Freeform 5E

This system removes classes, leveling and many restrictions of the original 5E design in favour of purchasing specific abilities to create the exact character you want to play.

Contents

  • Character Creation Overview
    • Races
    • Health
    • Skills Proficiencies
    • Ability Scores
  • Old Class Abilities
    • Barbarian
    • Bard
    • Cleric
    • Druid
    • Fighter
    • Monk
    • Paladin
    • Ranger
    • Rogue
    • Sorcerer
    • Warlock
    • Wizard
  • Spellcasting
  • Old Feats
  • New Abilities
  • New Spells

Character Creation Overview

Players create a character by choosing a race and background and gaining the relevant features of those options, then using point buy, standard array, or the DMs preference to find starting ability scores. Players then spend 50 exp to purchase extra stats or abilities. If playing in a higher power game your DM may get you to start with more experience. You should expect to recieve between 5-20 experience per session. Each 50 exp is about the same as 1 level.

Races

All races in the Players Handbook as well as any Unearthed Arcana your DM has said is acceptable can be chosen. All races give their normal bonuses including traits and ability scores with the exception of Variant Humans and any race that regularly starts with a Bonus Feat. These races instead start with 25 extra experience (This extra 25 does not count towards your total experience for the purposes of determining your level for abilties).


Health

All players start with 10 hit points Additional health past what you start with can be purchasd with exp. The exp cost of hitpoints is affected by your Constitution. The cost difference due to Constitution is retroactive, meaning if you ever gain a permanent +1 to your Con modifier you also gain 1 exp for every 5 HP you have purchased. If you lose Constitution you sacrifice the aprropriate amount from future exp.

Cost Per 5 Hitpoints
Current HP Cost for 5 More (And Max Con Discount)
10 - 50 10 exp +/- Con Modifier (Max 4)
55 - 120 11 exp +/- Con Modifier (Max 5)
125+ 12 exp +/- Con Modifier (Max 6)

Hit Dice are all D10s and you have 1 per 10 max HP.

Proficiency and Scaling Abilities

Additional skill proficiencies past what you start with can be purchased with exp. It costs 7 exp to become proficient in a skill. Weapon, Armour, and Tool Proficiencies are listed just before the section on Spellcasting. Your proficiency bonus and scaling abilities such as cantrips are based on how much total exp you have gained. Your level is considered to be 1 per 50 exp gained for the purposes of proficiency modifiers. Look at the table at the start of each class in the player's handbook to determine your proficiency based on this.

Ability Scores

Ability scores can be raised after character creation by spending exp. There is no longer a cap of ability scores at 20.

Ability Score Cost
Current Score Cost for 1 More
< 8 6 exp
8 - 9 7 exp
10 - 11 8 exp
12 - 13 10 exp
14 - 15 12 exp
16 - 17 15 exp
18 - 19 20 exp
20+ 25 exp

After character creation your two highest ability scores become your two Savings Throw Proficiencies. If Ability Scores are tied you may choose between them.

Old Class Abilities

All abilities are open to any character provided they meet any prerequisites, however should you choose to follow the path of a regular class most of their abilities are listed here. Spellcasting abilities will be listed under that section. Any changes made to one of these abilities will be listed below its name as well as its prerequisites if it has any.

Barbarian

Rage (30 exp)

Start at 2 per long rest with a +2 damage bonus and increase it based on this table.

Rage table
Exp Cost Rages Extra Damage
- 2 +2
10 3 +2
10 4 +2
10 4 +3
10 5 +3
10 5 +4
10 6 +4
10 Unlimited +4

Unarmored Defense (15 exp)

Reckless Attack (25 exp)

Danger Sense (20 exp)

Extra Attack (40 exp)

Fast Movement (15 exp)

Feral Instinct (20 exp)

Prerequisite: Rage

Brutal Critical (15 exp)

Third dice (+15 exp) Fourth Dice (+15 exp)

Relentless Rage (25 exp)

Prerequisite: Rage

Persistent Rage (20 exp)

Prerequisite: Rage

Indomitable Might (25 exp)


Keep Track of Total Experience

Whenever a spell or ability depends on your level such as with the most cantrips your level is considered to be 1 for every 50 exp you have gained. This includes any exp you start with.

Primal Paths - Berserker

Frenzy (25 exp)

Prerequisite: Rage

Mindless Rage (15 exp)

Prerequisite: Rage

Intimidating Presence (20 exp)

Retaliation (35 exp)

Primal Path - Totem Warrior

Spirit Seeker (15 exp)

Totem Spirit (35 exp)

Prerequisite: Rage. This ability can be taken multiple times, choose a different animal each time.

Aspect of the Beast (12 exp)

This ability can be taken multiple times, choose a different animal each time.

Spirit Walker (15 exp)

Totemic Attunment (25 exp)

Bard

Ritual Casting (5 exp)

Bardic Inspiration (20 exp)

Starts at a D6 can be upgraded with exp.

Exp cost Dice
- D6
+10 D8
+10 D10
+10 D12

Jack of All Trades (25 exp)

Song of Rest (15 exp)

Starts at a D6 can be upgraded with exp

Resting Dice
Exp cost Dice
- D6
+8 D8
+8 D10
+8 D12

Expertise (15 exp per skill)

Font of Inspiration (25 exp)

Prerequisite: Bardic Inspiration

Countercharm (12 exp)

Superior Inspiration (15 exp)

College of Lore

Cutting Words (15 exp)

Prerequisite: Bardic Inspiration

Peerless Skill (15 exp)

Prerequisite: Bardic Inspiration

College of Valor

Combat Inspiration (15 exp)

Prerequisite: Bardic Inspiration

Extra Attack (40 exp)

Battle Magic (30 exp)

Cleric

Additional Channel Divinity (15 exp)

Your first use of a Channel Divinity ability you have purchased is free, each additional use is 15 exp.

Channel Divinity - Turn Undead (20 exp)

Divine Intervention (10 exp)

Start at 10% chance of success, spend 1 exp for each additional 1% chance, up to 50%

Knowledge Domain

Channel Divinity: Knowledge of the Ages (15 exp)

Channel Divinity: Read Thoughts (15 exp)

Potent Spellcasting (25 exp)

Any Divine cantrip

Visions of the Past (12 exp)

Life Domain

Disciple of Life (15 exp)

Channel Divinity: Preserve Life (25 exp)

Remember that the each 50 exp gained is considered 1 level for the purpose of this ability.

Blessed Healer (15 exp)

Divine Strike (25 exp)

You can deal this damage only once per turn +25 exp for 2d8.

Supreme Healing (60 exp)

Light Domain

Warding Flare (20 exp)

Channel Divinity: Radiance of the Dawn (20 exp)

Improved Flare (15 exp)

Potent Spellcasting (20 exp)

Any Divine cantrip

Corona of Light (20 exp)

Nature Domain

Channel Divinity: Charm Animals and Plants (15 exp)

Dampen Elements (25 exp)

Divine Strike (25 exp)

You can deal this damage only once per turn +25 exp for 2d8.

Master of Nature (15 exp)

Prerequisite: Channel Divinity: Charm Animals and Plants


Tempest Domain

Wrath of the Storm (30 exp)

Channel Divinity: Destructive Wrath (30 exp)

Thunderbolt Strike (15 exp)

Divine Strike (25 exp)

You can deal this damage only once per turn +25 exp for 2d8.

Stormborn (50 exp)

See Flying in New Abilities section for more options.

Trickery Domain

Blessing of the Trickster (12 exp)

Channel Divinity: Invoke Duplicity (20 exp)

Channel Divinity: Cloak of Shadows (15 exp)*

Divine Strike (25 exp)

You can deal this damage only once per turn +25 exp for 2d8

Improved Duplicity (10 exp)

Prerequisite: Channel Divinity: Invoke Duplicity

War Domain

War Priest (15 exp)

Channel Divinity: Guided Strike (15 exp)

Channel Divinity: War God's Blessing (15 exp)

Divine Strike (25 exp)

You can deal this damage only once per turn +25 exp for 2d8.

