Homebrew Subclasses

Changelog:

  • Version 1.0 - initial draft (2 subclasses for most classes)
  • Version 1.1 - Posted original subclasses to reddit for peer review.
  • Version 1.2 - Verbiage tweaks/power balance (guidance from Matthew Gravelin's subclass creation guides).
  • Version 1.3 - Further revised power balance and grammer based on a character build stress test.

Grapple Checks

Many subclass features refer to a Grapple Check, this is a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics).

  • Grapple checks are used to grapple targets, make the shove attack, or in the features described in the subclasses below.
  • Grapple Checks are standard 5th Edition rules, but not referred to as Grapple checks in the rulebooks. This term is used to shorten the description, especially when used multiple times across a subclass.

Thanks

This document compiles several new subclass options for D&D 5th Edition. There were some character concepts that I felt were dificult, clunky, or unoptimized to create with the current set of subclasses. I have created some of these subclasses myself and some were found/tweaked; I have listed the original creator and linked the location I found the subclass. Thanks to Galiphile, fromhaus, ForceOfWyl, poobahbear, Greatzilla, regularabsentee, and Isaac for creating and posting their subclasses. And thanks to The Homebrewery for creating a web app that allows for easy documentation.

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 Kyle Byrd and published under the Community Content Agreement for Dungeon Masters Guild.

Barbarian

Path of the Brawler

Those barbarians that follow the Path of the Brawler throw aside their weapons to become a living weapon. Followers of this path use their strength and anger to defeat their foes using their bare fists.

Fisticuffs

Starting at 3rd level, when you take this path, you gain the following benefits:

  • You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain barbarian levels.
  • While raging, when you make an unarmed strike as a part of the attack action, you can make an additional unarmed strike as a bonus action.
Barbarian Level Fisticuffs Die
3rd d4
6th d6
10th d8
14th d10

Primal Fury

Starting at 6th leveI, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

On the Ropes

Additionally at 6th level, once per turn when you attack with your unarmed strike, if you score a critical hit or you make the attack with advantage and both d20 results would hit, you can make a grapple check to shove or grapple it without replacing an attack to do so. You cannot use this feature against creatures that are more than one size larger than you.

Bloodied Combatant

Starting at 10th level, when you take damage that would set you below half of your maximum hit points and not already raging, you can use your reaction to enter a rage expending one of your daily uses of rage.

In addition, while you are raging and below half of your maximum hit points, your reckless attack feature does not grant advantage on incoming attack rolls from enemies that you hit on your turn.

Knock-out punch

At 14th level, when you hit a creature with a critical hit and the maximum damage result would drop them to 0 hit points, that creature takes the maximum damage and are set to 0 hit points.


Path of the Cyclone

(courtesy of Galiphile found at sw5e):

The Path of the Cyclone empowers the barbarian's ability to fight with weapons in each hand. Followers of this path learn to move quickly to avoid attacks and can become a whirlwind of fury and steel, cleaving through hordes of enemies.

Fighting Style

When you choose this path at 3rd level, you learn the Two-weapon Fighting Style; and while raging you can engage in two-weapon fighting without having to expend your bonus action.

Double Swing

Also at 3rd level, once on each of your turns when you miss an attack while raging, you can make one additional melee attack as a part of engaging in two-weapon fighting

Twisting Winds

At 6th level, your unpredictable movement makes you harder to hit and pin down. When you make a saving throw or ability checks to avoid being knocked prone, pushed, grappled, or restrained, it gains a bonus equal to your Strength modifier.

Mighty Leap

Starting at 10th level, the distance you can jump is doubled, and you do not provoke attacks of opportunity if you leave a hostile creature's reach while jumping.

Tornado

At 14th level, you can become a tornado of attacks. When you take the Attack action on your turn, you can forgo one of your regular attacks to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target. If you are wielding a separate melee weapon in each hand, each successful hit against a target deals damage equal to the damage dice of both weapons + your ability modifier + any other modifiers. You can use this feature a number of times equal to your Strength modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

Bard

College of Jesters

(courtesy of fromshus found at DnD Beyond):

These Bards are students of comedy who live for the sound of laughter. However, for the College of Jesters, humor is much more than entertainment. For them, the absurdity of existence is itself a divine force, and comedy is sublime. Members of the College of Jesters are often dismissed as fools, but that is how they like it, so that they make can fools of others. These Bards often dress in motley clothes and many wear make up, at least when they perform.

Bonus Cantrip

When you join the College of Jesters at 3rd level, you gain the vicious mockery cantrip if you don't already know it and you can add your Charisma modifier to the damage result.

Cutting Jest

Also at 3rd level, you learn how to use your jests to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it’s immune to being charmed, however it need not be able to hear or understand you.

Cutting Deeper

Starting at 6th level, your observation of others gives you insight into their foibles and insecurities and makes you even more adept at sapping their confidence with your humor. If the target of your Cutting Jest fails their ability check or attack roll, then you may opt for them to suffer from psychic damage equal to the Bardic Inspiration die result.

Fool's Luck

At 14th level, your failures sometimes miraculously turn into success in unexpected ways. For example, you might miss on an attack roll, but instead hit a shelf which causes something to fall off and hit your opponent. Any time you roll a 1 on an attack roll, ability check or saving throw, you may immediately spend a Bardic Inspiration die and use the result as your new roll for that attack roll, ability check, or saving throw. You still add any modifiers to the roll's result that applied to the original roll.


College of the Piper

These bards are students of song and use their music to control the masses. Some folks are distrusting of pipers, due to their association with vermin, though this is not always fair. Rats can be of great use for a city-dwelling bard, but you'll just as easily find a piper surrounded by dogs or doves.

Musical Repertoire

Also at 3rd level, you learn to use music to turn the tides of conflict toward your victory. You can use your action to begin a song performance. You can either continue this song on subsequent turns using your action or its effects end. It also ends early if you are incapacitated or silenced or it you voluntarily end it (no action required). Creatures that are immune to charm or that can't hear you are not effected by your songs.

  • Anthem of Attraction. Beasts that are CR 1/2 or lower that are not hostile to you and can hear are attracted to you and spend their turn moving toward you. If any of the animals see you take damage they will attempt to attack the source of that damage.
  • Balled of Battle. Allies gain a +1 bonus to attack rolls and enemies that can hear you take a -1 penalty to attack rolls.
  • Symphony of the Stars. Over the course of a long rest you can perform a quiet song, all creatures that can hear it regain all expended Hit Dice instead of just half after they complete the long rest. In addition, creatures can remove 2 levels of exhaustion instead of just 1 if they have any.

