Barbarian

Path of The Harbinger

The Path of Power is one that allows the barbarian to tap into an ancient might, granted to them either through their bloodline or through contact with a powerful entity.


As a barbarian taps in to more of this power, the more they grow to resemble the entity that they draw power from, even aspects of their personality could change.

Omen

At 3rd level you gain a symbol of your source's strength, a taste of what awaits you in the future. From the elbow down, one of your arms (your choice) has undergone a magical metamorphosis, becoming something more symbolic of the entity that granted you power, an Omen.


The damage die for your unarmed strikes become a d8, and your reach with unarmed strikes extends by 5 foot as your Omen extends a magical projection of itself to strike at opponents.


Your Omen also allows you to infuse your strikes with destructive energy. Once during each of your turns you can choose to add a d4 of force damage to the damage roll of any weapon attack you make. Whilst raging you can do this any amount of times per turn, and the damage increases to the damage die of your weapon.

Unnatural Form

Starting at 6th level, your Omen has granted power to the rest of your body, making you stronger and harder to put down for good.


You gain supernatural strength. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.


Furthermore when you regain hit points for any reason, including using hit dice, you regain a number of additional hit points equal to your proficiency bonus.

Finishing Blow

When you reach 10th level, your Omen begins to call out for you to let it taste death. Whilst you are raging, you can use your action to choose a creature within 30 feet of you and make an ability check using your Strength Modifier, the DC equals the creature's current hitpoints.


On a success you use your Omen to grasp the creature and perform a brutal execution, reducing them to 0HP and gaining temporary hitpoints equal to your Strength Modifier.


Visage

At 14th level, you tap into even more of the might granted to you by your Omen. Whilst Raging, you can choose to manifest a Visage of the entity that granted you your Omen. This Visage resembles your patron, floating directly behind you, and consists of arms, head(s) and a torso.


Whenever you make an attack whilst your Visage is summoned, you may make an additional attack as part of the same action. All damage you deal becomes Force Damage, and you roll 2 additional damage die in place of the 1 you would normally roll from your Omen feature.

Path of the Chosen One

The Path of the Chosen One is only walked once every few centuries, and the barbarian who walks it is destined to snuff out darkness... And maybe have some fun along the way.

Boomstick Butcher With A Chainsaw Hand

Starting at 3rd level, you have adopted the weapons of the Chosen One. A strange device known as the "Boomstick" and a brutal blade attached to your wrist known as a "Chainsaw." You gain proficiency with the Boomstick and the Chainsaw, both of which are detailed at the end of this class.


You also gain proficiency in the Intimidation and Performance skills.

Groovy~

At 6th level, upon killing a creature with your Boomstick, you can reload it as part of the same action you used to kill the creature and choose to make another attack with it as a bonus action.

Shoot First, Think Never!

Also at 6th level, you learn to stop thinking in stressful situations. Whilst raging you cannot be frightened or charmed, and you do not have disadvantage to hit creatures you cannot see as long as they are within 15 feet of you.

Look, maybe I didn't say every tiny syllable...

When you reach 10th level, you gain the ability to ignore class and racial restrictions for the purpose of magic item attunement. You may also use Spell Scrolls... Sort of. Every time you read from a Spell Scroll you must make a performance check with a DC equal to what is listed on the scroll, upon failure the spell backfires in one of many ways detailed in the "Magical Mishaps" table.


In addition, whenever a Fiend or Undead that you can see comes within 30 feet of you, you become aware that they are a Fiend or Undead, no matter what spells, items or effects would conceal this.

Hail to the King Baby

At 14th level you have fully embraced the role of the Chosen One, your ego (and perhaps insanity) inflating beyond belief. Upon entering Rage you gain the following benefits:

  • You gain a number of temporary hitpoints equal to twice your level.

  • You score a critical hit on a roll of 18 or higher.

  • When you make a melee attack using the attack action, you can make another one as a bonus action.

  • Upon killing a creature, you can choose to make a sassy remark to a creature you can see. If that creature can hear you you can choose to either deal an amount of psychic damage equal to your Proficiency Bonus, or give it a number of temporary hitpoints equal to your Proficiency Bonus.

This Is My BOOMSTICK!