Avatar of Battle (40 exp)

Druid

Druidic (8 exp)

Ritual Casting (5 exp)

Wild Shape (35 exp)

Remember that the each 50 exp gained is considered 1 level for the purpose of this ability. 2 per short rest, +15 exp for each additional time.

Timeless Body (8 exp)

Beast Spells (30 exp)

Circle of the Land

Natural Recovery (25 exp)

Remember that the each 50 exp gained is considered 1 level for the purpose of this ability.

Land's Stride (10 exp)

Nature's Ward (15 exp)

Nature's Sanctuary (8 exp)

Circle of the Moon

Combat Wild Shape (15 exp)

Prerequisite: Wild Shape

Circle Forms (30 exp)

Prerequisite: Wild Shape

Primal Strike (8 exp)

Prerequisite: Wild Shape

Elemental Wild Shape (25 exp)

Prerequisite: 300 exp gained

Thousand Forms (20 exp)

Fighter

Fighting Style (20 exp)

PHB stlyes only. You may take this multiple times, it costs 5 less exp each time, but you must pick a different bonus.

Second Wind (15 exp)

Action Surge (25 exp)

+25 exp for one more time per short rest (Max 2).

Extra Attack (40 exp)

+60 exp for third attack, +80 exp for fourth.

Indomitable (15 exp)

+15 exp for 2 per rest, +15 exp for 3 per rest.

Champion

Improved Critical (40 exp)

Remarkable Athlete (20 exp)

Superior Critical (40 exp)

Prerequisite: Improved Critical

Survivor (30 exp)

Battle Master

Combat Superiority (35 exp)

.
Exp Manuevers Die
35 3 4 d8's
+25 5 5 d8's
+25 7 6 d10's
+25 9 7 d 12's

Know Your Enemy (10 exp)

Relentless (10 exp)

Eldritch Knight

Weapon Bond (8 exp)

War Magic (25 exp)

Eldritch Strike (10 exp)

Arcane Charge (12 exp)

Prerequisite: Action Surge

Improved War Magic (35 exp)

Cavalier

Born to the Saddle (5 exp)

Unwavering Mark (25 exp)

Warding Maneuver (35 exp)

Hold the Line (25 exp)

Does not trigger while weilding weapons with more than 5ft of reach

Ferocious Charger (35 exp)

Vigilant Defender (30 exp)

Monk

Unarmored Defense (15 exp)

Martial Arts (25 exp)

Unarmed Damage
Exp Damage Die
25 D4
+12 D6
+12 D8
+12 D10
+12 D12

Ki (15 exp)

15 exp for first 2 Ki, each point after is an additional 7 exp. Gain the other features of this ability when you first purchase this ability.

Unarmored Movement (15 exp)

15 exp for first 10' speed, each 5' after is 5 extra exp. Only gain speed aspect of ability.

Water Walk (8 exp)

Walk across water as per original Unarmored Movement ability.

Wall Climb (10 exp)

Walk up walls as per original Unarmored Movement ability.

Deflect Missiles (25 exp)

Remember that the each 50 exp gained is considered 1 level for the purpose of this ability.

Slow Fall (12 exp)

Remember that the each 50 exp gained is considered 1 level for the purpose of this ability.

Extra Attack (40 exp)

Stunning Strike (12 exp)

Prerequisite: Ki.

Ki-Empowered Strikes (8 exp)

Evasion (30 exp)

Stillness of Mind (10 exp)

Purity of Body (10 exp)

Advantage on saves rather than immunity.

Tongue of the Sun and Moon (25 exp)

Diamond Souls (40 exp)

Timeless Body (10 exp)

Empty Body (25 exp)

Prerequisite: Ki.

Perfect Self (30 exp)

Prerequisite: Ki.


Way of the Open Hand

Open Hand Technique (15 exp)

Prerequisite: Ki.

Wholeness of Body (20 exp)

Remember that the each 50 exp gained is considered 1 level.

Tranquility (10 exp)

Quivering Palm (35 exp)

Prerequisite: 600 exp gained.

Way of Shadow

Shadow Arts (15 exp)

Shadow Step (20 exp)

Cloak of Shadows (15 exp)

Opportunist (25 exp)

Way of the Four Elements

Elemental Spells (25 exp)

Prerequisite: Ki. Remember that the each 50 exp gained is considered 1 level for the purpose of requirements. You start with Elemental Attunment and one other ability of your choice. Each additional ability costs 12 exp.

Paladin

Divine Sense (8 exp)

Lay on Hands (15 exp)

20 exp for ability and first 5 points in pool. Each additional 5 HP costs 8 exp.

Fighting Style (20 exp)

PHB stlyes only. You may take this multiple times, it costs 5 less exp each time, but you must pick a different bonus.

Divine Smite (30 exp)

Can be used with any spell slot. Dice are not doubled on a critical hit.

Divine Health (8 exp)

Advantage on saves rather than immunity.

Extra Attack (40 exp)

Aura of Protection (40 exp)

+25 exp to increase to 30'

Aura of Courage (15 exp)

+15 exp for 30' Advantage on saves rather than immunity.

Improved Divine Smite (30 exp)

Prerequisite: Divine Smite. Once per turn only.

Cleansing Touch (30 exp)

Oath of Devotion

Sacred Weapon (20 exp)

Once per short or long rest.

Turn the Unholy (20 exp)

Once per short or long rest.

Aura of Devotion (15 exp)

+15 exp for 30'. Advantage on saves rather than immunity.

Purity of Spirit (30 exp)

Holy Nimbus (40 exp)

Oath of the Ancients

Nature's Wrath (15 exp)

Once per short or long rest.

Turn the Faithless (20 exp)

Aura of Warding (35 exp)

+25 exp to increase to 30'.

Undying Sentinel (25 exp)

Elder Champion (40 exp)

Oath of Vengeance

Abjure Enemy (15 exp)

Once per short or long rest.

Vow of Enmity (20 exp)

Once per short or long rest.

Relentless Avenger (12 exp)

Soul of Vengeance (25 exp)

Prerequisite: Vow of Enmity.

Avenging Angel (50 exp)

See Flying in New Abilities section for more options.

Ranger

Favored Enemy (15 exp)

Start with one, additional favored enemies cost 10 exp each.

Natural Explorer (8 exp)

Additional terrains cost 5 exp each.

Fighting Style (20 exp)

PHB stlyes only. You may take this multiple times, it costs 5 less exp each time, but you must pick a different bonus.

Primeval Awarness (10 exp)

Any spell slot.

Extra Attack (40 exp)

Land's Stride (10 exp)

Hide in Plain Sight (10 exp)

Vanish (12 exp)

Feral Senses (15 exp)

Foe Slayer (25 exp)

Prerequisite: Favored Enemy.

Hunter

Hunter's Prey (30 exp)

You may take this multiple times, but you must pick a different bonus.

Defensive Tactics (25 exp)

You may take this multiple times, but you must pick a different bonus.

Multiattack (35 exp)

You may take this multiple times, but you must pick a different bonus.

Superior Hunter's Defense (35 exp)

You may take this multiple times, but you must pick a different bonus.

Beast Master

Ranger's Comapnion (25 exp)

Your DM will likely allow you to take a buffed version of this (possibly for more exp) as it is quite weak as written.

Exceptional Training (10 exp)

Prerequisite: Ranger's Companion.

Beastial Fury (25 exp)

Prerequisite: Ranger's Companion.

Share Spells (25 exp)

Prerequisite: Ranger's Companion.

