Orathian's Grimoire Arcanum

A mysterious combination of both unearthed and new arcana.

Credits

Chef

Created by u/messy6
Art credits in order:
Ignis, by lanimalu
Voltron – Hunk, by Bisho-s
Rapunzel, by Katie Huon
warrior chef, by justinwongart
Goblin meal, by Sean Lincoln

Special Thanks
  • u/dasparkster and u/Bladre for their exceptionally useful feedback.
  • u/Tradyk for his culinary insights.

Dragon Knight

Listed in class section

Inquisitor

Listed in class section

Necromancer

Listed in class section

Taibshear

Created by u/NevelioKrejall

Savant

Created by u/laserllama
Artists in order of appearance: Tommy Arnold, Mitchell Malloy, Anna Steinbauer, Chase Stone, Lucas Graciano, Eric Deschamps, Bram Sels, and Josu Hernaiz

Seeker

Created by u/iamasecretwizard
Art credits in order:
Ruins, by Matthais Zamecki
The One-eyed Female General, by Rocky Su
天空, by Reishin
Ruins, by X xz
Peripeteia Ruins, by Stephen Garrett
Where to Next?, by Conor Steehan
Flight of the Fenri, by Simon Thorpe
Ulvenwald Mysteries, by Greg Opalinski
Tetsuko Umezawa, by Randy Vargas
Maddening Compulsion, by Takeda11
Daring Archaeologist, by Sidharth Chaturvedi
Notion Thief, by Clint Clearly
Shared Discovery, by Ryan Pancoast

Other Credits:
Skirmishing Fighting Style was created by u/JewishZombie
Seeker Class Logo was created by Modstin

Shaman

Created by u/Pattycakeee Art credits in order:
Shaman, by Les Demony
Shaman Picture (big), by Diegodealmeida
Blood Shaman Female, by Mac-Tire
White Spirit Fox, by Unknown
Ghost Art, by Unknown
Blood Shaman, by Mac-Tire

Spellblade

Listed in class section

Umbra

Created by u/PepBismol

Warlord

Introduction

High in the lost city of Falcorn, a lone wizard surveys the land around him. With a wave of his staff, the world begins to dance and weave with light, and a few incantations later, the ancient ruins that were once the city of Falcorn stand anew, reconstructed better than ever before. This wizard was named Orathian, a war mage with no more wars to fight. His human life augmented by his magical prowess, Orathian dedicated what was left of his time to gathering knowledge of all kinds. Monsters, professions, magic, and the like, all are found in the great library of Falcorn. Yet despite his intense desire for knowledge, one man cannot know everything.

The purpose of this guidebook is to compile some of my own personal homebrew and a vast amount of content from the Unearthed Arcana subreddit that I have playtested with my groups, both of 4 and 8. This is designed to be drop-in content for you to use, be it as a player or a DM.

Using this book

Written for both players and Dungeon Masters, this book offers options to enhance campaigns in any world, whether you’re adventuring in the Forgotten Realms, another official D&D setting, or a world of your own creation. The options here build on the official rules contained within the Player's Handbook, the Monster Manual, and the Dungeon Master’s Guide. Think of this book as the companion to those volumes. This book contains homebrew content from both my own mind and the collective mind of the Unearthed Arcana subreddit. It has been throroughly playtested in live content, specifically different dungeons in the Tales of the Yawning Portal in low, mid, and high level content. Chapter 1 consists of new classes or revised core classes. Chapter 2 contains player and NPC races and subraces. Chapter 3 includes a variety of new subclasses. Chapter 4 is spells and spellcasting techniques. Chapter 5 is rules and resources for the DM. Chapter 6 is monsters and NPCs. Finally, Chapter 7 is magical items and equipment.

Throughout the sourcebook, you will find some notes made by Orathian and his companions, the Council of Beyham. Rather than describe them, the Council will introduce themselves later on.

A Message from the Author

Greetings, adventurers. I am the wizard Orathian, compiler of this grimoire. The purpose of this book is to educate you in knowledge from all across the realms of man and more. I have devoted my life to discovery, and wish to share it with you. You will find notes spread from me and my compatriots throughout, providing wisdom on the topics herein.

Chapter 1: Classes

Adventurers are extraordinary people, driven to achieve goals above and beyond those of the common man. They possess incredible prowess and abilities in their given fields, and use those abilities for either incredible good, or incredulous evil. Class is the definition of what an adventurer can and will do. Their profession, training, and past have led to them possessing the abilities of their class, whatever it may be.

A class found within here will be much rarer than those of the Barbarian, Fighter, Wizard, Ranger, and the like. These are more unique, deeper classes, each with their own identity of course, but found maybe only in certain parts of the world. Unlike the main classes, some of these classes may be disallowed at your table, due to overwhelming (or underwhelming) strength, or maybe just a lack of cohesion with the world your Dungeon Master is trying to create. Listed below are the [ ] classes this book will elaborate on.

Classes
Class Description Hit Die Primary Ability Saving Throw Proficiencies Armor and Weapon Proficiencies
Chef A magical adventurer who turns everyday food into magical enhancements, providing the consumer with powers and augmentations 1d8 Wisdom Strength, Wisdom Light armor, simple and chef weapons
Dragon Knight A warrior magically linked to a dragon companion, using both martial and magical means to defeat their enemies 1d10 Strength Constitution, Charisma All armor, shields, simple and martial weapons
Gladiator A martial warrior who balances combat with Charisma to impress the crowds around them 1d10 Strength Constitution, Charisma Light and medium armor, shields, simple and martial weapons
Inquisitor A skilled warrior of the church, rooting out heresy with a variety of weapons and unique debuffs 1d8 Dexterity Charisma, Dexterity Light and Medium armor, shields, simple weapons, Rapiers, Shortsword, Longswords, and Crossbows
Necromancer A caster who specializes in manipulating and draining the life essence of living beings to fuel the undead 1d6 Wisdom Wisdom, Intelligence Light armor, Daggers, Quarterstaffs, Sickles
Planeshifter An Intelligence-based half-caster who attunes to different planes of existence to channel their powers 1d10 Strength or Dexterity Dexterity, Intelligence Light and medium armor, shields, simple and martial weapons
Savant An Intelligence-based supporter with a variety of positions, from tactician to medic 1d8 Intelligence Intelligence, Wisdom Light Armor, Simple weapons, hand crossbows, rapiers, and whips
Seeker An Intelligence-based martial, with balanced focus on Strength and Intelligence 1d10 Strength Intelligence, Wisdom Light and medium armor, shields, simple and martial weapons
Shaman A full caster who uses the power of the spirits of the dead to aid them 1d8 Wisdom Constitution, Charisma Light and medium armor, shields, simple weapons, blowgun, net
Spellblade A warrior designed around the careful, tactical use of spells to enhance their own physical prowess 1d10 Strength or Dexterity Constitution, Intelligence All armor, Simple melee weapons
Taibshear A psionic warrior who uses their inherent mental abilities to wage war on the battlefield 1d8 Intelligence Intelligence, Constitution Light and meduium armor, Simple Weapons
Umbra A shadow caster, connected to the Shadowfell 1d8 Wisdom Wisdom, Intelligence Light armor, simple and martial Weapons

Chef

A rugged half-elf fells a ferocious owlbear with a flurry of knives. His mouth salivates as he stands over the carcass, imagining the wondrous flavors it must hold.
In the midst of battle, a steadfast human reaches into her chef's pouch, hastily looking for something that could save her injured friend. She grabs a recipe she had prepared earlier and shoves it down her ally's throat, smiling as the magical flavours close mortal wounds.
Focused and determined, a gnome samples the strange food from a far off realm. With each bite, his mind surges with ideas, and a new recipe is born.
The greatest strength of the chef is their bizarre creativity. Able to turn the mundane into the marvelous, chefs never waver when faced with a challenge.

The Pursuit of Perfection

While most adventurers find reward in riches, others seek a treasure of a different kind. Chefs travel far and wide to uncover new foods and long lost flavours, delving into the most dangerous locations in search of key ingredients to perfect their recipes. Chefs who take on a life of adventure are few and far between, and fewer still live long enough to see their pursuits fulfilled. Nevertheless, those Chefs who do choose this path are considered to be the pioneers of their profession.

To survive as an adventurer, a chef relies on the magic of their food and their skill with culinary items. Chefs strive to perfect the myriad applications of their utensils, studying their form as a warrior studies his weapon. In the hands of a chef, an ordinary pan or ladle can be utilized for deadly purpose, or employed as a tool to shape and focus spiritual energy.

Beyond the Mundane

At first glance, a chef may seem ordinary, but behind their mundane appearance lies spiritual power that can transform basic food ingredients into magical reagents. A chef's magic is channelled through his recipes, and grants those who ingest them a portion of the chef's power. While other magical creatures hoard their reality-shaping abilities, chefs share their magic with all who need it, imbuing each morsel with a piece of themselves.

Chefs are common in every part of the world, but not every cook and baker can create meals of a magical nature. Discovering the spiritual power hidden within a chef's emotions requires years of training and a large amount of innate aptitude that most lack.


Creating a Chef

When creating your chef, you should consider the nature of their training, and their initial life afterward. They may have been trained by a relative or the servant of a great king. Alternatively, they could have learned the trade as a means of survival within a poor urban district. These decisions may help you decide on your character traits as well as your choice of recipes.

Quick Build

You can quickly create a Chef by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Dexterity. Second, choose the Guild Artisan background. Third, choose the following three recipes to add to your cookbook: Bull's Eye Soup, Croque Madame and Orange Cake.

The Chef
Level Proficiency Bonus Features Recipes Known
1st +2 Recipes, Culinary Arts 3
2nd +2 Dextrous Digits, Gourmet Senses 4
3rd +2 Chef Specialty 5
4th +2 Ability Score Improvement 6
5th +3 Recipes Improvement 7
6th +3 Extra Attack 8
7th +3 Specialty Feature 9
8th +3 Ability Score Improvement 10
9th +4 Flawless Cookery 11
10th +4 Fast Food 12
11th +4 Recipes Improvement 13
12th +4 Ability Score Improvement 14
13th +5 Specialty Feature 15
14th +5 Savor the Taste 16
15th +5 Iron Stomach 17
16th +5 Ability Score Improvement 18
17th +6 Recipes Improvement 19
18th +6 Specialty Feature 20
19th +6 Ability Score Improvement 21
20th +6 Master Chef 22

Class Features

Hit Points


  • Hit Dice: 1d8 per chef level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per chef level after 1st

Proficiencies

  • Armor: Light Armor
  • Weapons: Simple weapons
  • Tools: Cook's Utensils
  • Saving Throws: Strength, Wisdom
  • Skills: Choose two from Insight, Intimidation, Investigation, Nature, Perception, Performance, Sleight of Hand and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) an Iron pot or (b) five rations
  • (a) a Scholar's pack or (b) an explorer’s pack
  • A set of cook's utensils, a cookbook and a chef's pouch.

Recipes

Beginning at 1st level, you learn three recipes that can be used to aid yourself and your allies. Each time you gain a level in this class, You learn an additional recipe, as show in the class table. The recipes are kept inside your cookbook, and are all detailed at the end of the class description. When you reach 5th level in this class and again at 11th and 17th levels, each of your recipes gains an additional benefit, or increases in potency.

Chef's Pouch

You carry with you a chef's pouch which contains all the ingredients you need to create your recipes. During a long rest, you can create a number of recipes from your cookbook equal to your Wisdom Modifier + half your chef level (rounded up, minimum 1), which are kept inside your chef's pouch. You can create multiple of the same recipe, or several different recipes. You must have your cookbook and chef's pouch with you for the duration of the long rest in order to create recipes. Any unused recipes spoil when you create new ones during a long rest.

Using a Recipe

Any creature that possesses one of your recipes can use a bonus action on their turn to consume it and gain its benefits, provided they have a free hand to do so. Alternatively, they can feed the recipe to a willing creature within 5 feet using a free hand. A creature must be conscious to consume a recipe. The effects of different recipes add together while their durations overlap, but the effects of the same recipe consumed multiple times don't combine.

Recipes Ability

Wisdom is the ability score you use for your recipes. You use your Wisdom modifier when setting the saving throw DC for a recipe and when a recipe calls for an attack roll to be made. Recipes always use the Recipe Save DC and Recipe Attack Modifier of the chef that created them, even if the meal is consumed by another creature, and any damage caused by a recipe is considered magical. Additionally, when a recipe refers to the chef, it refers to the person who created the recipe.

Recipe Save DC = 8 + your proficiency bonus +
your Wisdom modifier

Recipe Attack Modifier = your proficiency bonus +
your Wisdom modifier

Culinary Arts

Also at 1st level, you are able to use your Cook's Utensils to their fullest potential. Your proficiency bonus is doubled for any ability check you make that uses your Cook's Utensils. In addition, you can make use of your Cook's Utensils during combat. Among other items, your Cook's Utensils contain a Pan, a Ladle and 10 chef's knives of various shapes and sizes. You can equip these items as though they were weapons. They have the following statistics when wielded by a Chef:

Chef Weapons
Name Damage Properties
Pan 1d8 bludgeoning two-handed, special
Chef's Knife 1d4 slashing finesse, light, thrown (30/90), special
Ladle 1d4 bludgeoning ammunition (30/120), special


Pan: Wielding a pan increases your armor class by 2.
Chef's Knife: When you engage in two weapon fighting using a pair of chef's knives, you add your ability modifier to the damage of the second attack.
Ladle: While wielding a ladle, you can feed a creature a recipe from up to 30 feet away. The creature you feed must use its reaction to catch and consume the recipe.

Dextrous Digits

At 2nd level, you can draw or stow up to two items from your Cook's Utensils or Chef's Pouch when you would normally be able to draw or stow only one.


Gourmet Senses

Also at 2nd level, your heightened senses brought on by your culinary training grant you advantage on Wisdom and Intelligence checks that rely on smell and taste.

Chef Specialty

When you reach 3rd level, you choose a specialty which shapes the nature of your culinary focus. Choose from Entremetier, Rotisseur and Patissier, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, 13th and 18th level. Those features include your Special Recipes.

Special Recipes

Each specialty has four special recipes associated with it. You learn these recipes at the level specified in the specialty description, in addition to the normal recipe you learn at that level. Once you gain access to a Special Recipe, you can create it during a long rest, but only one for each special recipe you know. These special recipes don't count against the number of recipes you can prepare during a long rest.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

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

Flawless Cookery

Beginning at 9th level, your Chef Weapons count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. In addition, you no longer require a cookbook to create recipes, instead commiting your recipes to memory.

Fast Food

At 10th level, you can create additional recipes during a long rest equal to half your Wisdom Modifier (rounded down, minimum 1). These recipes must be consumed within 10 minutes of completing the long rest or they expire.

Savour the Taste

At 14th level, you have learned to extend the benefits of your recipes by digesting them at a slower rate. You can choose to spend 1 minute consuming one of your recipes, instead of its normal eating time. At the end of the minute, you gain the benefits of the recipe for an extended period of time. If the recipe would normally expire after 1 minute or less, it instead lasts for 10 minutes. Otherwise, the duration of the recipe is tripled.

Iron Stomach

By 15th level, your gourmet diet wards your organs from harm. You gain proficiency in constitution saving throws and become immune to poison and disease.

Master Chef

At 20th level, your mastery of the culinary arts allows you to whip up recipes with blinding speed. Once per day when you take a short rest, you can create a number of recipes equal to your Wisdom Modifier. You cannot create new recipes this way, instead replacing recipes that have been consumed since you last finished a long rest.

Chef Specialties

Every chef shares a love of food, but each is seperated by what kind of food they seek to perfect. There comes a time in every Chef's life when they must choose a specialty, and build upon the foundation left behind by others who have shared their pursuits.

Entremetier

Chefs who specialises in Entrees are name Entremetiers. These chefs see beauty in the beginning of things. Much like their signature dishes, they take the initiative and prepare for whatever comes next.

Special Recipes: Entrees

Entree Recipes are not consumed using a bonus action. Instead, any creature holding an entree in their hand when Initiative is rolled can consume it to gain its benefits. If they do so, they cannot take a bonus action during the first Initiative round.

Chef Level Recipes
3rd Prosciutto Bruschetta
7th Antipasto Mix
13th Juicy Dumpling
18th Spicy Bocconcini

First in Line

When you choose this specialty at 3rd level, you gain an instinctual talent for taking the lead. Whenever you would make an initiative check, you can substitute half your dexterity score (rounded down) in place of the total.

Salt in the Wound

At 7th level, you've learned how to lace your chef's knives with a healthy serving of stinging salts. Your chef's knives deal an extra 1d4 acid damage on a hit, and if they hit a creature that is concentrating, the creature has disadvantage on the saving throw it makes to maintain concentration.

Set The Table

At 13th level, you've mastered the art of preparation. If you take the Ready or Help action on your turn, you can use a bonus action to Dodge, Dash, Disengage, Search or Use an Object.

Before All

At 18th level, you can substitute your full dexterity score in place of the total when you use your First in Line feature.

Rotisseur

The Rotisseur excels at cooking large and nourishing meals. These chefs strive to bake as much magical potency into their food as possible, letting nothing go to waste.

Special Recipes: Main Courses

Main Course Recipes are much larger, and thus require an action to consume, instead of a bonus action.

Chef Level Recipes
3rd Chicken Breast
7th Rump Steak
13th Roast Pork
18th Salmon Fillet

Hearty Meals

Starting at 3rd level when you choose this specialty, you include protein-rich ingredients in all of your recipes to make them extra filling. Whenever a creature consumes a recipe you have created, it gains temporary hit points equal to your wisdom modifier, in addition to the recipe’s benefits.

Pan Mastery

At 7th level, you've accustomed yourself to the unique shape and form of the pan, allowing you to strike with increased brutality. Any attack roll you make with a pan is a critical hit on a roll of 19 or 20. Additionally, when you score a critical hit with a pan, the target must make a constitution saving throw against your recipe save DC or be stunned until the end of it’s next turn.

Combat Cook

at 13th level, you're always on the offensive, even while devouring food. When you use your action to consume a main course or feed it to a willing creature, you can make one weapon attack as a bonus action.

Superior Hearty Meals

at 18th level, whenever a creature gains temporary hit points from your Hearty Meals feature, they also regain an equal amount of hit points.

Patissier

Chefs who favor desserts are called Patissiers. These eccentric individuals often have a reactionary mind, making decisions based on the situation at hand. Patissiers have an answer for everything, complimenting each action with a sweet finish.

Special Recipes: Desserts

Meals created from a Dessert Recipe are not consumed as a bonus action. Instead, they are consumed as a reaction to certain events occuring.

Chef Level Recipes
3rd Strawberry Vanilla Cupcake
7th Lemon Tart
13th Passionfruit Cheesecake
18th Creme Brulee

Sweet Smell

When you choose this specialty at 3rd level, your constant experimentation with sweet flavors has left you with an overpowering scent. Your odor permeates in a 5-foot radius around you. Hostile creatures have disadvantage on opportunity attack rolls while inside the odor.


Cake Munitions

At 7th level, Your surplus ingredients can be made into projectiles. You can hurl special ammunition with your ladle. These special types of ammunition do not deal damage to the target on a hit, instead applying an effect as described below:


Sugar Syrup: the target is restrained until the end of it’s next turn. A creature can use it’s action to make a strength check against your recipe save DC, freeing the restrained creature on a success.
Flour Bomb: Until the end of its next turn, attack rolls against the target have advantage, and the target loses any benefits from being invisible.
Rotten Egg: the target is poisoned until the end of it’s next turn.

Sugar Rush

At 13th level, any creature that consumes one of your desserts is blessed with a rush of energy. In addition to the dessert's benefits, the creature also gains an additonal action on their next turn. This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Sweet Miasma

At 18th level, the radius of your Sweet Smell odor increases to 10 feet.

Recipes List

Black Pepper Jerky

  • Eating Time: 1 bonus action
  • Duration: 1 hour

This lean, dry strip of meat is complimented by a light seasoning of pungent peppercorn. Once consumed, you gain the ability to transpose for the duration. As an action, you choose a creature within 15 feet and transpose with them. If the creature is willing, you both teleport, swapping places. The creature you choose must be the chef or another creature under the effects of a Black Pepper Jerky recipe created by the chef.

5th Level: The range you can transpose increases to 30 feet.

11th Level: The range you can transpose increases to 45 feet.

17th Level: The range you can transpose increases to 60 feet.

Blazing Braised Gizzard

  • Eating Time: 1 bonus action
  • Duration: 1 minute

This tender poultry is braised in stock, oyster sauce and a few pinches of chilli powder. Once consumed, you perspire at a rapid rate for the duration. Whenever you move, the space you previously occupied is covered in a pool of sweat. The pool has the same size as you, and persists for the duration of the recipe. Any creature that enters a pool of sweat must make a dexterity saving throw. On a failed save, the creature falls prone. On a success, they can freely move through any of your sweat pools until the start of their next turn. The recipe ends early if you drink at least 1 pint of water or milk. If the recipe persists for it's full duration, you gain one level of exhaustion as a result of dehydration.

5th Level: Pools of sweat created by this recipe count as difficult terrain.

11th Level: You no longer become exhausted as a result of the recipe lasting it's full duration.

17th Level: For the duration, you cannot be grappled or restrained by non-magical means, and your movement is unaffected by difficult terrain.

Broiled Scorpion-on-a-Stick

  • Eating Time: 1 bonus action
  • Duration: 1 hour

This crusty arachnid is skewered and sprinkled with sweet and nutty flavours to intesify the bug's fatty inside. Once consumed, you gain a bonus to all dexterity checks you make for the duration. The bonus is equal to the chef's wisdom modifier.

5th Level: You gain a climb speed equal to your walking speed for the duration.

11th Level: Until the recipe ends, you do not take damage from falling unless you fall further than 10 x the chef's wisdom modifier in feet.

17th Level: You add the chef's wisdom modifier to any dexterity saving throws you make for the duration.


Bull's Eye Soup

  • Eating Time: 1 bonus action
  • Duration: 1 round

This savoury bowl includes a bull’s eye ball chopped, battered and placed in a salty broth. Once consumed, you can add the chef’s wisdom modifier to the next attack roll you make before the end of your next turn.

5th Level: The attack bonus increases to 1 + the chef’s wisdom modifier.

11th Level: The attack bonus increases to 2 + the chef’s wisdom modifier.

17th Level: The attack bonus increases to 3 + the chef’s wisdom modifier.

Creamy Milk Risotto

  • Eating Time: 1 bonus action
  • Duration: 1 minute

This deliciously smooth recipe is full of fresh herbs and served in a leaf of lettuce. Once consumed, for the duration, you gain a bonus to all constitution saving throws you make to maintain concentration. The bonus equals the chef’s wisdom modifier.

5th Level: the duration of the recipe increases to 10 minutes.

11th Level: the duration of the recipe increases to 1 hour.

17th Level: the duration of the recipe increases to 8 hours.

Croque Madame

  • Eating Time: 1 bonus action
  • Duration: 8 hours

This sandwich is the perfect breakfast treat, combining several morning flavors in one dish. Once consumed, you gain a bonus to AC equal to the chef’s wisdom modifier for the duration. This bonus cannot increase your AC above 16.

5th Level: The maximum AC obtainable from the bonus increases to 17.

11th Level: The maximum AC obtainable from the bonus increases to 18.

17th Level: The maximum AC obtainable from the bonus increases to 19.

Devilled Sausage

  • Eating Time: 1 bonus action
  • Duration: Instantaneous

This recipe consists of a delicately fried sausage chopped up and drizzled in garlic, onion and sliced apple. Upon consuming this recipe, you can immediately attempt to absorb its magic and regain an expended spell slot. To do so, you must succeed on Constitution Check (DC = 10 + the level of the spell slot). The spell slot you wish to regain can be no higher than first level, unless it is a spell slot gained through the Pact Magic Feature.

5th Level: The spell slot you attempt to regain can be up to second level.

11th Level: The spell slot you attempt to regain can be up to third level.

17th Level: The spell slot you attempt to regain can be up to fourth level.

Fireball Truffle

  • Eating Time: 1 bonus action
  • Duration: 1 minute

This spicy ball of chocolate contains cayenne pepper and a sprinkle of popping candy. Once consumed, your body begins to radiate intense heat in a 5-foot radius around you. For the duration, any creature that ends its turn within the area must make a constitution saving throw, taking 1d4 + the chef's wisdom modifier fire damage on a failed save, or half as much on a successful one.

5th Level: the damage increase to 2d4 + the chef's wisdom modifier.

11th Level: the damage increase to 3d4 + the chef's wisdom modifier.

17th Level: the damage increase to 4d4 + the chef's wisdom modifier.

Garden Curry

  • Eating Time: 1 bonus action
  • Duration: 8 hours

This fresh and mild curry contains a variety of healthy fruits and vegetables. Once consumed, you gain a telepathic link with the chef and any other creature under the effects of a garden curry recipe created by the chef. For the duration, you can communicate telepathically with any of these creatures, provided they are within 30 feet of you.

5th Level: The link's range extends to 60 feet.

11th Level: The link's range extends to 90 feet.

17th Level: The link's range extends to 120 feet.

