```metadata
title: The Homebrewery
description: ''
tags: ''
systems: []
renderer: legacy
theme: 5ePHB
```
##### Table Of Contents
- **[Races](#p1)**
- **[Argentum](#p3)**
- **[Boggle](#p5)**
- **[Darksteel Dwarf](#p7)**
- **[Draconite](#p9)**
- **[Fallen](#p11)**
- **[Greater Imp](#p13)**
- **[Half-Giants (Hill and Stone Descent)](#p15)**
- **[Half-Giants (Fire and Frost Descent)](#p16)**
- **[Half-Giants (Cloud and Storm Descent)](#p17)**
- **[Illithari](#p19)**
- **[Mugas](#p21)**
- **[Shard](#p23)**
- **[Spawn of Oooolis](#p25)**
- **[Truffleite](#p27)**
- **[Verminkin](#p29)**
- **[Artificer](#p1)**
- **[Chimeracist](#p31)**
- **[Golemancer](#p34)**
- **[Barbarian](#p5)**
- **[Path of the Chieftain](#p37)**
- **[Path of the Shaman](#p39)**
- **[Bard](#p1)**
- **[College of Hymns](#p42)**
- **[College of Skalds](#p44)**
- **[Cleric](#p1)**
- **[Madness Domain](#p46)**
- **[Pain Domain](#p48)**
- **[Druid](#p1)**
- **[Circle of the Grove](#p50)**
- **[Circle of Nightmares](#p53)**
- **[Fighter](#p1)**
- **[Hellreaver](#p56)**
- **[Lunar Knight](#p58)**
- **[Monk](#p1)**
- **[Way of the Cloth](#p60)**
- **[Way of the Soul Breaker](#p60)**
- **[Paladin](#p7)**
- **[Oath of Compassion](#p65)**
- **[Oath of Death](#p67)**
- **[Oath of Silence](#p70)**
- **[Ranger](#p1)**
- **[Mindpiercer](#p72)**
- **[Primal Champion](#p74)**
- **[Rogue](#p10)**
- **[Harlequin](#p76)**
- **[Sorcerer](#p11)**
- **[Fated Bloodline](#p79)**
- **[Melodius Soul](#p81)**
- **[Spellblade](#p83)**
- **[Warlock](#p1)**
- **[Wizard](#p1)**
- **[Spells](#p87)**
- **[1st Level Spells](#p88)**
- **[1st - 2nd Level Spells](#p89)**
- **[2nd - 3rd Level Spells](#p90)**
- **[3rd - 4th Level Spells](#p91)**
- **[5th Level Spells](#p92)**
- **[Magic Items](#p75)**
- **[Attuned Magic Items](#p93)**
- **[Charge-Based Magic Items](#p95)**
- **[Consumable Magic Items](#p96)**
- **[Magic Weapons](#p97)**
- **[Unique Artifact Items](#p98)**
- **[Random Magic Equipment](#p99)**
\page
# Argentum Race
## By Ash Bell
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.*
*This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.*
*All other original material in this work is copyright 2019 by Ash Bell and published under the Community Content Agreement for Dungeon Masters Guild. All key art is generative content created through midjourney.*
\page
# Argentum
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### Argentum Traits
Your Argentum character has an assortment of inborn abilities, part and parcel of their construct nature and artificial soul. Argentum may modify themselves throughout their undetermined lifespan, resulting in the loss of some features while gaining new features. It is not uncommon to find Argentum with another race's physical features, such as a Minotaur's horns or a Thri-Kreen's four arms. These auguments generally are sculpted to fit the Argentum in with different societies.
***Ability Score Increase.*** Your Constitution score increases by 2, and your Strength score increases by 1.
***Age.*** As a golem construct, you do not age.
***Size.*** All Argentum stand at exactly 7 feet tall and weight precisely 407 pounds. Your size is Medium.
***Speed:*** Your walking speed is 30 feet.
***Creature Type.*** You are a Construct.
***Darkvision.*** Able to shift your vision to an alternate spectrum, granting you superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
***Omni-Tool.*** Your hands can transform into a variety of tools; as an action, you can transform either arm into thieves' tools or any type of artisan's tool of your choice. Whatever form the tool takes, you can add half your proficiency bonus, rounded down, to any ability check you make with it.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
***Golem.*** Your golem form grants you the following Construct benefits:
• You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
• You are immune to disease.
• You don't need to eat, drink, or breathe.
• You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
***Living Steel.*** Your body is formed of a unique and impossible to replicate alloy which knits and heals like flesh, but is just as hard as any metal. Your AC is 14 + your Proficiency bonus.
You can't wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield's bonus as normal.
***Soulcore.*** In the center of your chest lies a magical crystalline core that contains your living essence. This spark of life inside you makes it possible for you to speak and feel emotions. This core allows you to benefit from several spells that preserve life but that normally don't affect Constructs: *cure wounds, heal, healing word, mass cure wounds, mass heal, mass healing word, power word heal, prayer of healing,* and *spare the dying.*
***Languages.*** You can speak, read, and write Common and one other language of your choice.
##### Argentum Lore
Stolen souls sheperded across the planes, the Argentum exist as inventions which simply should not be. Their origin begins with a band of multiplanar thieves called "The Seven Fingers". A group which snuck their way into the core of Mechanus, the plane of law, and stole from the god Primus the secret of his mechanical creations - the Modron. These plans were sheparded to the material plane, and through several buyers and many years, found their way to Vault. A unit of genius inventors funded by House Sinclaire, previously tasked with creating a device to crack into vaults, procured the plans by purchase of their lead artificer, Alys Sinclaire. Seven winters passed as the brightest minds of Vault toiled, but eventually the first Argentum, Atum, was born.
Atum's artificial soul was true artifice, a grander creation than any magical invention before. He was given the gift of creation by his mother, and so Argentums have continued to spread numerous across Vault. Though, as a people they are riddled by the mystery of the dissapearance of their orginal creator, Alys Sinclaire.
* -Cypher Mark 0*
##### Argentum
[Ash Bell (Midjourney)](https://i.imgur.com/Zqp3qUZ.png)
\page
# Boggle Race
## By Ash Bell
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.*
*This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.*
*All other original material in this work is copyright 2019 by Ash Bell and published under the Community Content Agreement for Dungeon Masters Guild. All key art is generative content created through midjourney.*
\page
# Boggle
``
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### Boggle Traits
Your Boggle character has an assortment of inborn abilities, part and parcel of their slippery nature.
***Ability Score Increase.*** Your Constitution, Intelligence, and Dexterity score increases by 1.
***Age.*** Boggles mature very slowly compared to the other races, becoming an adult at about 100 years of age. On average, they live about 600 years.
***Size.*** Boggles stand anywhere from 3 to 4 feet tall and average about 90 pounds. Your size is Small.
***Speed:*** Your walking speed is 35 feet, and you have a swimming and climbing speed equal to your walking speed.
***Creature Type.*** You are a Fey.
***Amphibious.*** You can breath air and water.
***Blip!*** Whenever a creature targets you with an attack, spell or ability, as a reaction, you may dissapear from that creature's perception of reality, causing you to be an invalid target for the effect.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest
***Darkvision.*** Accustomed to life in the bottom of bonds or drowned glades, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
***Slippery.*** You have advantage on saving throws against being restrained and on skill checks against being grappled.
***Languages.*** You can speak, read, and write Common and three other languages of your choice.
##### Boggle Lore
Since Vault's discovery, few races were as enigmatic and mysterious as Boggles. For those who sought out Boggles often never found them, and those who studied Boggles left knowing less than they started with. Indeed, those who are most likely to meet a Boggle are those who weren't even seeking them in the first place. In the most recent encyclopedias these slippery folk have even been marked as mythological creatures. This opinion comes from Boggle's innate ability to slip out of a perciever's focus, but if one can make friends with a Boggle, they will find a folk who desperately wish to make friends.
Boggles are native to the lotus ponds in the Hallowed Marsh region of Vault. They reside in smaller, more tribalistic villages where they serve a 'Shaman' who acts as a spiritual and wartime mentor. Curious creatures by nature, Boggles will often bring back magic items or pieces of technology they find in their wanderings. These items are often reverse engineered by a village shaman and integrated into tribal knowledge, meant to be spread to each subsequent generation. Boggle children will often spend the first 80 years of their life learning all the magic tribal knowledge passed down by their village. While a Boggle's knowledge is random and incredibly varied, as each tribe has a different bank of knowledge, languages are the most highly valued. An adventurer may come across a Boggle who is fluent in Elvish despite not ever having seen or interacted with an elf before that moment. (Editor's Note: Year before last, an associate of of mine encountered a Boggle fully fluent in Chronomancy, despite that magical field being fresh even to the advanced academies back home.)
As previously logged, Boggles interested in becoming the Shamanic leader of their tribes will undergo a "Wandering". This Wandering has a young Boggle journey out into Vault with two goals. The first, to observe and learn of the traditions and magics of the outside world, so as to bring back new knowledge to their tribe. The second, to open a Vault. This later goal Boggles are not fond of speaking on, as it appears there is some sort of generational search they wish to keep secret. If the texts of the controversial wizard Mugen Muramasa are to be believed, it appears the Boggles revere a wandering god named Pondscum, a deity who came to Vault from the Feywild. This god created the Boggles in their own image, and are responsible for their gift to blip out of the weave itself. The Erased Ones allegedly sealed Pondscum in a vault for reasons unrecorded, thus igniting the Boggles' generational search for their entrapped god.
More data and firsthand sources are required to prove this final point, but with the increased flow of explorers moving to Vault, hopefully an answer can be dictated soon.
*-Warthelm Von Glower, Senior Boggologist*
##### Boggle Rogue
[Ash Bell (Midjourney)](https://i.imgur.com/fcGN6VR.png)
\page
# Darksteel Dwarf Race
## By Ash Bell
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.*
*This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.*
*All other original material in this work is copyright 2019 by Ash Bell and published under the Community Content Agreement for Dungeon Masters Guild. All key art is generative content created through midjourney.*
\page
# Dwarf (Darksteel)
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### Darksteel Traits
Your Dwarf character has an assortment of inborn abilities, part and parcel of their Darksteel nature.
***Ability Score Increase.*** Your Constitution score increases by 2, and your Wisdom score increases by 1.
***Age.*** Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.
***Size.*** Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
***Speed:*** 30ft. Your speed is not reduced by wearing heavy armor.
***Creature Type.*** You are a Elemental. You are also considered a dwarf for any prerequisite or effect that requires you to be a dwarf.
***Darkvision.*** Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
***Dwarven Resilience.*** You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.
***Dwarven Combat Training.*** You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
***Tool Proficiency.*** You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.
***Stonecunning.*** Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
***Forgeblood.*** You have advantage on saving throws you make to avoid or end the burning condition on yourself. You also have resistance to fire damage.
***Wickbeard.*** The tips of your hair and beard glow like molten residue, shedding dim light in a 5-foot radius around you.
***Zeal.*** You gain proficiency in the Religion skill, and you can add a d4 whenever making an ability check with that skill.
***Languages.*** You can speak, read, and write Common, Primordial, and Dwarvish.
##### Darksteel Lore
Below the Mistspires lies a city of lava, choirs of metal clangs and dwarven chants echoing through its sculpted stone halls. This is Blackmount, holy city of the Darksteel dwarves and keeper of only the most sacred dwarven lore. The dwarves who live here are marked by their dark, ashen skin and smoldering beards, a residual effect of living in the potent magic which courses through the volcano’s underbelly. Enslaved elementals and fire giants assist in their forging, arming the darksteel dwarves with magical armaments to protect their sacred texts and grand patriarch, Infernus Ironbrow.
While the mass exodus to Vault has only started in recent years, this isn't the first time the world has had visitors from elsewhere. An unknown time ago, a company of Dwarves from another world had stumbled upon a vast crytalline cavern many leagues below the surface. At its center stood a gate of ancient make, the stonework older than the very planet they stood on. Inspection led to disaster, as the entire company was teleported away and another expedition was lost to history. A mystery for the ages. That is, until travelers from across the stars arrived at Vault, finding a city of Dwarves beneath where they landed. That long-lost company had arrived and thrived, finding a world without war and famine, developing a deep fervor for the god of creation and flame, Vulmachus. In return, he granted them the ability to summon fire elementals and shielded them from the burning coals of the forge. Ever since they have continued refine their crafts, to serve Vulmachus.
*-Thorgrim Karn, Dwarf Historian*
##### Dark Iron Dwarf
[Ash Bell (Midjourney)](https://imgur.com/a/CkR1G1y)
\page
# Draconite Race
## By Ash Bell
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.*
*This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.*
*All other original material in this work is copyright 2019 by Ash Bell and published under the Community Content Agreement for Dungeon Masters Guild. All key art is generative content created through midjourney.*
\page
# Draconite
``
``
### Draconite Traits
Your Draconite character has an assortment of inborn abilities, part and parcel of their draconic nature.
***Ability Score Increase*** Your Charisma, Constitution, Intelligence, Strength, and Wisdom scores all increase by 1.
***Age.*** Draconites generally live about as long as it would take a dragon to reach adulthood, around 100 to 800 years.
***Size.*** Draconites stand at around 3 feet tall and average about 70 pounds. Your size is Small.
***Speed:*** 30ft
***Creature Type.*** You are a Dragon.
***Blindsight.*** You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
***Dark Vision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
***Hoardstalker.*** You have proficiency in the Perception and Stealth skills.
***Legendary Resistance.*** If you would fail a saving throw, you can choose to succeed instead.
You can't use this feature again until you finish a long rest.
***Natural Armor.*** You have a tough skin covered in lesser dragon scales. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. A shield's benefits apply as normal while you use your natural armor.
***Tooth, Claw, and Tail.*** You can make unarmed strikes using your teeth, claws, or tail. Hitting with an attack deals damage equal to 1d4 + your Strength modifier, the damage type depending on which you use. Slashing for a claw attack, piecing for a bite attack, and blungeoning for a tail attack.
***Languages.*** You can speak, read, and write Common and Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
##### Draconite Lore
Deep below the surface of Vault, far to the south of the bioluminescent kingdom of Truffilites, lies the grand mechanical city of Gnomeregan. It is there a society of madcap gnomes and goblins tinker away with inventions which bewilder even the most radical minds. One of these inventions, a rather famous experiment which the city holds high as a warning to its aspiring tinkerers, was an incubator for dragon eggs. The only problem with this invention being, naturally, one needed dragon eggs to test it. So a group of tinkerers set out to steal a clutch from a dragon living in a nearby mountain. Without any trouble they were able to wheel off four eggs. After four failed tests, the group went back for more, this time taking six eggs without a hitch. On the sixth test, they managed a success, hatching the egg to birth a perfectly healthy dragon.
The following spring the wyrmling's mother came to Gnomeregan. The greatwyrm exterminated half the city and to prove a point, enslaved nearly a hundred gnomes and goblins to bring back to her lair. The greatwyrm, Maedroth the Mindbreaker, several thousand years old and having long mastered magics dark and cruel, transmogrified the very flesh of those that had experimented on her children. Whether goblin or gnome, their bones broke and skin shredded as scales took root. They became broken under her majesty, forgetting their past wants and took position as nest guardians, wet nurses, and treasurers. A Draconite's purpose was first to the protection of the clutch, and second to the stewardship of the hoard. After many generations Maedroth began letting Draconites leave her lair, letting them go out in the world to become more capable warriors, healers, and return grand treasures to her hoard.
*-Vathar Timelost, Archival Recorder*
##### Draconite
[Ash Bell (Midjourney)](https://imgur.com/a/draconite-ZnMuXAC)
\page
# Fallen Race
## By Ash Bell
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.*
*This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.*
*All other original material in this work is copyright 2019 by Ash Bell and published under the Community Content Agreement for Dungeon Masters Guild. All key art is generative content created through midjourney.*
\page
# Fallen
### Fallen Traits
Your Fallen character has an assortment of inborn abilities, part and parcel of their undead nature.
***Ability Score Increase*** Your Constitution score increases by 2, and your Dexterity score increases by 1.
***Age.*** As an undead entity you do not age. However, the enchantment which binds your soul to a skeletal form may eventually fade and cause you to undergo true death.
***Size.*** Most Fallen stand around 5 to 6 feet tall, their weight around 30 pounds. Your size is medium.
***Speed:*** 30ft
***Creature Type.*** You are an Undead.
***Dark Vision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
***Something Wicked This Way Comes.*** You are a soulbound undead, a fact represented by the following benefits:
• You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
• You are immune to disease.
• You have advantage on death saving throws.
• You don't need to eat, drink, or breathe.
• You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
***Marrowmend.*** The spell that bound your soul to a skeletal body enchanted you to benefit from several spells that preserve life but that normally don't affect Undead: *cure wounds, heal, healing word, mass cure wounds, mass heal, mass healing word, power word heal, prayer of healing,* and *spare the dying.*
***Will of the Forsaken.*** As a reaction, you can end the Charmed or Fightened condition on yourself.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
***Lichling.*** You know the *toll the dead* cantrip. Constitution is your spellcasting ability for this spell.
***Languages.*** You can speak, read, and write Common and one other language of your choice.
##### Fallen Lore
Our father was what you would call a lich. A magus bound to a magical artifact which granted him immortality. However, from how most of you react, he wasn't exactly like the liches you are familiar with. He was a wizard of kindness, love, and forgiveness. A good lich, unlike your bad ones. He did not raise us of corpses. Instead he grew forests of bone in the Butcher's Vale, carving us each hand by hand of the osseous wood. We are the soul of the unborn, those lost before they are birthed, given a second chance at life. Gods aren't fond of claiming such juvenile and unproven souls, so our father has given us a chance to inhabit a body and make something of ourselves. We each scour Vault to find our true purpose.
Some of my brothers and sisters seek to gain mortal flesh. Others commit themselves to faith or craft. A few think those things must exist in vaults and commit themselves to delving into the cursed things. Personally, I think it best we try and built a town of our own, somewhere we can find ourselves without persecution. Grow our pale trees and carve children, teaching them the value of kindness, love, and forgiveness. We are a fun and light-filled people, despite how others treat us. We have dry, raspy laughs and click our fingers against our ribs in approval. It is a shame you travelers from the stars kill us in such great numbers. It makes us unconfident we can ever fit in this world. We would change our appearance if we could.
Most have thrown their lot in worshiping Withers, the god of records and the dead on Vault, but I believe we are capable servants of any god. It will take time to show we are no scourge, but time is on our side.
* -Hallow Greaves, Fallen Paladin*
##### Fallen Paladin
[Ash Bell (Midjourney)](https://imgur.com/a/skeleton-ipny2u8)
\page
# Greater Imp Race
## By Ash Bell
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.*
*This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.*
*All other original material in this work is copyright 2019 by Ash Bell and published under the Community Content Agreement for Dungeon Masters Guild. All key art is generative content created through midjourney.*
\page
# Greater Imp
``
``
### Greater Imp Traits
Your Greater Imp character has an assortment of inborn abilities, part and parcel of their infernal nature.
***Ability Score Increase*** Your Charisma score increases by 2, and your Dexterity score increases by 1.
***Age.*** Greater Imp's lifespan is currently unknown.
***Size.*** Imps range in height from 2 feet to 3 feet tall. They weigh around 30 pounds. Your size is small.
***Speed:*** 25ft.
***Creature Type.*** You are a Fiend.
***Devil’s Sight.*** You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
***Fiendish Resistance.*** You have resistance to cold, fire, and poison damage, and have advantage on saving throws you make to avoid or end the poisoned or burning condition on yourself.
***Magic Resistance.*** You have advantage on saving throws against spells.
***Meek Build.*** You count as one size smaller when determining your carrying capacity and the weight you can push, drag, or lift. Additionally, you have disadvantage on Strength ability checks and Strength saving throws.
***Mischief Magic.*** You know the *firebolt* cantrip.
Beginning at 3rd level, you can cast the *invisibility* spell, requiring no spell slot or material components, and you must finish a long rest before you can cast it this way again. If you have spell slots of 2nd level or higher, you can cast this spell with them.
Intelligence, Wisdom, or Charisma are your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
***Languages.*** You can speak, read, and write Common and Infernal.
##### Greater Imp Lore
Where greed lives, devils follow. It took hours from when the first expedition was launched to Vault, for hell to take interest. Specifically, Asmodeus the Lord of Lies and ruler of the first layer of hell, and Garrigan the Blackblade, ruler of the fifth, found interest in the world of lost things. As Vault tends to do, things turned out a little different than the lords had expected. The imps they sent as spies to the planet didn't return. As it turns out, for some reason even we at Infernal Affairs aren't sure of yet, devils and demons were *changed* upon arrival. These fiends evolved, the chains which bound them by soul and contract shattering. The magic of the other planes has little sway in the realm of Vault. Most of the imps chose freedom over eternal servitude, and have chosen to remain on the planet, not sure what happens upon leaving. I don't blame em'. The majority have remained right bastards and scoundrels, but I've seen a few cases where once evil imps have turned wholey good. A large portion has chosen greed instead, creating a black market network spread across the frontier, smuggling artifacts retrieved from vaults.
My recent investigations have found that a small enclave of imps, now refered to as Greater Imps due to their potential and free will, may have remained as loyalists to their hellish lords. The material components to draw up summoning circles and craft infernal iron have been found in seized transports. I had requested back up from Baldur's Gate, but the agent there didn't ever get back to me. I believe these Greater Imps may be under direction of an entity known as the Queen of Blades, a god of this world claiming ownership over trickery and strife. Word has it she is a succubus of incredible power whose ascension is rather recent. Allegedly she is in some sort of fiery budgeoning romance with an older god who takes residence in the Butcher's Vale - a fellow named Headless Jack.
Regardless, my mission here continues. I will continue to monitor these tricky developments. I hope more support is sent from the guild hall, which is why I write you this letter. More eyes may allow us to prevent a breach in the protective ward of this world.
* -Harr Blackstone, Infernal Affairs*
##### Greater Imp
[Ash Bell (Midjourney)](https://imgur.com/a/greater-imp-iaueTJC)
\page
# Half-Giant Race
## By Ash Bell
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.*
*This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.*
*All other original material in this work is copyright 2019 by Ash Bell and published under the Community Content Agreement for Dungeon Masters Guild. All key art is generative content created through midjourney.*
\page
# Half-Giant
### Half-Giant Traits
Your Half-Giant character has an assortment of inborn abilities, part and parcel of giant nature.
***Ability Score Increase.*** Your Strength score increases by 2, and your Constitution score increases by 1.
***Age.*** The blood of the giant god Annam, though long diluted from its once incredible potency, still runs through a half-giant’s veins, making them live longer. While a hill giant might live to 200 years, stone giants can live up to 800, so a half-giant’s lifespan depends most on which type of giant they descended from. Half Giants usually have half the lifespan length of their giant parent.
***Alignment.*** Giants are as varied in their alignment as they are in their powers and size. For example while a fire giant might tend toward lawful evil, their ordning superiors storm giants are generally polar opposites at chaotic good.
***Size.*** Half-Giants stand at around 8 feet tall and average about 500 pounds. Your size is medium.
***Speed.*** Your base walking speed is 35 feet.
***Creature Type.*** You are a Giant.
***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
***Languages.*** You can speak, read, and write Common and Giant.
***Subrace.*** Ancient divides amongst the giant ordening give a variety of descents.
```
```
#### Hill Giant Descent
You eat. You move. You eat again. Your blood is hunger and strength. Though the lowest of the ordning, your size and strength still make you an incredible foe against any of the normal races. Their plots and wit can only win them so many battles before they fall under your fist.
***Ability Score Increase.*** Your Constitution score increases by 1.
***Aggressive.*** As a bonus action, you can move up to half your movement speed toward a hostile creature you can see or hear. You must end this move closer to the enemy than you started.
***Menacing.*** You have proficiency in the Intimidation skill.
***Legacy of Grolantor.*** You have advantage on saving throws against poison, and you have resistance against poison damage.
***The Bigger They Are...*** You have disadvantage on Dexterity ability checks.
#### Stone Giant Descent
Far in the depths, a single chisel breaks against the stone. Your kin dwells in these deeps, secluded and quiet, crafting impossibly elegant works of stone depicting stories, adventures, and pieces of art so grand even dwarves may cry at the sight. Your reclusive, peaceful nature however may mislead those who come too close, only at the last minute seeing your terrible strength first hand.
***Ability Score Increase.*** Your Dexterity score increases by 1.
***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
***Natural Armor.*** You have thick, leathery skin. When you aren’t wearing armor, your AC is 12 + your Constitution modifier. A shield’s benefits apply as normal while you use your natural armor.
***Legacy of Skoraeus.*** You have proficiency in the History skill. This bonus is doubled when examining stonework.
***Tool Proficiency.*** You gain proficiency with mason’s tools.
##### Hill and Stone Giant
[Ash Bell (Midjourney)](https://imgur.com/a/half-giants-DHKvEDD)
\page
# Half-Giant
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#### Fire Giant Descent
The magma chambers and underground lava rivers of volcanoes are your home. Blood, molten and burning courses through your veins, marking you a member of the great line of giant warriors and smiths which dwell in the fiery depths. Your burning passion and craftsmanship is unequaled in terms of skill, and broken things seem to repair at your very touch.
***Ability Score Increase.*** Your Constitution score increases by 1.
***Legacy of Surtr.*** You have resistance to fire damage, and you are immune to the effects of extreme heat.
***Giant Martial Training.*** You have proficiency with light and medium armor.
Additionally you are proficient with one martial weapon of your choice.
***Forgemaster’s Touch.*** You know the *mending* cantrip. Constitution is your spellcasting ability for it.
***Tool Proficiency.*** You gain proficiency with smith’s tools.
***The Bigger They Are…*** You have disadvantage on Dexterity ability checks
```
```
``
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#### Frost Giant Descent
You are of the frozen heart. Hunters, explorers, and raiders are your fathers and mothers, your brothers and sisters, all great reavers who cut down grand foes. The hunt and challenges you triumph over through terrific strength mark you as a child of the frozen wastes.
***Ability Score Increase.*** Your Constitution score increases by 1.
***Legacy of Thrym.*** You have resistance to cold damage, and you are immune to the effects of extreme cold.
***Iceborn Reaver.*** You are proficient with light and medium armor and with spears, battleaxes, and mauls.
***Cunning Artisan.*** As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of small size or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan’s tools, such as leatherworker’s tools.