Gloomstalker

Dread Ambusher (15 exp)

Umbral Sight (15 exp)

Shadowy Dodge (35 exp)

Rogue

Sneak Attack (20 exp)

Increase damage by 1d6 for each additional 20 exp spent (max 10d6)

Thieves' Cant (8 exp)

Cunning Action (30 exp)

Uncanny Dodge (35 exp)

Expertise (15 exp per skill)

Evasion (30 exp)

Reliable Talent (35 exp)

Blindsense (30 exp)

Slippery Mind (30 exp)

Elusive (25 exp)

Stroke of Luck (25 exp)

Thief

Fast Hands (10 exp)

Second-Story Work (15 exp)

Supreme Sneak (12 exp)

Use Magic Device (15 exp)

Thief's Reflexes (35 exp)

Assasin

Assassinate (30 exp)

Infiltration Expertise (15 exp)

Imposter (10 exp)

Death Strike (35 exp)

Arcane Trickster

Mage Hand Legerdemain (10 exp)

Prerequisite: Mage Hand Spell.

Magical Ambush (15 exp)

Versatile Trickster (25 exp)

Prerequisite: Mage Hand Spell.

Spell Thief (15 exp)

Swashbuckler

Fancy Footwork (15 exp)

Rakish Audacity (25 exp)

Panache (20 exp)

Elegant Manuever (15 exp)

Master Duelist (15 exp)


Inquisitive

Ear for Deceit (7 exp)

Eye for Detail (5 exp)

Insightful Fighting (15 exp)

Steady Eye (15 exp)

Unerring Eye (15 exp)

Eye for Weakness (50 exp)

Scout

Skrimisher (15 exp)

Superior Mobility (18 exp)

Ambush Master (35 exp)

Sorcerer

Font of Magic (20 exp)

20 exp for first 2 points, each point after is 8 exp.

Metamagic (25 exp)

25 exp for first 2 options, each one after is 10 exp.

Sorcerous Restoration (20 exp)

Prerequisite: Font of Magic. You can only gain up to your maximum.

Draconic Bloodline

Dragon Ancestor (10 xp)

Can only be taken once.

Elemental Affinity (20 exp)

Prerequisite: Dragon Ancestor.

Dragon Wings (45 exp)

Prerequisite: Dragon Ancestor. See Flying in New Abilities section for more options.

Draconic Presence (25 exp)

Wild Magic

Wild Magic Surge (5 exp)

Tides of Chaos (15 exp)

Bend Luck (15 exp)

Prerequisite: Font of Magic

Controlled Chaos (8 exp)

Prerequisite: Wild Magic Surge

Spell Bombardment (15 exp)

Shadow

Eyes of the Dark (15 exp)

Strength of the Grave (10 exp)

Shadow Walk (25 exp)

Warlock

Eldritch Invocations (25 exp)

25 exp for first two invocations, each one after coast 10 more exp.

Pact Boon (15 exp)

Can be taken multiple time, choose a different Boon each time.

Eldritch Master (30 exp)

Regain all short rest spell slots.

Archfey

Fey Presence (15 exp)

Misty Escape (15 exp)

Beguiling Defenses (15 exp)

Dark Delerium (15 exp)

The Fiend

Dark One's Blessing (15 exp)

Dark One's Own Luck (15 exp)

Fiendish Resilience (20 exp)

Hurl Through Hell (20 exp)

1d10 damage per 100 total exp gained.

The Great Old One

Awakened Mind (15 exp)

Entropic Ward (15 exp)

Thought Shield (15 exp)

Create Thrall (20 exp)

Hexblade

Hexblade's Curse (20 exp)

Hex Warrior (40 exp)

You do not gain the proficiencies usually given by this ability.

Accursed Spctre (20 exp)

You may use this feature once per 20 exp spent on this ability (Max 4)

Armour of Hexes (15 exp)

Prerequisite: Hexblade's Curse

Master of Hexes (15 exp)

Wizard

Ritual Casting (5 exp)

Arcane Recovery (15 exp)

Remember that the each 50 exp gained is considered 1 level for the purpose of this ability.

Spell Mastery (15 exp)

Prerequisite: Access to 5th level spells. Can not be used on spells that heal.

Signature Spells (15 exp)

Prerequisite: Access to 6th level spells. Can not be used on spells that heal.

School of Abjuration

Arcane Ward (12 exp)

Remember that the each 50 exp gained is considered 1 level for the purpose of this ability.

Projected Ward (10 exp)

Prerequisite: Arcane Ward.

Improved Abjuration (10 exp)

Spell Resistance (50 exp)

School of Conjuration

Minor Conjuration (12 exp)

Benign Transposition (15 exp)

Focused Conjuration (12 exp)

Durable Summons (30 exp)

School Of Divination

Portent (30 exp)

Expert Divination (15 exp)

The Third Eye (20 exp)

Greater Portent (15 exp)

Prerequisite: Portent.

School of Enchantment

Hypnotic Gaze (15 exp)

Instinctive Charm (15 exp)

Split Enchantment (30 exp)

Alter Memories (15 exp)

School of Evocation

Sculpt Spells (25 exp)

Potent Cantrip (15 exp)

Empowered Evocation (25 exp)

Any Evocation.

Overchannel (30 exp)

School of Illusion

Improved Minor Illusion (15 exp)

Malleable Illusions (12 exp)

Illusory Self (30 exp)

Illusory Reality (15 exp)

School of Necromancy

Grim Harvest (15 exp)

Undead Thralls (20 exp)

Remember that the each 50 exp gained is considered 1 level for the purpose of this ability.

Inured to Death (15 exp)

Command Undead (15 exp)

School of Transmutaion

Minor Alchemy (15 exp)

Transmuter's Stone (35 exp)

Shapechanger (20 exp)

Master Transmuter (35 exp)

Prerequisite: Transmuter's Stone

Armor & Weapon Proficiencies

All characters start with Simple Weapon Proficiency, but must train to use armor. Arcane spells can not be cast in armor unless the character is trained to do so.

Weapon Proficiency
Exp Proficiency
0 Simple Weapons
10 Martial Weapons
Armor Proficiency
Exp Proficiency Requirment
5 Light Armor -
8 Medium Armor Light Armor Proficiency
10 Heavy Armor Medium Armor Proficiency
5 Shields None
Casting Arcane Spells in Armor
Exp Proficiency Requirment
5 Light Armor Casting -
10 Medium Armor Casting Light Armor Casting
15 Heavy Armor Casting Medium Armor Casting
5 Shield Casting -

Spellcasting

To make things easier there is no need to prepare spells beforehand, all casting is considered spontanious. In other words to cast a spell in Freeform 5E you must simply know the spell and have a free spell slot of the appropriate spell level or higher.

When you first gain the ability to cast a cantrip or spell, choose Intelligence, Wisdom, or Charisma to be the attribute with which all of your spells are cast and your spell modifier and save DC are determined. If you choose Intelligence the exp cost to learn new spells is reduced by 1. Once you have made this choice it can not be changed.

Gaining Spell Slots

You can choose between spell slots that refresh on a short rest or long rest only. You can not gain a spell slot unless you already have at least one slot of the previous level, and you have gained at least as much total experience as shown for that level. This does not mean that the previous level slot has to be the same type though. You can have nothing but short rest spell slots up to 3th level and then purchase a 4th level arcane spell slot.

You can never have more than a single spell slot of level 8 or 9.

Exp Cost for Spell Slots (1st/Additional)
Slot Level Long Rest Short Rest Exp Required
1st 10/4 14/8 0
2nd 15/7 22/14 80
3rd 20/10 30/20 160
4th 25/13 38/26 240
5th 30/16 46/32 320
6th 35/19 - 400
7th 40/22 - 480
8th 45 - 560
9th 50 - 640

Each additional spell slot you purchase past the first one for that spell level costs less exp (Can not buy additional spell slots for 8th and 9th level). For example if you buy a 3rd level spell slot that refreshes on a long rest it costs 20 Exp, and then you may buy additional 3rd level spell slots for 10exp or 20exp (for long rest slots and short rest slots respectively).