Herb-Grilled Slider

  • Eating Time: 1 bonus action
  • Duration: 1 hour

This snack-sized burger is filled with beef mince grilled in parsley, sage, rosemary and thyme. Once consumed, you gain a bonus to all constitution checks you make for the duration. The bonus is equal to the chef's wisdom modifier.

5th Level: Your hit point maximum cannot be reduced for the duration. Any pre-existing reduction is suppressed until the recipe ends.

11th Level: You are immune to exhaustion for the duration. If your exhaustion level is greater than 0 when you consume this recipe, it is reduced to 0 until the recipe ends.

17th Level: You add the chef's wisdom modifier to any constitution saving throws you make for the duration.


Ipecake

  • Eating Time: 1 bonus action
  • Duration: 1 round

This recipe appears as a regular mud cake, but it is subtly laced with syrup of ipecac. Once consumed, the contents of your stomach begin to boil and rise. Until the end of your next turn, you can use your action to launch projectile vomit towards a creature within 30 feet of you and end the recipe. Make a ranged recipe attack against the target. On a hit, the target takes 1d6 bludgeoning damage. Hit or miss, the vomit then splatters in a 5-foot radius around the target. The target and each creature within this radius must succeed on a Dexterity saving throw or take 1d6 + the chef's wisdom modifier acid damage. If you fail to perform this action before the duration of the recipe ends, you must take this action on your next turn, targetting yourself. If this occurs, you automatically hit with the attack roll and automatically fail the saving throw.

5th Level: The acid damage increases to 2d6 + the chef's wisdom modifier.

11th Level: The acid damage increases to 3d6 + the chef's wisdom modifier.

17th Level: The acid damage increases to 4d6 + the chef's wisdom modifier.

Lasagne al Forno

  • Eating Time: 1 bonus action
  • Duration: 1 hour

This small slice of lasagne is filled with ricotta, chopped onion and ground beef. Once consumed, you gain a bonus to all wisdom checks you make for the duration. The bonus is equal to the chef's wisdom modifier. If the chef's wisdom modifier already applies to the check, double it instead.

5th Level: You gain darkvision out to a range of 60 feet for the duration.

11th Level: Until the recipe ends, you can take the search action as a bonus action on each of your turns.

17th Level: You add the chef's wisdom modifier to any wisdom saving throws you make for the duration. If the chef's wisdom modifier already applies to the saving throw, double it instead.

Memory Lane Pastry

  • Eating Time: 1 bonus action
  • Duration: 1 hour

This pastry is made with lemon pie crust, whipped cream and forest berries. Once consumed, you gain a bonus to all intelligence checks you make for the duration. The bonus is equal to the chef's wisdom modifier.

5th Level: For the duration, you can use your action to discern the weakness of a creature you can see. Choose one condition or damage type. If the target has resistance, immunity or vulnerability to the chosen condition or damage type, the DM shares this information with you.

11th Level: You gain proficiency in one skill or tool of your choice for the duration. alternatively, you can learn to speak, read and write one langauge of your choice until the recipe ends.

17th Level: You add the chef's wisdom modifier to any intelligence saving throws you make for the duration.

Oak-Smoked Schnitzel

  • Eating Time: 1 bonus action
  • Duration: Instantaneous

This delicate cut of veal is crumbed and smoked inside an oaken log. Once consumed, you can immediately expend hit dice to regain hit points, as if you had just finished a short rest.

5th Level: You can add the chef's wisdom modifier to the total amount of hit points regained using this recipe.

11th Level: If the chef is willing, you can use their hit dice to regain hit points as well as your own.

17th Level: Instead of adding it to the total, you can substitute the chef's wisdom modifier in place of your constitution modifier when expending hit dice with this recipe.

Orange Cake

  • Eating Time: 1 bonus action
  • Duration: Instantaneous

This cake is mixed with orange zest and coated in orange juice icing. Once consumed, you regain a number of hit points equal to 1d6 + the chef's wisdom modifier.

5th Level: the healing increases to 2d6 + the chef's wisdom modifier.

11th Level: the healing increases to 3d6 + the chef's wisdom modifier.

17th Level: the healing increases to 4d6 + the chef's wisdom modifier.

Pan-Fried Skewer

  • Eating Time: 1 bonus action
  • Duration: 1 minute

This skewer is layered with a variety of meats and vegetables then fried until soft and crunchy. Once consumed, you become invigorated by a momentary boost of power. whenever you make a damage roll during the recipe's duration, you can choose to deal bonus damage equal to the chef's wisdom modifier and end the recipe. the bonus damage is the same type as the damage roll.

5th Level: the bonus damage increases to 1d4 + the chef's wisdom modifier.

11th Level: the bonus damage increases to 2d4 + the chef's wisdom modifier.

17th Level: the bonus damage increases to 3d4 + the chef's wisdom modifier.

Red Velvet Cupcake

  • Eating Time: 1 bonus action
  • Duration: Instantaneous

This sweet and sticky treat is made with copious amounts of sugar and natural cocoa. Once consumed, you may immediately re-roll the saving throw against one effect that is causing you to be charmed of frightened, adding the chef's wisdom modifier to the total.

5th Level: the range of conditions this recipe can counteract now includes poisoned.

11th Level: the range of conditions this recipe can counteract now includes stunned.

17th Level: the range of conditions this recipe can counteract now includes blinded and deafened.

Salmon Teriyaki

  • Eating Time: 1 bonus action
  • Duration: 1 minute

This tasty fish is deboned and marinated in a sauce made from garlic, ginger, soy, maple and mirin. Once consumed, your speed increases by 10 feet for the duration.

5th Level: your speed increases by an additional 5 feet (15).

11th Level: your speed increases by an additional 5 feet (20).

17th Level: your speed increases by an additional 5 feet (25).

Seasoned Sea Crab

  • Eating Time: 1 bonus action
  • Duration: 1 hour

This crunchy crustacean is seasoned with ginger, coriander and crushed garlic. Once consumed, you gain a bonus to all charisma checks you make for the duration. The bonus is equal to the chef's wisdom modifier.

5th Level: you come under the effects of a disguise self spell for the duration.

11th Level: you come under the effects of a tongues spell for the duration.

17th Level: You add the chef's wisdom modifier to any charisma saving throws you make for the duration.

Sodium Rock Lobster

  • Eating Time: 1 bonus action
  • Duration: 1 round

This recipe consists of a lobster tail stuffed with several sodium rocks. Once consumed, you stomach begins to fill with gas. Until the end of your next turn, you can use your action to propel a violent belch in 15-foot cone originating from you and end the recipe. Each creature inside the cone must succeed on a constitution saving throw or take 1d8 + the chef's wisdom modifier poison damage. If you fail to perform this action before the duration of the recipe ends, you must take this action on your next turn, expelling the belch in a random direction determined by the DM.

5th Level: The poison damage increases to 2d8 + the chef's wisdom modifier.

11th Level: The poison damage increases to 3d8 + the chef's wisdom modifier.

17th Level: The poison damage increases to 4d8 + the chef's wisdom modifier.

Thick 'n' Juicy Steak

  • Eating Time: 1 bonus action
  • Duration: 1 hour

This small slice of steak is grilled in rosemary and red peppercorn. Once consumed, you gain a bonus to all strength checks you make for the duration. The bonus is equal to the chef's wisdom modifier.

5th Level: until the recipe ends, You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

11th Level: your jump distance is doubled for the duration. In addition, every 2 feet you jump only costs you 1 foot of movement.

17th Level: You add the chef's wisdom modifier to any strength saving throws you make for the duration.

Veggie Medley Stew

  • Eating Time: 1 bonus action
  • Duration: 1 minute

This savoury stew appears as a striking rainbow of assorted vegetables. Once consumed, you gain resistance to one damage type of your choice for the duration.

5th Level: you gain resistance to two damage types of your choice for the duration.

11th Level: you gain resistance to three damage types of your choice for the duration.

17th Level: You can choose to gain immunity to one damage type, instead of gaining any resistances.

Special Recipes List

Antipasto Mix

  • Eating Time: Initiative
  • Duration: Instantaneous

This simple entree is made up of olives, artichokes and sun-dried tomatoes. Once consumed, you teleport up to 15 feet to an unoccupied space that you can see.

11th Level: The distance you can teleport increases to 30 feet.

17th Level: you do not need to see the location you teleport to, but you must be able to visualizze or describe the location by stating direction and distance.

Chicken Breast

  • Eating Time: 1 action
  • Duration: 1 minute

This large, juicy main course is the staple of poultry-based cuisine. Once consumed, you may take the Dash action as a bonus action on each of your turns for the duration.

5th Level: you gain a flying speed equal to your walking speed for the duration.

11th Level: Until the recipe ends, You are able to hover while flying as a result of this recipe.

17th Level: Until the recipe ends, you do not provoke opportunity attacks when you fly out of an enemy's reach.




Creme Brulee

  • Eating Time: 1 reaction
  • Duration: Instantaneous

This decadent dessert is made with cream and vanilla beans. You consume this recipe as a reaction when you are about to make a damage roll. Any dice that roll their minimum number are instead treated as though they rolled their maximum number.

Juicy Dumpling

  • Eating Time: Initiative
  • Duration: Instantaneous

This traditional entree is made using flour, stock and the chef's choice of meat. Once consumed, you gain momentary insight into a enemy's plans. Choose a hostile creature that you can see. The DM shares information with you regarding the creature's tactical motivations, and what the creature plans to do on its next turn.

17th Level: You can choose up to two hostile creatures that you can see when you consume this recipe.

Lemon Tart

  • Eating Time: 1 reaction
  • Duration: 1 minute

This sweet and tangy dessert is dusted with sugar and served with zested lemon rind. You consume this recipe as a reaction to a creature dealing damage to you. The next time you hit the triggering creature with a weapon attack before the recipe ends, you score a critical hit.

11th Level: you can roll an additional weapon die when you score a critical hit as a result of this recipe.

17th Level: you can roll two additional weapon dice when you score a critical hit as a result of this recipe.

Passionfruit Cheesecake

  • Eating Time: 1 reaction
  • Duration: 1 minute

This mouth-watering dessert contains passionfruit pulp, biscuit crumbs and lightly whipped cream. You consume this recipe as a reaction to dropping to 0 hit points or less. Choose a creature within 60 feet of you. For the duration of the recipe, each time you fail a death saving throw, the chosen creature must make a wisdom saving throw. The creature takes 4d8 + the chef's wisdom modifier psychic damage on a failed save, or half as much on a successful one. The creature has disadvantage on the saving throw if it was the creature that caused you to drop to 0 hit points or less.

17th Level: the psychic damage increases to 6d8 + the chef's wisdom modifier.

Prusciutto Bruschetta

  • Eating Time: Initiative
  • Duration: Instantaneous

This entree includes prusciutto and melted mozeralla on diagonially cut sour dough bread. When you consume this recipe, roll a d20 and add the chef's wisdom modifier as a bonus to the roll. You may replace the initiative roll of any creature you can see with this roll.

5th Level: You may subtract the chef's wisdom modifier from the roll instead of adding it.

11th Level: You may roll two d20s and take the highest.

17th Level: You may roll two d20s and take the lowest.

Roast Pork

  • Eating Time: 1 action
  • Duration: 1 hour

This succulent main course is coated in oil and salt to create a crackling exterior. When you consume this recipe, you may choose to convert a number of hit points in to temporary hit points, which last for the duration. The number of hit points you convert must be no higher than one quarter of your hit point maximum (rounded down). Once consumed, your skin is overlayed with tough pork crackling. If a creature hits you with a melee attack while you have the temporary hit points granted by this recipe, the crackling explodes into deadly shards, dealing slashing damage to the creature equal to the amount of temporary hit points you have remaining after the attack's damage is resolved.

17th Level: The number of hit points you can convert can be up to half your hit point maximum (rounded down).

Rump Steak

  • Eating Time: 1 action
  • Duration: 1 minute

This nutritional main course provides a healthy fount of protein and fat. Once consumed, your strength score becomes 22 for the duration.

11th Level: your strength score becomes 24 for the duration.

17th Level: your strength score becomes 26 for the duration.

Salmon Fillet

  • Eating Time: 1 action
  • Duration: 8 hours

This tender main course has endless health benefits, and can be served in a variety of spices and marinades. Once consumed, for the duration, you gain a swim speed equal to your walking speed and can breathe underwater. In addition, a scaley, spectral third arm extends out of your body, which persists for the duration of the recipe. The arm is ethereal in nature and can move to and extend itself from any part of your body.The third arm takes the same basic shape as your other arms, and can grasp, wield and otherwise interact with physical objects as a normal arm would. If the spectral arm is carrying a one-handed melee weapon, you can make one weapon attack with it as a bonus action.



Spicy Bocconcini

  • Eating Time: Initiative
  • Duration: Instantaneous

This appatising entree is created by rolling bocconcini balls in oil, cayenne pepper, cumin and bread crumbs. When you consume this recipe, you may immediately perform one bonus action.

Strawberry Vanilla Cupcake

  • Eating Time: 1 reaction
  • Duration: Instantaneous

This sugary dessert is shaped to resemble an edible pink rose. You consume this recipe as a reaction to being subjected to an effect that allows you to make a dexterity saving throw to take only half damage. You instead take no damage if you succeed on the saving throw, and only half damage if you fail.

5th Level: The recipe also applies to effects that allow you to make a constitution saving throw to take only half damage.

11th Level: The recipe also applies to effects that allow you to make a wisdom saving throw to take only half damage.

17th Level: The recipe applies to any effect that allows you to make a saving throw to take only half damage.

Multiclassing

When you multiclass into a chef, you require the following prerequisites, and gain the following proficiencies.

Multiclassing Prerequisites

Wisdom 13

Multiclassing Proficiencies

Cook's Utensils

Variant Rules: Ingredients

For simplicity's sake, it is assumed that a chef's pouch contains all the ingredients necessary to create recipes. The chef never needs to restock his pouch, as it contains a never-ending supply of ingredients. However, if you wish to take a more realistic approach to ingredients, the following set of rules will guide you on how to do so. You can use all of these rules together, or pick and choose which ones you like. Each variant rule adds a new layer of realism, but also adds greater complexity to the class.

Chef's Pouch Investments

Whenever you are in a location where you can purchase ingredients, such as a marketplace or bazaar, you may spend money investing in your chef's pouch. Your chef's pouch operates as a bank which you can store money in. When you invest in your chef's pouch, you transfer an amount of money from your inventory into your chef's pouch.

Each recipe has a cost associated with it, which is the combined cost of the recipe's ingredients. Each time you create a recipe, the amount of money invested in your chef's pouch is depleted based on the recipe's cost. You cannot create a recipe unless you have enough money in your chef's pouch to pay it's cost.

Gathering Ingredients

If you are unable to purchase ingredients, you can instead search for them. To do so, you must be in a location that has a good supply of edible plants and game, or a location where you are able to loot fresh foodstuffs. During a long rest, you may make one or more Wisdom (Survival) checks if foraging, or Wisdom (Perception) checks if looting. The total for each check is added to your chef's pouch as copper pieces. The amount of copper you receive is doubled at 5th level, tripled at 11th level and quadrupled at 17th level.

Gathering ingredients burns through time that could be spent cooking. Each time you gather ingredients during a long rest, the amount of recipes you can create during the long rest is reduced by one.

Perishable Ingredients

Some of your recipes require perishable ingredients, which degrade over time. Your chef's pouch has two banks, one for perishable goods and one for non-perishable goods. When you invest in your chef's pouch or gather ingredients, you split the money as you choose. Your bank of perishable ingredients is reduced by 5 copper pieces at dawn each day. If you have some way of keeping your perishable ingredients perpetually cold, reduce the bank by 2 copper pieces instead. A portion of each recipe's cost is taken out of your bank of perishable ingredients, while the remainder is taken from your non-perishable bank.

Perishable ingredients include: Dairy, Egg, Bread, Fruit, Vegetable, Meat Scraps, Meat, Quality Meat, Seafood.


Specific Ingredients

If you choose to use this rule, you must provide the specific ingredients when creating a recipe. Instead of tracking your supply of ingredients with the chef's pouch, you track each individual ingredient seperately in numerical units, which are expended when you create recipes. Perishable ingredients expire one week after you first acquire them (two weeks if kept cool), after which they are unable to be used to create recipes.

When you gather ingredients, instead of adding copper to your chef's pouch, you roll on the table below and choose which ingredients you find based on your roll. The amount of ingredients you find is doubled at 5th level, tripled at 11th level, and quadrupled at 17th level. When foraging, you cannot choose Dairy, Bread, Oil, Pasta, Stock, Juice, Sodium, Sauce, Candy or Ipecac. Instead, these ingredients can be obtained by looting, or by expending other ingredients as shown in the table below.

Ingredients by Cost
Average Cost Ingredients
1 cp Salt, Pepper, Herb, Spice, Sugar, Meat Scraps, Egg, Fruit, Flour, Vegetable, Rice
2 cp Stock, Juice, Sodium, Pasta, Oil, Dairy, Bread
5 cp Sauce, Candy, Cocoa, Vanilla
10 cp Meat, Ipecac
15 cp Quality Meat
20 cp Seafood
Gathering Ingredients Table
Roll Ingredients Found
1-5 2
6-10 3
11-15 4
16-20 5
21-25 6
26-30 7
Ingredients Conversion Table
Ingredient Cost
Bread Flour x 2
Oil Vegetable x 2
Pasta Flour x 3
Stock Meat x 1 or Meat Scrap x 3
Juice Any 2 units of fruit and vegetable
Sodium Salt x 3
Sauce Any 3 units of fruit and vegetable
Candy Sugar x 5
Ipecac Sugar x 10, Any 3 units of expired ingredients
Recipes
Name Cost Ingredients
Antipasto Mix 3 cp (perishable 2) Fruit, Vegetable, Herb
Black Pepper Jerky 2 cp (perishable 1) Meat Scraps, Pepper
Blazing Braised Gizzard 14 cp (perishable 1) Meat Scraps, Spice, Oil, Stock, Sauce
Broiled Scorpion-on-a-Stick 3 cp (perishable 2) Meat Scraps, Sugar, Fruit
Bull's Eye Soup 10 cp (perishable 1) Meat Scraps, Salt, Stock, Flour, Oil
Chicken Breast 15 cp (perishable 15) Quality Meat
Creamy Milk Risotto 11 cp (perishable 3) Dairy, Vegetable, Rice, Stock, Oil
Creme Brulee 15 cp (perishable 1) Cocoa, Vanilla, Sugar x 4, Egg
Croque Madame 21 cp (perishable 15) Egg, Bread, Sauce, Meat, Dairy, Salt
Devilled Sausage 13 cp (perishable 12) Meat, Vegetable, Fruit, Herb
Fireball Truffle 17 cp (perishable 5) Cocoa, Dairy x 2, Sugar, Egg, Spice, Candy
Garden Curry 6 cp (perishable 4) Vegetable x 2, Fruit x 2, Spice x 2
Herb-Grilled Slider 16 cp (perishable 12) Meat, Bread, Herb x 4
Ipecake 15 cp (perishable 3) Ipecac, Egg, Dairy, Sugar, Flour
Lasagne Al Forno 22 cp (perishable 12) Pasta, Meat, Sauce, Herb x 3, Dairy
Lemon Tart 11 cp (perishable 4) Fruit, Dairy, Egg, Flour, Sugar, Juice
Memory Lane Pastry 8 cp (perishable 6) Fruit x 3, Dairy, Egg, Flour, Sugar
Oak-Smoked Schnitzel 18 cp (perishable 18) Quality Meat, Bread, Egg
Orange Cake 11 cp (perishable 4) Fruit, Dairy, Egg, Flour, Sugar, Juice
Pan-Fried Skewer 12 cp (perishable 12) Vegetable x 2, Meat
Passionfruit Cheesecake 8 cp (perishable 6) Fruit, Dairy x 2, Egg, Flour, Sugar
Prosciutto Bruschetta 18 cp (perishable 18) Quality Meat, Bread, Dairy
Red Velvet Cupcake 14 cp (perishable 3) Cocoa, Sugar x 5, Egg, Dairy, Flour
Roast Pork 18 cp (perishable 15) Quality Meat, Salt, Oil
Rump Steak 15 cp (perishable 15) Quality Meat
Salmon Fillet 20 cp (perishable 20) Seafood
Salmon Teriyaki 27 cp (perishable 20) Seafood, Rice, Herb x 3, Spice x 3
Seasoned Sea Crab 22 cp (perishable 20) Seafood, Herb, Spice
Sodium Rock Lobster 26 cp (perishable 20) Seafood, Sodium x 3
Spicy Bocconcini 9 cp (perishable 6) Spice, Dairy x 3, Oil
Strawberry Vanilla Cupcake 11 cp (perishable 4) Fruit, Vanilla, Dairy, Egg, Flour, Sugar
Thick 'n' Juicy Steak 15 cp (perishable 15) Quality Meat
Veggie Medley Stew 7 cp (perishable 5) Vegetable x 5, Stock

Specialty Features

Salt in the Wound

As an action, you expend one unit of salt and apply the benefits of this feature to one of your chef's knives. This feature is applied to the knife until you have successfully hit with the knife 10 times, after which you must use your action and expend another unit of salt for the knife to continue benefitting from this feature.

Hearty Meals

In order to gain the benefits of this feature, a recipe must include one additional unit of meat scraps, in addition to its other ingredients.

Cake Munitions

You must expend one unit of sugar every time you make an attack with Sugar Syrup. You must expend one unit of flour every time you make and attack with Flower Bomb. You must expend one unit of expired egg each time you make an attack with Rotten Egg.


Dragon Knight

A human clad in gleaming plate armour stares down a snarling owlbear, slowly reaching for the lance strapped across her back. The owlbear charges before she can reach her weapon, but a gout of fire from the sky stops the owlbear in its tracks. The gold dragon lands in front of the human, its eyes burning with a fiery vengeance as it snorts, causing flames to billow from its nostrils. Mounting her dragon, the human lets out a war cry as the dragon takes off into the air.

Pulling the bowstring back, the elf whispers a few hushed words as an arcane fire erupts around the goblins below. Lightning sparks at the tip of his arrow, and he grins to himself as he fires at the goblin chief. The arrow finding its mark, the goblin chief can barely cry for help as lightning explodes from his body, arcing off to his nearby guards.

Shouting a war cry, the dwarf waves his banner in the air, a wave of energy flowing over the battlefield as his allies, a human and a halfling, harass an ogre. The ogre, seeing the origin of this magic, stampedes towards the dwarf, but is quickly stopped as a dragon, its scales shining a brilliant bronze, spews lightning forth from its maw.

Reaching her hand out, the halfling brushes the hair out of the eyes of the small boy who lies in the rubble of the collapsed building. A shield of divine magic wraps around his small frame as the halfling pulls him into her arms, carrying him to safety.

Scowling to himself, the half-orc looks around the darkened cave for his quarry. Letting out a short whistle, a dark dragon, onyx in colour, seems to appear from the shadows with a dead drow in its maw. Rolling his eyes, the half-orc makes a motion with his hands, and the dragon spits out the drow, a sheepish expression on its reptilian face as a shadow begins to rise from the corpse.

While different in personality and fighting styles, all of these heroes are dragon knights, a champion who fights alongside a dragon companion. Tough, relentless and unyielding, dragon knights and their dragons never give up, fighting to either heroic or devious ends.

An Unbreakable Bond

The bond between a dragon knight and their dragon is nearly impossible to eclipse. Only powerful magic can even attempt to turn them against one another, and they nearly never fight against their own will. Despite this, a knight and their dragon have been known to argue over strategy, tactics, or even miscellaneous things, as the dragon, despite its respect for its master, is not quick to let go of its ego.

This connection has its drawbacks, however, and should the dragon knight fall in battle, the dragon too will die, as the dragon's spirit simply can't live without the knight. Should the dragon fall in battle, the knight can restore its body with a costly ritual, but a few knights instead choose to let their dragons rest, and go on to instead simply channel their dragon's power.







































Practice makes Perfect

All dragon knights are divided by their practices, and much like the dragons they raise and fight with, the knights are known to be proud at their best, and egotistical at their worst. Two people of different practices are rarely able to get along, despite how similar they might be. Those of the Platinum Practice always regard themselves superior to those of the Shadow Practice, and members of the Elemental Practice consider the members of the Rider Practice to be brutish and dim-witted. Those of the Valiant Practice seek to unite each dragon knight to work under the same banner, despite their strong differences.

Despite these rivalries, dragon knights are fiercely loyal, and will never betray another dragon knight, even if they come from a different practice. Dragon knights believe they only have each other to count on, as no one else understands the intense bond between the knight and the dragon.

Creating A Dragon Knight

When creating your dragon knight, there's one question you should consider before all others; how did you get your dragon? Did you find an egg, and manage to form a bond with the hatchling? Was it a gift from an ancient dragon, looking for someone to protect its young? Did it declare you as its master one day, much to your suprise?

All dragon knights go through the bonding ceremony, which is where they form a close bond with their dragon, establishing each other as allies and protectors. Was your dragon willing in this ceremony, or was it raised to serve you? Or did your dragon actually perform the ceremony, and you had absolutely no clue as to what was going on?

Something else you must consider is your character's martial abilities. All dragon knights are skilled in combat, and how your character is too is something that will need to be considered. Perhaps they where a student at a military academy, or a guard-in-training at their home village?