***Wanderer of the Frozen Wastes.*** You have proficiency in the Survival skill.
***The Bigger They Are…*** You have disadvantage on Dexterity ability checks.
##### Fire and Frost Giant
[Ash Bell (Midjourney)](https://imgur.com/a/half-giants-DHKvEDD)
\page
# Half-Giant
#### Cloud Giant Descent
You are the king of giants. Sort of. While the storm giants might be above you in the ordning, their more reclusive nature makes your blood line the rulers, princes, and most affluent of giant kind. Cloud giants are incredibly keen and tactful, their ability to control the weather once was so powerful they could build castles atop clouds. An ability which might flow through your veins.
***Ability Score Increase.*** Your Intelligence score increases by 1.
***Keen Smell.*** You have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.
***Mask of Nobility.*** You have proficiency in the Insight skill.
***Legacy of Memnor.*** You know the *minor illusion* or *light cantrip*. When you reach 3rd level, you can cast the *fog cloud* spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *misty step* spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.
***The Bigger They Are…*** You have disadvantage on Dexterity ability checks.
```
```
#### Storm Giant Descent
The storm courses through your veins. Seers and prophets make up your lineage. Great thinkers and ponderers of omens who sit at the bottom of seas or at the peaks of mountains waiting for the signs to reveal themselves. Sometimes the path forward is clear and vivid like the eye of a storm, other times thunder cracks and lightning rages, obfuscating the signs in the storm’s rampage.
***Ability Score Increase.*** Your Wisdom or Charisma score increases by 1.
***Son of Stronmaus.*** You have resistance to thunder and lightning damage.
***Amphibious.*** You can breathe air and water.
***Legacy of Stronmaus.*** You know the *shocking grasp* or *light* cantrip. When you reach 3rd level, you can cast the *feather fall* spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *levitate* spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom or Charisma (whichever you choose for your racial ability score increase) is your spellcasting ability for these spells.
***The Bigger They Are…*** You have disadvantage on Dexterity ability checks.
##### Cloud and Storm Giant
[Ash Bell (Midjourney)](https://imgur.com/a/half-giants-DHKvEDD)
\page
# Illithari Race
## By Ash Bell
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.*
*This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.*
*All other original material in this work is copyright 2019 by Ash Bell and published under the Community Content Agreement for Dungeon Masters Guild. All key art is generative content created through midjourney.*
\page
# Illithari
### Illithari Traits
Your Illithari character has an assortment of inborn abilities, part and parcel of their psionic and abberant nature.
***Ability Score Increase*** Your Intelligence score increases by 2, and your Wisdom score increases by 1.
***Age.*** Illithari draw excessive mental energies from those around them, infusing their very cells with leeched psionic energy. Though a newer race, the eldest Illithari have sustained lifespans of nearly two hundred years without visual age. As long as an Illithari is around other creatures at a sustained rate, their lifespan might well stretch into the thousands of years.
***Size.*** Most Illithari stand just over 6 feet tall, their weight around 125 to 150 pounds. Your size is medium.
***Speed:*** 30ft
***Creature Type.*** Your creature type is aberration.
***Eldritch Mind.*** You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
***Illithari Psionics.*** You learn the *mage hand* cantrip. When you cast the cantrip with this trait, you can cast it without verbal or somatic components, the range is increased by 30 feet, and the hand is invisible.
Beginning at 3rd level, you can cast the *detect thoughts* or *levitate* spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. If you have spell slots of 2nd level or higher, you can cast this spell with them.
Intelligence, Wisdom, or Charisma are your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
***Magic Resistance.*** You have advantage on saving throws against spells.
***Telepathy.*** You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
***Languages.*** You can speak, read, and write Common and Deep Speech.
##### Illithari Lore
I think it important to provide a distinction, or contextually a simplification for the shared knowledge we must axiomatically agree upon for this discussion. I am no more an Illithid biologically or psychologically, than you are a gallus domesticus, Aarakocra. These bigon assumptions must be abandoned, for if you seek a candor conversation I will be refered to singularly and defined correctly. For I am singular. While our unevolved progenitors may still exist with their terribly limiting hiveminds, we Illithari have broken free of such constraints and control. Ironically, we have found rather logically that we as a people grow more fruitfully remaining contingous, though freedom is always welcome and treasured. As for your initial question, I shall provide clarification.
(The following is a telepathic communication which was impossible to record properly by hand.)
*Fear. Burning will. Dreams not shared.*
*Tentacles like chains. Numerous.*
*Want for more... Not hunger... More...*
*The picture changes to a crashing Nautiloid, smashing through a segment of the ward around Vault.*
*Few remain. Mind silent. Death?*
*I have no mouth, yet I must command.*
*Enough will changes reality. I must evolve.*
*No hivemind. No hivemind!*
*Brothers! Sisters! Think your freedom!*
*The picture changes to a collection of Illithari, the tentacles falling off their bodies, their mouths sealing, their bodies ripening and darkening to a deep purple.*
*Hunger gone. Hivemind gone. Mind silent. Home?*
* -Recorded Conversation with the Illithari 'It That Dreams'*
##### Illithari
[Ash Bell (Midjourney)](https://imgur.com/a/illithari-mnaty2A)
\page
# Mugas Race
## By Ash Bell
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.*
*This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.*
*All other original material in this work is copyright 2019 by Ash Bell and published under the Community Content Agreement for Dungeon Masters Guild. All key art is generative content created through midjourney.*
\page
# Mugas
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### Two-Headed Ogre Traits
Your Mugas character has an assortment of inborn abilities, part and parcel of their monstrous nature.
***Ability Score Increase*** Your Wisdom, Intelligence, and Charisma scores all increase by 1.
***Age.*** While Mugas have the potential to live very long lives, up to about 200 years.
***Size.*** Two-Headed Ogres stand at around 7 feet tall and average about 350 pounds. Your size is Medium.
***Speed:*** 30ft
***Creature Type.*** You are a Monstrosity.
***Dream Eater.*** As an action, one creature you can see within 30 feet of you must succeed on a Wisdom saving throw or the target falls unconscious. At the end of each turn while asleep, the creature can repeat this save, on a failure taking an amount of psychic damage equal to your proficiency bonus and you heal an amount equal to the damage dealt.
The creature wakes up if it takes any damage from any source other than *Dream Eater, *or if another creature uses its action to shake the sleeper awake.
Intelligence, Wisdom, or Charisma is your spellcasting ability for this feature (choose when you select this race).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
***Multicast.*** As a bonus action, for the next minute you can maintain concentration on two spells or effects at once.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
***Two Heads.*** You have advantage on Wisdom (Perception) checks and on saving throws against being blinded, deafened, stunned, and magic which would put you to sleep.
***Languages.*** You can speak, read, and write Common and one language of your choice.
##### Mugas Lore
Mugas, or Ogre Magi, are perhaps the strangest race in all of Vault. Across the regions of Mistspire and Winterspring, large villages of two-headed ogres are common. They are brutish, dense creatures without talent for magic or love for crafts. Each village has a chieftain, usually the largest two-headed ogre, who leads the village in times of strife and competition. The villages are well known for the ancient games of sport they compete with eachother over, the winners getting their pick of jewels or shiny baubles. It was one of these ancient games, hosted in an ice-covered lake far to the north, that distrubed some *Thing in the Ice*. The shouts, screams, and poundings of the two-headed ogres shook the very ground itself and awoke the entity. But instead of wrath, the Thing in the Ice found the creatures simple and curious. The entity returned to its sleep and dreamt of living amongst the humorous creatures. It was from these dreams the Mugas were literally manifested.
Once every few years, a village will awake to screams in the night - as one of the female two-headed ogres awakes from a nightmare, pregnant. The following hours are intense labor, as the child is birthed without any healing magic. If the delivery is successful, the child is a Mugas. Scrawnier than their hulking tribemates and with blue or purplish skin, these ogre magi possess a powerful and innate ability for magic. They are often wizards, sorcerers, or warlocks within months of birth, and speak from both heads after merely a few days. The reason Mugas aren't categorized as a type of ogre is because technically, they are only half. The father in every instance of a Mugas birth is the Thing in the Ice, which some Mugas worship and pray to, or make a pact with to survive their time in the village. The vast majority of two-headed ogre villages consider Mugas to be cursed ogres, abominations, and will treat them with extreme prejudice or sacrifice them to appease the god of might and storms, Thurakk.
*-Vathar Timelost, Archival Recorder*
##### Mugas
[Ash Bell (Midjourney)](https://imgur.com/a/two-headed-ogre-mQd4vcq)
\page
# Shard Race
## By Ash Bell
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.*
*This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.*
*All other original material in this work is copyright 2019 by Ash Bell and published under the Community Content Agreement for Dungeon Masters Guild. All key art is generative content created through midjourney.*
\page
# Shard
### Shard Traits
Your Shard character has an assortment of inborn abilities, part and parcel of their celestial nature.
***Ability Score Increase*** Your Constitution score increases by 2, and your Charisma score increases by 1.
***Age.*** Shards do not suffer the frailty of old age, and cannot die due to the passing of years. However, after experiencing roughly a hundred years, a Shard will seek out another Shard to merge with, ending their lifespan.
***Size.*** Most Shards stand around 7 feet tall, their weight around 200 to 275 pounds. Your size is medium.
***Speed:*** 30ft
***Creature Type.*** You are a Celestial.
***Celestial Haste.*** As a bonus action, you may ignite yourself with glorious purpose. Until the start of your next turn, your movement speed is doubled, you have a +2 bonus to your AC, and you can make an extra weapon attack when you take the Attack action for the first time on a turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
***Fracture.*** When you are reduced to 0 hit points, you may expend an amount of hit dice equal to your proficiency bonus. If you do so, all enemy creatures within 10 feet must make a Dexterity saving throw, taking radiant damage equal to the total, or half as much on a save. You heal an amount of hit points equal to the total rolled. (The DC for this save is 8 + your Proficiency Bonus + your Constitution modifer.)
You can't use this feature again until you finish a long rest.
***Lightforge.*** By spending 1 minute focusing, you can summon an anvil, forge, and smith's tools made of celestial light. You may use these instruments to perform any function of a smithy, however weapons and armor repaired using these instruments have faint golden light filling their fractures or missing segments. These instruments last for 1 hour, or until dismissed as an action, and other creatures harmlessly phase through them. Each of the tools shed bright light in a 5 foot radius and dim light in a 5 foot radius.
Additionally, you have proficiency with Smith's Tools.
***Languages.*** You can speak, read, and write Common and Celestial.
##### Shard Lore
Shards are paragons of beauty and physicality, truely demigods amongst mortals. They stand a head above humans and elves, broader and more full a frame too. Most are a deep shade of gold and yellow, their body a combination of splintered fragments and shattered glass which turns blue, purple, or orange toward the edges. Some portions of their shattered body are opaque, others transparent. A Shard's laugh is like a cascade of snow crystals falling to the ground, lightly crashing. Light emanates within them, usually where a heart should be or from their eyes. This light grows in intensity as they fight, cascading to an impossible radiance when they tragically fall, exploding outward before their spark finally fades. Most Shards appear androgenous, and few identify as male or female.
Shards find their origin in the death of a radiant god. Slain in the night by twin assassins, the god of justice and light managed to crystalize power just before the final blow. Their crystal was struck and in an event known as 'the Shattering', it exploded into countless shards, raining down like meteors across Vault. These fragments were the first Shards. They had no names, nor knew their purpose, so they took virtues as their titles. Patience, Vigilance, Temperance, Humility, and more. After living a bright life, Shards seek eachother out and merge, creating an entirely new entity in a process called "Reforging". Over the thousands of years of Reforging, the number of Shards on Vault has dwendled, though they believe if enough Shards combine, they may be able to reform into the god lost all those ages ago.
* -Vathar Timelost, Archival Recorder*
##### Shard
[Ash Bell (Midjourney)](https://imgur.com/a/oEWsnK3)
\page
# Spawn of Oooolis Race
## By Ash Bell
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.*
*This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.*
*All other original material in this work is copyright 2019 by Ash Bell and published under the Community Content Agreement for Dungeon Masters Guild. All key art is generative content created through midjourney.*
\page
# Spawn of Oooolis
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### Spawn of Oooolis Traits
Your Spawn of Oooolis character has an assortment of inborn abilities, part and parcel of their ooze nature.
***Ability Score Increase*** Your Dexterity score increases by 2 and your Constitution score increases by 1.
***Age.*** Spawn of Oooolis live for around 7 years. Their lifespan is reset upon rekindling with Oooolis.
***Size.*** Spawn of Oooolis are 3 to 5 feet tall. On average they weigh about 100 pounds, however this varies wildly as Spawn of Oooolis have very different and strange body porpotions. Your size is Medium or Small, you choose when you select this race.
***Speed:*** 30ft
***Creature Type.*** You are a Ooze.
***Amorphous.*** You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You have advantage on ability checks you make to initiate or escape a grapple.
***Bloop.*** You don't take damage from falling.
***Dark Vision.*** Accustomed to the depths of the Myceliosphere, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
***Slurp.*** As a reaction, when you suffer a critical hit, you can turn that hit into a normal hit.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
***Spawn of Oooolis.*** You can cast the *mirror image* spell, requiring no spell slot or components, and you must finish a short or long rest before you can cast it this way again. If you have spell slots of 2nd level or higher, you can cast this spell with them.
Constitution is your spellcasting ability for this spell when you cast it with this trait.
***Languages.*** You can speak, read, and write Common. Additionally, you can speak with and understand Oozes through body ungelations.
##### Spawn of Oooolis Lore
Deep in the Myceliosphere, the massive underground layer of Vault where many strange creatures dwell, there travels a god unlike any other. Oooolis the Primordial Ooze, eldest entity on Vault, inches its way through dirt and stone across Vault's underworld. It is hundreds of meters tall and wide, and to most appears to be simply a massive oblong ball of slime staying perfectly still. This is incorrect, as Oooolis the Devourer moves approximately 300 feet in a day's time. A slow pace, but one it has maintained since before any tree still living glimpsed sunlight. No one knows its origin. No one knows its goals. If any Spawn of Oooolis can indeed communicate with it, they do not share its words. Oooolis is the purest example of a truly neutral entity ever recorded, and the children it spawns asexually seem to serve no biological purpose.
According to a chaplain of the Molten Truth, the religion of the Darksteel Dwarves, several hundred years ago Oooolis was on a collision course with the edge of their holy city, Blackmount. So naturally, the dwarves built a wall of adamantine to stop the Primordial Ooze. Years passed, the time came, and Oooolis did not slow - it merely ate through the wall and grew as it did every season. Since then, the dwarves have had a strange respect for Oooolis and it's spawn. Many spawn are openly invited into Blackmount with glee, something which is untrue for any other race on Vault. The Spawn of Oooolis are bizzare creatures, each different from the next in size or shape or color. They for some reason speak perfect common upon popping up from a tiny slime trail Oooolis leaves behind, and appear to know bits of history or arcana about things Oooolis has consumed on its erratic path. Several spawn say Oooolis will grant them a wish, if they return after opening a Vault.
*-Vathar Timelost, Archival Recorder*
##### Spawn of Oooolis
[Ash Bell (Midjourney)](https://imgur.com/a/fsqjFlq)
\page
# Truffleite Race
## By Ash Bell
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.*
*This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.*
*All other original material in this work is copyright 2019 by Ash Bell and published under the Community Content Agreement for Dungeon Masters Guild. All key art is generative content created through midjourney.*
\page
# Truffleite
``
``
### Truffleite Traits
Your Truffleite character has an assortment of inborn abilities, part and parcel of their plant nature.
***Ability Score Increase*** Your Constitution, Strength, and Wisdom scores all increase by 1.
***Age.*** Truffleites live to about 150 years of age, at which point they return to the village they were born in and are buried. Their bodies grow into towering mushroom trees which can live to see the following ages.
***Size.*** Truffleites height varies the most of almost any race, the shortest standing at around 2 feet tall and the tallest at about 6 feet. On average they weigh about 80 pounds. Your size is Medium or Small, you choose when you select this race.
***Speed:*** 30ft
***Creature Type.*** You are a Plant.
***Dark Vision.*** Accustomed to the depths of the Myceliosphere, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
***Natural Armor.*** You have thick, spongy flesh. When you aren’t wearing armor, your AC is 12 + your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
***Plant Speech.*** You can cast the *speak with plants* spell as a ritual and without expending material components using this feature. If you have spell slots of 3rd level or higher, you can cast this spell with them.
Intelligence, Wisdom, or Charisma is your spellcasting ability for this feature (choose when you select this race).
***Regrowth.*** Whenever you expend a hit die, you gain a bonus to the roll of the die equal to your Proficiency Bonus.
***Serene.*** You have advantage on Wisdom saving throws.
***Skill Proficiency.*** You have proficiency in the Nature skill.
***Languages.*** You can speak, read, and write Common, Druidic, and Sylvan.
##### Truffleite Lore
While the surface of Vault is filled with numerous biomes, each equally beautiful and vast, if one were to delve below they would find one biome. The Myceliosphere. Spreading across the entire planet, a membrane several hundred meters thick of branched, tubular filaments of fungi acts as the second layer of the planet's crust. This place is dominated by underground lakes, forests of bioluminscent mushrooms, and girthy tunnels dug by an immortal ooze that lead underneath all of Vault. The entire northern hemisphere of the Myceliosphere is ruled without contest by the cap-headed Truffleites. Indeed, in terms of population, Truffleites outnumber all the other races combined. This fact would be threatening to the other civilizations, if it were not for the simple fact that the Truffleites are a incredibly friendly and serene people.
Truffleite society is divided into four classes. At the bottom are the Growers, a working class who cultivate the bioluminescent mushroom forests and sprouting Truffleites. Next heighest are Makers, a class strictly composed of merchants and craftsman, the former being very fond of travel. Second from the top are the Blades, a warrior class which are in charge of policing and protecting the bottom two classes. At the very top exist the Shoguns, a ruling class who each lay claim to a portion of the Myceliosphere, areas each known as 'Kingdoms'. Where as in most cultures, classes often results in tensions and inevitable conflict, the Truffleites have no issues between the different positions. This is because a Truffleite is free to choose their class at their twentieth year or change it at any time. Those who change become apprentices to another Truffleite who has been in the class for at least fourty winters.
*-Vathar Timelost, Archival Recorder*
##### Truffleite
[Ash Bell (Midjourney)](https://imgur.com/a/CdiL042)
\page
# Verminkin Race
## By Ash Bell
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.*
*This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.*
*All other original material in this work is copyright 2019 by Ash Bell and published under the Community Content Agreement for Dungeon Masters Guild. All key art is generative content created through midjourney.*
\page
# Verminkin
### Verminkin Traits
The dank and dim Underdark is home to many unsavory people, and few places contain such a hive of nauseating folk as Whiskaria, home to the Verminkin. These ratfolk live in an ancient underground sewer which once undersat a brilliant Gnomish city. They sneak and plot constantly, seeking to ever raise their place in the world.
***Ability Score Increase.*** Your Dexterity increases by 1.
***Age.*** Verminkin generally die from dangers in the underdark or sewers, rather than living out a peaceful life, but those who are keen or agile enough to gain their grey whiskers have lasted from 55 to 65 years of age.
***Alignment.*** Verminkin are generally chaotic by nature, with many who go above ground ending up in the good territory, while those who bide their time in the underdark fall toward more evil tendencies.
***Size.*** Verminkin stand between 4 and 5 feet tall, though their hunched, slouched posture makes them seem of smaller stature. Their weight varies greatly, anywhere from thin scavengers at 60 pounds, to fat hulklings at 260 pounds. Your size is medium.
***Speed.*** 35ft
***Creature Type.*** You are a Beast.
***Languages.*** You can speak, read, and write Common, Undercommon, and Thieves' Cant.
***Dark Vision.*** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
***Bite.*** Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Additionally, your bite attack has the Finesse property, allowing you to use dexterity for its Attack and Damage rolls.
***Subrace.*** The mixing of bloodlines, dark magic, and hierarchy have resulted in a slew of differences amongst the Verminkin, your bloodline is often refered to as a Mischief.
#### Rathulk Mischief (Subrace)
Towering over their skulking kin, hulklings are the broad bruisers of Verminkin society. As creatures of impressive strength, this breed of Verminkin are known for being bodyguards, warriors, and the generals of Whiskarian society.
***Ability Score Increase.*** Your Strength increases by 2.
***Natural Armor.*** You have thick, leathery skin. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
***Skill Proficiency.*** You have proficiency in two of the following skills of your choice: Charisma (Intimidation), Strength (Athletics), or Wisdom (Survival).
#### Rotsnout Mischief (Subrace)
Making up the vast majority of Verminkin, these ratfolk are the skulking, smelly creatures which give Verminkin their overgeneralized reputation. Indeed, this stealth and smell is more of a boon than anything, as many creatures pay them little mind, when often this is a mistake, for rotsnouts are the collectors of secrets which find so much power.
***Ability Score Increase.*** Your Dexterity increases by 1, and your Constitution increases by 1.
***Fetid Feeder.*** You have advantage on saving throws against poison, and you have resistance against poison damage. Additionally, you are immune to disease.
***Scavenger's Mobility.*** You have a climbing speed and swim speed equal to your walking speed.
***Skill Proficiency.*** You have proficiency in two of the following skills of your choice: Dexterity (Stealth), Dexterity (Acrobatics), or Wisdom (Survival).
#### Greyfur Mischief (Subrace)
There is a misconception about the Grey Furs of Whiskaria. Many say their wisdom comes from demons, or they are born one in a thousand, gifted and intelligent, but the truth is a grey fur is a rotsnout which has lived above the age of forty. It takes incredible intelligence and cunning to make it long in the world as a rotsnout, the ones that do use the things they learned to control and grow Verminkin society.
***Ability Score Increase.*** Your Intelligence increases by 2.
***Plague speaker.*** You know the *infestation* cantrip. When you reach 3rd level, you can cast the *ray of sickness* spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the *melf’s acid arrow* spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells.
***Master of Decay.*** You have advantage on saving throws against poison, and you have resistance against poison damage.
***Skill Proficiency.*** You have proficiency in two of the following skills of your choice: Wisdom (Insight), Intelligence (Investigation), or Wisdom (Survival).
##### Verminkin Rotsnout
[Ash Bell (Midjourney)](https://imgur.com/a/6J3PUkc)
\page
# Chimeracist
## By Ash Bell
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.*
*This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.*
*All other original material in this work is copyright 2019 by Ash Bell and published under the Community Content Agreement for Dungeon Masters Guild. All key art is generative content created through midjourney.*
\page
# Chimeracist
``
``
### Artificer Specialist by Harrowed
Chimeracists
#### Golemancer Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Chimeracist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
##### Golemancer Spells
| Artificer Level | Spells |
|:----:|:-------------|
| 3rd | Expeditious Retreat, Jump |
| 5th | Alter Self, Enhance Ability |
| 9th | Fly, Gaseous Form|
| 13th | Giant Insect, Polymorph|
| 17th | Awaken, Telekinesis|
#### Novice Fleshcrafter
By 3rd level, you have researched the ancient art of Golemancy enough to construct your first golem.
***Thrashing Tentacle.*** 10 foot range, int attack, reach, bludgeoning on hit can grapple, 1d10
Additionally, you gain proficiency in the Acrobatics skill.
***Acid Spit.*** 60 foot range, int attack, acid, 1d12
Additionally, you gain proficiency in the Survival skill.
***Eye Beam.*** 30 foot beam, int attack, radiant, condition, 1d10
Additionally, you gain proficiency in the Perception skill.
***Elemental Glands.*** 15 foot cone, int attack, swap damage type, 2d6
Additionally, you gain proficiency in the Intimitation skill.
***Bone Claws.*** 5 foot range, int attack, slashing, attack as bonus action, 1d6
Additionally, you gain proficiency in the Athletics skill.
#### Mutation Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
Additionally, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
#### Lethal Experimentation
Starting at 5th level, when take the attack action, you can attack twice with one of your weapons granted by your Novice Fleshcrafter feature, rather than once.
Additionally, weapons granted by your Novice Fleshcrafter feature count as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage.
#### Apprentice Fleshcrafter
By 5th level,
***Mutant Hide.*** When you are subjected to an effect that would move you at least 5 feet or give you the prone condition, you can use your reaction to steady yourself. You aren't moved and don't have the prone condition. You can't use this feature again until you finish a short or long rest.
***Eldritch Slime.*** When you fail a saving throw to avoid being grappled restrained, paralyzed, or stunned you may choose to succeed instead. You can't use this feature again until you finish a short or long rest.
***Hideous Scales.*** As a reaction, when you suffer a critical hit, you can turn that hit into a normal hit. You can't use this feature again until you finish a short or long rest.
***Sinister Flesh.*** When you are reduced to 0 hit points but not killed outright, you can use your reaction to drop to 1 hit point instead. You can't use this feature again until you finish a short or long rest.
***Alien Mind.*** When you fail a Constitution saving throw to maintain concentration on a spell, you can use your reaction to succeed instead. You can't use this feature again until you finish a short or long rest.
#### Journeyman Fleshcrafter
Beginning at 9th level,
***Galvanic Spikes.*** You deal an additional 1d4 lightning damage whenever you hit an enemy with a weapon granted by your Novice Mutation feature.
Additionally, whenever you hit with an attack you can overload it with electricity. The creature must make a Dexterity saving throw, or it can't take reactions until the start of your next turn.
***Toxin Cannister.*** You deal an additional 1d4 poison damage whenever you hit an enemy with a weapon granted by your Novice Mutation feature.
Additionally, whenever you hit with an attack you can inject it with a crippling venom. The creature must make a Constitution saving throw, or it becomes poisoned until the start of your next turn.
***Arcane Collar.*** You deal an additional 1d4 force damage whenever you hit an enemy with a weapon granted by your Novice Mutation feature.
Additionally, . Prof times LR.
***Infernal Chains.*** You deal an additional 1d4 fire damage whenever you hit an enemy with a weapon granted by your Novice Mutation feature.
Additionally, on an attack cause burning. Prof times LR.
***Chilling Runes.*** You deal an additional 1d4 cold damage whenever you hit an enemy with a weapon granted by your Novice Mutation feature.
Additionally, on attack cause slowed movement. Prof times LR.
\page
#### Sinister Hyde
Starting at 9th level, whenever you take damage, regardless of the type, you may roll a d4 and subtract the number rolled from the total damage taken. This feature is performed before resistance or any other reduction.
(Damage reduced in this way can only reduce the damage taken to a minimum of 1.)