Cantrips (15 exp)

It costs 15 exp to be able to cast cantrips. When you gain this ability you learn two cantrips of your choice. Remeber that for the purposes of sacling abilities such as cantrips, every 50 exp you have gained is considered 1 level.

Learning a Spell or Cantrip

You can learn any spell or cantrip for 5exp if Wisdom or Charisma are your spellcasting attributes or 4exp if you use intelligence for your spellcasting. This means that powerful spells and cantrips that were originally only for certain classes, such as Swift Quiver and Eldritch Blast are now available to anyone that can cast spells (at the discretion of your DM).

Ability Score Based Effects

Unless otherwise stated, any effect that is based of a specific ability score such as Charisma for Bardic Inspiration, Divine Sense, or Agonizing Blast, must still use that ability. This includes any effect gained from spells. The only thing your chosen spellcasting ability score affects is your spellcasting modifier and DC.

Old Feats

Feats from the PHB are still available (Except Toughness) & cost 25 exp. All feats that include an ability score bonus no longer include that bonus, however their cost is reduced to 10 exp. Sentinel does not work with weapons with over 5ft of reach.

New Abilities

Because players are no longer tied to classes there is a much wider range of abilities for them to choose from for full character customization. Here are a few examples, feel free to add anything you find interesting to your game and encourage working with players to come up with new ideas.

Flight (40 or 55 exp)

You either gain a pair of wings of whatever type you choose (Bird, Angel, Bat, Demon) for 40 exp. Or gain magical flight that does not require wings for 55 exp. Either way your flying speed is equal to your regular land speed.

...this Person in Particular. (10 exp)

When you cast a spell that causes more than one enemy to make a saving throw you can give one enemy disadvantage on that save by giving every other enemy advantage.

Spirit Totem (15 exp)

You gain the ability to call forth nature spirits. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see. The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest. The effect of the spirit’s aura depends on the type of spirit you summon from the options below.

Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + 1/50 exp you've gained. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.

Hawk Spirit. The hawk spirit is a consummate hunter, marking your enemies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll.

Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell with a spell slot that restores hit points to anyone inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.

Specialist (10 exp)

You may take this ability multiple times. Each time you do choose a school of magic. Learning a spell or cantrip from that school costs you 1 less exp. This is not retroactive if you have already learned spells in that school.


Scornful Rebuke (25 exp)

Those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 0) if you’re not incapacitated.

Healing Light (8 exp)

You gain the ability to channel celestial energy to heal wounds. You have a pool of d6s (1 per 8 exp spent on this ability) that you spend to fuel this healing . As a bonus action, you can touch a creature and heal it, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. Your pool regains all expended dice when you finish a long rest.

Weapon Superiority (15 exp)

Upgrade the damage die of a single weapon type of your choice. This means if it regularly deals a d4 of damage it deals a d6 instead. You can choose this ability multiple times, either upgrading the same weapon type each time or different weapons. The order of upgrades goes d4 - d6 - d8 - d10 -d12. You may also spend 5 exp to go from 1d12 to 2d6.

Confidence (20 exp)

As a bonus action you can gain temporary hit points equal to your Charisma modifier (remeber that you can only have one instance of temporary hitpoints at a time).

Aura of Confidence (20 exp)

Prerequisite: Confidence. Any ally within 30 feet may, as a bonus action, gain temporary hitpoints equal to your Charisma modifier.

Aspect of the Moon (8 exp)

You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend 4 hours doing light activity, such as reading and keeping watch.

Cloak of Flies (12 exp)

As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. The aura includes your space, extends 5 feet from you in every direction, and is blocked by total cover. It lasts until you’re incapacitated or you dismiss it with a bonus action. The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to your Charisma modifier (minimum of 0 damage). Once you use this ability, you can’t use it again until you finish a short or long rest.

Ghostly Gaze (12 exp)

As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts until the end of the current turn. During that time, you perceive objects as ghostly, transparent images. Once you use this ability, you can’t use it again until you finish a short or long rest.

Arcane Shot (20 exp)

You learn to unleash special magical effects with some of your shots. Choose 1 Arcane Shot option per 20 exp you spend on this ability. Once per turn when you hit a target with a ranged weapon you can apply one of your Arcane Shot options in addition to the attacks normal damage. You gain 2 uses of Arcane Shot per short or long rest per 20 exp spent on this ability.

If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your spell modifier.

Banishing Shot. You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The target must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

Brute Bane Shot. You weave necromantic magic into your shot. The target takes an extra 2d6 necrotic damage, and it must make a Constitution saving throw. On a failed save, the damage of the target’s attacks is halved until the start of your next turn.

Bursting Shot. You imbue your shot with a blast of force energy drawn from the school of evocation. The target and each creature within 10 feet of it also take 2d6 force damage.

Grasping Shot. When this shot strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The target takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.

Mind-Scrambling Shot. Your enchantment magic causes this shot to temporarily beguile its target. Choose an ally within 30 feet of the target. The target takes an extra 2d6 psychic damage, and must succeed on a Wisdom saving throw or it can’t attack the chosen ally or include that ally in a harmful area of effect until the start of your next turn. This effect ends early if the chosen ally deals any damage to the target.

Piercing Shot. You use transmutation magic to give your shot an ethereal quality. Use this option before making an attack instead of after hitting. You don’t make an attack roll for the attack. Instead, the shot fires forward in a line that is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a target takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.

Teleportation Shot. You use conjuration magic to imbue your shot with a teleportation spell. You teleport to the location where your arrow strikes. If it hit a creature they must make a Wisdom save or teleport to your original location. Objects that are hit weighing less than 500lbs are also teleported in this manner, providing the are not attached to something.

Storm Shot You can shoot an arrow straight in to the air to change the weather in the surronding 10 miles arrow to anything from calm and sunny to a sevre storm.

Seeking Shot. Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. Use this option before making an attack instead of after hitting. Don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. This shot flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.

Shadow Shot. You weave illusion magic into your shot, causing it to occlude your foe’s vision with shadows. The target takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything further than 5 feet away until the start of your next turn.

Gift of the Depths (12 exp)

You can breathe underwater, and gain a swimming speed equal to your walking speed. You can cast water breathing without expending a spell slot. Once you cast it using this ability, you can’t do so again until you finish a long rest.

Ice Block (20 exp)

As a reaction when you take damage, you can entomb yourself in ice, which melts away in one minute or until you remove it as a bonus action. You gain half your maximum health as temporary hit points, which take as much of the triggering damage as possible. You also gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects all end when the ice melts. Once you use this ability, you can’t use it again until you finish a short or long rest.

Trickster’s Escape (20 exp)

As a free action you gain the benefits of the Freedom of Movement spell for 1 min. You regain the ability to do so when you finish a long rest.

Solid Investments (10 exp)

At the end of each play session your character recieves a sum of money deemed appropriate for your game by the DM.

Distracting Looks (10 exp)

Prerequisite: Charisma is not 9-12. Once per short or long rest you use your good (or bad) looks to wink at an enemy during initiative rolls and give them a -10 to thier roll. Creatures that are immune to charm are unnaffected.

Reversal (15 exp)

Once per short rest, before rolling the dice, you can choose to turn any roll you make with disadvantage into a roll with advantage.

Reversal Master (15 exp)

Prerequisite: Reversal You may choose to use the reversal ability after rolling dice you rolled with disadvanatge rather than before rolling them.

Barbed Hide (10 exp)

Prerequisite: Tiefling. You have small barbs protruding all over your body. At the start of each of your turns you deal 2d6 piercing damage to any creature grappling you or being grappled by you.

Bountiful Luck (10 exp)

Prerequisite: Halfling. Once per short or long rest you can cause any d20 rolled by an ally or enenmy to be rerolled once.

Critter Friend (10 exp)

Prerequisite: Gnome. You gain proficiency in the Animal Handling skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it. You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the animal friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest.

