a heavy hand against anyone who says or thinks different.

Restriction: Half-Orcs Only

Only half-orcs can follow the Path of the Warboss. The warboss is a rare title among a unique few orc clans.

Your DM can lift this restriction to better suit the campaign.

Biggest and Baddest

Starting when you choose this path at 3rd level, your rage surges through your muscles causing you to grow to an immensely terrifying sight. While you are raging, you begin to grow in size and gain the following benefits:

  • Double in all dimensions, and weight is multiplied by four.
  • Increase size catagory by one - from Medium to Large.
  • Your weapons also grow in size to match. While these weapons are enlarged, attacks with them deal 1d4 extra damage.

When your rage ends, you return to normal size.

Warlord's Favor

At 6th level, your allies are bolstered by your strength. Whenever an ally you can see within 30 feet makes a Strength saving throw or Strength check, you can use your reaction to give them advantage on the roll.

You can use this feature a number of times equal to your Constitution modifier. You regain all expended uses of this feature when you complete a long rest.

Toughest and Meanest

When you reach 10th level, while raging, if a magical effect would force you to make a saving throw, you automatically succeed. You can't use this feature again until you finish a long rest.

Unbridled Savagery

Starting at 14th level, The sight of turmoil and destruction on the battlefield fills you with glee. Whenever you reduces a creature to 0 hit points, or score a critical hit, each enemy within 20 feet that can see you must make a Wisdom saving throw (DC equals 8 + your proficency bonus + your Strength bonus) or be frightened of you 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.


Path of the Dervish

Dervish are dangerously fierce and lightning fast warriors who hail from the deserts of the Western Wastelands or the harsh rocky plains of the Silver Steppes. They move across the battlefield cutting down their enemies like a searing wind.

Death Grip

Starting when you choose this path at 3rd level, you treat weapons that don't have the heavy property as light weapons.

Additionally, if you are wielding two weapons while raging, whenever you take the Attack action you may make one single additional attack. You do not add your ability modifier to the damage roll of this attack. You receive your bonus Rage Damage even when you make a melee weapon attack using Dexterity.

Cutting Wind

At 6th level, whenever you reduce a creature to 0 hit points or score a critical hit, you can make another attack against a creature you can reach.

Desert Gale

When you reach 10th level, you learn to use the power of the wind in a number of different ways. As an action, you can cast warding wind. You can't use this feature again until you finish a short or long rest.

Blood Sirocco

Starting at 14th level, you engage in a dance of death, lashing out at all enemies in an area around you. When you take the attack action, you can make melee weapon attacks against any creature within 10 feet of you. Until the beginning of your next turn, opportunity attacks against you are made with disadvantage.

Bard

Bard: College of Faith

Bards who follow the College of Divinity usually head the choirs of their universities and churches, or take up the power of hymnals to help inspire their fellow man down a path of righteousness.

Mysteries of Faith

When you join the College of Divinity at 3rd level, your healing spells and abilities are infused with divine power. Whenever you would roll a 1 or a 2 for a spell or ability to restore hit points, you reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Hymn of Soothing

Also at 3rd level, your bardic inspiration begins to soothe the soul. Whenever you or a friendly creature uses your bardic inspiration die, they gain temporary hit points equal to the number rolled on the die + your Charisma modifier.

Psalm of Renewal

Beginning at 6th level, whenever you use your Song of Rest feature, you can end either one disease or one condition afflicting you or a single friendly creature who can hear your performance. The condition can be blinded, deafened, paralyzed, or poisoned.

Conviction of Peace

Starting at 14th level, you call to end violence in the name of a higher power, and preach love instead. Whenever an enemy creature within 30 feet targets you or an ally with an attack or harmful spell, you can use your reaction to intervene. The creature must make a Wisdom saving throw, or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.

You can use this feature a number of times equal to your Charisma modifier. You regain all expended uses of this feature when you finish a long rest.

Bard: College of the Phoenix

Bards who follow the College of the Phoenix all share similar qualities: courageous, chivalrous, and determination. They travel the world telling tales of the Phoenix, and patterning their lives after their namesake. Always the first to fight, and the last to give up, College of the Phoenix bards will never let their allies down, and are always a welcome addition on the battlefield.

Fire Dancer

When you join the College of the Phoenix at 3rd level, while not wearing armor or wielding a shield you gain the following benefits:

  • You gain proficiency with martial weapons
  • Your movement speed is increased by 10 feet.
  • Your AC equals 10 + your Dexterity modifer + your Charisma modifier.
    
    

Ignite the Soul

Also at 3rd level, your bardic inspiration has a chance to inspire and spark the imagination of your comrades. Whenever a friendly creature uses a Bardic Inspiration die granted by you, they add your Charisma modifier to the number rolled on the die.

Blaze of Glory

Beginning at 6th level, whenever a friendly creature hits an enemy with a weapon attack, you can use your reaction to have that creature roll an additional weapon die. The damage from the additional die is treated as fire damage.

You can use this feature a number of times equal to your Charisma modifier. You regain all uses of this feature when you finish a short or long rest.

Heat of Battle

Starting at 14th level, you and friendly creatures can expend your Bardic Inspiration die to make a single weapon attack as a bonus action.

Cleric

Chaos Domain

Clerics that choose Chaos as their domain worship gods of different walks. Some worship Mystra, but believe that a mortal understanding of magic is incomplete. Some worship gods of trickery and deceit, believing that fully trusting in the divine can be a mistake. Regardless of who they worship, they share a belief that magic is all-powerful, and to handle it carelessly comes with many repercussions.

Chaos Domain Spells
Cleric Level Spells
1st Chromatic Orb, Color Spray
3rd Alter Self, Enlarge/Reduce
5th Gaseous Form, Blink
7th Confusion, Polymorph
9th Animate Objects, Reincarnate

Bonus Cantrip

When you choose this domain at 1st level, you gain the prestidigitation cantrip if you don't already know it.

Channel Divinity: Fate's Gambit

Beginning at 2nd level, you can use your Channel Divinity to alter fate itself. Whenever any creature within 30 feet of you makes an attack roll, saving throw, or ability check, roll a D20 and use your result instead. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fails.

Channel Divinity: Invoke Chaos

Starting at 6th level, you can use your Channel Divinity to tap into the raw power of Chaos, trusting your relationship with the Weave.