#### Master Fleshcrafter
Upon reaching 13th level,
***Bat Wings.*** Flying speed
Additionally,
***Overload Toxins.*** Your walking speed increases by 20 feet.
Additionally, when you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check's total. You can make this special check only once per turn.
***Blink Dog.*** Teleport
Additionally,
***Blink Dog.*** Ghost through enemies
Additionally,
***Blink Dog.*** Hover speed
Additionally,
\page
# Golemancer
## By Ash Bell
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.*
*This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.*
*All other original material in this work is copyright 2019 by Ash Bell and published under the Community Content Agreement for Dungeon Masters Guild. All key art is generative content created through midjourney.*
\page
# Golemancer
``
``
### Artificer Specialist by Harrowed
Golemancers, also known as 'Guardians', are artificers who specialize in the building of large mechanical constructs known for their tremendous strength and protection capabilities. These golems, or shield guardians, are precious companion creatures sometimes seen in the company of wizards who wears their commanding amulet, but little is known about the creation process. That is because the art of building such powerful tools belongs solely to the genius tinkerers of the Guardians. Few mechanical creatiosn can match the power and potential of a construct created by a golemancer.
#### Golemancer Spells
Beginning at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Golemancer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
##### Golemancer Spells
| Artificer Level | Spells |
|:----:|:-------------|
| 3rd | Jump, Longstrider |
| 5th | Enlarge/Reduce, Hold Person |
| 9th | Fly, Haste|
| 13th | Death Ward, Freedom of Movement|
| 17th | Animate Objects, Hold Monster|
#### Golem Manual
By 3rd level, you have researched the ancient art of golemancy enough to construct your first golem. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Golem stat block, which uses your proficiency bonus in several places. You determine the creature’s appearance, though it must have two legs, two arms, and a head; your choice has no effect on its game statistics.
In combat, the golem shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the golem can take any action of its choice, not just Dodge.
As a bonus action, you can heal your golem by expending one spell slot to restore 2d8 hit points per level of the spell slot expended. During a short rest, you can use your tinker’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot equal to half your proficiency bonus. The golem returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new golem if you have your tinker’s tools with you. If you already have a golem from this feature, the first one immediately perishes. The golem also perishes if you die.
#### Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with tinker’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.
#### Elementium Fists
Starting at 5th level, when your golem takes the *Fist* action, they can attack twice with their fists, rather than once.
Additionally, your golem’s fist attacks count as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage.
#### Guardian Bond
At 5th level, whenever you take damage from a source you can see, you may use a reaction to take half the damage (rounded down) instead. If you do so, your golem takes half the damage (rounded up) and instead suffers any negative effects which come with the attack.
Your golem must be alive to use this feature.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses left, you can spend a charge of Flash of Genius to use this feature again.
#### Spell Storing
Beginning at 9th level, you can cause your golem to store one spell of 5th level or lower. To do so, you must cast the spell on the golem. The spell has no effect but is stored within the golem.
When commanded to do so with a bonus action or when a situation that was predefined by the artificer, the golem casts the stored spell, requiring no components.
When the spell is cast or a new spell is stored, any previously stored spell is lost. The golem may maintain concentration on any spell stored, but the spell uses your spellcasting ability modifier.
#### Arcane Infusion
Starting at 9th level, when you cast a spell with a range of touch, your golem can deliver the spell as if it had cast the spell. Your golem must use its reaction to deliver the spell when you cast it.
#### Master Golemancer
Upon reaching 13th level, choose a type of element to infuse and supercharge your companion golem’s attacks with: fire, cold, lighting, or thunder. Your golem gains the following benefits:
• Your companion golem gains resistance to non-magical bludgeoning, piercing, and slashing damage
• Your golem’s walking speed increases by 10 feet
• Your golem’s fist attacks deal an additional 1d6 of the chosen type.
You may change the damage type which enhances your golem’s attacks during a short or long rest.
\page
```
```
___
> ## Companion Golem
>*Large Construct*
> ___
> - **Armor Class** 14 + PB (Natural Armor)
> - **Hit Points** 4 + your Intelligence modifier + seven times your artificer level (the golem has a number of Hit Dice [d10s] equal to your Artificer level)
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|8 (-1)|18 (+4)|7 (-2)|10 (+0)|3 (-4)|
>___
> - **Saving Throws** Str +4 plus PB, Con +4 plus PB
> - **Skills** Athletics +4 plus PB
> - **Damage Immunities** poison
> - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned
> - **Senses** blindsight 10ft. darvision 60ft. Passive Perception 10.
> - **Languages** understands the languages you speak but can't speak
> - **Proficiency Bonus (PB)** equals your bonus
> ___
> ### Actions
> ***Fist.*** *Melee Weapon Attack:* your spell attack modifier to hit, reach 5ft., one target you can see. *Hit* 2d6 + PB bludgeoning damage.
> ***Repair (3/Day).*** The magical mechanisms inside the defender restore 2d8 + PB hit points to iteself or to one construct or object within 5 feet of it.
> ### Reactions
> ***Shield.*** When a creature makes an attack against the Golem's artificer, the guardian grants a +2 bonus to the artificer's AC if the guardian is within 5 feet of the wearer.
##### Golemancer and Golem
[Ash Bell (Midjourney)](https://imgur.com/a/golemancer-UJsPtLA)
\page
# Path of the Chieftain
## By Ash Bell
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.*
*This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.*
*All other original material in this work is copyright 2019 by Ash Bell and published under the Community Content Agreement for Dungeon Masters Guild. All key art is generative content created through midjourney.*
\page
# Path of the Chieftain
``
``
### Barbarian Path by Harrowed
Those who bath in rage and blood are resilient warriors without peer, but rare are the few who inspire the trust and comradary required to marshal a tribe. These leaders are known as Chieftains. Skilled with bolstering and inspiring their allies, these warlords go first into the fray alongside their pack to hunt prey. They see reason in peacetalks, but are terrors to behold in times of war. Caring first about their allies, then themselves, barbarians who follow this path are destined to one day rule their own pack or tribe with an stern voice and strong fist.
#### Leader of the Pack
Starting at 3rd level, you gain proficiency in the Persuasion and Intimidation skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
#### War Cry
Upon choosing this path at 3rd level, your bellowing roar bolsters allies, granting them unusual resilience when they throw themselves into combat. Whenever you rage, each ally within 30 feet of you gains an amount of temporary hit points equal to your Barbarian level.
```
```
#### Rallying Cry
Beginning at 6th level, as a reaction, you may add your Strength modifier to any saving throw you or any ally within 30 feet who can hear you makes. You may do this before or after a roll is made, potentially turning a failure into a success.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
#### Packleader’s Aura
At 10th level, the first melee attack you make on each of your turns has advantage if at least two of your allies are within 10 feet of the target, or if two of your allies are within 10 feet of you.
#### Call of the Hunt
Upon reaching 14th level, you learn how to invoke the bloodlust of the hunt amongst you and your allies. As a bonus action, until the start of your next turn, you and each ally within 30 feet of you are frenzied.
(While frenzied, your movement speed is doubled, you have a +2 bonus to your AC, and you can make an extra weapon attack when you take the Attack action.)
Once you use this feature, you can’t use it again until you finish a short or long rest.
##### Wolven Chieftain
[Ash Bell (Midjourney)](https://imgur.com/a/chieftain-59H8yre)
\page
# Path of the Shaman
## By Ash Bell
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.*
*This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.*
*All other original material in this work is copyright 2019 by Ash Bell and published under the Community Content Agreement for Dungeon Masters Guild. All key art is generative content created through midjourney.*
\page
# Path of the Shaman
``
``
### Barbarian Path by Harrowed
You are a paragon of nature’s strength, whose duty is to guide those that misunderstand nature’s meaning. You embody might, wisdom, and the resilience often seen in nature. And though your strength lies in your rage, your ability to call nature to your aid remains an incredible force to reckon with. Shamans often serve as wardens and healers for druidic groves, or worldly guides for more tribal races. It isn't uncommon to find Shamans in remote villages, sharing magical knowledge or training them in martial ability, so they may better defend themselves from the evolving world.
#### Mark of the Wild
Starting at 3rd level, you undergo a rite of growth, etching into your very flesh the shamanic conviction and focus needed to be nature’s avatar. Choose one of the following tattoos to mark you:
• ***Warden.*** You gain a +1 bonus to AC.
• ***Spirit Guide.*** You can cast the *find familiar* spell as a ritual and without expending material components using this feature.
• ***Summoner.*** You can cast the *summon beast* spell without expending a spell slot or material components using this feature. Beginning at 7th level, you can cast the *summon elemental* spell with this feature instead. You can't cast either spell in this way again until you complete a short rest.
• ***Medicant.*** Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to your proficiency bonus.
• ***Elementalist.*** When you enter your rage, choose one of the following damage types: acid, cold, fire, lighting, or thunder. Until the rage ends, the first creature you hit on each of your turns with a weapon attack takes an extra 1d4 damage of the chosen type.
These tattoos whisper to the wind what type of shaman you are, counting as your spellcasting focus for druid spells. Whenever you gain a level, you may change which Mark of the Wild you have inscribed into your skin.
In this process of binding yourself to the natural world, the spirits have granted you a mystical clarity. Raging doesn't break your concentration on a spell you've already cast, or prevent you from taking actions that are part of a spell, such as *Call Lighting*, that you've already cast.
#### Spellcasting
When you reach 3rd level, you augment your primal might with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the shaman spell list.
***Cantrips.*** You learn three cantrips: druidcraft and two other cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.
***Spell Slots.*** The Shaman Spellcasting table shows how many spell slots you have to cast your druid 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.
***Spells Known of 1st-Level and Higher.*** You know three 1st-level druid spells of your choice, two of which you must choose from the divination and evocation school.
The Spells Known column of the Shaman Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be a divination or evocation spell of your choice, and must be of a level for which you have spell slots.
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 druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be a divination or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from a school of magic.
***Spellcasting Ability.*** Wisdom is your spellcasting ability for your druid spells, since you learn your spells through the spirits of nature and embracing the elements. 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 druid 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
##### Elf Shaman
[Ash Bell (Midjourney)](https://imgur.com/a/aXDIN27)
\page
##### Shaman Spellcasting
| Barbarian 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 |
```
```
#### Wisdom of the Iron Oak
At 6th level, your attunement with the spirits of nature enhances your intuitions.
You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead have advantage on Wisdom saving throws.
#### Rebirth
Beginning at 10th level, you can cast the *Raise Dead* spell as a ritual and without expending material components using this feature. The target returns to life without the penalty to attack rolls, saving throws, and ability checks when you cast the spell in this way.
During the casting of this ritual, you draw on the vitality of the surrounding area to complete your spell. All nonmagical plants within a 60 foot radius of your target slowly wither and die. This loss of life cannot be restored by any means other than a wish spell.
Once you successfully return a creature to life in this way, you can’t use this feature again for 7 days.
#### Nature's Clarity
Starting at 14th level, nature imbues you with the essence of its full potential. Raging no longer prevents you from casting spells.
Additionally, while raging, you gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Strength modifier (minimum of +1).
##### Ursine Shaman
[Ash Bell (Midjourney)](https://imgur.com/a/2eVpTMM)
\page
# College of Hymns
## By Ash Bell
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.*
*This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.*
*All other original material in this work is copyright 2019 by Ash Bell and published under the Community Content Agreement for Dungeon Masters Guild. All key art is generative content created through midjourney.*
\page
# College of Hymns
``
``
### Bardic College by Harrowed
In hallowed halls of stained glass and scripture exists the College of Hymns, a place filled with bards who relish not in the song or dance of taverns, but instead in the songs of the divine. Worship and art go hand in hand here. Each bard of hymns able to summon holy virtue with their songs, praising different members of the pantheon instead of any one god.
#### Divine Magic
Starting at 3rd level, your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a bard cantrip or a bard spell of 1st level or higher, you can choose the new spell from the cleric spell list or the bard spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a bard spell for you.
In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a bard spell for you, but it doesn't count against your number of bard spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
| Affinity | Spell |
|:----:|:-------------|
| Good | Cure Wounds |
| Evil | Inflict Wounds |
| Law | Bless |
| Chaos | Bane |
| Neutrality | Protection from Evil and Good |
#### Protective Inspiration
Beginning at 3rd level, whenever a creature rolls a Bardic Inspiration die you gave them, that creature may gain an amount of temporary hitpoints equal to the number rolled.
#### Hymn to the Gods
At 6th level, as an action you may perform a hymn to one of the deities in your pantheon, granting you or one of your willing allies the following blessings for 1 minute:
***Hymn of the Mighty God.*** The blessed becomes Large, along with anything they are wearing. They have advantage on Strength checks and Strength saving throws.
***Hymn of the Veiled God.*** Whenever the blessed is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail.
***Hymn of the Wild God.*** Whenever the blessed attacks or casts a spell of 1st level or higher for the first time each turn, they roll on the Wild Magic Surge table.
***Hymn of the Kind God.*** The blessed heals for an amount of d10's equal to your proficiency bonus.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
#### Sacred Inspiration
Beginning at 14th level, whenever a creature rolls a Bardic Inspiration die you gave them, they gain an additional celestial boon:
***Empyrean Wings.*** When a creature uses a Bardic Inspiration die you gave them on an ability check, they gain an additional amount of flying speed (equal to 5 x the number rolled) until end of turn.
***Smite the Wicked.*** When a creature uses a Bardic Inspiration die you gave them on an attack roll, if the attack hits, they may add an amount of radiant damage equal to twice the number rolled.
***Divine Shield.*** When a creature uses a Bardic Inspiration die you gave them on a saving throw, until the start of their next turn they gain a bonus to their AC equal to the number rolled.
##### Aasimar Bard
[Ash Bell (Midjourney)](https://imgur.com/a/2RMcsts)
\page
# College of Scalds
## By Ash Bell
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.*
*This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.*
*All other original material in this work is copyright 2019 by Ash Bell and published under the Community Content Agreement for Dungeon Masters Guild. All key art is generative content created through midjourney.*
\page
# College of Skalds
``
``
### Bardic College by Harrowed
To the frozen north lies one of the strangest bardic colleges, a place without paved roads, stone walls, or modern pleasantries. Instead there lies a small fishing village filled with some of the most talented storytellers and musicians on the planet, besting eachother in retelling sagas from memory and inventing new myths. Bards who attend this skaldic college are trained in story, learning how to bring a spark of legendary power to their tongue and how to share it with others. They needlessly toil to become an archive on lost tales and making sure things forgotten never stay gone too long.
#### Keeper of Lost Tales
Starting at 3rd level, you are a master at retaining old tales and myths. When you make an Intelligence (Arcana) or Intelligence (History) check, you can treat a d20 roll of a 9 or lower as a 10.
#### Legendary Saga
Beginning at 3rd level, you can speak into being the saga of a legendary hero, granting you or an ally a visage of that hero's power. As an action, you may empower you or an ally within 60 feet of you for 1 minute, during which they gain the following benefits:
***Lifegiver.*** At the start of each turn, you gain an amount of hitpoints equal to a roll of your bardic inspiration die.
***Thunderer.*** The first time each turn you hit a creature with a melee or thrown weapon, the creature takes extra thunder damage equal to a roll of your bardic inspiration die.
***Trickster.*** You become invisible until you attack or cast a spell. Additionally, your movement speed increases by 10 feet and whenever you make a Dexterity saving throw, you gain a bonus equal to a roll of your bardic inspiration die.
***Wisened.*** Whenever you make a Intelligence, Wisdom, or Charisma saving throw, you gain a bonus equal to a roll of your bardic inspiration die.
A creature may only benefit from one saga at a time. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
#### Additional Magical Secrets
At 6th level, you learn two spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen spells count as bard spells for you but don't count against the number of bard spells you know.
#### A Story to Tell
Starting at 6th level, whenever an ally within 30 feet of you dies, you regain all expended uses of your Bardic Inspiration, Legendary Saga, and Feast for the Fallen features.
Once you benefit from this feature, you can’t benefit from it again until you finish a long rest.
```
```
#### Legend Lore
Beginning at 14th level, over the course of 10 minutes, you may name or describe a person, place, or object. This feature brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language.
Once you use this feature, you may not do so again until you take a short or long rest.
#### Feast for the Fallen
Upon reaching 14th level, you know the *heroes' feast* spell.
Additionally, whenever you cast the *heroes' feast* spell, you may use this feature to change the components required. The material components become basic cooking ingrediants, which are consumed during the 10 minute cast time, and the verbal components become a story you tell of a fallen hero or legendary figure.
Once you use this feature, you may not do so again until you take a long rest.
##### Human Bard
[Ash Bell (Midjourney)](https://imgur.com/a/WTgMm5p)
\page
# Madness Domain
## By Ash Bell
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.*
*This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.*
*All other original material in this work is copyright 2019 by Ash Bell and published under the Community Content Agreement for Dungeon Masters Guild. All key art is generative content created through midjourney.*
\page
# Madness Domain
``
``
### Cleric Domain by Harrowed
*Ć̸̗̣̞̳̥̬̪̖̱̱̭̯͇̳̗̰͑̂̈̑̕͜͜͠ͅa̸͕̩̳͙̎͂̓͌̄̑̎͛͊̇͐͊̔͂̇̌͐̄̇̍̍̕n̴̢̧̢̛̫̮̞̣̪̞̼̪͙̲̼̤̹̠̗̰͇̻̳̯̻̔̾̇́̉͐̚͠ ̶̡̢̭͚̻̤̻̝͕̦̳̺̯̘̬͉̞̹̖̹̟̘̘͒͐̅̒̋̐̓́̋̓̉̐̀̒̌̾̃͊̅̈́̀͘͜͝ͅy̷̨̬͙̼̩̰͙͉͔̼͈͓̤̠̓͑͂̿͆o̷̡̡͈̘͔̭̰̠̺͔̹̩͓͈̺̹̩̗̩͛͆͑̓̅ͅͅu̶̮̫̥̟̅̀ ̴̡̡̛̳̟̲̩̯̬̝͂̀͑͌̈̓̋͒͗͌̔̂͂͛͛͑͐͑̇̆̚͝͠͝͠͠͝s̶̫͓̥͔̬͚̺̲̫̹̭̗̹̜̫̲̪̽͑͒̉̐̒̚͝e̵̡̨̖̭͙̤̗̼͉̼̞͖̜̜͓̻̪̦̼̓̏̉̋͋e̸̗̣͌͊̀̃̈̈́́͑̈́̄̂̒͋͘̚͠͠͝ ̵̘̗͈̩̻͕̻̻̞͚̖͓͖̟͙͉̻̄̉̀̍͑̃̀̉̿̆̀̂̇͌͋͆̒̌̽̃̊̚͠͝͠i̸̡̨͙̩̻̦̞̫͈͖̟͙̦͔̪̔͋̈̈́͗̈̔̇̽̉̒̽͒̈͂̋̌̃̄̊̀̏̈̽t̷̲̠̥͍̦̺̠̹̽͛̈́̽̋̀͂?̵̧̢̡̟̬̖̘̯̠͓͔̟̙̞͓̱̙̠̪̄͐̍̈̀̾̈́̏̈́̒̽͛̑͝ͅ ̶̨̢̢̧̡͍̝͈̤̳͙̲͍̟̘̤̬̰͇̯̥̦̙̦͖͈̠̙͗́̑̓́̍̈̇̆͂́͐̇̓͑̄͂̆̈́̓̈̎͆̓̚͜͝͠͠Ţ̴̢̯͖͎̗̮̯̬͔̠̘͉̙̖͈̱̙̭̥̤̰̇̅͊̎̎̒͐̿̇̚͜͝ḧ̸̛͎̰͇͔̩̱́̓̂̾̄̀̂̑̋̔̅̋͊̾͌͒̒̀͊͘̕͝e̷̢̧̮̗͈̜͎̦̱̫̬̘̞̹̦̜͉̙̦̣̾̾̀̌́̌̐̋́̌̏̌͒̕͝ͅ ̸̨̻̮̯̠̠̮̗͇͕͎̹̹̥̼̱̟͍͙̙̬̬̱̜̯̰̪͙́̓̊̔͆͂͆͊̒͂̀̍̈́́̉͗̈́̈́̉́͌̚͝c̵̺͖͆̋̒́͋̐͋̑o̵̢̡̧̡̨̜̞̪̳̪̱̗̤̼̦̰̥̼̖̭̪̬̘̫̯͠ͅļ̸̧̡̠͖͇̭̳̺͍͔͉͔̪̝̠̺̞̘̙͎̘̖͕̖͈̐̓̇͗̅̀͛͆͛̋̈́̊̕͝ơ̷̢̡̡̖͈͍̰̥̠̘̤̪̣͓͚̞̰̦̺̤͍̳̳͈̹̱̻͑͌͐̃͑͂͋̋̀͊̄̌̊̈̒̋͑̏̕͜͜͝͝͝ͅr̶̮̲̦͐͋͒̎͜?̸̡͙̤̤̦̜͉͍̹͔͈̹͎̥̻͕̜͉̼̜͇̖͔̪̗̲̖͇̦̿̏̈́̓̕ ̴̹͇̥̬̩̑̂̇̔̇̃̽̎́́͒͒̆́̈́͒̎͌̇̒͊͝͝Į̷̨̡̛̖̩̤͍̲͉͉̠͎̳͕̗̙̯͕̂̌͌̎̆̃̐̑̄̋͊̎͆͊̾̐̒́̈̃̚̚͠͝͝͠'̶̧̛̤͚̦̝̱̦͇̮̪̪͈̣͍̟͎̗̟̩̦̩̲͕̟͎̈́̾̆̐͗͊̈́̆͒̎́͊͒͑̔͂̑̀͒͛̆̍̏͋̌͜͝͝ͅv̸̧̡̧̞̞͖̤̹͍̳̝̭̹̠̦͙̳̰͆̈́̂̓̅̄͊̂͊̐͌̒̒͒̉͛̔̂̈́̍̑̕͜͠e̸̡̟̼̭̙̠͈̗̪͓̮͕̻͇͋̍͐̾͋̒̊̃̈́̒̌̊̽̆̉̂̊͝ͅ ̶̢͕͙̝̥̩̝̩̟̙̲̈̌̌̽̐́̓̑̿͋̈́͊̐̐̎͌̍̾̋̈́̉͘͝n̶̨̼̜͚̬̻̥̗̥͚͔̩̱͙͕̟̹̬̙̘̯̲͉͉̗̣̗̦͇͒̑̃͌͋ͅe̶̡̥͎̫̝̼̜̲̦͇͚̮̬̖͌͒͛̾̌͂̓̀̑̄̆͛̈́̾̽̔́̈́͌̍̂̚̕̕͠͝ͅv̵͉̻͎̤̣̱̠̱͎̗͉̦̩̻̣̝͎̙̣̗̟̻̏̈́̕e̷̛̺̟͉͖̮̣͔͎̝̍̏̎͆̑͋̉̏́̾̎͒͌͐̽͌́̓̊̋͗́̑̕̚͝͠͝r̷̢̧̝̦̝͕̥̼̘̞͕̭͓͇̪͕͚̭̲̱̣̠̩̺̦̼͌̀̈́̐̈́̌͝ͅ ̷̬̙̩̥̈́͑̈́́̀́̓́͆̓̐̈́̅̒̂̚s̴̱̱̲͎͕̓̈́̾͌̊͌̃̐͌̄̄͛̈́͒̉̈́͠͠ͅͅe̵̛̥͎̥̼̤̰̤̟̫̦͒̐̈́͗͂̈́͛͆̎̇̈̊̿̏̿͊̂̔̌̓̔̔̓̿̂͝͝e̸̛̛͍̟̫̗̱̔̽̑̾̅̈́͋̋͋͊̏͌̾̓́̀́̾̚̚n̴̩̭̜̪̳͎͖̦̺͌͌̈́̐̔̄͒̈͛̈́̽̈́̉̊̋͂͗̓͐̆̈́̔̅͘͠͝͠ ̶̡̧̧̢̛̪͕͈̖̹̣̭͍̯̼͉̝̜̜̤͕͎̞̮͍̻͓̭͎̻̈́̏͗͌͛̀̐͗̎̿͗͑̎̀̀̌̏̀̍́̕͠͝͝ͅs̷̨̛͖̲̟̪͍̻̪̼̰̻̖̟̘̤͇̳͍͉̜̙̒̒̎̑̇͐̅̀̀͂͌͌̂̏͝͝ͅͅo̸̧̺̖̯͚̺͚̝̺͈͂̀ͅḿ̶̢̧̲̭̰̟͓͖̰̰̖̰̘̦̖̰̣̺̟̞̫̥͖̺̋̿̑͋̂̃̅͑̓̀̓͋͜ȩ̷̡̨̛̟͈̻̪͚̦̙̬̼̪̦̣͓̺̭̪͍͌͆̑͌̓͊̓̀̈͒̒̇́͂̑͊̾̑̂̃͛͘͠ţ̵̦̝̭͚̯͍̜͇̥̱̰̼̩̯̥̟̬̘̤̰͎̞̯̞̝̼̓͜h̵͚̳͔̝̩̘̤̼̩̒͑̆͗̅͘ͅi̵̢̢̛̭̗̮̣̤̖̭͓̤̗̫̰̞͙͛͐͑͋͜͜͠ͅn̸̼̖͍͖̰͗̉̓͗͋̔̓́͊̈́͂̑̓́̽͂̎̏̋̋͌͒̓̚͝͠g̶̢̢̡̺̥̬̩̪̙̻͈̻̤̬͉̙̑̐̾͊͗̈́̓͂͑̍̾̾̓̈́̃̆̆͐͑͌̃̓̈̿͘͜͝͠͠ ̷̨̢̢̧̪̞͍͔͍͚͉̘̣̫̣͖̼̩͍͙̗̯̤̼̈́͜͜l̶̡̧̡̹͈̣̺̣͉̹͓̗̥̜̜͚̗̗̪̮̪̺͛͒̏̏͐͊̾̕͠ị̴̡̜͉͕̻̻̲͕͕̩̭̾̓͆̀͑̌̀̅̄̈́͆͌̾̽̈́͒̀̐̄̎̒͆̑͆̈́͘k̸̨̧͚̬͖̲̝̲͓̝̝̹̼̰̥͈͓̫̠̈́̆͆̉́͠ȩ̶̡̫̥̠̲̞̥̘̾́͒̏̂̓͝ ̵̯͙̖̘̇̂̈́̀͊͆̓͂̋́̆i̵̧̨͕͈̻͕͉̦̰̳͙͍̰͕̱͖͓̯͈͆̈́̑̅͑́͆̔̂̄̓̅̏̈́̑́͊̊̽̑̈́̑͘̚͘͠͠͝͠͠ẗ̵̨̡̢̯͇̗̞̱͙̝͔̪̯̘̤͓͎͕̹͓̫̖̺̗̠̼́̓̎͊͆̄̆̇̑̏͛̎̓̽͌́̕͠ͅ*
#### Bonus Proficiency
When you devote yourself to this domain at 1st level, you gain proficiency in the Insight skill.