The Boomstick is a special weapon with a regular range of 20 feet and a long range of 60 feet. It can be wielded and reloaded with one hand if you are proficient with it. The Boomstick can make two separate attacks, one using your Bonus Action and one using an attack Action. Both attacks use your dexterity modifier. It has 2 shots, and once both are expended it must be reloaded. When you use your Reckless Attack feature it applies to attacks made with the Boomstick as well.

One Barrel. When you attack with your bonus action the damage dealt is 1d10 + your dexterity modifier in piercing damage and you expend one shot.

Double Barrel. When you attack as part of the attack action the damage dealt is 2d10 + your dexterity modifier in piercing damage and you expend both shots, but you have disadvantage on the attack due to the recoil.

Chainsaw Hand

The Chainsaw is a special melee weapon that takes 1 minute to don or doff if you are not proficient. It deals 1d12 slashing damage and scores a critical hit on a 19 or 20. The Chainsaw also deals double damage to objects and structures. The Chainsaw always ignores resistance to slashing damage, and treats immunity as resistance.

Magical Mishaps Table
d100 Effect
01-05 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
06-10 You cast Confusion centered on yourself.
11-15 You are immune to being intoxicated by alcohol for the next 5d6 days.
16-20 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
21-25 You cast Grease centered on yourself.
26-30 You are surrounded by faint, ethereal music for the next minute.
31-35 All inanimate objects that aren't held down within 30 feet of you become animated and start to dance for the next minute.
36-40 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
41-45 Your race changes (as with the reincarnate spell) until the end of your next long rest. This effect can be removed by the Remove Curse spell.
46-50 A number of Undead appear within 60 feet of your location, their total CR totalling up to half your level.
51-55 You cast Levitate on yourself.
56-60 You cast Tasha’s hideous laughter on the nearest creature to you. If there is no other creature within range, you target yourself.
61-65 You fall asleep and have extremely unpleasant dreams for the next minute, or until you take damage or a creature uses its action to shake you awake.
66-70 A pit 1d10 feet deep and 5 feet in diameter appears beneath your feet. You fall unless you use your reaction to succeed on a DC 11 Dexterity saving throw to grab the edge of the pit. The bottom of the pit magically rises upward 1 minute later, leaving no trace of the pit.
71-75 You switch souls with a random creature within 30 feet of you. You control it on its next turn, and it controls you on your next turn. You go back to your regular bodies at the end of your next turn, if the body is still alive.
76-80 You cast Otiluke's Resilient Sphere on yourself.
81-85 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
86-90 The 3 nearest corpses raise as Skeletons, hostile to all non-undead creatures..
91-95 You must roll on the Short Term Madness Table.
96-00 An evil, fiendish duplicate of yourself emerges from your body over the course of a minute. This creature is identical to you in everyway but is of evil alignment and controlled by the GM.

Bard

College of Hell

Bards of the College of Hell are flamboyant warriors who channel infernal energies through the use of the Hellsong. These bards are quick to flaunt their talent and magical abilities, any battle is sure to become a chaotic mess when they are around. No matter their reason for travelling, these bards always end up buidling a reputation of both adoration and fear due to the powers they wield.

Infernal Calling

Starting at 3rd level, you can speak, read and write both Infernal and Abyssal.

Hellsong

At 3rd level, you learn how to channel infernal energy to enhance your performance in battle. You learn two Hellish Performances from the list below, and learn more as you gain levels in this class as shown on the "Hellish Performances" table.


Each time you gain a level in this class, you can swap out a Hellish Performance you already know for one you do not know. If a Hellish Performance has a level prerequisite it is referring to your Bard level.


Air Hike. You may conjure a platform of infernal energy for but a moment that propels you further into the air. Your jump distance is doubled.


Charged Strike. You imbue your weapon with hellish power, when rolling for damage using a weapon you may expend a use of Bardic Inspiration to roll the die and add it to the damage dealt.


Flash Step. As a bonus action on your turn, or as a reaction when a creature misses you with an attack, you can expend a use of your Bardic Inspiration to teleport up to half your speed.


Blast Off! When you hit a creature with an attack you can expend a use of your Bardic Inspiration to send them 10 feet backwards.


Trickster (6th level). When you are subjected to an effect that would force you to make dexterity saving throw, you can use your reaction to expend a use of your bardic inspiration to gain advantage on the saving throw. On a success you take no damage, and on a failure you only take half damage.


Doppelganger (6th level). Mirror Image is prepared as long as you know this performance, and you can expend a use of Bardic Inspiration to cast it without using a spell slot.


