World of Etus

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Classes

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Barbarian

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Path of the Behemoth

"Look at Behemoth, which I made along with you and which feeds on grass like an ox. What strength it has in its loins, what power in the muscles of its belly! Its tail sways like a cedar; the sinews of its thighs are close-knit. Its bones are tubes of bronze, its limbs like rods of iron. It ranks first among the works of God, yet its Maker can approach it with his sword."



–Job 40:15-19




Some barbarians shun any sort of weapon and armor, embracing a savage, primal fighting style that relies only on their hands, skin, and fury. Some are pit fighters who threw themselves into adventuring after finding freedom, others hail from primeval cultures which do not know metallurgy, and yet others simply consider themselves so strong it is the only way to give their opponents a fighting chance. Whatever the reason, these fierce warriors walk the Path of the Behemoth, and as their legend grows so does their power and their dimensions, unto those of the fabled beasts themselves.

Fists of Thunder

When you join this path at 3rd level, you become proficient with your unarmed strikes and improvised weapons. Your unarmed strikes use a d4 for damage. When you use the Attack action with an unarmed attack on your turn and are not using a shield, you can make one unarmed attack as a bonus action.

At 6th level, the damage of your unarmed strikes becomes a d6, and your unarmed strikes are considered magical for the purposes of resistance and immunity.

Limbs of Iron

Starting at 3rd level, an enemy only has one chance to make their mark against you before you overcome your own weakness. While raging and wearing no armor or shield, when you take damage, you may use your reaction to gain resistance to the type or types of damage you suffered. You retain this resistance until the end of your rage or until you use this feature again.

At 10th level, your resilience is such you seem to heal wounds as they appear. While raging, you gain a number of temporary hit points equal to your Constitution modifier (minimum of 1) at the end of your turn.

Nothing on Earth its Equal

Beginning at 6th level, you become a paragon of physical prowess, an examplar of your kind. You 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, you deal double damage against objects and structures.

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Credit: Wayne Renolds

A Creature Without Fear

When you reach 10th level, you become an unstoppable force. You have advantage on saving throws against effects that would cause you to be frightened, paralyzed or restrained.

I Put Away Childish Things

Also at 10th level, your confidence in the powers of your own flesh has begun to take on a mystical potency. As part of the process of attuning to a magical item, you may dedicate that item as a sacred offering and part from it, whether you make an offering of it at the shrine of your gods or bury it along with a worthy opponent. When you do so, your patrons spirit away the item, replacing it with a token. When you break attunement, the token is once again replaced by the true item.

As long as you are attuned to the item, you enjoy any benefits it may bring even though you are not wearing it. If the item is a weapon, a shield, or a set of armor with which you are proficient, you may apply its benefits to your unarmed attacks or unarmored defense. For instance, if you made an offering of a flame tongue, you could wreathe your fists in fire as you would the blade. This does not allow you to stack the effects of several items requiring the same body slot, or of several weapons or armors.

You may choose to use this feature to attune to items which do not require attunement, using an attunement slot as normal and gaining their benefits as outlined above.

Barbarian | Path of the Behemoth

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Canvas of Blood

At 14th level, your rage can shake the world, a single strike turning your opponents into an artful painting drawn in red. When you score a critical hit or reduce a creature to 0 hit points while raging, you may use a bonus action to force every hostile creature within 30 feet of you to make a Wisdom saving throw (save DC 8 + your Strength modifier + your proficiency modifier). On a failure, the creature is frightened until your rage ends. The victim may repeat this saving throw at the end of its turn; on a success, the effect ends and it is immune to this feature for the rest of the day.

Credit

Barbarian | Path of the Behemoth

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Bard

Bard | Main Class

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College of Medicine

Bards of the College of Medicine have learned how to soothe wounds and strengthen resolve with a simple harmony. They travel the world searching for new songs and stories to tell, and places where there performances are most needed. Bringing with them a skip in their step and songs of hope and renewal, they inspire those around them to find something to live for, even when all seems lost.

Bonus Proficiencies

When you join the College of Medicine at 3rd level, you gain proficiency in the Medicine skill. If you are already proficient in the Medicine skill when you gain this feature, you gain expertise in the Medicine skill.

Stalwart Inspiration

Also at 3rd level, you learn to inspire others to stand ready against incoming attacks. When a creature that has a Bardic Inspiration die from you takes damage, they can roll that die and reduce the incoming damage by that amount.

Alternatively, if a creature would fall unsconscious within 60ft of you, you can use your reaction to give them Bardic Inspiration before they fall unconscious. You must finish a short or long rest before using Bardic Inspiration in this way again.

College Spells

Beginning when you enter this college at 3rd level, you gain access to spells to aid in the healing arts. These spells count as bard spells for you but don’t count towards the number of bard spells you know.

College of Medicine Spells
Spell Level College Spells
1st cure wounds, healing word
2nd lesser restoration, prayer of healing
3rd mass healing word, remove curse
4th death ward, stoneskin

Song of Profound Rest

Starting at 6th level, when you use Song of Rest and you or your allies regain hit points during a short rest, each of those creatures restores an additional 2d6 hit points, instead of 1d6. This amount increases to 2d8 at 9th level, to 2d10 at 13th level, and to 2d12 at 17th level.

Additionally, when you or an ally is affected by Song of Rest, each of those creatures reduces their level of exhaustion by 1. After gaining this benefit, a creature must finish a long rest before gaining it again.

Hopeful Inspiration

Starting at 14th level, whenever a creature would roll a Bardic Inspiration die given by you and the result is a 1 or 2, they may reroll that die and must take the new result, even if it is a 1 or 2.

Additionally, when a creature rolls a Bardic Inspiration die given by you, they regain hit points equal to the result of that die.

Credit
  • Art by Sarah Stone
  • Class by /u/Zenrayeed on reddit

Homebrewery Link

Bard | College of Medicine

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Cleric

CURRENTLY EMPTY

Cleric | Main Class

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Dragoon

The Dragoon, is an elite class of knight; the best of the best, trained specifically to fight the dragon threat. They are a lance-wielding knight that developed an aerial style of combat, that they might better pierce the scaled hides of their mortal foes. Taking to the firmament as though it were an extension of the land, they descend upon the enemy with every ounce of their bodies behind the blow. A select few dragoons bind their souls to a dragon wyrmling egg creating an unbreakable bond between each other or infusing their own blood with that of a dragons. Granting them ancient magic and abilities.

Dragoon

Level Proficiency Bonus High Jump Max. Height Class Features
1st +2 5ft High Jump, Polearm Specialist
2nd +2 10ft Draconic Knowledge,
3rd +2 10ft Dragoon Path, Aerial Assault
4th +2 20ft Ability Score Improvement
5th +3 20ft Dragoon Path
6th +3 30ft Ancient Circle
7th +3 30ft Dragoon Path
8th +3 40ft Ability Score Improvement
9th +4 40ft High Jump Improvement
10th +4 50ft Skystrike Improvement
11th +4 50ft Dragoon Path
12th +4 60ft Ability Score Improvement
13th +5 60ft Dragon Heart
14th +5 70ft Skystrike Improvement
15th +5 70ft Ancient Circle (two uses)
16th +5 80ft Ability Score Improvement
17th +6 80ft Dragoon Path
18th +6 90ft Relentless Assault
19th +6 90ft Ability Score Improvement
20th +6 100ft One with the Sky

Class Features

As a Dragoon, you gain the following class features.

Hit Points

Hit Dice: 1d10 per Dragoon level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d 10 (or 6) + your Constitution modifier per dragoon level after 1st

Proficiencies

Armor: Light, Medium Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Dexterity Skills: Choose two from Acrobatics, Animal Handling, Athletics, Investigation, Intimidation, Nature, or Survival

Equipment

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

  • (a) A glaive, lance, or halberd
  • (a) Scale Mail or (b) Studded Leather
  • (a) Dungeoneer's pack or (b) Explorer's pack
  • 4 Javelins

Dragoon | Main Class

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High Jump

Starting at 1st level, while you are not wearing heavy armor, you may use your bonus action to leap 10 feet into the air. The height you can jump indoors is limited by the ceiling. You may move up to 15 ft. horizontally before returning to the ground in an unoccupied space. If this movement would provoke attacks of opportunity, those attacks are made with disadvantage. The maximum height you can jump increases when you reach certain Dragoon levels, as shown in the Dragoon table.

While you are conscious, when you would take fall damage from a distance lower than your High Jump maxium height. You would instead take half damage. At 10th level, you take no fall damage.

Polearm Specialist

You have practiced extensively with Polearm weapons, which includes the following weapons: Javelin, Spear, Longspear, Pike, Glaive, Halberd, Trident, Great Trident, Lance, and gaining the following benefit:

When wielding a Polearm, your weapon gains +2 damage and the Reach tag.

Draconic Knowledge

Beginning at 2nd level, you have significant experience studying, tracking, hunting, and even talking to Dragons.

You have advantage on Wisdom (Survival) checks to track Dragons, Intelligence checks to recall information about them, as well as all saving throws from dragons or their lair actions.

When you gain this feature, you also learn how to read, write, and speak in draconic.

