Subclasses of Vivaeus

Holographer

Artificers who specialize as Holographers are masters of making illusions completely indistinguishable from real life. These talented experts create objects that use illusion magic to trick the eyes of many, while also finding ways to make their illusions seem tangible. Through the use of a light projector, these tinkerers can appear in multiple places at once, have the guise of an adult red dragon, or pierce through armor with a beam of concentrated light.

On Vivaeus, the Holographers of the Terrina Carnival entrance people with their imaginative displays of light, and those of the Bardic University of the south control the entrancing power of the nighttime casino.

Tool Proficiency

At 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Holographer Spells

You always have certain spells prepared after you reach certain levels in this class, as shown in the Holographer Spells table. These spells count as artificer spells for you, but they don't count against the number of spells or cantrips you prepare.

Holographer Spells
Artificer Level Spell
3rd guiding bolt, silent image
5th invisibility, shadow blade
9th hypnotic pattern, major image
13th arcane eye, phantasmal killer
17th seeming, wall of light

Deceptive Expert

Starting at 3rd level, you understand what makes an audience tick and can exploit that knowledge to sway others, even without magic. When you make an ability check that uses Charisma, you gain a bonus to that check equal to your Intelligence modifier (minimum of +1).

Additionally, you gain proficiency with your choice of either Deception or Persuasion checks.

Radiant Projector

Also at 3rd level, you've learned how to create a magical device that projects light. Using smith's tools, you can take an action to magically create a Tiny radiant projector in an unoccupied space on a horizontal surface within 5 feet of you. A projector can be held in one hand or placed on a flat surface, and you can use the projector as a spellcasting focus for your artificer spells while holding it. You can create a number of projectors equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

A projector is a magical object. It has an AC of 16 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or if you finish a long rest. You can dismiss it early as an action.

When you create a projector, you determine its appearance. On each of your turns, you can take a bonus action to activate one projector if you are within 60 feet of it to take an action on the Radiant Projections table. If the projector is causing an effect that lasts longer than one round, activating it again ends the first effect.

Radiant Projections
Projection Activation
Blinding Glare The projector flashes a gleam of light in an adjacent 15-foot cone in a direction you designate. Each creature in the cone must make a Constitution saving throw against your spell save DC or be blinded until the start of your next turn. On the creature’s turn, it can repeat the saving throw at the start of its turn, ending the effect early on a success.
Hypnotic Wave The projector emanates a soothing beam of light that affects others. Each creature in an adjacent 30-foot line in a direction you designate must make a Wisdom saving throw against your spell save DC or be charmed by you for 1 minute or until the projector is activated again.
Mystifying Image The projector casts minor illusion without components in a point in range you designate, using your spell save DC for the casting. The projector can only create an image with minor illusion, and the spell lasts for the normal duration of 1 minute or until the projector is activated again. If you have a feature that affects illusion spells you cast, such as Illusory Reality, the projector’s casting is affected by that feature.

Light Refraction

At 5th level, you can project a beam of crackling energy from your devices. As an action, you can evoke a beam from one of your projectors to strike a creature you can see within 30 feet of one of your projectors. The projector must be within 60 feet of you. Make a ranged spell attack against the creature from the projector. On a hit, choose electric, fire, or radiant damage. The target takes 3d8 damage of the chosen damage type and is dazed in such a way that it has disadvantage on Investigation and Perception checks until the start of your next turn.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again.

Projected Guise

At 9th level, you can use your projectors to cloak yourself in illusory light. As an action while holding one of your radiant projectors, you can expend the projector to cast disguise self as an artificer spell without components and with a duration of 1 minute, as the projector shines light on you to temporarily conceal your true appearance.

Until the spell ends, you gain the following benefits.

  • Holographic Countenance. The illusion has a minor charming effect in it that can influence others. When you make an ability check that uses Charisma, you can treat a d20 roll of 7 or lower as an 8.
  • Undetectable Movements. Your projections can mimic you perfectly, from your false appearance to each of your movements. If you see an image within 30 feet of you that was made by one of your projectors, and the illusion looks exactly like your disguise, you can use your bonus action (which can be done with the same bonus action used to activate a projector) to teleport, switching places with the illusion.

When the spell ends, the expended projector disappears, having used up a large amount of energy to cover your entire body.

Masterful Projections

When you reach 15th level, your skill with sensory deception has reached unmatchable levels. You can activate any number of your projectors at once using the same bonus action, and you can fire a Light Refraction beam from any number of your projectors at once using the same action and by expending the same use.