As an action, roll twice on the Wild Magic Surge Table (PHB, Page 104) and choose one of the results to create a random magical effect centered on a point you can see within 60 feet. If the effect would target the caster, it targets whoever is standing in that space. If there is no target, it targets you.

Chaotic Shift

At 8th level, you gain the ability to modify magic with the power of chaos. Once on each of your turns when you make an attack, you deal an extra 1d8 damage of a random type. Roll on the Chaotic Surge table to determine what damage type the additional damage is. When you reach 14th level, deal an extra 1d8 damage of a random type. Roll on the Shift Damage Type table to determine what damage type the additional damage is.


Chaotic Surge Table
D8 Damage Type
1 Acid
2 Cold
3 Fire
4 Lightning
5 Thunder
6 Poison
7 Necrotic
8 Radiant

Power Overwhelming

At 17th level, as a reaction you can cast counterspell. If a spell is successfully countered, roll on the Wild Magic Surge Table (PHB, Page 104) to create one random magical effect.

You can only use this ability a number of times equal to your Wisdom bonus. You regain all expended uses of this feature when you finish a long rest.

Druid

Circle of the Fey

The Circle of the Fey druids walk both the material plane, and the twilight world of the Feywild. Druids of this circle have spent any amount of time in the Plane of Faerie, and as such have developed a deep connection to its realm, and its magic.

Some grovewalkers serve the Seelie Court, while others pledge their services to the Unseelie Court, and others still hold no allegiance to either, choosing to only worship and protect the ever-setting sun and land of wonder.

Nature's Understanding

Beginning at 2nd level, you permanently gain the benefits of the Speak with Animals spell, and can cast Speak with Plants once per day.

Fey Shape

Also at 2nd level, with two uses of your Wild Shape ability, you can shapeshift into the form of a Fey creature of appropriate CR. You keep your ability scores, but gain the form and special abilities of the Fey you choose. You can use any action that isn't an attack available to that Fey creature only once per day.

You cannot cast spells while in Fey Shape.

Touch of the Feywild

Starting at 6th level, your experience in the Feywild has made you accustomed to dealing with it's magics. You automatically succeed your saving throw to prevent memory loss of your time there, and you become immune to being frightened or charmed.

Nature's True Form

Time in the Feywild is meaningless, and has begun to affect you. At 10th level, you can stay in Wild Shape indefinitely.

Heart of the Fey

Beginning at 14th level, your connection to the Feywild has reached its peak. You can use your Fey Shape to take the form of a displacer beast, Nightmare, pegasus, or Unicorn.

You do not gain Legendary Actions when taking the form of a another creature. Also, you cannot cast spells while in Fey Shape.

Fighter

Fighter: Dragoon

Fighters who take the Dragoon archetype model themselves after the greatest creatures in the land, the almighty dragon. From the way they fight, the way they act, and sometimes even the way they style their armor. They are feared across the land for their tenacity in battle, and their dragon-like abilities.

Flight of the Dragons

When you take this archetype at 3rd level, you can use your action to gain a fly speed of 15 feet until the beginning of your next turn. This increases to 30 feet at 10th level, and 60 feet at 18th level. When you use this feature, you can use your bonus action to make a single attack.

Frightening Gaze

At 7th level, you can use your action to frighten someone with your terrifying power. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you 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. If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

Scale Sense

Starting at 10th level, you gain proficiency in Perception. If you already have proficiency in perception, you add double your proficiency bonus to perception checks.

Gust Attack

Beginning at 15th level, you swing with a force great enough to knock your enemies away. As an action, each creature in a 15 feet cone must succeed on a Dexterity saving throw (DC equals 8 + your proficiency modifer + your Strength modifier) or be knocked prone on a failed save. Each creature is pushed back 5 feet on a successful save.

You must complete a short or long rest in order to use this feature again.

Dragonheart

When you reach 18th level, the heart of the dragon carries you forward, even on the brink of death. When you are reduced to 0 HP, but not killed outright, you can use your Second Wind feature to regain hit points equal to 1d10 + Constitution modifier + your fighter level.


Fighter: Mage Masher

Mage Mashers are specialized sect of warriors who are trained to hunt down errant wizards and spellcasters. Their skills are honed to perfection, and are the bane of those who dedicate themselves to the arcane arts.

Eldritch Ward

When you take this archetype at 3rd level, you add your proficiency bonus to any saving throw to resist a magical effect. If you are already proficient in that saving throw, you add double your proficiency.

Weave Initiate

At 7th level, your knowledge of the Arcane has grown just enough to learn how to exploit it. You gain proficiency in Arcana and Religion.

Additionally, you learn two cantrips from the Wizard spell list.

Mind Assault

Starting at 10th level, you can use your action to disrupt a spellcaster currently concentrating on a spell. Make an arcana check against a target who is currently casting a spell (DC = 8 + spell's level). If successful, the caster must immediately make a Concentration check (DC = 8 + your fighter level) to maintain concentration on that spell.

Overwhelming Strike

Beginning at 15th level, whenever you make a melee weapon attack, you can expend a use of Indomitable. If you do so, the target must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or blinded, deafened, or silenced for 1 minute (your choice).

Magekiller

When you reach 18th level, you learn to latch onto arcane power and twist it to your advantage to close the distance between you and your target.

Whenever you are the target of a spell, you can use your reaction to teleport up to half your movement speed towards the caster of that spell.

Monk

Way of the Beast

The monk who chooses the path of the Red Fist learns to imitate, emulate, and even begin to take on aspects of beasts to defeat their foes. They are able to use powerful stances and techniques in ways to both help their allies, and destroy their foes.

Martial Stance

When you choose this archetype at 3rd level, you learn to emulate techniques and tactics of certain sacred animals. Choose 3 of the following stances to learn. As a bonus action, you can spend 1 ki point to assume a stance and gain the corresponding benefits. You can only gain the benefits of one stance at a time, and can spend a bonus action and 1 ki point to switch to a different stance.

Your stance ends early if you are knocked unconscious. You can also choose to end your stance at any time.

Tiger Stance. While in this stance, you can make three unarmed strikes instead of two when you use the Flurry of Blows feature.

Eagle Stance. While in this stance, you can use your Flurry of Blows feature when you successfully grapple a creature as a part of your attack action. Additionally, while you have a creature grappled your movement speed is no longer halved.