Choose your Path

At 3rd level, you choose a path that you strive to emulate in your combat styles and techniques. Choose Dragon Master, Dragon's Soul, or Dragon's Blood, all detailed at the end of the class description. The path you choose grants you features at 3rd level and again at 5th, 7th, 11th, and 17th level.

Aerial Assault

Starting at 3rd level, you learn how to drop down upon your foes with devastating power. You may only use this feature if you are wielding a polarm. You may use this feature a number of times equal to your Strength modifier or Dexterity modifier + dragoon level.

When you finish a short or long rest, you regain your expended uses.

Aerial Assault

If you used your High Jump to leap into the air this turn, you may strike a foe in the air or as you come crashing back to the ground by making a special melee attack against an enemy within 10 ft. of the space you landed. If you’re able to make multiple attacks with the Attack action, this replaces one of them. Make a melee weapon attack against the target. On a hit, the target takes an additional 1d4 damage for every 10 feet you fell to a maximum of 50 feet and you take no fall damage. This bonus damage increases to 1d6 at 9th level and 1d8 at 14th level.

Ancient Circle

You have developed defensive magic to protect you and those around you from a dragons breath attack by drawing out

Beginning at the 6th level, As a reaction you create a magical sigil on the ground in a 10ft radius around you. All aoe damage is halved to all within the radius of you until the end of your next turn. You may use this ability once per long rest, At the 15th level, the radius increases to 30ft and you are able to use this ability twice per long rest.

Dragon Heart

At the 13th level, Your body is changed by the draconic energy within you. You become immune to sleep, paralysis, charm, and resistance to the elemental type based on your Dragon Companion, Dragon Soul, or Dragon Blood.

Relentless Combatant

Starting at 18th level, whenever you score a critical hit with a Aerial Assault or reduce a creature to 0 hit points with one, you may immediately make an attack against each enemy creature within range. You make seperate attack rolls for each target.

One with the Sky

At 20th level, you may use your Aerial Assault an unlimited number of times.

Dragoon | Main Class

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Dragon Master

The Dragon Master path embodies a power between the of the world dragons and man. Bound together as one, dragon and dragoon work as one to fight the monstrous foes that threaten civilization and its outlying areas. Emulating the Dragon Master path means committing yourself to this ideal, working in partnership with a dragon as its companion and friend.

Dragon Companion

At 3rd level, you use your magic to create a powerful link with a unhatched dragon egg. After an exhaustive 8 hour ritual and the expenditure of 50 gp worth of rare herbs and minerals, you link your soul with the dragon wyrmling within the egg to serve as your faithful companion. You normally select you companion from among the following dragon wyrmlings: Black, Blue, Brass, Bronze, Copper, Gold, Green, Red, Silver, or White located in Apendix A. However, your DM might pick one of these dragons for you, based on the surrounding terrain and on what types of dragons would logically be present in the area.

At the end of the 8 hours, your dragon companion hatches and gains all the benefits of your Soul Link ability. You can have only one dragon companion.

Because your souls are magically intwined with each other. If you die, your dragon companion dies with you. This magic was crafted this way in order to protect the dragoon while building a strong bond with their dragon companion. It also gives the dragon an incentive to protect and work alongside the Dragoon.

If your dragon companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and minerals, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an dragon companion to life in this manner even if you do not possess any part of its body. You will only ever have 1 dragon companion during your lifetime. Severing the bond with your dragon is possible, but only at the cost of your life.

At 3rd level, Your dragon companion gains a variety of benefits while its soul is linked to you.

The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

Your dragon companion has abilities and game statistics listed in Apendix A of this handout. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.

Your dragon companion gains proficiency in Perception, Stealth, and two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly.

Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature.

Your companion shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The Dragoon who travels with me is a (beloved, horrible, trustworthy, etc) companion for whom I would give my life, to protect my life.” Feel free to determine how your wyrmling feels about you

d6 Traits
1 I fear nothing because I am the one to be feared.
2 Threaten my companion, threaten me.
3 I hunt for myself and only myself.
4 People see a dragon and fear me. I use that to my advantage.
5 I am vocal when I disagree with my companions decisions.
6 I am my companion's guardian, I will do what I can to protect them.
d6 Flaw
1 If there’s meat left unattended, I’ll eat it.
2 I may be a dragon, but I have the personality of a house cat.
3 Any time is a good time for a nap.
4 I'm violent and cruel in combat, everything dies, mercy is never shown.
5 I love Shiny things and can't help but collect them.
6 I occasionally sneeze...fire.

Dragoon | Dragon Master

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Breath attack

Beginning at 5th level, When your wyrmling uses its breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your dragon's color. The DC for this saving throw equals 8 + its 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 increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

Recharge (5-6) At the start of each of the wyrmling’s turns, roll a d6. If the roll is a 5 or 6, the monster regains the use of its breath weapon. The ability also recharges when the monster finishes a short or long rest.

Dragons' Breath
Dragon Damage Type Breath Weapon
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)

Starting at the 7th level, your link with your dragon grows stronger enabling you to transfer your spirtual essence into it and its essence to you.

On your turn, you can expend a hit dice as a bonus action to have your companion regain hit points equal to 1d10+ its level. This effect may be used twice per long rest or short rest.

You are granted an ability listed in Apendix B based on the type of dragon companion you have. You may use this ability, as an action, once per long rest or short rest as an action.

Dragoons Best Friend:

At 11th level, whenever an attacker that your companion can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.

All Grown-up:

At 17th level, Your dragon companion has grown up, Describe it. You are now able to use it as a mount and it is able to use its breath weapon 2 additional times

Dragoon | Dragon Master

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Dragon's Soul

A Dragoon who has chosen to enchance their combat abilities beyond their full potential accepts a portion of a dragon's soul into their body when they choose this path. This class of Dragoon excels at combating all manner of dragons and other dangerous creatures, having a rich knowledge of their foes and strategies needed to defeat them. Their combat abilities evolve around increasing the speed and devestating effects of their strikes to overpower their enemies.

Dragon Soul

At 3rd level, you choose a dragon type that you accept part of their soul. The damage type associated with each dragon is used by features you gain at later levels.

Dragons' Soul

Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

Quick Jump:

After continuous training, you have mastered the ability to High Jump indoors. Using the walls and ceiling you are able to boost your speed to inflict damage and pass over enemies.

Starting at 3rd level, as a bonus action, you may Quick Jump causing you to leap 15ft horizontally, landing in an unoccupied space. During the long jump, you are able to move through an enemies territory as if you were flying above them. You may also use Aerial Assault after Quick Jump, the bonus damage is considered t be as if you fell from your High Jump max height for your dragoon level up to a maximum of 50ft.

Extra Attack

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

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Penta Thrust

At 7th level You strike all creatures in a 15ft wide cone in front of you. Each creature in the targeted area must make a DC dexterity saving throw. On a failed save the creature takes 5d6. On a successful save the target takes half damage. This damage is increased to 5d8 at 15th level. You may use this ability once per long or short rest.

Super Jump

Starting at 11th level, As your skills are honed you increase the height of your high jump and distance you can move horizontally during a high jump by an additional 10ft. Also the bonus damage from Aerial Assault type changes to your dragon souls damage type.

Whenever you use your Aerial Assault feature, you choose one of the following additional effects: (choosing the additional effect before the attack roll is made):

  • The target must succeed on a Strength saving throw or be knocked prone.
  • The target must succeed on a Dexterity saving throw or be disarmed.
  • The target must succeed on a Constitution saving throw or the next attack made against them has advantage.

Most of these additional effects require your target to make a saving throw to resist the effect of the strike. The saving throw DC is calculated as follows:


Aerial Assault save DC = 8 + your proficiency bonus + your Strength modifier

Death from Above

You have mastered the aerial art and the weapon of the dragoon. When you attack you put every ounce of your body behind the blows.

Upon reach 17th level, your weapon attacks score a critical hit on a roll of 19 or 20.

When you use your Aerial Assault ability you add your bonus damage to the next 2 attacks.

Dragoon | Dragon's Soul

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Dragon's Blood

A Dragoon who has chosen drink the blood of a dragon does so with a deep understanding of the effects it will have on them. While it does grant great magical power to the dragoon. Scales form in areas across the body and their eyes change to look like that of a dragon, causing fear and awe to those around that see them.

Dragon Blood

At 3rd level, you choose a dragon type that you infuse with your own blood. The damage type associated with each dragon is used by features you gain later.

Dragons' Blood
Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

Spellcasting

When you reach 3rd level, you drink the blood of a dragon to gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and Apendix C for the Dragoon spell list.

Cantrips

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

Spell Slots

The Dragoon Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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 shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level dragoon spells of your choice.

The Spells Known column of the Dragoon Spellcasting table shows when you learn more dragoon spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the dragoon spells you know with another spell of your choice from the dragoon spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your dragoon spells, since you learn your spells the memories you recieve from the dragons blood. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a dragoon spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Dragoon
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Elemental Affinity

Starting at 5th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Intelligence modifier to that damage.

Dragon Magic

Beginning at 7th level, when you use your action to attack, you can cast a cantrip as a bonus action.