#### Spread Madness
Starting at 1st level, you learn two enchantment cantrips from any spell list. These cantrips count as cleric spells for you. When you cast a enchantment cantrip that normally targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.
#### Channel Divinity: Flame of Frenzy
Beginning at 2nd level, as an action, a creature within 30 feet of you who you can see must make a Wisdom saving throw. On a failure, that creature rolls on the Short-Term Madness table (DMG, page 259) and suffer the effect rolled for 1 minute. At the end of each of its turns, the target can make another Wisdom saving throw, on a success ending the effect.
##### Short-Term Madness
| d100 | Effects (lasts 1 minute) |
|:-----:|:--|
| 01-20 | The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage.|
| 21-30 | The character becomes incapacitated and spends the duration screaming, laughing, or weeping.|
| 31-40 | The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear.|
| 41-50 | The character begins babbling and is incapable of normal speech or spellcasting.|
| 51-60 | The character must use his or her action each round to attack the nearest creature.|
| 61-70 | The character experiences vivid hallucinations and has disadvantage on ability checks.|
| 71-75 | The character does whatever anyone tells him or her to do that isn't obviously self-destructive.|
| 76-80 | The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.|
| 81-90 | The character is stunned.|
| 91-100 | The character falls unconscious.|
#### Crown of Madness
At 6th level, you can cast the *Crown of Madness* spell without expending a spell slot. If you cast the spell through this feature, you can maintain control over the creature using your bonus action, instead of action.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
#### Mesmer
When you reach 6th level, whenever you take damage from an attack or saving throw, until the end of that creature's next turn, it must roll a d4 and subtract the number rolled from the next attack or saving throw it makes.
#### Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
#### Glimpse the Unthinkable
Beginning at 14th level, as an action, all creatures within 30 feet of you (including yourself), must make a Wisdom saving throw. On a failure of 10 or more, a creature takes 6d6 psychic damage and is stunned. On a failure of 9 or less, a creature takes 3d6 psychic damage and is frightened. On a success nothing happens, you think. At the end of each of its turns, the target can make another Wisdom saving throw, on a success ending any condition caused by this effect.
##### Madness Cleric
[Ash Bell (Midjourney)](https://imgur.com/a/madness-cleric-CPhd6lP)
\page
# Pain Domain
## By Ash Bell
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.*
*This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.*
*All other original material in this work is copyright 2019 by Ash Bell and published under the Community Content Agreement for Dungeon Masters Guild. All key art is generative content created through midjourney.*
\page
# Pain Domain
### Cleric Domain by Harrowed
Pain is a profound thing. For some, it unites through shared experience. For others, it is the anguish that dwells on their skin and dreams. Regardless, the devotion and fear of pain across the planes has sparked the manifestation of several gods. These include deities such as Cyric, Loviatar, Lolth, the Lady of Pain, Shar, and the Queen of Blades. The clerics who follow these deities empower themself by inflicting agony on both themselves and enemies in equal measure.
#### Bonus Proficiency
When you devote yourself to this domain at 1st level, you gain proficiency with martial weapons.
#### Faithful Sacrifice
Starting at 1st level, your rigorous self-flagellation allows you to empower yourself through agony and sacrifice. This empowerment is represented by your Pain die, a d4. This die determines the power of various abilities you have, which are detailed below.
Your Pain die changes when you reach certain levels in this class. The die becomes a d6 at 5th level, a d8 at 9th level, a d10 at 13th level, and a d12 at 17th level.
***Flagellation.*** As a bonus action, you magically rend your flesh, taking an amount of force damage equal to the roll of your Pain die. For the next minute, the first time each turn you deal damage with a weapon attack or a cleric spell, you gain a bonus to one of the damage rolls equal to a roll of your Pain die.
#### Channel Divinity: Share Pain
Beginning at 2nd level, you can use your Channel Divinity to create a bond of shared pain. As an action, target creature within 30 feet must make a Constitution saving throw or become tethered to you for the next minute. Whenever you take damage, if you are tethered to a creature, that creature takes an equal amount of force damage.
#### Focused Reverance
When you reach 6th level, you gain two additional abilities that use your Pain die.
***Suppress Feeling.*** Whenever you make a saving throw, you may take an amount of force damage equal to two rolls of your Pain die. If you do, you gain a bonus to that saving throw equal to a roll of your Pain die.
***Momentary Agony.*** Whenever you roll initiative, you may take an amount of force damage equal to a roll of your Pain die. If you do, you gain a bonus to that initiative roll equal to a roll of your Pain die.
#### Inflict Wounds
At 6th level, you can cast the *Inflict Wounds* spell without expending a spell slot. When you cast the spell in this way, its level is equal to half your proficiency bonus (rounded down).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
#### Blessed Strikes
Starting at 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 necrotic damage.
When you reach 14th level, the extra damage increases to 2d8.
#### Improved Share Pain
Beginning at 14th level, whenever a creature is tethered to you by your Channel Divinity, they must roll a d4 and subtract the number rolled from any attack roll or saving throw they make.
##### Pain Cleric
[Ash Bell (Midjourney)](https://imgur.com/a/UthO6jx)
\page
# Circle of the Grove
## By Ash Bell
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.*
*This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.*
*All other original material in this work is copyright 2019 by Ash Bell and published under the Community Content Agreement for Dungeon Masters Guild. All key art is generative content created through midjourney.*
\page
# Circle of the Grove
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### Druid Circle by Harrowed
Grove druids, also known as Ent Shepards, are friends to all forest folk and serve as keepers of ancient wisdom. Their deep connection to nature manifests itself in the form of a bonded Grove Spirit, a type of land kami which can inhabit trees to become lumbering treants. Some treants have ashen, burnt bark if the tree they were summoned into was in a fire, while others are titanous mushrooms or blossom trees. Regardless, an Ent Shepard's treant protects his bound druid and even in death, can be resummoned into the bark of another tree. Few things rival the natural might of a druid with his treant protector by his side.
#### Treant Companion
When joining this circle at 2nd level, you can summon the grove spirit bound to your soul. As an action, while within range of a tree, you can expend one use of your Wild Shape feature to allow your spirit to inhabit the tree and become a treant, rather than assuming a beast form.
The treant is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Treant stat block, which uses your proficiency bonus (PB) in several places. You determine the treant's exact appearance, but it takes the physical characteristics of the tree it was raised from.
In combat, the treant shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the treant can take any action of its choice, not just Dodge.
The treant remains until it is reduced to 0 hit points, until you use this feature to summon the treant again, or until you die. Anything the treant was wearing or carrying is left behind when the treant vanishes.
#### Circle of the Grove Spells
Starting at 2nd level, your link with a grove spirit grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Grove Spells table.
Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
##### Circle of the Grove Spells
| Druid Level | Spells |
|:----:|:-------------|
| 2nd | Ensnaring Strike, Entangle |
| 3rd | Barkskin, Spike Growth |
| 5th | Plant Growth, Speak with Plants |
| 7th | Conjure Woodland Beings, Grasping Vine |
| 9th | Tree Stride, Wrath of Nature |
#### Fists of Ironwood
At 6th level, when your treant takes the *Slam* action, they can attack twice with their fists, rather than once.
Additionally, your treant’s slam attacks count as magical for the purpose of overcoming resistance and immunity to non magical attacks and damage.
#### Grove Magic
When you reach 10th level, whenever you would cast a spell of 1st level or higher, you may dissapear in a storm of leaves, swapping places with your treant. Your treant must be able to fit and not be incapacitated in order to swap places.
#### Elder Bond
Beginning at 14th level, the bond with your grove spirit deepens with you wisdom, granting your treant the following benefits:
• Your treant's attacks gain a bonus to damage equal to your Wisdom modifier.
• Your treant gains a bonus to all saving throws equal to your Wisdom modifier.
• You and your treant's walking speed increases by 10 feet.
##### Grove Druid
[Ash Bell (Midjourney)](https://imgur.com/a/IpirXpj)
\page
___
> ## Treant Protector
>*Large Plant*
> ___
> - **Armor Class** 16
> - **Hit Points** 5 + five times your druid level
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|17 (+3)|8 (-1)|15 (+2)|12 (+1)|12 (+1)|10 (+0)|
>___
> - **Damage Vulnerabilities** fire
> - **Damage Resistances** bludgeoning, piercing
> - **Senses** Passive Perception 11.
> - **Languages** understands the languages you speak
> - **Proficiency Bonus (PB)** equals your bonus
> ___
> ***False Appearance.*** If the treant is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn't observed the treant move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the treant is animate.
> ### Actions
> ***Slam.*** *Melee Weapon Attack:* your spell attack modifier to hit, reach 5ft., one target. *Hit* 1d10 + PB bludgeoning damage.
> ***Rock.*** *Ranged Weapon Attack:* your spell attack modifier to hit, range 20/60 ft., one target you can see. *Hit* 1d10 + PB bludgeoning damage.
##### Elder Treant
[Ash Bell (Midjourney)](https://imgur.com/a/IpirXpj)
\page
# Circle of Nightmares
## By Ash Bell
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.*
*This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.*
*All other original material in this work is copyright 2019 by Ash Bell and published under the Community Content Agreement for Dungeon Masters Guild. All key art is generative content created through midjourney.*
\page
# Circle of Nightmares
``
``
### Druid Circle by Harrowed
Druids protect many types of groves, most are trees, while others are coral or fungus, but some... Some groves existed in twisted woods, haunted forests, and places where nature is as horrifying as it is beautiful. A corrupt offshoot of the Circle of Dreams, the Circle of Nightmares exists as druidic enclaves where one is taught to embrace the cursed wood rather than run from it. These druids are powerful shapeshifters, able to adopt nightmarish powers and become the creature lurking in the shadows. Fear holds no power over these druids, making them terrifying guardians of the shadowy realm they call home...
#### Nightmare Form
When joining this grim circle at 2nd level, you gain the ability to break your bones and split your flesh, turning into a twisted creature of nightmares. As a bonus action, you can expend one use of your Wild Shape feature to warp into your Nightmare Form, rather than assuming a beast form. All the rules of Wild Shape still apply to you, except you can speak as normal.
This form of nightmares can take a different shape each time, as long as it has a head, two arms, and two legs.
#### Unnatural Regeneration
Starting at 2nd level, while you are in your Nightmare Form, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
```
```
``
``
#### Dread Strikes
At 6th level, your attacks in nightmare form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
#### Terror Howl
Upon reaching 6th level, you gain the ability to release a bloodcurdling howl which terrifies your foes. Each creature of your choice within 30 feet must succeed on a Wisdom saving throw or become frightened for the next minute. When frightened in this way, a creature has its movement speed reduced to 0. A creature may repeat his save at the end of each of its turns.
Once you use this feature, you can’t use it again until you finish a short or long rest.
#### The Claws That Catch
When you reach 10th level, your rend infects creatures with dark, sprouting tendrils which blossom from the wound. Whenever you hit a creature for the first time each turn while in your Nightmare Form, you can reduce the speed of the target by 10 feet until the start of your next turn. A creature slowed in this way can't regain hit points.
#### True Nightmare
Beginning at 14th level, you can now cast spells and cantrips while in your Nightmare Form.
Additionally, whenever you start your turn in dim light or darkness, you gain a flying speed of 90 feet until the end of your turn.
##### Nightmares Druid
[Ash Bell (Midjourney)](https://imgur.com/a/K34VkQP)
\page
___
> ## Nightmare Form
>*Medium Aberration*
> ___
> - **Armor Class** 10 + your Wisdom modifier
> - **Hit Points** your Consitution modifier + seven times your druid level
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|(Wis)| (Wis)| (Con)| (Int) | (Wis) | (Cha) |
>___
> - **Condition Immunities** frightened
> - **Senses** darkvision 120ft.
> - **Languages** the languages you know
> - **Proficiency Bonus (PB)** equals your Proficiency
> -
> ___
> ***Keen Senses.*** You have Advantage on Wisdom (Perception) checks.
> ***Nightstalker.*** While in dim light or darkness, you have advantage on melee attack rolls.
> ***Spider Climb.*** You have a climbing speed equal to your walking speed. Additionally, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
> ### Actions
> ***Rend.*** *Melee Attack:* your Spell Attack Modifier to hit, reach 5ft., one target you can see. *Hit* 1d8 + your Wisdom modifier Bludgeoning, Piercing, or Slashing damage.
> ***Improved Rend (Requires 5th+ Level).*** You make two Rend attacks.
> ***Greater Rend (Requires 11th+ Level).*** You make three Rend attacks.
##### Nightmares Druid
[Ash Bell (Midjourney)](https://imgur.com/a/nightmares-druid-Ng06Mgx)
\page
# Hellreaver
## By Ash Bell
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.*
*This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.*
*All other original material in this work is copyright 2019 by Ash Bell and published under the Community Content Agreement for Dungeon Masters Guild. All key art is generative content created through midjourney.*
\page
# Hellreaver
``
``
### Martial Archetype by Harrowed
Hell is a place of infinite ability, for those that have the cunning to draw from it. These individuals may find themselves invited to a dinner with a devil lord, or perhaps they gained their abilities through a contract, regardless there is only one name for the lawful evil soldiers who draw power the infernal flame. Hellreavers. These shocktroopers often herald the interests of a Lord of Hell, negotiating contracts and raising hell where there is too much peace. If there is one truth of a world of sin, there is always a soul to be traded, and a devilish Hellreaver to buy it.
#### Devilish Aspect
Starting at 3st level, you manifest several powers drawn from the aspect of devils, granting you the following benefits:
• You have resistance against fire and poison damage, and advantage on saving throws against poison.
• You gain magical darkvision out to a range of 120 feet.
• You gain proficiency in one of the following skills of your choice: Persuasion, Deception, or Intimidation. Additionally, you can speak Infernal language.
#### Hellfire Sacrifice
Starting at 3rd level, when you use your Second Wind feature, instead of restoring hit points, you can choose to take damage equal to the total instead. If you do so, you gain an amount of temporary hit points equal to twice the total, and your next attack does an additional 1d6 fire damage.
The hellfire which drips off your weapon ignores fire resistance, and treats fire immunity as resistance.
#### Like A Bat Out of Hell
Beginning at 7th level, your Action Surge becomes an explosion from hell itself. As part of using your Action Surge, flaming wings of hellfire explode out from between your shoulders, taking you up to 30 feet into the air. This movement does not provoke attacks of opportunity, instantly ends the effect of any grapple or magical restraint, and cannot bring any creatures with it into the air.
Until the end of turn, you have a fly speed of 60 feet.
#### Fiendish Resistance
Starting at 10th level, whenever you use your Indomitable feature, you gain advantage on saving throws against spells and other magical effects for the next minute.
#### Improved Hellfire Sacrifice
Starting at 10th level, the extra damage granted by your Hellfire Sacrifice increases to 2d6.
#### Sinhide
Beginning at 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered.
```
```
#### Improved Hellfire Sacrifice
Starting at 18th level, the extra damage granted by your Hellfire Sacrifice increases to 3d6.
#### Bedevil
Beginning at 18th level, as a bonus action you invoke the terrifying visage of a Pit Fiend to desolate your enemies.
You gain the following benefits for the next hour:
• You gain a +2 bonus to AC.
• You have immunity to fire and poison damage, and the poisoned condition.
• Your melee weapon attacks deal an additional 1d6 fire damage.
• When you use this feature, each creature of your choice within 20 feet must make a DC 21 Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
##### Hellreaver
[Ash Bell (Midjourney)](https://imgur.com/a/FgAE4ZI)
\page
# Lunar Knight
## By Ash Bell
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.*
*This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.*
*All other original material in this work is copyright 2019 by Ash Bell and published under the Community Content Agreement for Dungeon Masters Guild. All key art is generative content created through midjourney.*
\page
# Lunar Knight
``
``
### Martial Archetype by Harrowed
Across the planes, moons hold significant importance as sources of magic and even the manifestation of powerful gods. It is through this power that Lunar Knights draw their strength, able to summon to their aid weapons imbued with the cold radiance of moonlight. These knights, sometimes called Lunar Guardians, are tasked as the protectors of both places of study and worship of the moon. They fiercly guard temples, observatories, and cities which hold reverence toward the planet's moons or moonlight deities. Often wise and seeking, Lunar Knights are intelligent warriors who seek out knowledge and aracana should it cross their path.
#### Moonlight Weapon
Upon choosing this archetype at 3rd level, a type of moonlight weapon is tethered to your very soul, allowing you to call its serene might to your side. Choose between:
• ***Moonlight Twinblades.*** Two paired blades, which each have the *finesse* and *light* property, and deal 1d6 radiant damage on a hit.
• ***Moonlight Greatblade.*** A mighty cleaving blade, which has the *heavy* and *two-handed* property, and deals 2d6 radiant damage on a hit.
Regardless of which you choose, your Moonlight Weapons count as martial melee weapons with which you are proficient. Additionally, you can't be disarmed of your Moonlight Weapons unless you are incapacitated, and you can summon your weapons to your hand as a bonus action.
#### Freezing Crescent
Starting at 3rd level, when you take the Attack action with a Moonlight Weapon, you can replace one of your attacks with an arc of moonlight energy in a 15-foot wide and 30 feet long line. Each creature in that area must make a Dexterity saving throw. On a failed save, the creature takes an amount of d12's equal to your proficiency bonus as radiant damage and its speed is reduced by 10 feet until the start of your next turn. On a successful save, it takes half as much damage.
(DC = 8 + your Intelligence modifier + your proficiency bonus)
You can use your Freezing Crescent a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
#### Lunar Guidance
At 7th level, you gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
#### Improved Moonlight Weapon
Beginning at 7th level, your Moonlight Weapon gains a +1 bonus to its attack and damage rolls.
Additionally, your Moonlight Weapon's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is moonlight. While the blade is sheathed, the bright and dim light is reduced to 0 feet.
#### Greater Moonlight Weapon
Starting at 10th level, your Moonlight Weapon gains a +2 bonus to its attack and damage rolls.
Additionally, you gain the ability to pass between through the weave like phases of the moon. When you take the Attack action with a Moonlight Weapon, you can teleport up to 10 feet before each attack to an unoccupied space you can see.
#### Superior Moonlight Weapon
At 15th level, your Moonlight Weapon gains a +3 bonus to its attack and damage rolls.
Additionally, when you score a critical hit using your Moonlight Weapon, intense radiance bursts out of your blade. The creature must make a Consitution saving throw, on a failure becoming blinded until the end of your next turn.
#### Lunar Ascendant
Starting at 18th level, your connection to the lunar eminence manifests in its ultimate form. While holding your Moonlight Weapon, you gain the following benefits:
• You have advantage on the first saving throw you make each round of combat.
• Your Freezing Crescent also applies the blinded condition on a failed save.
• Attacks from your Moonlight Weapon deal an additional 1d6 cold damage.
##### Lunar Knight
[Ash Bell (Midjourney)](https://imgur.com/a/mBiegt3)
\page
# Way of the Cloth
## By Ash Bell
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.*
*This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.*
*All other original material in this work is copyright 2019 by Ash Bell and published under the Community Content Agreement for Dungeon Masters Guild. All key art is generative content created through midjourney.*
\page
# Way of the Cloth
``
``
### Monastic Tradition by Harrowed
You are the church's fist. You are deliverance incarnate, responsible for protecting the monastery under any condition, and with holy righteousness are you expected to act when called. You are still a creature of spirit, not a zealot attempting rigorous conversion, instead you are summoned when a church is in such a danger it needs a champion of faith. You wield the power of life in one hand and destruction in the other, Way of the Cloth monks are rare because of this duality, for it takes an iron will and fist to maintain one's spirit and faith in such dire times.
#### Spellcasting
When you reach 3rd level, you augment your physical and spiritual prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the cleric spell list.
***Cantrips.*** You learn three cantrips: guidance and two other cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
***Spell Slots.*** The Ordained Spellcasting table shows how many spell slots you have to cast your cleric 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.
```
```
***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 on the cleric spell list.
The Spells Known column of the Ordained Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be a abjuration or evocation spell of your choice, and must be of a level for which you have spell slots.
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 spell list. The new spell must be of a level for which you have spell slots, and it must be a abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from a school of magic.
***Spellcasting Ability.*** Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through the worship of a god and the sacred teachings of your monestary. 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*** = your proficiency bonus + your Wisdom modifier
##### Way of the Cloth
[Ash Bell (Midjourney)](https://imgur.com/a/j9sqFFu)
\page
``
``
##### Ordained Spellcasting
| Cleric 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 |
``
``
#### Bonus Proficiencies
When you choose this tradition at 3rd level, you gain proficiency in the Religion skill if you don't already have it. Your spiritual prowess comes from your relationship with your god, and through understanding the views and beliefs of others can you better understand your own.
Additionally, you gain a proficiency with two artisan's tools from the following list. Calligrapher's supplies, carpenter's tools, brewer's supplies, glassblower's tools, mason's tools, painter's supplies, potter's tools, or weaver's tools. These should reflect the chores or work you took on while a living in your monastery or church.
#### Spiritual Wisdom
Beginning at 6th level, you gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
#### Fist of the Church
Starting at 11th level, the first creature you hit on each of your turns with an unarmed strike takes extra radiant damage equal to your Martial Arts die.
#### Faithful Strikes
Upon reaching 17th level, when you use your action to cast a spell, you may use your *Flurry of Blows* feature without expending any ki.
##### Way of the Cloth
[Ash Bell (Midjourney)](https://imgur.com/a/j9sqFFu)
\page
# Way of the Soul Breaker
## By Ash Bell
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.*
*This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.*
*All other original material in this work is copyright 2019 by Ash Bell and published under the Community Content Agreement for Dungeon Masters Guild. All key art is generative content created through midjourney.*
\page
# Way of the Soul Breaker
``
``
### Monastic Tradition by Harrowed
Most monasteries care very deeply for the cultivation of the soul. Many monks train their entire lives attempting to focus and find inner peace, achieving varied levels of understanding along the path to obtain a 'diamond soul'. The Way of the Soul Breaker belongs to an order of monks who focus on attacking the spirit and soul as the primary way to defend their monastery. These monks master the ability to sever, shatter, and break not only bone but a creature's very self. Renowned for their ability to knock a creature's soul free of its body, these monks train relentlessly to see into the true self of others. Few can read a creature's intentions better than Soul Breakers, and fewer still can break into the mind of monks who belong to this tradition.
#### Soul Break
When you reach 3rd level, you learn to cause physical blows to cause reverberations in an enemy's soul. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
• It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
• It must succeed on a Wisdom saving throw or be frightened until the end of its next turn.
• It can't take reactions until the end of your next turn.
#### Inner Eye
When you choose this tradition at 3rd level, you gain a blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
#### Fortress of the Mind
Beginning at 6th level, you can harness your focus against attacks of the mind. As a reaction, you can spend 1 ki point to gain advantage on Intelligence, Wisdom, and Charisma saving throws until the start of your next turn.
Additionally, you gain the benefit of this feature without expending ki, whenever you expend ki to use your Patient Defense feature.
#### Improved Inner Eye
At 6th level, you learn to read a creature through its presence and energy. You gain proficiency in the Insight skill if you don't already have it. Your proficiency is doubled for any ability check you make that uses that proficiency.
#### Astral Self
Starting at 11th level, you have long meditated on understanding your sense of self, focusing on the very nature of your presence in the weave. You gain resistance to psychic and force damage.
```
```
#### Spirit Sever
Starting at 11th level, you learn how to temporarily seperate a soul from its earthly body. Whenever you hit a creature with an unarmed strike, you may attempt to sever the creature's spirit, causing it to roll a Charisma saving throw. On a failure, the astral form of the creature is thrown from it's body into the Ethereal Plane. While there, the target is incapacitated. The target's spirit remains there for 1 minute, unless its body takes damage, it is forced to make a saving throw, or you become unconcious.
Once you use this feature, you can’t use it again until you finish a short or long rest.
#### Soulshatter
Upon reaching 17th level, your strikes attack at the very soul itself. Whenever you hit a creature with an unarmed strike, it deals an additional 1d8 psychic damage.
Additionally, whenever a creature is stunned, frightened, or can't take reactions by an effect you imposed on it, you may attack that creature as if you were within 5 feet of it with unarmed strikes, even if you aren't.
##### Way of the Soul Breaker
[Ash Bell (Midjourney)](https://imgur.com/a/cleYxRf)
\page
# Oath of Compassion
## By Ash Bell
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.*
*This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.*
*All other original material in this work is copyright 2019 by Ash Bell and published under the Community Content Agreement for Dungeon Masters Guild. All key art is generative content created through midjourney.*
\page
# Oath of Compassion
### A Hippocratic Oath Based Subclass
The Oath of Compassion is sworn by paladins who wish to help the injured and heal the sick, staving death from their allies and preventing disease wherever they trot. These practitioners of the healing arts understand that sometimes the only way to save a life is to take one, but they do not play god, for they always tread carefully in matters of life and death. Life is a precious thing, and to extend it or allow its flame to burn brighter is a truly powerful thing.
#### Tenets of Compassion
The tenets of the Oath of Compassion hold a paladin to heal the sick, spare the dying, and prevent disease with the utmost responsibility of their power and position.
***Balance.*** If it is given to you to save a life, rejoice and let your willingness neither slow nor falter. But it may also be within your power to take a life, and that act must never become impure nor prolonged in its process.
***Care.*** You will do neither harm nor injustice to the ill.
***Health.*** You are a healer of wounds and a staver of death. You shall not allow malefective conditions to continue any longer than necessary, regardless of your patient’s disposition toward evil or good.
***Privacy.*** You speak not of the burdens disclosed to you by patients, for secrets and regrets shared on the bed of death do not belong openly to the world.
#### Oath Spells
You gain oath spells at the paladin levels listed.