College of Scribes

The College of Scribes is one of the most powerful organizations of bards, though they tend to lack the outgoing charm characteristic of other bards. This college focuses on the composition of stories and songs, as well as the experimentation of magic in the world through bardic lore. Other bards tend to tease bardic Scribes, calling them wizards; however, they too always recognize the theoretical prowess of this school and its magic. Conventions always give these bards room to breathe, but only enough so that they can share their ideas with bombastic implications.

On Vivaeus, the College of Scribes makes up the majority of the student body in the Bardic University, a research facility by day and a mystical resort by night. Students often practice their studies and utilize it to pay their debts by working at the resort, using their magic to captivate the attention of others.

Arcane Repertoire

When you choose this college at 3rd level, you develop a repertoire of arcane secrets that you can decipher with ease. Choose a school of magic: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation. All spells of that school of magic are added to the bard spell list for you. You can choose another school of magic at 6th level and again at 14th level.

Additionally, you can use an arcane focus, a quill, or a book as a spellcasting focus for your bard spells.

Bardic Recovery

Also at 3rd level, you can inspire within yourself a well of magic to fuel your bardic gifts. As an action, you can expend a use of your Bardic Inspiration. You gain a temporary spell slot of a level no higher than half a roll of your Bardic Inspiration die. This spell slot must be of a level you can cast, and it lasts until you finish a short or long rest or until expended. This spell slot doesn’t count towards your current number of spell slots available.

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

Masterful Scholar

At 6th level, you are adept at learning about magic in all of its secrets. You gain proficiency with Arcana checks, and you can read all writing. Additionally, when you find a spell scroll with a spell that doesn’t appear on the bard spell list for you, you can attempt to decipher the spell’s description with an Arcana check. The DC for this check equals your bard spell save DC + the spell’s level. If you fail the check, the spell scroll is destroyed.

Improvised Casting

At 6th level, your delving into arcane magic allows you to twist it when casting from your Arcane Repertoire. You gain additional benefits depending on the schools of magic you chose in your Arcane Repertoire feature.

  • Abjuration. When you cast a bard spell from the abjuration school of magic of 1st level or higher, you gain temporary hit points equal to the spell’s level + your Charisma modifier (minimum of +1).
  • Conjuration. When you cast a bard spell from the conjuration school of magic of 1st level or higher on your turn, you can use your bonus action to teleport to a point you can see within 10 feet of you.
  • Divination. When you cast a bard spell from the divination school of magic of 1st level or higher, you gain advantage on the next attack roll you make until the end of your next turn.
  • Enchantment. When you cast a bard spell from the enchantment school of magic of 1st level or higher, you gain a +1 bonus to your AC until the start of your next turn.
  • Evocation. When you cast a bard spell from the evocation school of magic of 1st level or higher, you can roll your Bardic Inspiration die and add the result to one damage roll of the spell.
  • Illusion. When you cast a bard spell from the illusion school of magic of 1st level or higher, you become lightly obscured until the start of your next turn.
  • Necromancy. When you cast a bard spell from the necromancy school of magic of 1st level or higher, you can use your bonus action to force one creature within 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the creature is frightened by you until the start of your next turn.
  • Transmutation. When you cast a bard spell from the transmutation school of magic of 1st level or higher, you have advantage on saving throws you make to maintain concentration on a spell until the start of your next turn.

Magnum Opus

At 14th level, the magic you recover from inspiring yourself allows you to create your greatest works. When you cast a spell using your temporary spell slot from your Bardic Recovery, the spell is treated as if it were cast one level higher, and it benefits from the appropriate effect from your Improvised Casting feature, even if it isn't from one of your chosen schools of magic.

Hunt Domain

The deities of the Hunt Domain are one with nature in a different way from gods of the forces of nature themselves. Rather than controlling the natural world, they master the senses that allow creatures to roam the land and subsist off of it. Peoples have prayed to these gods for blessings since before organized civilization, with a bountiful victory and an exhillerating hunt being prized. Clerics of this domain are blessed with unerring skills to take down wild prey as well as enemies of their gods, and they often become leaders of hunting parties that find meals for their villages. Gods such as Artemis, Neith, and Skerrit bless their clerics to become pack leaders that never miss their shots.

Hunt Domain Spells
Cleric Level Spells
1st ensnaring strike, hunter's mark
3rd magic weapon, pass without trace
5th conjure barrage, plant growth
7th freedom of movement, guardian of nature
9th conjure volley, steel wind strike

Bonus Proficiencies

At 1st level, you gain proficiency with martial weapons and the Survival skill. If you already had proficiency with this skill, you gain proficiency with another skill of your choice.

Prowl of the Hunt

Also at 1st level, your walking speed increases by 5 feet, and you gain a climbing and swimming speed equal to your walking speed.