Bear Stance. While in this stance, bludgeoning, piercing, and slashing damage that you take from melee weapon attacks is reduced by an amount equal to your proficiency bonus.

Monkey Stance. While in this stance, you can move through an enemy square. Additionally, if you make a melee attack against a creature, opportunity attacks made by that creature against you are made with disadvantage until the beginning of your next turn.

Crane Stance. When you use your Step of the Wind feature, your AC increases by 1 and your movement speed is increased by 10 feet until the beginning of your next turn.

Focused Spirit

At 6th level, you gain the ability to refocus your mind. As an action, you can regain ki points equal to half your monk level rounded down. You must finish a long rest before you can use this feature again.

Animal Attacks

By 11th level, you learn new techniques that imitate the dangerous effectiveness of beasts of nature. Choose two of the following techniques to master:

Viper's Strike. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can spend 1 ki point and the target must make a Constitution saving throw, or take 2d10 poison damage on a failed save, or half as much on a success. The creature is poisoned for a number of rounds equal to half your monk level, rounded down.

Butterfly Palm Whenever you make a melee attack against an enemy creature, you can spend 2 ki points to aim for vital points. The target must make a Constitution saving throw or be blinded and deafened for a number of rounds equal to your proficiency bonus.

Wolf Fangs. Whenever a creature hits you with a melee weapon attack, you can use your reaction and spend 2 ki points to knock them off balance. Until the beginning of your next turn, friendly creatures within 5 ft of you have advantage on attack rolls against that creature.

Leopard Tail When you hit a creature with a melee attack, you can spend 2 ki point to attempt to damage another creature with the same attack. Choose any number of creatures within 5 feet of the original target and within your reach. If the original attack roll would hit any of the additional creatures, they takes half as much damage.

Mantis Bite. Whenever a creature attacks you with a melee weapon attack and misses, you can use your reaction to spend 1 ki point and attempt a grapple. If the grapple is successful, you can spend an additional ki point to make a single melee attack against that creature.

Legendary Techniques

At 17th level, you gain access to legendary secret techniques. Choose one of the following options:

Great Buddhist Palm When you hit a creature with an unarmed strike, you can spend 4 ki points to focus a massive wave of ki through your attack. Each creature in a 15 ft cone in the direction of the creature you hit must make a strength saving throw or take 10d6 bludgeoning damage and be knocked prone, or half as much damage on a successful save.

Fist of the Dragon Whenever a creature makes a melee weapon attack against you, you can use your reaction and spend 4 ki points to launch a counterattack. The creature must make a Dexterity saving throw or take 10d10 force damage, or half as much on a successful save.

Phoenix Falls from Heaven As an action, you can spend 4 ki points to use this ability. When you do, each enemy creature in a 30 ft radius must make a Constitution saving throw or take 8d6 radiant damage and become blinded until the end of your next turn.

Way of the Wukong

Monks who choose the way of the Wukong are usually a little more chaotic than their peers, using their powers to serve more personal goals. They understand their strength, and use it in ways to make sure others recognize their power as well. One trait all Way of the Wukong monks share, is a disdain for authority figures, especially those who use magic as a means to govern or rule others.

Wandering Soul

Starting at 3rd level, your connection to the mystical arts allows you to step through time and space. You can spend 1 ki point to forego your movement and teleport up to half your movement speed to an unoccupied space that you can see. At 11th level, this range is increased to your movement speed.

Unburdened Mind

At 6th level, you gain advantage on Perception and Investigation checks to see through magical illusions. Additionally, you can cast detect magic at will.

Shifting Clouds

Beginning at 11th level, whenever you successfully make a saving throw against a spell effect, you can use your reaction to spend 3 ki points and choose a new target for the spell. This ability doesn’t work with spells that have area effects, such as the explosion of a fireball.

Parting Heavens

When you reach 17th level, whenever you hit a creature with an attack granted by your Flurry of Blows technique, you can choose to force that creature to make a Constitution saving throw. On a failed save, they are silenced for 1 round.

Way of the Sword Saint

A stoic warrior, highly disciplined and dedicated to the art using one’s weapon as an extension of one’s self. The Way of Kensai is a tradition that adheres to a strict code of honor and discipline. Usually, Kensai monks lived a way of life that combined loyalty, martial arts mastery, honor until death, and complete dedication to way of the blade.

Iaijutsu Mastery

Starting when you choose this tradition at 3rd level, your years of training in the arts of war grant you new proficiencies.

  • If you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn.
  • You are considered proficient with the longsword and longbow.
  • Longswords and longbows count as monk weapons for you.

Iaijutsu Strike

Beginning at 3rd level, the art of striking first and striking hard becomes your mantra. You can spend 3 ki points to place yourself first in the initiative order.

Sword Saint

Beginning at 6th level, you can use your ki to duplicate the effects of certain spells. As an action, you can spend 2 ki points to cast bless, divine favor, or sanctuary.

Blade Grasp

Starting at 11th level, you can use your reaction to stop an incoming melee weapon attack. When you do so, the damage you take from the attack is reduced by 1d12 + your Dexterity modifier + your monk level.

If you reduce the damage to 0, the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object land at its feet.

Sword Wave

At 17th level, your spirit is channeled through your blade, sending forth a crushing wave of energy. As an action, you can spend 3 ki points to force each creature in a 30 ft line to make a Dexterity saving throw or take 8d8 force damage on a failed save, or take half as much damage on a successful save.

You must complete a long rest before you can use this feature again.


Paladin

Oath of Bushido

Tenets of Bushido

All paladins who take the Oath of the Warrior will follow these tenets until the day they die.

Righteousness. When you judge another, you do not define them; you define yourself.

Benevolence. No man is useless who spends his energy in lifting up others.

Respect. Give freely, and work to earn from those that are deemed worthy of giving it.

Discipline. Without self-control, your will is not your own.

Loyalty. Devotion is the pillar which upholds the temple of self.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Bushido Spells
Paladin Level Spells
3rd Bane, Guiding Bolt
5th Aid, Spiritual Weapon
9th Crusader's Mantle, Spirit Guardians
13th Banishment, Guardian of Faith
17th Flame Strike, Hallow

Channel Divinity

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

Dancing Blade As an action, you can go into a trance that hones your focus using your channel Divinity, and you move through the battlefield like a cutting wind. For 1 minute, whenever you make an attack, you can use your bonus action to make a single extra attack. Additionally, your movement speed increases by 10 feet until your Channel Divinity ends. You cannot cast spells during this time.