Royal Guard (6th level). As a reaction when you would be hit by an attack, you can expend a use of your Bardic Inspiration to increase your Armor Class by 5 for the attack.


Quicksilver (14th level). By expending 2 uses of Bardic Inspiration you may cast Haste on yourself as a Bonus Action without expending a spell slot.


Now Dig On This (14th level.) As an action on your turn you can expend a use of Bardic Inspiration and abruptly begin dancing, radiating a wave of supernatural charm. Every creature of your choice within 60 feet must make a Wisdom Saving throw against your spell save DC, with disadvantage, or be Stunned until this Performance ends, or until they take damage. The performance ends at the end of your next turn unless you use your Action to prolong it.

Extra Attack

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

Devil Trigger

At 14th level you learn to infuse your body with infernal energy, enhancing all your abilities beyond belief. By expending 3 uses of Bardic Inspiration you may enter your Devil Trigger for 1 minute. Whilst transformed in this way none of your Hellish Performances that would normally expend Bardic Inspiration no longer expend any Bardic Inspiration.

Hellish Performances
Bard Level Performances Known
3rd 2
6th 4
14th 6

Fighter

Breaker

The breaker is a fighter who has developed a variety of arcane technology to assist them in breaking enemy forces, these technologies were developed based off creations of Gnomish inventors. A breaker who has prepared their arsenal for the battle ahead is almost unstoppable.

Well Read

When you first gain this subclass, you gain proficiency in the Arcana skill and Tinker's Tools.


Breaker Gauntlet

Starting at 3rd level, you gain the ability to craft a magical gauntlet that grant you various abilities based on the designs implanted into it. You learn two Designs of your choice, from among the designs described below, and each time you gain a level in this class, you can replace one design you know with a different one from this feature. When you reach certain levels in this class, you learn additional designs, as shown in the Designs Known table.

Designs Known
Fighter Level Designs Known
3rd 2
7th 3
10th 4

Whenever you finish a long rest, you can install a number of designs into your Breaker Gauntlet equal to the number of designs you know.


The following designs are available to you when you learn a design. If a design has a level requirement, you must be at least that level in this class to learn the design. If a design requires a saving throw, your Design Magic save DC equals 8 + your proficiency bonus + your Intelligence Modifier modifier. If a Design requires a special attack roll, you are considered proficienct with it and it uses your intelligence modifier.


Overture. You may replace one of your attacks with the shoking grasp cantrip, adding your intelligence modifier to the damage dealt.

  • In addition, as an action on your turn, you can extend your Gauntlet and cause a blast of electricity to shoot out in a 15 foot cone. Each creature caught within the cone must make a dexterity saving throw against your Design Magic DC or take an amount of d8 lightning damage equal to your proficiency bonus and be pushed back 10 feet. On a success they take half damage and are not pushed back. Once you use this design, you can't do so again until you finish a short or long rest.

Gerbera. You may use a Bonus Action on your turn to expel a shockwave that propels you 10 feet in a straight line without provoking opportunity attacks.

  • In addition, as a reaction when you would be hit by a nattack, you can use this Design to attempt to repel the attack with a shockwave. Add +5 to your AC for the attack, if it causes the attack to miss the target is also pushed 5 feet back. Once you use this design, you can't do so again until you finish a short or long rest.

Helter Skelter (7th level or higher). The damage die of your Unarmed Strikes changes to 1d8 piercing damage and ignores resistance to piercing damage.

  • In addition, as an action on your turn, you can overcharge the gauntlet and send yourself flying 15 feet in a direction of your choice, stopping when you would hit a creauture. Make an attack against the creature using either your strength or intelligence modifier, upon a hit you deal 4d8 piercing damage, this damage ignores resistance and immunity to piercing damage. Once you use this design, you can't do so again until you finish a short or long rest.

Rawhide (7th level or higher. You gain a climbing speed equal to twice your walking speed.

  • In addition, using a bonus action on your turn, you can extend your Rawhide to wrap around a creature within 60 feet of you. If the creature is Large or smaller you pull it to a space adjacent to you, if it is Huge or larger you pull yourself to a space adjacent to it. Once you use this design, you can't do so again until you finish a short or long rest.

Ragtime (10th level or higher). Your AC increases by 1 whilst this design is active due to your ability to bend time.

  • In addition, you may cast the Slow Spell using this design. Once you use this design, you can't do so again until you finish a short or long rest.