If you move no more than half your walking speed and then take the Attack action, you can cause a spectral arrow to follow your strikes. The first creature you attack on your turn with a weapon attack, hit or miss, takes 1d4 + 1 force damage, as if hit with a magic missile dart.

Channel Divinity: Hunter's Quarry

Starting at 2nd level, you can use your Channel Divinity to mark a creature as your prey.

As a bonus action, choose a creature within 30 feet of you that you can see. That creature is marked for 1 minnute. You can use Wisdom, instead of Strength or Dexterity, with weapon attack rolls made against the marked creature, and you score a critical hit on a roll of 19 or 20 when you make a weapon attack roll against the marked creature.

Blessed Pack Tactics

At 6th level, you can lead a pack of wolves in your god's sacred hunt. When you or an allied creature makes an attack roll against a creature, and a creature allied to the attacker is within 5 feet of the target, you can use your reaction to cause the attack roll to be made with advantage. You must do this before the roll is made. If the attack hits, the attack deals an extra 1d8 radiant damage, and hit or miss, the creature takes 1d4 + 1 force damage, as if hit with a magic missile dart.

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.

Divine Strike

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 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.

Unerring Strategy

At 17th level, your pack moves as one to take down the strongest of foes. When you roll initiative, you and up to 6 allied creatures within 30 feet of you that can see or hear you can immediately move up to half their movement speed without provoking opportunity attacks.

Circle of Clouds

Attuned to the sky itself, the Circle of Clouds finds druids who aspire for great heights, as well as those who wish to preserve the massive expanse of air. The Elemental Plane of Air has a major role in this circle's communion with the skies, and many Djinn interact with airborne druids as representatives for the air. A desire to be close to the sky and a willingness to protect it with the wrath of a hurricane lead this druidic circle to be avoided by many out of fear and respect, so they tend to hide up in the upper layers of the atmosphere and atop the peaks of mountains. When they are called to adventure, druids of the Circle of Clouds bring the thunder.

Circle Spells

You have a unique connection to the skies, and you can manipulate the winds to protect yourself and the air. This dedication to the sky grants you access to some spells when you reach certain levels in this class, as shown on the Circle of Clouds 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 Clouds Spells
Druid Level Spells
2nd fog cloud, thunder wave
3rd invisibility, shatter
5th gaseous form, lightning bolt
7th freedom of movement, storm sphere
9th far step, wall of force

Cloudy Shape

Starting at 2nd level, your wild transformations resemble various cloud shapes, floating through the sky as bulwarks of air. As a bonus action while transformed by your Wild Shape, you can gain a flying speed equal to 5 times your proficiency bonus for the duration of your transformation. You must concentrate on this effect (as if concentrating on a spell) to maintain this flying speed; if your concentration is broken, you lose the flying speed and your Wild Shape ends. You can end this flying speed early at any point during your Wild Shape as a bonus action to maintain your transformation, but once you end the flying speed, you cannot regain it until you use your Wild Shape again.

Additionally, you gain resistance to lightning and thunder damage while transformed by Wild Shape, and you can cause your transformation's natural weapons and unarmed strikes to deal lightning or thunder damage instead of the normal damage.


Arcing Bolt

At 6th level, your Cloudy Shape leaves static electricity on your enemies. As a bonus action when you deal lightning or thunder damage while transformed by Wild Shape, you can cause a bolt of lightning to shoot out from the target of the attack towards another creature you can see within 30 feet of it. Make a ranged spell attack against the second creature. On a hit, you deal lightning damage equal to 1d6 + half your druid level.

Additionally, your flying speed doesn’t provoke opportunity attacks while transformed by Wild Shape, as your airy body is difficult to strike at in retaliation.

Aspect of the Skies

When you reach 10th level, you are adept as a master od the skies, and you can transform into any aerial being through the might of the clouds. You can use your Wild Shape to transform into any creature with an innate flying speed with a challenge rating as high as 1.

Looming Thunderhead

At 14th level, you command the air and can move through it freely, striking at your foes with immense power. Your flight from the Cloudy Shape feature no longer requires concentration, and you can cast spells of 2nd-level or lower that deal lightning or thunder damage without material components while transformed by Wild Shape.

Luminary

Fighters who emulate the archetypal Luminary are powerful warriors who have learned to wield the light. Perhaps infused with the blessings of a deity, or equipped with technology hundreds of years ahead of its time, or even blessed with a sorcerous gift for manipulating light and shadow, Luminaries are one with the rays of sunlight and the shadows they cast. This allows these revered soldiers to stand in for generals as beloved arbiters of light. They also possess immense tactical knowledge, so they might not even need to stand in for the general at all; perhaps, they possess the skills to become the general that will lead the army to a brilliant victory.