Quick Build

You can make a dragon knight quickly by following these suggestions. First, make Strength your highest ability score. Your next highest ability score should be Constitution if you plan to focus on melee combat, or Charisma if you want to improve your overall subclass features. Second, choose the Soldier background.

Covenant

Each dragon knight has a different story to tell when it comes to how they met their dragon. The way a dragon and knight first meet often set up how they interact for the rest of their lives, and a bad first impression can prove disasterous to their bond.

When you consider the creation of this covenant, also consider the following: were you and your dragon both willing, and does your character ever regret the bond?

d6 Covenant
1 Bonding with a dragon as you reach adulthood is all you've ever known, and is the way your ancestors have always lived.
2 You stumbled across your dragon in a forest, cave, or on the beach. Since then, it hasn't stopped following you around.
3 Your dragon has always been with you for as long as you remember, and you can't remember ever conducting a formal ritual.
4 As a way of proving yourself, you went out into the wild to capture a dragon as proof of your strength and power.
5 Forced to bond with your dragon, it acts as a guardian and a protector, despite how much you insist you don't need its help.
6 Trading a large amount of treasure for a dragon's egg, you raised the dragon to serve as your mount and companion.

Relationship

The nature of the relationship between dragon and knight varies between each dragon knight, and changes the way each knight and dragon interact with each other, and those around them. This relationship is based on their covenant, ideals, flaws, and personality traits.

While you decide on your relationship, consider how it will effect the way you and your dragon fight together.

d6 Relationship
1 Best friends can't even begin to describe you and your dragon, and you do absolutely everything together.
2 Your dragon is merely a tool to be used, and you like to frequently remind it of such.
3 Despite your differences and arguments, you and your dragon have come to respect each other, but your relationship is still rocky.
4 You and your dragon have both agreed to keep your relationship businesslike. All that matters is how you can help each other.
5 Much to your distaste, you actually serve your dragon, and it acts as the master in your relationship.
6 You and your dragon bitterly hate each other, but are forced together because of the bond you share. You both understand seperation could prove disasterous.

Obstacles

Finally, having a draconic companion is not without its complications. Somewhere in your travels, your and your companion may have caused fear among travellers or gained the ire of a noble court. This obstacle might determinte complications that arise in your adventures.

Should you choose to roll or select from the following obstacles, or create your own, be sure to consider how it affects how you and your dragon interact with others.

d6 Obstacles
1 The mother of your dragon companion is searching for its child, and you worry it might find you.
2 Bounty hunters are looking for your dragon, as it scales and teeth could sell for quite a lot.
3 A village believes that your dragon is the cause for all of their problems, and seeks retribution.
4 Due to your bond, you have slightly draconic features that make you appear untrustworthy and intimidating.
5 A religious order considers you a heretic for putting a dragon under your control, and wants to "liberate" it for their own purposes
6 You and your dragon used to be one whole dragon, and the sudden split is strange and uncomfortable.

The Dragon Knight
Level Proficiency Bonus Features
1st +2 Dragon Covenant, Dragon Companion, Covenant's Bond
2nd +2 Fighting Style, Fury of the Dragon
3rd +2 Dragon Knight Practice, Eye for Detail
4th +2 Ability Score Improvement
5th +3 Coordinated Attack, Wyrmling Advancement
6th +3 Rending Strikes, Breath Weapon
7th +3 Dragon Knight Practice feature
8th +3 Ability Score Improvement
9th +4 Young Advancement, Fury of the Dragon Increase
10th +4 Dragon Knight Practice feature
11th +4 Draconic Nature
12th +4 Ability Score Improvement
13th +5 Legacy of the Dragon
14th +5 Titanic Roar, Fury of the Dragon Increase
15th +5 Dragon Knight Practice feature
16th +5 Ability Score Improvement
17th +6 Ancient Resistance
18th +6 Dragon Knight Practice feature
19th +6 Ability Score Improvement
20th +6 Essence of the Covenant

Class Features

As a dragon knight, you gain the following class features.

Hit Points

  • Hit Dice: 1d10 per dragon knight level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per dragon knight level after 1st

Proficiencies

  • Armour: All armour, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Animal Handling, Athletics, Deception, Intimidation, Perception and Persuasion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) chain mail, (b) scale mail or (c) leather armour
  • (a) a light crossbow and 20 bolts or (b) five javelins
  • (a) a dungeoneer's pack or (b) an explorer's pack

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Multiclassing

Prerequisites. To qualify for multiclassing into the dragon knight class, you must meet these prerequisites: Strength and Charisma 13.

Proficiencies. When you multiclass into the dragon knight class, you gain the following proficiencies: Light armour, medium armour, shields, simple weapons, and martial weapons.

Dragon Covenant

At 1st level, you have a covenant formed with a dragon, either the one you've bonded to or another. Choose one type of dragon as the creator of this covenant. Features you gain later use the damage type associated with each dragon.

Dragon Covenant
Dragon Damage Type
Black Acid
Blue Lightning
Brass Fire
Bronze Lightning
Copper Acid
Gold Fire
Green Poison
Red Fire
Silver Cold
White Cold

Also, as an action, you can create small sensory effects appropriate to the colour of your dragon, similar to the ones described under the prestidigitation spell.

A dragon knight who makes a covenant with a red dragon might be able to create small puffs of smoke or sparks.

Finally, you can speak, read, and write Draconic.

Dragon Companion

At 1st level, you gain the service of a dragon hatchling, whose statistics can be found at the end of this class description. The dragon's colour is the chosen covenant colour.

If you are ever slain (in battle or otherwise), your dragon will also die after a number of hours equal to your dragon knight level, during which it will attempt to do everything in its power to return you to life.

If your dragon companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of precious gems per your dragon knight level, you can call forth your companion's spirit and use your magic to create a new body for it. You can return a dragon companion to life in this manner even if you do not possess any part of its body.

Returning your dragon to life is a gruelling process, and you must expend some of your own life force to compel the dragon back to life. You can choose to expend any number of hit dice when you finish the ritual. Make a Charisma check, with the DC being equal to 15 minus the number of hit dice you expended. The DC cannot be lowered below 5 in this way.

On a failed ability check, the dragon is restored to life, but you aren't able to regain any of the hit dice you expended for the ritual until 7 days have passed. Additionally, you and your dragon both suffer three points of exhaustion. On a successful ability check, the dragon is restored to life, and you can regain the spent hit dice as normal.



























Covenant's Bond

Also at 1st level, your dragon companion gains a variety of benefits while you two are together.

The dragon obeys your commands as best it can. It rolls initiative like any other creature, but you determine its actions, decisions, attitudes, and so on (no action required by you). When you and your dragon roll initiative, your dragon can change its initiative to match your own, acting on your turn. If you are incapacitated or absent, your dragon acts on its own.

Your dragon can't take the Attack action. Instead, when you hit a creature within 5 feet of your dragon with an attack, it can use its action to deal an additional 1d4 slashing damage to that creature, as it strikes out with its claws.

Also because of its youth, it has yet to master flying, and as such, falls if it ends its turn in the air. Additionally, it can't fly with a creature it has grappled or be used as a mount until you reach 9th level, at which point it is strong enough to properly trained to support other creatures.

Your dragon companion has abilities and game statistics determined in part by your level. Your dragon uses your proficiency bonus rather than its own. While not wearing barding, a dragon companion has a natural armour class of 10 + its Constitution modifier + your proficiency bonus.

Your dragon companion gains proficiency in two skills of your choice. It is also proficient in all the saving throws you're proficient in. Also, your dragon companion can't attune to or activate magical items.

For each level after 1st, your dragon companion gains an additional hit die and increases its hit points accordingly. The dragon's hit dice are d10s, regardless of its size. When the dragon is reduced to 0 hit points, it makes death saving throws as a player would.

Also, you and your dragon always know the direction to one another, and can communicate with vague images, emotions, and feelings, regardless of distance.

In addition, the dragon cannot have its size increased beyond large (but would still gain the extra benefits of the enlarge/reduce spell, for example). The dragon's level is equal to your dragon knight level for the purpose of calculating spells like polymorph and true polymorph.

Whenever you gain the Ability Score Improvement class feature, your dragon's abilities also improve. Your dragon can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your dragon can't increase an ability score above 20 using this feature.

Your dragon shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your dragon shares your ideal, and its bond is always "I will protect my knight; I will do the best I can for my knight; I will die for my knight."

d4 Trait
1 I love to collect gems and art pieces.
2 Threaten my friends, threaten me.
3 I stay on alert so others can rest.
4 I have a knack for showing up in the nick of time.
d4 Flaw
1 I'm extremely vain.
2 I'm secretly terrified of other dragons.
3 Anyone who offends my dragon knight will suffer the consequences of their actions.
4 I'm very paranoid. Everyone is out to get me.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a fighting style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defence

While you are wearing armour, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.


Fury of the Dragon

Also at 2nd level, your dragon companion has begun to grow, and can now take the Attack action on its turn.

Additionally, when the dragon makes a claw attack on its turn, it can replace the claw attack with a special attack, which deals the same damage as a claw attack (unless otherwise specified), with the following additional effects, specified under each attack.

Your dragon can replace a claw attack with one of these attacks a number of times equal to your dragon's Strength modifier (minimum 1), and regains all uses when you finish a short or long rest.

Bite Attack

Elemental energy swirls in the mouth of your dragon as it lunges forward to strike. The target takes an additional 1d8 damage of your dragon's relevant damage type. This damage increases to 2d8 at 9th level, and 3d8 at 14th level.

Tail Attack

Your dragon's tail whips at a creature within 10 feet of it. The target must make a Strength saving throw, with the DC being equal to 8 + your proficiency bonus + your dragon's Strength modifier. On a failed save, the target is knocked prone. The reach of this attack increases by 5 feet at 9th level, and an additional 5 feet at 14th level.

Wing Attack

Rather than dealing the damage of its claw attack, your dragon can beat its wings. Creatures of your choice within 10 feet of your dragon must make a Strength saving throw, with the DC being equal to 8 + your proficiency bonus + your dragon's Strength modifier. On a failed save, a creature is pushed 10 feet away from the dragon. The radius of the push and distance a creature is pushed on a failed save increase by 5 feet at 9th level, and an additional 5 feet at 14th level.

After pushing creatures this way, the dragon can immediately move up to half its flying speed.

Dragon Knight Practice

At 3rd level, you can choose a practice, either Rider, Elemental, Valiant, Platinum, or Shadow. These practices are detailed at the end of the class description.

Your choice grants you features when you choose it at 3rd level and again at 7th, 10th, 15th, and 18th level.

Eye for Detail

Also at 3rd level, you can easily discern the value and rarity of gems, art pieces, and magical items. You can spend 1 minute studying a gem or art piece, after which you learn it's exact value. Additionally, if it is a gemstone, you learn what kind of gemstone it is. If it's an art piece, you learn how old it is.

Furthermore, you can cast the identify spell, but only as a ritual. You don't require material components for the spell when you cast it this way.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Coordinated Attack

Beginning at 5th level, you and your dragon companion form a more potent fighting team. When you take the Attack action on your turn, if your dragon companion can see or hear you, it can use its reaction to make a melee weapon attack.

Wyrmling Advancement

Also at 5th level, your dragon companion continues to grow, and gains the following benefits:

  • Its claw attacks deal an additional 1d4 slashing damage.
  • Its flying speed increases by 15 feet, and it’s other speeds increase by 5 feet.
  • The dragon's wings are stronger, and it no longer falls to the ground if it ends its turn in the air.

Breath Weapon

Starting at 6th level, your dragon has developed the glands to shoot raw, destructive elements from its mouth, with the saving throw calculated as follows:

Breath save DC = 8 + your proficiency bonus +
your dragon's Constitution modifier

The shape of the breath is different depending on the colour of your dragon, as shown in the table below. The damage is the same as the dragon's relevant damage type (e.g. a red dragon's breath would deal fire damage).

Dragon Breath Weapon
Black 5 by 30 ft. line (Dex. save)
Blue 5 by 30 ft. line (Dex. save)
Brass 5 by 30 ft. line (Dex. save)
Bronze 5 by 30 ft. line (Dex. save)
Copper 5 by 30 ft. line (Dex. save)
Gold 15 ft. cone (Dex. save)
Green 15 ft. cone (Con. save)
Platinum 5 by 30 ft. line (Dex. save)
Red 15 ft. cone (Dex. save)
Shadow 15 ft. cone (Con. save)
Silver 15 ft. cone (Con. save)
White 15 ft. cone (Con. save)

As an action on its turn, the dragon can breathe its relevant destructive energy in either a line or a cone, as shown on the table. Each creature in the area takes 4d6 damage on a failed save, or half as much on a successful one.

The area of the line and cone and the damage of the breath weapon increase as you gain levels in this class, as shown below.

Once your dragon has used this ability, it cannot do so again until you finish a short or long rest.

Level Damage Area
6th 4d6 5 by 30 ft. line / 15 ft. cone
9th 6d6 10 by 60 ft. line / 30 ft. cone
14th 8d6 10 by 90 ft. line / 60 ft. cone

Rending Strikes

Also at 6th level, your dragon's attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Young Advancement

At 9th level, your dragon companion still grows, and gains the additional following benefits:

  • The dragon's size is now large.
  • Its flying speed increases by 15 feet, and it’s other speeds increase by 5 feet.
  • As long as your dragon can see you, it has advantage on all saving throws.


Draconic Nature

Beginning at 11th level, the dragon's claw attacks deal an additional 1d4 slashing damage, you gain resistance to the damage type appropriate to your dragon, and can choose one of the following benefits:

Scales. A thin layer of scales covers your body. While you are not wearing armour, your AC equals 10 + your Dexterity modifier + your Charisma modifier. You can still wield a shield and get this benefit.

Eyes. Your eyes become dragon-like, and you gain proficiency in the Perception and Investigation skills. You also have advantage on any (Wisdom) Perception or (Intelligence) Investigation checks based on sight.

Tail. Your spine extends and you grow a scaled, muscular tail. Whenever you take the Attack action on your turn, you can whip around and attempt to shove a creature within 10 feet of you as a bonus action.

Legacy of the Dragon

At 13th level, you have taken on a dragon's extended lifespan. You age only one year for every ten years that pass, and can't be aged magically.

Titanic Roar

Starting at 14th level, your dragon can let loose a vicious roar, filling nearby creatures with dread.

As an action on its turn, your dragon can roar. Any number of creatures of its choice within 20 feet of the dragon must make a Wisdom saving throw against the dragon's breath weapon DC. On a failed save, creatures are frightened by the dragon for 1 minute. The creature can repeat the saving throw at the end of their turn, ending the effect on a success.

Once your dragon has used this ability, it can't do so again until you finish a long rest.

Ancient Resistance

At 17th level, you can shrug off even the most dangerous effects. Whenever you or your dragon would fail a saving throw, you can choose to succeed instead. You can't do so again until you finish a long rest.

Essence of the Covenant

At 20th level, the bond between you and your dragon is so strong that you can suffer each other's blows. Whenever you or your dragon would take damage, if you are within 30 feet of each other, either of you can take the damage for the other, causing them not to take the damage. Instead, the one who used the ability takes the damage. This damage can’t be reduced or prevented in any way.

Additionally, you automatically succeed on the ability check you make to restore your dragon to life.

Dragon Knight Practice

All dragon knights can call themselves members of the Rider Practice, Elemental Practice, Valiant Practice, Platinum Practice, or Shadow Practice. The Rider Practice focuses on working in sync with their dragon: both in and out of the heat of combat. The bond between knight and dragon is highly valued by those of the Rider Practice. The Elemental Practice heightens their battle skill with magic, believing that the only true way to bond with their dragons is reflect their destructive powers with magic. The Valiant Practice use a banner to support their allies in the heat of battle. The Platinum Practice uses the divine magic of Bahamut to support their allies, protecting them with their divine armour. The Shadow Practice uses misdirection and guile to gain the upper hand in all situations.

Rider Practice

The bond between a dragon knight and their dragon is strong, but those of the Rider Practice take that even further beyond. They seek to live and to die beside their dragon, a sentiment shared by the dragon itself. While not all riders mount their dragons, those who don't are rare. Those of the Rider Practice fight in tandem with their dragon, and win in tandem with them.

Dragon's Claw

Starting at 3rd level, you and your dragon are able to co-ordinate to disorientate your enemies. When both you and your dragon are within 5 feet of a hostile creature, the creature has disadvantage on any attack roll that doesn't target you or your dragon.

Additionally, when a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to attempt to grapple or shove the creature.

Dragon's Eye

At 3rd level, you and your dragon's keen understanding of each other allows you to better act in battle. You and your dragon can add your Charisma modifier to each of your initiative rolls.

Additionally, if you can see your dragon, creatures that it can see don't gain advantage on attack rolls against you as a result of being hidden from you.


Dragon's Scale

Starting at 7th level, if your dragon is within 5 feet of you, it can protect you from a creature it can see as an action. Until the start of the dragon's next turn, the creature's attack rolls against you have disadvantage. If your dragon isn't within 5 feet of you, the effect ends.

Additionally, you can use an action to stabilize your dragon, without needing to make a Wisdom (Medicine) check. When stabilized this way, your dragon will regain 1 hit point after 1d4 minutes instead of 1d4 hours.

Dragon's Wing

Starting at 10th level, you and your dragon rule the sky. Mounting and dismounting your dragon only costs 5 feet of movement instead of half your speed, you have advantage on saving throws made to avoid falling off your dragon, and neither you or your dragon take falling damage if you fall 20 feet or less.

Additionally, your dragon can fly up to 20 feet in a straight line upward as an action. This movement doesn't provoke opportunity attacks.

Dragon's Fang

Starting at 15th level, you and your dragon are able to tear through your enemies. If your dragon moves at least 20 feet straight toward a creature and then hits it with a bite attack in the same turn, the target takes an extra 2d10 piercing damage.

Additionally, your dragon can use an action to rampage and make a claw attack against any number of creatures within 5 feet of it, with a separate attack roll for each target. If you're within 5 feet of your dragon when they rampage, you can use your reaction to make a melee weapon attack against each creature within your reach that was attacked by your dragon during their rampage. Your dragon can't rampage again until you finish a short or long rest.

Dragon's Presence

Starting at 18th level, the range of Titanic Roar is increased to 120 feet, creatures that are frightened of your dragon have a speed of 0, and when you or your dragon hit a creature that is frightened of your dragon with a weapon attack, the attack is considered a critical hit.

Elemental Practice

Dragon knights who practice with the arcane elements are often called 'elementals' for short. They value the raw, destructive power of their dragons, and strive to emulate this through magic. Elementals focus on spells from the evocation and transmutation schools.

Spellcasting

When you reach 3rd level, you heighten your battle ferocity with the ability to cast spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 11 of the Player's Handbook for the sorcerer spell list.

Cantrips. You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.

Spell Slots. The Elemental Practice Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spells level or higher. You regain all expended slots when you finish a long rest.

For example, if you know the first level spell chromatic orb and have a 1st-level and 2nd-level spell slot available, you can cast chromatic orb using either slot.

Spells Known of 1st Level and Higher. You know two 1st-level sorcerer spells of your choice, one of which you must choose from the evocation and transmutation spells on the sorcerer spell list.

The Spells Known column of the Elemental Spellcasting table shows when you can learn more sorcerer spells of 1st level or higher. Each of these spells must be an evocation or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st of 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or transmutation spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells, since your magic draws from the power and dominance of dragons. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +
your Charisma modifier


Spell attack modifier = Your proficiency bonus +
your Charisma modifier


Elemental Practice Spellcasting
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 2 2
4th 2 3 3
5th 2 3 3
6th 2 3 3
7th 2 4 4 2
8th 2 5 4 2
9th 2 5 4 2
10th 3 6 4 3
11th 3 6 4 3
12th 3 7 4 3
13th 3 8 4 3 2
14th 3 9 4 3 2
15th 3 9 4 3 2
16th 3 10 4 3 3
17th 3 10 4 3 3
18th 3 10 4 3 3
19th 3 11 4 3 3 1
20th 3 12 4 3 3 1

Elemental Weaponry

At 3rd level, whenever you cast a spell of 1st level or higher, you can imbue your weapon with ancient elemental power. The next time you would hit a creature with a weapon attack before the end of your next turn, that creature takes an additional 1d4 damage of your dragon's relevant damage type per level of the spell you cast.

Combat Magic

Beginning at 7th level, when you use your action to cast a cantrip, if your dragon companion can see you, it can use its reaction to make a melee attack.

Elemental Fury

At 10th level, whenever you or your dragon rolls damage dice of the appropriate damage type of your dragon, you can treat any 1 you roll as a 2.

Destructive Reach

Starting at 15th level, your elemental prowess extends beyond your simple weapon strikes. Whenever you would deal your Elemental Weaponry damage to a creature, you can have up to two creatures within 10 feet of the target of the attack also take half as much damage.

Improved Combat Magic

At 18th level, when you use your action to cast a spell, if your dragon companion can see you, it can use its reaction to make a melee attack.

Valiant Practice

Those of the Valiant Practice strive to lead their allies in battle. By weilding a magical banner to inspire valor and hope in their allies, these dragon knights are able to control and command the battlefield.

Valiant Banner

Additionally at 3rd level, you can imbue a glaive, halberd, pike, spear or trident with your magic. During the course of a short or long rest, you can spend 1 hour to create this special weapon. You can only have one special weapon made this way at a time; if you create a new special weapon, the previous weapon loses its magic.

The weapon's damage type is the same as the dragon's relevant damage type (e.g. a dragon knight with a red dragon will have a weapon that deals fire damage), rather than its normal damage type.

Symbol of Inspiration

Also at 3rd level, you can use your banner to inspire your allies to greater feats of strength. As an action, you can wave your banner until the start of your next turn. When you do so, an allied creature can use a bonus action while within 10 feet of you to gain one of the following effects, which you choose when you wave your banner.

Banner of Might. While in this banner’s range, an ally can activate the effect of the banner to add 1d4 damage to any weapon attacks they make until the start of their next turn. The additional damage's type is the same as your dragon's relevant damage type.

Banner of Resilience. While in this banner’s range, an ally can activate the effect of the banner to increase its AC by 1 until the start of its next turn.

Banner of Agility. While in this banner’s range, an ally can activate the effect of the banner to double its movement speed until the end of its turn.

Alternatively, you can choose to plant the banner in the ground after choosing an effect, placing it in an empty space within 5 feet of you. When you do so, an you and your allies can interact with your banner in the same way as though you were waving it using a bonus action. The banner remains for 1 minute, and can't be reclaimed or used as a weapon during this time. After you plant your banner, you can't do so again until you finish a short or long rest.

Battle Standard

Beginning at 7th level, whenever you use your action to wave your valiant banner, if your dragon companion can see you, it can use its reaction to make a melee attack.

In addition, the banner’s range while planted increases to 30 feet. Its range is also increased to 30 feet if you wave it while you are within 5 feet of your dragon.

Valiant Strike

At 10th level, whenever a creature would make an attack against you while you are waving the banner, you can make an attack against that creature as a reaction.





























Undying Courage

Starting At 15th level, your banner becomes much more powerful. Whenever you wave your banner, all of the effects become available to choose from, rather than just one. Whenever you use a bonus action to gain a benefit from the banner, you can choose a second benefit.

Additionally, if you would be reduced to 0 hit points while you are waving your banner, you can choose to be reduced to 1 hit point instead. When you do so, your banner loses the ability to grant one of the benefits it offers until you finish a long rest. You choose the benefit that is lost.

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

Valiant Bindings

At 18th level, your banner not only inspire allies, but also create barriers to trap foes. When you place a banner, you can create two additional banners, each of which must be within 30 feet of the first banner.

When these banners land, you can create a transparent wall of shimmering energy appear between any number of the banners. The wall is 10 feet high and 1 inch thick, and is immune to all damage, but can be dispelled by a 6th level dispel magic or a spell that nullifies magic of a similar or higher level. Spells that dispel walls in this way only dispel walls in the area they target, and any section outside of wall outside their range is not dispelled.

The walls cannot be moved through by creatures, other than ones you designate when you create the walls. When the wall appears, all creatures in its space are pushed to a side of the wall of your choice.

Once you use this ability, you cannot do so again until you finish a long rest.


Platinum Practice

A few dragon knights worship the Platinum Dragon, Bahamut. These few are members of the Platinum Practice, and are dedicated to preserving the lives of their allies and the innocent.

Draconic Radiance

At 3rd level, your draconic nature and that of your companion shifts to reflect the holy magic you now wield. Your dragon's relevant damage type becomes radiant, and any damage and condition immunities it has are replaced with immunity to radiant damage.

Your dragon also physically shifts to reflect this change, and its scales change colour to look like the brightest platinum.

Platinum Protector

At 3rd level, you can imbue your armour with Bahamut's divine light, allowing you to better protect your allies. As a bonus action on your turn, you can cause your armour to glow with divine power; for 1 minute or until you're incapacitated, you shed bright light in a 5 foot radius and dim light for an additional 5 feet.

Whenever you or another creature takes damage while within 5 feet of you while you shed this light, you can use your reaction to reduce the damage by an amount equal to 1d6 + half your dragon knight level.

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

Holy Light

Beginning at 7th level, you now shed bright light in a 10 foot radius when you cause your armour to shed divine light, and you can now reduce the damage a creature takes while it's within 10 feet of you.