Fear of Dragons (10 exp)

Prerequisite: Dragonborn. Instead of exhaling destructive energy, you can roar and expend a use of your breath weapon to force each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds if it can’t hear or see you. On a failed save, a target becomes frightened for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.

Drow High Magic (10 exp)

Prerequisite: Drow. You learn more of the spells typical for your people. You learn detect magic and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast the spell in this way when you finish a long rest.

Dwarf Resilience (10 exp)

Prerequisite: Dwarf. Whenever you take the Dodge action in combat, you can spend up to 3 Hit Dice to heal yourself. Roll the dice, add your Constitution modifier for each die rolled, and regain a number of hit points equal to the total (minimum of 1).

Elven Accuracy (10 exp)

Prerequisite: Elf or Half-Elf. Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma you can reroll one of the dice once.

Fade Away (10 exp)

Prerequisite: Gnome. When you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.

Human Adaptability (5 exp)

Prerequisite: Human. You ignore the race prerequisites of other abilities.


Orcish Aggression (10 exp)

Prerequisite: Orc. Your speed is increased by 15 feet when you take a move action that brings you closer to an enemy that you can see.

Severely Mutated (10 exp)

Prerequisite: Simic Hybrid You may choose an additional 1st level mutation, and when you would normally gain a 5th level mutation you can gain another.

Ancestral Protectors (10 exp)

As a Bonus Action you cause spectral warriors to appear. These warriors distract a foe you strike and hinder its attempts to harm your companions. A creature you designate when activating this ability becomes the target of the warriors. Until the start of your next turn that target has disadvantage on any attack roll, and creatures have resistance to the damage of the target’s attacks. You may use this ability once every short or long rest per 10 exp you spend on this ability.

Spirit Shield (15 exp)

Prerequisite: Ancestral Protectors, 200 exp gained The guardian spirits that aid you can provide supernatural protection for you and your allies. If Ancestral Protectors are active and you or a creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 1d8 per 200 exp you have gained.

Consult the Spirits (10 exp)

Prerequisite: Ancestral Protectors. You may spend one use of you Ancestral Protectors ability to consult with your ancestral spirits and use them to scout far off areas. When you do so, you cast the clairvoyance spell, without needing a spell slot. Rather than creating a spherical sensor, the spell invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for the spell.

Vengeful Ancestors (15 exp)

Prerequisite: Spirit Shield. Your ancestral spirits are powerful enough to strike foes that dare to harm you or your allies. When you use your Spirit Shield ability to protect a creature damaged by an attack, the attacker takes the same amount of damage that your Spirit Shield prevents.

Staying Positive (15 exp)

When you use inspiration for a roll and that roll is a success, you do not lose your inspiration.

Mystic Step (10 exp)

You can use a Move Action to move as if you cast the spell Misty Step. When you do so you move any distance up to you movement speed, if you dash you may move up to twice your speed using this ability. You may use this ability once per short rest, you may also use a Ki point to use this ability if you have already used it.

Drunken Technique (15 exp)

Gain proficiency in the Performance skill if you don’t already have it; your martial arts technique mixes martial training with the precision of a dancer and the antics of a jester. You also learn how to twist and turn quickly as part of your attacks. Whenever you hit a creature with a melee attack, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

Tipsy Sway (25 exp)

Prerequisite: Drunken Technique. As a reaction when an enemy misses you with a melee attack roll, you can cause that attack to hit one creature of your choice, other than the attacker, within 5 feet of you.

Drunkard's Luck (15 exp)

Prerequisite: Drunken Technique. You always seem to get a lucky bounce at just the right moment to save you from doom. As a reaction when you make a Dexterity saving throw, you can give yourself advantage on that roll. If you succeed you can immediately move up to 10 feet.

Intixicated Frenzy (15 exp)

Prerequisite: Drunken Technique & Flurry of Blows. You gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five attacks), provided that each Flurry of Blows attack targets a different creature this turn.

Stay Away From The Light (20 exp)

All allies (not including yourself) that could hear you if they were concious have advantage on death saving throws.

Enthralling Performance (8 exp)

If you perform for at least 10 minutes, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of creatures within 60 feet of you who watched and listened to all of it, up to a number of them equal to your Charisma modifier (minimum of one).

Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its save against this effect, the target has no hint that you tried to charm it. Once you use this feature, you can’t use it again until you finish a short or long rest.


Spell Secrets (40 exp)

When you cast a spell that deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list. You replace one energy type for another by altering the spell’s formula as you cast it.

When you cast a spell that requires a saving throw, you can change the saving throw from one type of ability to another of your choice. Once you change a saving throw in this way, you can’t do so again until you finish a short or long rest. You should describe how you have changed the spell to fit with the new damage type and/or saving throw.

Potent Casting (30 exp)

When you cast a spell using a spell slot, you can expend one additional spell slot to augment its effects for this casting, mixing the raw stuff of magic into your spell to amplify it. The effect depends on the spell slot you expend.

An additional 1st-level spell slot can increase the spell’s raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 1d6 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell.

An additional 2nd-level spell slot can increase the spell’s range. If the spell’s range is at least 30 feet, it becomes 1 mile. Or increase the spell's damage by 2d6 force against every taregt.

An additional 3rd-level spell slot can increase the spell’s potency. Increase the spell’s save DC by 2. Or Increase the damage by 3d6 force to every target.

Epiphany (35 exp)

Once per long rest you can cast a spell that you do not know. You must still expend the proper spell slot for it.

Interdimensional Attack (15 exp)

Prerequisite: or the ability to cast Misty Step, Dimension Door, or another teleportation spell. Once per short or long rest you can choose a creature within 300 feet of you and take the attack action with a melee weapon against them. You are never considered to have left your original position as it is just your weapons that are reaching through dimensions.

Distant Strike (20 exp)

Prerequisite: Interdimensional Attack. You gain the ability to step between the planes in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

Speech of the Woods (15 exp)

You learn Sylvan. In addition, beasts can understand you and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to gain favor with them as you would with any nonplayer character.

Blessing of the Forest (20 exp)

You gain the ability to temporarily grow and take on the appearance of a treelike person, covered with leaves and bark. As a bonus action, you assume this guardian form, which lasts until you end it as a bonus action or until you are incapacitated. You undergo the following changes while in your guardian form:

• Your size becomes Large, unless you were larger.

• Your speed becomes 5 feet, unless it was lower.

• Your reach increases by 5 feet.

• Once per turn you deal an extra 1d6 piercing damage with any melee or ranged weapon attack. You must declare you are using this before attacking.

• You gain a number of temporary hit points at the start of each of your turns. The number equals 1 + 1 per 50 total exp gained. When the form ends, you lose any temporary hit points you have from it.

• You have vulnerability to fire damage

Thick Bark (15 exp)

Prerequisite: Blessing of the Forest. While in tree form your AC and Constitution save increase by 2.

Rooted Defense (10 exp)

Prerequisite: Blessing of the Forest. While in tree from the ground around you in a 30 foor radious becomes difficult terrain for enemies and you may cast Grasping Vine once per turn as a bonus action.

Falling Leaves (10 exp)

Prerequisite: Blessing of the Forest. While in tree form allies within 30 feet of you are considered to have half cover against enemies further than 30 feet from you.

Favored Ally (10 exp)

Choose one creature type with the ability to speak a language, if you choose humanoid you may choose a single race (Choosing Humans costs an extra 10 exp). You have advantage on all Charisma checks against creatures of that type. You may choose this ability multiple times, choose a different type, or humanoid race, each time.

Superior Attunement (15 exp)

You may attune to an additional magic item for each time you take this ability.

Steady Aim (20 exp)

As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you’re wielding. Until the end of this turn, your ranged attacks with that weapon gain two benefits against the target:

• The attacks ignore half and three-quarters cover.

• You may reroll any number of your damage dice once, you must take the new roll.

Close-Quarters Shooting (15 exp)

Making a ranged attack roll while within 5 feet of an enemy doesn’t impose disadvantage on your roll . In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn , that creature can’t take reactions until the end of this turn.