Irresistible Charm

Also at 3rd level, when you use your action to cast a spell that does not deal any damage and allows at least one creature to make a saving throw; you can use your bonus action to expend one Bardic Inspiration, subtracting the number rolled from that creature's saving throw result.

You must use this feature before the creature makes the saving throw roll.

Practiced Piper

Starting at 6th Level, after you begin a performance from your musical repertoire or Countercharm as an action, you can choose to continue the performance on subsequent turns as a bonus action or an action.

Irresistible March

At 14th level, you can use your Irresistible Charm feature on multiple creatures using the same Bonus Action. However, you must spend and roll a separate Bardic Inspiration die for each creature.

Cleric

Love Domain

(courtesy of ForceOfWyl found at Dnd Beyond):

Clerics of the Love Domain believe that love conquers all. Love Domain clerics seek to embody the gods' love for mankind by bringing love and laughter to the world. Many are also masters of the crafts of song and dance, seeing music and art as gifts from the gods.

Love Domain Spells
Cleric Level Spells
1st Bless, Charm Person
3rd Blindness/Deafness, Calm Emotions
5th Beacon of Hope, Hypnotic Pattern
7th Compulsion, Death Ward
9th Scrying, Wall of Light

Blessings of the Lover

As a priest of the Love Domain, you have been trained to bring the joy of the gods to mortals. At 1st level, you gain proficiencies in Persuasion and Performance. Additionally, you gain proficiency in two musical instruments.

Elegant Grace

At 1st level, you can manifest the beauty of the gods. If a creature within 30 feet of you attempts to make an attack against an ally, you can use your reaction to distract it. The creature must make a Wisdom saving throw or become charmed until the end of its turn. While charmed, the creature cannot attack and must use all of its movement to get as close to you as possible, though it will not move through obviously dangerous locations. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Lustrating Beauty

Starting at 2nd level, you can use your Channel Divinity to protect your allies against misfortune. As an action, you can sanctify a number of creatures equal to your Wisdom modifier (minimum of 1). Each affected creature gains temporary hit points equal to half your Cleric level and makes its next saving throw with advantage. This effect lasts one minute.

Channel Divinity: Lover's Embrace

At 6th level, you can use your Channel Divinity to bestow divine loveliness upon a creature (including yourself). As an action, you can touch a creature and give it advantage on Charisma checks for one minute.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.


Boundless Grace

At 17th level, you have become an avatar of beauty and favor, such that creatures are loath to attack you. Melee and ranged attack rolls have disadvantage against you if you are within 30 feet of the attacker and it can see you. If you take damage, this effect is nullified until the beginning of your next turn.

Madness Domain

(courtesy of u/poobahbear on Reddit):

Clerics of the Madness Domain believe recognize the insanities of the multiverse and embrace it wholeheartedly. Their followers seek to cause turmoil wherever they go, bringing down even the stoutest into fits of lunacy. These clerics are so dedicated to bringing madness to others that they willing enter the realm of insanity themselves.

Madness Domain Spells
Cleric Level Spells
1st Dissonant Whispers, Tasha’s Hideous Laughter
3rd Crown of Madness, Phantasmal Force
5th Fear, Hunger of Hadar
7th Confusion, Hallucinatory Terrain
9th Dominate Person, Dream

Power of Madness

Starting at 1st level, roll or select a form of indefinite madness, as listed in the Indefinite Madness Table (DMG, pg. 260). This madness cannot be cured except by a Wish spell. While afflicted by this madness, your mind is so full of turmoil that your thoughts cannot be read and telepathy does not work on you; you are immune to charm effects.

Bonus Proficiency

Also at 1st level, You learn the vicious mockery cantrip and it counts as a cleric cantrip for you.

Channel Divinity: Instill Insanity

At 2nd level, you can use your Channel Divinity to afflict short-term madness on one creature within 30 feet of you. On a failed Intelligence saving throw, the creatures are randomly afflicted with a short-term madness determined by the Short-Term Madness Table (DMG pg. 259). This madness lasts for one minute unless otherwise specified on the table.

Channel Divinity: Psychotic Episode

At 6th level, you can use your Channel Divinity to afflict long-term madness on a creature within 60 feet of you. On a failed Intelligence saving throw, the creature is randomly afflicted with a long-term madness determined by the Long-Term Madness Table (DMG pg. 260). It lasts a number of days equal to your Wisdom modifier (minimum of 1). The long-term madness may be cured early by a lesser restoration spell.

Potent Spellcasting

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Ward of Insanity

At 17th level, when you or an ally within 5 feet of you are subject to a Wisdom saving throw due to magic, you can attempt to redirect the attack back at the caster. You may use your reaction to grant advantage to you or your ally's saving throw. On a successful saving throw, your troubled mind has corrupted and reflected the magic, afflicting the enemy with a random short-term madness instead. This madness lasts for one minute, unless other wise specified on the table.

Druid

Circle of the Cudgel

Some druids tap into the primal aspect of nature to improve their martial prowess. They can stand toe-to-toe with the fiercest of foes.

Bonus Proficiencies

When you choose this circle at 2nd level, you gain proficiency with all other simple weapons and any martial weapons without the heavy property.

Bonus Cantrip

Also at 2nd level, you learn the Shillelagh cantrip (if not already leaned) and when you cast it, the duration is indefinite (it still ends early if you cast it again or let go of the weapon).

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

War Magic

At 10th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Improved War Magic

Starting at 14th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.


Circle of the Land (Expanded)

When you choose to join the Circle of the Land, you can choose from either of these options as well.

Sky Circle Spells
Druid Level Spells
3rd Gust of Wind, Warding Wind
5th Fly, Wind Wall
7th Dimension Door, Freedom of Movement
9th Control Winds, Steel Wind Strike
Volcano Circle Spells
Druid Level Spells
3rd Flaming Sphere, Scorching Ray
5th Daylight, Fireball
7th Fire Shield, Wall of Fire
9th Flame Strike, Immolation

Fighter

Martial Archetype: Bulwark

Fighter’s that train under the Archetype of the Bulwark learn to use their shield offensively as well as defensively.

Shield Smash

Beginning when you choose this archetype at 3rd level, if you take the attack action on your turn and have a shield equipped, you can as a bonus action, use your shield as a weapon. It's damage die is a d4 and it deals bludgeoning damage. You can make a melee attack against a creature within 5 feet or use your shield as a thrown weapon with a range of 20/60. If you hit a creature with your shield as a part of the thrown ranged attack the shield ricochets back to you. This ignores the action cost to doff and don the shield for this attack. If you miss the attack, you forfeit your shield’s bonus to AC until you retrieve and equip it.