You can end this effect on your turn as part of any other action.

Rising Sun As an action, you present your weapon to your enemies as it blazes with a bright light, using your Channel Divinity. Any enemy within 30 feet of you that can see you must make a Constitution saving throw, or be blinded for 1 round. A creature must rely on its sight in order to be affected by this feature.

Additional Fighting Style

Starting at 7th level, you can choose a second option from the Fighting Style class feature.

Fighting Spirit

When you reach 15th level, you can use your Lay of Hands ability on any friendly creature you can see within 30 feet.


The Divine Wind

At 20th level, you can use your action to enter a deadly battle trance. For 1 minute, you gain the following benefits.

  • Whenever you make a melee weapon attack, you deal an additional 10 radiant damage.
  • Once per turn, you can add +3 to your AC against a melee attack that would hit you. To use this, you must see the attacker and be wielding a melee weapon.
  • Ranged weapon attacks against you are made at disadvantage.

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

Ranger

Dreadstalker

From the dark underbrush of the the jungles to the muck and mire of the Sorrowmoor Swamps, there are tales of hunters who not only use superior tactics and intimate knowledge of the terrain to track down their targets, but specialize in fear to take down their prey. The Dreadstalker ranger is synonymous with terror; and their abilities reflect that.

In some parts of the world, there is a saying that, “In the Zenubian Jungle, danger comes in all manner of terrifying beasts and man-eating flora, but it is the Dreadstalker that kills you.”

Dreadstalker Spells
Ranger Level Spells
3rd arms of hadar, ray of sickness
5th crown of madness, darkness
9th fear, hunger of hadar
13th evard's black tentacles, phantasmal killer
17th dream, scrying

Shadewalk

When you choose this archetype at 3rd level, you learn to channel the essence of night which grants you with supernatural speed and agility, as well as new abilities. You can use a bonus action to activate your Shadewalk, which lasts for 1 minute. It ends early if you are incapacitated, or if you don medium or heavy armor or a shield. You can also dismiss the Shadewalk at any time you choose (no action required).

While your Shadewalk is active, you gain the following benefits:

  • Whenever you make a weapon attack, you deal an additional 1d4 necrotic damage.
  • Your movement speed increases by 10 feet.
  • You can move through an enemy creature's square.

You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

Feral Shadow

Beginning at 3rd level, you learn to step between the shadows. As a bonus action, you can expend a use of Shadewalk to cast misty step.

Breathstealer

Starting at 7th level, whenever a creature within 10 feet of you is reduced to 0 hit points, or you score a critical hit, you gain temporary hit points equal to your Wisdom modifier + your ranger level (minimum of 1).

Umbra Beast

At 11th level, while your Shadewalk is active, your image shimmers and light is displaced so you appear several feet from your actual location, causing attack rolls against you to have disadvantage. If you are hit by an attack, you lose this benefit until the start of your next round.


Spirit of the Night

When you reach 15th level, you gain the ability to enter the Ethereal Plane from the Material Plane and vice versa as a bonus action. You are visible on the Material Plane while in the Border Ethereal, and vice versa, yet you can’t be affected by anything on the other plane.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Maverick

Some rangers focus on training their skills in marksmanship to hunt so they can feed their families, while others do it to defend their own tribes. Others though, do it for the attention.

Exhibition shooting is a sport in which a marksman performs various feats of skill, somtimes against non-traditional targets....sometimes.

Rangers who choose the Maverick archetype are expert marksman who have as lethal accuracy as any hunter, but with a panache for flair and showmanship. They utilize Trick Shots to both vanquish their enemies, and impress any onlookers.

Exhibition Shooting

When you choose this archetype at 3rd level, you learn skill-shots that are augment your attacks through the use of special trick points.

Skill-Shots. You learn two skill-shots of your choice, which are detailed under "Skill-Shots" below. Many skill-shots enhance an attack in some way. You can only use one skill-shot on an attack expending the appropriate trick point cost, unless otherwise stated.

You must declare the skill-shot you are using before you roll for your ranged weapon attack.

You learn an additional skill-shot of your choice at 7th, 11th, and 15th level.

Trick Points. The number of trick points you have is equal to your ranger level. You use skill-shots by expending trick points. You regain all of your expended trick points when you finish a short or long rest.

Crowd Work

At 3rd level, you gain proficiency in Performance.

Evasive Maneuver

Starting at 7th level, once per turn, when a creature attacks you and the attack misses, you can move up to 10 feet away without provoking an opportunity attack.

Call the Shot

At 11th level, your unparalleled skill with ranged weaponry has allowed you to place shots exactly where you want them to go. Whenever you make a ranged weapon attack, add your proficiency to your damage.

Crack Shot

When you reach 15th level, you ignore damage resistance to piercing whenever you make a ranged weapon attack.

Skill-Shots

The Skill-Shots are in alphabetical order.

And Another One!. When you make a ranged weapon attack, you can spend 2 trick points to roll an additional weapon die when rolling for damage.

You can apply this skill-shot more than once on a single attack, adding an additional weapon die for every 2 trick points expended.

Got your back!. As a reaction when an enemy attacks a friendly creature you can see within 60 feet, you can spend 2 trick points to impose disadvantage on the enemy's attack.

No-Look Shot. When you make a ranged weapon attack below your normal weapon range, you can spend 1 trick point to make the attack without disadvantage.

Not Today!. When an enemy makes a ranged weapon attack against you, you can use your reaction to spend 2 trick points and roll a ranged weapon attack. If your roll is greater than the enemy's attack roll, the enemy attack automatically misses.

Splitting the Arrow. When you make a ranged weapon attack against an enemy you have already hit with another ranged weapon attack, before the attack roll is made, you can spend 3 trick points to automatically hit without making a roll.

To the Window.... When you make a ranged weapon attack, you can spend 2 trick points to aim for the eyes. If the attack hits, the target must make a Dexterity saving throw. On a failed save, the target is blinded until the end of your next turn.

...To the Wall. When you make a ranged weapon attack, you can spend 2 trick points to attempt to pin your enemy to the ground. If the attack hits, the target must make a Strength saving throw. On a failed save, the target's movement is reduced to 0 until the end of your next turn.

The creature can use an action to break free.