Luminary Shaft

At 3rd level, you can memorize the refractions of light that come from one weapon that isn’t an artifact through a ritual, calling upon the light for later. You perform this ritual over the course of 1 hour, which can be done over the course of a short or long rest. The weapon must be within your reach for the duration of the ritual, at the conclusion of which you touch the weapon and transform it into your Luminary Shaft.

Once a weapon becomes your Luminary Shaft, you can't be disarmed of that weapon against your will unless you are incapacitated. If it is on the same plane of existence, you can summon the shaft as a bonus action on your turn, causing it to teleport instantly to your hand.

While you wield your Luminary Shaft, your attacks with it can deal radiant damage instead of the normal damage type, it deals an additional +1 radiant damage, and it sheds bright light within 15 feet of it and dim light for an additional 15 feet (this effect can be turned on or off as a bonus action).

You can only have one Luminary Shaft at a time. If you attempt to bond to another, your connection to the first one is lost.

Enlightened Mind

Also at 3rd level, your mind has been illuminated by the radiance infused within your soul. When you make an ability check that uses Intelligence, you gain a bonus to the check equal to your Constitution modifier (minimum of +1).

Additionally, you gain proficiency with one of the following skills of your choice: Arcana, History, Nature or Religion.

Harness Light

Starting at 7th level, you can manipulate the light around you to shine brightly or to dim your presence. You gain the following benefits.

Solar Flare. As a bonus action, you can unleash a burst of light. Each creature of your choice within 30 feet of you must make a Constitution saving throw or take radiant damage equal to 2d8 + your fighter level and be dazed. On a successful save, a creature takes half as much damage and is not dazed. A dazed creature is considered blinded until the start of your next turn or until it takes damage. You can only use this benefit once per round.

Umbral Cloak. As a bonus action, you can weave the light around your presence. You become invisible until the start of your next turn. The first weapon attack you make while invisible deals additional necrotic damage equal to 2d8 + your fighter level. You can only use this benefit once per round.

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

Body of Radiance

Startinag at 10th level, your body has become partially luminscent. You gain resistance to necrotic and radiant damage. Additionally, you are immune to the blinded condition, and you can see in magical darkness as if it were bright light.

Brilliant Tact

When you reach 15th level, you can shed light on your prediction of a battle's outcome. When you roll initiative, you and one allied creature of your choice within 30 feet of you that can see or hear you gains a bonus to the check equal to your Constitution modifier (minimum of +1).

Unyielding Light and Shadow

At 18th level, you wield the light, or lack thereof, with immense effectiveness.

Your Shaft of Light has a +1 bonus to attack rolls while you wield it, on top of any other bonuses it gets. When you score a critical hit with it, it flares with light, and you can use your Solar Flare this turn without expending a use of your Harness Light feature.

While wielding your Shaft of Shadow, and you are in dim light or darkness, you can teleport as a bonus action to a point you can see in dim light or darkness within 30 feet of you. When you score a critical hit with it, it crackles with darkness, and you can use your Umbral Cloak this turn without expending a use of your Harness Light feature.

Way of the Hive Mind

The traditions of the Hive Mind trace back for centuries, where the ascetic practices of monasteries across the land crossed with cult-like followings, resulting in an otherworldly touch for monks who follow the tradition. A blend of mind manipulation and strict orders from their monastery result in these mystical warriors traveling about, searching for potential candidates for members of the Hive Mind.

This monastery is united under the belief that the collective consciousness of all life is gathered in a mystical place known as the Great Hive, where people go to when they pass on. The Way of the Hive Mind teaches that its members are able to move freely through the Great Hive in the next life, and thus their monks are willing to put their lives on the line to serve their goal.

Monks can escape from this tradition, however. When they do, the mental scars often stay with them for the remainder of their lives, placing a block on their ki. These monks meditate constantly in order to restore balance to their lives, occasionally taking up arms to fight back against the Hive Mind using its own teachings.

Deceiver's Gifts

Starting at 3rd level, you have been trained in the art of convincing people to follow you, and using that following to your advantage. You gain the following benefits:

Eldritch Strike. You can infuse your martial arts with the dark arts of your tradition. When you hit with an unarmed strike, you can choose to deal psychic damage, instead of the normal damage type.

Master Manipulator. You gain proficiency with Deception checks. Your proficiency is doubled for any ability check you make that uses Deception.

Mental Link. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically to only one creature at a time. Alternatively, you can speak telepathically to every creature charmed or frightened of you at once.