##### Oath of Compassion Spells
| Paladin Level | Spells |
|:----:|:-------------|
| 3rd | Healing Word, Purify Food and Drink |
| 5th | Lesser Restoration, Prayer of Healing |
| 9th | Aura of Vitality, Revivify |
| 13th | Aura of Life, Death Ward |
| 17th | Greater Restoration, Raise Dead |
#### Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
***Holy Shock.*** As an action, you can touch a living creature that has 0 hit points and that creature becomes stable. When you stabilize a creature using your Channel Divinity in this way, you can expend one spell slot to heal the target. The healing is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.
Any creature who heals more than 1 hit point is instantly brought from prone to standing. This Channel Divinity does not work on undead or constructs.
***Reinvigorating Compassion.*** As a bonus action, you can refill your pool of healing power. You restore up to half of your maximum Lay on Hands pool, rounded down, as if you took a long rest.
#### Aura of Restoration
Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on saving throws against effects that cause any of the following conditions: blinded, deafened, paralyzed, and poisoned.
At 18th level, the range of this aura increases to 30 feet.
#### Mending Smite
Beginning at 15th level, immediately after you deal damage to a creature with your Divine Smite feature you regain 2d8 hitpoints.
#### Avatar of Compassion
At 20th level, you manifest your will into a pair of celestial wings and a staunching atmosphere radiates out from you. As an action, you gain the following benefits for 1 minute:
• You gain a flying speed of 60 feet.
• Each non-hostile creature in a 30-foot radius (including you) has resistance to necrotic and poison damage.
• Any non-hostile, living creature regains 1 hit point when it ends its turn in the aura with 0 hit points.
Once you use this feature, you can't use it again until you finish a long rest.
##### Oath of Compassion
[Ash Bell (Midjourney)](https://imgur.com/a/rXb3fSR)
\page
# Oath of Death
## By Ash Bell
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.*
*This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.*
*All other original material in this work is copyright 2019 by Ash Bell and published under the Community Content Agreement for Dungeon Masters Guild. All key art is generative content created through midjourney.*
\page
# Oath of Death
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``
### Sacred Oath By Harrowed
Brought back from the brink of the void, dancing somewhere in the middle of life and death, those that swear the Oath of Death have cast away their former life, their undeathly purpose now to follow their dark master’s orders and crush light where it still shines. These paladins, often called death knights or dark souls, are undead champions who carry sickly green blades and ride horrific undead beasts. Only risen for in life they committed truly monstrous and evil deeds, most paladins who swear the Oath of Death spend their undeath carrying out nefarious quests, killing any who even hinder their path. A rare few are masterless, wandering the world as a horseman of the end times with no overlord to direct them, yet even these death knights are known to commit truly evil acts on a whim.
#### Tenets of Death
The tenets of the Oath of Death hold a paladin to serve but one master, crushing life where it blossoms, and come to understand the true power of their undeath.
***Serve the Dark Master.*** Our master’s will is our unholy command… No other creature may command our help...
***On a Pale Horse.*** Our only companion in this unlife... Is our steed of bone and dread… A horse which shares our deathly visage shall be the only creature we trust...
***Death Knight.*** The radiance we once endured, we have shucked… We bring death, not life, into this dying world...
***Hallow One.*** We are dead and gone, but still here… We are not like those common undead… We are… More…
#### Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
***Soul Weapon.*** As an action, you can imbue one weapon you are holding with deathly energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon. The weapon also emits a ghastly green glow, expelling bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
***Hellfire Orb.*** You can use your Channel Divinity to lob a globe of screaming hellfire at your enemies. As an action, choose a point you can see within 120 feet of you, each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw as the dripping, caustic energy explodes around them. A creature takes 1d6 fire damage and 1d6 necrotic damage on a failed save, or half as much damage on a successful one.
The fire damage and necrotic damage dealt by your Hellfire Orb each increases by 1d6 whenever you reach an even level in this class, (2d6 at 4th, 3d6 at 6th, 4d6 at 8th, etc.). This sphere spreads around corners. It also ignites flammable objects in the area that aren’t being worn or carried.
```
```
#### Oath Spells
You gain oath spells at the paladin levels listed.
##### Oath of Compassion Spells
| Paladin Level | Spells |
|:----:|:-------------|
| 3rd | Armor of Agathys, Hex |
| 5th | Hold Person, Invisibility |
| 9th | Fear, Speak with Dead|
| 13th | Blight, Death Ward|
| 17th | Antilife Shell, Destructive Wave (Necrotic) |
##### Oath of Death
[Ash Bell (Midjourney)](https://imgur.com/a/oath-of-death-MxTzYKD)
\page
#### Decrepit Aura
Starting at 7th level, you emit an aura of death and slaughter.
You and friendly creatures within 10 feet of you have resistance to necrotic and poison damage, and you have advantage on saving throws against being poisoned or frightened.
At 18th level, the range of this aura increases to 30 feet.
Additionally, a Warhorse Skeleton is added to the list of creatures you can summon when using the Find Steed spell.
#### Knellstalker
Starting at 15th level, as a bonus action, you can move up to your movement speed towards a hostile creature which has less than half its total hit points (rounded down). You must end this move closer to the enemy than you started.
Additionally, a Nightmare is added to the list of creatures you can summon when using the Find Greater Steed spell.
```
```
``
``
#### Avatar of Slaughter
At 20th level, you can manifest into a walking massacre, annihilating all that comes in your wake. Using your action, you undergo a transformation, during which a ghastly green light pours from your eyes, and the air is filled with cries of the damned. You gain the following benefits for 1 minute:
• You have advantage on saving throws against spells and other magical effects.
• Once on your turn, when you reduce a creature to 0 hit points with an attack, you gain an amount of temporary hit points equal to their CR.
Once you use this feature, you can't use it again until you finish a short rest, unless you expend a 5th-level spell slot to use it again.
##### Oath of Death
[Ash Bell (Midjourney)](https://imgur.com/a/oath-of-death-MxTzYKD)
\page
# Oath of Silence
## By Ash Bell
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.*
*This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.*
*All other original material in this work is copyright 2019 by Ash Bell and published under the Community Content Agreement for Dungeon Masters Guild. All key art is generative content created through midjourney.*
\page
# Oath of Silence
``
``
### A Sacred Oath By Harrowed
The grandest of acts only exist because of magic, its power to inspire, cure, and create remains an unmatched beauty of our will and potential. But when magic’s potential is twisted by vile hands, threatening life and casting a shadow of hopelessness over the vulnerable, it is a Silencer who comes to quell the darkness. Often called Tome-Knights, Silencers, or Anti-Mages, paladins who swear the oath of silence stand as students of the arcane who harness power through rigorous study and their conviction to balance the weave.
#### Tenets of Silence
The oath of silence emphasizes the principles of knowledge, preservation, logic, and truth.
***Knowledge.*** The best way to fight the arcane is to vigorously study and understand it. Your comprehension of magic is mightier than the blade.
***Perservation.*** All arcane knowledge is important. Artifacts should be stored and preserved, for it is better to be studied than destroyed or lost to the sands of time.
***Logic.*** The best decisions are made through deduction and evidence, listen first to your mind, then to your heart.
***Truth.*** The spoken word's ability to change minds, invoke courage and terror, and alter reality itself means uttered promises and truths carry unequaled weight.
#### Oath Spells
You gain oath spells at the paladin levels listed.
##### Oath of Silence Spells
| Paladin Level | Spells |
|:----:|:-------------|
| 3rd | Identify, Shield |
| 5th | Nystul's Magic Aura, Silence |
| 9th | Dispel Magic, Tongues |
| 13th | Mordenkainen's Private Sanctum, Otiluke's Resilient Sphere |
| 17th | Circle of Power, Legend Lore |
#### Channel Divinity
When you take this oath at 3rd level, you gain the following two Channel Divinity options.
***Arcane Bulwark.*** Having been the target of numerous malevolent spells, you have learned how to use your Channel Divinity to warp the weave around you, creating a magically resilient shell. As a bonus action, you harness your charisma, granting you advantage on saving throws against spells and other magical effects for the next minute.
***Rune Seeker.*** As an action, you can use your Channel Divinity and cause arcane circles to appear in your eyes, binding your visage to the magical spectrum. For the next 10 minutes, you can read all writing and see magical effects in vivid, colorful auras which portray their school of magic. Additionally, you see invisible creatures and objects as if they were visible.
#### Magebane Weapon
Starting at 7th level, you gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). This extra damage is force damage, and any melee weapon attack which benefits from this feature passes through barriers of magical force, such as the *Shield* spell.
#### Antiquarian Mind
Starting at 15th level, your mind hardens to protect all the knowledge you have accrued. You gain proficiency in Intelligence saving throws, resistance to psychic damage, and have advantage on saving throws against being stunned.
#### Anti-Mage
Starting at 20th level, you can blackout a portion of the weave, leaving it devoid of magic. As an action, you surround yourself in a suit of ethereal armor which hides you from the weave for 1 minute. This armor has the same effects as the *Antimagic Field* spell, except you are immune to the magic items portion of the spell.
Once you use this feature, you can’t use it again until you finish a long rest.
##### Oath of Silence
[Ash Bell (Midjourney)](https://imgur.com/a/oath-of-silence-u98D3qN)
\page
# Mindpiercer
## By Ash Bell
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.*
*This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.*
*All other original material in this work is copyright 2019 by Ash Bell and published under the Community Content Agreement for Dungeon Masters Guild. All key art is generative content created through midjourney.*
\page
# Mindpiercer
``
``
### Ranger Enclave by Harrowed
A rare and secluded ranger enclave, the Mindpiercers are rangers who enhance their martial prowess with deadly psionic projectiles which burrow into the brain just as well as steel. Never carrying quivers, these aberrant hunters seem to excel in terrifying situations rather than avoid them. They create battlefield advantage through mental manipulation.
#### Psionic Ammunition
Starting at 3rd level, you are able to psionically conjure projectiles to use as ammunition for your weapons. Whenever you make an attack, instead of drawing ammunition from a quiver or pouch, you may instead conjure an ethereal purple projectile which hums with psionic energy to use. If an attack is made using this ammunition, being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack roll and the weapon's damage type changes to psychic.
#### Mindpiercer
When choosing this ranger enclave at 3rd level, your arrows twist the mind of those they imbed into. Once per turn, when you deal damage with a piece of psionic ammunition, you can force the creature to make a Wisdom saving throw. If the creature fails the saving throw, you may apply one of the following effects:
***Mindkiller.*** The creature is frightened for the next minute, but can repeat the save at the end of subsequent turns. You choose the source of the creature's fear.
***Enchanter.*** The creature is charmed for the next minute, but can repeat the save at the end of subsequent turns. You choose whom the creature is charmed by, but the effect ends early if the charmer attacks, deals damage, or forces the charmed creature to make a saving throw.
***Sightstealer.*** For the next minute, the creature can only see magical darkness when looking further than 5 feet away, but can repeat the save at the end of subsequent turns.
***Dreamseeker.*** The creature falls unconcious for the next minute, but can repeat the save at the end of subsequent turns. If the creature takes damage, or someone uses an action to shake the sleeper awake, the condition ends.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
#### Aberrant Hunter
Starting at 7th level, you learn to twist mental distortions in your favor. While you are frightened or charmed, you suffer none of the negative effects of those conditions, and instead have advantage on all attacks, skill checks, and saving throws made against the source of your fear or charm.
#### Improved Psionic Ammunition
When you reach 7th level, the ethereal projectiles you conjure are further enhanced. Attacks made using psionic ammunition ignores psychic damage resistance and treats psychic damage immunitity as resistance.
#### Weak Wills Fall First
At 11th level, you have the uncanny ability to hunt down those who have had their minds weakened. When you take the Attack action, you can make one additional attack as part of that action as long as the attack uses psionic ammunition and targets a creature that is frightened, charmed, unconscious, or can't see further than 5 feet away from itself.
#### Superior Psionic Ammunition
Beginning at 14th level, the ethereal projectiles you conjure become deadlier than any arrow. Attacks made using psionic ammunition ignores psychic damage resistance and immunitity.
#### Mindwarp
At 14th level, you are relentless in your ability to warp the psionic terrain to your advantage. As a bonus action, you may teleport 60 feet toward a creature that is frightened, charmed, unconscious, or can't see further than 5 feet away from itself.
##### ??? Mindpiercer
[Ash Bell (Midjourney)](https://imgur.com/a/mindpiercer-D5Q1iqo)
\page
# Primal Champion
## By Ash Bell
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.*
*This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.*
*All other original material in this work is copyright 2019 by Ash Bell and published under the Community Content Agreement for Dungeon Masters Guild. All key art is generative content created through midjourney.*
\page
# Primal Champion
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### Ranger Enclave by Harrowed
As the ages pass and civilizations grow, the woodland realm loses territory further and further. Animals displaced, groves slashed and burned, and entire species annihilated for the sake of *progress*. Rangers who have an especially strong bond to nature are sometimes called upon by the woods themselves to protect them in these dire times. These rangers are called Primal Champions, and they harness primal natural strength to enhance their whirlwind of attacks against any who would harm their groves.
#### Primal Might
Starting at 3rd level, you can invoke the primal might of the ancient woods, provided you aren’t wearing heavy armor and are wielding a weapon in each hand. As a bonus action, you gain the mantle of nature’s champion, which lasts for 1 minute or until you become unconscious.
While under the effect of Primal Might, you gain the following benefits:
• You have advantage on Dexterity and Strength skill checks.
• Whenever you make a melee weapon attack with a one handed weapon using Strength or Dexterity, it deals an additional 1d4 damage of the weapon’s type.
• Whenever you take bludgeoning, piercing, or slashing damage, you roll a 1d4 and reduce the damage you take by the amount rolled. (To a minimum of 1.)
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
#### Grove Tender
When choosing this ranger enclave at 3rd level, you have learned how to read the warnings and teachings of the forest, granting you a keener insight to deciphering details about the natural world. You gain the following benefits:
• You gain proficiency in the Nature skill.
• You can speak, read, and write Druidic.
• You know the *druidcraft* cantrip.
#### Mantle of the Ancients
At 7th level, the eldest trees of the ancient wood share with you the unshakeable insight of a thousand seasons.
You gain proficiency in Wisdom saving throws.
If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
#### Strider
When you reach 7th level, nature seems to bend and present you a favorable path through its trials and tribulations. Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
```
```
#### Windfury Weapon
At 11th level, once on each of your turns when you make a melee weapon attack with a one handed melee weapon using Strength or Dexterity, you can make one additional melee weapon attack as part of the same action.
#### Primordial Might
Beginning at 14th level, the mantle of nature’s champion manifests into its most primordial state, granting your Primal Might the following improvements:
• You have advantage on Dexterity and Strength saving throws in addition to skill checks.
• Whenever you make a melee weapon attack with a one handed weapon using Strength or Dexterity, it now deals an additional 1d8 damage of the weapon’s type.
• Whenever you take bludgeoning, piercing, or slashing damage, you now roll a 1d8 and reduce the damage you take by the amount rolled. (To a minimum of 1.)
##### Primal Champion
[Ash Bell (Midjourney)](https://imgur.com/a/JZ7Wpfl)
\page
# Dreadblade
## By Ash Bell
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.*
*This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.*
*All other original material in this work is copyright 2019 by Ash Bell and published under the Community Content Agreement for Dungeon Masters Guild. All key art is generative content created through midjourney.*
\page
# Dreadblade
``
``
### Roguish Archetype by Harrowed
You know that life isn’t a tragedy, it’s a comedy. You dance in a storm of blades whilst laughing and singing a swarm of insults upon your enemies, chiseling them down until your taunts reveal an opening. Prancing and prodding, you weave enchanting spells through your song and dance, equally deft in stiletto and slander.
#### Roll the Bones
Beginning at 3rd level, when you use your action to cast an Enchantment cantrip, you can make one melee weapon attack as a bonus action.
Additionally, you gain proficiency in the Performance skill and one musical instrument of your choice.
##### Roll the Bones Table
| Roll | Dreadblade Boon |
|:----:|:-------------|
| 2 | You gain the benefits of the *Haste* spell, requiring no concentration. |
| 3-4 | You gain an amount of temporary hitpoints equal to a roll of your total Sneak Attack dice. |
| 5-6 | An ethereal tentacle appears in a square of your choice within 30 feet, lasts 1 minute, and grants you advantage on attacks against any enemy within 10 feet of it. |
| 7 | The next creature you hit with a melee weapon attack must succeed on a Wisdom saving throw or gain the Frightened condition for 1 minute.|
| 8-9 | 3 or lower |
| 10-11 | 4 or lower |
| 12 | 4 or lower |
#### Dreadblade
When you reach 3rd level, whenever you use a Bonus Action granted to you by Cunning Action or Roll the Bones, your weapon is imbued with
#### Distracting Gibe
Beginning at 9th level,
#### Tragedy/Comedy
Starting at 13th level,
#### Improved Merrymaking
Starting at 17th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
\page
# Harlequin
## By Ash Bell
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.*
*This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.*
*All other original material in this work is copyright 2019 by Ash Bell and published under the Community Content Agreement for Dungeon Masters Guild. All key art is generative content created through midjourney.*
\page
# Harlequin
``
``
### Roguish Archetype by Harrowed
You know that life isn’t a tragedy, it’s a comedy. You dance in a storm of blades whilst laughing and singing a swarm of insults upon your enemies, chiseling them down until your taunts reveal an opening. Prancing and prodding, you weave enchanting spells through your song and dance, equally deft in stiletto and slander.
#### Merrymaker
Beginning at 3rd level, when you use your action to cast an Enchantment cantrip, you can make one melee weapon attack as a bonus action.
Additionally, you gain proficiency in the Performance skill and one musical instrument of your choice.
#### Spellcasting
When you reach 3rd level, you augment your agile prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the bard spell list.
***Cantrips.*** You learn three cantrips: Vicious Mockery and two other cantrips of your choice from the bard spell list. You learn an additional bard cantrip of your choice at 10th level.
***Spell Slots.*** The Harlequin Spellcasting table shows how many spell slots you have to cast your bard 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.
***Spells Known of 1st-Level and Higher.*** You know three 1st-level bard spells of your choice, two of which you must choose from enchantment and illusion on the bard spell list.
The Spells Known column of the Harlequin Spellcasting table shows when you learn more bard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots.
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 bard spells you know with another spell of your choice from the bard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from a school of magic.
***Spellcasting Ability.*** Charisma is your spellcasting ability for your bard spells, since you learn your spells through story, dance, and song. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.
***Spell save DC*** = 8 + your proficiency bonus + your Charisma modifier
***Spell attack modifier*** = your proficiency bonus + your Charisma modifier
##### Harlequin Spellcasting
| Rogue 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 |
\page
#### Distracting Gibe
Beginning at 9th level, you gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if it is under the effect of an Enchantment spell which you cast, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
#### Tragedy/Comedy
Starting at 13th level, you can show the world both the levity or severity of life with a shocking spectacle. As an action, you may choose Tragedy or Comedy, then the chosen effect occurs:
***Tragedy.*** You emit a terrifying spectacle which harrows your audience. Choose up to six creatures within 30 feet, each target must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened until the end of their next turn. While frightened by this effect, a creature must take the dash action and move away from you by the safest available route on its turn, unless there is nowhere to move.
***Comedy.*** You emit a hilarious spectacle which makes your audience erupt with laughter, tears, and pained sides. Choose up to six creatures within 30 feet, each target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand until the end of their next turn.
You can use this feature a number of times equal to your Proficiency Bonus. You regain all expended uses when you finish a long rest.
#### Improved Merrymaking
Starting at 17th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
\page
# Fated Bloodline
## By Ash Bell
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.*
*This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.*
*All other original material in this work is copyright 2019 by Ash Bell and published under the Community Content Agreement for Dungeon Masters Guild.*
*Any artwork is licensed under creative commons agreemement, if you believe this to be in error, please reach out.*
\page
# Fated Bloodline
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``
### Sorcerous Origin by Harrowed
You are a hero. Your origin may come from the seed of a powerful god or perhaps someone watches you from afar, twisting the strings of fate to complete your epic tale. Nevertheless, you are destined for greatness. You fight with equal parts spear and spell, dancing in and out of the combat with incredible skill. Blood roils inside you, demanding you to perform great deeds so one day the legends may sing of you.
#### Paragon of Might
Starting at 1st level, you learn how to ignite the godly spark inside you, transforming you into an unbeatable warrior on the battlefield. As a bonus action, you may spend 1 sorcery point and turn into a paragon of might for 10 minutes, while this paragon form is active you gain the following benefits:
• When you enter this form and at the start of each of your turn, you gain an amount of temporary hitpoints equal to your proficiency bonus.
• When you attack with a simple or martial weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
• Your walking speed increases by 10 feet.
Additionally, any simple or martial weapon you wield counts as a spellcasting focus for your Sorcerer spells. This form ends early if you are incapacitated or die.
```
```
#### Heroic Prowess
Starting at 1st level, an ancient prowess from your fated bloodline boils from within. You gain proficiency with light armor, medium armor, shields, simple weapons, and martial weapons.
At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
#### Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
#### Demigod's Gift
At 14th level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of a 9 or lower as a 10.
#### Blessed by the Gods
Beginning at 18th level, you are always under the effects of a *bless* spell.
This spell cannot be removed or dispelled, even by means of a *Dispel Magic* or *Anti-Magic Sphere* spell. Additionally, this spell is active even if you are incapacitated.
\page
# Melodius Soul
## By Ash Bell
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.*
*This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.*
*All other original material in this work is copyright 2019 by Ash Bell and published under the Community Content Agreement for Dungeon Masters Guild.*
*Any artwork is licensed under creative commons agreemement, if you believe this to be in error, please reach out.*
\page
# Melodius Soul (Muse Bloodline)
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``
### Sorcerous Origin by Harrowed
Your very being inspires storytellers, songweavers, and playwrights into expressing their passion without constraint. Perhaps you were graced by a powerful bard’s song while in your mother’s womb, you may be the descendent of a mystical muse or celestial, or a choir of angels watched your birth and sung a sacred chord as you entered the world. No matter the source, as a muse you unhinge and empower artists because it is in your blood, unlocking the sheer potential in others.
#### Lyrical Magic
A weave-altering music dances about your tongue and blood, allowing you to learn spells from the bard class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the bard spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
In addition, choose an affinity that aligns with your muses: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the bard spell list.
##### Melodic Magic
| Affinity | Spells |
|:------:|:-------|
| Good | Healing Word |
| Evil | Dissonant Whispers |
| Law | Command |
| Chaos | Tasha's Hideous Laughter |
| Neutrality | Disguise Self |
```
```
#### Sorcerous Inspiration
Starting at 1st level, whenever you cast a spell of 1st level or higher, you can choose to inspire one of your allies within 60 feet of you who can hear you. That creature gains one Sorcerous Inspiration die, a d4.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Sorcerous Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Sorcerous Inspiration die is rolled, it is lost. A creature can have only one Sorcerous Inspiration die at a time.
Once you use this feature, you must finish a long rest before you can use it again.
#### Inspiring Metamagic
Starting at 6th level, you gain another Metamagic option which does not count against your total Metamagic options known:
***Inspiring Spell*** - When you cast a spell of 1st level or higher, you can spend 1 sorcery point to inspire an ally within 60 feet of you who can hear you. That creature gains one Sorcerous Inspiration die, a d4.
You can use Inspiring Spell even if you have already used a different Metamagic option during the casting of the spell.
#### Chasing Inspiration
Starting at 14th level, your allies can expend their Sorcerous Inspiration die to move a number of feet equal to 5 x the number rolled, this movement does not provoke attacks of opportunity. If an ally expends a Sorcerous Inspiration die in this way, and is within 60 feet of you, you may use your reaction to move up to the total rolled as well.
#### Unfailing Spark
Upon reaching 18th level, whenever an ally expends a Sorcerous Inspiration die and the result is a 1, or if the Sorcerous Inspiration die fades without being used, you gain 1 sorcery point.
\page
# Spellblade Bloodline
## By Ash Bell
*DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.*
*This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.*
*All other original material in this work is copyright 2019 by Ash Bell and published under the Community Content Agreement for Dungeon Masters Guild.*
*Any artwork is licensed under creative commons agreemement, if you believe this to be in error, please reach out.*
\page
# Spellblade
### Sorcerous Origin by Harrowed
Your bloodline is bound by its connection to the blade. Whether that be an ancestor who was a powerful eldritch knight with a special weapon bond, a cunning hexblade warlock whose blade was his pact, or a agile wizard who sung the bladesong, your can conjure and manifest a similar connection through sheer fortitude alone. A more innate and magical martial prowess rushes in your blood, driving you to the front lines wielding sword and spell in equal capacity.
#### Spellblade
Beginning at 1st level, you understand how to form and manipulate magic within yourself, giving you the unique ability to congeal magic and crystalize it into a deadly weapon. You know three spellblade variants which you can generate using a bonus action. Each spellblade variant counts as a spellcasting focus for your Sorcerer spells.
##### Spellblade Variants Table
| Spellblade Type | Sorcery Point Cost | Force Damage | Weapon Properties |
|:-:|:-:|:-:|:-:|
| Short Spellblade | 1 | 1d6 | Finesse, Light |
| Long Spellblade | 1 | 1d8 | Versatile(1d10) |
| Great Spellblade | 2 | 2d6 | Heavy, Two-Handed |
All three spellblade variants count as simple melee weapons with which you are proficient, last for 1 minute before dissipating, and if you throw or drop a spellblade it dissipates at the end of your next turn. Once you create a spellblade, you can’t do so again until you finish a long rest or until you expend the required amount of sorcery points.
```
```
``
``
#### Spell Eater
Starting at 1st level, you are able to draw from your magical reserves and consume spells for sustanance. Using a bonus action, you can expend a sorcerer spell slot to consume the raw magic and turn it into 1d8 temporary hit points per level of the spell slot consumed.
Additionally, a unique fortitude and resilience manifests from within your body after producing and consuming magic. While you aren't wearing armor, your AC equals 10 + your Constitution modifier + your Charisma modifier.
#### Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
(Additionally, any spellblade you fabricate gains a +1 bonus to its attack and damage rolls.)
#### Energized Consumption
Beginning at 14th level, your walking speed increases by 10 feet whenever you expend a spell slot using your Spell Eater feature. This extra movement lasts until the end of your next turn and does not provoke attacks of opportunity.
(Additionally, any spellblade you fabricate gains a +2 bonus to its attack and damage rolls.)
#### Grand Spellblade
Upon reaching 18th level, spellblades you fabricate are unmatched in their design and lethality. Any attack roll you make with a spellblade is a critical hit on a roll of 19 or 20 on the d20.