Flight of the Dragoon

Beginning at the 13th level, you are able to expend two available Aerial Assault uses to cast the fly spell on yourself. When you do so, an ethereal pair of dragon's wings sprout from your back. When you choose to use Aerial Assault while your wings are available, your fly spell does not end. You may cast the Fly spell once per long rest.

Dragoon | Dragon's Blood

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Blood Aura

Beginning at 17th level, you can channel the dread presence of your dragons blood, causing those around you to become awestruck or Frightened. As an action, you draw on this power and exude an aura of awe or fear (your choice) to a distance of 30 feet. For 5 rounds or until you lose your Concentration (as if you were casting a Concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be Charmed (if you chose awe) or Frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

Dragoon | Dragon's Blood

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Appendix A: Dragon Wyrmlings


Black Wyrmling

Medium Dragon, aligned with dragoon


  • Armor Class 13 (natural armor)
  • Hit Points 17 (3d8 + 3)
  • Speed 30ft., fly 45ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 8 (-1) 9 (-1) 10 (+0)

  • Proficencies Perception, Stealth
  • Damage Immunities acid
  • Senses blindsight 10 ft., darkvision 60ft., passive Perception 14
  • Languages Draconic
  • Challenge 1/2 (100 XP)

Amphibious: The dragon can breathe air and water.

Actions

Bite Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage.


Blue Wyrmling

Medium Dragon, aligned with dragoon


  • Armor Class 13 (natural armor)
  • Hit Points 17 (3d8 + 3)
  • Speed 30ft., burrow 15ft., fly 45ft.

STR DEX CON INT WIS CHA
15 (+2) 8 (-1) 13 (+1) 10 (0) 9 (-1) 11 (+1)

  • Proficencies Perception, Stealth
  • Damage Immunities Lightning
  • Senses blindsight 10 ft., darkvision 60ft., passive Perception 14
  • Languages Draconic
  • Challenge 1/2 (100 XP)

Actions

Bite Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage.


Brass Wyrmling

Medium Dragon, aligned with dragoon


  • Armor Class 13 (natural armor)
  • Hit Points 17 (3d8 + 3)
  • Speed 30ft., burrow 15ft., fly 45ft.

STR DEX CON INT WIS CHA
14 (+2) 9 (-1) 13 (+1) 9 (-1) 10 (+0) 12 (+1)

  • Proficencies Perception, Stealth
  • Damage Immunities fire
  • Senses blindsight 10 ft., darkvision 60ft., passive Perception 14
  • Languages Draconic
  • Challenge 1/2 (100 XP)

Actions

Bite Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage.


Bronze Wyrmling

Medium Dragon, aligned with dragoon


  • Armor Class 13 (natural armor)
  • Hit Points 17 (3d8 + 3)
  • Speed 30ft., fly 45ft., swim 30ft.

STR DEX CON INT WIS CHA
15 (+2) 8 (-1) 13 (+1) 10 (+0) 9 (-1) 13 (+1)

  • Proficencies Perception, Stealth
  • Damage Immunities Lightning
  • Senses blindsight 10 ft., darkvision 60ft., passive Perception 14
  • Languages Draconic
  • Challenge 1/2 (100 XP)

Amphibious: The dragon can breathe air and water.

Actions

Bite Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage.

Dragoon | Dragon Wyrmlings

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Copper Wyrmling

Medium Dragon, aligned with dragoon


  • Armor Class 13 (natural armor)
  • Hit Points 17 (3d8 + 3)
  • Speed 30ft., climb 30ft., fly 45ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 12 (+1) 13(+1) 8 (-1) 11 (+0)

  • Proficencies Perception, Stealth
  • Damage Immunities acid
  • Senses blindsight 10 ft., darkvision 60ft., passive Perception 14
  • Languages Draconic
  • Challenge 1/2 (100 XP)

Actions

Bite Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage.


Gold Wyrmling

Medium Dragon, aligned with dragoon


  • Armor Class 13 (natural armor)
  • Hit Points 17 (3d8 + 6)
  • Speed 30ft., fly 45ft., swim 30ft.

STR DEX CON INT WIS CHA
15 (+2) 9 (-1) 14 (+2) 9 (-1) 7 (-2) 12 (+1)

  • Proficencies Perception, Stealth
  • Damage Immunities fire
  • Senses blindsight 10 ft., darkvision 60ft., passive Perception 14
  • Languages Draconic
  • Challenge 1/2 (100 XP)

Amphibious: The dragon can breathe air and water.

Actions

Bite Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage.


Green Wyrmling

Medium Dragon, aligned with dragoon


  • Armor Class 13 (natural armor)
  • Hit Points 17 (3d8 + 0)
  • Speed 30ft., fly 45ft., swim 30ft.

STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 11 (+0) 12 (+1) 9 (-1) 11 (+0)

  • Proficencies Perception, Stealth
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses blindsight 10 ft., darkvision 60ft., passive Perception 14
  • Languages Draconic
  • Challenge 1/2 (100 XP)

Amphibious: The dragon can breathe air and water.

Actions

Bite Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage.


Red Wyrmling

Medium Dragon, aligned with dragoon


  • Armor Class 13 (natural armor)
  • Hit Points 17 (3d8 + 6)
  • Speed 30ft., climb 30ft., fly 45ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 14 (+2) 10 (+0) 9 (-1) 11 (+0)

  • Proficencies Perception, Stealth
  • Damage Immunities fire
  • Senses blindsight 10 ft., darkvision 60ft., passive Perception 14
  • Languages Draconic
  • Challenge 1/2 (100 XP)

Actions

Bite Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage.

Dragoon | Dragon Wyrmlings

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Silver Wyrmling

Medium Dragon, aligned with dragoon


  • Armor Class 13 (natural armor)
  • Hit Points 17 (3d8 + 6)
  • Speed 30ft., fly 45ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 14 (+2) 10 (+0) 9 (-1) 11 (+0)

  • Proficencies Perception, Stealth
  • Damage Immunities fire
  • Senses blindsight 10 ft., darkvision 60ft., passive Perception 14
  • Languages Draconic
  • Challenge 1/2 (100 XP)

Actions

Bite Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage.

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White Wyrmling

Medium Dragon, aligned with dragoon


  • Armor Class 13 (natural armor)
  • Hit Points 17 (3d8 + 6)
  • Speed 30ft., burrow 15ft., fly 45ft., swim 30ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 15 (+2) 6 (-3) 10 (+0) 11 (+0)

  • Proficencies Perception, Stealth
  • Damage Immunities cold
  • Senses blindsight 10 ft., darkvision 60ft., passive Perception 14
  • Languages Draconic
  • Challenge 1/2 (100 XP)

Actions

Bite Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d8 + 2) piercing damage.

Dragoon | Dragon Wyrmlings

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Black Dragon Wyrmling

Magical Darkness

6th-level ability


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Magical darkness spreads from a point the dragoon chooses within 30 feet of it, filling a 10-foot-radius sphere for 1 minute or until the dragon dismisses it as an bonus action, or is incapcitated. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagicallight can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Blue Dragon Wyrmling

Lightning Arc

6th-level ability


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

Lightning arcs, forming a 5-foot-wide line between two solid surfaces that the dragoon can see. They must be within 60 feet of the dragoon and 60 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or they are stunned.

Brass Dragon Wyrmling

Dust Devil

6th-level ability


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

A cloud of sand swirls about in a 10-foot-radius sphere centered on a point the dragoon can see within 60 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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Bronze Dragon Wyrmling

Repulsion Breath

6th-level ability


  • Casting Time: 1 action
  • Range: self 15-foot cone
  • Components: V, S
  • Duration: Instantaneous

The Dragoon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 14 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the Dragoon.

Copper Dragon Wyrmling

Deep Mud

6th-level ability


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

The Dragoon chooses a 10-foot-square area on the ground that it can see within 60 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 14 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 14 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. At the start of the Dragoon's next turn the mud hardens, and the Strength DC to work free increases to 18.

Gold Dragon Wyrmling

Weakening Breath

6th-level ability


  • Casting Time: 1 action
  • Range: self 15-foot cone
  • Components: V, S
  • Duration: Instantaneous

The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Dragoon | Soul Link Ability

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Green Dragon Wyrmling

Grasping roots

6th-level ability


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: concentration, up to 1 minute

Grasping roots and vines erupt in a 10-foot radius centered on a point on the ground that the dragoon can see within 60 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds.

Red Dragon Wyrmling

Tremors

6th-level ability


  • Casting Time: 1 action
  • Range: self 30-foot radius
  • Components: S, V
  • Duration: Instantaneous

A tremor shakes the lair in a 30-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.

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Silver Dragon Wyrmling

Paralyzing Breath

6th-level ability


  • Casting Time: 1 action
  • Range: self (15-foot cone)
  • Components: V
  • Duration: Instantaneous

You exhale a paralyzing gas in a 15- foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

White Dragon Wyrmling

Wall of Ice

6th-level ability


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, V
  • Duration: up to 10 minutes

The dragoon creates an opaque wall of ice or dome on a solid surface it can see within 60 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. The dome can have a a radius of upto 10 feet, 10feet high, and 1 foot thick When the wall appears, each creature within its area is pushed 5 feet out of the wall's space; appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.