Infuse Magic (20 exp)

You gain the ability to channel your spells into objects for later use. When you cast a 1st or 2nd level spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.

A creature holding the item can then use an action to activate the spell if they have an Intelligence of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell requires concentration the creature activating it is the one that must maintain concentration. Only the creature that activates the item is targeted regardless if it could regularly have multiple targets. If the spell has an area of effect, it is centered on the item. Items infused this way have their magic fade away over time. If you used a short rest spell slot to cast the spell, the magic fades away after your next short rest, and if you used a long rest slot it goes away after your next long rest. You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.

You may use this ability to infuse magic into a piece of ammunition. As a bonus action you can activate a piece of ammo infused this way, if you attack using that ammo this turn the spell is cast at the location the ammo hits. Ammo containing spells with a target of self can only affect willing creatures.

Adrenaline Rush (20 exp)

You gain a burst of energy now at the expense of future resting. As a bonus action you may expend any number of hit dice and then roll half of them to regain that number of hitpoints.

Guard Break (20 exp)

When you take the attack action and hit an enemy with a melee or ranged weapon you can forgo all damage you would do with that action to give that enemy vulnerability to all damage from sources other than yourself until the start of your next turn. You must choose to use this ability before seeing the results of any damage dice you would otherwise be rolling. You may use this ability up to 2 times per short or long rest plus 1 extra time for each extra 5 exp you spend on this ability.

Protector (15 exp)

You gain the ability to hinder attacks intended for others. When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. To do so, you must be able to see both the attacker and the target. You interpose an arm, a shield, or some other part of yourself to try to throw the attack off target.

Unstoppable Fury (15 exp)

Prerequisite: Rage. The power that fuels your rage allows you to shrug off fatal blows. While raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points.

Fell Handed (10 exp)

You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them:

• Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target, and the target is your size or lower.

• Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to twice your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit.

Fancy Footwork (15 exp)

You have advantage on opportunity attacks against enemies, and enemies have disdvantage on opportunity attacks against you.

Reach Around (10 exp)

When attacking with a flail or scythe you ignore the AC bonus enemies get from shields.

Blade Flourish (15 exp)

Prerequisite: Bardic Inspiration You learn to conduct impressive displays of skill with your weapons. When you use the Attack action on your turn and attack with a dagger, longsword, rapier, scimitar, or shortsword, you can attempt one of the following flourishes:

Defensive Flourish. You spin your weapon around you in swift circles, creating a hypnotic display. As a bonus action, you expend one use of Bardic Inspiration, rolling a Bardic Inspiration die and applying the number rolled as a bonus to your AC until the start of your next turn.

Trick Shooter’s Flourish. This favorite trick of knife throwers allows you to expend one use of Bardic Inspiration as a bonus action. Roll a Bardic Inspiration die and apply the number rolled as a bonus to the next ranged attack roll you make with a dagger this turn. If the target of the attack is an unattended, inanimate object, the bonus equals double the die roll.

Unnerving Flourish. Your deadly display of combat prowess unnerves your opponents, leaving them cowering in fear and at your mercy. Whenever you reduce a creature to 0 hit points with a melee attack, you can use a bonus action to expend one use of Bardic Inspiration, and instead leave the creature at 1 hit point. The creature is frightened of you for a number of minutes equal to your Charisma modifier. It must also make a Charisma saving throw with a DC equal to your spellcasting DC + a bonus equal to the roll of your Bardic Inspiration die. If the creature fails this saving throw, it answers truthfully any questions you ask it and obeys your direct orders while it is frightened by this effect.


Voyager (5 exp)

You become proficient with either land or sea vehicles. You can pick this ability twice to get both proficiencies.

Cleave (15 exp)

Once on your turn, when you reduce a creature to 0 hit points with a melee weapon, you can immediately make an attack against another creature within reach with the same weapon.

Pierce (15 exp)

Once on your turn, when you reduce a creature to 0 hit points with a ranged weapon, you can immediately make an attack against another creature behind the original target in a straight line from yourself.

Finisher (25 exp)

You are an inspiration on the battlefield, bolstering the resolve of yourself and your allies with each foe you fell. Whenever you reduce a creature to 0 hit points, you can grant yourself or another creature of your choice within 30 feet of you a bonus equal to the Challenge Rating of the creature you reduced to 0 hit points. Choose one of the following benefits to grant the chosen creature:

• Add the bonus to your next attack roll.

• Add 2x bonus to the dmg of your next hit with a weapon.

• You regain hit points equal to 2x bonus.

• You gain temporary hit points equal to 2x bonus.

Multitasker (25 exp)

You can hold concentration on up to two different spells. Roll seprately for each when make concentration saves.

Ogre's Grip (15 exp)

Prerequisite: Strength 16+ You gain the following benefits:

• When attacking with a weapon that has the versatile property in one hand, you may roll damage as if you were holding it in both hands.

• You now count as one size larger when determining your carrying capacity and the weight that you can push, drag, or lift.

• You ignore the heavy property of weapons.

• You may wield weapons with the two-handed property in one hand and roll damage normally. When wielding this type of weapon in one hand, you may not hold a second weapon in your other hand. However, you may hold a shield.

Giant's Grip (10 exp)

Prerequisite: Strength 20+, Ogre's Grip You may hold a two-handed weapon in each hand, they are considered light for the purposes of two-weapon fighting.

Pinning Shot (10 exp)

You have mastered the art of pinning people into walls with a toss of a knife or a shot from a bow. Once per turn, when you hit with a bow or thrown dagger attack against a Large or smaller creature, you can attempt to pin them. There must be a wall or a similar hard obstacle within 5 feet behind the creature for you to use this ability. The creature must make a Dexterity saving throw against your attack roll if they fail they are pinned and must make a Strength saving throw with a DC of 16 as an action on future turns to break free.

Reactionary (20 exp)

You have learned how to react faster than most can think, and this carries over to your combat capabilities with the following benefits:

• You may take an additional reaction each round. Readied actions can still only be taken once.

• You can use both of your reactions to make an opportunity attack with advantage.

• You can use both of your reactions to make an opportunity attack against an opponent who has taken the Disengage action.

• You can use your reaction to gain advantage on a Constitution saving throw to maintain your concentration on a spell.

Reflexive (20 exp)

Prerequisite: Dexterity 13+ Your reflexes are faster than even the flying arrow. You gain the following benefits:

• You gain a +5 bonus to initiative.

• When you move, you gain a +2 bonus to your AC until you stop moving.

• You can use one of the following options once. You regain the ability to do so when you finish a short rest or long rest.

Reflexive Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Reflexive Evasion. You can reroll a Dexterity saving throw that you fail. If you do so, you must use the new roll.

Animal Style (10 exp)

Prerequisite: Ki. You may take this ability multiple times, each time you do pick a new animal style:

Tiger Style. If you move at least 10 feet straight towards a creature and then hit it with a melee attack, you may spend 1 ki point to impose a Strength saving throe to knock it prone. You may also spend a ki to gain an additional attack on prone creatures.

Wolf Style. You can expend 3 ki points and your reaction when you and an ally are within 5 feet of a hostile creature to grant both you and your ally advantage on your next attacks against that enemy.

Crane Style. You can expend 1 ki point before you take the Attack action. When you roll the highest possible number on the damage die of an unarmed strike you may reroll that die for extra damage once. You can use this ability twice per turn.

Snake Style. When you are grappling a creature, you can expend 3 ki points and your action to impose a Constitution Save. On a failed save the creature is poisoned until the start of its next turn.

Turtle Style. When you use your Patient Defense feature to take the Dodge action, until the start of your next turn, when a creature misses you with an attack while within 5 feet of you, as a reaction you can spend 1 ki point make two unarmed strikes against the creature.