This bonus action, as well as the bonus action provided by the Shield Master feat (if taken) may be taken before, in-between, or after you have completed the attack action.

To the End of the Line

Additionally, at 3rd level, you can add your proficiency bonus to saving throws (that don't already include this bonus) made against spells or effects that otherwise are guaranteed to knock you unconcious (ie. a spell that sets you to 0 hp, grants the unconcious condition, or a spell with minimum damage enough to drop you to 0 hit points).

Armament Informed

Starting at 7th level, due to your special interest and study of arms and armor you’ve learned how to identify origins of its creation. If you spend 1 minute to inspect a weapon or set of armor, you can learn information about its country of origin, the race/style of the smith that forged it, and the era in which it was created.

Shield Adept

Additionally at 7th level, you can don or doff a shield as a bonus action; and your shield smash now deals 1d6 bludgeoning damage.

Shield Prowess

At 10th level, when you make your Shield Smash melee or ranged attack, as well as the bonus action provided by the Shield Master feat (if taken), you can make an additional Shield Smash attack as a part of the same bonus action.

Shield Expert

Starting at 15th level, your shield is an extension of your body in combat. If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you only take half damage even if you fail on the saving throw.

One with the Shield

At 18th level, your shield smash now deals 1d8 bludgeoning damage. In addition, the AC bonus provided by a shield is +4.


Martial Archetype: Thrower

Fighters that train under the Thrower Archetype, find that keeping distance between them and their foes provides the greatest advantage on the battlefield. They gain special benfits and abilities when throwing their weapons from a distance.

Expert Weapon Thrower

Beginning when you choose this archetype at 3rd level, you gain the following abilities:

  • When you throw a weapon with the thrown property as a part of the attack action, you can draw another one as a part of that attack (without having to spend your item interaction).
  • When you make a ranged attack roll with a thrown weapon, it counts as a ranged weapon (for the purposes of applying abilities such as the Archery Fighting Style).
  • You double to normal range of your thrown weapons.
  • You can now make a ranged attack roll to throw any one-handed melee weapon you are wielding, even if it doesn't have the thrown property (the range increment is 20/60, with the normal range doubled to 40 feet). If you do so, you do not add your proficiency bonus to the attack roll.

Bonus Proficiencies

Additionally at 3rd level, you gain proficiency in one of the following skills: Acrobatics, Performance, or Sleight of Hand.

Deadeye

Starting at 7th, you gain proficiency in Perception. If you are already proficient with Perception, you add double your proficiency bonus to these checks.

Two Birds, Two Stones

At 10th level, if you engage in two-weapon fighting to make an attack with a thrown weapon you can make two attacks as a part of that bonus action.

Master Thrower

Starting at 15th level, you double the long range of thrown weapons and can make a ranged attack roll to throw any melee weapon you are wielding, even if it doesn't have the thrown property (the range increment 20/60 both now doubled to 40/120).

Interceding Throw

At 18th level, if a creature you can see makes a ranged attack against a creature within 30ft of you, you can use your reaction to intercept the projectile with one of your own. Make an attack roll against the incoming attack result, if yours is higher the attack misses instead.

Monk

Monastic Tradition: The Way of the Animal

Followers of the Way of the Animal train to master each animal style and begin to take on traits of that animal.

Spirit of the Tiger

Starting when you choose this tradition at 3rd level, you master the Tiger Style of martial arts and can strike with a clawed hand. You gain the following benefits:

  • Your unarmed strikes can now deal slashing damage instead of bludgeoning damage.
  • When you take the Dash action as a bonus action, the first attack you make this turn with your unarmed strike or a monk weapon you make with advantage.
  • When you take the Dash action, you can make an unarmed strike as a bonus action.

Spirit of the Crane

At 6th Level, you master the Crane Style and can strike with a pointed hand; you gain the following benefits:

  • Your unarmed strikes can now deal piercing damage instead of bludgeoning or slashing damage.
  • When you use take the Dodge or Disengage action on your turn, you can use your reaction when you are attacked by a creature that you can see to add your proficiency bonus to your Armor Class against that attack (possibly causing the incoming attack to miss).
  • If you take the Dodge or Disengage action, you can make an unarmed strike as a bonus action.

Spirit of the Snake

At 11th Level, you master the Snake Style and can ensnare your enemies; you gain the following benefits:

  • When you make a grapple check, you can use Dexterity (Acrobatics) or Strength (Athletics) even when initiating a grapple.
  • You have advantage on attacks made with monk weapons or unarmed strike against grappled targets.
  • While you have a target grappled, you can use your action to make a grapple check to attempt to restrain the target.

Spirit of the Dragon

At 17th Level, you master the Dragon Style and can strike with the power of a dragon; you gain the following benefits:

  • Your unarmed strikes can now deal force damage instead of bludgeoning, slashing, or piercing damage.
  • You can spend 3 Ki points to gain a fly speed equal to your movement speed for 1 minute (no action required). During that time, you can add your proficiency bonus to the damage from your monk weapons or unarmed strikes.

Monastic Tradition: The Way of Flowing Ki

The followers of the Way of Flowing Ki master the feel of Ki flow in those they can touch, they choose to fight in close quarters often with grappling.

Flowing Connection

Starting when you choose this tradition at 3rd, you study the flow of Ki within yourself and your enemies; you gain the following features:

  • You have advantage on attacks made against your grappled target.
  • Whenever you hit a creature that you have grappled with one of the attacks granted by your Flurry of Blows, you can learn the following attributes about the target: Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities

Judo Master

Also at 3rd level, you add your proficiency bonus to checks you make to initiate, maintain, or break a grapple, if you are already proficient, you add double your proficiency bonus to these checks.

Ki Hold

At 6th level, while you have a target grappled, you can replace an attack to make a grapple check to attempt to restrain your grappled target. You must maintain the grapple to keep the target restrained.

Revealing Flow

Starting at 11th level, when you touch a creature for the duration that it speaks, you know if that creature speaks a deliberate lie.

Additionally, as an action, you can spend 2 Ki points to gain the effects of the spell Detect Thoughts for 1 minute, however, you can only probe the thoughts of a creature you are touching.

Ki Block

At 17th level, you can spend your action and 3 Ki points to cause a target that is restrained by your Ki Hold to make a grapple check or be knocked unconscious for 1 minute.