Psychic Chains

Also at 3rd level, you can unleash chains of mental energy to enrapture your foes, subjugating them to your will.

You gain a new attack option that you can use with the Attack action. This special attack is a melee spell attack with a range of 10 feet. You are proficient with it, and you add your Wisdom modifier to its attack and damage rolls. Its damage is psychic, and its damage die is a d4. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

Once per turn when you use your Flurry of Blows, you can make an attack with your Psychic Chains instead of an unarmed strike.

Additionally, when you hit a creature with your Psychic Chains, you can spend 1 ki point to enrapture the creature's mind. Until the start of your next turn, the creature becomes charmed or frightened of you (your choice) and its movement speed is reduced by 5 feet.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Hive's Spoils

Starting at 6th level, you are rewarded within your mind for successfully manipulating another. When you hit a creature with your Psychic Chains, you can make a Charisma (Deception) check contested by the creature's Wisdom (Insight) check. If you win the challenge, you regain a number of ki points equal to your proficiency bonus, up to your ki point maximum, and you gain a number of temporary hit points equal to your monk level.

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

Mental Defenses

Starting at 11th level, you are warded from outer forces attempting to invade your mind, as you need only rely on the Great Hive. You gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

Additionally, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check. Doing this also allows you to use your Hive's Spoils feature.

Subjugator

At 17th level, regardless of whether you are still a part of the Great Hive, you possess the power to create your own following. You can cast command, charm person, and suggestion without somatic or material components. You can do so by spending a number of Ki points equal to the spell's level. You can cast these spells up to 5th level.

Oath of Memory

The Oath of Memory binds a paladin to preserve the past and enlighten the present. By building an epic tale of great deeds, and acquiring the knowledge of those who have since passed, these stalwart warriors are able to assure that history and legends will never fade.

The greatest paladins who take this oath become living compendiums of the lore of the universe. However, those who take this oath are not bound to the light; they can choose to leave traumatizing memories in the minds of the weak, forever reminding them of a past they cannot outrun.

Tenets of Memory

The tenets of the Oath of Memory have been preserved for ages, written down in tomes across the multiverse. Paladins who take up this oath preserve the tenets, often sharing them with prospecting paladins willing to take up the torch of legacy.

Uncover History. Travel the world, acquiring as much knowledge as you can so that it will never be forgotten.

Learn From the Past. The blunders of those who have since passed away can often be guides for the present. When presented with a troubling situation, hearken back to those blunders and avoid them at all costs.

Leave an Impact. Assure that others remember your impact on them, be it good or bad. Your own legacy cannot be forgotten as your name becomes history.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Memory Spells
Paladin Level Spells
3rd cause fear, heroism
5th detect thoughts, zone of truth
9th clairvoyance, intellect fortress
13th divination, phantasmal killer
17th legend lore, modify memory

Channel Divinity

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

Guidance of the Fallen. You can use your Channel Divinity to gather the lore of the dying to preserve their legacy. When you reduce a creature to 0 hit points, you can immediately ask the creature one question, leaving it with just enough consciousness to reply. It must answer truthfully to the best of its knowledge, and it speaks concisely to you in a language that it knows. After the creature replies, it loses consciousness and suffers the normal effects of falling to 0 hit points. This effect fails if the creature cannot speak or if it doesn't know any languages.

Lasting Impression. You can use your Channel Divinity to imprint a memory of yourself into a foe's mind. When you hit a creature with a melee weapon attack, you can mark the creature. It takes 1d6 additional psychic damage from the attack, and all further melee weapon attacks you make against that creature for 1 minute deal 1d6 additional psychic damage.

Aura of Recall

When you reach 7th level, you emanate an aura that bolsters memory while you aren’t incapacitated. You and allied creatures within 10 feet of you can add half your proficiency bonus (rounded up) to any ability check you make that doesn't already benefit from proficiency or the Jack of All Trades feature.

At 18th level, the aura’s radius extends to 30 feet.

Warrior’s Legacy

At 15th level, your enemies always remember your identity after facing you, unable to shake your presence. Creatures affected by your Lasting Impression are frightened of you for the duration, and they cannot benefit from resistance to damage you deal while marked.

Lore Holder

When you reach 20th level, you can embody memory itself, your body occupying all possible outcomes at once and your mind warping into a vast compendium of knowledge. As an action, you can enter this state for 1 hour, granting you the following benefits:

  • You can understand all languages, and you can read all writing. You ignore magical means of evading language comprehension, such as the magic mouth spell.
  • When you make an Intelligence, Wisdom, or Charisma ability check or saving throw, you can treat a d20 roll of 9 or lower as a 10.