Too Far?. When you make a ranged weapon attack above your normal weapon range, you can spend 1 trick point to make the attack without disadvantage.

Sky Sentinel

The Sky Sentinels of the Lambent Isles are world renown for their cunning, grace, and unmatched skill in aerial combat. These are an order of rangers who are charged with protecting the skies. They leap from the tops of the Great Canopy to surprise blight beasts and foul orcs that would attack the forest form below. Or they fly on the backs of their giant eagles, protecting the floating chain of vistas known as the Lambent Isles from wyvern-riders and demons that would seek to steal ancient powers hidden there.

There is an old saying that the Sky Sentinels were formed long ago, when the first wild Eladrin came to this plane, looked up, and wished to hunt the great beasts of prey from above.


Archetype Spells

You gain archetype spells at the Ranger levels listed below. Once you have access to an archetype spell, you always have it prepared. Archetype spells don’t count against the number of spells you can prepare each day.

Sky Sentinel Spells
Ranger Level Spells
3rd fog cloud, heroism
5th moonbeam, protection from poison
9th wind wall, nondetection
13th freedom of movement, ice storm
17th greater restoration, commune with nature

Strike From Above

Starting at 3rd level, whenever you start your turn above an enemy and make a weapon attack, you gain advantage on the attack.

Cloudrider

When you reach 7th level, you can cast find steed once without using a spell slot. You can’t do so again until you finish a long rest.

When you cast the spell, you can choose one of the normal forms for your steed, or one of the following special forms: giant eagle, griffon, hippogriff, manticore, nightmare, pegasus, pteranadon, unicorn, or wyvern.

Mounts created by this feature can only take the Dash, Disengage, or Dodge actions.

Skyfall

Starting at 11th level, you have learned how to maneuver your body while falling to maintain control while in a freefall. You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your ranger level.

Additionally, if you begin your turn while falling, you can move horizontally up to half your movement speed. Once per turn, if take the attack action in the same turn, you may roll an additional weapon die on your damage roll.

The Last Shadow

When you reach 15th level, sky sentinel rangers learn to strike first and strike hard. When you roll initiative, you gain a special turn that takes place before other creatures can act. On this turn, you can use your action to take either the Attack or Hide action.

If more than one creature in an encounter has this feature, they all act first in order of initiative, then the regular initiative order begins. If you would normally be surprised at the start of an encounter,you are not surprised but you do not gain this extra turn.

Rogue

Art: MICHAŁ GRABOWSKI

Revolutionary

The revolutionary fights for the people against forces of tyranny. Most are selfless, and will dedicate their lives to the cause they deem righteous at any cost. Because of this, they tend to garner fanatical devotion from followers.

Born leaders, and masters at overthrowing corrupt governments with guerilla tactics, the revolutionary is as comfortable planning every step of a revolution in a secret meeting room with fellow freedom fighters, as he is on the frontlines of protests or executing unsavory deeds and acts of sedition under the cover of night.

Voice of the People

When you choose this archetype at 3rd level, your words and the conviction in your voice motivates and ignites the passion of your allies. As an action, you can designate a creature within 30 feet of you that you can see. Doing so gives any friendly creature that can hear you within 5 feet of the target advantage on attack rolls against that creature until the end of your next turn.

Words of the Revolution

Starting at 3rd level, you gain proficiency in History, and Performance, and you learn two additional languages of your choice.

Additionally, you can spend 10 minutes talking to your companions, exploring new ideas and new ways of thinking. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature gains advantage on their next Wisdom or Intelligence saving throw. A creature can't gain the benefit of this feat again until it has finished a short or long rest.

Freedom Fighters

Starting at 9th level, you can recruit members of your cause to help you on any mission you embark on. You must spend 1 hour reaching out through your network to find someone loyal to your cause. When you complete the hour, you recruit a freedom fighter to your cause who is loyal to you and will do whatever you say (use the Thug monster stat block).

On each of your turns, you can use a bonus action to verbally command any creature recruited with this feature if the creature is within 60 feet of you and can hear you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is done.

You can recruit an additional freedom fighter at 13th level, and two more (maximum 4) at 17th level.

One For All

Beginning at 13th level, whenever a friendly creature within 5 feet of you is hit by a melee weapon attack, you can use your reaction to halve the damage. Every man who fights for freedom, is worth a thousand who would enslave others.

Call to Action

Starting at 17th level, you recognize there is a time for words, and there is a time for violence as you call your allies to action.

As an action, a number of allies equal to your Charisma modifier within 60 feet of you that can hear you gain an additional +10 movement speed until the end of their next turn, and gain advantage on their next attack.

You cannot use this ability again until you finish a long rest.

Ruffian

Rogues who choose the ruffian lifestyle are a little rougher around the edges than their counterparts. Brutes and bullies, thugs and troublemakers, the ruffian uses his strength and rowdiness to achieve his goals.

Heavy Hands

When you choose this archetype at 3rd level, you gain proficiency in Athletics if you don't already have it and you can use your Sneak Attack with any weapon as long as it doesn't have the two-handed or heavy property.

Bullying Tactics

Starting at 3rd level, you learn a number of techniques to overpower and rough up your enemies. Whenever you hit a creature with a weapon attack, you can make an attempt to grapple.

Additionally, whenever you successfully shove a creature, you can push them up to 10 feet away or force them to drop an item they are holding that you choose. The object lands at its feet.

Aggressive Negotiation

Starting at 9th level, you have advantage on Intimidation checks if the target is grappled, prone, or if it's below its hit point maximum. Credit: Assassin's Creed 2


Full Nelson

Beginning at 13th level, whenever you have an enemy creature grappled, you can use your reaction to impose disadvantage on any melee attack roll the creature makes until the beginning of your next turn.

Additionally, any friendly creatures within 5 ft of you have advantage on attacks against the grappled creature until the beginning of your next turn.

Fighting Dirty

Starting at 17th level, you learn dirty fighting techniques against surprised enemies. Whenever you deal Sneak Attack damage to an enemy creature, you can choose to cause one of the following effects to the target:

  • Enemy creature must make a Constitution saving throw or becomes blinded or deafened for 1 round.
  • Enemy creature must make a Wisdom saving throw or becomes frightened of you for 1 minute. This condition ends if they take damage, or move more than 30 feet away from you.
  • Enemy creature must make a Strength saving throw or is pushed up to 5 feet away and knocked prone.