Paladin

Oath of Freedom

(courtesy of Greatzilla found at DnD Beyond):

The Oath of Freedom is a pledge to bring freedom to those oppressed by the ruling powers. When the powerful seek to control every aspect of their citizens' lives, paladins of this oath rise up to free the people from their chains.

Tenets of Freedom

These tenets reflect the freedoms that paladins of this oath seek to bring to the people of the world:

  • Freedom of Belief. It is an fundamental right of any intelligent creature to follow any diety, ideal, oath, or set of beliefs.
  • Freedom of Expression. Anyone should be allowed to speak, write, or print their beliefs.
  • Freedom of Movement. Living creatures should have access to move without resriction and gather in congregations.
  • Freedom within Reason. Not everyone follows this oath, and will rarely keep your strict standards. You will intervene only in the direst of cases.
Paladin Oath Spells
Paladin Level Spells
3rd Expeditious Retreat, Sanctuary
5th Knock, Warding Bond
9th Beacon of Hope, Haste
13th Dimension Door, Freedom of Movement
17th Far Step, Passwall

Channel Divinity

Starting at 3rd level, you gain the following two Channel Divinity options.

Chain Breaker. As an action, you end one effect on a creature within 60 feet of you that you can see causing them to be grappled, paralyzed, restrained, or stunned.

Hammer of Justice. As an action, you present your holy symbol as you touch a creature, forcing them to make a Wisdom saving throw. On a failed save, for 1 minute whenever the target creature damages another creature, they receive half of the damage of the same damage type they dealt.

Aura of Freedom

Starting at 7th level, you and friendly creatures within 10 feet of you can't be unwillingly grappled or restrained while you are conscious, and your speeds can't be magically reduced. At 18th level, the range of this aura increases to 30 feet.


To Serve and Protect

Starting at 15th level, whenever a creature friendly to you that you can see is reduced to 0 hit points and is within 60 feet of you, you may use your reaction to instead cause them to be reduced to 1 hit point. Once creature has been targetted by this ability they cannot be targetted again until they complete a long rest.

Revolutionary Icon

At 20th level, you can transform yourself into a being of pure freedom. Following the use of your action, you gain the following benefits for 1 minute:

  • You and friendly creatures within 30 feet of you are immune to being blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, or stunned.
  • Your melee weapon attacks deal an additional 2d8 radiant damage.
  • Your speed is doubled.

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

Oath of the Hunter

Those that take the Oath of the Hunter channel their divine power and smites from a distance through ranged weapons.

Tenets of the Hunter

These tenets reflect the methods that paladins of this oath are trained to follow:

  • Unrelenting Tracker. When you begin to hunt a target, there is little in the multi-verse that can stop you from reaching them.
  • Stay Back. When times of conflict arise, you are at your greatest advantage when there is distance between you and your enemy.
  • Holy Strike. Once you track your targets and are ready to pounce, you are trained to bring them down quickly. Your foes often don't even know a fight has begun before it is over.
Paladin Oath Spells
Paladin Level Spells
3rd Guiding Bolt, Hunter's Mark
5th Earthbind, Locate Animals or Plants
9th Conjure Barage, Flame Arrows
13th Grasping Vine, Locate Creature
17th Hold Monster, Swift Quiver

Distant Smite

Starting at 3rd level, when you take this oath, your Divine Smite class feature and any spell with the name "Smite" can be used with ranged weapons in addition to melee weapons.

Channel Divinity

Starting at 3rd level, you gain the following two Channel Divinity options.

Target Acquired. As a bonus action, choose a creature you can see within 60 feet. For the next hour or until this effect ends, the target cannot be hidden from you and you automatically know its direction and distance. The next time you hit this creature, you can add an additional weapon damage die to the damage result. Once you hit this creature with an attack, this effect ends.

Holy Ammunition As an action you touch a bow or crossbow, for the next hour this weapon requires no ammunition to be fired, and instead fires pure radiant energy. This weapon deals radiant damage instead of its normal damage and counts as magical for the purposes of overcoming damage resistances.

Aura of the Hunter

Beginning at 7th level, an unnatural quiet forms around you. You and friendly creatures within 10 feet of you have advantage on Dexterity (Stealth) checks (creatures that leave the area use the lower of the two d20 results). At 18th level, the range of this aura increases to 30 feet.

Master Marker

Starting at 15th level, when you cast the spell Hunter's Mark at 1st level, you do so without expending a spell slot. You can use this feature a number of times equal to your Charisma Modifier, you regain all expended uses after you complete a long rest.

Lord of the Hunt

At 20th level, you can embody the primal power of the Hunt. As an action, you gain the following benefits for 1 hour:

  • You gain blind-sight out to a 60 foot radius.
  • When you hit a creature with one of your Divine Smites or "Smite" spells, you can choose to teleport within 5 ft of that creature.
  • You emanate an aura of shadow in a 30 foot radius. You and other friendly creatures within the aura that end their turn without spending any movement become heavily obscured until they make an attack or cast a spell or use any movement.

Ranger

Ranger Conclave: Urban Explorer

Some rangers choose not to live in the wild, but in the heart of civilization. These Urban Explorers learn to fight within these cities and track their enemies through the streets.

Conclave Spells

You gain the following conclave spells at the ranger level listed

Urban Explorer Spells
Ranger Level Spells
3rd Longstrider
5th Knock
9th Speak with Dead
13th Stone Shape
17th Modify Memory

Dutiful Citizen

At 3rd level, you choose one of the following paths to walk as an urban explorer and gain the respective benefit.

  • Detective. You gain proficiency in the Investigation skill. If you are already proficient then you instead add double your proficiency bonus to checks made with this skill. When you make an attack against one of your favored enemies or the target of your Hunter’s Mark spell, that creature takes extra damage equal to your proficiency bonus.
  • Surgeon. You gain proficiency in the Medicine skill. If you are already proficient then you instead add double your proficiency bonus to checks made with this skill. When you hit a creature with a weapon attack that you have already hit, the creature takes an extra 1d8 damage.
  • Watchman. You gain proficiency in the Perception skill. If you are already proficient then you instead add double your proficiency bonus to checks made with this skill. If a creature that you can see within 30 feet of you hits one of your allies with an attack, you can use your reaction to make an attack against that creature.

City Dweller

Also at 3rd level, you gain a climbing speed equal to your walking speed. And you do not take damage when falling from a height of 20 feet or less.


Career Journeyman

At 7th Level you gain a new feature based off of your choice made when you started your path as an urban explorer (if you already have proficiency in the respective tool, you can choose a skill instead).