  • If you use your movement to move at least 5 feet by the end of your turn, you can teleport at the end of your turn to any space of your choice that you previously occupied on your turn (no action required). Each creature of your choice within 5 feet of the space you left must make an Intelligence saving throw or take psychic damage equal to half your paladin level + your Charisma modifier (minimum of 11).

Once you use this action, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.

Cave Delver

Many find themselves wandering into the Elemental Plane of Earth, a system of near infinite caves and tunnels, in search of wealth, adventure, or simply curiosity. Others find themselves there spontaneously, without having chosen to be there themselves. Whatever your origin, you have grown accustomed to the tunnels as a Cave Delver, a ranger with immense experience with the terrain you walk upon. The plane has touched you to your core, and it follows you around from just beneath your footsteps.

On Vivaeus, the Samoki Monastery in the northeast houses many who seek attunement to the elements, leading to the monastery becoming an intersection of the four elements. Many rangers who find themselves at the monastery train in the Elemental Plane of Earth to hone their physical skill.

Filled with the might of mountains, you venture out and harness the earth to your benefit. Are you in search of reentering the plane? Do you wish to fight the forces of the sky in honor of the land? Or do you wish to distance yourself from that plane, haunted by the tectonic terrors of those glittering tunnels?

Tremoring Blows

Starting at 3rd level, the elemental power of earth enhances your attacks. Once per turn, when you hit a creature with a weapon attack, you deal an extra 1d6 bludgeoning damage and force the creature to make a Dexterity saving throw against your spell save DC or be knocked prone. Creatures that are on the ground or climbing have disadvantage on this saving throw.

When you reach 11th level, the extra bludgeoning damage increases to 2d6 and is considered magical for the purposes of overcoming resistance and immunity to nonmagical damage.

Cave Delver Magic

Starting at 3rd level, you learn the mold earth cantrip, if you didn't already know it.

You also learn an additional spell of 1st level or higherwhen you reach certain levels in this class, as shown in the Cave Delver Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Cave Delver Spells
Ranger Level Spells
1st sanctuary, mold earth
2nd spider climb
3rd Leomund’s tiny hut
4th stone shape
5th wall of stone

Stone Training

At 3rd level, you have been infused with the durable might of mountains. You gain proficiency with heavy armor, and you have tremorsense with a range of 30 feet. You can detect and pinpoint the origin of vibrations within this area, provided that you are in contact with the same ground or substance as the source of the vibrations.

Your hit point maximum also increases by 3 and increases by 1 whenever you gain a level in this class.

Sift Through Earth

When you reach 7th level, your experience with magical earth makes nonmagical earth simple to overcome. You have a burrowing speed equal to your walking speed. With this speed, you can move through sand, earth, mud, or ice, but not solid rock.

Additionally, as a bonus action, you can attune yourself to the Elemental Plane of Earth for 1 minute. While attuned in this way, your walking speed increases by 5 feet, and you can use your burrowing speed to move through nonmagical, unworked earth and stone without disturbing the material you move through.

Once you attune to the Elemental Plane of Earth, you can’t do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to do so again.

Stone Defender

At 11th level, your body has become one with the earth, and you can harness the magic of the earth to defend yourself and others. When you or a creature within 10 feet of you is hit with an attack roll, you can use your reaction to solidify your body and that of the target creature. Until the start of your next turn, you and the target creature gain a bonus to AC equal to your proficiency bonus.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot of 3rd level or higher to use it again.

Tectonic Resilience

At 15th level, the ground beneath your feet serves you, and it absorbs the impact of your falls. You gain resistance to nonmagical bludgeoning, piercing, and slashing damage. Additionally, you gain immunity to bludgeoning damage taken from falling.

Switchblade

Archetypal Switchblades are rogues who hone their fighting ability with weapons. More skillful than the average soldier, Switchblades are able to adapt to any situation, like a pocketknife with multiple blades, and work well anywhere. These specialized soldiers, perhaps not the stealthiest or the most lethal rogues, can still perform any role in battle effectively, proving to be superior soldiers across the world.

In many thieves' guilds and even royally mandated military forces, Switchblades are often hired to train new soldiers with the art of weaponry. They gain immense respect from those who hire them, often filling noncombative roles in their workplace.

Jack of All Blades

At 3rd level, you gain proficiency with martial weapons, medium armor, and shields.

Additionally, if you are proficient with a melee weapon that lacks the heavy and special properties, that weapon has the finesse property while you wield it.

Fluid Fighting Style

Also at 3rd level, you can take on many roles in combat. Choose one fighting style option from the fighter class. If you already have a style, the one you choose must be different.