The saving throw for this ability is calculated as follows:

Saving Throw DC: 8 + your proficiency bonus + your Strength modifier.

Time Bandit

Rogues who become time bandits dabble in stealing the most precious resource of all: time. By learning secrets of the timestream, they are able to move back and forth through time to get what they want.

Memory Canvas

Beginning at 3rd level, your memory of the future and past begin to blend together. You gain proficiency in the History and Investigation skills.

Time Hop

Also at 3rd level, you can use your bonus action to teleport to a spot you can see that is no further than up to half your movement speed. Also, at the end of each of your turns, you can move yourself ahead in the initiative order by 1 if you are not first.

Post Recollection

Starting at 9th level, by touching and examining an object or person for 1 minute, you remember all the details about it that you learned in the future, and reflect about the object or creature’s past.

Object. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

Creature. If you instead touch a creature, you learn what spells, if any, are currently affecting it. In addition, you learn the following traits of the creature:

  • Name
  • AC
  • HP
  • True nature if they are currently under the effects of an illusion spell or polymorph spell.

Future Presence

Beginning at 13th level, you remember to plan for the past accordingly, and prepare any objects you would need for a given situation. As an action, you can create an inanimate, nonmagical object such as a rope, a key, or a chair - it must be no larger than a 5ft cube.

If you use this feature more than once before completing a long rest, you must make a DC13 Constitution saving throw. On a failed save, you take 6d6 psychic damage, and gain 1 level of exhaustion. Each subsequent use of this feature before completing a long rest increases the DC by 1.

Temporal Recall

At 17th level, you are able to jump back into your own past at your leisure. As an action, you teleport to the space you were at the beginning of your previous turn. Any conditions you are currently afflicted by are removed, and your hit point total is returned to what it was at the beginning of your previous turn. You can touch a willing creature when you use this feature, and they appear within 5 ft of you at the end of your turn.

If you touch an unwilling creature while using this feature, that creature must make a Constitution saving throw (DC equals 8 + your proficiency bonus + your Charisma modifier). On a failed save, they appear within 5 ft of you at the end of your turn, and take 6d6 psychic damage, otherwise they are unaffected.


Credit: Prince of Persia (2008)

Warlock

Warlock Patron: Living Flame

Your patron is a powerful entity that originates from the Plane of Fire, and exists on all planes at once. Neither good, nor evil, the sole purpose of the Living Flame is to burn. How others choose to use that power is up to them, as long as the fire burns. The Living Flame imbues the warlock with different fire based abilities, channeling the Plane of Fire itself.

Expanded Spell List

The Living Flame lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Living Flame Expanded Spells
Spell Level Spells
1st burning hands, faerie fire
2nd flaming sphere, scorching ray
3rd fireball, protection from energy
4th fire shield, wall of fire
5th conjure elemental, immolation

The Secret Fire

Starting at 1st level, The Living Flame has blessed you with a piece of its own life force. whenever you would take fire damage, you can use your reaction to instead be healed by that amount instead.

You regain the use of this feature when you finish a short or long rest. As long as you still have use of this feature, you can cast the light cantrip.

Ember Walker

Starting at 6th level, once per day, you can use an action to transform into a being of pure fire for 1 minute and gain the following benefits:

  • You can move through a space as narrow as 1 in ch wide without squeezing.
  • The first time you enter a creature's space on a turn, that creature takes 1d6 fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 1d6 fire damage at the start of each of its turns.
  • You can walk through, touch, or otherwise interact with non-magical fire without taking damage while Ember Walker feature is active.

You regain the use of this feature when you finish a long rest.

Searing Blessing

When you reach 10th level, your channeling of fire has reached new heights. Spells you cast ignore resistance to fire damage. If a creature is immune to fire, they take half damage instead.


Funeral Pyre

Starting at 14th level, you engulf your enemies in unbearable blaze of fire. As an action, an area of a 20-foot-radius, 40-foot-high cylinder centered on a point you can see is set ablaze for up to 1 minute. Any creature who starts or ends their turn in this space takes 2d6 fire damage. A creature who starts in the area when this spell is cast is set on fire, and takes 1d6 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

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

Class: Invoker

Bare-foot and covered in dirt and calluses, a dwarf continues an intricate dance in a circle of fire finishing the last steps of an hour long ritual. Tired to the point of exhaustion, the incantation is complete as horned beast covered in flames emerges from the fire, kneeling before its new master.

Countless tomes open and stacked before her, a half-elf frantically flips back and forth between pages trying to figure out the last part to her newest invocation. All around her in her study, wisps of air tend to a million different chores ina controlled chaos of frantic study.

Standing before a castle, its ramparts lined with soldiers ready to defend their home to the death, a lone dragonborn stands before them with nothing but a handful of mud contrasting his bright and silvery robes. With a whisper, his eyes flare with a bright light and each soldier looks on in horror as the very ground they stand upon begins to tremble and quake. The elements of the earth itself have seemed to be turned against them, and all hope of living to see the next day vanishes right before their eyes.

Invokers are powerful wizards who have become masters in the arts of conjuration and summoning.

Masters of Creation

Shaping a World


Credit: sharnatonkin

The Invoker
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level
1st +2 Spellcasting, Mind Palace 4 3 1 1st
2nd +2 Elemental Companion 4 4 2 1st
3rd +2 Dominion 4 5 2 2nd
4th +2 Ability Score Improvement 4 6 2 2nd
5th +3 5 7 2 3rd
6th +3 Dominion Feature 5 8 2 3rd
7th +3 5 9 2 4th
8th +3 Ability Score Improvement 5 10 2 4th
9th +4 5 10 2 5th
10th +4 Dominion Feature 6 11 2 5th
11th +4 Arcane Channeling 6 12 3 5th
12th +4 Ability Score Improvement 6 12 3 5th
13th +5 6 13 3 5th
14th +5 Dominion Feature 6 13 3 5th
15th +5 6 14 3 5th
16th +5 Ability Score Improvement 6 14 3 5th
17th +6 6 15 4 5th
18th +6 6 15 4 5th
19th +6 Ability Score Improvement 6 16 4 5th
20th +6 Channeling Mastery 6 16 4 5th

Quick Build

You can make a qizard quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the sage background. Third, choose the spell1, spell2, and spell3 cantrips, along with the following 1st-level spells for your spellbook: spell1, spell2, spell3, spell4, spell5, and spell6.