  • Detective. You gain proficiency with Thieves’ Tools. If a creature you can see attempts a ranged attack against you, you can use your reaction to make a grapple check vs. a creature within 5ft of you to cause the attack roll to be made against them instead.
  • Surgeon. You gain proficiency with Herbalism Kit. If an ally you can see drops to 0 hit points, you can use your reaction to move up to your speed towards that ally.
  • Watchman. You gain proficiency with Navigator’s Tools. You can make a Wisdom (Perception) check as a bonus action on your turn. If you take the ready action to hold an attack, you can make an extra attack as part of the reaction.

Focused Offense

Starting at 11th level, you have learned to attack more quickly. You can make an attack as a bonus action on your turn.

Master of your Field

At 15th Level you gain a new feature based off of your choice made when you started your path as an urban explorer.

  • Detective. You can as a bonus action, make an Intelligence (Investigation) check (with a DC equal to their CR) against a creature that you can see within 30ft. If you succeed you gain advantage on all attacks made against them until the end of your next turn.
  • Surgeon. You can expend a use of a healer’s kit, consume or give a potion, or cast the spell cure wounds at 1st level as a bonus action on your turn.
  • Watchman. If a creature that you can see attempts an attack roll against you, you can use your reaction to impose disadvantage on the attack. You cannot use this feature if the incoming attack is made with advantage.
Ranger Recommendation

Instead of using the Ranger Class from the Player's Handbook or the Unearthed Arcana Revised Ranger, try u/regularabsentee's class rework, the Versatile Ranger. The class comes with reworked versions of the 5e ranger archetypes and several new archetypes.

  • The Urban Explorer works with the PHB Ranger, UA Revised Ranger, or the Vesatile Ranger.

Rogue

Roguish Archetype: Cheater

You take the easy way out of combat, by using anything you can to gain an advantage over your foe.

Fighting Dirty

Starting at 3rd Level, you learn maneuvers that are fueled by special dice called grit dice.

  • Maneuvers. You learn three maneuvers of your choice, which are detailed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
  • Grit Dice. You have four grit dice, which are d8s. A grit dice is expended when you use it. You regain all of your expended grit dice when you finish a short or long rest. You gain another grit die at 9th level and one more at 17th level.
  • Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + your Dexterity modifier.

Gaming Expert

Also at 3rd level, you gain proficiency in 1 type of gaming set and in the forgery kit.

Watch and Wait

At 9th level, your grit dice turn into d10s. At 18th level they turn into d12s.

Improved Dirty Fighting

At 13th level, if you spend at least 1 minute observing or interacting with another creature outside of combat, you can learn how best to use your maneuvers to your advantage. When you spend a grit die on an attack against that creature, you can choose to either roll the attack with advantage or roll the grit die a second time choosing the higher result of the 2.

Ceaseless Grit

Starting at 17th level, when you drop an enemy creature to 0 hit points or hit an enemy creature with a critical hit, you regain one spent grit die.

Maneuvers:

  • Ambush. When you make a Dexterity (Stealth) check or an initiative roll, you can expend one grit die and add the die to the roll.

  • Blinding Attack. You can expend one grit dice and use a bonus action on your turn to throw sand, choosing one creature with 5ft of your as your target. You make a ranged attack roll against the target (disadvantage by default), on hit, the creature is blinded until the end of their next turn.

  • Brace. When an enemy you can see moves within 5 feet of you, you can use your reaction to expend one grit die and make one weapon attack against the creature. If the attack hits, add the grit die to the attack's damage roll.

  • Crippling Attack. When you hit a creature with a weapon attack, you can expend one grit die to attempt to hobble the target. You add the grit die to the attack's damage roll, and the target must make a Constitution saving throw. On a failed save, the target has its movement speed reduced by half and it makes Dexterity saving throws with disadvantage until the end of its next turn.

  • Disarming Attack. When you hit a creature with a weapon attack, you can expend one grit die to attempt to disarm the target. You add the grit die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose, the object lands at its feet.

  • Disrupting Strike. Wen you hit a creature with a weapon attack, you can expend one grit die to attempt to disrupt the creature's concentration. The target of this attack has disadvantage on concentration check caused by this attacks damage. You add the grit die to the attack's damage roll.

  • Distracting Strike. When you hit a creature with a weapon attack, you can expend one grit die to distract the creature. You add the grit die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

  • Evasive Footwork. When you move, you can expend one grit die, rolling the die and adding the number rolled to your AC until the start of your next turn.

  • Exploit Weakness. When you hit a creature with a weapon attack, you can expend a grit die to cause this attack’s damage to ignore one type of damage resistance. You add the grit die to the attack’s damage roll.

  • Feinting Attack. You can expend one grit die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the grit die to the attack's damage roll.

  • Goading Attack. When you hit a creature with a weapon attack, you can expend one grit die to attempt to goad the target into attacking you. You add the grit die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

  • Lunging Attack. When you make a melee weapon attack on your turn, you can expend one grit die to increase your reach for that attack by 5 feet. If you hit, you add the grit die to the attack's damage roll.

  • Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one grit die to maneuver one of your comrades into a more advantageous position. You add the grit die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

  • Parry. When another creature damages you with a melee attack, you can use your reaction and expend one grit die to reduce the damage by the number you roll on your grit die + your Dexterity modifier.

  • Precision Attack. When you make a weapon attack roll against a creature, you can expend one grit die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

  • Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one grit die to make a melee weapon attack against the creature, if you hit, you add the grit die to the attack's damage roll.

  • Silver Tongue. When you make a Charisma (Deception) check or a Charisma (Persuassion) check, you can expend one grit die, and add the grit die to the ability check

  • Snipe. As a bonus action, you can expend one grit die and make a ranged weapon attack. You can draw a thrown weapon as part of making this attack. If you hit, add the grit die to the attack's damage roll.

  • Silver Tongue. When you make a Wisdom (Insight) check or a Intelligence (Investigation) check, you can expend one grit die, and add the grit die to the ability check

  • Stunning Attack. When you hit a creature with a weapon attack, you can expend one grit die to attempt to stun the target. You add the grit die to the attack's damage roll, and if the target is Large or smaller, it must make a Constitution saving throw. On a failed save, the target is stunned until the end of its next turn.

  • Trip Attack. When you hit a creature with a weapon attack, you can expend one grit die to attempt to knock the target down. You add the grit die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Roguish Archetype: Chemist

(courtesy of Isaac from DMs guild):

You know that the unnoticed adder is more dangerous than the roaring lion, thus you turn your studies to nature's great equalizer. Those who follow this archetype might be apothecaries, scientists, or even politicians. Whatever your place in society is, you learn to use subtlety to manipulate or remove your obstacles.