When you reach 15th level, both the radius of the light and range you can protect your allies increases to 15 feet.

Radiant Bastion

Beginning at 10th level, you're able to easily stand against the tide of battle. When you or your dragon take the Dodge action on your turn, you can't be moved against your will as long as you're not incapacitated.

Divine Covenant

Starting at 15th level, when you reduce the damage a creature would take to 0 with your Platinum Protector, you can cause that creature to gain a number of temporary hit points equal to 1d6 + your Charisma modifier.

Divine Ward

At 18th level, you no longer need to use a reaction to reduce the damage a creature takes with your Platinum Protector feature, and you can reduce the damage a creature takes a number of times equal to your half your Charisma modifier (rounded up_. You can't reduce a single instance of damage that a creature takes multiple times this way. You regain all uses of this feature at the start of your next turn.


























Shadow Practice

Dragon knights who revere dark magic, or even strive to cause suffering in others, make up members of the Shadow Practice. Dark and elusive, these dragon knights use misdirection and guile to gain the upper hand in battle.

Draconic Darkness

At 3rd level, your draconic nature and that of your companion shifts to reflect the influence of darkness you now wield. Your dragon's relevant damage type becomes necrotic, and any damage and condition immunities it has are replaced with immunity to necrotic damage.

Your dragon also physically shifts to reflect this change, and its scales change colour to look like the darkest ebony.

Shadow Cloak

Also at 3rd level, you can surround yourself in a shroud of darkness. As a bonus action on your turn, a 5 foot diameter sphere, centered on you, becomes heavily obscured to creatures other than yourself and your dragon. The sphere of shadow lasts until the start of your next turn, and doesn’t move with you.

You can use this ability a number of times equal to your Charisma modifier (minimum 1). You regain all expended uses of this ability when you finish a short or long rest.

Withering Breath

Beginning at 7th level, when a creature fails its saving throw against your dragon's Breath Weapon feature, it begins to wither for 1 minute. During that time, when it hits a creature with a weapon attack, the damage of that attack is reduced by an amount equal to your Charisma modifier. The target can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.



























Night Walker

At 10th level, you and your dragon can take the Hide action as a bonus action while in dim light or in darkness, and gain advantage on the ability check.

Shifting Shadows

Starting at 15th level, you can manipulate darkness to slip away from your foes. When you use your Shadow Cloak feature, you can choose to also become invisible and teleport up to 30 feet to an empty space you can see within range. You remain invisible until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw.

Umbra Pulse

At 18th level, you can create a vortex of swirling darkness around yourself as an action on your turn. Any number of creatures you choose within 30 feet of you must make a Constitution saving throw, with the DC being equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save, creatures take 10d10 necrotic damage and you can choose to have them either pulled up to 15 feet towards you or pushed up to 15 feet directly away from you. On a successful saving throw, creatures take half as much damage and aren't moved.

Once you use this ability, you can't do so again until you finish a long rest.

Dragon Companion Stats


Black Dragon

Medium dragon, (alignment same as knight)


  • Armour Class 15 (natural armour)
  • Hit Points 9 (1d10 + 3)
  • Speed 20 ft., fly 30 ft., swim 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 16 (+3) 10 (+0) 8 (-1) 12 (+1)

  • Saving Throws Same as knight
  • Skills Perception +3, Stealth +4
  • Damage Immunities acid
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Draconic

Amphibious. The dragon can breathe air and water.

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4 + 2) slashing damage.



Blue Dragon

Medium dragon, (alignment same as knight)


  • Armour Class 15 (natural armour)
  • Hit Points 9 (1d10 + 3)
  • Speed 20 ft., climb 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 16 (+3) 12 (+1) 10 (+0) 14 (+2)

  • Saving Throws Same as knight
  • Skills Perception +4, Stealth +1
  • Damage Immunities lightning
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Draconic

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4 + 2) slashing damage.


Brass Dragon

Medium dragon, (alignment same as knight)


  • Armour Class 15 (natural armour)
  • Hit Points 9 (1d10 + 3)
  • Speed 20 ft., climb 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 16 (+3) 12 (+1) 10 (+0) 14 (+2)

  • Saving Throws Same as knight
  • Skills Perception +4, Stealth +1
  • Damage Immunities fire
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Draconic

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4 + 2) slashing damage.



Bronze Dragon

Medium dragon, (alignment same as knight)


  • Armour Class 15 (natural armour)
  • Hit Points 9 (1d10 + 3)
  • Speed 20 ft., fly 30 ft., swim 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 16 (+3) 12 (+1) 10 (+0) 14 (+2)

  • Saving Throws Same as knight
  • Skills Perception +4, Stealth +1
  • Damage Immunities lightning
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Draconic

Amphibious. The dragon can breathe air and water.

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4 + 2) slashing damage.



Copper Dragon

Medium dragon, (alignment same as knight)


  • Armour Class 15 (natural armour)
  • Hit Points 9 (1d10 + 3)
  • Speed 20 ft., climb 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 16 (+3) 14 (+2) 8 (-1) 12 (+1)

  • Saving Throws Same as knight
  • Skills Perception +4, Stealth +3
  • Damage Immunities acid
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Draconic

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4 + 2) slashing damage.


Gold Dragon

Medium dragon, (alignment same as knight)


  • Armour Class 15 (natural armour)
  • Hit Points 9 (1d10 + 3)
  • Speed 20 ft., fly 30 ft., swim 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 16 (+3) 14 (+2) 8 (-1) 12 (+1)

  • Saving Throws Same as knight
  • Skills Perception +4, Stealth +3
  • Damage Immunities fire
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Draconic

Amphibious. The dragon can breathe air and water.

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4 + 2) slashing damage.




Green Dragon

Medium dragon, (alignment same as knight)


  • Armour Class 15 (natural armour)
  • Hit Points 9 (1d10 + 3)
  • Speed 20 ft., fly 30 ft., swim 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 16 (+3) 14 (+2) 8 (-1) 12 (+1)

  • Saving Throws Same as knight
  • Skills Perception +4, Stealth +3
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Draconic

Amphibious. The dragon can breathe air and water.

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4 + 2) slashing damage.



Red Dragon

Medium dragon, (alignment same as knight)


  • Armour Class 15 (natural armour)
  • Hit Points 9 (1d10 + 3)
  • Speed 20 ft., climb 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 16 (+3) 10 (+0) 12 (+1) 14 (+2)

  • Saving Throws Same as knight
  • Skills Perception +5, Stealth +2
  • Damage Immunities fire
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Draconic

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4 + 2) slashing damage.



Silver Dragon

Medium dragon, (alignment same as knight)


  • Armour Class 15 (natural armour)
  • Hit Points 9 (1d10 + 3)
  • Speed 20 ft., climb 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 16 (+3) 14 (+2) 10 (+0) 12 (+1)

  • Saving Throws Same as knight
  • Skills Perception +5, Stealth +2
  • Damage Immunities cold
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Draconic

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4 + 2) slashing damage.




White Dragon

Medium dragon, (alignment same as knight)


  • Armour Class 15 (natural armour)
  • Hit Points 9 (1d10 + 3)
  • Speed 20 ft., climb 20 ft., fly 30 ft., swim 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 16 (+3) 8 (-1) 10 (+0) 14 (+2)

  • Saving Throws Same as knight
  • Skills Perception +5, Stealth +3
  • Damage Immunities cold
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Draconic

Ice Walk. The dragon can move across across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra movement.

Actions

Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4 + 2) slashing damage.


Credits

Lead Designer/Producer: u/Rain-Junkie

Additional Design: u/Cometdance

References: Player's Handbook, Xanathar's Guide
to Everything
.

Editing/Proofreading: u/Cometdance, u/DriverX9, u/SargeBriar, u/VampireBagel_

Special Thanks: Discord of Many Things, Unearthed Arcana Subreddit

Dragon Knight Icon: Game Icons

Interior Illustrators: Lee Yun-hee, Sergey Zabelin, Anastassia Grigorieva, Carlos Fabián Villa, David Villegas, Daniel Ljunggren, Sandara Tang, Jason Nguyen, Mike Azevedo


The Dragon Knight is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Gladiator


A burly human wrestles an Owlbear into submission barehanded.

A half-orc bedecked in shining gold plate strikes down her fifth opponent to the jeers of the audience.

A halfling wielding a net and trident dashes in for the finishing blow against a captive ogre, and the crowd goes wild.


These are Gladiators, warriors that not only fight well, but look good doing it. To a Gladiator, the performance is just as important as the battle prowess. They strive to not only be the best fighter on the field, but also to be the best looking fighter out there. Those who are truly talented can merge the two, and achieve incredible results.

Love of the Crowd

Rather than striving for martial perfection or defending a homeland against invaders, Gladiators pursue a much loftier motivation: the adoration of fans. For a Gladiator, renown comes from fame, and it is a desire for that recognition that drives them to be inventive and resourceful on the battlefield. Though they deal in combat, a true Gladiator is a performer at heart.

This does not mean every Gladiator in the world is greedy or vain --- many use their artful prowess to make a statement. Perhaps they see themselves as a champion of the people, a commoner who has risen to acclaim through their skill. Or perhaps they relish the joy they bring people with their performances. The true motivation of a Gladiator varies, but their ultimate goal demands time in the limelight.

A Gladiator is best on the front lines, demonstrating impossible feats that no one else would ever dare perform. They train hard to be sure that they are the best in the field, and their artful flourishes are spectacles unto themselves.


This doesn't mean that a Gladiator cannot be a team player, though --- leaving an opponent stunned by the sheer audacity of an attack can give one of their allies a fantastic opening to strike!

Storied Showmen

Not every pit fighter or back alley pugilist is a Gladiator. Gladiators are the most distinguished in their fields, rising to greatness in and out of the arenas and fairgrounds. Being a talented fighter is far from enough to be a successful Gladiator. Those combatants who simply defeat their opponents will be doomed to tougher and tougher challenges, until they're pitted against something that breaks them. Far too many straight-laced warriors have grunted through a series of powerful combatants, only to meet their end in a fight that was all but rigged.

To survive the arena, a Gladiator needs style and flair. Winning the favor of the crowd means survival, and a better chance of being in fights that are possible to win. Gladiators know this, and use it to their advantage. Most of them are talented warriors that know how to sweep a leg or disarm an opponent. Their talent lies in doing so by sending their opponent sprawling with an arcing kick, or making their opponent's weapon fly clear across the field.

Creating a Gladiator

Gladiators who leave the arena to pursue a life of adventure do so for many different reasons. Consider what your character's motivation for leaving behind a life of fame might be. Perhaps they're bored of the trials they face in the arena, and are looking for glory in the more untamed parts of the world. Perhaps they were fighting to earn their freedom, and now want to see the world. Or perhaps they're simply on a tour to garner more fans!

When creating your Gladiator, consider both what brought you to the arena, and why you left it. No matter what, at some point you entered the arena, and your time there will shape your future.

Quick Build

You can create a Gladiator quickly by following these suggestions. First, make Strength your highest ability score. Your next highest skill should be Charisma. Second, choose the Soldier background.

Class Features

As a Gladiator, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Gladiator level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per gladiator level after 1st

Proficiencies

  • Armor: Light Armor, Medium Armor, shields
  • Weapons: All Simple and Martial Weapons
  • Tools: None
  • Saving Throws: Constitution, Charisma
  • Skills: Choose three from Acrobatics, Animal Handling, Athletics, Intimidation, Medicine, Perception, Performance, or Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain shirt or (b) scale mail
  • (a) martial weapon and a shield or (b) two martial weapons
  • (a) two handaxes or (b) two javelins
  • (a) an explorer's pack or (b) an entertainer's pack

Flair for the Dramatic

Your stylish fighting style can beguile your enemies. You have a number of Flair Dice equal to your Charisma modifier plus half your Gladiator level, rounded down (minimum of 1). You regain all flair dice when you finish a long rest. When you expend a Flair Die you roll it, unless an ability specifies otherwise.

Your flair dice starts out as a d6, and increases as you gain levels in this class.

You can use a bonus action on your turn to expend a Flair Die and add the result to your next weapon attack or weapon damage roll.

Flourishes

Starting at level 2, you have learned to use performative Flourishes while fighting to gain the edge in battle. When you gain certain Gladiator levels, you learn additional Flourishes of your choice, as shown in the Flourishes Known column of the Gladiator table. You can use only one Flourish during your turn in combat.

If a Flourish calls for a saving throw, the DC for the saving throw is equal to 8 + your proficiency bonus + your Charisma modifier.

Gladiator
Level Proficiency Bonus Features Flourishes Known Flair Die
1st +2 Flair for the Dramatic d6
2nd +2 Flourishes 3 d6
3rd +2 Martial Role 3 d6
4th +2 Ability Score Increase 4 d6
5th +3 Extra Attack 4 d8
6th +3 Eye-Catching Prowess 5 d8
7th +3 Martial Role Feature 5 d8
8th +3 Ability Score Increase 6 d8
9th +4 Tireless Performer 6 d8
10th +4 Martial Role Feature 6 d10
11th +4 Extra Attack (2) 7 d10
12th +4 Ability Score Increase 7 d10
13th +5 Stylish Strikes 7 d10
14th +5 Ability Score Increase 8 d10
15th +5 Martial Role Feature 8 d12
16th +5 Ability Score Increase 8 d12
17th +6 Heartening Aplomb 9 d12
18th +6 Coup de Grace 9 d12
19th +6 Ability Score Increase 9 d12
20th +6 Enthralling Performance 10 d12

Martial Role

At 3rd Level, your specialized methods of fighting have developed into a specific role you play in performative combat. You can choose between Retiarius, Secutus, Cestus, and Thraex, each of which is detailed at the end of the class description. The Role you choose grants you features at 3rd level and again at 7th, 10th, and 15th levels.

Ability Score Increase

When you reach 4th Level, and again at 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

The number of attacks increases to three when you reach 11th level in this class.

Eye-Catching Prowess

Starting at level 6, your physical prowess gives you a leg up in social interactions. Whenever you make a skill check using your Charisma skill, you can add your Strength modifier to the skill check as well.

Tireless Performer

Starting at 9th level, your tireless dedication to your craft allows you to draw on additional reserves to keep the show going. Whenever you finish a short rest, you may regain a number of Flair Die equal to half your maximum Flair Die, rounded up.

Stylish Strikes

When you reach 13th level, even your run-of-the-mill attacks carry a touch of stylish flair. You can add your Charisma modifier to damage rolls in addition to any other bonuses to the rolls.

Hearty Aplomb

Starting at level 17, whenever you expend any number of flair die, you gain temporary hit points equal to the total combined roll. These temporary hit points last 10 minutes or until you take a short rest.

Coup de Grace

Once you reach level 18, you can deliver a finishing blow to disabled opponents. When you hit a creature that has half or less of its maximum hit points remaining and is unconscious, paralyzed, or incapacitated with a melee weapon attack, you can force that creature to make a Constitution saving throw against your Flourish DC. If it fails, it is reduced to 0 Hit Points. If it succeeds, it takes 10d10 damage of a type your attack would deal. Once you use this feature you cannot use it again until you finish a long rest.


Enthralling Victory

Starting at level 20, whenever you kill a creature, each creature that was allied with the slain creature within 30ft must make a Wisdom Saving throw against your Flourish DC. On a failure, those creatures become your choice of Frightened or Charmed by you until the end of your next turn.

Martial Roles

If there’s one thing that every show fighter knows, it’s that you need a gimmick. A Gladiator lives for the roar of the crowd, and it’s much easier to obtain when they fill a role that the audience can identify with and root for. From commoner to soldier up to noble, there’s a Martial Role that a Gladiator can play that will get the audience shouting their approval.

Retiarius

The Retiarius are combatants that seek to emulate fisherfolk in garb and gear. Fighting with nets and tridents, they often represent the common folk in arena games. They are favorites of the lower class, who love to see Retiarius overcome a heavily armed and armored combatants using equipment they might have in their own homes.

Netcaster

You have specialized training in utilizing nets in and out of combat. Starting at 3rd level when you choose this martial role, given access to sufficient fibrous material, you can repair a damaged net with 1hr of downtime, or create one during a long rest.

In addition, the range for a thrown net for you is 10/30 instead of the normal 5/15, and the base escape DC is 12 instead of 10. You can also add your Strength modifier to attack rolls made with your net, rather than Dexterity, and can attack a creature within melee range without disadvantage.

Ensnaring Fighter

Starting at 7th level, you are particularly adept at combating ensnared opponents. Whenever you restrain a creature within 5ft of you with your net, or start your turn within 5ft of a restrained creature, you can use your bonus action to make a weapon attack against that creature.

Weighted Net

Starting at 10th level, you have learned how to make your nets particularly heavy. Given access to adequate materials and an hour of downtime, you can enlarge and weight a net to make it a more effective weapon. You can now restrain any creature that is Huge or smaller, and the escape DC of your net is increased to 15. In addition, whenever your net hits a creature, it deals 1d6 + your Str modifier bludgeoning damage to it.

Tripping Toss

Starting at 15th level, whenever a creature within 10ft of you moves at least 1ft, you can use your reaction to toss your net at their feet. The targeted creature then makes a Dexterity saving throw against your Flourish DC, and their speed goes to 0 and they fall prone on a failure. A creature that falls this way becomes restrained by your net.

If they succeed the saving throw, your net remains on the ground where you threw it until you retrieve it. The 5ft square area that your net occupies is considered difficult terrain, and any creature that attempts to cross over it must also make the Dexterity saving throw or fall prone and be restrained.

Dimachaerus

Deadly dual-wielding warriors, Dimachaeri are known for their artful and intimidating swordwork as they dance through a battlefield armed with a blade in each hand. Their showy combat displays and ability to take on multiple enemies at once make them crowd favorites.


Doubly Armed

Starting at 3rd level when you choose this martial role, you are an expert at fighting with a weapon in each hand. You can use two-weapon fighting even when the one-handed weapons you’re wielding aren’t light, and you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Dextrous Parries

Starting at 7th level, you gain a +1 bonus to AC so long as you’re wielding a separate melee weapon in each hand. In addition, whenever you are wielding separate melee weapons in each hand and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

Vicious Bladework

Starting at level 10, you are just as deadly with your off-hand attacks as you are with your primary weapon. Whenever you engage in Two-Weapon Fighting, you may add your ability modifier to the damage of the attacks you make using your bonus action.

Whirling Strikes

Starting at 15th level, whenever you use your bonus action to engage in Two-Weapon Fighting, you can make two attacks using your bonus action instead of one. These two attacks must be made with two different melee weapons.

Thraex

Versatile fighters and everymen, Thraex tend to be painted as the heroes of arena competitions. Their varied skills and adaptability make them easy to root for, and their displays of inventive fighting in the arena make them crowd favorites.

Additional Flourish

When you choose this martial role at 3rd level, your careful examination of your enemies has allowed you to understand them better. You may choose an additional Flourish, ignoring subclass prerequisites. You learn another additional Flourish with the same restrictions at 7th and 15th level. These Flourishes do not count toward your Flourishes Known.

Cunning Adaptability

You have an unmatched ability to adapt to the fight around you. Starting at level 7, you can ignore difficult terrain when you take the Move action during combat. In addition, you cannot be surprised and, if your DM is using the optional flanking rules, cannot be flanked in combat.

Adaptive Expertise

At level 10, you have gained the ability to focus in on those talents that would most benefit you in a given situation. Whenever you complete a long rest, choose one of your skill Proficiencies. Until your next long rest, your Proficiency Bonus is doubled for any ability check you make that uses the chosen Proficiency.

Masterful Bladework

At Level 15, whenever you use a Flourish when you take the Attack action, you can use your bonus action to apply a second flourish to that attack.

Secutus

Heavily armed and armored, the Secutus is often pitted against other gladiators as an insurmountable obstacle for them to overcome. They are best at patiently waiting for their enemies to tire and then lashing out for a finishing blow. Though they are often framed as the enemy in gladiatorial combat, many still adore them and get a thrill from seeing them defeat an upstart or overconfident combatant.

Heavily Armored

Starting at level 3 when you choose this martial role, you are adept at fighting in armor. You gain proficiency in heavy armor.

Masterful Shieldwork

Starting at level 7, you have become a very skilled defender with a shield. As long as you are holding a shield, you gain an additional +1 bonus to AC.


Staunch Defense

Starting at level 10, if an effect would cause you to make a Dexterity saving throw, you may choose to make a Strength saving throw instead.

Impassable Defender

Starting at level 15, your defensive capabilities are unmatched and allow you to stop enemies in their tracks. Whenever an enemy moves at least 1ft within 10ft of you, you can use your reaction to make a melee weapon attack against that creature. If your attack hits, the creature’s speed is reduced to 0 until its next turn. In addition, you gain a +1 bonus to your AC when you are wearing Heavy Armor.

Flourishes

Gladiators live for the thrill of the performance, and their audiences love to see them prevail in new and exciting ways. The most successful Gladiators learn how to utilize Flourishes, specialized maneuvers that allow them to do more than just deal damage while in the ring. In fact, the true measure of a Gladiator is in how well they can utilize these stylish flairs -- a Gladiator who is simply a good fighter isn't going to put on a very good show! If a Flourish has prerequisites, you must meet them to learn it. You can learn the Flourish at the same time that you meet its prerequisites. You can't learn a Flourish more than once.

Artful Avoidance

While moving, you can use your bonus action to expend a Flair Die and add the result to your AC. This effect ends once you stop moving.

Blinding Strike

Prerequisite: Retiarius, 12th Level

You use your weapon to attempt to blind a creature. When you hit a creature with a weapon attack that would deal piercing damage, you can expend three Flair Die without rolling them. The target then makes a Dexterity saving throw. If they fail, they are Blinded. This effect lasts until the Blinded creature recovers any number of hit points, or until the affected creature uses its action to make a Constitution saving throw against your Flourish DC and succeeds.

Called Shot

Prerequisite: 6th Level

You designate a specific weak point on a creature (eye, underbelly, armor seam, etc) as the specific target for your attack. When you make a weapon attack against a creature, you may expend a Flair Die and subtract the result from your attack roll. If your attack still hits, the attack deals additional damage equal to twice the original result of the Flair Die. The target then makes a Dexterity saving throw. If they fail, you can choose up to one of the following additional effects:

  • The target’s speed is reduced by half.
  • The target makes melee weapon attacks with disadvantage
  • The target sustains a wound that causes it to take 1d4 necrotic at the start of each of its turns.

    These effects end if the target restores any number of hit points, or if it uses its action to make a Constitution saving throw against your Flourish DC and succeeds.

Constricting Tangle

Prerequisite: Retiarius

Whenever a creature attempts to break free of your net, you may use your reaction to expend a Flair Die and add the result to your net's escape DC.

Dance of Blades

You can use your performative combat skills to give you an edge in certain social situations. You may expend a Flair Die to add the result to a Performance or Intimidation skill check. You can use this ability after rolling the d20, but must use it before knowing the outcome of the roll.

Disarming Strike

You attempt to knock an item from your opponent’s grasp. When you hit a creature with a weapon attack, you can expend a Flair Die. If you do, add the result of the roll to the damage roll and the target must make a Dexterity Saving Throw. If they fail, the weapon is knocked from their grasp and lands at their feet.

Distracting Performance

When you hit a creature with a weapon attack, you can expend a Flair Die and add the result to your attack damage roll to distract the creature, giving your allies an opening. The next attack roll against the target has advantage if the attack is made before the start of your next turn.

Enrapturing Attack

Prerequisite: 6th Level

You use your incredible martial prowess to astound those around you. When you hit with a weapon attack, you can expend a Flair Die and add the result to your attack damage roll to force a creature within 30ft. of you that can see you to make a Wisdom saving throw. On a failure, that creature becomes Charmed by you until the end of your next turn. While charmed this way, the creature is incapacitated and its speed it reduced to 0.

Ensnaring Strike

Prerequisite: Retiarius
Whenever you take the attack action on your turn, you can expend a Flair Die to use one of your attacks to attempt to tear an item (such as a held weapon, a shield, or an arcane focus) from an opponent’s grasp using your net. If the attack hits, you and the target make contested Strength ability checks, adding the result of your Flair Die to your roll. If you win the contest, you pull the item from their grasp. You can remove the object from your net using your Use Object action. If you don’t, the net becomes an improvised weapon with a reach of 5ft which deals 1d6 + your Strength modifier bludgeoning damage on a hit, and cannot be used to restrain a creature until the item is removed. You are considered proficient with this improvised weapon.

Flurry of Blades

Prerequisite: Dimachaerus
Whenever you hit a creature with a melee weapon attack for the first time in a turn, you can expend a Flair Die to make an additional attack against the same target with your off-handed weapon. If you hit, add the result of the Flair Die to the attack’s damage roll.


Goading Attack

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

Heroic Charge

Prerequisite: 6th Level

When you make a weapon attack roll on your first turn in combat, you may expend a Flair Die. If you do, an allied creature within 30ft. of you that can see you gains temporary hit points equal to the result of the flair die roll. In addition, the creature gains immunity to the Frightened condition until you next take damage.