Class Features

As a invoker you gain the following class features.

Hit Points


  • Hit Dice: 1d6 per invoker level
  • Hit Points at 1st Level: 6 + your Constituion modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constituion modifier per invoker 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

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) a dagger
  • (a) component pouch (b) an arcane focus
  • (a) a scholar's pack or (b) an explorer's pack

Spellcasting

The invoker is a supremely studied, and chooses to commit spells to their memory, foregoing the need for a spellbook to contain the spells in which they can cast. See chapter 10 for the general rules of spellcasting.

Cantrips

At 1st level, you know four cantrips of your choice from the invoker spell list. You learn additional invoker cantrips of your choice at higher levels, as shown in the Cantrips Known column of the invoker table.

Spell Slots

The Invoker 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 your invoker 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 5th level you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must expend one of those slots and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know three 1st-level spells of your choice from the invoker spell list.

The Spells Known column of the Invoker table shows when you learn more invoker 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 6th level, for example, you learn a new invoker spell, which can be 1st, 2nd, or 3rd level.

Spellcasting Ability

lntelligence is your spellcasting abilily for your invoker spells, since you learn your spells through dedicated study and memorization. Vou use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Inlelligence modifier when setting the saving throw DC for an invoker spell you cast and when making an attack roll.

Credit: Final Fantasy


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

Spell attack modifier = your proficiency bonus + your intelligence modifier

Mind Palace

Your memory is the key to learning new spells and storing them for later. Whenever you finish a long rest, you can choose one of the invoker spells you know and replace it with another spell from the Invoker spell list, which also must be of a level for which you have spell slots.

Elemental Companion

At 2nd level, you gain an elemental companion that accompanies you on your adventures and does your bidding. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. When you do so, your companion becomes takes on physical characteristics of and becomes an elemental type of your choice: fire, water, air, earth. Your companion becomes immune to poison, and gains additional special attributes listed below. Add your proficiency bonus to your companion's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your invoker level, whichever is higher.

On each of your turns, you can use a bonus action to mentally command your companion if it is within 60 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, it only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Fire. Their form becomes engulfed in flame. Your companion sheds bright light in a 30-foot radius and dim light in an additional 30 feet. They also become immune to fire.

Water. Their form becomes completely liquid and flowing. Your companion can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Air. Their form becomes almost invisible, picking up any debris swirling nearby. Your companion can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

Earth. Their form becomes earthly in nature, made up completely of rock, dirt, or mud. Your companion can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb material it moves through.

As an action, you can temporarily dismiss your companion. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 10 feet of you.

You can't have more than one companion at a time. If you use this feature again while y ou already have a companion, you instead cause it to adopt a new form.

If your elemental companion dies, you can obtain another one by completing a 1 hour ritual to summon and form another elemental, either the same type as before or a different one. At 8th level and above, the challenge rating of the beast you can choose increases to 1/2, and again at 14th level to 1.

Dominion

When you reach 3rd level, you choose an arcane charter, honing your skills in the mystic arts towards a particular dominion: Control or Potency.

Your choice grants you features at 3rd level, and again at 6th, 10th, and 14th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th. 16th, and 19th 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.

Arcane Channeling

At 11th level, by your experimentation with the arcane arts you have mastered a new method for conjuring magic into the world called channeling. Choose one 6th-level spelll from the invoker spell list as your channeling spell.

You can cast a channling 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 invoker 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 Weave Channeling when you finish a long rest.

Channeling Mastery

When you reach 20th level, the secrets of magic are all but revealed to you. When you finish a long rest, you can choose a channeling spell you know and replace it with another spell on the invoker spell list on the same level.

Dominion of Control

As a student of the Academy of Dominion, your focus lies solely on your elemental companion. You can increase its effectiveness, and forge a bond with it much stronger than other invokers. As your knowledge of the planes grow, so to does your understanding of the elements, and the application of their power.

One Will, One Mind

At 3rd level, while you are within 100 feet of your companion, you can communicate telepathically. Additionally, as an action, you can see through your companion's eyes and hear what it hears until the start of your next turn, gaining the benefits of special sense that the companion has. During this time, you are deaf and blind with regard to your own senses.


Locus of Power

Also at 3rd level, whenever you cast a spell you can use your companion as a point of origin as long as they are within 60 feet of you. Also, any spell you cast with a range of self can target your elemental companion instead.

Bolstered Form

Starting at 6th level, your elemental companion's form becomes stronger. Your elemental companion gains damage resistance to bludgeoning, piercing, and slashing from nonmagical weapons.

Elemental Guardian

Beginning at 10th level, whenever you become the target of a spell attack, you can use your reaction to have the spell target your elemental companion instead if your companion is within 10 feet of you.

Greater Elemental Companion

At 14th level, you can use your action to transform your elemental companion into an elemental of its chosen type: a fire elemental, a water elemental, an air elemental, or an earth elemental. This lasts for a number of minutes equal to your invoker level. Afterwards, it returns back to its normal form. Once you use this feature, you can't use it again until you finish a long rest.

If your HP is reduced to 0 or are otherwise incapacitated, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it.

Dominion of Power

Invokers of the Academy of Potency focus on empowering their own spells, in an attempt to reach new heights of mystic knowledge. For some invokers, their quest for more power in the ways of the arcane sometimes can have repercussions for their physical well being.

Manual of Augury

Beginning at 3rd level, you receive a spellbook with classic magical rituals. Choose one spell for which you have a spell slot for that has the ritual tag from any class's spell list. This spell, and any other you add to this book don't count against the number of spells you know. With your spellbook in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned themy by some other means. You can also cast an invoker spell you know as a ritual if it has the ritual tag.

Deluge of Power

Also at 3rd level, you can cast spells with much higher power. Whenever you choose to cast a spell, you can cast it at a higher spell level than your slot level. For every spell-level you increase the spell, you gain a level of exhaustion.

For example, as a 7th level invoker you can cast magic missile and you can increase it from being cast as a 4th-level to spell to a 6th-level spell and then suffer two levels of exhaustion.

Evocation Juncture

Starting at 6th level, whenever your elemental companion hits a creature, you can use your reaction to cast a spell targeting that creature only if it's a spell of 1st-level or a cantrip, and has a casting time of 1 action.