Whenever you finish a short or long rest, you can change your choice in fighting style from this feature to another fighting style of your choice from the fighter class that you don't already have.

Adaptive Combatant

When you reach 9th level, you can react to any situation and perform your duties amidst combat. You gain the following additional uses for the bonus action granted by your Cunning Action.

Disarm. You attempt to disarm a creature, forcing it to drop one item of your choice that it is holding. The target must make a Strength saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or drop the item you chose. The item lands at the creature's feet. You must be wielding a weapon or have a free hand to make this action.

Grapple. You attempt to grapple a creature. You can use Dexterity, instead of Strength, for the Athletics check you make to initiate or maintain any grapple.

Shove. You attempt to shove a creature. You can use Dexterity, instead of Strength, for the Athletics check you make to attempt any shove.

Stabilize. You attempt to stabilize an unconscious creature within 5 feet of you.

Extra Attack

At 13th level, you can attack twice, instead of once, when you take the Attack action on your turn.

Moreover, you can replace one of your attacks with one of the actions granted by your Cunning Action. You can do this a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Master of Blades

At 17th level, your weapons are a part of your very being and you can wield them with exceptional skill. Your weapon attacks score a critical hit on a roll of 19 or 20. If the weapon attack can benefit from your Sneak Attack this turn, the attack scores a critical hit on a roll of 18-20.

Sacred Kahuna

Many civilizations on different lands develop cultures surrounding the use of magic for protecting the community and the land itself, and those who are naturally proficient with this magic rise to become great leaders of their people. Sacred Kahunas are sorcerers who command the magic of the land around them through their unique connection to it, perhaps through a trace of druidic blood in their bodies or by being exposed to a spirit of the lands.

The primal elements of the land and a strong cultural tie give Sacred Kahunas a view of the world that is more down to earth. However, their natural leadership position allows them to restrict certain things from their people using magic, even if their true character doesn't lend well to having that amount of power.

Tribal Magic

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Tribal Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or a transmutation spell from the druid, ranger, or sorcerer spell list.

Tribal Spells
Sorcerer Level Spells
1st goodberry, sanctuary
3rd beast sense, spike growth
5th conjure animals, create food and water
7th elemental bane, polymorph
9th commune with nature, hallow

Tapu Warding

At 1st level, you can designate a creature as tapu, or forbidden from being encroached. As a bonus action, you can choose a target within 60 feet of you that you can see (this can be yourself). You shield the creature with a spectral serenity that swirls around it. Until the start of your next turn, attack rolls against the creature are made with disadvantage, and if a creature hits the warded creature with an attack roll while you can see both the attacker and the warded creature, you can use your reaction to cast a sorcerer spell with a casting time of one action, targeting either only the attacker or only the warded creature. The spell you cast cannot be of a level higher than half your proficiency bonus (rounded up). If the spell can impact an attack roll, such as sanctuary, the effect applies to this attack roll.

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.

Tribal Training

Also at 1st level, you gain proficiency with Survival checks and one tool of your choice. Additionally, you gain either a climbing or swimming speed equal to your walking speed.


Totemic Companion

By 6th level, you can conjure forth a spirit of nature to assist you. As an action, you can call forth this spirit in the form of a small totem filled with bursting elemental energy.

The totem appears in an unoccupied space of your choice that you can see within 30 feet of you. The totem is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Totemic Companion stat block, which uses your proficiency bonus (PB) in several places. You determine the totem's appearance, such as a tiki statue glowing softly or a pillar of animal heads spewing raw elemental energy.

In combat, the totem 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 totem can take any action of its choice, not just Dodge.

The totem manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the totem again, or until you die.

Once you summon the totem, you can't do so again until you finish a long rest, unless you expend 3 sorcery points to summon the totem.

Improved Warding

At 14th level, the magic of the land itself bends to your command. You gain resistance to cold, fire, and lightning damage.

Additionally, when you use your Tapu Warding, the warded creature has resistance to the damage of any attack rolls that hit it while warded.

Force of Nature

At 18th level, you can embody a force of the land you are magically tied to, causing destruction for the preservation of your community. As an action, you can transform into a Dao, Djinni, Efreeti, or Marid (see these creatures' stat blocks in the Monster Manual). This transformation lasts for 1 hour or until you lose concentration (as if concentrating on a spell).

Once you use this feature, you can't use it again until you finish a long rest, unless you expend 8 sorcery points to do it again.