Hobbling Blow

Prerequisite: 12th Level

You attempt to lame an enemy with your strike. When you hit a creature with a weapon attack, you can expend two Flair Die and add the result to your attack damage roll. Then, the damaged creature must make a Constitution saving throw or fall prone. The creature’s speed is also reduced by half, and it cannot stand from prone unless it uses an action on its turn to make another Constitution Saving Throw against your Flourish DC. This effect ends if the target regains any number of hit points. Creatures without legs or which are immune to the prone condition are immune to this effect.

Menacing Attack

When you hit a creature with a weapon attack using your favored weapon, you can expend a Flair Die to attempt to frighten the target. You add the flair die to the weapon damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Perilous Avoidance

Prerequisite: Secutor

Using your reaction, you can expend a Flair Die and add the result to a Strength, Dexterity, or Constitution saving throw. You may use this ability after you make the initial roll, but before you know the result.

Quick Defense

Prerequisite: Secutor

Using your reaction, you can expend a Flair Die to temporarily raise your AC by the result of the roll on the Flair Die. Your AC returns to normal at the start of your next turn.

Shield Bash

Prerequisite: Secutor

You use your shield to batter an enemy. When a creature within 5ft. of you misses with a melee weapon attack, you may use your reaction to expend a Flair Die. If you do, the creature takes bludgeoning damage equal to the result of the roll, then makes a Strength saving throw. On a failed save, the creature is knocked prone.

Spinning Strike

Prerequisite: Dimachaerus

Whenever you hit a creature with a melee weapon attack for the first time in a turn, you may expend two Flair Dice. If you do, you deal damage of a type your weapon could deal to each creature within 5ft of you equal to the combined result of the roll.

Stunning Display

Prerequisite: 12th Level

When you hit an enemy with a weapon attack, you can expend two Flair Die and add the result to the damage roll. If you do, each creature within 15ft who were allied with that creature and can see you must make a Wisdom saving throw. On a failure, a creature is stunned until its next turn in combat.

Stylish Blow

When you hit a creature with a weapon attack, you may expend a number of Flair Die up to half your Gladiator Level, rounded up, and add the result to the damage dealt. The damage is of the same type as another that the weapon could deal.

Sweeping Blow

You take a dramatic, sweeping swing with your weapon that damages nearby enemies. Whenever you hit a creature with a weapon attack that deals slashing or bludgeoning damage, you can expend a Flair Die to deal damage of the original type equal to the result of the roll to up to two additional creatures within 5ft of the original target.

Vicious Parry

Prerequisite: Dimachaerus

Whenever a creature within 5ft of you misses you with an attack, you can use your reaction to expend a Flair Die and make a melee weapon attack against that creature. If you hit, add the result of your roll to the attack’s damage roll, and you reduce the damage dealt to you by the result of the roll.


Art Credit
  • Cover: "Victorious" by Timothy Kong
  • Page 1: "Enthralling Victor" by Winona Nelson
  • Page 3: "Gladiator" by Timothy Kong
  • Page 5: "Gladiators!" by Tomek Larek
  • Page 7: "gladitor" by Artem Khorchev

The Inquisitior


An Inquisitor is a clandestine agent and one of the most feared members of a church. Inquisitors are the secret policemen and intelligence agents of the gods.

The Inquisitior
Level Proficiency Bonus Features Judgement Uses
1st +2 Judgement, Expertise 1
2nd +2 Root Out Heresy 1
3rd +2 Inquisitorial Ordos 2
4th +2 Ability Score Improvement 2
5th +3 Bane Weapon 3
6th +3 Expertise, Extra Attack 3
7th +3 Anticipation 4
8th +3 Ability Score Improvement 4
9th +4 Inquisitorial Ordos Feature 5
10th +4 Bane 2d6 5
11th +4 Greater Judgement 6
12th +4 Ability Score Improvement 6
13th +5 Inquisitorial Ordos Feature 7
14th +5 Harrier, Extra Attack 7
15th +5 Bane 3d6 8
16th +5 Ability Score Improvement 8
17th +6 Inquisitorial Ordos Feature 9
18th +6 Persecution 9
19th +6 Ability Score Improvement 10
20th +6 Zealot's Fury 10

Class Features

An Inquisitor gains the following class features.

Hit Points

Hit Dice: 1d8 per Inquisitor Level

Hit Points at First Level: 8 + CON modifier

Hit Points at Higher Levels: 1d8 (or 5) + CON modifier per Inquisitor level after the first

Proficiencies

Armor: Light Armor, Medium Armor, Shields (except tower)

Weapons: All Simple Weapons, Rapiers, Shortswords, Longswords, Crossbows

Tools: Alchemist’s supplies

Saving Throws: Charisma, Dexterity

Skills: Intimidation, plus two from: Acrobatics, History, Investigation, Perception, Insight, Religion

Equipment

You may choose to start with the following equipment, including any granted by your background

  • Any Simple Weapon and a Shield, or Any Weapon you are proficient with
  • A Light Crossbow and 20 bolts
  • A priest pack, or explorer pack
  • A Chain Shirt, or Leather Armor

Expertise

At 1st level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies to gain this benefit.

Judgement

At 1st level, you gain the ability to declare Judgements against a single target as a bonus action. The inquisitor may use Judgement as many times as indicated on the Inquisitor table per long rest.

A target can only be affected by one Judgement at a time. A Judgement lasts one round per 2 inquisitor levels (minimum 1 round), or until the inquisitor ends it, using a bonus action. The inquisitor can declare the following Judgements:

Judgement Of Apostasy

If the inquisitor deals damage to an enemy affected by this Judgement, the next attack from the target against the inquisitor has disadvantage.

Judgement Of Heresy

If an enemy is affected by this Judgement, they take a penalty equal to the inquistor's proficiency bonus on Charisma checks.

Judgement of The Anathema

An enemy affected by this Judgement cannot make opportunity attacks.

Judgement of The Pariah

An enemy affected by this Judgement has its movement reduced by 10ft. This applies to flying, burrowing, and swimming speeds as well.

Root Out Heresy

At 2nd level, the Inquisitor can discern the alignment of a creature they can see as a standard action. If the Inquisitor detects that person or monster has any opposed alignment, such as Chaotic or Evil for a Lawful Good Inquisitor, the Inquisitor gains Advantage on Insight and Intimidate skill checks regarding that creature, and Advantage on Knowledge checks to determine the strengths and weaknesses of that creature.

Inquisitorial Ordos

When you reach 3rd level an Inquisitor is free to pursue the mission of Humanity's survival in the manner he or she believes most appropriate. Like-minded fellows gather together to investigate areas of mutual interest or concern, as bounded by one of the many Inquisitorial Ordos detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.


Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Bane Weapon

At 5th level, the Inquistor may chose to bind a weapon.

The weapon must be one the Inquisitor is proficient with. When wielding the bound weapon, The Inquisitor cannot be disarmed while wielding the bound weapon. If the bound weapon is lost or destroyed, the Inquisitor must wait 24 hours to bind a new weapon. Attacks made during this time have disadvantage.

The bound weapon deals an extra 1d6 Radiant damage to enemies affected by Judgement. This increases to 2d6 at 10th level, 3d6 at 15th level

Extra Attack

At 6th level, when making an attack action, the Inquisitor makes one additional attack. The number of attacks increases to three when you reach 14th level in this class.

Anticipation

At 7th level, the Inquisitor adds their Charisma Modifier to Initiative Rolls.

Greater Judgement

At 11th level, when spending a bonus action to declare a Judgement, the Inquisitor can declare a second enemy to be affected by the same Judgement.

Harrier

At 14th level, the Inquisitor gains 15ft of additional movement speed. only applies to walking speed

Persecution

At 18th level, as a standard action, the Inquisitor grants each ally that can see and hear them a Fanaticism die. This die is a d12. It can be rolled and the result added to an Attack Roll, Saving Throw, or Skill Check after the roll, but before the DM declares the result. This ability can only be used in combat, and the die must be used before the end of the combat in which its granted. This ability may not be used again until the Inquisitor has benefited from a long rest.

Zealot's Fury

At 20th level, when Intiative begins, if the Inquisitor has no uses of Judgement left, they gain a number of uses equal to their Charisma modifier.

Inquisitorial Ordos

Ordo Inrita

An Ordo which specializes in tracking, investigating, and apprehending beings that had magical powers. You strive to destroy magic and those who use it, seeing it as a force none ought to wield due to its destructive potential.

Knowledge of witches

When you choose this archetype at 3rd level you learn 2 languages of your choice. You become proficient in Arcana Your proficiency bonus is doubled when using the skill. Does not stack with expertise

Arcane Lore

At 3rd level, you learn magical theory or some of the secrets of nature and you choose to learn either the Prestidigitation or Druidcraft cantrip.

Magical Sensitivity

Starting at 9th level, You can cast Detect Magic at will, without expending a spell slot or material components. Additonally you may subsitute your Survival check with Arcana to follow the tracks of any one you know to be a spellcaster.

Mage Hunter

At 13th level, you gain the ability to unravel magic and spells with your power of will alone. You May Cast Counterspell or Dispel Magic as if cast with a 6th level spell slot. You must finish a Short or Long rest before this feature can be used again.

Anti-Mage

At 17th level, When you succefully Hit a target that is affected by your Judgement and can cast spells, you may choose to activate this effect. The creature hit counts as being in a Antimagic Field for a number of rounds equal to half your remaining Judgement uses at the time this effect was used. This effect ends if you or the target falls to 0 Hit points You must finish a long rest before this feature can be used again.

Ordo Venari

The Unseen Order, Inquisitors of this this Ordo train reletlessly so that non being the wiser. An Relentless force that fights against heresy from within. Be carefull who you trust...

Hiding in Plain sight

At 3rd level when you Choose the Archetype you gain proficiency with Disguise Kit and Deception skill. Also it takes you only half the time to craft a disguise as normal, And may craft said disguise while moving.

A friendly gesture

Starting at 3rd level you've learned how to pass your self off as nice passerby who anyone could run into. You may pickpocket anyone within 5ft using Deception instead of Sleight of Hand.


Studied Target

At 9th Level you have learned to watch your target patiently, learning on how the taget moves and behaves. You may spend a Full round to study one Creature. If done Uninterrupted, double the amount of dice rolled for your Bane Damage against that creature until the end of combat.Uninterrupted means you cannot be hit be any attack or effected by any spell/ability until you start your next turn

Exploit Weakness

At 13th level, the inquisitor learns to take advantage of any opportunity that presents itself. Whenever the inquisitor scores a critical hit, she ignores any damage reduction the target might have. In addition, if the inquisitor deals energy damage to a creature with vulnerability to that energy type, she deals +1 point of damage per die rolled. You must finish a Short or Long rest before this feature can be used again.

One of you

Staring at 17th Level you can cast Disguise Self at will without expending a spell slot or material components.

Secondly any investigate checks to discern that you are disguised are made at disadvantage. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.

There is no place for the weakwilled or hesitant. Only by firm action and resolute faith will survive. No sacrifice is too great. No treachery too small.

Ordo Falsum

Considered one of the oldest and most ancient arms of the Inquisition and consists of exceptional individuals who are involved in a covert war for Mankind's continued survival, they have pledged their existence to the discovery and removing the threat of anything abberant and unatural to the world

Abberent tracking

Starting at 3rd Level when you choose this archetype you gain advantage on Wisdom(Survival) checks to track Aberrations, Monstrosities, and Undead; aswell as on Intelligence ability checks to recall information about them. Additionally You learn to speak, read, and write Deep Speech. Lastly you gain proficiency with Martial weapons.

Stalwart Mind

Your mind has been honed to better resist otherworldly temptations. At 3rd Level your thoughts can’t be read by telepathy or other means unless you allow it. Additionally you cannot be charmed, or feared.

Ever Vigilant

At 9th level, The Inquisitor through constant preperation or paranoia always is ready for a fight no matter the situation, and is never considered surprised in combat.

Burn the Unclean

Starting at 13th level the Inquisitor is able to harness the hatred that fuels their zealotry. At the start of Combat when Intiative is rolled the Inquisitor may activate this feature. Until the combat is over whenever you hit a target under the effect of your Judgement Feature it takes an additional amount of fire damage equal to you CHA modifier + your Proficiency bonus. You must finish a Short or Long rest before this feature can be used again.

The Final Judgement

Saved for the the most Unholy, and Grotesque Monstrosities, the Inquisitor has deemed that whatever lay in is path is an affront that needs to be destroyed. Starting at 17th Level when an Aberration, Monstrosity, or Undead is the target of your judgement feature you may ennact the Final Judgement in its place. The Target of the Final Judgement has the effects of all four standard Judgements placed upon them. You must finish a Short or Long rest before this feature can be used again.

A homebrew Class by RONI B

Base class concept by TheManFromInnsmouth

Art by Jorge Fares

Necromancer

A handsome Elf male in a white robe takes pause in the middle of a battle to survey the scene before him. Seeing a nearby footman losing ground to a bloodlusting Orc, he touches the corpse of a nearby Worg, which rises from the afterlife and lunges at the green beast.

A Tiefling in black leather armor raises her sword to parry the wild swing of a cackling Gnoll. As her free hand grabs the creature’s unarmored wrist, it lets out a yelp as a green misty substance flows into the Tiefling’s palm and out of a cut on her forearm - a cut that slowly starts to close.

Seeing an Ogre’s giant club about to come down on him, a tired warrior closes his eyes and awaits death. A howl sounds, and the fighter opens his eyes: he sees the giant flailing around wildly, grasping its face. Standing behind it is a mischievous Gnome, grinning through his beard, holding an open tome.

No matter the approach to combat, necromancers seek to control life and death in all their forms. A natural knack for manipulating the life essences that flow in every living being is what drives each necromancer to commit their nefarious or honorable deeds.


A Search for the Impossible

If there is one credo that rings true for even the most powerful, it is that all mortals must die - whether sooner or later. These sinister figures, however, prefer later over sooner: necromancers are those who have somehow learned to manipulate the essence of life itself.

Through their techniques, they take it from those they deem undeserving, control it to their own liking, and sometimes even give it to those who could further their efforts. Most necromancers live their life in pursuit of immortality, whether for themselves or a loved one. Though they live by the credo of inescapable mortality, the ultimate goal that their skills are a means towards is often to beat that exact clock they know so well ticks for everyone.

A Unique Talent

Contrary to popular belief, necromancers are not necessarily evil-doers, nor do all of them seek to subjugate others. In fact, some of them seek to use their powers for good: a poor understanding of their skills as well as their use of frightening undead monstrosities has simply led to a more generalized fear of their capacities. In reality, necromancers are a varied set of people. There is, however, one thing all of them have in common: each necromancer has some form of power over the vital essences that move any living creature - and they seek to use this to their advantage. Whether strayed wizards, aspiring acolytes or even blessed priests of gods of life, necromancers aim to achieve their goals by manipulating the very core of any creature's being.

Creating a Necromancer

In creating a necromancer, there is one important fact to consider: ‘how did you come into contact with necromancy, and why do you use it?'. Were you a young wizard who discovered their talent for manipulating life essence was more effective than blasting enemies with evocation spells? Did you grow up in a demon-worshipping cult that required the storing of life essence for satanic rituals? Or perhaps the source of your talent is unknown and mysterious? And what is the appeal of Necromancy to your character? Is it simply 'power over others', or did you perhaps lose a loved one to disease and felt the inability to prevent their death frustrating?

Quick Build

You can make a necromancer quickly by following these suggestions. First, Wisdom should be your highest ability score. Make Intelligence your next-highest if you want to excel at spell casting and plan to take up the Creed of Tomes archetype. Choose Constitution instead if you plan to emphasize either the summoning of undead minions or the manipulation of health pools. Second, choose the Acolyte or Sage background. Third, choose the Chill Touch and Thaumaturgy cantrips.

The Necromancer
Level Proficiency Bonus Features Cantrips Known Spells known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Acumen Known (Creed of Tomes Only)
1st +2 Spellcasting, Vitality Shift 2 4 2
2nd +2 Necromantic Creed 2 5 3
3rd +2 2 6 3 2 1
4th +2 Ability Score Improvement 3 7 4 3 1
5th +3 3 8 4 3 2 1
6th +3 Creed Feature 3 9 4 3 3 2
7th +3 3 10 4 3 3 1 2
8th +3 Ability Score Improvement 3 11 4 3 3 2 2
9th +4 3 12 4 3 3 3 1 2
10th +4 Creed Feature 4 13 4 3 3 3 2 3
11th +4 4 14 4 3 3 3 2 1 3
12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1 3
13th +5 4 16 4 3 3 3 2 1 1 3
14th +5 Creed Feature 4 17 4 3 3 3 2 1 1 4
15th +5 4 18 4 3 3 3 2 1 1 1 4
16th +5 Ability Score Improvement 5 19 4 3 3 3 2 1 1 1 4
17th +6 5 20 4 3 3 3 2 1 1 1 1 4
18th +6 Eternal Youth 5 21 4 3 3 3 3 1 1 1 1 5
19th +6 Ability Score Improvement 5 22 4 3 3 3 3 2 1 1 1 5
20th +6 Creed Feature 5 23 4 3 3 3 3 2 2 1 1 5

Class Features

As a necromancer, you gain the following class features.

Hit Points


  • Hit Dice: 1d6 per necromancer level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per necromancer level after 1st.

Proficiencies


  • Armor: Light armor
  • Weapons: Daggers, Quarterstaffs, Sickles
  • Tools: None

  • Saving Throws: Wisdom, Intelligence
  • Skills: Choose two from Arcana, Deception, History, Investigation, Medicine, and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) a sickle
  • (a) a component pouch or (b) an arcane focus
  • (a) a priest’s pack or (b) a scholar’s pack

Alternatively, you can choose to start with 4d4 x 10 gp and opt to spend some or all of that money on starting equipment.

Tip for DMs:

If you are using exotic weapons in your game, such as the ones created by Walrock Homebrew, add the iconic 'Scythe' to a Necromancer's standard weapon proficiencies.

Spellcasting

As a necromancer, the skill to manipulate the life essence of any living being comes naturally to you. Though this skill requires natural talent, the techniques for doing so can be enhanced by studying spells and the arcane.

See chapter 10 of the official player handbook for the general rules of spellcasting and the end of this document for the necromancer spell list.

Cantrips

You know two cantrips of your choice from the necromancer spell list. You learn additional necromancer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the necromancer table.

Spell Slots

The Necromancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these necromancer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell False Life and have a 1st-level and a 2nd-level spell slot available, you can cast False Life using either slot.

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the necromancer spell list.

The Spells Known column of the Necromancer table shows when you learn more necromancer spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the necromancer spells you know and replace it with another spell from the necromancer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your necromancer spells, for your magic draws upon your innate link to the essence of life that sits within all creatures. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a necromancer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast any necromancer spell as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use an arcane focus (found in PHB chapter 5) as a spellcasting focus for your necromancer spells.


Vitality Shift

All 1st level Necromancers have a certain control over the life forces that flow through each living being. As an action, you may touch a willing creature in order to either drain their vitality, or give them yours. You may take an amount of hit points of up to four times your Necromancer level and either remove it from your target's pool and add it to your own, or vice versa. Hit points transferred this way can not cause either pools to go beyond their maximum amount of hit points.

You can use this feature a number of times equal to your wisdom modifier (minimum of one charge). When you finish a long rest, you regain all expended uses.

Necromantic Creed

At 2nd level, you choose one of three necromantic creeds to adhere to: the Creed of the Departed, the Creed of the Siphon, or the Creed of Tomes. These Creeds give you features at 2nd level and again at the 6th, 10th, 14th and 20th levels. Each creed is detailed at the end of the class description.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Eternal Youth

At 18th level, you have so much experience manipulating the essence of life that you are able to regain some of your childhood vigor. You become proficient in constitution saving throws, immune to poison and disease, and whenever you use your vitality shift feature, you can choose to also transfer an amount of years of age of up to your Necromancer level between yourself and the recipient.

Necromantic Creeds

Though the basic life-altering skills of each necromancer are at their core identical, practicioners of the skill improve upon it in their own way. This is done through adhering to a certain type of necromantic creed. Depending on the lands and areas a necromancer travels through, a creed can be anything ranging from an underground organization to personal, basic principles any one necromancer chooses to adhere to.

The Creed of the Departed

Though it is much more than just that, one phenomenon is most often associated with necromancy by the common folk: raising the dead. This field is exactly what the Creed of the Departed focuses on. Whether one undead Ogre or a horde of skeletons, those who join the ranks of this creed rely on the assistance of the lifeless to accomplish their goals. Necromancers within this Creed focus on improving their Undead Minions above all else. Since they usually pour some of their own lifeforce into the undead they create, they tend to be more frail and defenseless than other types of casters, relying instead on their creations to safeguard them.

Undead Minion

Starting at 2nd level, if you have at least one Necromancer hit die remaining, you can use an action to touch the corpse of any dead creature that is of one of the following types: aberration, beast, humanoid, monstrosity, plant, or undead. The creature can be no bigger than ‘medium’ size, and its CR can be no higher than your Necromancer level. When doing so, you will attempt to raise it as an an Undead Minion.

You expend a Necromancer hit die (roll and add your constitution modifier): the creature’s current and maximum health becomes equal to the result plus twice your Necromancer level.

Though the creature retains the proficiencies and any passive traits it had in life, it now counts as Undead and gains immunity to poison damage. Additionally, a newly created minion also takes the following penalties:

  • It loses 4 points in each ability score (to a minimum of 1)
  • It cannot cast spells, or use abilities that summon other creatures
  • It loses any multi-attack ability it may have had
  • If it had abilities with a limited amount of uses per day, each of these abilities can only be used once per day.
  • It loses 10 feet of its walk, swim, and climbing speed (to a minimum of 5 feet).
  • If the creature possesses a flying speed, it is halved, and cannot be used to ascend more than 5 feet off the ground

While the Undead Minion is within a 1 mile distance of you, you can telepathically give it orders that it will follow to the best of its ability. At will, you can command any Undead Minion under your control to return to you, even if it is further than 1 mile away from you. In combat, an Undead Minion takes turns on its own initiative, during which you can control it. It regards you and those not hostile to you as allies.

You only control the physical body of an Undead Minion: it retains the memory, personality and consciousness it had in life, but is forced to act as you command it to. While it can talk to you in a hostile manner, taunt you, and even lie to you, it is unable to thwart your plans directly by performing actions such as giving away your position to nearby enemies, revealing you to be a Necromancer to others, or leading you into a trap the Undead Minion itself is aware exists.

An Undead Minion that drops to 0 hit points instantly crumbles into dust. Otherwise, it lasts until the end of your next long rest, at which point you can choose to spend a number of hit dice equal to half the creature's CR (rounded down) to extend its lifespan until the end of your next long rest. Hit dice spent this way are lost, and no health is added to your minions' pool. If you are unable or unwilling to spend the required hit dice, your Undead Minion crumbles into dust. You cannot control more than one Undead Minion at a time: attempting to raise a second Undead Minion while already controlling one will cause the first one to crumble into dust. Additionally, at any moment, you can willingly decide to destroy your Undead Minion.

Finally, whenever you transfer hit points to an Undead Minion using the Vitality Shift feature, the amount of hit points the Undead Minion receives is doubled.

If a target corpse cannot be raised (due to effects such as the Gentle Repose spell), the hit die is lost and the ability fails, though you are made aware of the fact that the corpse cannot be raised. You may use this ability to revive beings that have been dead for an unlimited amount of time, but at the DM's discretion, additional restrictions may be imposed on the resulting Undead Minion if your target has been dead for longer than a week.

Conduit Walkers

Also starting at 2nd level, whenever you cast a spell with the range of touch, your Undead Minion can deliver the spell as if it had cast it. Your Undead Minion must be within 100 feet of you and within 5 feet of your target, and it must use its reaction and to deliver the spell when you cast it.

If your Undead Minion is not within 5 feet of your target, it may use its movement to get in range as part of the same reaction, though it may provoke attacks of opportunity while doing so. If the spell requires an attack roll, the Undead Minion uses one of its melee attack actions for the roll.

Shepherd’s Resolve

At 6th level, you improve your abilities to maintain your Undead Minions in a more solid condition. As such, when determining an Undead Minion’s hit points upon raising it, you now expend two Necromancer hit dice, instead of one, adding both results to the Minion's health pool. However, you are no longer able to raise an Undead Minion if you only have one hit die remaining.

Additionally, your Undead Minions no longer take the 10 feet land, sea and climbing speed penalty.

Animator Style

At 10th level, you gain one of the following features of your choice:

Adept Awakener

Undead Minions raised by you may now make up to two attacks per turn, provided that the original creature had the ‘multiattack’ property. Additionally, your Undead Minions no longer take a penalty to their ability scores when you raise them. Finally, when determining an Undead Minion's hit points upon raising it, you may now choose to expend three hit dice instead of two.

Giant Rouser

You are now able to create Undead Minions out of corpses of large and huge-sized creatures, as well as out of creatures of the celestial, dragon, fey, fiend and giant types. Additionally, the maximum CR of creatures you can raise becomes equal to your Necromancer level plus your wisdom modifer. Finally, your Undead Minions can now ascend and descend freely while flying, though their original flight speed is still halved.

Undead Magnate

Your Undead Minions now last indefinitely and you can control a number of Undead Minions equal to your proficiency bonus before newer ones cause older ones to collapse, but you no longer add twice your Necromancer level to the result of the expended hit dice when determining a Undead Minion's hit points upon raising it. The Conduit Walkers feature may be used to deliver touch spells through any one of your Undead Minions.