Combat Casting (40 exp)

Prerequisite: Extra Attack You are adept at casting with one hand while dueling with the other. You do not suffer disadvntage for casting a spell within 5 feet of an enemy. In addition when you use the attack action on your turn you may forgo one of your attacks to cast a spell or cantrip.


All Out Assault (20 exp)

When you miss an attack you recieve a cumulative +2 (Max +10) to future attack rolls against the same target. This bonus lasts until you go a full turn without attacking that target.

When you hit you recieve a cumalative +1d4 bonus to damage rolls against that target until you miss or attack a different target.

Plunging Attack (8 exp)

When you take the attack action with a melee weapon and hit on your first attack, after having fallen on an enemy in the same turn, you deal extra damage. You deal +1 damage for every 5 feet you fall (Max +10 damage). You also take that much less damage if you would take any from the fall.

Arcane Smite (30 exp)

When you cast a damaging spell you can increase that damage by expending an additional spell slot.

If the spell can only target one creature the extra damage is 1d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st, to a maximum of 5d8.

If the spell can target more than one creature or has an area of effect the damage is 1d4 for a 1st level spell slot, plus 1d4 for each additional Spell Level higher than 1st, maximum of 5d4.

Mounted Casting (10 exp)

Any spell you cast with a range of self can also be cast on a creture you are riding, providing that creature is willing. In addition when you cast a spell on yourself while mounted you may expend an additional spell slot of the same level to cast it on the creature you are riding as part of the same action.

Spell Stealer (20 exp)

When you successfully counter a spell using counterspell you can immediately cast that spell yourself by expending a spell slot of the same level.

Hunting Companion (10 exp)

As an action, you can summon a beast to a space within 30 feet of you. They understand and obey your commands. Whenever a summoned beast is reduced to 0 hit points, or you take a long rest, they vanish into mist. You can also dismiss them at any time as an action, causing them to disappear - their hit points remain constant during this time. Each long rest you have one use of this ability per 10 exp spent on it. Summoned beasts can not take the help action.

CR of Summon Uses to Summon Exp Required
0 1 0
1/4 2 50
1/2 3 100
1 4 150
2 8 250
3 12 350
4 16 450
5 20 550

Explosive Companions (10 exp)

Prerequisite: Hunting Companions Instead of vanishing into mist upon death, your companions release a shockwave of energy. Each creature within 10 feet must make a DC 12 + your proficiency (rounded up) Con save or they are pushed back 10 feet and take 1d12 force damage per use of the Hunting Companions ability it took to summon the creature. For example a CR 0 companion would push a creature 10 feet and deal 1d12 force, while a CR 3 would push 40 feet and deal 4d12.

Companion Connection (25 exp)

Beasts you summon through spells or abilities gain a bonus to their attack and damage rolls equal to your proficiency modifier. If they have abilities requiring a save, the DC = 12 + your proficiency (rounded up) unless it would otherwise be higher. This can only be applied to a single summon at a time.

Charge (10 exp)

Prerequisite: Extra Attack When you take the attack action you can replace one of your attacks with a move action.

Runes of Anger (20 exp)

Prerequisite: Rage You carve magical runes in your own skin that activate when you need them most. While raging you may cast spells with a range of self, or spells with a target, if the target is within 5 feet of you. You are not required to perform the somatic actions of those spells. In addition you have advantage on Consitution saving throws that you make to maintain your concentration on a spell when you take damage.

Runes of Pennance (15 exp)

Prerequisite: Runes of Anger Runes carved into flesh are bound to the power of blood and life, and shine when it is shed. You touch your slain foe and draw part of their fleeting soul into your scars. When you reduce a creature to 0 hit points with an melee attack, you may use a bonus action to regain one expended 1st level spell slot. Once per short rest, you may instead regain one expended 2nd level spell slot. Once per long rest you may instead regain one expended 3rd level spell slot.

Runes of Protection (40 exp)

Prerequisite: Runes of Anger While raging you have advantage on saves against spells, and resitance to damage from spells.

Deflecting Palm (25 exp)

You can absorb the damage dealt by a creature in melee and deflect the blow back at them. When hit by a melee attack you can spend your reaction to reduce the damage by 1d10 + your Strength or Dexterity modifier + 1 per 50 total exp gained. You may use this ability twice per short rest for free. If you spend a Ki point when you use this ability it does not count towards your two free times per short rest, and in addition, if you have a free hand when you spend the ki you can immidiately make a single unarmed attack back at the opponent.


Shrug It Off (20 exp)

Prerequisite: Strength 17+ & Constitution 17+ Whenever you take non-psychic damage reduce that damage by an amount equal to your proficiency bonus. Apply this reduction before other modifiers such as resistance.

Blood Magic (10 Exp)

When you cast a spell requiring material components with no listed cost you can instead spend one hit die. If a spell requires components with a listed cost you can spend any number of hit dice, each one counts as 200 GP towards the cost of the components.

Monkey Grip (15 Exp)

When you grapple an opponent, you may use acrobatics instead of athletics. In addition, creatures grappled by you have disadvantage on attack rolls against you.

Artificer

The following skills are from the Revised Artificer 1.6.2. If an ability has a description here in normal text, this description replaces the entire ability. If there is text in italics, it replaces the relevant text from the source ability. If there is nothing written, it is the same ability as in the source material.

Arcane Reconstruction (5 exp)

Healing spells you cast can heal constructs as well.

Improved Magical Crafting (5 exp)

Creating a magic item takes you half the time it would normally take. Additionally, you can make 1 hour of progress toward crafting a magic item, scroll, or potion during a long rest.

Wonderous Item Recharge (10 exp)

You can recharge a magic item that has charges, as long as those charges can only be used to cast spells. To restore charges, you perform a ritual that takes one minute and expends a spell slot of equal or higher level then a spell slot level of a spell cast by the item.

Wondrous Item Mastery (40 exp)

You can activate a magic item that usually takes an action as a bonus action. (Please note, there are likely super broken combos here, I may raise the cost or remove the ability if abused)

Any Artificer Upgrade (20 exp)

For every 5 upgrades you purchase normally you get 1 free.

You can gain an additional one for free. If there is a level prerequisite shown for an upgrade, remember that your level is considered 1 per 50 exp you have. All other prerequisites apply as normal

Thunder Cannon (25 exp)

When you create a new Thunder Canon you can take the same number of upgrades as your old Thunder Canon without paying for the cost again. They can be different upgrades.

You may use the same three variants of the Thunder Canon as described in the source material.

Thundermonger (25 exp)

You may not have this ability and sneak attack Once per turn, you can deal an extra 1d6 thunder damage to one creature you hit with an Attack using the Thunder Cannon. After discharging this bonus damage, the you cannot deal this bonus damage again until the start of your next turn. Increase this damage by 1d6 for each additional 20 exp spent on this ability. Maximum 9d6.

Devastating Blasts (25 exp)

Elemental Swapping (30 exp)

Gadgetsmith's Essential Tools (25 exp)

Reclcye Gadgets (15 exp)

Combat Gadgets (10 exp)

New Spells

Fall (2nd Level Transmutation)

Casting Time: 1 Action Range: Self Components: V,S Duration: Concentration, 1 min

You alter gravity for yourself, causing you to reorient which way is down for you until the spell ends. You can pick any direction to fall as if under the effect of gravity. If you collide with something during this time, you take falling damage as normal, but you can control your fall as you could under normal conditions by holding onto objects or move along a surface according to your new orientation as normal until your turn ends and gravity returns to normal.

Public Service Announcement

This spell has killed more young Wizards than goblins, blood magic, and polymorph pranks combined. It is recommended to only be used with extreme caution by trained professionals

Anchor / Buoy (2nd Level Transmutation)

Casting Time: 1 Action Range: Touch Components: V,S Duration: 1 Hour

You touch an inanimate object no larger than 10 feet in any dimension and change its density drastically, if the object is being worn or carried by an unwilling creature you must succeed on a melee spell attack against them. Choose one effect to last for the duration or until you dispel it.