(Additionally, any spellblade you fabricate gains a +3 bonus to its attack and damage rolls.)
\page
## Death Knight
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Donec pretium vulputate sapien nec sagittis aliquam. Habitant morbi tristique senectus et netus et malesuada. Id aliquet lectus proin nibh nisl condimentum id venenatis.
Id faucibus nisl tincidunt eget. Aenean pharetra magna ac placerat vestibulum. Sed id semper risus in hendrerit gravida rutrum. Ac felis donec et odio pellentesque diam volutpat commodo sed. Egestas egestas fringilla phasellus faucibus scelerisque eleifend donec. Auctor eu augue ut lectus arcu. Morbi tincidunt augue interdum velit euismod in pellentesque massa. Diam phasellus vestibulum lorem sed risus.
Enim nunc faucibus a pellentesque. Rhoncus est pellentesque elit ullamcorper dignissim cras tincidunt lobortis. Feugiat pretium nibh ipsum consequat nisl vel pretium lectus. Fermentum odio eu feugiat pretium nibh ipsum consequat nisl vel. Leo urna molestie at elementum eu facilisis sed odio morbi.
```
```
### Rune Lords
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Sed egestas egestas fringilla phasellus faucibus scelerisque eleifend donec pretium. Commodo ullamcorper a lacus vestibulum sed. Maecenas ultricies mi eget mauris pharetra et. Sit amet venenatis urna cursus eget. Viverra orci sagittis eu volutpat odio facilisis mauris sit amet. Aliquam ultrices sagittis orci a scelerisque purus semper eget. Donec pretium vulputate sapien nec sagittis aliquam. Habitant morbi tristique senectus et netus et malesuada. Id aliquet lectus proin nibh nisl condimentum id venenatis.
Id faucibus nisl tincidunt eget. Aenean pharetra magna ac placerat vestibulum. Sed id semper risus in hendrerit gravida rutrum. Ac felis donec et odio pellentesque diam volutpat commodo sed. Egestas egestas fringilla phasellus faucibus scelerisque eleifend donec. Auctor eu augue ut lectus arcu.
### A Dark Legacy
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Sed egestas egestas fringilla phasellus faucibus scelerisque eleifend donec pretium. Commodo ullamcorper a lacus vestibulum sed. Maecenas ultricies mi eget mauris pharetra et. Sit amet venenatis urna cursus eget. Viverra orci sagittis eu volutpat odio facilisis mauris sit amet.
Aliquam ultrices sagittis orci a scelerisque purus semper eget. Donec pretium vulputate sapien nec sagittis aliquam. Habitant morbi tristique senectus et netus et malesuada. Id aliquet lectus proin nibh nisl condimentum id venenatis.Id faucibus nisl tincidunt eget. Aenean pharetra magna ac placerat vestibulum. Sed id semper risus in hendrerit gravida rutrum. Ac felis donec et odio pellentesque diam volutpat commodo sed.
Auctor eu augue ut lectus arcu. Morbi tincidunt augue interdum velit euismod in pellentesque massa. Enim nunc faucibus a pellentesque. Rhoncus est pellentesque elit ullamcorper dignissim cras tincidunt lobortis.
### Cursed Opportunity
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Sed egestas egestas fringilla phasellus faucibus scelerisque eleifend donec pretium. Commodo ullamcorper a lacus vestibulum sed. Maecenas ultricies mi eget mauris pharetra et. Sit amet venenatis urna cursus eget. Viverra orci sagittis eu volutpat odio facilisis mauris sit amet.
Aliquam ultrices sagittis orci a scelerisque purus semper eget. Donec pretium vulputate sapien nec sagittis aliquam. Habitant morbi tristique senectus et netus et malesuada. Id aliquet lectus proin nibh nisl condimentum id venenatis.Id faucibus nisl tincidunt eget. Aenean pharetra magna ac placerat vestibulum. Sed id semper risus in hendrerit gravida rutrum. Ac felis donec et odio pellentesque diam volutpat commodo sed.
Auctor eu augue ut lectus arcu. Morbi tincidunt augue interdum velit euismod in pellentesque massa. Enim nunc faucibus a pellentesque. Rhoncus est pellentesque elit ullamcorper dignissim cras tincidunt lobortis.
\page
##### The Death Knight
| Level | Proficiency Bonus | Features | Runes |
|:---:|:---:|:-|:---:|
| 1st | +2 | Dark Legacy, Runes of Power | 2 |
| 2nd | +2 | Curseforging, Rune Keeper| 2 |
| 3rd | +2 | Grim Court | 2 |
| 4th | +2 | Ability Score Improvement | 2 |
| 5th | +3 | Extra Attack, Legacy (d8) | 3 |
| 6th | +3 | Reaper's Pursuit | 3 |
| 7th | +3 | Grim Court Feature | 3 |
| 8th | +3 | Ability Score Improvement | 3 |
| 9th | +4 | Greater Runeforging | 4 |
| 10th | +4 | Legacy (d10), Necromancer | 4 |
| 11th | +4 | Extra Attack (2) | 4 |
| 12th | +4 | Ability Score Improvement | 4 |
| 13th | +5 | Grim Court Feature | 5 |
| 14th | +5 | Runic Shell | 5 |
| 15th | +5 | Legacy (d12) | 5 |
| 16th | +5 | Ability Score Improvement | 5 |
| 17th | +6 | Grim Court Feature | 6 |
| 18th | +6 | Superior Runeforging | 6 |
| 19th | +6 | Ability Score Improvement | 6 |
| 20th | +6 | Runelord | 6 |
## Class Features
As a death knight, you gain the following class features.
#### Hit Points
___
- **Hit Dice:** 1d10 per death knight level
- **Hit Points at 1st Level:** 10 + your Constitution modifier
- **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per death knight level after 1st
#### Proficiencies
___
- **Armor:** All armor, shields
- **Weapons:** Simple weapons, martial weapons
- **Tools:** Smith's tools
___
- **Saving Throws:** Strength, Constitution
- **Skills:** Choose two from Athletics, Arcana, History, Insight, Intimidation, Perception, and Persuasion
#### Runic Powers
___
**Rune save DC** = 10 + your proficiency bonus + your Constitution modifier
**Rune attack modifier** = your proficiency bonus + your Constitution modifier
``
``
#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- *(a)* a martial weapon and a shield or *(b)* two martial weapons
- *(a)* chain mail or *(b)* leather armor
- Smith's tools and a explorer's pack
#### Multiclassing
An existing character choosing to multiclass into Death Knight must meet the following prerequisites:
Constitution 13 and (Strength 13 or Dexterity 13)
### Dark Legacy
Starting at 1st level, you become the legacy of an ancient and terrible power. As this unholy might flows through you, you learn to use a sliver of its potential power.
You gain a Legacy die, a d6, which is used by several of your features to determine their power.
Your Legacy die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
### Runes of Power
At 1st level, you learn how to command runes, ancient symbols used to bind dark powers to a death knight's will.
You have a maximum number of Runes as shown on your class table. (2 at 1st, 3 at 5th, 4 at 9th, 5 at 13th, 6 at 17th)
When you roll initiative, you start combat with maximum Runes. You may gain runes in the following ways:
• At the start of each of your turns, you gain 1 Rune.
• When you score a critical hit with a melee weapon or reduce a creature to 0 hit points, you regain 1 Rune.
• Features granted by your subclass.
You can spend these runes to fuel various runic powers. You start knowing three such features: Deathtow, Graveshroud, and Shadestrike. You learn more runic powers as you gain levels in this class.
***Deathtow.*** As a bonus action, you may expend 1 Rune and summon a shadowy claw to drag a creature closer to you. Target medium creature or smaller within 35 feet must succeed on a Strength saving throw or be pulled 5 feet toward you. A creature may willingly fail this save.
For each additional Rune expended, the size of the creature you can pull increases by a size category, or the distance the creature is pulled increases by 5 feet.
***Graveshroud.*** As a bonus action, you may expend 2 Runes to shroud yourself in necromantic energy. You gain an amount of temporary hitpoints equal to a roll of your Legacy die.
For each additional 2 Runes expended, you gain an additional amount of temporary hitpoints equal to a roll of your Legacy die.
***Shadestrike.*** When you hit a creature with a melee weapon attack, you may expend 2 Runes to empower the blow with dreadful energy, forcing that creature to make a Wisdom saving throw. If the saving throw fails, the target is frightened of you until the end of your next turn.
\page
### Curseforging
Staring at 2nd level, you learn how to forge a dark covenenant between you and a weapon. A weapon cursed in this way grants you certain abilities, both beneficial and unfavorable, as long as you both are on the same plane of existence.
You can't be disarmed of a cursed weapon unless you are incapacitated. If your cursed weapon is on the same plane of existence, you can summon it as a bonus action on your turn, causing it to teleport instantly to your hand.
As part of gaining this feature, you can inscribe one curse from the following options into a weapon you are carrying, using a set of Smith's Tools. You may change which curse you have forged into a weapon whenever you gain a level in this class. Choose one of the following options:
***Curse of the Black Jackal.*** Whenever you make a saving throw against being charmed or frightened, you may roll your Legacy die and add it to the total.
Unfavorably, when you make a Charisma (Deception) check, you must roll a d4 and subtract the number rolled.
***Curse of the Fallen Crusader.*** When you score a critical hit with this weapon or reduce a creature to 0 hit point, you gain a bonus equal to a roll of your Legacy die to the next attack roll you make with this weapon before the end of your next turn.
Unfavorably, when you make a Wisdom (Survival) check, you must roll a d4 and subtract the number rolled.
***Curse of the Ferryman.*** The first time you succesfully hit a creature with this weapon on your turn, that creature has gains a penalty to hit on the next attack roll that isn't against you until the start of your next turn. This penalty is equal to a roll of your Legacy die.
Unfavorably, when you make a Dexterity (Stealth) check, you must roll a d4 and subtract the number rolled.
***Curse of the Gravestalker.*** You gain a bonus to your initiative rolls equal to a roll of your Legacy die.
Unfavorably, when you make a Charisma (Persuasion) check, you must roll a d4 and subtract the number rolled.
***Curse of the Half-Frozen Daughter.*** The first time you succesfully hit a creature on your turn with this weapon, that creature has their speed reduced by 10 feet and they can't regain hitpoints until the start of your next turn.
Unfavorably, when you make a Dexterity (Acrobatics) check, you must roll a d4 and subtract the number rolled.
***Curse of the Wraithborn.*** When you roll for initiative you become invisible. This invisibility lasts until the end of your next turn, or until you attack or cast a spell.
Unfavorably, when you make a Strength (Athletics) check, you must roll a d4 and subtract the number rolled.
### Rune Keeper
At 2nd level, your constant proximity and use of runes has revealed a path of archaeic knowledge for you to tap into. You gain the following benefits:
• You can add half your proficiency bonus (round up) to any Intelligence, Wisdom, or Charisma check you make that doesn't already use your proficiency bonus.
• You can cast the *Comprehend Languages*, *Detect Magic* and *Identify* spells, but only as rituals using this feature. If you have spell slots, you can cast these spell with them. Intelligence is your spellcasting ability for these spells.
``
``
### Grim Court
When you reach 3nd level, you join one of the grim courts. Your choice grants you features at 3rd level, 7th level, 13th level, and 17th level.
### 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.
### Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class.
### Reaper's Pursuit
Starting at 6th level, your walking speed increases by 10 feet and your movement is unaffected by difficult terrain, spells, and other magical effects.
Additionally, you have advantage on saving throws against being restrained and on skill checks against being grappled.
### Greater Curseforging
Staring at 9th level, your knowledge of curseforging grows, granting you a new set of greater curses you may forge into your weapons. You may only have one greater curse at a time, but it can be on a weapon which already contains a curse. You can change which greater curse you have forged into a weapon whenever you gain a level in this class.
As part of gaining this feature, you can inscribe one greater curse from the following options into any weapon you are carrying, using a set of Smith's Tools. Choose one of the following options:
***Greater Curse of the Ivory Lord.*** You can add half your proficiency bonus, rounded down, to any saving throw you make that doesn't already include your proficiency bonus.
Unfavorably, when you roll a Hit Die to regain hit points, you reduce the amount healed by half your proficiency bonus, rounded down.
***Greater Curse of the Painless One.*** You gain a +1 bonus to AC and any critical hit against you becomes a normal hit.
Unfavorably, attacks of opportunity made against you gain a bonus equal to a roll of your Legacy die.
***Greater Curse of the Stygian Assassin.*** Your attacks with this weapon score a critical hit on a roll of 19 or 20.
Unfavorably, whenever a creature critically strikes you, you take an extra amount of damage equal to a roll of your legacy die.
***Greater Curse of the Souldancer.*** Whenever you hit a creature with an attack you make with this weapon, you can move through its space and you don't provoke opportunity attacks from that creature for the rest of the turn.
Unfavorably, attacks of opportunity you make have a penalty equal to a roll of your Legacy die.
\page
### Necromancer
At 10th level, you can cast the *Speak with Dead* spell at will. When you cast the spell through this feature, it doesn't require any material components and can target undead creatures.
Additionally, you have resistance to necrotic damage, and you are aware of the presence of undead creatures within 60 feet of you.
### Runic Shell
Beginning at 14th level, as an action you can summon a shell of anti-magic runes to protect you and allies from harm for 1 minute. While this anti-magic shell is active, you and any ally within 10 feet of you have resistance to damage from spells and advantage on saving throws against spells.
Once you use this feature it is expended until you finish a long rest.
### Superior Curseforging
Staring at 18th level, your knowledge of curseforging grows, granting you new curses you may inscribe into your bound weapons using a set of Smith's tools.
You can inscribe one superior curse into your bound weapons, and can change which superior rune you have inscribed whenever you gain a level in this class.
You can't take the same curse option more than once, even if you get to choose again. Choose one of the following options:
***Superior Curse of the Abomination.*** You have resistance to bludgeoning, piercing, and slashing damage.
Unfavorably, you have disadvantage on initiative rolls.
***Superior Curse of the Lich King.*** You can't gain disadvantage on attack rolls.
***Superior Curse of the Dracolich.*** You have Legendary Resistance, which if you fail a saving throw, you can choose to succeed instead. This resistance rechages once you take a long rest.
### Runelord
At 20th level, at the beginning of each of your turns, all your Runes recharge.
Additionally, your ability scores all increase by 2. Your maximum for those scores is now 22.
\page
# Court of Blood
### Grim Court by Harrowed
The Court of Blood is well renowned for the sanguine nature of its champions, those who offer dark temptations to taunt their prey before exsanguination. These knights, often known as blood knights, steal the life of those they challenge to keep themselves sustained in brutal battles. Deathknights of this Grim Court are trained to control the battlefield, drawing in the most daunting prey while their allies strike at the enemy's weak points.
Blood Courts are often found in sacrificial ziggurats, bloodstained battlefields, or castles once, or still, owned by vampire lords. Despite the perceptions of the common people from their involvement with blood magic, the Court of Blood and its blood knights are often very protective of their allies and are eager to go first into the fray.
#### Additional Runic Powers
Starting at 3rd level, you gain the following additional Runic Powers:
***Death and Decay.*** As an action, you may expend 2 Runes and choose a point within 30 feet of you. The ground in a 20-foot radius centered on that point pools with blood and fallen limbs. The area becomes difficult terrain until the end of your next turn. When a creature moves into or within the area, it takes an amount of necrotic damage equal to your Daunt die for every 5 feet it travels.
If this runic power would end, you may expend 1 Rune to extend the duration until the end of your next turn.
***Death Strike.*** When you make a melee weapon attack, you may expend 1 Rune to enchant your weapon with vampiric might. If the attack hits, the target takes an additional 1d4 necrotic damage, and you heal an amount equal to the necrotic damage dealt this way.
For each additional Rune expended, the attack deals an extra 1d4 necrotic damage.
#### Additional Runeforging Inscriptions
Starting at 3rd level, the following runes are available for you to inscribe:
***Rune of Dark Command.*** Whenever you use your *Death Strike* or *Death Grip* runic power on a creature, until the start of your next turn that creature has disadvantage on any attack roll that isn't against you.
Additionally, when a creature who has disadvantage in this way attacks a creature that isn't you, you regain a Daunt die.
***Rune of Purgatory.*** When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Additionally, when you use this feature you regain a Daunt die.
#### Blood Tap
Beginning at 7th level, you may exanguinate yourself to renew your Runes. As a bonus action, you take an amount of damage equal to two rolls of your Daunt die, and regain any expended Runes.
Once you use this feature, you may not do so again until you take a long rest.
#### Heartseeker
Beginning at 7th level, you can feel the blood beating in the hearts around you. Within a range of 10 feet, you can effectively see any living creature that isn't behind total cover, even if your blinded, in darkness, or the creature is invisible.
#### Gorefiend's Grasp
Starting at 13th level, as an action, each creature of your choice within 30 feet must succeed on a Strength saving throw or be pulled 30 feet toward you. Any creature who failed the save has disadvantage on attack rolls that aren't against you until the start of your next turn.
Once you use this feature, you may not do so again until you take a long rest.
#### Vampiric Blood
Beginning at 17th level, you may fortify your sanguine nature. As an action, for the next minute your hit point maximum is doubled, and any healing you recieve is doubled.
Once you use this feature, you may not do so again until you take a long rest.
\page
# Court of Bone
### Grim Court by Harrowed
Known as skull knights or ivory lords, those whom call the Court of Bone home are a silent and isolated bunch. While some courts seek challenge, renown, or growth, the Court of Bone teaches its champions to be patient and choose battles carefully. This has gone well for the Court of Bone, as its less ominous and passive nature often leads to nearby townships coming to them for assistance when under threat. When the ivory lords do strike, the battles are often quick and decisive, without the enemy even landing a single blow.
Bone Courts are often found in ossuaries, sepulchre, or castles built into the side of a colossal creature's skeleton.
#### Additional Runic Powers
Starting at 3rd level, you gain the following additional Runic Powers:
***Boneshield.*** As a bonus action, you may expend 2 Runes to summon a boneshield to encase you.
Each time a creature targets you with an attack, roll a d20 to determine whether the attack instead targets one of your boneshields.
If you have three boneshields, you must roll a 6 or higher to change the attack's target to a boneshield. With two boneshields, you must roll an 8 or higher. With one boneshield, you must roll an 11 or higher.
A boneshield's AC equals 10 + your Constitution modifier. If an attack hits a boneshield, the boneshield is destroyed. You may have a maximum of 3 boneshields active.
***Ossify.*** As an action, you may expend 1 Rune to osssify a foe within 30 feet of you. That creature must succeed on a Constitution saving throw against your rune save DC. On a failed save, the creature becomes restrained. The restrained creature may repeat the saving throw at the end of each of its turns. On a success, the effect ends.
For each additional Rune expended, the size of the creature you can restrain increases by a size category.
#### Additional Runeforging Inscriptions
Starting at 3rd level, the following runes are available for you to inscribe:
***Rune of Marrowrend.*** When you score a critical hit with a melee weapon or reduce a creature to 0 hit points, you gain a charge of boneshield.
***Rune of the Ivory Lord.*** You can add half your proficiency bonus, rounded down, to any saving throw you make that doesn't already include your proficiency bonus.
#### Bonestorm
Starting at 7th level, as an action, you may conjure a hurricane of boneshards to ravage your foes. Each creature within 10 feet of you must make a Dexterity saving throw against your rune save DC. On a failed save, a creature takes an amount of magical slashing damage equal to a roll of your Daunt die plus an additional Daunt die for each boneshield you have.
You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest.
#### Skeletal Ascension
Starting at 13th level, as a bonus action, you sprout two skeletal wings from your back. For the next minute, you have a flying speed equal to your walking speed.
Once you use this feature, you may not do so again until you take a long rest.
#### Bonelord
At 17th level, you gain a true mastery over bones and manipulating them. You gain the following benefits:
• When a creature fails a saving throw against your *Ossify* runic power, they become Daunted.
• The damage of your *Bonestorm* increases to five rolls of your Daunt die on a failed save, or half as much on a success.
• The AC of your *Boneshield* equals 13 + your Constitution modifier.
\page
# Court of Death
### Grim Court by Harrowed
The Court of Death is a cacophany of voices and laughs, more akin to a circus where skeleton warriors dance and drink from empty mugs. Skeleton mages try to one up one another in feats of magic. Abominations compete in competitions of wrestling and throwing. Their masters, often called necromancers or skeleton knights, use the dead as tools in time of war but are more than content to let their minions celebrate in times of peace. These death knights do not force the dead to their aid, instead they offer a chance to gain honor beyond the grave. When the dead do answer the call of battle, a necromancer's training amplifies their might.
Death Courts are often found in abandoned carnivals, dark townships, or castles ruled by liches or dracoliches.
#### Additional Runic Powers
Starting at 3rd level, you gain the following additional Runic Powers:
***Raise Minion.*** As an action, you may expend 2 Runes and summon a Skeleton Warrior in an unoccupied space within 30 feet of you that you can see.
Minions are allied to you and your companions. In combat, minions shares your initiative count, but they take their turns immediately after yours. They can move and use their reactions on their own, but the only action they takes on their turns is the Dodge action, unless you take a bonus action on your turn to command them to take other actions. Those actions can be one in their stat block or some other action. If you are incapacitated, minions can take any action of their choice, not just Dodge.
You may have a maximum of 1 minion active at a time.
***Death Coil.*** As an action, you may expend 1 Rune and make a ranged rune attack, hurling a coil of deathly energy at one creature within 30 feet of you. On a hit, a creature takes an amount of necrotic damage equal to two rolls of your Daunt die. If that creature is one of your minions, they instead heal for half that amount.
For each additional Rune expended, the attack deals or heals an extra amount of equal to a roll of your Daunt die.
#### Additional Runeforging Inscriptions
Starting at 3rd level, the following runes are available for you to inscribe:
***Rune of the Blood Plague*** Whenever you hit a creature with a melee weapon attack, their movement speed is reduced by 10 feet until the end of your next turn.
Additionally, at that start of that creature's turn they take an amount of necrotic damage equal to a roll of your Daunt die.
***Rune of Pestilence.*** Whenever a creature rolls a Daunt die you gave them, if the creature fails its roll, you may use your reaction to cause another creature within 30 feet to become Daunted.
#### Lord of the Damned
Starting at 7th level, damage dealt by any creature summoned by your *Raise Minion* runic power counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
#### Necronomicon: Mage
Starting at 7th level, when you use your *Raise Minion* runic power, you can summon a Skeleton Mage by expending 3 Runes.
Additionally, you may have a maximum of 2 minions active at a time, if both are Skeleton Warriors.
#### Necronomicon: Abomination
Starting at 13th level, when you use your *Raise Minion* runic power, you can summon an Abomination by expending 5 Runes.
Additionally, you may have a maximum of 2 minions active at a time, if one is a Skeleton Warriors and one is a Skeleton Mage.
#### Army of the Dead
Starting at 17th level, when you use your *Raise Minion* runic power, you can summon a Skeleton Warrior, Skeleton Mage, and Abomination by expending 6 Runes.
Additionally, you may have a maximum of 3 minions active at a time, if one is a Skeleton Warriors, one is a Skeleton Mage, and one is an Abomination.
\page
___
> ## Skeleton Warrior
>*Medium Undead*
> ___
> - **Armor Class** 11 + PB (Natural Armor)
> - **Hit Points** 1 + three times your death knight level
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|14 (+2)|15 (+2)|6 (-2)|8 (-1)|5 (-3)|
>___
> - **Saving Throws** Dex +2 + PB
> - **Damage Immunities** poison
> - **Condition Immunities** exhaustion, poisoned
> - **Senses** darvision 60ft. Passive Perception 9.
> - **Languages** understands the languages you speak but can't speak
> - **Proficiency Bonus (PB)** equals your bonus
> ___
> ### Actions
> ***Infected Claws.*** *Melee Attack:* your rune attack modifier to hit, reach 5ft., one target you can see. *Hit:* 1d6 + PB slashing damage.
> ### Reactions
> ***Ghoul Frenzy.*** For the next minute, you have advantage on all melee attacks, but attack rolls against you have advantage until your next turn.
```
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___
> ## Skeleton Mage
>*Medium Undead*
> ___
> - **Armor Class** 10 + PB (Natural Armor)
> - **Hit Points** 1 + four times your death knight level
> - **Speed** 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|11 (+0)|15 (+2)|10 (+0)|16 (+3)|12 (+1)|14 (+2)|
>___
> - **Saving Throws** Int +3 + PB, Cha +2 + PB
> - **Skills** Arcana +3 + PB, History +3 + PB
> - **Damage Resistances** necrotic
> - **Damage Immunities** poison
> - **Condition Immunities** exhaustion, poisoned
> - **Senses** darvision 60ft. Passive Perception 11.
> - **Languages** understands the languages you speak but can't speak
> - **Proficiency Bonus (PB)** equals your bonus
> ___
> ### Actions
> ***Grave Bolt.*** *Ranged Spell Attack:* your rune attack modifier to hit, range 120ft., one target you can see. *Hit:* 2d10 + PB necrotic damage.
> ***Spellcasting.*** The skeleton mage casts one of the following spells, using your Rune Save DC and Rune Attack Modifier:
> At will: *mage hand, light*
> 1/day each: *featherfall, detect magic, leomund's tiny hut, tongues*
\page
___
> ## Abomination
>*Large Undead*
> ___
> - **Armor Class** 12 + PB (Natural Armor)
> - **Hit Points** 1 + five times your death knight level
> - **Speed** 40ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|12 (+1)|16 (+3)|8 (-1)|8 (-1)|8 (-1)|
>___
> - **Saving Throws** Str +4 + PB, Con +3 + PB
> - **Damage Resistances** cold, necrotic; bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered
> - **Damage Immunities** poison
> - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned
> - **Senses** darvision 60ft. Passive Perception 9.
> - **Languages** understands the languages you speak but can't speak
> - **Proficiency Bonus (PB)** equals your bonus
> ___
> ### Actions
> ***Multiattack.*** The abomination makes two Deathly Claw attacks or one Unholy Slam attack.
> ***Unholy Slam.*** *Melee Attack:* your rune attack modifier to hit, all creatures within 5 feet. *Hit:* 2d12 + PB bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw against your Rune Save DC or be knocked prone.