Combat Toxin

Starting at 3rd level, you learn how to make unstable poisons that are fueled by special dice called toxin dice.

Toxins. You learn three toxins of your choice, which are detailed under “Toxins” below. Many toxins enhance an attack in some way. You can only apply one toxin to a weapon at a time.

You learn two additional toxins of your choice at 7th, 10th, and 15th level. Each time you learn new toxins, you can also replace one toxin you know with a different one.

Toxin Dice. You have four toxin dice, which are d8s. A toxin dice is expended when you use the toxin it represents. You can create as many toxins as you have expended toxin dice when you finish a short or long rest during which you have access to a poisoner’s kit (or necessary materials as determined by the DM, if you are without a kit).

The toxins you create in this manner are unstable, and expire after 8 hours. If, after a short or long rest, you have any unspent toxins you can either alter them to a new type of toxin or refresh the 8 hour duration of their potency.

You can apply a toxin or poison to a weapon or piece of ammunition using your object interaction or a bonus action. Instead, you can grant an ally one of your toxins and they can apply it as an action. Toxins expire after a minute or upon being delivered to a creature.

You gain another toxin dice at 9th level and one more at 17th level, as you learn to maintain more toxins at the same time.

Saving Throws. Some of your toxins require your target to make a saving throw to resist the toxin’s effects. The saving throw DC is calculated as follows:

Toxin save DC = 8 + your proficiency bonus + your Intelligence modifier.

Tools of the Trade

Also at 3rd level, you gain proficiency with the poisoner’s kit. If you are already proficient, you add double your proficiency to checks made with this tool.

You may as an action apply a toxin or poison to a creature or small object (such as a bottle of wine or a door handle). You extend the duration of the nondamaging effects of the toxin or poison to a number of minutes equal to you proficiency bonus. In addition, you can choose to add your sneak attack damage dice to the effects of the toxin or poison. The target does not take this damage if they make the saving throw associated with the toxin or poison.

Expanded Brews

Starting at 9th level, you’ve learned to make a variety of different toxins. When you create a toxin or poison, you may instead have it be a neurotoxin which deals psychic damage, a corrosive toxin which deals acid damage. If a creature is normally immune to the poisoned condition, it is not immune to that condition from your toxins unless it is also immune to damage type of your toxin.

Petty Alchemy

At 13th level, the toxins and poisons you create are no longer detected by magic, and you may create them to have any appearance, flavor, and smell you like (including being transparent, tasteless, and odorless).

In addition, you are able to instantly detect and identify any toxins and poisons within 30 feet of you, including those of a venomous creature or those made by another poisoner.

Mastercraft Thesis

When you reach 17th level, you bring your research on supernatural poisons to fruition. You learn two Mastercraft Toxins of your choice. Preparing a mastercraft toxin requires two toxin dice. A creature that fails a saving throw against a mastercraft toxin continues making saving throws at the end of each of its turns until it accumulates three successes, or three failures. If it successfully saves against the toxin three times, the effect ends. If it fails its saves against three times, the effect becomes permanent (a permanent effect can be removed by the spell Greater Restoration or Wish).

Toxins

The toxins are presented in alphabetical order.

Agony. When you deliver this toxin to a creature, you add the toxin dice to the damage roll as poison damage and the target must make a Constitution saving throw. On a failed save, attacks made against the target have advantage until the end of your next turn.

Antidote. When you are subjected to a poison, you can use your reaction and expend one toxin dice to have a bonus on your saving throw against the poison by the number you roll on the toxin dice, and reduce the poison damage by the same amount. Your antidote also fully neutralizes the effects of any toxin or poison you've created (even if it has not triggered yet), and can be given to another creature for them to imbibe.

Clumsiness. When you deliver this toxin to a creature, you add the toxin dice to the damage roll as poison damage and the target must make a Constitution saving throw. On a failed save, the target drops all objects it is currently holding and if it picks up an object, it must make a Dexterity saving throw or immediately drop the object again. This effect ends at the end of your next turn.

Debilitating. When you deliver this toxin to a creature, you add the toxin dice to the damage roll as poison damage and the target must make a Constitution saving throw. On a failed save, the target has the poisoned condition until the end of your next turn.

Delirium. When you deliver this toxin to a creature, you add the toxin dice to the damage roll as poison damage and the target must make a Wisdom saving throw. On a failed save, the target does not consider any creature its ally and must use its reaction to make an opportunity attack against any creature that provokes one, until the end of your next turn.

Dim-Mind. When you deliver this toxin to a creature, you add the toxin dice to the damage roll as poison damage and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all Intelligence, Wisdom, and Charisma saving throws it makes until the end of your next turn.

Fatigue. When you deliver this toxin to a creature, you add the toxin dice to the damage roll as poison damage and the target must make a Constitution saving throw. On a failed save, the target gains one level of exhaustion.

Feebleness. When you deliver this toxin to a creature, you add the toxin dice to the damage roll as poison damage and the target must make a Constitution saving throw. On a failed save, the target has disadvantage on all Strength, Dexterity, and Constitution saving throws it makes until the end of your next turn.

Fog-Sight. When you deliver this toxin to a creature, you add the toxin dice to the damage roll as poison damage and the target must make a Wisdom saving throw. On a failed save, the target cannot see beyond 5 feet until the end of your next turn.

Lead-Foot. When you deliver this toxin to a creature, you add the toxin dice to the damage roll as poison damage and the target must make a Constitution saving throw. On a failed save, the target’s speed is 0 until the end of your next turn.

Muffle-Mouth. When you deliver this toxin to a creature, you add the toxin dice to the damage roll as poison damage and the target must make a Wisdom saving throw. On a failed save, the target is unable to speak until the end of your next turn (this prevents them from casting spells with verbal components).

Lingering. When you deliver this toxin to a creature, you add the toxin dice to the damage roll as poison damage and the target must make a Constitution saving throw. On a failed save, the target takes damage from your poison dice again at the start of its next turn.

Sluggishness. When you deliver this toxin to a creature, you add the toxin dice to the damage roll as poison damage and the target must make a Constitution saving throw. On a failed save, the target can only take an action or a bonus action (not both) and cannot take reactions until the end of your next turn.

Truth. When you deliver this toxin to a creature, the toxin must make a Wisdom saving throw. On a failed save, the target cannot tell a deliberate lie for the next 10 minutes. The affected creature knows this and can avoid speaking.

Vertigo. When you deliver this toxin to a creature, you add the toxin dice to the damage roll as poison damage and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Wisdom (Perception) checks and must make a DC 10 Dexterity (Acrobatics) check the first time it attempts to move or it falls prone. This effect lasts until the end of your next turn.