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Appendix C: Spell List

Cantrips (0 Level)
  • Acid Splash (PHB 211)
  • Chill touch (PHB 221)
  • Fire Bolt (PHB 242)
  • Minor Illusion (PHB 260)
  • Poison Spray (PBH 266)
  • Ray of Frost (PBH 271)
  • Shocking Grasp (PBH 275)
  • True Strike (PBH 284)k
1st Level
  • Burning Hands (PBH 220)
  • Chromatic Orb
  • Disguise Self (PBH 233)
  • Fog Cloud (PBH 243)
  • Ray of Sickness (PBH 271)
  • Sleep (PBH 276)
  • Thunderwave (PBH 282)
  • Dragon Hide (Mage Armor rename - PBH 256)
  • Witch Bolt
2nd Level
  • Alter Self (PBH 211)
  • Blindness/Deafness (PBH 219)
  • Continual Flame (PBH 227)
  • Darkness (PBH 230)
  • Darkvision (PBH 230)
  • Flaming Sphere ( BH 242)
  • Gust of Wind (PBH 248)
  • Invisibility (PBH 254)
  • Melf's Acid Arrow (PBH 259)
  • Nystul's Magic Aura (PBH 263)
  • Scorching Ray (PBH 273)
  • See Invisibility (PBH 274)
  • Shatter (PBH 275)
3rd Level
  • Counterspell (PBH 228)
  • Dispel Magic (PBH 234)
  • Fear (PBH 239)
  • Fireball (PBH 241)
  • Gaseous Form (PBH 244)
  • Lightning Bolt (PBH 255)
  • Sleet Storm (PBH 276)
  • Slow (PBH 277)
  • Stinking Cloud (PBH 278)
4th Level
  • Arcane Eye (PBH 214)
  • Blight (PBH 219)
  • Fire Shield (PBH 242)
  • Greater Invisibility (PBH 246)
  • Ice Storm (PBH 252)
  • Wall of Fire (PBH 285)
  • Dragon Scale (Stoneskin rename - PBH 278)
Special Thanks

I would like to thank all those in the past who have posted their ideas on dragoons. Without them I feel that I would have some gaps in what i wanted the class to be.

Thank you to /u/SilentSoren for the flight of the dragoon ability in your dragoon homebrew https://www.gmbinder.com/images/gallery/8LbPl

Thank you to https://surfarcher.blogspot.com/2014/08/d-5e-monsters-part-4-construction.html for your table to help determine ability scores for each creature in Apendix A.

Thank you to the few people with their ideas on how to make jump work that I was able to combine into a way I viewed how it should work.

Artwork

Page 1. https://jamieprimack.tumblr.com/post/130758519103/final-fantasy-inktober-challenge-day-8-ffiv

Page 9. Dragoon. https://jontzu.deviantart.com

Dragoon Spell List

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Druid

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Druid | Main Class

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Fighter

Fighter | Main Class

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Crusader Knight

There are those who wish they could become chosen by the gods to do their bidding, however not everyone can be chosen to be Priests or Champions of gods. This does not mean followers should be discouraged by this rift in their fate, for there are other ways to spread the teachings of their god. A select few of followers who had the talent of combat formed a holy order known as the Crusaders Order. The crusaders are holy soldiers chosen by priests and champions to protect and serve their diety after discussions with the crusader order members. Sometimes if required a crusader knight my have to change their beliefs in their current diety to get chosen for work in the holy department, but it's a last case scenario at best. A crusader knight may not be on the same level as a paladin in terms of magic might and belief, however their fighting prowess and unshakable willpower to protect is what makes them truely a force to be reckoned with.

Spelcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast holy spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.

Cantrips: You learn two cantrips of your choice from the cleric spell list. You learn an additonal cleric cantrips of your choice at 10th level.

Spell Slots: The Crusader Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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.

Spells Known of 1st-Level and Higher: You know three 1st-level cleric spells of your choice, two of which you must choose from the abjuration and evocation spells on the cleric spell list. The Spells Known column of the Crusader Knight Spellcasting table shows when you learn more cleric spells of 1st-level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell gained at 3rd, 8th,14th, and 20th level from any school of magic.

Spellcasting Ability: Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through study and experience. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell Attack Modifier = you proficiency bonus + your Wisdom modifier

Crusader Knight Spell Table
Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Fighter | Crusader Knight

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Symbol of Faith

At the 3rd level, you are given a symbol of your faith in your deity, taking the form of an enchanted flag or a similar object which inspires your allies and discourages foes who can see it. The symbols aura effects friendly creatures and enemies within 10 feet of you who can see it.

You and friendly creatures in the Symbol's aura have advantage on saving throws against being frightened. Enemies who attack a creature in the flags radius must make a Wisdom saving throw against your Spell Save DC. On a failed save, any bludgeoning, piercing or slashing damage that creatures deal is reduced by 2 until the end of it's turn. On a successful save the creature is immune to this effect for 24 hours. Creatures who are blinded automatically succeed on this saving throw.

At 15th level, you and friendly creatures in the aura also gain advantage on saving throws against being charmed or poisoned. They also have resistance to radiant damage. In addition, if an enemy fails it's saving throw, it is also frightened until the end of it's turn.

War Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Wind of The Seraph

At 10th level, whenever you cast Cure Wounds, Healing Word, Prayer of Healing, or Mass Healing Word, the Crusader Knight can add an additional 1d6 bonus healing dice on top of the mentioned spells healing. Alternatively a Crusader Knight may consume their Second Wind feature to bolster the bonus healing die from a d6 to a d10.

Improved War Magic

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Credit

Fighter | Crusader Knight

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Monk

Monk | Main Class

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Monastic Tradition: Way of the Drunken Master

You follow an often-misunderstood tradition that imitates the stumbling movements of a drunkard. Monks of the Drunken Master utilise unpredictable swaying and falling to break traditional rules of engagement and attack from odd angles. While generally viewed as a joke or at best an impractical exhibition style, in the hands of an expert the drunken style is a powerful and mesmerizing form.

Many of the monks that follow this tradition defy the typical image of a monk, abandoning strict asceticism in favour of a more hedonistic and chaotic lifestyle. Drunken Masters are rarely found in temples or monasteries; they are more likely to be found out on the road adventuring, fighting in an arena, or gambling at the nearest tavern.

Bonus Proficiencies

When you choose this tradition at 3rd level, you gain proficiency with Brewer's supplies and improvised weapons. Improvised weapons count as monk weapons for you.

Hollow Body, Sloshing Belly

At 3rd level, you learn to fight from a stumbling but deceptively agile stance known as sloshing. As a bonus action on your turn, you can spend 1 ki point to induce a drunk-like state in yourself and begin sloshing.

While sloshing, you gain the following effects:

  • When you start sloshing, you gain temporary hit points equal to your Monk level.
  • You have advantage on Dexterity saves.
  • Your opportunity attacks have advantage, and opportunity attacks against you have disadvantage.
  • You have disadvantage on Wisdom saves and checks.

If you are able to cast spells, you can't cast them or concentrate on them while sloshing.

Your sloshing lasts for 5 minutes, and ends early if you are knocked unconscious.

Once you use this feature, you can't use it again until you finish a short or long rest. The number of times you can use this feature increases to two at 6th level, three at 11th level, and four at 17th level.

Drunken Techniques

At 6th level you learn to use your drunken stumbling to make special attacks. You learn two drunken techniques from the list below, and can use them only while sloshing. You learn one additional technique of your choice at 11th and 17th level. Each time you learn a new technique, you can also replace one maneuver you know with a different one.

Crazy Hermit Opens Cask. You kick with both legs, sacrificing position for power. As an action, you can spend 2 ki points to fall prone and force one creature in melee range to make a Dexterity save. On a failed save, the creature takes 5d8 bludgeoning damage, plus an extra 1d8 bludgeoning damage for each additional ki point you spend, and knocks the target prone. On a successful save the creature takes half damage and is not knocked prone.

Down the Hatch. When you hit another creature with a melee attack, you can spend 2 ki points to attempt to strike it in the throat, silencing it. The creature must succeed on a Dexterity saving throw or be silenced for 1 minute. While silenced, the creature cannot speak or make noises using its mouth, and cannot provide the verbal component for spells. At the end of each of its turns, the target can make a Constitution saving throw, ending this effect on a success.

Drunken Lady Flirts With Master. As a bonus action, you spend 1 ki point to make a grapple attempt with advantage.

Gambler Cheats Game. When you hit a creature with an attack using an improvised weapon, you can spend 1 ki point to attempt to disarm the target. The target must succeed on a Strength saving throw or drop one object of your choice at its feet.

Grasshopper Rises Early. While prone you can use your reaction and spend 1 ki point to immediately stand up. Each creature within 5 feet of you must succeed on a Dexterity saving throw or be knocked prone. If you would hit a creature that is already prone, it takes damage equal to two of your martial arts die.

Spill the Cup. When an attacker you can see hits you with an attack, you can use your reaction and fall prone to halve the attack's damage against you. This technique can't reduce psychic damage and can't be used if you are already prone.