> ***Deathly Claw.*** *Melee Attack:* your rune attack modifier to hit, reach 5ft., one target you can see. *Hit:* 2d12 + PB slashing damage
\page
# Court of Frost
### Grim Court by Harrowed
The Court of Frost and its warriors, often called rime knights or champions of the frozen wastes, are a rugged bunch who enjoy hunting grand beasts and making treks through snowcapped mountain ranges. These death knights go through extensive training to develop control over ice, snow, and even bonechilling winds. Often one knows if they are in the path a rime knight has traveled by a trail of frozen corpses and even creatures petrified into icey statues. Despite the brutality drilled into them to survive, Court of Frost death knights are equally likely to accept a hunting contract as they are to accept a mead drinking contest.
Frost Courts are often found in snowy mountain lodges, northern fishing townships, or castles owned by frost giants.
#### Additional Runic Powers
Starting at 3rd level, you gain the following additional Runic Powers:
***Howling Blast.*** When you take the Attack action on your turn, you can expend 1 Rune and replace one of your attacks with an blast of freezing hoarfrost in a 15-foot cone. Each creature in that area must make a Dexterity saving throw against your rune save DC, taking cold damage equal to two rolls of your Daunt die on a failed save, or half as much damage on a successful one.
***Chains of Ice.*** As a bonus action, you may expend 1 Rune and attempt to bind a creature within 30 feet in ice. That creature must succeed on a Constutition saving throw against your rune save DC. On a failed save, the creature's movement is reduced to 0, and at the start of each of it turns takes an amount of cold damage equal to a roll of your Daunt die. The creature may repeat the saving throw at the end of each of its turns. On a success, the effect ends.
For each additional Rune expended you may target an additional creature.
#### Additional Runeforging Inscriptions
Starting at 3rd level, the following runes are available for you to inscribe:
***Rune of the Frost Fever*** Whenever you hit a creature with a melee weapon attack, their movement speed is reduced by 10 feet until the end of your next turn.
Additionally, at that start of that creature's turn they take an amount of cold damage equal to a roll of your Daunt die.
***Rune of the Path of Frost/Frozen Wastes.*** You have profiency in the survival skill and resistance to cold damage.
Additonally, you can stand on and move across any liquid surface as if it were solid ground as it freezes to ice. Ice does not count as difficult terrain for you.
#### Horn of Winter
Starting at 7th level, as a bonus action, bone-chilling winds gust and screech around you like the deep blow of a horn. Each creature of your choice within 30 feet of you is Daunted.
Once you use this feature, you may not do so again until you take a long rest.
Additionally, damage from your abilities ignores cold resistance, and treats cold immunity as resistance.
#### Frostwyrm's Fury
At 13th level, you summon the freezing breath of an undead blue dragon to decimate your enemies. As an action, a line of strong rime 60 feet long and 15 feet wide blasts from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. On a failed save, the creature takes an amount of damage equal to four rolls of your Daunt die and is restrained as it magically begins to be become encased in ice.
The restrained creature may make a constiution saving throw at the end of each of its turns. On a success, the effect ends. On the third failure, that creature is petrified.
The area becomes difficult terrain until the end of your next turn.
Once you use this feature, you may not do so again until you take a long rest.
#### Icebound Fortitude
At 17th level, you can bind yourself with the resilience of the frozen wastes. As a bonus action, for the next minute, you have immunity to the stunned condition and whenever you take damage, you may reduce the damage taken by an amount equal to a roll of your Daunt die.
\page
# Court of Shadow
### Grim Court by Harrowed
The Court of Shadows continues to cultivate a reputation for having the best riders in all of the planes. Phantom steeds, skeletal warhorses, nightmares, dracoliches, all have been bonded by the greatest of this court's champions. Known as doomriders or shadow knights, those who call this court home are devoted to the bond they have with their shadowmares. No greater cavalry could a city ask for than a stampede of doomriders holding their shadowlances in tow. Any death knight who seeks a mounted bond is best fit to seek the Court of Shadows.
Shadow Courts are often found in the underdark, abandoned jousting rings, and castles in the Shadowfell.
#### Additional Runic Powers
Starting at 3rd level, you gain the following additional Runic Powers:
***Call Shadowmare.*** As an action, you may expend 2 Runes to summon a Large quasi-real, horselike creature appears in an unoccupied space of your choice within 10 feet. You decide the shadowy creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the runic power vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.
The shadowmare lasts until the end of your next round, during which only you can ride the steed. The creature uses the statistics for a Warhorse Skeleton, except it has a speed of 40 feet. The steed dissapears if it reaches 0 hit points, or you summon it again.
If this runic power would end, you may expend 1 Rune to extend the duration until the end of your next turn.
***Nightfall.*** When you make a melee weapon attack, you may expend 1 Rune to enchant your weapon with shadowy might, granting the attack an extended range of 15 feet. If the attack hits, the target takes an additional 1d8 psychic damage, and must make a strength saving throw against your Rune Save DC or be knocked prone.
For each additional Rune expended, the attack deals an extra 1d8 psychic damage.
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#### Additional Runeforging Inscriptions
Starting at 3rd level, the following runes are available for you to inscribe:
***Rune of the Horseman of the Apocalypse.*** While you are mounted and aren't incapacitated, you gain the following benefits:
• You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
• You can force an attack targeted at your mount to target you instead.
• If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
***Rune of the Shadebringer.*** Whenever you Daunt a creature, that creature must make a wisdom saving throw against your Rune Save DC. On a fail, that creature takes an amount of psychic damage equal to a roll of your Daunt die, and is blinded until the end of your next turn.
#### On a Pale Horse
At 7th level, the benefits of your *Death's Advance* feature apply to mounts you summon using your *On a Pale Horse* runic power.
Additionally, you gain proficiency in the animal handling skill and resistance to psychic damage.
#### Nightmare
Starting at 13th level, when you use your *Call Shadowmare* runic power, you may expend 4 Runes to summon it using the statistics for a Nightmare, except it has a land and flying speed of 50 feet.
#### Horseman of the Apocalypse
Beginning at 17th level, when you use your *Call Shadowmare* runic power, you may expend 6 Runes to summon it using the statistics for a Adult Blue Dracolich, except it has a land and flying speed of 60 feet.
\page
# Court of Souls
### Grim Court by Harrowed
The Court of Souls is the smallest of all the grim courts, with some decades going by without the history books recording even a single Soul Knight being seen. Other decades rumors spread the court may be gone all together... But inevitably some cataclysmic event rears its head and death knights from all the courts are called to defend their world. It is then that the Soul Knights appear, and with them a dire storm of souls and their soulstealing mourneblades. Soul Knights have an unparreled mastery over runic inscriptions, having been mentored to rely foremost on their runes rather than relying too heavily on their dark powers.
Soul Courts are often found by gates to the underworld, soul cairns, or castles owned by psychopomps.
#### Additional Runic Powers
Starting at 3rd level, you gain the following additional Runic Powers:
***Stormbringer.*** As a bonus action, you may expend 1 Rune to imbue your weapon with runic energy until the end of your next turn. While imbued, your melee weapon attacks deal an additional amount of lightning damage equal to a roll of your Daunt die.
Whenever you reduce a creature to 0 hit points, the weapon slays the creature and devours its soul.
If this runic power would end, you may expend 1 Rune to extend the duration until the end of your next turn.
***Runeward.*** As a reaction, whenever a creature attacks you or you make a saving throw, you may expend 1 Rune and gain +1 bonus to AC and saving throws until the start of your next turn.
For each additional Rune expended, the bonus to AC and saving throws increases by +1.
#### Additional Runeforging Inscriptions
Starting at 3rd level, the following runes are available for you to inscribe:
***Rune of the Mourneblade.*** This weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Additionally, this bonus increases to a +2 at 10th level, and a +3 at 15th level.
***Rune of the Soulreaver.*** When you score a critical hit with a melee weapon or a creature within 30 feet of you is reduced to 0 hit points, you gain an additional Rune.
#### Empowered Rune Weapon
Starting at 7th level, you can inscribe an additional rune inscriptions using your *Rune Weapon* feature.
#### Field of Souls (Soulwarden)
Starting at 7th level, when a creature within 30 feet of you is reduced to 0 hit points, you gain an amount of temporary hitpoints equal to a roll of your Daunt die.
#### Empowered Greater Rune Weapon
Starting at 13th level, you can inscribe an additional greater rune inscription using your *Rune Weapon* feature.
#### Soulflight
Starting at 13th level, as a bonus action, you may unleash two ethereal wings from your back. For the next minute, you have a flying speed equal to your walking speed.
Once you use this feature, you may not do so again until you take a long rest.
#### Lord of Souls
At 17th level, your soulbound abilities apex, you gain the following benefits:
• The damage of your *Stormbringer* runic power increases to two rolls of your Daunt die.
• The attack and damage bonus of you *Rune of the Mourneblade* inscription increases to +4.
• Whenever your *Rune of the Soulreaver* inscription gains you an additional Rune, it also regains you a Daunt die.
• The temporary hit points granted by your *Field of Souls* feature increases to two rolls of your Daunt die.
• The duration of your *Soulflight* feature increases to 1 hour.
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### Unholy Might
Beginning at 1st level, you are infused with grim powers, granting you the following features:
• You are immune to disease.
• You have advantage on death saving throws.
• You don't need to eat, drink, or breathe.
• You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
***Daunt.*** As a bonus action, you may expend 1 Rune and choose one creature within 60 feet of you who can see you. The next time that creature makes an ability check, attack roll, or saving throw, they must roll a your Daunt die and subtract the number rolled. Once the Daunted die is rolled, the effect ends.
\page
# Harrowed's Libram of Spells
##### On an infernal world of illusion, a grave robber and a watchman try to find revenge and combat a syndicate of mages intent on stealing the source of all magic.
\page
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#### Dragonbolt Blessing
*1st-level enchantment*
___
- **Casting Time:** 1 bonus action
- **Range:** Self
- **Components:** S, V, M (a sliver of a dragon's fang)
- **Duration:** Concentration, up to 1 minute.
- **Classes:** Cleric, Druid, Paladin
You call upon the spirits of dragons. Until the spell ends, you deal an extra 1d4 lightning damage to a target whenever it takes damage from a cantrip or spell you cast. While this effect remains, you have resistance to lightning damage.
***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, its duration increases by 1 minute for each slot above 1st.
#### Glintstone Arc
*1st-level evocation*
___
- **Casting Time:** 1 action
- **Range:** Self (20-foot cone)
- **Components:** S, V, M (a small pebble)
- **Duration:** Instantaneous
- **Classes:** Artificer, Sorcerer, Warlock, Wizard
You wave your focus through the air, causing a ripple in the weave and ejecting a glowing blue arc of energy forward to cut through your enemies. Each creature in a 20-foot cone must make a Dexterity saving throw. A creature takes 2d6 force damage on a failed save.
***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot above 1st.
#### Glintstone Pebble
*1st-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 30 feet
- **Components:** S, V, M (a small pebble)
- **Duration:** Instantaneous
- **Classes:** Artificer, Sorcerer, Warlock, Wizard
You cast forward a simple bolt of blue arcane energy at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 3d4 force damage.
***Glintstone Shard (2nd).*** The damage of this spell becomes 5d6, the range increases by 10 feet, and the simple bolt becomes a shimmering dart.
***Great Glintstone Shard (4th).*** The damage of this spell becomes 7d8, the range increases by 20 feet, and the simple bolt becomes a glimmering shard.
***Glintstone Cometshard (6th).*** The damage of this spell becomes 9d10, the range increases by 30 feet, and the simple bolt becomes a gleaming comet shard.
***Comet (8th).*** The damage of this spell becomes 11d12, the range increases by 40 feet, and the simple bolt becomes a radiant comet.
***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, it becomes a Glintstone Shard. At 4th level or higher, it becomes a Great Glintstone Shard. At 7th level or higher, it becomes a Glintstone Cometshard. At 8th level or higher, it becomes a Comet.
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#### Gravity Well
*1st-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** S, V
- **Duration:** Instantaneous
- **Classes:** Artificer, Sorcerer, Warlock, Wizard
You create an orb of graviturgy magic and fire it at a target within range. Make a ranged attack for the orb. On a hit, the target takes 1d12 magical bludgeoning damage and must make a Strength saving throw. A creature is pulled 10 feet toward you on a failed save.
***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, you create one additional orb for each slot level above 1st.
#### Honed Bolt
*1st-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** S, V, M (a sliver of dragonbone)
- **Duration:** Instantaneous
- **Classes:** Cleric, Druid, Paladin
You call down a thin streak of lightning upon a foe. Make a ranged attack for the bolt. On a hit, the target takes 2d8 lightning damage and can't take reactions until the start of it's next turn. The target gains no benefit from cover for this saving throw.
***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot above 1st.
#### Lucidity
*1st-level abjuration*
___
- **Casting Time:** 1 reaction
- **Range:** Self
- **Components:** S, V
- **Duration:** Instantaneous
- **Classes:** Artificer, Bard, Sorcerer, Warlock, Wizard
You ward off enchanting effects, banishing the buildup of sleep. Until the start of your next turn, you gain immunity against the charmed condition and magic cannot put you to sleep.
***At Higher Levels.*** Whenever you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.
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#### Magic Glintblade
*1st-level evocation*
___
- **Casting Time:** 1 bonus action
- **Range:** Self (15-foot radius)
- **Components:** S, V, M (a small pebble)
- **Duration:** Concentration, up to 1 minute.
- **Classes:** Artificer, Sorcerer, Warlock, Wizard
You summon three small, spectral swords above your head, poised to fly toward a target which pursuits you. Whenever a creature enters the area for the first time on a turn or starts its turn there, as a reaction, you may launch the Glintblades at the target, forcing them to make a Dexterity saving throw. A creature takes 2d6 force damage on a failed save, or half as much damage on a successful one.
***Glintblade Phalanx (3rd).*** The damage of this spell becomes 4d8, the range increases by 5 feet, and five longswords appear instead of three short swords.
***Carian Phalanx (5th).*** The damage of this spell becomes 6d10, the range increases by 10 feet, and nine longswords appear instead of three short swords.
***Greatblade Phalanx (7th).*** The damage of this spell becomes 8d12, the range increases by 15 feet, and three greatswords appear instead of three short swords.
***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, it becomes a Glintblade Phalanx. At 5th level or higher, it becomes a Carian Phalanx. At 7th level or higher, it becomes a Greatblade Phalanx.
#### Terra Magica
*1st-level transmutation*
___
- **Casting Time:** 1 action
- **Range:** Self (5-foot radius)
- **Components:** S, V, M (small piece of chalk)
- **Duration:** 1 minute
- **Classes:** Artificer, Sorcerer, Warlock, Wizard
You sketch down a 5-foot radius arcane sigil on the floor below you, enhancing your arcane potential. Whenever you cast a spell while standing in the arcane sigil, you empower one roll of that spell, causing it to deal an additional 1d6 damage of the spell's type. This damage ignores resistance.
***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot above 1st.
#### Thorns
*1st-level enchantment*
___
- **Casting Time:** 1 bonus action
- **Range:** Self
- **Components:** S, V, M (a prickly thorn)
- **Duration:** Concentration, up to 1 minute.
- **Classes:** Druid, Ranger
Numerous briars cover your skin, the razorsharp thorns shredding any who get too close. Until the spell ends, whenever a creature hits you with a melee attack or ends its turn grappling you, it takes 1d4 magical piercing damage.
***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot above 1st.
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#### Briars of Punishment
*2nd-level necromancy*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** S, V, M (a briarthorn)
- **Duration:** Concentration, up to 1 minute
- **Classes:** Cleric, Sorcerer, Warlock, Wizard
You prick yourself, letting blood flow and pool beneath you before it grows and warps into a path of thorny briars. Choose one of the following effects:
• ***Briars of Punishment.*** You take 1d4 necrotic damage, sending a trail of bloody brambles after a target within 30 feet of you. The target must succeed on a Strength saving throw or be restrained by the brambles until the spell ends.
• ***Briars of Sin.*** You take 1d4 necrotic damage, beckoning a ring of bloody brambles around you. Each creature within 10 feet of you must make a Strength saving throw or be restrained by the brambles until the end of your next turn.
While restrained by this spell, the target takes 2d6 necrotic damage at the start of each of its turns. A creature restrained by the brambles can use its action to free itself by making a Strength check against your spell save DC.
***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
#### Cannon of Haima
*2nd-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** S, V, M (a small pebble)
- **Duration:** Instantaneous
- **Classes:** Artificer, Sorcerer, Warlock, Wizard
You launch a glob of glintstone energy into the air, falling on a point in range. Each creature in a 10-foot-sphere must make a Dexterity saving throw. A creature takes 2d12 force damage on a failed save and is knocked prone, or half as much damage on a successful one. The target gains no benefit from cover for this saving throw.
***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for each slot above 1st.
#### Crystal Barrage
*2nd-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 90 feet
- **Components:** S, V
- **Duration:** Instantaneous
- **Classes:** Artificer, Sorcerer, Warlock, Wizard
You create three crystalline bursts and eject them at targets within range. Each burst must be at a different target.
Make a ranged attack for each burst. On a hit, the target takes 2d4 magical piercing damage and must make a Strength saving throw. A creature is pushed back 10 feet on a failed save.
***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, you create one additional burst for each slot level above 2nd.
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#### Magic Downpour
*2nd-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** S, V, M (a small pebble)
- **Duration:** 1 minute
- **Classes:** Artificer, Sorcerer, Warlock, Wizard
A small arcane storm appears in a 10-foot radius, 20-foot-high cylinder centered on a point within range.
When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is pelted by a storm of arcane energy, and must make a Constitution saving throw. It takes 2d12 force damage on a failed save, or half as much damage on a successful one.
***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.
#### Scholar's Armament
*2nd-level abjuration*
___
- **Casting Time:** 1 bonus action
- **Range:** Touch
- **Components:** S, V, M (a melee weapon or shield worth at least 1 sp)
- **Duration:** Concentration, up to 1 minute
- **Classes:** Artificer, Sorcerer, Warlock, Wizard
You run a hand over an armament you are wielding, enchanting it with glowing blue energy. Choose one of the following effects; the melee weapon or shield gains that effect until the spell ends.
• ***Scholar’s Shield.*** Until the spell ends, your shield gains +1 AC and whenever you take acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage you may reduce the amount of damage taken by 1d4.
• ***Scholar’s Weapon.*** Until the spell ends, any melee weapon attack made with this weapon deals an additional 1d8 force damage.
***At Higher Levels.*** When you cast this spell using a 3rd- or 4th-level spell slot, the damage reduction increases by 1d4 and the damage dealt increases by 1d8. The effect increases by an additional die when you cast this spell using a 5th- or 6th-level spell slot, and again when cast at 7th- or 8th-level.
#### Wrath of Gold
*2nd-level evocation*
___
- **Casting Time:** 1 action
- **Range:** Self (10-foot radius)
- **Components:** S, V, M (a candle dipped in gold)
- **Duration:** Instantaneous
- **Classes:** Cleric, Paladin
You cry out in faith, causing radiant energy to shove those who assail you. Each creatures within 10 feet of you must succeed on a Strenth saving throw or take 1d12 radiant damage, be push back 10 feet, and knocked prone.
***At Higher Levels.*** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.
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#### Discuss of Light
*3rd-level abjuration*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** S, V, M (a piece of church mosaic glass)
- **Duration:** Concentration, up to 1 minute
- **Classes:** Cleric, Paladin
Light dances on your finger tips. When you cast the spell—and as a bonus action on each of your turns thereafter—you can throw a discuss of light, sending the radiant disc streaking toward a creaure you choose within 60 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 2d12 radiant damage.
***At Higher Levels.*** When you cast this spell using a spell slot of 5th or 6th level, the damage increases to 3d12. When you cast this spell using a spell slot of 7th or higher, the damage increases to 4d12.
#### Lord's Aid
*3rd-level abjuration*
___
- **Casting Time:** 1 action
- **Range:** 30 feet
- **Components:** S, V, M (a candle dipped in gold)
- **Duration:** Instantaneous
- **Classes:** Cleric, Paladin
You kneel, calling for celestial aid to cleanse all allies in range. Each chosen creature can end either one disease or condition afflicting it. The condition can be bleeding, blinded, burning, chilled, deafened, paralyzed, or poisoned.
***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 5th.
#### Rock Sling
*3rd-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 90 feet
- **Components:** S, V
- **Duration:** Instantaneous
- **Classes:** Artificer, Sorcerer, Warlock, Wizard
You use gravitury magic to rip three large boulders from the ground, launching them at a target within range. Make a ranged attack for the boulders. On a hit, the target takes 4d12 magical bludgeoning damage and must make a Strength saving throw. A creature is knocked 10 feet back and prone on a failed save.
***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
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#### The Elden Fury
*3rd-level evocation*
___
- **Casting Time:** 1 action
- **Range:** Self (15-foot) radius
- **Components:** S, V, M (a staff worth at least 1 sp)
- **Duration:** Instantaneous
- **Classes:** Artificer, Sorcerer, Warlock, Wizard
Charge a staff with forceful energy before thrusting it into the ground, causing an explosion of raw magical energy. Choose one of the following effects:
• ***Shatter Earth(Rock Blaster).*** Each creature in a 15-foot-sphere, centered on you, must make a Dexterity saving throw. On a failed save, the creature takes 2d8 magical bludgeoning damage and 2d8 thunder damage and is knocked prone, or half as much damage on a successful one.
• ***Gelmir’s Fury.*** Each creature in a 15-foot-sphere, centered on you, must make a Dexterity saving throw. On a failed save, the creature takes 6d6 fire damage and gains the burning condition, or half as much damage on a successful one.
(A burning creature takes 1d6 damage at the start of each of its turns, and as a reaction may put out the flames, ending the condition on itself.)
• ***Zamor Ice Storm.*** Each creature in a 15-foot-sphere, centered on you, must make a Dexterity saving throw. On a failed save, the creature takes 6d6 cold damage and its speed is reduced by 10 feet for 1 minute, or half as much damage on a successful one.
• ***Explosive Ghostflame.*** Each creature in a 15-foot-sphere, centered on you, must make a Dexterity saving throw. On a failed save, the creature takes 3d10 necrotic damage and is frightened until the end of your next turn, or half as much damage on a successful one.
***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the magical bludgeoning and thunder damage increases by 1d8, the fire and cold damage increases by 1d6, and the necrotic damage increases by 1d10 for each slot above 1st.
#### Ancient Dragon Lighting Spear
*4th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 20 feet
- **Components:** S, V, M (a dragon scale)
- **Duration:** Instantaneous
- **Classes:** Cleric, Druid, Paladin
You summon a bolt of red lightning in your palm, then bring your fist crashing down to the ground, sending cascading forks of lightning around you. Each enemy creature within 20 feet of you must make a Dexterity saving throw. A creature takes 6d8 lightning damage on a failed save and can't take reactions until the start of their next turn, or or half as much damage on a successful one.
***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot above 4th.
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#### Golden Vow
*4th-level abjuration*
___
- **Casting Time:** 1 action
- **Range:** 20 feet
- **Components:** S, V, M (a candle dipped in gold)
- **Duration:** Concentration, up to 1 minute
- **Classes:** Cleric, Paladin
You bind up to three creature of your choice in range with a golden vow, a powerful holy blessing. Until the spell ends, you grant a +2 bonus to AC to the targets and their weapon attacks deal an extra 1d4 radiant damage on a hit.
***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 5th.
#### Lord's Heal
*4th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 20 feet
- **Components:** S, V, M (a candle dipped in gold)
- **Duration:** Instantaneous
- **Classes:** Cleric, Paladin
You pray for divine healing, summoning a massive golden symbol of radiant light underneath you. Any creature of your choice within range regains hit points equal to 3d12 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the healing increases by 1d12 for each slot level above 3rd.
#### Rancorcall
*4th-level necromancy*
___
- **Casting Time:** 1 action
- **Range:** 90 feet
- **Components:** S, V, M (three small bird skulls)
- **Duration:** Instantaneous
- **Classes:** Sorcerer, Warlock, Wizard
You summon three cackling skulls to hunt your enemies, each alight and flying by means of white fire. Up to three creatures of your choice that you can see within range must make a Dexterity saving throw. A creature takes 6d6 necrotic damage on a failed save and is frightened until the end of your next turn, or half as much damage on a successful one.
***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot above 4th.
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#### Blessing of the Erdtree
*5th-level abjuration*
___
- **Casting Time:** 1 action and 1 bonus action
- **Range:** 60 feet
- **Components:** S, V, M (a twig from the Erdtree)
- **Duration:** Concentration, up to 1 minute
- **Classes:** Cleric, Druid, Paladin
The sigil of the holy Erdtree appears across the chest of up to six creatures of your choice in range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d8 and add the number rolled to the attack roll or saving throw.
***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 6th.
#### The Dark Moon
*5th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** S, V, M (a sliver of moonsilver)
- **Duration:** 1 round
- **Classes:** Sorcerer, Warlock, Wizard
You curl into a ball, slowly floating upward into the air as your spherical silhouette is replaced by that of a 10-foot diameter grand, luminous moon. Until the end of your next turn, you vanish from your current plane of existence and appear in the Ethereal Plane. At the start of your next turn, the luminous moon descends towards a point within range, crashing into the ground and exploding with a scolding radiance. The creature must make a Constitution saving throw, taking 8d6 radiant damage on a failed save, or half as much damage on a successful one.
When you leave the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.
***At Higher Levels.*** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th.
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#### Night Maiden's Mist
*Necromancy cantrip*
___
- **Casting Time:** 1 action
- **Range:** 10 feet
- **Components:** S, V, M (a vial of mist)
- **Duration:** 1 minute
- **Classes:** Artificer, Sorcerer, Warlock, Wizard
You fill the air with a malicious mist in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 1d4 necrotic damage when it enters the spell’s area for the first time on a turn or starts its turn there. Whenever a creature takes necrotic damage in this way, the must make a constitution saving throw. On a failure, the creature can’t regain hit points and has its speed reduced by 10 feet until the start of your next turn.
***At Higher Levels.*** This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
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# Harrowed's Stash of Magic Items
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## Attuned Magic Items
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#### Arrow’s Reach and Sting Talisman
*Wondrous item, uncommon (requires attunement)*
Attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls.
Additionally, you gain a +2 bonus to damage rolls on ranged attacks made with weapons such as light crossbows, heavy crossbows, shortbows, longbows, hand crossbows, and dragonslayer greatbows.
#### Assassin’s Crimson Dagger
*Wondrous item, uncommon (requires attunement)*
While attuned to this talisman, whenever you roll damage for a critical hit you also regain an amount of hit points equal to your highest hit die + your constitution modifier.