Mastercraft Toxins

The toxins are presented in alphabetical order.

Calciform. When you deliver this toxin to a creature, you add the toxin dice to the damage roll as poison damage and the target must make a Constitution saving throw. On a failed save, the target becomes restrained. If the effect becomes permanent, the creature becomes petrified instead.

Eternal Slumber. When you deliver this toxin to a creature, you add the toxin dice to the damage roll as poison damage and the target must make a Wisdom saving throw. On a failed save, the target becomes unconscious. This effect ends if the creature takes damage, or someone uses an action to shake or slap the creature awake. If the effect becomes permanent, nothing except for the poisoner's antidote, Greater Restoration, or the Wish spell can wake the creature.

Insanity. When you deliver this toxin to a creature, you add the tocin dice to the damage roll as poison damage and the target must make an Intelligence saving throw. On a failed save, the target suffers from one of the options from the short term madness table (found on pg. 259 of the DMG). If the effect becomes permanent, the short term effect becomes permanent and also rolls on the indefinite madness (found on pg. 260 of the DMG).

Paranoia. When you deliver this toxin to a creature, you add the toxin dice to the damage roll as poison damage and the target must make a Charisma saving throw. On a failed save, the target becomes frightened of the first creature it sees. If the effect becomes permanent, the creature becomes frightened of all creatures it sees.

Soul. When you deliver this toxin to a creature, you add the toxin dice to the damage roll as poison damage and the target must make a Wisdom saving throw. On a failed save, the target becomes unable to regain hit points. If the target dies while this effect is permanent, its soul is eroded to nothingness and cannot be restored except by the Wish spell.

Subordination. When you deliver this toxin to a creature, you add the toxin dice to the damage roll as poison damage and the target must make a Charisma saving throw. On a failed save, the target becomes charmed by the first creature that speaks kindly to it in a language it understands.

Sorcerer

Sorcerous Origin: Arcane Bloodline

Your family has always been skilled in the arts of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.

Innate Arcana

Starting when you choose this origin at 1st level, your arcane ancestry manifests as you gain the powers that your family has long trained to gain.

You gain proficiency in the Arcana skill. If you are already proficient, you add double your proficiency bones to checks made with this skill.

Arcane Bloodline

Your link to the weave allows you to learn spells from the wizard 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 wizard 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, you learn the Find Familar spell and can cast it as a ritual without providing any of the spell components in order to cast it. Once you have cast this spell in this way, you cannot do so again until you complete a long rest.

Ritual Caster

At 6th level, you can cast a sorcerer spell as a ritual if it has the ritual tag. You do not need a spellbook or physical form of the spell with you in order to cast it in this way.

Power Conduit

Starting at 14th level, you gain special aptitude with magic items and gain the following effects:

  • You can attune to Magic Items that are restricted to Wizards.
  • When you activate a magic item that uses charges, you can spend sorcery points instead.
  • In addition, you can as an action spend a sorcery point to cause an item with missing charges to regain 1 charge.

Improved Flexible Casting

At 18th level, your ability to create spell slots with your sorcery points improves. When you spend sorcery points to create spell slots the cost is reduced to points equal to the spell level. You still cannot create spell slots higher than 5th level.

Variant Rule: Bonus Metamagic

If you are using the variant rule that grants each sorcerous origin a bonus metatmagic, the bonus option for this subclass is as follows:

Bonus Metamagic: Twinned Spell

Sorcerous Origin: Elemental Nationality

Your innate control of the elements come from your nationality, where many others learn to bend the same element.

Elemental Lineage

At 1st level, you choose one of the 4 nations as your nationality. You can speak, read, and write Primordial, you speak using the dialect from your nationality.

Bonus Language
Nationality Dialect
Air Nomad Auran
Earth Kingdom Terran
Fire Nation Ignan
Water Tribe Aquan

Elemental Bending

Also at 1st level, you learn the specific cantrips from the table below, based on your nationality.

Bonus Cantrips
Nationality Cantrips Learned
Air Nomad Gust
Earth Kingdom Mold Earth
Fire Nation Control Flames
Water Tribe Shape Water

In addition, you learn the spell from the table below based on your nationality, which doesn’t count against your number of sorcerer spells known. In addition, you can cast it by spending 1 sorcery point or by expending a spell slot.

Bonus Spells
Nationality 1st Level Spells
Air Nomad Feather Fall
Earth Kingdom Shield
Fire Nation Faerie Fire
Water Tribe Cure Wounds

Focused Elementalist

You have learned to maximize the damage from spells using your element. At 6th Level when you deal damage of either type based of your nationality, you can ignore resistance to those types.

Damage Type
Nationality Damage Type
Air Nomad Poison, Thunder
Earth Kingdom Acid, Bludgeoning
Fire Nation Fire, Lightning
Water Tribe Cold, Necrotic

Elemental Avatar

At 14th level, you have practiced bending your element so frequently that you begin to embody the element. You gain a passive effect based off of your nationality.

Passive Effect
Nationality Passive Effect
Air Nomad While not wearing armor or wearing light armor you gain a flying speed equal to 50 ft
Earth Kingdom While you are not wearing any armor, your Armor Class equals 10 + your Dexterity + your Constitution modifier.
Fire Nation When you deal fire or lightning damage, you can add your Charisma modifier if it is not already added. The bonus can be applied to more than one target, but not more than damage roll.
Water Tribe You gain a 50 ft swimming speed, the ability to breath underwater, and can choose (no action required) to freeze water into a walkable platform as you walk across it in a 5ft radius for 1 minute.

Master of your Element

Beginning at 18th level, you master the bending of your element. As a bonus action you can spend 5 sorcery points to enhance your element. For 1 minute, whenever you cast a spell that deals either type of damage of your nationality your metamagic option costs are reduced by 1 (metamagic that would cost 1 are now free). Targets that are damaged by these spells with immunity to this damage type lose their immunity for the duration of the minute. Once you use this feature, you can’t use it again until you complete a long rest. 


Variant Rule: Bonus Metamagic

If you are using the variant rule that grants each sorcerous origin a bonus metatmagic, the bonus option for this subclass changes based on the chosen nationality:

Bonus Metamagic by Nationality
Air Nomad Quickened Spell
Earth Kingdom Extended Spell
Fire Nation Empowered Spell
Water Tribe Careful Spell

Warlock

Otherworldly Patron: Ancestor

Your patron is one of your ancestor’s, you watch over their soul and in exchange they grant you protection from many dangers of the mortal world.