Spellpower Amplification

At 10th level, whenever you roll damage for any spell you cast, add your Intelligence modifier.

Eldritch Wave

When you reach 14th level, your spells overflow with arcane power. Whenever you hit a creature with a spell attack, any enemy creature within 5 feet must make a Dexterity saving throw or take half the damage.

Invoker Spell List

Cantrips (0 Level)
  • Create Bonfire
  • Dancing Lights
  • Fire Bolt
  • Frostbite
  • Light
  • Mage Hand
  • Prestidigitation
  • Produce Flame
  • Ray of Frost
  • Resistance
  • Shocking Grasp
  • Thunderclap
1st Level
  • Absorb Elements
  • Chromatic Orb
  • Earth Tremor
  • Entangle
  • Fog Cloud
  • Grease
  • Hellish Rebuke
  • Ice Knife
  • Mage Armor
  • Magic Missile
  • Shield
  • Tenser's Floating Disk
  • Unseen Servant
  • Witch Bolt
2nd Level
  • Aganazzar's Scorcher
  • Continual Flame
  • Dust Devil
  • Flaming Sphere
  • Gust of Wind
  • Moonbeam
  • Scorching Ray
  • Snilloc's Snowball Swarm
  • Warding Wind
3rd Level
  • Call Lightning
  • Counterspell
  • Create Food and Water
  • Dispel Magic
  • Fireball
  • Leomund's Tiny Hut
  • Lightning Bolt
  • Magic Circle
  • Melf's Minute Meteors
  • Protection from Energy
  • Sleet Storm
  • Tidal Wave
  • Wall of Sand
  • Wall of Water
  • Wind Wall
4th Level
  • Fire Shield
  • Ice Storm
  • Leomund's Secret Chest
  • Otiluke's Resilient Sphere
  • Storm Sphere
  • Vitriolic Sphere
  • Wall of Fire
  • Watery Sphere
5th Level
  • Bigby's Hand
  • Circle of Power
  • Cone of Cold
  • Conjure Elemental
  • Flame Strike
  • Immolation
  • Maelstrom
  • Teleportation Circle
  • Wall of Force
  • Wall of Stone
6th Level
  • Arcane Gate
  • Chain Lightning
  • Drawmij's Instant Summons
  • Globe of Invulnerability
  • Otiluke's Freezing Sphere
  • Sunbeam
  • Wall of Ice
  • Wall of Thorns
7th Level
  • Delayed Blast Fireball
  • Fire Storm
  • Forcecage
  • Prismatic Spray
  • Teleport
  • Whirlwind
8th Level
  • Demiplane
  • Earthquake
  • Incendiary Cloud
  • Sunburst
  • Tsunami
9th Level
  • Gate
  • Meteor Swarm
  • Prismatic Wall
  • Storm of Vengeance
  • Wish

Race Options

Mantaur

Mantaur Traits

Mantaurs are found in remote jungles and very small communities. Typically living a hunter-gatherer lifestyle, a lot of their time is also spent in creative artistic pursuits such as painting, music, and poetry.

Ability Score Increase. Your Dexterity Score increases by 2 and your Wisdom Score increases by 1.

Age. Mantaurs reach maturity by 16 years old and usually live well into their 60's.

Alignment. Mantaurs are curious and hedonistic. They are by nature chaotic and tend towards being good or neutral.

Size. Mantaurs on average stand 6 to 7 feet tall, weighing between 250 to 300 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet. Your climb speed is 30 feet.

Brachiation You can swing through trees with a speed of 40 feet. Non-magical difficult terrain does not cost you any extra movement speed.

Steady-Handed When rolling to grapple or avoid being disarmed or shoved, you add twice your proficiency bonus.

Helping Hands You count as always having at least one open hand even if both hands are occupied or holding something.

Artistic Spirit You gain proficiency in an Artisan Tool or Musical Instrument of your choice. You also gain proficiency in Performance.

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

Credit: Maaria Laurinen
Concept: u/judo_panda

Changelog

  • Weight change from 200 pounds to 250~300

Half-Orc Variant: Pigmen

Not all Half-Orcs are of the same tribe, and some have physical traits that highlight how far removed half-orc tribes have been from each other since the beginning of time. The Dungeon Master may permit the following variant for your half-orc.

Appearance. Pigmen have a slightly different appearance than traditional half-orcs. Their color ranges anywhere from light green to pale pink or even sometimes dark grey. These are just a few of the differences: slightly shorter and stockier; higher stub-like noses; more pronounced tusks; light fur; ears that point slightly downward.

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

Age. Pigmen mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.

Alignment. Pigmen inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Pigmen raised among orcs and willing to live out their lives among them are usually evil.

Size. Pigmen are somewhat shorter and even bulkier than traditional half-orcs, and they range from 4 to 6 feet tall. Your size is Medium.

Menacing. You gain proficiency in the Intimidation skill.

Savage Endurance. Whenever you roll a death saving throw and succeed, you regain consciousness and a number of hit points equal 1 Hit Die plus your Constitution bonus (minimum 1). You can't use this feature again until you finish a long rest.

Relentless Charge. If you move at least 20 feet straight toward a target and then it with a weapon attack, you can roll one of the weapon's damage dice one additional time and add that to the total.

Languages. You can speak, Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.

Halfling Variant: Riverfolk

As a riverfolk halfling, your life was most likely spent primarily as a fisher, and you're accustomed to the rigorous daily labor of life on the water. Riverfolk have a reputation amongst other halflings as being a little more standoffish or even rude by some measures. Although they don't spend as much time enjoying life's pleasures, they can be just as friendly and inviting as any lightfoot or stout.

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

Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.

Alignment. Although most halflings fall on the good side of morality, riverfolk tend to stay neutral when it comes to matters that don't directly affect them. They are usually very independent and self-sufficient.

Size. On average riverfolk average about 3 to 4 feet tall and weigh about 60 pounds. Your size is Small.

Speed. Your base waling speed is 25 feet.

Hard Work. Once per day, when you fail an attack roll, ability check, or saving throw, you can reroll the die and use the new roll. You can't use this feature again until you finish a long rest.

Surefooted You gain advantage on saving throws to avoid being knocked prone.

Halfling Nimbleness You can move through the space of any creature that is of a size larger than yours.

Expert Diver. You can hold your breath three times longer than normal.

Languages.You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are travelling.