Monarch Weapon

At 7th level, you develop a process that enhances the capabilities of one weapon. You perform the process over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and finish the process.


When you take the Attack action on your turn, you can expend one of your attacks to gain a charge of Exceed, of which you can have a maximum equal to your proficiency bonus.


For each charge of Exceed you possess you deal an additional d6 of fire damage when you hit with your Monarch Weapon as the weapon becomes imbued with flame


You lose all charges of Exceed when you miss with an attack, and you lose 1 charge at the end of each of your turns.


If you attempt the process with a second weapon, you must undo the process to the original weapon.

Burn Up

At 10th level, you learn how to use your Exceed charges in a number of ways, as shown below. Each of these features expend a number of charges after being used, the amount is specified in their description.


High Roller (1 Charge). Using a Bonus Action on your turn you may make a melee weapon attack with your Monarch Weapon against a target within range and ascend a number of feet into the air equal to twice your level. You begin falling at the start of your next turn.


Payline (2 Charges). Using an Action on your turn you plunge your Monarch Weapon into the ground and unleash a burst of flames. If you are in the air when you are using this ability you descend to the ground harmlessly as part of it. Every creature within a 10 foot radius of you has to make a dexterity saving throw (DC = 8 + Proficiency Bonus + Intelligence Modifier) or take 4d6 fire damage, taking half as much on a success.


Streak (3 Charges). Using an Action on your turn you may move an amount of feet up to half your speed in a straight line and make an attack using your Monarch Weapon against every creature in the line. You are immune to opportunity attacks during this movement and can move through creatures as long as you don't end your movement within a creature's space.

Mastercraft

At 15th level, you can invoke each Design you know from your Breaker Guantlet feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.

Max Exceed

Finally, at 18th level, you have improved upon the design of your Monarch Weapon. Upon finishing a short or long rest you gain a charge of Exceed. You can now only lose Exceed charges through missing an attack, and only lose 1 when you do. You can never have less than one Exceed charge.

Paladin

Oath of Might

Those who take the Oath of Might pledge to become the strongest, to constantly pursue self-improvement and power. Those who take this Oath often do so out of a need to protect others, though evil paladins who take this Oath are often bloodthirsty, power mad forces of nature.


Might Is Everything. You must take every chance to build your power and strength.


Without Strength You Cannot Protect Anything. You must use your rapidly growing power to protect those close to you.


Show Me Your Motivation. You must push others to reach their true potential, allow no-one to be weak.


Defeating You Like This Has No Meaning. If you see the potential for your enemies to grow stronger, you must allow them to do so.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of Might Spells
Paladin Level Spells
3rd Compelled Duel, Magic Missile
5th Cloud of Daggers, Mirror Image
9th Blink, Melf's Minute Meteors
13th Dimension Door, Otiluke's Resilient Sphere
17th Far Step, Steel Wind Strike

Channel Divinity

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


Judgement Cut. You can use your Channel Divinity to eviscerate your enemies. As an action, you can evoke your divine power and fill a 15-foot-radius sphere with divine slashes. All creatures within the sphere must make a Dexterity Saving Throw or take an amount of d8 Force Damage equal to your Proficiency Bonus.


This Is My Power. As an action, you can imbue one weapon that you are holding with divine energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon ignores resistance to damage, and treats immunity as resistance. If the weapon is not already magical, it becomes magical for the duration.


You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.


Aura of Might

At 7th level, you emanate an aura of pure might that both hinders and harms your enemies. The area within 10 feet of you counts as difficult terrain for creatures of your choice, and those creatures take an amount of Force damage equal to your Charisma modifier if they start their turn within your aura.

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

This May Be Fun

Starting at 15th level, you're so used to your opponents being too weak to harm you that you become excited when someone proves to be a challenge. The first time you fall below half your hit point maximum you regain a use of your Channel Divinity and may immediately make an attack against any amount of creatures within 5 feet of you.

Motivated Warrior

At 20th level, you gain the ability to harness inhuman might. As an action, you can magically become an avatar of power, gaining the following benefits for 1 minute:

  • At the start of each of your turns, you regain 10 hit points.

  • All of your melee weapon attacks now have a reach of 20 feet, energy shooting from your weapon to harm the target.

  • You can use your Bonus Action to teleport to any empty square within 30 feet. You can also do this as a reaction when a creature misses you.