Expanded Spell List

Your Ancestors let 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.

Ancestor's Expanded Spells
Spell Level Spells
1st Bless, Shield of Faith
2nd Aid, Prayer of Healing
3rd Protection from Energy, Spirit Guardian
4th Death Ward, Guardian of Faith
5th Commune, Raise Dead

Ancestor’s Blessing

Starting at 1st level, you gain proficiency in Medium Armor, Heavy Armor, and shields.

In addition, you gain the ability to bless an ally. As a bonus action, choose a creature other that you, that you can see within 30ft of you. Whenever the target is attacked, attacks are made with disadvantage; this effect lasts on the target for 1 minute. You can’t use this feature again until you finish a short or long rest.

Ancestor’s Protection

Starting at 6th level, you choose one type of protection to gain from your ancestors. Over course of a long rest, you can choose a new option:

  • Ancestor’s Defense. You may add half your proficiency bonus (rounded up) to your Armor Class, this feature works along-side all Armor Class calculations including those wearing armor, other magical bonuses to your AC, or using unarmored defense.
  • Ancestor’s Escape. After a creature makes an attack roll against (whether it hits or misses you) you may use your reaction to move to an unoccupied space within 30ft, this movement happens after the triggering attack's damage is applied but it does not provoke attacks of opportunity.
  • Ancestor’s Fortitude. Whenever you complete a short rest, you gain temporary hit points equal to your twice your warlock level + your Charisma modifier.

Enhanced Blessing

Starting at 10th level, the target of your ancestor’s blessing gains the effects of your Ancestor’s Protection for the duration of the blessing. If you choose a new ability from Ancestor’s Protection, the target of Ancestor’s Blessing gains that effect instead.

In addition, you can use your Ancestor's Blessing a 2nd time before completing a short or long rest.


Greater Blessing

Starting at 14th level, your Ancestor’s Blessing feature now lasts for 1 hour. If the target of your Ancestor’s Blessing fails a saving throw, they may choose to succeed instead, ending all of the bonuses of Ancestor’s Blessing.

Otherworldly Patron: Oracle

Your patron is unknown an unseen, but makes what is unknown, known and what is unseen, seen. You channel their power by divining the past, present, and future.

Expanded Spell List

Your patron 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.

Ancestor's Expanded Spells
Spell Level Spells
1st Bane, Bless
2nd Augary, Detect Thoughts
3rd Clairvoyance, Speak with Dead
4th Divination, Locate Creature
5th Commune, Legend Lore

Divined Warnings

Starting at 1st level, when a creature you can see within 60 feet makes an attack roll, saving throw, or ability check you can spend your reaction to cause that creature to roll an extra d20 and you can choose which result they take. You can use this abilty before or after they have rolled, but it must be before any of the effects of the roll are applied.

You cannot use this feature if the creature is rolling with advantage or disadvantage. once you have used this feature you cannot use it again until you have completed a short or long rest.

Third Eye

At 6th level, you gain the ability to see creatures and objects that are invisible in a 10 foot radius around you.

This radius increases to 30 feet @ 18th level.

Unwavering Divination

Starting at 10th level, you can use your Divine Warnings reaction even if the creature is rolling with advantage or disadvantage.

Ceaseless Warnings

At 14th level, you gain an extra use of your Divined Warnings feature. Both uses refresh after you complete a short or long rest.

Wizard

Arcana Tradition: School of Chronomancy

Temporal Savant

Beginning when you select this school at 2nd level, the time you must spend to copy a spell into your spellbook is halved.

Chronoshutter

Also at 2nd level, you can hold your spells within a moment in time for a short period. When you cast a spell on your turn, you may delay its effect (but not it's components or concentration if required). You can choose an initiative count or trigger that would occur before your next turn for the effects of the spell to occur. If the effect would originate from your or reference your position, it employs the position you were standing when you cast the spell.

Time Warp

At 6th level, when you cast a spell as a bonus action, you can use your action to cast a spell that is of a higher level that a cantrip. The combined level of the two spells can be up to but may not exceed to your proficiency bonus.

Alternate Timeline

Starting at 10th level, your abilty to stall the effects of a spell increases. When you use your Chronoshutter ability, you can now delay the spell for up to one hour; you must choose a trigger or a duration that would cause the spells effect to begin. You can only have one use of this ability pending a trigger at a time.

Imposed Continutity

At 14th level, when you fail a constitution saving throw to maintain concentration on a spell, you can use your reaction to spend another spell slot equal to one half the original spells cost (rounded up) to maintain the spells concentration instead.


Arcana Tradition: Witchcraft

Witches emphasizes ritual magic and the alchemical brewing of potions, though witches are often found outside of civilization due to their behavior and dangerous work, they are not necessarily evil.

Ritual Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell with the Ritual tag into your Spellbook is halved.

Witch’s Caldron

Beginning at 2nd level you gain proficiency in Alchemist’s Supplies, if you are already proficient in this tool, your proficiency bonus is doubled for any ability check you make that uses this tool. When you ritual cast a spell while you have access to Alchemist’s Supplies the ritual casting is completed after 5 minutes have elapsed instead of taking 10 extra minutes on top of the normal casting time.

Witch’s Brew

At 6th level, over the course of a long rest, you can brew a potion with the effects of a spell, this potion can be consumed by anyone as an action within the next 24 hours to give them the effects of that spell. A spell imbued into a potion requires you to expend a spell slot from before you began your long rest, unless you cast it as a ritual, along with any other material components used to cast the spell. The spell chosen must have a range of self or touch, cannot require concentration, and can be of any level up to your second highest level wizard spell slot.

When you begin a new long rest, you can either choose to brew a new potion or, if the potion has not been consumed, you can keep the spell active within the potion for another 24 hours without spending another spell slot. You can only have one potion, brewed in the way, at a time.

The potion can be consumed by any creature as an action, and the effects of the spell are applied to the consumer as if you had cast the spell.

Expanded Brews

Starting at 10th level, you can now keep up multiple potions during a long rest, the number of potions cannot exceed your Intelligence modifier. The spell level of all potions combined still cannot exceed your second highest level spell slot.

Complex Brews

At 14th level, you can now brew potions that contain multiple spells. Over the course of long rest, you can cast multiple spells into a single potion. You cannot spend time to upkeep any potions from the previous day, thus you lose any other potion’s you have brewed on days prior. You still must expend material components and spell slots for each spell cast. The spells chosen must have a range of self or touch, cannot require concentration, and can be a combination of any levels up to your second highest level spell slot.