Teetering Monkey Rush. As an action, you gain the ability to move through the space of other creatures until the end of your turn. When you move through the space of a Large or smaller creature in this manner you may choose to spend 1 ki point. That creature must then succeed on a Strength saving throw or take damage equal to your martial arts die and be knocked prone. On a successful save the creature takes half damage and is not knocked prone. You may choose to spend ki in this way for each creature you pass through. You cannot end your move in another creature's space.

Down in the Dirt

At 11th level, your practice with stumbling and falling has made you well adapted to fighting from seemingly disadvantageous positions. While prone your melee attacks don't have disadvantage and enemy melee attacks don't have advantage, and standing up costs you 10 feet of movement.

Befuddle

At 17th level you learn to use your own ki to mimic the effects of intoxication in your opponents. As an action, you spend 4 ki points to target up to 3 creatures within 15 feet of you. Each creature must succeed on a Constitution save or be subjected to the effects of the Slow spell for 5 minutes. Affected creatures may use their action to make a Constitution save, ending the effect on a success.

Credit

Monk | Monastic Tradition: Way of the Drunken Master

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Paladin

Paladin | Main Class

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Oath of Oblivion

There is a hard line between life and death, and the Oath of Oblivion is that line. Sometimes called black knights, raven knights, or skull knights, paladins who swear this oath ensure what is dead stays dead and what still lives remains that way until it is time to pass on. These paladins are in constant search of murderers and abominations, seeking to balance the karmic scales and set right the natural order of life and death. They adorn their armor with images of the silent fate that awaits their foes--skulls, fangs, and ripping claws--as a warning of the uncompromising oath they have taken.

Tenets of Oblivion

Though the exact nuances of the Oath of Oblivion are as difficult to understand as death itself, the primary pillars of this oath are based around these tenets.

All Beings are Equal. All things die with time and that is the way it is meant to be. Death is the great equalizer, coming for peasants, kings, and adventurers alike. You should treat all people as such.

Pain Begets Pain. Those that cause pain and suffering shall endure the same. One way or another, be it it by your hands or someone else's, they will reap what they sow.

Mortality and Undeath. Though some gods see fit to bring back beings that have passed beyond the veil, others seek to avoid oblivion in a more perverse way. Immortals and the undead are an offense to the natural order and must be put to rest. Those that seek such corruption must be punished and exectued.

Preserve the Order. Those that would be taken before their time must be protected. Their time will come, but not a second earlier than it is meant to. Until then, you must defend them, even with your life.

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Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Oblivion Spells

Paladin Level Spells
3rd armor of agathys, inflict wounds
5th hold person, misty step
9th bestow curse, vampiric touch
13th aura of life, death ward
17th contagion, raise dead

Channel Divinity

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

Living Death. When death is calling, you may ignore its beckoning. Using your reaction when you are reduced to 0 hit points, you are not knocked unconscious, though you are knocked prone. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. Similarly, if you die due to failing death saving throws, you die as your normally would.

Lay to Rest. As a bonus action, you mark a creature within 30 feet of you for death. When that creature next makes a saving throw against a spell that you cast, it does so with disadvantage.

Aura of Preservation

Starting at 7th level, your divine willpower helps protect your allies from the destruction you sow. You and friendly creatures within 10 feet of you can reduce bludgeoning, piercing, and slashing damage taken by an amount equal to your Charisma modifier (with a minimum reduction of 1). Each creature may only benefit from this aura once each round.

At 18th level, the range of this aura increases to 30 feet.

Ceaseless Will

Starting at 15th level, you become as unyielding as the undead and immortals you seek to destroy. You are considered immune to exhaustion. In addtion, moving through difficult terrain does not cost you extra movement.

Paladin | Oath of Oblivion

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Angel of Death

At 20th level, you can assume the form of a deadly reaper, taking on an appearance of your choice. You might become a great cloaked figure with motionless wings of bone or a scythe wielding horseman ready to bring about the end.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • Your feet lift off the ground as you gain a hovering flight speed equal to your movement speed.
  • Your essence becomes spectral, allowing you to move through other creatures and objects. You take 1d10 force damage if you end your turn inside an object. If this form ends while you are inside an object, you are immediately shunted to the nearest unoccupied space and take damage equal to twice the number of feet you were moved.
  • Your weapon grows into a massive scythe. The weapon keeps its damage die and all of it properties, while its reach increases by 5 ft.
  • If you have advantage on an attack roll with a melee weapon, you deal additional necrotic damage equal to your paladin level.
Credit

Paladin | Oath of Oblivion

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Ranger

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Ranger | Main Class

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Rogue

Rogue | Main Class

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Stray Cat

They say Thief can take your treasure, Assassin can take your life, Arcane Trickster can take your magic, Swashbuckler can take your heart, and Mastermind can take your silent secret.

For everything else, there is the Stray Cat. An archetype created by the poor and copperless, it does not discriminate. For those who can't afford a meal, they can ignore the hunger. For those who can't afford a home, they can live in the street. For those who can't afford a sword, their body is their blade.

If you're prepared for the worst, why not become a stray? There is none more precious than a life, and there isn't a life more precious than your own. What wouldn't you do to live?

Stray Cat is an archetype focused on performing even in dismal conditions, and being able to live a lacking life with pleasure. If you're satisfied with nothing, that is everything.

Restrictions

Restrictions for the archetype Stray Cat are one of the following :

  • Feline Racial
  • Racial Feature granting claws or long finger nails

Cat Claw

When you choose this archetype at 3rd level, you are never truly without a weapon.

A cat can retract their claws, but they're able to strike in a flash. If you have an empty hand, that hand is considered to be wielding a shortsword. This feature can apply to more than one hand if both are empty.

When you make a ranged weapon attack with a thrown weapon, you can draw a weapon as a part of that attack.

Hungry Heart

Starting at 3rd level, you've learned to live with hunger and caution. Exhaustion does not impose disadvantage on your ability checks, and you can live a modest lifestyle for free as long as you're located in a populated area. When you aren't wearing armor, your AC is equal to 12 + Dexterity modifier.

Cat Walk

Starting at 9th level, you've learned to stride on the roughest road and land on your own feet. Moving through nonmagical difficult terrain costs you no extra movement, and if you fall you don't become prone regardless of fall height. Your speed increases by 10 feet while you aren't wearing heavy armor.

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Nine Lives

Starting at 13th level, you've become worthless to death itself, and they close the door on you when you knock on it. You can add your Constitution modifier (minimum of 1) to your death saving throws. Furthermore, when you make a death saving throw, you can choose to replace the roll with a result of 20. You can't replace the roll again until you finish a long rest.

Cat Nap

Starting at 17th level, you've learned that the secret to a satisfactory life is a sunlit nap. Unfortunately, life is not kind. As an action, you can become unconscious for one minute and can't be woken for the duration. When you wake up, you regain all lost hit points, regain spent Hit Dice equal to half your total number of Hit Dice, and features that can't be used again until you finish a short or long rest can be used again. You can't use this feature again until you finish an actual long rest.

Rogue | Stray Cat

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Sorcerer

Sorcerer | Main Class

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Sorcerous Origin: Blood Magic

Whether through a terrible magical experiment, consumption of the blood of a profane creature, or birth from a cursed union, the nature of your blood itself has magical power that grants you great ability. You can draw on this power to strengthen your spellcasting and enhance your abilities.

Sanguinary Font

Starting when you choose this origin at 1st level, you can sacrifice your own vitality to fuel your spellcasting. As a bonus action on your turn you may spend any number of Hit Dice, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and the character takes necrotic damage equal to the total, then gains 1 Sorcery Point. Hit Dice expended this way are not available to use during a Short Rest but may be recovered from a Long Rest as normal.

Forbidden Vitality

Starting at 1st level, whenever you deal necrotic damage with a spell you may regain a number of hit points equal to your Constitution modifier.

Additionally, the following spells may be added to the Sorcerer Spell list and learned at the appropriate levels: Bane, Vampiric Touch, Hex, Inflict Wounds, Death Ward, Harm, Contagion

Castigate

Starting at 6th level as long as you are at less than your maximum hit points you may touch a creature as an action to mark the creature with your blood, creating a bond between you and it. This bond allows you to cast spells with a range of Touch on the marked creature within 120 ft. The creature may make a Charisma saving throw. If it succeeds, this ability has no effect and you may not target the same creature with this ability until you take a long or short rest. You may have a number of creatures marked in this way equal to your sorcerer level. This mark lasts until dispelled or until the creature is brought to 0 hit points.

Additionally you may spend sorcery points to temporarily expand the range at which you can cast touch spells through your mark to a greater range until you take a long or short rest.

Castigate Ranges
Sorcery Points Expanded Range
2 300 ft.
5 1 mile
9 10 miles
14 the same plane of existence

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Blighted Compass

At 10th level, the power of your Castigation expands, allowing you to mark a creature as a bonus action or reaction.

Additionally, you inherently know the distance and direction of any of your blood marks.

Defilement

At 14th level necrotic damage you deal reduces the target’s maximum hit points by half the damage dealt.