Anchored. The object becomes impossibly heavy and can not be held or carried without suceeding on a Strength save equal to your spell DC. If in a liquid it immediately sinks at a speed of 60 feet per second, dragging anyone carrying or wearing it down too.

Buoyant. The object becomes as light as air. If it is armor it is considered light armor for the duration and imposses no penalties that usually come with heavier armors. If in water it rises at 60 feet per second, bringing anyone holding or wearing it up too.

You may cast this spell at 4th level or higher, if you do the effects last for 8 hours.

Singularity (3rd level Transmutation)

Casting Time: 1 Action Range: 60 feet Components: V,S Duration: 1 Minute, Concentration

You create an overwhelming gravitational singularity at a point within range. When you cast this spell, any creature within 20 feet of the point must make a Strength saving throw. Creatures that fail their saving throw are moved to the closest available space adjacent to the singularity and take 2d6 bludgeoning damage, and an additional 1d6 bludgeoning damage for each other creature that failed the saving throw, up to a maximum of 6d6 bludgeoning damage. Creatures make their saving throw with disadvantage if they are between the center of the area and another creature that fails their saving throw.

Until the spell ends, moving away from the singularity while within 20 feet of it requires twice as much movement. Any creature that ends their turn within 20 feet of the singularity must repeat the Strength saving throw, being pulled back to center and taking 1d6 bludgeoning damage on failure.

Elemental Shift (3rd level Evocation)

Casting Time: 1 Action Range: Self Components: V,S Duration: 1 Minute, Concentration

While this spell lasts you wreath yourself in chaotic elemental energy. While this spell lasts you can make one of the following Strides on each of your turns. Your choice can change on future turns.

Lightning: As an move action you become pure lightning, you move 30 feet in a straight line in a direction of your choice into an unoccupied space, unimpeded by creatures. This movement does not provoke attacks of opportunity and any creatures who's space you pass through must succeed on a Dexterity saving throw or take 2d8 lightning damage.

Fire: As an move action you jump into the air with a burst of flame and land at an empty place within 20 feet of you. All creatures within 5 feet of the places you jumped from and landed on must make Dexterity saving throws. On a failure they take 2d8 fire damage.

Frost: Your speed is doubled and any ground you cross before the end of your turn becomes difficult terrain until the spell ends. Additionally you gain the benefits of a disengage action.

Empowering Circle (3rd Level Abjuration)

Casting Time: 1 Action Range: Self Components: V,S Duration: 1 Minute, Concentration

Your create a circle beneath yourself with a radius of 15'. For the duration of the spell whenever a creature casts a spell while inside the circle, that spell's level is increased by 1 to a maximum of 9.

You may cast this spell at 5th, 7th, or 9th level. At 5th level the spell levels are increased by 2, at 7th level they are increased by 3, and at 9th level they are increased by 4.

Painful Pun (4th Level Enchantment)

Casting Time: 1 Action Range: Self Components: V Duration: Instant

You make a joke so awful that anyone that understands it cringes in pain and has a sudden urge to kill you. Choose a language that you know, every creature within 30 feet that understands that language (including allies) makes an Intelligience saving throw. If they succeed at the saving throw they take 6d6 psychic damage and have disadvantage on all attacks made against creatures other than you until your next turn. If they fail the saving throw they don't understand your joke and are safe from this spells effects.

You may cast this spell using a higher level spell slot. For each level above 4th it deals an additional 1d6 damage.

Shadow Caster Mysteries

Found here: https://www.dandwiki.com/wiki/Shadowcaster_(5e_Class) Mysteries work as if they are normal spells except they gain a bonus upon learning all three from the same path.

Whirlwind (4th Level Evocation)

Casting Time: 1 Action Range: 120 Feet Components: V,S Duration: 1 Minute, Concentration

You create up to four whirlwinds; each manifesting as a 5-foot-radius, 30-foor-tall cylinder. The more you create the less powerfull they are. Each whirlwind appears at a point within range and deafens all creatures within 10 feet. Any creature that enters the space of a whirlwind must succeed on a Strength save or become restrained by it.

You can move each whirlwind up to 30' on your turn as a bonus action, and creatures restrained by it move with it. As a bonus action you can launch all restrained creatures in a whirlwind in directions you choose which causes that whirlwind to end. The launch distance is based on how many whirlwinds you originally summoned.

Whirlwind Launch
Whirlwinds Distance
1 1d12 x 5 feet
2 1d10 x 5 feet
3 1d8 x 5 feet
4 1d6 x 5 feet

A creature can use its action to free another creature or itself from a whirlwind by succeeding on a Strength save. Casting this spell at a higher level increases the number of dice you roll to determine the distance by 1 per additional slot level.

Banned (5th level Evocation)

Casting Time: 1 Action Range: Touch Components: V,S Duration: Instant

Make a melee spell attack. On hit, the target takes: 1d4 + 1d6 + 1d8 + 1d10 + 1d12 force damage and makes a Charisma saving throw. If they fail the saving throw, roll 1d100. If the roll is over their current HP, they are banished. If the roll is over your current HP, you are banished. If either you or the target are banished, you do not reappear until the other dies. If both are banished, you and the target are alone in a black void to fight it out.

Meteorite (6th Level Evocation)

Casting Time: 1 Action Range: 120 ft Components: V,S Duration: Instant

Choose a point you can see, a meteorite begins forming in the air 100 ft above that point. The meteorite will come crashing down at the start of your next turn at the point you chose. All creatures in a 15 ft radius make a Dexterity Saving throw or take 10d6 bludgening damage and 10d6 fire damage and are knocked prone, if they succeed they take half damage and are not prone. Creatures flying between where there meteor was formed and the point of impact make the same saving throw and if they fail they are also pushed to the ground before being knocked prone. For 1 minute after impact the ground is covered in flames and rubble in a 30 ft radius around the point, it is considered difficult terrain and creatures that move through it or end their turn within the area take 2d6 fire damage.


Portable Cover (1st Level Evocation)

Casting Time: 1 Action Range: Touch Components: V,S Duration: 1 Minute, Concentration

A 10 ft wide, 5 ft high, and 2 inch thick wall sprouts from the ground or wall you touch. It is made as the same material as what you touched. It can not occupy the same space as a creature or object. The wall has an AC of 10 and HP of 50 if it is made of stone, the HP can change depending on the material it is made out of and DM discretion.

Transpose (2nd Level Conjuration)

Casting Time: 1 Action Range: 30 ft Components: V,S,M (A Folded Piece of Paper) Duration: Instantaneous

You swap the positions of two large or smaller creatures you can see within range. If one or more of those creatures is unwilling, they make a Charisma saving throw to resist. If any creature succeeds on their save the spell fails. You may cast this spell at a higher level for each level above 1st the range of this spell is increased by 30 ft.

Purge (Abjuration Cantrip)

Casting Time: 1 Action Range: 30 ft Components: V,S Duration: Instantaneous

Choose a creature within range, they can immediately make a save with advantage against anything affecting them that they would normally get a save on on each of thier turns. You can also use this on a creature suffering from a disease to give them a save against that disease, if you do so, this cantrip can not be used on that creature again until they finish a long rest.

Negate (5th Level Abjuration)

Casting Time: 1 Reaction, which you take upon taking damage from an outside source Range: Self Components: V,S Duration: Instantaneous A shield emerges and expands from you, protecting you from harm. Until your next turn you prevent the first 50 damage that would be dealt to you by outside sources (Not ongoing poison or damaging yourself for example), this includes the triggering effect. If the damage of an attack or ability is reduced to 0 you also avoid any other effects from it as well. If this spell completely absorbs the damage from a line or cone effect, the effect stops there and does not hit anything directly behind the shield of negation.

You may cast this spell at a higher level, for each spell slot above 5th the spell absorbs 10 more damage before breaking.

Credit: Paul Scott Canavan