Still Life

At 14th level, you become so adept at raising undead that you gain a certain amount of control over how they appear. When raising an Undead Minion or when casting the Animate Dead or Create Undead spells, you are able to dictate the looks of the creatures you create as if they were casting a Disguise Self spell on themselves. When a creature is disguised in this way, the changes made are permanent rather than being bound to a one hour duration.

Legendary Animator

At 20th level, you may pick an additional Animator Style from the ‘Animator Style’ archetype feature.

Tip for DMs:

Initially, the Undead Minion feature may seem daunting and confusing, but it ends up playing out a lot simpler than it looks: most of text above simply establishes limits to what a Minion can do. Generally, when a player raises a minion, all that should be required from your end is to give them access to the stat block. From this point, they take a -2 penalty to all saving throws, their 'to hit' for attack rolls, their damage rolls, and their AC as long as the creature does not wear heavy armor. You can then roleplay the creature to your liking - or not at all. If there is ever any question as to whether a certain minion would be able to perform a specific type of action, the final decision is yours.














































The Creed of the Siphon

If manipulating the essence of life is a skill, the Creed of the Siphon has turned it into an art form. Necromancers who veer in this direction spend most of their time practicing and honing their life-altering techniques, to a point where they gain an uncanny control over both their own health, and that of their enemies - or allies, if they so desire. Some continue to practice this skill through spells and prefer to fight from a distance, while others pick up a weapon and channel their siphoning skills in melee combat.

Sycophant

At 2nd level, you have obtained a greater control over the life essence all necromancers manipulate, allowing you to steal it from others and imbue yourself with it. Whenever you deal necrotic damage, you automatically regain hit points equal to one third of the necrotic damage dealt, rounded down.

Additionally, you gain proficiency in medium armor, shields, and three weapons of your choice.

Learned Siphoner

At 6th level, whenever you deal damage with a weapon attack or any necromancer spell, you can choose to change the damage dealt to be of the necrotic type. Additionally, you gain one of the following features of your choice:

Essence Weaver

Whenever you cast a spell of 5th level or lower that causes one or more creatures to regain hit points, you may choose to make the spell target one additional creature that you can see within 60 feet, which must make a constitution saving throw against your spell save DC. The target takes necrotic damage instead of regaining hit points on a failed save, or half as much damage on a successful one.

Additionally, whenever you would regain hit points through the use of your Sycophant trait, you may choose a target within 60 feet of you that you can see. They then regain hit points instead of you.

Vigor Thief

While wielding a weapon, you can use an action to target up to four creatures within 60 feet that you can see. These targets must each make a constitution saving throw against your spell save DC. You deal necrotic damage equal to three times your necromancer level, spread out equally among all targets that fail their save, rounded down. If all targets succeed on their saving throw, no damage is dealt.

You can choose not to regain hit points from this damage through the sycophant trait. If you do so, you store the lifeforce stolen in your weapon instead: the next time you use your Vitality Shift feature before the end of your next long rest, whichever target gains hit points also receives additional hit points equal to the damage that was just dealt.

Once you use this feature, you must finish a long rest before you can use it again.

Ascetic Dominion

At 10th level, your mastery over life-essence allows you to bring back even the recently deceased. You may use the Vitality Shift feature to grant hit points to a target that has died within the past 24 hours to bring them back to life. Whenever you do so, your target suffers from a level of exhaustion (as described in PHB appendix A).

Everlasting

At 14th level, whenever you fall unconscious, you no longer lose your senses, instead experiencing the world around you as a life-like dream. Whenever you would make a death saving throw, you can instead choose to sap energy from your surroundings, causing you to gain 1 hit point. Once you use this feature, you can’t use it again until you finish a long rest.

Bloodfunnel

At 20th level, your Vitality Shift feature gains a range of up to 60 feet. Additionally, you may target unwilling creatures with it, at half the effectiveness. Whenever you attempt to do so, your target makes a constitution saving throw against your spell save DC, and a charge of Vitality Shift is expended. On a success, nothing happens. On a failed save, you can take or give them hit points up to twice your necromancer level.

The Creed of Tomes

Though necromancy is an innate skill and not a learned one, the techniques with which the skill is applied can be improved through the learning of theoretical substance. This is the tenet that those of the Creed of Tomes take to heart. Rather than perfecting their practical ability to manipulate life essence, they would study the art of spellcasting and use those techniques to reinforce their natural abilities. As such, these types of necromancers tend to be the most learned ones, having the widest array of spells available to them and uncovering secret ancient techniques that few are aware of.

Initiate of the Tome

At 2nd level, you become an initiate in the Creed of Tomes and obtain a necromantic tome. As long as this tome is on your person, you gain the following benefits:

  • You may cast the Prestidigitation cantrip as if you have it known, without it counting towards your cantrips known.
  • You may cast the Mage Armor spell as if you have it known, without it counting towards your spells known.
  • Whenever you cast a necromancer spell of at most 5th level, you may use your bonus action to make it a refined spell. Whenever you do so, add your intelligence modifier to any attack rolls made as part of the spell, and to the DC of any saving throw prompted by it. Once you use this feature, you can’t use it again until you finish a long rest.
  • You may use the tome as a spellcasting focus for your necromancer spells

Should your necromantic tome be lost or destroyed, you are able to create a new one. This process costs 20 gp and 2 hours of time for each necromancer level you possess.

Arcane Shift

Also starting at 2nd level, when using the Vitality Shift feature on a target who has the Spellcasting feature, you may choose to exchange one used spell slot of 5th level or lower for an unspent one of equal level instead of transferring hit points between you and your target. Similarly to hit points, this exchange can go in either direction, and neither you nor your target can obtain more spell slots than listed in your respective class tables.

Augur’s Acumen

At 3rd level, you unlock the Augur’s Acumen perks detailed at the end of the class description, and gain one of these immediately. When you gain certain necromancer levels, you gain additional Acumens of your choice, as shown in the ‘Acumens Known’ column of the necromancer table. Once obtained, you permanently gain the benefits of an Acumen.

Evercasting

At 20th level, you have learned how to morph life essence into magical energy when dealing a killing blow through magic. Whenever you use a spell to kill any number of creatures with a combined CR of 10 or higher, you regain one spell slot of any level up to 5.


Augur’s Acumen Perks

If an Augur’s Acumen has prerequisites, you must meet them to acquire it. You can learn the Acumen at the same time that you meet its prerequisites.

Black Ice

You learn the Armor of Agathys spell, without it counting against your spells known.

Additionally, whenever a creature takes damage from your Armor of Agathys spell, add your wisdom modifier to the damage the creature takes. A creature damaged this way cannot take any reactions until the start of its next turn.

Channeler

You learn how to be constantly aware of traces of life energy surrounding you. While you are conscious, you are always aware of any non-construct close to you, out to a radius of 10 feet. This includes creatures on the ethereal plane.

Dark Aegis

Prerequisite: 14th level

You can cast Dispel Evil and Good at will, without expending a spell slot. Once you use this feature, you can’t use it again until you finish a long rest.

Fervor of the Lost

Prerequisite: 6th level

Your studies have taught you about some simple rituals to brace your own life force. Whenever you would roll a hit die, you may choose to forego the roll entirely and instead proceed as if you had rolled the maximum amount.

Galerider

Prerequisite: 14th level

Through long hours of study, you have managed to master the ancient art of passive magical floating. Rather than walking, you gain the ability to glide one foot above the ground, allowing you to pass over difficult terrain that does not rise above that height without taking a movement penalty, and allowing you to move over liquid surfaces as if they were solid ground.

Additionally, while floating, you do not trigger any non-magical traps activated by floor-based mechanisms such as pressure plates. Otherwise, you move normally, as if you were walking. You can choose to activate or deactivate this ability at will, though it will disable immediately if no solid ground is within 1 foot beneath you. You cannot prevent fall damage through floating.

Intuitive Anatomy

As an action, you can examine a creature that isn’t a construct or elemental, or the corpse of any such creature. Whenever you do so, you learn the type of the creature you examined (aberration, fey, celestial, beast, etc.). Additionally, you make a Wisdom (Medicine) check, for which the DC is equal to 8 + the creature's CR (rounded up). On a success, you also learn the creature's current and maximum hit points.

Mark of Death

Prerequisite: 14th level

As an action, you can select a creature you can see and attempt to mark them for the grim reaper himself to collect. The target has to make a Constitution saving throw against your spell save DC. If it fails, for the next minute, it has disadvantage on all saving throws. On a success, the target is unaffected. You have to concentrate on maintaining this mark as if it were a spell, and once you use this feature, you can’t use it again until you finish a long rest.

Numbing Caress

Prerequisite: Chill Touch cantrip

Whenever you cast the Chill Touch cantrip, you may now use d10 for your damage dice, rather than d8.

For example, casting this spell as a 5th level necromancer will cause 2d10 damage on a hit, rather than 2d8.

Religious Familiarity

Prerequisite: 10th level

Your studies of death have made you a learned man when it comes to religion and religious views on the afterlife. You learn the basic tenets of all but the most obscure sects, as well as the symbolism and rites they use and adhere to, and their general spheres of influence. As such, you have advantage on Charisma (Deception) checks made trying to pass yourself off as an acolyte of any religion, and you have advantage on any Wisdom (Insight) or Intelligence (Investigation) checks made trying to uncover with which religion a creature or location is aligned.

Seance

Prerequisite: 6th level

You learn how to contact the spirits around you. During a short or long rest you can perform a brief ritual. When doing so, you become aware of all intelligent beings that have died within the last 100 years within a 1 mile radius around your position, and you learn the general causes of their death (‘a fight’, ‘famine’, ‘a fire’, 'natural', etc). This causes you to gain advantage on Intelligence (History) checks regarding events that happened within this area in the past 100 years for as long as you remain within the 1 mile radius.

Once you use this feature, you can’t use it again until you finish a long rest, and you can’t hold a Seance within the same area again for 7 days.

Shadowstep

Prerequisite: 10th level

You learn the Misty Step spell, without it counting against your spells known.

Soulscrying

Prerequisite: 10th level

As an action, you can open your mind to all souls within a 1 mile radius around you. Whenever you do so, you instantly become aware of all living creatures within this range, allowing you to gauge exactly how many creatures are near you, and where they are at the moment of the sensing. You can tell the difference between creatures of different sizes, but are unable to differentiate between the souls you sense in any other way.

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

Spectral Manipulation

Prerequisite: Sword Burst cantrip

When you cast Sword Burst, its range is 20 feet, and friendly targets automatically succeed on the saving throw.

Spirit Sight

Prerequisite: 6th level

You can instantly cast Clairvoyance at will, without expending a spell slot or requiring casting time. Once you use this feature, you can’t use it again until you finish a long rest.

Twinned Fate

Prerequisite: 10th level

You can use an action to attempt to bind your fate to that of any creature you can see within 60 feet. The target has to succeed on a Constitution saving throw against your spell save DC or become bound to you for 1 minute - willing targets can choose to fail on purpose.

While you are bound, whenever either you or your target is affected by a phenomenon that prompts a saving throw, the other is also subjected to the its effects, as if they were targeted as well. They make the same saving throw, using their own saving throw bonuses. If your bound target attains a different result than you do, you can choose to either change your own result to theirs, or change their result to your own. For example: if your bound target makes their saving throw and you would fail, you can choose to copy their success instead.

A creature being immune to a certain effect counts as it automatically succeeding on the saving throw, and this ability cannot cause a creature to become frightened by itself. Once you use this feature, you can’t use it again until you finish a long rest.

Vice of the Lifeless

Prerequisite: 6th level

Using ancient books as your guide, you have perfected the art of communicating with the deceased. You learn the Speak with Dead spell without without it counting against your known spells.

Additionally, you are able to cast the spell on targets that no longer have a mouth, causing you to hear their voice in your head instead. Whenever you use the spell, the target is forced to answer each of your questions and they cannot lie when doing so, though they can still be brief, repetitive or cryptic.

Necromancer Spell List


  • (SC) designates that the spell is from the Sword Coast Adventurer’s Guide
  • (XG) designates that the spell is from Xanathar's Guide to Everything

===============================================================================================

Cantrips (0 Level)
  • Acid Splash
  • Chill Touch
  • Dancing Lights
  • Frostbite (XG)
  • Green-Flame Blade (SC)
  • Infestation (XG)
  • Mold Earth (XG)
  • Poison Spray
  • Ray of Frost
  • Spare the Dying
  • Sword Burst (SC)
  • Thaumaturgy
  • Toll the Dead (XG)
  • True Strike
1st Level
  • Bane
  • Cause Fear (XG)
  • Command
  • Cure Wounds
  • Detect Evil and Good
  • Detect Poison and Disease
  • Disguise Self
  • False Life
  • Healing Word
  • Inflict Wounds
  • Protection from Evil and Good
  • Shield
  • Ray of Sickness
2nd level
  • Aid
  • Augury
  • Blindness/Deafness
  • Blur
  • Darkness
  • Find Steed
  • Gentle Repose
  • Lesser Restoration
  • Moonbeam
  • See Invisibility
  • Shadow Blade (XG)
  • Phantasmal Force
  • Prayer of Healing
  • Ray of Enfeeblement
3rd Level
  • Animate Dead
  • Beacon of Hope
  • Bestow Curse
  • Blink
  • Fear
  • Feign Death
  • Gaseous Form
  • Magic Circle
  • Mass Healing Word
  • Phantom Steed
  • Remove Curse
  • Revivify
  • Speak With Dead
  • Spirit Guardians
  • Vampiric Touch
4th Level
  • Arcane Eye
  • Aura of Life
  • Blight
  • Death Ward
  • Locate Creature
  • Mordenkainen’s Faithful Hound
  • Phantasmal Killer
  • Shadow of Moil (XG)
  • Sickening Radiance (XG)
5th Level
  • Antilife Shell
  • Cloudkill
  • Contagion
  • Danse Macabre (XG)
  • Dream
  • Enervation (XG)
  • Greater Restoration
  • Hallow
  • Insect Plague
  • Mass Cure Wounds
  • Negative Energy Flood
  • Raise Dead
  • Rary's Telepathic Bond
  • Reincarnate
6th Level
  • Circle of Death
  • Create Undead
  • Disintegrate
  • Eyebite
  • Harm
  • Heal
  • Magic Jar
  • Move Earth
  • Soul Cage
  • True Seeing
7th Level
  • Divine Word
  • Etherealness
  • Finger of Death
  • Regenerate
  • Resurrection
  • Symbol
8th Level
  • Abi Dalzim’s Horrid Wilting (XG)
  • Clone
  • Demiplane
  • Feeblemind
9th Level
  • Astral Projection
  • Power Word Heal
  • Power Word Kill
  • True Resurrection

Multiclassing

In order to qualify for a multiclass combination including the
necromancer class, you must meet the following requirement:

  • Have a wisdom of score of 13 or higher

You gain proficiency in light armor when doing so.

Credits

Version: 2.0 (12-12-2018)
Made by /u/Mozared in GM Binder. Thanks to
/u/SingleCelledPsyk for assisting with a transition from Google
Docs, and to Maity for his feedback and ideas. Art used with
permission or as stock by: Mathias Zamęcki, Fantasystock,
ChrisCold, Jorge Jacinto, Kingkostas, CGlas, LetticiaMaer and
MorkarDFC, in order of placement.

Planeshifter

Clad in dark brown robes, a human unsheathes her sword and draws her hand back, whispering a quiet chant as undead creatures surround her. With a flick of her wrist, a bead of fire leaves her fingertips and streaks forward, erupting into a ball of fire once it reaches their ranks. As the flames disperse, she rushes into the fray with her blade, knocking aside the undead with deft strikes and precise blasts of water.

Her long hair whipped by conjured wind, a gnome leaps into the air. Momentarily floating above the battlefield, she soon crashes down into a mass of kobolds. As she lands, her skin becomes stonelike and an earthen shield surrounds her.

Crouching on a high tree branch, a high elf draws back his bow. Focusing his gaze on the sleeping hill giant below, he releases an arrow. The fiery streak whistles as it flies towards its target, finding its mark in the back of the giant’s head.

Planeshifters are masters of both arcane magic and the sword. Whatever their background, they are united by their study and mastery of the planes of existence. Drawing on the weaves of magic that permeate these planes, planeshifters cast spells of blazing fire, rushing wind, and even more powerful effects. Their traditions also stress the importance of physical strength and dexterity, as these traits are invaluable when traversing the highly varied and dangerous planar locations. Against some otherworldly creatures, an over-reliance on magic can spell a planeshifter’s destruction.

The Savant

The slender elf cleans his glasses with the corner of his cloak as the dust settles around him. He was the first living thing to set foot in the ancient temple in hundreds of years. His benefactor had paid him a great deal to find this place, and after months of pouring over forgotten tomes he had finally figured out it's long-lost location. Now, he had a choice to make, would he report back to his benefactor allowing them to strip the temple of it's valuables? Or, would he keep the location hidden, and preserve the priceless information found here himself? To a savant, knowledge is more precious than gold coins.

The elderly warrior assessed the state of his men, they were exhausted and almost out of supplies. This was the tenth day of the siege, and the warrior knew that at this point no reinforcements were coming to relieve them. He was too old to be of use in battle, but if his men followed his orders to the letter, and without hesitation, they just might have a fighting chance. He stood up, and for what could be the last time, drew his sword.

A young dwarf bends over his unconscious comrade in the midst of battle, his hands shaking as he examined the unconscious soldier's wounds. The elders of his clan had spent a great deal of their fortune to send him to the best university gold could buy. All those hours spent in lectures, libraries, and observation; all for this moment. He thought back to what he had learned about field medicine from his professors and began to dress the soldier's wounds.

Great Minds

There are many intelligent people in the world, but few are true savants. Born with an innate desire to learn all they can, and the potential for a genius level intellect, they spend their lives studying anything that those around them are willing to teach them. Savants are often recognized at an early age, and in their hunger for knowledge, they are drawn to great libraries, universities, and other places of higher learning. They will do anything to access the troves of knowledge that lie hidden in the forgotten places of the world, for savants, no price is too steep to pay for a new discovery.

Despite their aptitude for learning, most savants seek to better themselves without having to rely on outside influences. Savants reject the patronage of gods and other powerful beings, and in turn they view wizardry as a shortcut to power for the weak willed. Relying on their intellect alone, they strive for perfection.

Intense Focus

Savants tend to hyper-focus on their chosen area of expertise. They obsess over it, learning all they can about the subject. Once they reach the climax of learning in that specialty, and there is nothing anyone else can teach them, they do not move on. Instead they will go to great lengths, risking life and limb, to advance their chosen field of study.

Often doing so at great cost to themselves, savants will not stop researching, experimenting, and theorizing until they have made an indelible mark on their academic discipline. A savant's ultimate goal in life is to discover some previously unknown truth about the universe.






























Creating a Savant

When creating your savant consider their upbringing and level of formal education. Were they the star pupil of the kingdom's university? Or did they come from nothing, fighting for any scrap of knowledge they could get their hands on? Were they naturally intelligent, but unable to use their abilities because of obligations to family?

Whatever their origins, consider why they became an adventurer rather than an academic. Did they learn all they could from the dusty tomes in the library, and now they seek to discover forgotten temples and the knowledge within? Have they advanced beyond study and look to the endless discoveries of a life of adventure?

Optional Rule: Multiclassing

If your group uses the optional rule for multiclassing in the Player's Handbook, here's what you need to know if you choose the savant as one of your classes.

Ability Score Minimum. In order to multiclass, you must have at least a 13 in Intelligence to take a level in this class, or to take a level in another class if you are already a savant.

Proficiencies Gained. If savant isn't your initial class, you gain proficiency in one set of Artisan's Tools of your choice and one skill from the savant list when you take your first level in this class.

Quick Build

You can make a savant quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Dexterity. Second, choose the Sage background from the Player's Handbook.

Class Features

As a savant, you gain the following class features:

Hit Points

Hit Dice: 1d8 per savant level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per savant level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple weapons, hand crossbows, rapiers, whips
Tools: Two sets of Artisan's Tools of your choice Saving Throws: Intelligence, Wisdom
Skills: Choose three from Arcana, History, Insight, Investigation, Medicine, Nature, Perception, Persuasion, Religion, and Sleight of Hand.

Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Any two simple weapons of your choice
  • (a) a light crossbow and 20 bolts or (b) a rapier
  • One set of Artisan's Tools of your choice
  • Leather Armor and a Scholar's Pack

Adroit Analysis

Starting at 1st level, you can make use of your lightning fast cognitive skills even as you engage in battle. As a bonus action on your turn, you can make an ability check with any skill or tool you are proficient with.

You can also use this ability to analyze the movement patterns and fighting style of an enemy creature. As a bonus action, choose a creature that you can see within 60 feet. You designate it as the target of your analysis, and whenever you make a weapon attack against the designated creature you can use Intelligence, in place of Strength or Dexterity, for the weapon attack and damage rolls.

The Adroit Analysis mark lasts for one minute, or until you fall unconscious. If you attempt to use this ability to mark another creature, the mark immediately ends for the first creature.

Astute Defense

Beginning at 1st level, your observant way of fighting allows you to predict enemy attacks and react to them with lightning fast accuracy. When you are not wearing any armor or using a shield your armor class is equal to 10 + your Dexterity modifier + your Intelligence modifier.

Perfect Recall

Your photographic memory allows you to remember even the most minute details. Starting at 1st level, if you spend at least one minute observing and committing something to memory you can automatically recall any information about your observations.

Examples include things you've read or studied, the appearances of people you've met, the layout of rooms, maps of dungeons or fortresses, and paths you've traveled.


The Savant
Level Proficiency Bonus Features
1st +2 Adroit Analysis
Astute Defense
Perfect Recall
2nd +2 Expert Student (1)
Unyielding Mind
3rd +2 Academic Discipline
4th +2 Ability Score Improvement
5th +3 Potent Observation (1d10)
6th +3 Expert Educator (1)
7th +3 Academic Discipline Feature
8th +3 Ability Score Improvement
9th +4 Ever Vigilant
10th +4 Expert Student (2)
11th +4 Potent Observation (2d10)
Reliable Talent
12th +4 Ability Score Improvement
13th +5 Academic Discipline Feature
14th +5 Mental Refresh
15th +5 Expert Educator (3)
16th +5 Ability Score Improvement
17th +6 Academic Discipline Feature
18th +6 Profound Insight
19th +6 Ability Score Improvement
20th +6 Potent Observation (3d10)
Undisputed Genius

Expert Student

When you reach 2nd level, at the end of a short or long rest you learn one additional language or gain one tool, skill, or weapon proficiency of your choice, as long as there is an example for you to learn from (like a teacher or manual). The proficiency or language lasts until you learn another proficiency or language with this feature.

Starting at 10th level you can have up to two additional languages or proficiencies at once using this ability.

Appetite for Knowledge

Savants are the archetypal learner, desperate for knowledge of all kinds. Make sure to use your Expert Student ability to emphasize this aspect of your savant. Learn local languages, practice skills, and learn to wield new and exciting weapons!















Unyielding Mind

You have honed your mind into both a potent observational weapon and a stalwart shield against mental assaults. Starting at 2nd level, when you make an Intelligence, Wisdom, or Charisma ability check or a saving throw, you can use your reaction to grant yourself an additional bonus to the roll equal to your Intelligence modifier (minimum of 1). You use this feature after you roll, but before the Dungeon Master determines whether you succeed or fail.

You can use this ability a number of times equal to your Intelligence modifier (minimum of once) and you regain all expended uses when you finish a short or long rest.

Academic Discipline

At 3rd level, you choose your Academic Discipline. Choose between Archaeologist, Inquisitive, Naturalist, Philosopher, Physician, or Tactician, each of which is detailed at the end of this class description. Your Academic Discipline grants you features at 3rd, 7th, 13th, and 17th levels.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Potent Observation

Starting at 5th level, when you designate an enemy creature with your Adroit Analysis you learn to better exploit its weak points. Once per turn, when you damage a creature marked by your Adroit Analysis you deal an additional 1d10 of the attack's damage type.

The additional damage from this feature increases when you gain certain levels in this class. It increases to 2d10 at 11th level, and finally 3d10 at 20th level.

Quality over Quantity

Just because savants spend their time honing their mental acuity does not make them a liability on the battlefield. They focus on analyzing their foe's techniques so they can land one devastatingly accurate blow, rather then multiple weaker attacks.
















Expert Educator

Beginning at 6th level you can share your knowledge with others in a short amount of time. Choose one skill, tool, or weapon you are proficient with, or one language you know. At the end of a long rest, one creature of your choice that can hear you gains that proficiency or learns the language. The benefits of this ability last until the end of your next long rest.

The proficiency or language you choose to teach with this ability can be one that you've acquired from Expert Student.

Beginning at 15th level this ability can effect up to three creatures at the end of a long rest, and you can teach each creature a different skill, tool, weapon, or language.

Ever Vigilant

When you reach 9th level your cognitive skills allow you to quickly react to danger. You have advantage on initiative rolls and you cannot be surprised while you are conscious.