Profane Fetters

At 18th level any creature you Castigate has disadvantage on all saves against spells you cast.

Additionally as a reaction when you fail a save that would cause you to take damage, become Blinded, Paralyzed, Petrified, Charmed, or Stunned you may attempt to shunt harmful effects to one of your Castigations. Select a Castigation within range. That creature must make a Charisma saving throw or suffer half the damage that was dealt to you and receive any of the effects listed above that you would have received.

Sorcerer | Sorcerer Origin: Blood Magic

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Warlock

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Archetype

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Warlock Invocations

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Warden

As his footfalls touch down upon the snow, it melts around their cloven shape. He's lived among the frozen embrace of the north for so long, sustained by the fire burning inside of him. His spear drags along the snow beside him as his pace picks up. His dark eyes suddenly glowing with a fierce amber light as he enters a full running stride. His prey lay still, staining the snow in his wake. Unwanted guests will not encroach upon his territory so long as he draws breath.

Thunder booms in the distance. The dark halls of this ruined castle alight with each crack of lightning. The diminutive goblin crouches in the corner, seeming to cower from each bolt. The heavily armored adventurer steps through the hallway, each step like an echo to the storm outside. As he rounds the next corner, the small goblin pounces onto his back, unleashing an electrified energy from his finger tips that courses throughout the adventurer's armor and brings him to his knees. The goblin cocks his fist and plunges it into a kink in the armor and knocks the adventurer out cold.

Perched atop a rocky outcropping a travel worn elf gestures with her hands and summons a cloud of fog and sends it into the mountain pass with a gust of wind. The trolls who have taken up residence at the narrowest part of the pass, claiming tolls on unsuspecting travelers, are completely enveloped by the thick miasma and bewildered as to its source. The rest of the adventuring party descend on the trolls and carve them in twain, opening the passage for their contract holder.

No matter their duties, no matter their creed, a warden will have honed his skill in battle alongside his attunement to the elemental power of the material plane into a force of nature.

Each warden has a different take on what the natural order of things is but the one thing they have in common is a natural born ability to command the elements and an aptitude for combat.

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Forces of Nature

Wardens all share an innate ability to command the elements to some degree. They are durable and have a survivalist instinct as well which leads most wardens to specialize in formal combat as well, often supplementing a powerful weapon strike with an elemental edge.

Beyond those basic similarities, each warden will specialize in a specific area of the battlefield. Either as a stalwart defender in the vanguard, following up the rear using ranged weaponry and spells, or skirmishing around the battlefield and using the terrain to their advantage. This combination of innate magical power and martial prowess gives the warden an edge in combat and a unique place amongst an adventuring party.

Distant Cousins

Unlike a druid, a warden does not serve nature; but rather commands nature to serve them. Their power is raw and innate and does not come from a lifetime of patience and practice. They are more at home in the confine of cities than other naturalists too and often find a position of duty within the civilized world.

The work of a warden is never quite done, however. They often find themselves on the move from task to task, only very rarely spending their entire life dedicated to a single cause and working to achieve its resolution.

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The Warden

Level Proficiency Bonus Features Power Dice Spells Known Spell Slots Slot Level
1st +2 Combat Discipline, Natural Awareness, Natural Power 4(d4)
2nd +2 Source Magic 4(d4) 2 1 1st
3rd +2 Prime Element 4(d4) 2 1 1st
4th +2 Ability Score Improvement 4(d4) 3 1 1st
5th +3 Extra Attack, Glamour 5(d6) 3 2 2nd
6th +3 Combat Discipline Feature 5(d6) 4 2 2nd
7th +3 Prime Elemental Shield 5(d6) 4 2 2nd
8th +3 Ability Score Improvement 5(d6) 5 2 2nd
9th +4 6(d6) 5 2 3rd
10th +4 Combat Discipline Feature, Nature Sense 6(d6) 6 2 3rd
11th +4 Prime Elemental Burst 6(d8) 6 2 3rd
12th +4 Ability Score Improvement 6(d8) 6 2 3rd
13th +5 7(d8) 7 3 4th
14th +5 Combat Discipline Feature 7(d8) 7 3 4th
15th +5 Recovery 7(d8) 7 3 4th
16th +5 Ability Score Improvement 7(d8) 8 3 4th
17th +6 8(d10) 8 3 5th
18th +6 Improved Natural Awareness 8(d10) 8 3 5th
19th +6 Ability Score Improvement 8(d10) 9 3 5th
20th +6 Master of Elements 8(d10) 9 3 5th

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Creating a Warden

The most important aspect of a warden is their affinity to the natural world and how they marry it to their combat techniques. While the specific discipline of a warden’s martial prowess is chosen at 1st level, their prime element doesn’t mature until 3rd. This prime element may greatly affect the playstyle of your warden, so plan by reading their descriptions. Do you thrum with a fiery core? Are your movements as still as the snow atop a mountain? Or does the tenacity of a storm rage within you?

Do you see yourself taking up arms to defend your fellow adventurers? Or stalwartly defending your home town? Or do you set yourself out as a contract for hire – combatting the enemies of your employer to aid in your pursuits to cleanse nature.

As a force of nature, your duties can often conflict with the laws of civilization and thus wardens typically lean to the chaotic or neutral good alignments. However, some are known to take their duties more seriously and walk the fine line between good and evil.

Quick Build

You can make a warden quickly by following these suggestions. First, Strength should be your highest score if you wish to excel in melee combat or Dexterity if you wish to excel in ranged combat. Make Wisdom your second highest score for spellcasting. Choose Constitution as your third highest to keep yourself in the fight. Second, choose the outlander background.

Class Features

As a warden, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per warden level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per warden level after 1st

Proficiencies


  • Armor: Light and Medium armor
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Wisdom, Strength
  • Skills: Choose two skills from Athletics, Arcana, Intimidation, Investigation, Nature and Survival

Equipment

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

  • (a) any martial weapon or (b) any two simple weapons
  • (a) leather armor and a shield or (b) scalemail armor
  • a shortbow and 20 arrows
  • An explorer’s pack, and a component pouch

Alternatively, you can ignore the equipment here and in your background, and buy 5d4 × 10gp worth of equipment from chapter 5 in the Player’s Handbook.

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Combat Discipline

At 1st level, you’ve completed your training in a certain combat specialty of your choice: Man-at-Arms, Primal Champion, or Prime Focus each of which is detailed at the end of the class description. Your choice grants you features at 1st level, and again at 6th, 10th, and 14th level.

Natural Awareness

Also at 1st level, the time you have spent in nature learning your craft and honing your skills has given you an acute sense of danger. You have advantage on all perception checks to natural phenomena such as tremors, eruptions, magma flows, thunderstorms, and more. As a result of being attuned to these events, you will automatically know whether such phenomena are natural or unnatural by whether you could predict it.

Starting at 18th level, you also gain a +5 bonus to your initiative whenever you are in an entirely natural environment.

Natural Power

You pull from a well of natural power to augment your prowess in combat. The die size and number of power die available to you are listed on the Warden class table.

Whenever you hit with a weapon attack that is not part of a spell, you can expend a power die to add its result to the damage of the attack. The damage type of the additional damage is Fire, Cold, Lightning, or Acid (your choice.)

Whenever you take the Cast a Spell action to cast a 1st-level spell or higher that deals damage, you can expend a power die to add its result to the spell’s damage roll.

At the end of a short rest, you regain a number of spent power dice equal to half the total number of power die as seen in the Warden class table (but not exceeding the total number shown.)

Source Magic

At 2nd level, you’ve unlocked your natural born affinity with the elements in the form of spellcasting. See chapter 10 of the Player’s Handbook for the general rules of spellcasting. The warden spell list will be provided at the end of this supplement.

Spell Slots

The Warden 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 warden 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 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.

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Spells Known of 1st Level and Higher

At 1st level, you know two 1st level spells of your choice from the warden spell list.

The Spells Known column of the Warden table shows when you learn more warden 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 9th level, for example, you learn a new warden spell, which can be of 1st, 2nd, or 3rd level.

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

Spellcasting Ability

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

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Prime Element

At 3rd level, your application of your elemental abilities enforces a specialized discipline of ability. You gain one of the following features of your choice.

Flaming Bravery

You learn the following cantrips, firebolt and green-flame blade.

Whenever a creature makes an attack roll against you, you can use your reaction and expend a power die to add the number rolled to your armor class. You may choose to do this after the creature has rolled to attack, but must decide before the DM says whether the roll hits or misses. If you choose to expend this die and the attack misses, the attacking creature takes fire damage equal your Wisdom modifier + your Strength modifier.

Stoic Chill

You learn the following cantrips, frostbite and ray of frost.

Whenever you must make a saving throw, you can use your reaction and expend a power die to add that die roll to your total. You may choose to do this after you have rolled the saving throw, but must decide before the DM says whether the roll succeeds or fails. If you choose to expend a die this way and succeed on the saving throw, all surfaces in a 20-foot radius of you become covered in enchanted ice. Any creature (other than you) who starts their turn on this area must succeed on a Dexterity saving throw against your spell save DC, or fall prone. This effect lasts 1 minute.