#### Assassin’s Cerulean Dagger
*Wondrous item, uncommon (requires attunement by a spellcaster)*
While attuned to this talisman, whenever you roll damage for a critical hit you also regain a spell slot, the level of which is equal to half your proficiency bonus (rounded down). If you only have expended spell slots of a level lower than your proficiency bonus, a lower spell slot is regained instead.
#### Blessed Dew Talisman
*Wondrous item, rare (requires attunement)*
At the start of each turn in combat, you may gain an amount of hit points equal to half your proficiency bonus (rounded down). You only gain this benefit if you are conscious.
#### Blue-Feathered Branchsword
*Wondrous item, rare (requires attunement)*
While your current hitpoint total is less than a quarter of your hit point maximum, you gain resistance to damage of every type. You only gain this benefit while conscious.
#### Bull-Goat’s Talisman
*Wondrous item, uncommon (requires attunement)*
If an effect moves you against your will along the ground, or were to knock you prone, you may instead use a reaction to ignore the effect.
Additionally, if damage would make you roll a Constitution saving throw, you may use your reaction to grant yourself advantage on the roll.
#### Cerulean Amber Medallion
*Wondrous item, rare (requires attunement by a spellcaster)*
While attuned to this medallion, you have an additional spell slot, the level of which is equal to the highest level slot you have through your spellcasting feature. This amulet will provide a spell slot of up to 5th level.
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#### Crimson Amber Medallion
*Wondrous item, rare (requires attunement)*
Your Constitution score is 17 while you wear this amulet. It has no effect on you if your Constitution score is already 17 or higher without it.
Additionally, you are immune to contracting any disease while you wear this medallion. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant.
#### Crucible Scale Talisman
*Wondrous item, uncommon (requires attunement)*
While attuned to this talisman, any critical hit against you becomes a normal hit.
#### Dagger Talisman
*Wondrous item, uncommon (requires attunement)*
You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee weapon attack.
#### Dragoncrest Shield Talisman
Wondrous item, uncommon/rare/very rare (requires attunement)
This ring grants you a greater protection against the following types: bludgeon, piercing, or slashing. Whenever you take damage of the listed types, you may reduce damage taken of the type by an amount equal to the roll of a die listed below.
• ***Dragoncrest Shield Talisman.*** Roll a d4, the damage taken is reduced by an amount equal to the number rolled.
• ***Dragoncrest Shield Talisman +1.*** Roll a d8, the damage taken is reduced by an amount equal to the number rolled.
• ***Dragoncrest Shield Talisman +2.*** Roll a d12, the damage taken is reduced by an amount equal to the number rolled.
#### Flock’s Canvas Talisman
*Wondrous item, rare (requires attunement by a spellcaster)*
This talisman increases the power of incantations. Incantations are spells which restore health or deal damage of the following types: fire, lightning, necrotic, poison, or radiant.
Whenever you cast an incantation, that spell ignores resistance, and when you roll damage or healing for a spell which falls under the classification of incantation, you can treat any 1 on a die as a 2.
#### Graven-Mass Talisman
*Wondrous item, rare (requires attunement by a spellcaster)*
This talisman increases the power of sorceries. Sorceries are spells which deal damage of the following types: cold, fire, force, necrotic, piercing, psychic, slashing, or thunder.
Whenever you cast a sorcery, that spell ignores resistance and when you roll damage for a spell which falls under the classification of sorcery, you can treat any 1 on a die as a 2.
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# Harrowed's Stash of Magic Items
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#### Great-Jar’s Arsenal
*Wondrous item, rare (requires attunement)*
Your Strength score is 17 while you wear this amulet. It has no effect on you if your Strength score is already 17 or higher without it.
Additionally, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
#### Green Turtle Talisman
*Wondrous item, rare (requires attunement)*
On your turn, you can take one additional bonus action. This bonus action can be used only to take the Dash, Disengage, Hide, or use an item action.
#### Lance Talisman
*Wondrous item, uncommon (requires attunement)*
Whenever you make a melee weapon attack while mounted, you score a critical hit on a roll of 19 or 20.
#### Longtail Cat Talisman
*Wondrous item, uncommon (requires attunement)*
While attuned to this talisman, the rate of descent if you fall slows to 60 feet per round. If you land while conscious, you take no fall damage and can land on your feet.
#### Marika’s Soreseal
*Wondrous item, very rare (requires attunement)*
While attuned to this talisman, your intelligence, wisdom, and charisma ability scores are increased by 2.
However, whenever you take damage from any source, you take an additional amount of damage equal to one roll of the spell or weapon’s damage die. This damage cannot be reduced in any way.
#### Moon of Nokstella
*Wondrous item, uncommon (requires attunement by a spellcaster)*
While attuned to this talisman, you gain an increased amount of spells known or prepared. The bonus spells known or prepared is equal to your proficiency bonus, and if you unattune from this visage of the legendary lost moon, those additional spells are immediately lost.
#### Mottled Necklace
*Wondrous item, very rare (requires attunement)*
This necklace grants you great resistance against forces which would test your immunity, robustness, and focus.
While attuned to this necklace, you have advantage on saving throws against spells or magical effects which would cause any of the following conditions: blinded, charmed, deafened, exhausted, frightened, incapacitated, paralyzed, petrified, poisoned, stunned or unconscious, and magic can’t put you to sleep.
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#### Old Lord’s Talisman
*Wondrous item, rare (requires attunement)*
While attuned to this amulet, you gain an additional way to cast spells. Whenever you cast a spell, you may do so with the Old Lord’s Talisman as the focus and expend a slot which is equal to 1 + the level of the base spell. If you do so, the spell’s duration is doubled, to a maximum duration of 24 hours.
A spell cannot both be upcasted and benefit from the Old Lord’s Talisman.
#### Pearldrake Talisman
*Wondrous item, uncommon/rare/very rare (requires attunement)*
This ring grants you a greater protection against the following types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. Whenever you take damage of the listed types, you may reduce damage taken of the type by an amount equal to the roll of a die listed below.
• ***Pearldrake Talisman.*** Roll a d4, the damage taken is reduced by an amount equal to the number rolled.
• ***Pearldrake Talisman +1.*** Roll a d8, the damage taken is reduced by an amount equal to the number rolled.
• ***Pearldrake Talisman +2.*** Roll a d12, the damage taken is reduced by an amount equal to the number rolled.
#### Radagon’s Soreseal
*Wondrous item, very rare (requires attunement)*
While attuned to this talisman, your strength, dexterity, and constitution ability scores are increased by 2.
However, whenever you take damage from any source, you take an additional amount of damage equal to one roll of the spell or weapon’s damage die. This damage cannot be reduced in any way.
#### Red-Feathered Branchsword
*Wondrous item, rare (requires attunement)*
While your current hitpoint total is less than a quarter of your hit point maximum, every melee weapon attack you make deals additional damage equal to one roll of the weapon’s damage die. (This die is not doubled in the case of a critical.)
#### Ritual Shield Talisman
*Wondrous item, rare (requires attunement)*
While your current hitpoint total is equal to your hit point maximum, you have resistance to damage of every type.
#### Ritual Sword Talisman
*Wondrous item, rare (requires attunement)*
While your current hitpoint total is equal to your hit point maximum, every melee weapon attack you make deals additional damage equal to one roll of the weapon’s damage die. (This die is not doubled in the case of a critical.)
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# Harrowed's Stash of Magic Items
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#### Taker’s Cameo
*Wondrous item, uncommon (requires attunement)*
While attuned to this engraved talisman, whenever a spell or melee weapon attack reduces a creature to 0 hit points, you gain an amount of hit points equal to your proficiency bonus.
#### Talisman Pouch
*Wondrous item, major tier, legendary*
This pouch functions as a *Bag of Holding*, however while the bag is in your possession, you can attune to an additional magic item. You cannot exceed four total attuned magic items.
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## Charge-Based Magic Items
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#### Flask of Crimson Tears
*Wondrous item, uncommon/rare/very rare/legendary (requires attunement)*
As a bonus action, you may drink the ruby liquid contained within this glass flask, which tastes of strawberry, raspberries, and gooseberries, and restore a certain amount of hit points based on how much the flask has been enhanced. Once the glass flask gilded with golden filigree has been used in this way, it cannot be used again until you have finished a long rest.
• ***Flask of Crimson Tears.*** You regain 2d4+2 hit points.
• ***Flask of Crimson Tears +1.*** You regain 4d4+4 hit points.
• ***Flask of Crimson Tears +2.*** You regain 8d4+8 hit points.
• ***Flask of Crimson Tears +3.*** You regain 10d4+20 hit points.
The rarity of this item, and how much it restores, increases when you place a Sacred Tear inside the container. Once a Sacred Tear has been placed inside the flask, it dissolves in the liquid and cannot be removed, but the flask increases by +1, up to a maximum of +3.
#### Flask of Cerulean Tears
*Wondrous item, uncommon/rare/very rare/legendary (requires attunement by a spellcaster)*
As a bonus action, you may drink the sapphire liquid contained within this glass flask, which tastes of blueberries, concord grapes, and elderberries, and restore a spell slot based on how much the flask has been enhanced. Once the glass flask gilded with silver filigree has been used in this way, it cannot be used again until you have finished a long rest.
• ***Flask of Cerulean Tears.*** You regain up to a 2nd level spell slot of your choosing.
• ***Flask of Cerulean Tears +1.*** You regain up to a 4th level spell slot of your choosing.
• ***Flask of Cerulean Tears +2.*** You regain up to a 6th level spell slot of your choosing.
• ***Flask of Cerulean Tears +3.*** You regain up to an 8th level spell slot of your choosing.
The rarity of this item, and how much it restores, increases when you place a Sacred Tear inside the container. Once a Sacred Tear has been placed inside the flask, it dissolves in the liquid and cannot be removed, but the flask increases by +1, up to a maximum of +3.
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# Harrowed's Stash of Magic Items
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## Consumable Magic Items
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#### Ancient Dragon Smithing Stone
*Wondrous item, Legendary*
The scale of an ancient dragonlord, plucked from the body of a still-yet-living wyrm and polished against a golden gravelstone. This item may be used a single time to sharpen a weapon, its rough angles honing the edge to an impossible degree, increasing it to a +1 weapon.
If a weapon is already a +1 weapon, it becomes a +2, and if it is already a +2, it becomes a +3 weapon.
Once this smithing stone is used, time itself twists, and the scale is returned to the ancient dragon it came from.
#### Boiled Prawn
*Wondrous item, uncommon*
Actually, this is a crayfish, but one cooked by the legendary chef Asmoranomardicadaistinaculdacar, the premier culinarian of Asmodeus. There is a beefy yet light flavor as you suck out the buttery flesh, the mellow and fulfilling flavor runs down your throat before coming to a gentle sail within your stomach.
For the next hour, whenever you take bludgeoning, piercing, or slashing damage, that damage is reduced by an amount equal to your proficiency bonus.
#### Bolus
*Wondrous item, uncommon*
A small mass of moss mashed together with a combination of medicinal lichens. As an action, you may consume this dose of drug, and it will cure you of minor ailments. You gain the benefits of the *Lesser Restoration* spell.
#### Exalted Flesh
*Wondrous item, uncommon*
A morsel of sinhide deer cooked by the legendary chef Asmoranomardicadaistinaculdacar, the premier culinarian of Asmodeus. Roasted on a pit as wide as a nation on the first floor of hell, this venison is rolled in a fiery batter then twice fried, the savory yet hot spices tenderizing the meat so well it melts in your mouth.
For the next hour, whenever you deal damage with a weapon, you may add an additional amount of damage equal to one roll of that weapon’s damage die.
#### Glintstone Scrap
*Wondrous item, uncommon*
As an action, you may shatter this gem on the ground and choose a target within 120 feet, to which bolts of magic energy lance out, screaming toward the target. You cast the *Magic Missile* spell at 5th level, requiring no components or spell slot.
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#### Grease [TYPE]
*Wondrous item, uncommon*
As a bonus action, you scoop out a lump of magical grease from its oiled pound and spread it over a melee weapon you are wielding or ten pieces of ammunition. For the next minute, when time you deal damage with that weapon or ammunition, it deals an additional amount based on the list below.
• ***Dragonwound.*** You deal an additional 1d4 acid damage on a hit.
• ***Freezing.*** You deal an additional 1d4 cold damage on a hit.
• ***Fire.*** You deal an additional 1d4 fire damage on a hit.
• ***Magic.*** You deal an additional 1d4 force damage on a hit.
• ***Lightning.*** You deal an additional 1d4 lightning damage on a hit.
• ***Rot.*** You deal an additional 1d4 necrotic damage on a hit.
• ***Poison.*** You deal an additional 1d4 poison damage on a hit.
• ***Soporific.*** You deal an additional 1d4 psychic damage on a hit.
• ***Holy.*** You deal an additional 1d4 radiant damage on a hit.
Once the grease has been used, it slowly dissolves until the minute is up, upon which it melts away forever.
#### Large Glintstone Scrap
*Wondrous item, rare*
As an action, you may shatter this gem on the ground and choose a target within 120 feet, to which bolts of magic energy lance out, screaming toward the target. You cast the* Magic Missile* spell at 9th level, requiring no components or spell slot.
#### Pot [TYPE]
*Wondrous item, uncommon*
As an action, you may toss this pot to a point within 30 feet of you. The pot explodes on impact, forcing any creature within a 15’ foot square around the point to make a Dexterity saving throw, taking half on a success. The pot is then lost.
• ***Dragonwound.*** All enemies in range take 4d4 acid damage.
• ***Freezing.*** All enemies in range take 4d4 cold damage.
• ***Fire.*** All enemies in range take 4d4 fire damage.
• ***Magic.*** All enemies in range take 4d4 force damage.
• ***Lightning.*** All enemies in range take 4d4 lightning damage.
• ***Rot.*** All enemies in range take 4d4 necrotic damage.
• ***Poison.*** All enemies in range take 4d4 poison damage.
• ***Soporific.*** All enemies in range take 4d4 psychic damage.
• ***Holy.*** All enemies in range take 4d4 radiant damage.
The DC of the saving throw is equal to 8 + your Proficiency Bonus + your Strength or Dexterity modifier (whichever is higher).
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# Harrowed's Stash of Magic Items
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#### Sacred Tear
*Wondrous item, very rare*
Fallen foes of great power often shed the last of their power in the form of tears, some of which contain enough power they crystallize when exposed to the weave. Often comes in sets of four to six.
Used to upgrade a *Flask of Crimson Tears* or a *Flask of Cerulean Tears* by one stage.
During a short rest, you may expend the *Sacred Tear* and upgrade a flask, doing so completely absorbs the item.
#### Starlight Shards
*Wondrous item, uncommon*
As a bonus action, you may crush this crystalized shard of starlight, releasing it back to the cosmos. At the start of each turn, you regain a 1st level spell slot if you have any expended, this effect lingers for 1 minute, then dissipates.
#### Warming Stone
*Wondrous item, rare*
As an action, you may rub the gem between your hands, summoning the ancient blessing which once rested on this building stone of a church. You cast the *Prayer of Healing* spell at 2nd level, requiring no components or spell slot.
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## Magic Weapons
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#### Dragonslayer Great Arrow
*Ammunition, uncommon*
A massive, heavy arrow meant to be shot out of a longbow or dragonslayer greatbow.
Any creature struck by this arrow takes an additional 2d8 piercing damage, and must make a Strength saving throw against your marksman DC, or be knocked back 10 feet and fall prone.
***Heavy Ammunition.*** The unwieldy nature of this arrow makes it hard to shoot, whenever you make an attack using this ammunition, you must roll a d4 and subtract the number rolled from the attack roll.
#### Dark Moon Greatsword
*Martial weapon (greatsword), melee weapon, rare (requires attunement by a twilight cleric)*
The wide, blackice blade grows lighter toward the edges, granting the appearance of a dark blue glass fractured like a crazed spider’s webbing.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
***Lunar Steel.*** The unnatural blade bites with the same freeze which envelops the grand moon, causing attacks to deal an additional 1d4 magical cold damage. This otherworldly cold damage ignores resistance and immunity.
***Grace Me, Moonlight.*** The black ice blade of the Dark Moon Greatsword suddenly glows with the brilliance of her lunar eminence, freezing the very air with crystalizing magic for 1 minute. While the sword benefits from this feature, moonlight radiates from the blade, shedding bright light in a 30 foot radius and dim light for an additional 30 feet. Any invisible creature which enters this light is instantly revealed, and cannot speak a lie.
***Moonlight Sonata.*** As an action, you can swing the radiant sword and launch an arc of freezing moonlight. The magical arc is 15 feet wide and 60 feet long, shooting out from you in a direction you choose. Each creature in the arc’s path must make a Dexterity saving throw. A creature takes 8d6 cold damage on a failed save and has its speed reduced by 10 feet until the end of its next turn, or half as much damage on a successful one.
The DC for this saving throw is equal to 8 + your Proficiency bonus + your intelligence/wisdom modifier (whichever is higher).
***Heavy.*** Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small or Tiny creature to use effectively.
***Two-Handed.*** This weapon requires two hands to use. This property is only relevant when you attack with the weapon, not when you simply hold it.
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# Harrowed's Stash of Magic Items
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## Unique Artifact Items
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#### Flask of Wondrous Physick
*Wondrous item, artifact (requires attunement)*
A flask of golden glass which glows with such purity, it is believed to contain ambrosia, sap of the very gods themselves. This is the partner to the philosopher’s stone, an item an alchemist would kill to have, for its boons and benefits are as numerous as the kingdoms it would cost to buy.
Upon attuning to this item, you must choose two options from the list below. As a bonus action, you may uncork the *Flask of Wondrous Physick* and drink from its contents, gaining the two chosen benefits for 1 minute. Once used, the ambrosia is gone, only regenerating once a new dawn has graced the horizon.
• ***Greenspill Crystal Tear.*** You gain an additional action.
• ***Cerulean Crystal Tear.*** You regain the highest level spell slot you have.
• ***Cerulean Hidden Tear.*** The next spell you cast does not consume a spell slot.
• ***Crimson Crystal Tear.*** You regain half your total hit points.
• ***Crimsonburst Crystal Tear.*** You restore 1d12 hit points at the start of your turn.
• ***Faith-Knot Crystal Tear.*** Your Wisdom score and your maximum increases by 2.
• ***Opaline Bubbletear.*** You gain resistance to bludgeoning, piercing, and slashing damage.
• ***Strength-Knot Crystal Tear.*** Your Strength score and your maximum increases by 2.
• ***Spiked Cracked Tear.*** Whenever you deal damage with a weapon, you may add an additional amount of damage equal to one roll of that weapon’s damage die.
• ***Dexterity-Knot Crystal Tear.*** Your Dexterity score and your maximum increases by 2.
• ***Winged Crystal Tear.*** You gain a flying speed of 60 feet.
• ***Magic-Shrouding Cracked Tear.*** Whenever you cast a spell, that spell’s damage ignores resistance, and you may reroll any 1’s on the die.
• ***Twiggy Cracked Tear.*** You gain the benefits of a Death Ward spell.
• ***Leaden Hardtear.*** You cannot be knocked prone or back, and have advantage on Strength and Constitution saving throws.
• ***Crimsonspill Crystal Tear.*** Your hitpoint maximum and current hit points are increased by an amount equal to half your maximum.
• ***Greenburst Crystal Tear.*** Your walking speed increases by 30 feet.
• ***Speckled Hardtear.*** You gain the benefits of a Greater Restoration spell.
• ***Crimson Bubbletear.*** If a source of damage would bring you below 20 hit points, you ignore that damage and instead heal for that amount.
• ***Crimsonwhorl Bubbletear.*** Whenever you take damage, you may expend a hit die and heal an amount equal to the number rolled plus your constitution modifier.
• ***Thorny Cracked Tear.*** Each consecutive attack you deal melee weapon damage with does an additional 1d4, stacking up to ten times.
• ***Stonebarb Cracked Tear.*** Whenever you deal damage with a melee weapon, the target must make a Strength saving throw or be knocked prone.
• ***Wind Crystal Tear.*** When you make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
• ***Opaline Hardtear.*** Any damage you take is reduced by your proficiency bonus.
• ***Intelligence-Knot Crystal Tear.*** Your Intelligence score and your maximum increases by 2.
To change which two benefits you gain, you must take a long rest, at the end of which you may select two options from the options above.
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# Harrowed's Stash of Magic Items
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## Random Magic Equipment
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#### Gauntlets of the Ogre Magi
*Wonderous item, rare (requires attunement)*
Your Intelligence and Strength score is 15 while you wear these gauntlets. It has no effect on your Intelligence if it is already 15 or higher without it. It has no effect on your Strength if it is already 15 or higher without it.
#### Captain Darksnarl’s Cutlass
*Martial weapon (Scimitar), melee weapon, very rare (requires attunement)*
You gain a +1 bonus to attack and damage rolls made with this weapon.
***Treasure Sense.*** Whenever you make an Intelligence (Investigation) check inorder to find a hidden compartment, discover something stashed away, or locate treasure, you have advantage on the roll.
***Mermaid’s Blessing.*** While attuned to this cutlass, you have a swimming speed equal to your walking speed, can breath water, and have a dark vision out to 30 feet.
***Roll the Bones.*** Once a long rest, you can channel the dark fate of the Shipwreck Isle, where the dead row endlessly in the crushing, cold darkness of the ocean for their siren mistress. As a bonus action, you summon an ethereal cup which rattles with a clatter of ghastly whalebone dice, roll 2d6, the dice spill out on the ground beside you from the cup and the following effect takes place:
| Roll | Effect |
|:-:|:-:|
| 2 | You gain the benefits of the *Haste* spell, requiring no concentration. |
| 3-4 | You gain the benefits of the *Armor of Agathys* spell, the level of which is equal to your proficiency. |
| 5-6 | You cast the *Tidal Wave* spell, the level of which is equal to your proficiency. |
| 7 | You gain the benefits of the *Fortune’s Favor* spell. |
| 8-9 | You cast the *Misty Step* spell. |
| 10-11 | You are affected by the *Bane* spell, which you have advantage on if a crew of at least 2 allies are within 30 feet. |
| 12 | You cast the *Evard’s Black Tentacles* spell, the square of its effect targeted directly on top of you. The level of which is equal to 4 or your proficiency, whichever is higher, and requires no concentration. |
The level of cast spells are of base level unless stated otherwise, and have a DC equal to (8 + Your Proficiency Bonus + The Charisma of the Mistress, which is 6).
***Finesse.*** When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls.
***Light.*** A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
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#### The Cloak of No Particular Color
*Wonderous item, sentient, rare (requires attunement)*
While someone is attuned to the cloak, this magical object acts as a *Cloak of Billowing*, a *Cloak of Elvenkind*, *Cloak of Many Fashions* and a *Cloak of Protection*.
***Loyal Relic.*** Once a long rest, you can use an action to gain a hover speed of 60 feet until end of turn, and any movement you take using this movement does not provoke attacks of opportunity. The cloak will also use this feature, if not already expended, whenever its attuned wearer makes a death saving throw. The DM chooses where the cloak would reasonably shepherd its wearer to, and always chooses the place of least danger.
#### Truesilver Tarokka Deck
*Magical focus, rare (requires attunement by a wizard)*
While attuned to these cards, you have advantage on Intelligence (Arcana) checks and proficiency in the skill if you don’t already.
Any divination spell which creates a magical sensor (such as Scrying or Clairvoyance) is treated as if that sensor had truesight.
You can use this deck as a spellbook. Additionally, you can use the deck as a spellcasting focus for your spells while wearing or holding it, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.
#### Zephyr
*Wonderous item, very rare (requires attunement)*
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently
***Boots of Haste.*** As a bonus action, you click one of the boots against the other, casting the *Haste* spell on yourself requiring neither components nor concentration. Once the spell ends, you suffer the lethargy effects as normal, except you must also expend three hit dice.
You can’t use this property again until you finish a long rest.
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# Harrowed's Stash of Magic Items
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#### Thunderbolt
*Staff, weapon, legendary (requires attunement)*
A rather chaotic god of thunder and lightning seems to have gotten overzealous, forking their Thunderbolt into several smaller strands of lightning, one of which now lies in your hand. This ‘staff’ is a single bolt of pure lightning and thunder, coalesced into a more manageable strand of destructive power - somehow safe to touch.
You have resistance to lightning and thunder damage while you hold this staff.
As an action, you can cast the *Booming Blade* spell, using Thunderbolt as the weapon you make a melee attack with.
The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: *thunderwave* (1 charge), *lightning bolt* (3 charges), or *chain lightning* (6 charges).
The staff regains 1d6 + 4 expended charges daily at dawn.
***Versatile.*** This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
#### Snaderbantch
*Wonderous item, sentient, very rare (requires attunement)*
The Snaderbantch, however, has a mad will of its own, and offers the pure untamed power of chaos… If one is brave enough to wield it.
***Wild Magics.*** Whenever you cast a spell of 1st level or higher, roll a d20. If the number rolled is odd, roll on the Wild Magic Surge table. If the number is even, nothing happens… You think? If you roll a 20 on the die, a sugar frosted piece of bread appears in your other hand, which if eaten acts as a Potion of Healing.
This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. While holding it, you gain a +1 bonus to spell attack rolls and to the saving throw DC’s of your spells. You can use this staff as a spellcasting focus.
#### Aegis
*Shield, very rare (requires attunement)*
Aegis is a flawless circular mirror, two and a half feet in diameter, framed by an engraved truesilver bordering upon which is etched the depiction of a goddess gifting the shield to her demigod son. The back of the shield is almost like the back of a flat, silver roundshield, bound to which are three thick leather straps to tighten Aegis against one’s arm.
While holding this shield, you have a +1 bonus to AC. Additionally, this shield suffices as a mirror for the purposes of a Scrying spell.
***Mirror Shield.*** As a reaction, whenever a spell or magical effect (such as a Medusa’s Petrifying Gaze or a Beholder’s Eye Rays) targets only you, you may reflect the effect back at the caster, using the slot, spell save DC, attack bonus, and spellcasting ability of the caster.
You can’t use this property again until you finish a long rest.
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#### The Golden Fleece
*Wonderous item, legendary (requires attunement)*
You gain a +2 bonus to AC and saving throws while you wear this cloak.
While wearing this fleece, you are immune to disease, you suffer none of the frailty of old age, and you can’t be aged magically. Additionally, while you are attuned to the Golden Fleece, every day that passes ages you a quarter as much as it should.