Reliable Talent

You have mastered all known knowledge in your areas of study. Beginning at 11th level, whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Mental Refresh

Starting at 14th level you have learned to clear your mind to remove harmful effects. If you fail a saving throw to resist being charmed, frightened, or stunned, you can choose to automatically succeed instead.

Once you use this ability you must complete a short or long rest before you can use it again.

Profound Insight

Beginning at 18th level, your almost supernatural ability to process the world around you allows you to predict your enemy's attacks as they happen. When an enemy creature is designated by Adroit Analysis they have disadvantage on any attack roll they make against you, and you have advantage on any saving throw they force you to make.

Undisputed Genius

Upon reaching 20th level, your intellect reaches its wondrous potential. Both your Intelligence score, and maximum Intelligence score, increase by 4.

Academic Disciplines

A savant's Academic Discipline is the focus of their considerable intellect and not a decision they make lightly. The following Academic Disciplines are available to a savant; Archaeologist, Inquisitive, Naturalist, Philosopher, Physician, or Tactician. Your Academic Discipline grants you features at 3rd, 7th, 13th, and 17th levels.

Archaeologist

Specializing in the study of ancient places, forgotten cities, and uncharted lands, Archaeologists boldly walk into the dark and deadly places of the world that they may be illuminated by the light of knowledge. Often funded by powerful politicians, universities, wizards, and other seekers of esoteric information, a dedicated Archaeologist can earn great wealth, if they can survive the hazards of the job.

Archaeologists do their best to piece together the lost knowledge of past ages. They tend to feel a sad kinship with the lost civilizations that they study, and will go to great lengths not to destroy or offend their memory. For an Archaeologist, learning from the innovations, and mistakes, of the past is the best way to improve the present and blaze a trail towards a better future.

Student of History

Starting at 3rd level your study of bygone eras allows you unique insight into ancient and forgotten things. When you adopt this Academic Discipline you learn two exotic languages of your choice. In addition you gain expertise in the History and Investigation skills, which means your proficiency bonus is doubled for any ability check you make with these proficiencies. If you are already proficient in History or Investigation you gain proficiency with another skill of your choice from the savant skill list.

Additionally, your familiarity with civilizations both modern and ancient, allows you to glean additional types of information through observation. When you designate a creature as the target of your Adroit Analysis you learn of either one language spoken by the creature or one special sense they may have.

Daring Determination

Ancient temples and forgotten dungeons are deadly to most, but your time in such places has honed your survival instincts. Starting at 3rd level you gain the following benefits:

  • It only takes 5 feet of your movement speed to stand up from the prone postion.
  • When you deal damage to a creature designated by your Adroit Analysis with a weapon attack, the creature cannot target you with opportunity attacks until the beginning of your next turn.
  • You can use your Unyielding Mind feature when you make a Dexterity ability check or saving throw.
  • If you spend one minute examining an object, you can ascertain the monetary worth of the object, the civilization of origin of the object, and the approximate age of the object. If the item has any magical properties you discern them as if you had cast the identify spell.



































Astute Offense

You have learned to defend yourself in the forgotten places you explore. Beginning at 7th level, when you hit a creature designated by your Adroit Analysis with a weapon attack you can force them to make a Constitution saving throw in addition to the attack's normal damage. The DC is equal to 8 + your proficiency bonus + your Intelligence modifier. On a failed save the target is blinded, deafened, or restrained (your choice) until the beginning of your next turn.

You can use this ability a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.

Use Magic Device

Starting at 13th level, your familiarity with eldritch artifacts allows you to operate them with ease. You ignore all alignment, class, race, and level requirements for the use of magic items.

Master Archaeologist

Upon reaching 17th level your frequent exposure to magical effects has caused your body to develop an innate arcane ward. You are resistant to all magical damage, and when you are forced to make a saving throw to resist a magical effect you have advantage on the roll.


















Inquisitive

In every society there are those that look to deceive, swindle, and take advantage of the trust of others. Thieves Guilds that run racketeering schemes, monsters that change their appearance to deceive the innocent, and those who abuse their legitimate authority to extort those who follow the law. Standing in their way is the Inquisitive, those who bend their considerable intellect to uncover the truth.

As an Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your sharp eye make you well equipped to expose and end hidden evils.

Student of Truth

Beginning at 3rd level your dedication to uncovering the truth gives you special insights into creatures and their motivations. When you adopt this Academic Discipline you gain expertise in the Insight and Investigation skills, which means your proficiency bonus is doubled for any ability check you make with these proficiencies. If you are already proficient in Insight or Investigation you gain proficiency with another skill of your choice from the savant skill list.

Additionally, your familiarity with the motivations of creatures allows you to glean additional information through observation. When you designate a creature as the target of your Adroit Analysis you learn either its alignment, or if it is proficient in either deception or persuasion.

Inquisitve Insight

Also at 3rd level, your experience dealing with deceitful creatures has developed your ear for picking out untruths. You have advantage on any Wisdom (Insight) check to determine if a creature is lying to you.

In addition, your time investigating the scoundrels of the world has honed your combat capabilities. Your weapon attacks that target a humanoid creature designated by your Adroit Analysis score a critical hit on a roll of 19 or 20.




















Eye for Detail

Your experience searching for the truth has enhanced your observational abilities. Beginning at 7th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.

Seeker of Truth

Starting at 13th level, your senses are almost impossible to deceive, even with powerful magic or other supernatural abilities. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Master Inquisitive

Upon reaching 17th level, your observational skills allow you to exploit the weaknesses of a creature better then most. When you hit a creature that is designated by your Adroit Analysis with a melee weapon attack you can choose to turn your attack into a critical hit.

Once you use this ability you must complete a short or long rest before you can use it again

Inquisitive: Rogue or Savant?

The Inquisitive was officially published in Xanathar's Guide to Everything as an Archetype available to the Rogue. If your table is limited to officially published material the Rogue is the best place for this character archetype.

However, if your table is allowing the Savant as an option for player characters then the Inquisitive character archetype fits much better, both thematically and mechanically, as an Academic Discipline for the Savant.

Naturalist

The Naturalist's classroom begins at the very edges of civilization. They study the environments that exist beyond the influence of civilized peoples. Naturalists are experts at anticipating weather patterns, knowing the difference between an edible plant and a toxic one, and understanding the behaviors of wild animals. Highly sought after as guides for adventuring parties, Naturalists can safely navigate arid deserts, frigid mountain ranges, and treacherous jungles.

Student of Nature

Beginning at 3rd level your choice to dedicate yourself to the study of natural world grants you a unique insight into the ways of the wild. When you adopt this Academic Discipline you gain expertise in the Animal Handling and Nature skills, which means your proficiency bonus is doubled for any ability check you make with these proficiencies. If you are already proficient in Animal Handling or Nature you gain proficiency with another skill of your choice from the savant skill list.

Additionally, your familiarity with creature types allows you to glean additional information through observation. When you designate a creature as the target of your Adroit Analysis you learn either its creature type, its highest or its lowest ability score.

Conservationist

Starting at 3rd level, your study of natural flora and fauna has given you insight into their weak points. Your weapon attacks that target a beast, monstrosity, or plant designated by your Adroit Analysis score a critical hit on a roll of 19 or 20.

Additionally, at the end of a long rest, you can attune yourself to the natural environment you are currently in (examples include, but are not limited to, arctic, coast, desert, forest, grassland, jungle, mountain, swamp, or underdark). While in that environment you have advantage on any Intelligence or Wisdom ability checks you make related to native animals, plants, ecosystem or weather.

Outdoorsman

Upon reaching 7th level, you can use your knowledge of the wilderness to better guide your allies. At the end of a long rest you can prepare friendly creatures for upcoming dangers. You and a number of friendly creatures equal to your Intelligence modifier (minimum of 1) gain one of the benefits listed below, which last until the end of your next long rest.

Active Training. Creatures ignore the effects difficult terrain imposed by natural environments and their base walking speed is increased by 10 feet.

Concealment Training. Creatures can move stealthily at a normal pace and can take the Hide action as a bonus action.

Diver Training. Creatures gain a swim speed equal to their move speed, and can hold their breath for a number of minutes equal to their Constitution score.

Extreme Environment Training. Creatures gain resistance to one of the following damage types (your choice): cold, fire, poison, or thunder damage, and have advantage on saving throws to resist the effects of extreme environments.

Mountaineer Training. Creatures gain a climb speed equal to their move speed and reduce any falling damage they take by an amount equal to your Savant level.





























Wild
Insights

You've come to
understand the animals
of the natural world in a way that few civilized peoples do. Starting at 13th level, as an action you can touch a beast or plant and attempt to charm it as if casting the dominate beast spell. The save DC is equal to 8 + your proficiency bonus + your Intelligence modifier. This ability can effect plants as well as beasts.

You may use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all uses when you finish a long rest.

Master Naturalist

You have become a leading authority on the natural world, and can maneuver with comfort in any natural environment you find yourself in. Starting at 17th level you automatically attune to your current environment for the purposes of Conservationist ability, and you gain the benefits of all Outdoorsman features while you are conscious.

Be Prepared!

Naturalists thrive when they know the challenges that lie ahead. Make sure to use your considerable knowledge to anticipate any dangers that you and your companions may face on your journies.

However, if things do not go as planned, never fear. A good Naturalist is always prepared for the worst case scenario; their confidence can be a beacon of hope for their allies
























Philosopher

Philosophy is the purest of the Academic Disciplines that savants pursue. Philosophers spend their lives pondering the deep questions of existence; the purpose of life, the nature of the planes, and the relationship between mortals and gods. Through their study of mathematics, physics, natural sciences, and public speaking, they seek to perfect their knowledge of reality and their place in it.

Student of Thought

When you adopt this Academic Discipline at 3rd level you gain expertise in Arcana and Religion, which means your proficiency bonus is doubled for any ability check you make with these proficiencies. If you are already proficient in Arcana or Religion you gain proficiency with another skill of your choice from the savant skill list.

Additionally, your time studying the nature of existence allows you to glean additional types of information through observation. When you designate a creature as the target of your Adroit Analysis you learn the either it's plane of origin, spellcasting ability (if it has one), or the level of the highest spell it can cast.

Resounding Theorems

Starting at 3rd level, your mastery over the spoken word allows you to shake the fabric of reality with your speech. As an action on your turn you can speak one of the theorems below aloud targeting a creature that can hear you within 60 feet. Creatures do not need to understand you to be effected.

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

Theorem save DC = 8 + your proficiency bonus +
your Intelligence modifier


You can speak a number of theorems equal to double your Intelligence modifier (minimum of 1), and you regain all expended uses when you finish a short or long rest.

Confounding Theorem. You assault the mind of a foe with a potent word. The target must make an Intelligence saving throw. A target takes 1d10 psychic damage on a failed save, and half as much damage on a successful one. The damage of this theorem increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Disarming Theorem. You calm a creature with soothing speech. The target must make a Wisdom saving throw. On a failed save, the creature is charmed by you for one minute or until you or your companions do anything harmful to it.

Disorienting Theorem. You weave words that distract a foe. The target must make an Intelligence saving throw. On a failed save, the target has disadvantage on all saving throws they make until the start of your next turn.

Inspiring Theorem. Your words bolster the resolve of an ally. The target can add your Intelligence modifier (minimum of 1) to all ability checks or saving throws (your choice) for the next minute. The amount of creatures you can target with this theorem increases by 1 when you reach 5th level (2), 11th level (3), and 17th level (4).

Wavering Belief

Beginning at 7th level, your confidence in your purpose is unwavering. You gain proficiency in Charisma saving throws.

In addition, when a creature designated by your Adroit Analysis fails the saving throw for one of your theorems you can choose to deal psychic damage to the creature equal to your Intelligence modifier (minimum of 1) in addition to the affects of the theorem.

Supreme Understanding

Starting at 13th level, your mastery over the spoken word allows you to speak even more powerful theorems. You learn the following supreme theorems.

Debilitating Theorem. You twist your speech to sow discord in the minds of your enemies. The target must make an Intelligence saving throw. On a failed save, the target is stunned for one minute. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

Sapping Theorem. Your words of power weaken a creatures place in reality. The target must make a Charisma saving throw. On a failed save, the target struggles to function for 1 minute. During that time, it subtracts your Intelligence modifier (minimum of 1) from all attack rolls, ability checks, and saving throws. The target can make a Charisma saving throw at the end of each of its turns, ending the effect on itself on a success.

Once you speak a supreme theorem you cannot speak either again until you complete a short or long rest.

Master Philosopher

When you reach 17th level, your willpower is unwavering. You are always under the effects of the protection from evil and good spell while you are conscious.

In addition, if you roll initiative with no uses of your Resounding Theorems remaining, you regain one use.

Physician

Mortals have always studied the inner workings of living things; clerics of gods of life, necromancers seeking to raise the dead, and lethal assassins studying the most vulnerable points to strike. Unlike all of these, Physicians use their knowledge and mundane science to tend wounds, cure disease, perform surgeries, and improve the quality of life for those that cannot afford the luxury of magical healing.

Student of Medicine

When you adopt this Academic Discipline at 3rd level you gain expertise in Medicine and the Herbalism Kit, which means your proficiency bonus is doubled for any ability check you make with these proficiencies. If you are already proficient in Medicine or Herbalism Kits you gain proficiency with another skill of your choice from the savant skill list.

In addition, your time studying anatomy allows you to glean additional information through observation. When you designate a creature as the target of your Adroit Analysis, and any time you damage that creature with a melee attack, you learn the creature's current hit points.

Combat Medic

Starting at 3rd level when you dedicate your life to the study of medicine you gain the following abilities. As an action you can use one of the following Medical Actions below.

You can perform a number of Medical Actions equal to double your Intelligence modifier (minimum of 1), and you regain all expended uses when you finish a short or long rest.

Adrenaline Boost. A creature you touch can use its reaction to repeat a saving throw to end one of the following conditions; blinded, charmed, deafened, frightened, or poisoned. They add your Intelligence modifier (minimum of 1) to the result of their saving throw roll.

Crippling Strike. You make a weapon attack against an enemy creature, targeting an anatomical weak point. On hit, instead of dealing damage, its movement speed is reduced by an amount of feet equal to 5 times your Intelligence modifier (minimum of 5 feet) until the start of your next turn.

Dress Wounds. You bandage a creature's wounds, allowing them to fight on. A creature you touch immediately gains temporary hit points equal to double your Intelligence modifier (minimum of 1), replacing any current temporary hit points they may have.

Healing Surge. Using medicinal techniques you stimulate natural healing in a creature. A creature you touch can use its reaction to expend one of their hit dice. It immediately regains hit points equal to their hit die roll + your savant level. This ability does not effect unconscious or dead creatures

Stabilize. You use your knowledge to stabilize an injured creature. You touch a living creature that has 0 hit points and the creature becomes stable. If you expend a charge of a healer's kit the creature regains hit points equal to your Intelligence modifier (minimum of 1), and is no longer prone

Medical Neutrality

Beginning at 7th level you learn to move about the battlefield unscathed. If you use a Medical Action on your turn you also gain the benefits of the Dodge action.




























The Knowledge of Medicine

As a Physician, you have spent a significant amount of time studying the practice of medicine. For you, Medicine is an Intelligence-based skill, used to recall medical knowledge of aliments, afflictions, and conditions that would be present in the world of Dungeons & Dragons.

Field Surgeon

When you reach 13th level your knowledge of medicine allows you to perform great feats of healing, on and off the battle field. You gain the following Advanced Medical Actions:

Restorative Boost. You touch a creature and can end one debilitating effect. You can reduce their exhaustion level by one, or end one of the following conditions: blinded, charmed, deafened, paralyzed, poisoned, a reduction to an ability score, or a reduction to their hit point maximum.

Resuscitate. Touch a creature that has died within the last minute. They are returned to life with one hit point as if you had cast the revivify spell on the creature.

Once you use an Advanced Medical Action you cannot use either again until you complete a short or long rest.

Master Physician

Your knowledge of medicine and the inner workings of mortal bodies is peerless. Starting at 17th level, whenever you target a friendly creature with one of your Medical Actions they gain (additional) temporary hit points equal to your Intelligence modifier (minimum of 1).

Additionally, any creature within 30 feet of you that spends hit dice at the end of a short rest, or as part of your Healing Surge ability, treat the hit dice as their maximum roll.





















Tactician

Every successful king, conquerer, or rebellion has a master strategist that is directly responsible for their success in battle. Tacticians are always thinking one step ahead of their enemies, and have a plan for every eventuality. They focus on the big picture, ensuring that they not only win each battle, but the war itself.

You have spent your time studying the art of war and long forgotten histories of conquest and glory. You know the strategies that lead to glory, and those that end in ruin. Alone you are no threat, but with powerful allies to command, you are a force to be reckoned with

Student of War

When you adopt this Academic Discipline at 3rd level you dedicate yourself to the study of war. You gain expertise in the History skill, which means your proficiency bonus is doubled for any History check you make. If you are already proficient in History you gain proficiency with another skill of your choice from the savant skill list. You have also learned to arm yourself for battle. You gain proficiency with medium armor, shields, and all martial weapons that lack the heavy property.

Your time studying battle tactics allows you to glean additional information through observation. When you designate a creature as the target of your Adroit Analysis you learn either its armor class, or any resistances, immunities, or vulnerabilities it has.

Tactical Commander

When you adopt this Academic Discipline at 3rd level you can use your knowledge of tactics to command your allies. On your turn you can take the Order Action to command a friendly creature within 30 feet that can see or hear you, issuing one of the following Orders below.

You can take the Order Action a number of times equal to double your Intelligence modifier (minimum of 1), and you regain all expended uses when you finish a short or long rest.

Attack Order. Your Order emboldens an ally. The next time the creature targeted by this Order takes the Attack action before the start of your next turn, they can make one additional attack.























Defensive Order. Your Order inspires creatures to defend themselves. Until the start of your next turn, a creature targeted by this Order gains a bonus to their armor class equal to your Intelligence modifier (minimum of 1).

Rallying Order. Your Order provides strategic insight. A creature targeted by this Order can use their reaction to immediately move up to their movement speed without provoking opportunity attacks.

Steadfast Order. Your Order inspires tenacity. A creature targeted by this Order can add your Intelligence modifier (minimum of 1) to any Strength or Constitution ability checks or saving throws they make before the start of your next turn.

Unwavering Resolve

Your position as a leader does not afford you the comfort of succumbing to your base instincts. Beginning at 7th level, you are immune to the frightened condition.

In addition, you can lead your allies even as you fight. When you use your action to issue an Order, you can make one weapon attack as a bonus action on that turn.

Strategic Genius

Starting at 13th level, your experience as a commander on the field of battle allows you to strategically issue commands to multiple allies at the same time. When you take the Order Action on your turn, you can issue Orders to two friendly creatures as part of the same action. You must target seperate creatures with each individual Order. A creature can only receive one order at a time.

Upon reaching 17th level you can issue Orders to up to three friendly creatures as part of the same action. Each Order must still target a separate creature.

Master Tactician

Your tactical mind ranks among the greatest military commanders of history, and your presence on the battlefield inspires heroic action in your allies. Starting at 17th level when you target a creature with one of your Orders it gains temporary hit points equal to double your Intelligence modifier (minimum of 1).

Seeker

A dust-covered drow explorer stops
on her tracks as a skeletal knight crawls
out of the ruins. She sizes the creature
for a second, and then quickly sinks her longsword in the gap of the undead's armor.

After taking another toke at her pipe, a grizzled dwarven detective crouches down and examines a corpse. She's certain – the killer is still in the palace.

A crafty gnome watches as an arrow flies towards him, just before creating a tiny portal that sends that missile right back at his attacker.

Motivated by unbridled curiosity or a strong sense of purpose, seekers combine martial skill with utilitarian magic to be able to face every obstacle in their way.

Unraveling Mysteries

Seekers are explorers and live to dig, delve, dive, and discover. They have the tools to find new clues constantly, with divination magic and broad access to investigation skills. But they are also versatile, able to pick up any one skill as they need to fulfill their goals.

Cunning Warriors

While some combatants use speed, subterfuge or savagery to get the upper hand in battle, seekers rely on their analytical skills to predict the attacks of their enemies or to detect their weak spots.

Creating a Seeker

When you create a seeker, first consider what is the type of mystery your character would want to solve. Is your character an archaeologist, attempting to recover ancient artifacts of untold power? Perhaps your character is more of an investigator, following clues to catch their mark. Or maybe what your character is really interested in is accumulating knowledge for the sake of knowledge itself – or the power that knowledge bestows.

Quick Build

You can make a seeker quickly following these suggestions. Make Strength your highest ability score, and Intelligence your second highest. Then, choose the investigator background.

Class Features

Hit Points


  • Hit Dice: 1d10 per seeker level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: (1d10 or 6) + your Constitution modifier per seeker level after 1st






































Proficiencies


  • Armor: Light armor, Medium armor, Shields
  • Weapons: Simple & Martial weapons
  • Tools: None

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose three from Arcana, Athletics, History, Insight, Investigation, Medicine, Nature, Religion and Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail, or (b) leather armor
  • a martial melee weapon of your choice
  • (a) a shield, or (b) 4 daggers
  • (a) a dungeoneer's pack or (b) an explorer's pack

The Seeker
Level Proficiency
Bonus
Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Canny Defense, Eclectic, Keen Observation
2nd +2 Spellcasting, Fighting Style, Improvisation 2 2
3rd +2 Seeker's Pursuit 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Extra Attack 4 4 2
6th +3 Exploit Opening, Seeker's Pursuit feature 4 4 2
7th +3 Tireless 5 4 3
8th +3 Ability Score Improvement 5 4 3
9th +4 Exploit Opening (2d8) 6 4 3 2
10th +4 Seeker's Pursuit feature 6 4 3 2
11th +4 Seize the Chance 7 4 3 3
12th +4 Ability Score Improvement 7 4 3 3
13th +5 Exploit Opening (3d8) 8 4 3 3 1
14th +5 Prodigy 8 4 3 3 1
15th +5 Flash of Genius 9 4 3 3 2
16th +5 Ability Score Improvement 9 4 3 3 2
17th +6 Exploit Opening (4d8) 10 4 3 3 3 1
18th +6 Seeker's Pursuit feature 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Masterstroke 11 4 3 3 3 2

Canny Defense

Some seekers choose to dodge incoming attacks deliberately, using forethought and prediction rather than agility. As long as you're not wearing heavy armor, you may add your Intelligence modifier instead of your Dexterity modifier to your AC. If you wear medium armor, the maximum bonus is restricted as normal.

If you have a negative Dexterity modifier, it is applied as a penalty to your AC even if you add your Intelligence modifier this way.

Eclectic

Either from learning or from experience, you have gained extensive insight about the world around you. You choose between gaining proficiency with two tools, learning two languages of your choice, or one of each. You can't learn exotic languages through this feature.

Keen Observation

You have learned the value of paying close attention to detail. You can use the Search action as a bonus action.

Additionally, you add your Intelligence modifier as a bonus to Wisdom (Insight) and Wisdom (Perception) checks.

Spellcasting

By the time you reach 2nd level, your cunning has granted you the ability to reshape reality, allowing you to cast spells. Your spells are discoveries that you can innately exploit.

Spell Slots

The seeker table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the seeker spell list. You learn an additional seeker spell of your choice at each odd numbered level thereafter. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the seeker spells you know and replace it with another spell from the seeker spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your seeker Spells, since your cunning allows you to fully control the arcane energies. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a seeker spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +
your Intelligence modifier


Spell attack modifier = your proficiency bonus +
your Intelligence modifier

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a two-handed or versatile melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Skirmishing

You gain a +1 bonus to attack and damage rolls you make with weapons with the thrown property. Also, drawing a thrown weapon may be done as part of each attack you make with them during your turn.

Improvisation

Starting at 2nd level, you can adapt your tactics, feinting to predict your foes patterns and get the upper hand. Once during your turn, when you miss with a weapon attack, you can make another weapon attack as part of the same action. You may use this ability a number of times equal to your Intelligence modifier (minimum one). You regain all uses of this ability once you finish a short or long rest.

Seeker's Pursuit

At 3rd level, you begin specialized training to achieve your pursuit: Bloodhound, Keymaster, Occultist, Relic Hunter and Secret Broker all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Pursuit Spells

Each pursuit has a list of spells that you gain at the seeker levels noted in the pursuit description. Once you gain a pursuit spell, it doesn't count against the number of spells you know, and it is treated as a seeker spell for you.


Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Exploit Opening

Starting at 6th level, when you exploit the gaps in you find in your enemies' defenses. When you hit a creature twice with weapon attacks during your turn, your second attack deals an additional 1d8 damage and you can perform an exploit. You have three such exploits: Open Up, Outmaneuver and an option determined by your pursuit.


Open Up. Until the end of your next turn, the next attack you or an ally makes against your target is made with advantage. You expose your target's defenses.


Outmaneuver. Until the end of your next turn, your target's attacks against you are made with disadvantage. You can't use this exploit while wearing heavy armor. You dismantle your target's offense.


At 9th level and then again at 13th and 17th levels, the additional damage dealt by this feature increases by 1d8, to a maximum of 4d8 at 17th level.

Tireless

Starting 7th level, you gain proficiency in Constitution saving throws. Additionally, if you are suffering from exhaustion, you treat it as one level less, unless your level exhaustion would cause you to die.