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Unrelenting Storm

You learn the following cantrips, lightning lure and booming blade.

Whenever you make an attack roll with a weapon attack, you can expend a power die and add that number to your attack roll. You may choose to do this after you have rolled to attack, but must decide before the DM says whether the roll hits or misses. If this attack roll hits, all creatures within 5 feet of you or the target of your attack must make a Constitution saving throw against your spell save DC, being knocked back 5 feet on a failed saving throw.

Putrid Corrosion

You learn the following cantrips, acid splash and poison spray.

Whenever you cast a spell that forces a creature to make a saving throw, you can expend a power die and add a corrosive element to the spell. Any creature affected by this spell that fails their saving throw also suffers the following effect.

At the beginning of each of its turns, this creature must make a Constitution saving throw equal to your spell save DC. On a failed save, this creature takes acid damage equal to the result on your power die. On a successful save, the effect ends.

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.

Extra Attack

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

Glamour

Also starting at 5th level, you can create a harmless elemental sensory effect originating from your body. This may be in the form of water dripping from your hands, a fiery glow in your eyes, or for your skin to appear mottled and earthen.

When doing so as part of an Intimidation, Persuasion, or Deception ability check you can expend a power die and add the result to your roll.

Prime Elemental Shield

At 7th level, you can use your reaction to produce one the following effects, depending on the prime element you’ve chosen.

Flaming Bravery. If you are grappled, you can use your reaction to immediately end the effect or deal fire damage to the creature that is grappling you equal to your Wisdom modifier.

Stoic Chill. Immediately after a creature has successfully hits you with a melee attack, you can use your reaction to have that creature make a Constitution saving throw equal to your spell save DC. On a failed roll, you freeze their weapon and cause them to drop it.

Unrelenting Storm. Anytime a creature makes a ranged weapon attack against you, you can use your reaction to create a barrier of wind and reduce the range of that attack by half. If you are now outside of maximum range of that attack, it will automatically miss.

Putrid Corrosion. If a spell or effect would cause you to be pulled forward or pushed back, you can use your reaction to either half that distance by creating a sticky substance beneath you, or double that distance by creating a slippery one.

Nature Sense

Beginning at 10th level, you can channel nature to extend your senses.

You can spend 1 minute touching a natural surface and focusing on it, after which you can shift your perspective as if your senses were originating from a point on that surface up to 100 feet away, and you are blinded and deafened to your own senses. You can maintain this vantage point for up to 10 minutes if you don’t move, and can choose to end it at any time (no action required.)

Prime Elemental Burst

By 11th level, your attunement to your prime element has infused your weapon attacks with increased natural power. Whenever you hit a creature with a weapon attack, you can expend a power die to have all creatures within 5 feet of the target (excluding yourself) take 2d8 damage of the type associated with your prime element.

  • Flaming Bravery: Fire
  • Stoic Chill: Cold
  • Unrelenting Storm: Lightning
  • Putrid Corrosion: Acid

Recovery

Beginning at 15th level, your natural power can benefit your spellcasting further. You can sacrifice your power dice to cast an additional spell.

As a bonus action, you can expend four power dice to regain a single spell slot. Once you have used this feature, you must finish a long rest before you can do so again.

Master of Elements

At 20th level, your mastery of your prime element has granted you access to its most powerful form.

You gain one of the following 6th-level spells depending on your prime element choice. You can cast this spell once without expending a spell slot, and this spell requires no concentration to maintain when you cast it this way. Once you have used this feature, you must finish a long rest before you can do so again.

  • Flaming Bravery: Investiture of Flame
  • Stoic Chill: Investiture of Ice
  • Unrelenting Storm: Investiture of wind
  • Putrid Corrosion: Investiture of stone

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Combat Disciplines

All warden are masters of combat and raw magic. Their strength comes from their ability to harmonize both. To do so, each warden focuses on a single area of combat to excel in – and learns spellcasting techniques that best suit that area of combat. Your choice of combat discipline may define your role as an adventurer, but as a warden you will always be attune to the thrum of nature.

Combat Discipline: Man-at-Arms

Your focus of combat training has been on the utilization of martial weapons to combat your foes and defend nature. By focusing your training on weaponry, you have sharpened the edge of your resolve and found balance between nature and steel.

Expanded Spell List

The Man-at-Arms discipline allows you to choose from an expanded list of spells with which to marry your martial prowess and bond to nature. The following spells are added to the warden spell list for you.

Man-at-Arms Expanded Spells
Spell Level Spells
1st Ensnaring Strike, Thunderous Smite
2nd Flame Blade, Snilloc’s Snowball Storm
3rd Elemental Weapon, Wall of Water
4th Elemental Bane, Stoneskin

Weapon Training

Your combat training has been with a variety styles suited to your tastes and the needs of the situation.

You gain proficiency in all martial weapons and shields, as well as heavy armor.

Strength of the Elements

Starting at 6th level, when you hit a creature with a weapon attack, you can use your Natural Power feature by expending a spell slot instead of a power die. You roll your power die a number of times equal to the level of the spell slot spent.

Element Shielding Aura

Starting at 10th level, if you or an ally you can see within 30 feet take Fire, Cold, Lightning, or Acid damage, you can spend your reaction to reduce the damage to that creature by half.

Nature’s Fury

At 14th level, your mastery of combat has enabled you to tap into your elemental affinity to hasten you strikes.

When you make a weapon attack against a creature, you can expend a power die to make a bonus action attack. If this attack uses your Strength modifier, you add the result of the power die to the damage of this attack. If this attack uses your Dexterity modifier, you instead add the result to the attack roll.

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Combat Discipline: Primal Champion

While learning the art of combat, you’ve decided that weapons are a hindrance and only serve to block your connection to natural power. The raw connection of your fists is the only extension of combat you feel truly allows you to freely wield your affinity to nature.

Expanded Spell List

The Primal Champion discipline allows you to choose from an expanded list of spells that are only made possible by your disarmament. The following spells are added to the warden spell list for you.

Primal Champion Expanded Spells
Spell Level Spells
1st Absorb Elements, Bane
2nd Earthbind, Maximilian’s Earthen Grasp
3rd Wind Wall, Haste
4th Fire Shield, Storm Sphere

Pugilist

Foregoing all need for weapons, you’ve focused your training on turning your fists into a force of nature. You gain the following benefits:

  • You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain warden levels, as shown in the Power Die column of the Warden table.
  • You can use Wisdom instead of Strength for the attack and damage rolls of your unarmed strikes.
  • Whenever you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.

Also, your unarmed strikes can be used in cantrips that would require an attack with a melee weapon.

Burst of Power

Starting at 6th level, your patience has allowed you to enhance the boons granted to you by your innate power.

Whenever you use the Natural Power feature to augment the damage of an unarmed strike, you can roll the power die an additional time and add its result to the damage.

Elemental Stance

Beginning at 10th level, your blend of hand to hand and elements has extended your martial ability.

When taking the Attack action with both hands free, your reach increases by 10 feet.

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Form of Nature

Starting at 14th level, the elements coursing through you can be expelled as an explosive burst. As an action, you can gain one of the following benefits for 1 minute:

  • Your feet become covered in flame and your movement becomes doubled.
  • Your fists harden and your unarmed strikes deal additional bludgeoning damage equal to your proficiency bonus.
  • You feel the wind at your back. You will not automatically fall if your feet leave the ground. While floating this way, you can move horizontally or descend but not ascend. You can also choose to ignore any effect that would force you to move or be knocked back. At the end of the duration if you are not on the ground you will begin falling.
  • Water swirls around your body and creates a protective shell. All ranged attacks treat you as though you are behind half cover.
  • A cloud of ichor taints the air around you as you move. If another creature steps into a space you occupied since you last moved, they must immediately make a Constitution saving throw against your warden spell save DC. If they fail, they must take 4d8 poison damage. This ichor cloud disperses when Burst of Nature ends.

Once you’ve used this feature, you can’t do so again until you finish a long rest.

Combat Discipline: Prime Focus

Your elemental affinity and natural power has been so strong since it manifested that you’ve dedicated yourself entirely to your innate abilities. Compared to other wardens, your ability to command spells is unmatched.

Expanded Spell List

The Prime Focus discipline allows you to choose from an expanded list of spells that you’ve been able to master where no other warden could. While every warden can command spells based on the elements, you have learned to branch out into more arcane arts.

Prime Focus Expanded Spells
Spell Level Spells
1st Faerie Fire, Tasha’s Hideous Laughter
2nd Blur, Moonbeam
3rd Blink, Daylight
4th Freedom of Movement, Polymorph

Natural Weapon

Your ability to harness magic has allowed you the benefit of being able to focus your potential into your weapon.

You gain the Shillelagh cantrip.

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Innate Potential

At 6th level, your proficiency in spellcasting manifests itself through your being, but you must tap into your pool of natural power to harness it effectively.

You may cast one of the following spells, as a 1st-level spell by expending two power dice: burning hands, earth tremor, ice knife, or thunderwave. Your spellcasting ability for these spells is what is described in the Source Magic class feature gained at 2nd level.

These spells are also added to your Spells Known and can be cast using Warden spell slots. If you already know any of these spells you may replace them with another spell you have the spell slots to cast.