Totemic Companion

Small construct


  • Armor Class 15 (natural armor)
  • Hit Points 8 + 4 times your sorcerer level
  • Speed 10 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
10 (0) 12 (+1) 14 (+2) 10 (0) 14 (+2) 16 (+3)

  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks, cold, fire, lightning, radiant
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned, frightened
  • Senses passive Perception 12
  • Languages Sylvan, understands the languages you speak
  • Proficiency Bonus (PB) equals your bonus
  • Challenge -

Channel Magic. When you cast a spell of 1st level or higher from your Tribal Magic feature, you can cast it from the totem's space while it is in a space you can see within 60 feet of you. If the spell is affected by metamagic, the sorcery point cost is reduced by 1, to a minimum of 1 sorcery point. Death Burst. When the totem is reduced to 0 hit points, it bursts with sacred energy. Each creature within 5 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes radiant damage equal to 1d8 + your sorcerer level, or half as much on a successful save.

Actions

Elemental Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft., one target. Hit 1d6 force damage + 1d6 + PB radiant damage.

Explosive Ward. The totem reduces itself to 0 hit points, activating its Death Burst. Creatures have disadvantage on the saving throw for the totem's Death Burst if activated in this way, and the range of the burst increases to 10 feet.

The Revelry

Since ancient times, beings of pure ecstasy have come and gone from the public consciousness to indulge desires. Such beings go by many names, even titled as deities in some places, but can be summoned by calling for the Revelry. Your patron is a provider of rest, festivities, and art, and imbibes merrily to the tales of your journeys. The Revelry is often beneficial to all who follow it, but it can bring out the worst in those who delve too deeply into its lore.

In the realm of Theros, many centaurs and satyrs serve the Cult of Dionysus, celebrating with wine and the arts while maintaining a sense of secrecy to the outside world. The Revelry is also quite prelevant in the Feywild, where many fey creatures live solely for the joy of living.

How did you come into contact with the Revelry? Were you born into a cult that worshiped a living spirit of festivities? Did you search it out, desperate for a moment's respite from the harsh realities of life? Or did the Revelry come to you, eager to hear tales either fictitious or truthful from your travels?

Expanded Spell List

1st-level Revelry feature
The Revelry lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Revelry Expanded Spells
Spell Level Spells
1st goodberry, Tasha’s hideous laughter
2nd blur, calm emotions
3rd create food and water, slow
4th confusion, polymorph
5th dominate person, tree stride
6th Otto’s irresistible dance

Intoxicating Trance

1st-level Revelry feature
At 1st level, you can succumb to the Revelry, becoming an unpredictable center of attention. As a bonus action, you can enter a trance for 1 minute. You gain the following benefits while in this trance:

  • Once per turn when a creature makes an attack roll against you, you can attempt to pacify the attacker into reveling with you. The creature must succeed a Wisdom saving throw against your spell save DC or become charmed by you until your trance ends.
  • You can Dash or Disengage as a bonus action.
  • You have advantage on ability checks that use your Charisma or that are opposed by ability checks that use Charisma.

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.

Servant of Festivity

1st-level Revelry feature
You gain proficiency with alchemist’s tools, and you learn the Acid Splash cantrip. This cantrip counts as a warlock spell for you, but it doesn’t count against the number of warlock cantrips you know.

Curse of Delirium

6th-level Revelry feature
At 6th level, you can curse a creature, making it struggle to handle the Revelry. As a bonus action, you can choose a creature you can see within 30 feet of you. That creature must make a Constitution saving throw or become cursed with revelrous power for 1 minute. While cursed in this way, the creature is charmed by all of your allies except yourself, and it takes 1d6 poison damage at the start of each of its turns. The creature can make a Constitution saving throw as an action, ending the effect early on a success. While cursed, you can't charm the creature, and any effects that cause the creature to be charmed by you are suppressed until the curse ends.

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

Revelrous Tolerance

6th-level Revelry feature
Starting at 6th level, you have developed a taste for dangerous substances and suffer fewer adverse effects when ingesting them. You gain resistance to acid and poison damage and immunity to disease and the poisoned condition. Additionally, you have advantage on Constitution checks related to consuming dangerous substances, such as alcohol.

Drunken Ecstasy

10th-level Revelry feature
When you reach 10th level, you can numb a creature's mind with your patron's power. While a creature is charmed by your Intoxicating Trance or your Curse of Delirium, it is considered poisoned, and its movement speed is reduced by 10 feet.

Additionally, whenever you deal poison damage to a creature, you can treat immunity to poison damage as resistance.

Banquet of Revelry

14th-level Revelry feature
At 14th level, you can call upon the Revelry, treating all of your allies to a grand feast. You can cast heroes' feast once without material components and without expending a spell slot, and you regain the ability to do so when you finish a long rest. When you do so, the feast can be eaten over the course of a short or long rest, even if the short or long rest does not take a full hour.