Primal Dance

Beginning at 10th level, you’ve learned to supplement your defenses with your natural power.

As a bonus action, you can expend a power die and add its result to your AC until the start of your next turn.

Duplicity

Starting at 14th level, your spell mastery has extended to your Prime Element and granted you proficiency with a second element.

Choose a second element as described in the Prime Element class feature. You gain the benefits of having both elements and any features that produce an effect based on the element you’ve chosen allow you access to either benefit but any limitations still apply. You may not choose the same element more than once.

Features that reference your Prime Element were designed with one element in mind. This discipline allows a second option. I have clarified the interaction for each option below:

Prime Elemental Shield. You can use your reaction if either condition is met to trigger its effect

Prime Elemental Burst. You can choose one (not both) elements for each attack that can benefit from this feature.

Master of Elements. You can activate either investiture but may still only use this feature once per long rest

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Warden & Multiclassing

Wardens follow all the normal rules for multiclassing. The following tables function as additions to those listed on page 163 and 164 of the Player’s Handbook.

Multiclassing Prerequisites
Class Ability Score Minimum
Warden Strength or Dexterity 13, and Wisdom 13
Multiclassing Proficiencies
Class Proficiencies Gained
Warden Light and Medium Armor, and the Nature skill
Credits
  • Created by Steve Fidler (layhnet)
  • Thanks to everyone on the Discord of Many Things who have helped refine this document
  • Special thanks for Leuku whose helped me with my work from day one
  • This is version 0.9.8b(2017-07-07)

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Warden Spell List

1st Level

Burning Hands Chromatic Orb Color Spray Create or Destroy Water Detect Poison and Disease Earth Tremor Entangle Ice Knife Searing Smite Sleep Thunderwave

2nd Level

Aganazzar’s Scorcher Continual Flame Dust Devil Heat Metal Invisibility Levitate Locate Animals or Plants Pyrotechnics Scorching Ray Shatter Spike Growth Warding Wind

3rd Level

Call Lightning Conjure Animals Create Food and Water Daylight Erupting Earth Fireball Lightning Bolt Meld Into Stone Plant Growth Sleet Storm Speak with Plants Tidal Wave Wall of Sand

4th Level

Control Water Dominate Beast Freedom of Movement Grasping Vine Hallucinatory Terrain Stone Shape Vitriolic Sphere Wall of Fire Watery Sphere

5th Level

Awaken Cloudkill Cone of Cold Conjure Elemental Control Winds Flame Strike Immolation Maelstrom Wall of Stone

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Wizard

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Prestige Classes

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Ritualist

Ritualists channel other-worldly energies that summon spirits from the mist and employ mystic binding rituals that bend those allies to the Ritualist's will.

The Ritualist
Level Features Ritual Points
1st Binding Ritual, Spiritual Sight 2
2nd Mend Body and Soul, Ritual of Protection 3
3rd Channel Spirits 3
4th Ability Score Improvement 4
5th Ethereal Walker 5

Prerequisites

In order to advance as a ritualist, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class):

  • Constitution 13. You must be strong enough to maintain the connection with the spirits you summon.
  • Wisdom 13. You need to understand the connection between the living creatures and the spiritual world.
  • Character level 5. You require a strengthened body and mind to channel the spirits into the material world. You must be a 5th-level character before you can gain levels in the ritualist prestige class.
  • Complete a special task. You must participate in a ritual and control a spirit using the tools and training given by other ritualist.

Class Features

As a ritualist, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per ritualist level
  • Hit Points per Level: 1d8 (or 5) + your Constitution modifier per ritualist level

Proficiencies


  • Armor: None
  • Weapons: Simple weapons

  • Saving Throws: Constitution
  • Skills: None

Equipment

The ritualist class does not grant any special equipment.

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Binding Ritual

At 1st level, you can use your action and spend ritual points to summon spirits in an unoccupied space that you can see within 15 feet of you.

  • For each ritual point you spend you can summon one spirit, up to a maximum of 3 spirits.
  • Each spirit remains under you control as long as you concentrate (as if concentrating on a spell), to a maximum of 10 minutes, or until it drops to 0 hit points. Additionally, you can use a bonus action to dismiss any number of spirits you control.
  • The summoned spirit is friendly to you and your companions for the duration. Roll initiative for the spirit, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the spirit, it defends itself from hostile creatures but otherwise takes no actions.
  • If your concentration is broken, the spirits doesn't disappear. Instead, you lose control of the spirits, they become hostile toward you and your companions, and they might attack. An uncontrolled spirit can't be dismissed by you, and it disappears 10 minutes after you summoned it.
  • You can try to regain control the spirits by spending your action and making a new concentration check (DC equal to the concentration DC you failed). On a success, you regain control of your spirits.
  • You regain any expended ritual points when you finish a long rest.

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Summoned Spirit

Medium undead, any alignment


  • Armor Class 11
  • Hit Points 28 (5d8 + 5)
  • Speed 0 ft., fly 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 15 (+2)

  • Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities cold, necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 11
  • Languages None

Ethereal Sight. The summoned spirit can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The summoned spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

When you summon a spirit, you must choose the type from the options below, which grant special features to it. If a spirit feature requires a creature to make a saving throw, the DC equals to 8 + your proficiency bonus + your Wisdom modifier.

Spirit of Agony

When a hostile creature within 30 feet of the spirit is hit by an attack or spell, it must succeed on a Wisdom saving throw or take an additional 1d6 psychic damage per ritualist level.

Spirit of Bloodsong

The spirit gains the following action.

  • Bloodsong. Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit 5 (2d6 + 2) necrotic damage, and the ritualist regains hit points equal to half the damage dealt.

Spirit of Destruction

When this spirit is destroyed (either by dropping to 0 hit points or by dismissing it), all hostile creatures within 15 feet of the spirit must make a Wisdom saving throw, taking force damage on a failed save, or half as much damage on a successful one.

The damage dealt equals to 1d6 force damage for each round the spirit was alive, to a maximum of 8d6 force damage.

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Spirit of Empowerment

The spirit can choose a creature within 30 feet that it can see to imbue with power. While the spirit is alive, the creature gains temporary hit points equal to your Constitution modifier at the start of each of its turns.

The spirit can target one additional creature for each ritualist level above 1st.

Spirit of Life

As an action, the spirit takes 14 force damage and then it chooses a creature within 30 feet that it can see. The target regains 1d6 hit points for each ritualist level you have. This feature has no effect on undead or constructs.

Spirit of Protection

Whenever an ally within 30 feet of the spirit is hit by an attack or spell, the damage dealt is reduced by 1d10 and the spirit takes force damage equal to the damage reduced.

Spirit of Shadowsong

The spirit can choose a creature within 30 feet that it can see. The creature must succeed a Constitution saving throw or take 1d4 force damage. Additionally, the creature who failed the saving throw is blinded or deafened (your choice) for a number of turns equal to your Wisdom modifier. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the effect ends.

Spiritual Sight

Also at 1st level, you can see 60 feet into the Ethereal Plane when you are on the Material Plane, and vice versa.

Mend Body and Soul

Beginning at 2nd level, you have advantage on concentration checks concerning your Spirits. Additionally, you can now use a bonus action when you try to regain control of your spirits instead of an action.

Ritual of Protection

Also at 2nd level, you can perform a ritual for protection. As an action, you create a ritual zone in a 30-foot-radius sphere centered on a point of your choice within 60 feet of you. The zone last 10 minutes, and you and friendly creatures in the zone can't be frightened or charmed. Additionally, any hostile creature's speed is halved while in the zone.

After you use this feature, you must finish a short or long rest to use it again.

Prestige Classes | Ritualist

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Channel Spirits

At 3rd level, when you dismiss one of your spirits you gain a pool of points equal to the current health of that spirit. You can spend the points in one of the following options.

Spirit to Flesh. As an action, you can choose one or more creatures within 30 feet of you that you can see and draw points from the pool to restore a number of hit points to those creatures. You can restore a creature to no more than half of its hit point maximum, and it has no effect on undead or constructs.

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Spiritual Transfer. As an action, you can choose one spirit you control and draw points from the pool to restore a number of hit points to that spirit.

Ghostly Strike. When you hit with an attack or spell you can spend a number of points from the pool. For every 7 points you use, your attack or spell deals an additional 1d6 force damage.

Communion. As an action, you can spend 28 points to regain 1 Ritual Point.

You lose all the remaining points when you finish a short or long rest.

Ability Score Improvement

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.

Ethereal Walker

At 5th level, you can use an action to enter the Ethereal Plane from the Plane you originated from for 1 minute or until you use an action to end the effect.

For the duration, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away.

While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane and you are visible on the Material Plane.

You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from.

When the time ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved.

This feature has no effect if you use it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.

After you use this feature, you must finish a long rest to use it again.

Extras

Current version: 1.0
Created by /u/AeronDrake
Homebrewery Link

Art credits:

  • Paizo Neutral Evil by johnderekmurphy
  • Summon Swamp Spirits by CarlosNCT
  • Wizard by Tira-Owl

Prestige Classes | Ritualist