Seize the Chance

At 11th level, when you hit an enemy twice with weapon attacks during your turn, you can use your bonus action to make an additional weapon attack against that creature.

Prodigy

At 14th level, you can effortlessly comprehend new concepts and technical abilities. If you spend 1 hour listening to a language, other than a secret language such as Druidic, you learn it. If you spend 1 hour interacting with a tool within reach, you gain proficiency with it.

Flash of Genius

At 15th level, when you roll initiative and have no uses of Improvisation left, you regain one use.

Masterstroke

At 20th level, when you use your Seize the Chance feature, you can use your bonus action to make two additional weapon attacks against that creature, rather than one.

Seeker's Pursuits

All types of seekers are characterized by their investigative skills and their capacity to use knowledge and guile to their advantage. But what truly differentiates each of them is the pursuit to which they dedicate themselves. Your choice of pursuit will determine to what end you apply your talents, and the methods you develop to excel at your focus. All pursuits also unlock new magical talents to assist the seeker.


Seeker's Pursuits
Name Theme Mechanics
Bloodhound Criminal investigator Adds tools to lock down targets and disable enemies.
Keymaster Teleportation adept Additional magic mobility and some mobility denial.
Occultist Demented researcher Offensive magic and expanded spells... at a cost.
Relic Hunter Daring archaeologist Extra survivability, mobility and item manipulation.
Secret Broker Covert operative Subtle combat control, messing with enemies' minds.



Subclass Design and Structure

All subclasses follow a stable subclass structure, as follows:

At 3rd level, they gain extra combat utility, and perhaps a small out-of-combat utility.

Also, starting at 3rd level, they start gaining extra spells that are usually impactful in combat, to make up for the shallow and limited spell list.

At 6th level, they gain an additional Exploit to use, providing specific combat utility to each subclass.

At 10th level, they get an utility to further cement their expertise and role.

At 17th level, to make up for the small spell selection for the end game, they gain an additional 5th level spell on top of the regular extra spells.

Finally, at 18th level, they get an end-game boost that gives them more utility and/or survivability..




Any spell written in bold can be found in Xanathar's Guide to Everything.

Bloodhound

You hone your skills to be able to track and capture individuals – dead or alive. The abilities you develop while following this pursuit are well-suited for bounty hunters, detectives, constables or watchers – focusing on take downs, tracking and snaring.

Bloodhound
Seeker Level Feature
3rd Sleuth
6th Arrester's Exploit
10th No Escape
18th Unstoppable Force
Bloodhound Pursuit Spells
Seeker Level Spells
3rd ensnaring strike
5th hold person
9th erupting earth
13th grasping vine
17th hold monster, wall of force

Sleuth

As you enter this pursuit at 3rd level, you develop methods to find and capture your marks. You have advantage on Charisma checks to gather information and on Strength (Athletics) checks to attempt to grapple or shove a target.

Arrester's Exploit

At 6th level, your attacks allow you to lock your enemies down. You gain the following exploit:


Apprehend. You may make a grapple or shove attempt against that target. Additionally, until the end of your next turn, that enemy can't benefit from being invisible.

No Escape

Starting at 10th level, there's no escaping your grasp. You have advantage on Wisdom (Survival) checks to follow tracks. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Additionally, you count as one size larger for the purpose of grapple or shove attempts you make.

Unstoppable Force

Starting at 18th level, you become relentless in your search. You have advantage on saving throws against effects that would make you paralyzed, petrified or stunned, and you are immune against effects that would reduce your speed.





















Keymaster

Keymasters are keepers of ways – those who connect spaces in the ether to provide access to occult dimensions, and also those who are tasked with shutting down those pathways. Planar explorers, rift wardens and far travelers are among those who exploit these abilities to manipulate the fabric of space and time itself.

Keymaster
Seeker Level Feature
3rd Detect Portal, Riftwalk
6th Warp Exploit
10th Detect Interlopers
18th Doorway
Keymaster Pursuit Spells
Seeker Level Spells
3rd faerie fire
5th blur
9th magic circle (you may also choose aberrations when using this spell)
13th banishment
17th hallow (this spell also affects aberrations), teleportation circle

Detect Portal

As you enter this pursuit at 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can’t use it again until you finish a short or long rest.


Riftwalk

At 3rd level, you have a pool of planar energies that you can expend to slink into the ether which replenishes when you take a long rest. With this pool, you can teleport up to a number of feet equal to 20 x your seeker level.

As a bonus action, you can expend a number of feet from your pool to teleport up to that distance to an unoccupied space you can see. The maximum amount of feet you may spend this way on a single use is 10 feet per seeker level.

For example, a 4th level seeker would have a pool of 80 feet to spend, but could only spend up to 40 feet on a single bonus action.

Warp Exploit

Starting at 6th level, your attacks can latch onto the ether essence of your targets. You gain the following exploit:


Ethereal Tethers. All damage dealt by your attack becomes force damage and you may force the target of your attack to make a Charisma saving throw against your spell save DC. On a failed save, that enemy suffers the penalties of a slow spell until the end of your next turn.

Detect Interlopers

Starting at 10th level, you can perceive the presence of interplanar creatures. As an action, you know the location of any of the following types of creatures with 120 feet of you: aberrations, celestials, elementals, fey, fiends, or undead. This also reveals which of those creatures are present and their numbers.

Doorway

Starting at 18th level, you master your abilities to create dimensional pathways. You can use this ability to cast plane shift or teleport by spending 100 feet from your Riftwalk pool.

Occultist

There are those whose ambition and curiosity drives them to seek the teachings of ancient, eldritch beings that defy logic and reason. These occultists risk their sanity to find the knowledge they crave, and in doing so, learn the forbidden secrets of the abyss.

Occultist
Seeker Level Feature
3rd Method to Madness,
Unspeakable Arcana
6th Maddening Exploit,
Method to Madness (improved)
10th Eldritch Enlightenment,
Method to Madness (improved)
18th Gaze into the Abyss
Occultist Pursuit Spells
Seeker Level Spells
3rd arms of hadar
5th crown of madness
9th hunger of hadar
13th evard's black tentacles
17th contact other plane, enervation

Method to Madness

At 3rd level, you've learned to have a measure of control of your fugue states. When you suffer short-term or long-term madness, roll the d100 two times. You can choose which result to keep.

At 6th level, you gain a stronger, yet still shaky, grip of your sanity. When you suffer short-term madness, the duration is reduced to 2d4 rounds, and when you suffer long-term madness, the duration is reduced to 2d4 hours.

At 10th level, when you roll for the duration of madness, you treat the result of the d4 rolls as a 1.


Unspeakable Arcana

As you enter this pursuit at 3rd level, you gain the ability to extract arcane energy from eldritch sources at the cost of your sanity. You may cast a seeker spell using an already expended spell slot.

After you cast the spell, you immediately suffer short-term madness and you cannot use this ability again until you finish a long rest.

Maddening Exploit

Starting at 6th level, your assaults can whittle your enemies' sanity. You gain the following exploit:


Unnerve. Until the end of your next turn, your target has disadvantage on concentration checks, can't make reactions and can't benefit from advantage.

Eldritch Enlightenment

At 10th level, you can open your consciousness to the whispers of beings from the great beyond. When you make a Intelligence, Wisdom or Charisma check, you can choose to make it with advantage. However, after the check is made, roll 1d6. On a 6, you suffer long-term madness as the whispers overtake your mind.

Gaze into the Abyss

By 18th level, you've gained the ability to pour ineffable thoughts into the mind of a creature. As an action, you psychically assault a creature within 90 feet of you with an Intelligence score of 2 or higher. That creature must make an Intelligence saving throw against your spell save DC, taking 8d8 psychic damage or half that amount on a successful save. On a failed save, the creature becomes insane for 1 minute, and can’t take actions, can't understand what other creatures say, can’t read, and speaks only in gibberish. Its movement is erratic. At the end of each of its turns, the creature can attempt another Intelligence saving throw. On a successful save, it ends this effect.

After you use this ability, you suffer short-term madness, and, once you use this ability, you cannot use it again until you finish a long rest.























Relic Hunter

Some want the glory, some want the power, some want to uncover eldritch mysteries – but as a relic hunter, your goal is to retrieve artifacts and objects from the most dangerous locations. Coursing through cursed crypts, treacherous jungles, or fortified vaults, you have the toolset to evade danger and exploit the mystical abilities of forgotten relics.

Relic Hunter
Seeker Level Feature
3rd Tomb Raider
6th Evasive Exploit
10th Magic Item Talent, Object Reading
18th Reversal of Fortune
Relic Hunter Pursuit Spells
Seeker Level Spells
3rd false life
5th spider climb
9th remove curse
13th death ward
17th animate objects, *skill enhancement**

Tomb Raider

As you enter this pursuit at 3rd level, you become adept in rushing past danger and use every resource at your advantage. You gain the following benefits:

  • You may use the Dash and Use Object actions as a bonus action.
  • Opportunity attacks made against you are made with disadvantage.
  • When you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Evasive Exploit

By 6th level, you learn how to seize the opportunity to escape your attackers. You gain the following exploit:


Tactical roll. You can move up to half your speed without provoking attacks of opportunity.

Object Reading

Starting at 10th level, you can read the magical aura of an item to know more about its origins. By spending 1 minute performing an arcane investigation with an object, you may pry out certain information imprinted on it. The object must be within your reach while performing this ritual. The information you draw out from an object can only be about its creation or about events that transpired in its vicinity in the past 24 hours.

The information stored on objects about events can only relate to happenings that could be seen or heard within 20 feet of the object.

At GM's discretion, the object may also store information from other significant events around it. For example, a sword may store information about why it was broken, or about important creatures that were slain by it.

Magic Item Talent

At 10th level, your cunning allows you to exploit the hidden powers of artifacts. You ignore all class, race, and level requirements on the use of magic items.

Reversal of Fortune

Starting at 18th level, your luck allows you to perform stunning feats. When you roll a natural 1 on a d20 roll, you treat it as a natural 20.

Secret Broker

The market of knowledge is just like any other, ruled by supply and demand. As a secret broker, however, your job is to control both – ferreting the truth from the rumors, spreading misinformation, and prying confidential information. Armed with deceitful magic, your wits and your blade, you have all the resources to be successful in your clandestine trade.

Secret Broker
Seeker Level Feature
3rd Bonus Proficiencies, Machinations
6th Conspirer's Exploit
10th Inscrutable, Mint Memory
18th Shrouded in Mystery
Secret Broker Pursuit Spells
Seeker Level Spells
3rd dissonant whispers
5th invisibility
9th *enemies abound**
13th greater invisibility
17th mislead, modify memory

Bonus Proficiencies

At 3rd level, you gain proficiency in one of the following skills: Deception, Persuasion, Sleight of Hand or Stealth.

Machinations

As you enter this pursuit at 3rd level, how to subtly influence conflict. When you use the Disengage, Dodge, Help or Hide action, you can then use any of those actions as a bonus action.


Insidious Exploit

By 6th level, your attacks unnerve your foes. You gain the following exploit:


Agitate. Your target must make a Wisdom saving throw against your spell save DC. On a failed save, that enemy is frightened of you until the start of your next turn.

Inscrutable

At 10th level, creatures have disadvantage on contested Intelligence, Wisdom and Charisma checks they make against you.

Mint Memory

Starting at 10th level, you have access to a special ritual that allows you to store a creature's memory into an object or show a stored memory to others. After spending 1 minute while a coin is within your reach, a willing creature may touch the object to store one of its memories into it, at the creature's choice. Even if the creature is uncertain about the full details of that memory, storing the memory this way imparts all the details as far as that creature was aware of at the time. An object can only store one memory at the time, and the memory cannot span a period of time longer than 1 hour. After a creature stores a memory this way, if the creature is willing, that creature may also erase that specific memory from its mind.

After this is done, you may select a command word. When a creature touches the object and speaks that word, that creature witnesses the memory as it was stored. This an immediate effect that takes no time.

Shrouded in Mystery

At 18th level, you become a riddle wrapped into an enigma. You are always under the effects of a mind blank spell. If you attack a creature or cast a harmful spell against one, this effect is suppressed for 1 hour.

You can also use an action to voluntarily suppress this effect. If you suppress this effect this way, you can use an action to enable it again.

Seeker Spells

As a seeker, when you learn spells you can choose from the following list of spells.

1st Level
  • Alarm
  • Comprehend Languages
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • Disguise Self
  • Feather Fall
  • Identify
  • Illusory Script
  • Jump
  • Longstrider
  • Purify Food and Drink
  • Silent Image
  • Tenser's Floating Disk
  • Unseen Servant
2nd Level
  • Arcane Lock
  • Augury
  • Continual Flame
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Find Traps
  • Gentle Repose
  • Knock
  • Lesser Restoration
  • Levitate
  • Locate Animals or Plants
  • Locate Object
  • Magic Mouth
  • Nystul's Magic Aura
  • Pass Without Trace
  • Rope Trick
  • See Invisibility
  • Silence
  • Skywrite
  • Zone of Truth
3rd Level
  • Catnap
  • Clairvoyance
  • Create Food and Water
  • Daylight
  • Dispel Magic
  • Haste
  • Leomund's Tiny Hut
  • Major Image
  • Meld into Stone
  • Nondetection
  • Protection from Energy
  • Sending
  • Slow
  • Speak with Dead
  • Tongues
  • Tiny Servant
  • Water Breathing
  • Water Walk
4th Level
  • Arcane Eye
  • Divination
  • Fabricate
  • Freedom of Movement
  • Leomund's Secret Chest
  • Locate Creature
  • Mordenkainen's Private Sanctum
  • Otiluke's Resilient Sphere
  • Stone Shape
5th Level
  • Creation
  • Greater Restoration
  • Legend Lore
  • Passwall
  • Rary's Telepathic Bond
  • Scrying

Seeker & Multiclassing

Seekers follow all normal rules for multiclassing. Use the following tables to determine prerequisites and proficiencies:

Multiclassing Prerequisites:

Strength or Dexterity 13, and Intelligence 13

Multiclassing Proficiencies:

Light armor, simple weapons, martial weapons, and the Investigation skill.

Shaman

Mist floods the tent and wisps dance on the ceiling as a wizened orc raises one hand from the body in front of him, calling on his ancestors to lend him their strength and heal the wounded soldier.

A small spectral fox dashes ahead of the young elf, prancing and jumping around an inconspicuous patch of snow on the path, warning the elf just in time of the hidden trap.

When a creature dies, it is not always the case that their spirit is able to move on. Instead some linger. Often these spirits track down those who can perceive them so that they might find peace or carry out vengeful actions.

Shamans are individuals either blessed or cursed to be capable of perceiving those entities and harnessing their power. This perception most often comes in the form of visions, dreams and whispers from the spirits themselves.

Wisdom is a common trait found in shamans. Boasting in some cases multiple lifetimes of experiences, they are often sought out as advisers or spiritual guides.

Spiritual Powers

Shamans gain their magical prowess directly from the spirits around them. Often shamans harbor a deep respect for the dead, and see their gifts as an obligation to help the spirits move on. Many shamans use their powers to influence the living too, either as restorative forces to help, or as wrathful forces acting on revenge.

Usually shamans learn to master their powers by learning from a mentor, or sometimes even being taught by the spirits of shamans before them. There is however no greater teacher than experience which is why most shamans set out as adventurers, often embarking on a spiritual journey.

Most shamans when they embrace their gifts receive a spirit animal that acts as a guardian and guide, often taking the shape of an animal that reflects the personality of the shaman.

The Shaman

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Ritualist 3 2
2nd +2 Sixth Sense, Spirit Animal 3 3
3rd +2 Spirit Journey, Ritualist 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Ritualist 4 4 3 2
6th +3 Spirit Journey Feature 4 4 3 3
7th +3 Ritualist, Spirit Boon 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 Ritualist 4 4 3 3 3 1
10th +4 Spiritual Defense 5 4 3 3 3 2
11th +4 Ritualist 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 3 1
13th +5 Ritualist, Spirit Boon 5 4 3 3 3 3 1 1
14th +5 Spirit Journey Feature 5 4 3 3 3 2 1 1
15th +5 Ritualist 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 Ambassador of Spirits 5 4 3 3 3 2 1 1 1 1
18th +6 Extra Spirit Boon 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Spiritual Sight 5 4 3 3 3 3 2 2 1 1

Creating a Shaman

When you create your shaman the most important question to ask is how you became attuned to the spirits. Was it a natural event such as being born during a mystical meteor shower? Perhaps you were cursed by somebody to see the dead and hear their problems? Or you could have no idea and are adventuring the uncover a greater truth.

How does your character perceive their abilities? Do they view them as a curse from the Gods? Punishment for some crimes committed in a past life? Maybe you view it as a duty to the souls around you, an endless task to lend aid to the spirits and help them into the afterlife? Or even perhaps you view the spirits as tools to advance your own plans, choosing to exploit the spirits you see rather than helping them.

Quick Build

You can make a shaman quickly by following these recommendations. Firstly make Wisdom your highest score followed by Constitution. Secondly take the Hermit background.

Class Features

As a shaman, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per shaman level
  • Hit Points at 1st Level: 8 + your Constituion modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per shaman level after

    Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: All simple weapons, blowgun, net
  • Tools: Thieves' Tools

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

    Equipment

    You start with the following equipment, in addition to the equipment granted by your background:
    • (a) a simple weapon and a shield or (b) two simple weapons
    • (a) a herbalist kit or (b) any simple melee weapon
    • leather armor, explorers kit and a druidic focus

Spellcasting

As a conduit for the spiritual world, you can cast shaman spells. See chapter 10 for the general rules spellcasting and the end of this document for the shaman spell list.

Cantrips

At 1st level, you know three cantrips of your choice from the shaman spell list. You learn additional shaman cantrips of your choice at higher levels, as shown in the Cantrips Known column of the shaman table.

Preparing and Casting Spells

The shaman table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

During a long rest you prepare the list of shaman spells that are available for you to cast, choosing from the shaman spell list. When you do so, choose a number of shaman spells equal to your Wisdom modifier + your shaman level (minimum of one spell). The spells must be of a level for which have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your shaman spells.

The power of your spells comes from the spiritual world and your ability to connect and channel it. You use your Wisdom whenever a shaman spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a shaman spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a shaman spell as a ritual if that spell has the ritual tag and you have that spell prepared.

Spellcasting Focus

You can use a druidic focus (found in chapter 5) as a spellcasting focus for your shaman spells.

Ritualist

Beginning at 1st level, the shaman begins having dreams or visions of lingering spirits sharing ancient magics.

You may add any two spells with the ritual tag that is of a level you can cast to your prepared spells. You always have these rituals prepared, and they do not count against the number of shaman spells you have prepared.

These spells can only be cast as rituals.

You can select one more ritual at 3rd level, then again at 5th, 7th, 9th, 11th, 13th and 15th level.

Sixth Sense

At 2nd level the shaman can sense the auras of the recently dead.

As an action, you become aware if any creatures have died in a 30 foot area around you in the last 24 hours. You do not know how they died, but you do know what type of creature they were (Such as humanoid, beast or monstrosity).

This feature can be used a number of times per long rest equal to 1 + your Wisdom modifier.

Additionally, you have advantage on Charisma checks made to interact with spirits and the dead.

Spirit Animal

At 2nd level you gain the companionship of a spirit who has sworn to serve alongside you.

You learn the Find Familiar ritual (Page 240 of the PHB), when you cast this ritual you can opt to gain a point of exhaustion and instead of summoning a familiar, you may summon a spirit animal.

The spirit animal is more durable and powerful than a standard familiar. It shares the shamans proficiency bonus, and has maximum hit points equal to five x your character level.

Additionally, it has proficiency in all saving throws.

Your spirit animal also has inherent boons and magical effects. When you summon a spirit animal, select from the list of spirit boons below.

Spirit Boons

Your spirit animal has two spirit boons from the list below. When you gain a level in this class, you can choose one of the spirit boons your spirit animal has and replace it with another.

At 7th, 13th and 18th level you may select one additional spiritual boon for your spirit animal to know.

Boon of Bolstering

The spirit animal can grant the Help action (Chapter 9, PHB) from 15 feet away.

Boon of Bonding

The shaman can always percieve through the spirit animals senses if they are on the same plane, regardless of distance.

Boon of Direction

The spirit animal can use its action to target an ally within 15 feet. The target can immedietly use its reaction to move 15 feet.

Boon of Endurance

The spirit animal gains a bonus +2 to their AC and proficiency in one saving throw of your choice.

Boon of Elements

If a spell that would hit a creature within 5 feet of the spirit animal would deal acid, cold, fire, lightning, poison, or thunder damage, the spirit animal may use its reaction to change the type of damage to another type from that list.

Boon of Fury

While within 5 feet of the spirit animal, the shaman can use their Wisdom modifier for calculating to hit and damage bonuses with melee weapons.

Boon of Life

Creatures of the shamans choice 5 feet from the spirirt animal have advantage on death saving throws.

Boon of Origin

While within 15 feet of the spirit animal, if the shaman casts a spell the spirit animal may use its reaction and become the point of origin for that spell.

Boon of Protection

When a creature attacks a target within 5 feet of the spirit animal, the shaman may use his reaction to impose disadvantage on the roll.

Boon of Rituals

While within 15 feet of the spirirt animal, any ritual cast by the shaman takes only half the listed time to cast.

Boon of Stone

As an action the spirit animal can give temporary hit points equal to your shaman level to a creature within 15 feet that it can see. This boon can only affect one creature at a time. If this boon is used again, any other instances of temporary hit points given from this boon dissapear. This boon can be used a number of times per short or long rest equal to your Wisdom modifier.

Boon of Telepathy

The spirit animal gains limited telepathy to communicate simple ideas, emotions and images to any creature within 100 feet of itself that can understand a language.

Boon of Travel

While summoned, both the spirit animal and shaman gain an additional 10 feet of movement.

Boon of Vigilance

Enemies within 15 feet of the spirirt animal don't benefit from half cover.

Boon of Vigor

If the spirit animal takes any damage while within 15 feet of the shaman, the shaman may use their reaction to take the damage themselves instead.

Boon of Vitality

Allies within 15 feet of the spirit animal may roll their hit die twice and use either result when recovering hit points during a short or long rest.

Boon of Whispers

While within 15 feet of the spirit animal, the shaman can understand the vague meaning of any intelligent spoken language that they hear.

Spiritual Journey

At 3rd level, you choose a spiritual journey that guides your shaman powers: The Journey of Harmony or the Journey of Wrath, both detailed at the end of the class description. Your journey grants you features at 3rd level, and then again at 6th and 14th.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Spiritual Defense

At 10th level spirits naturally flock to your aid and help the shaman bolster their mental defense.

When you gain this feature the shaman has advantage on saving throws agianst being charmed or frightened.

Timeless Body

At 17th level, you no longer require food or water to sustain yourself, and you immediately stop aging and cannot be magically aged.

Spiritual Sight

At 20th level the Shaman can perceive both the physical and spiritual plane in perfect sync.

When you gain this feature you can see all invisible creatures, objects, illusions and can sense the alignments of creatures.

Additionally, your Sixth Sense class feature gains unlimited uses and you're able to communicate with any spirits you can see.

Spiritual Journey

An endless number of spirits commune with shamans to seek their aid in moving on towards the afterlife. Some are bound to this world by a regret or a desire to make amends with a family member. Others seek revenge for those we betrayed them in life.

Through these spirits two clear spiritual journeys are laid out. The Journey of Harmony and the Journey of Wrath. At 3rd level the shaman must chose one and undertake their own spiritual journey.

Journey of Harmony

Shamans who undertake a spiritual journey of harmony focus on making amends between spirits and the world. They forge a closer bond with spirits than their other kin, and are rewarded with more powerful spiritual magic in turn.

Spiritual Knowledge

When you select this journey at 3rd level you learn one additional shaman cantrip.

Harmonious Bond

Also at 3rd level, when you summon a spirit animal they can select from one of the two unique spirit boons available to those that follow the Journey of Harmony, as listed below;

Boon of Life

As an action, the spirit animal can sacrifice any number of its own hit points to heal a target within 5 feet for an amount equal to what was sacrificed.

Boon of Stone

As an action the spirit animal can give temporary hit points equal to your shaman level to a creature within 15 feet that it can see. This boon can only affect one creature at a time. If this boon is used again, any other instances of temporary hit points given from this boon dissapear. This boon can be used a number of times per short or long rest equal to your Wisdom modifier.

Spiritual Equilibrium

At 6th level whenever a creature within 60 feet of you dies, you may use a reaction to give temporary hit points to a creature you can see within 60 feet of you.

These temporary hit points equal your shaman level + your Wisdom modifier. Only one creature at a time can benefit from this feature.

This boon can be used a number of times per short or long rest equal to your Wisdom modifier.

Spiritual Flight

At 14th level as a bonus action the shaman can form a pair of spectral wings on their back. When summoned the shaman gains a flight speed equal to their current speed. The wings last until they are dismissed as a bonus action.

Journey of Wrath

Shamans who undertake a spiritual journey of wrath believe that some spirits need to be sated in order to move on. Legends say these shaman feel the burning revenge of the dead in their veins at all times.

Wrathful Teachings

When you select this journey at 3rd level, you gain proficiency in martial weapons.

Spiritual Sap

Also at 3rd level, whenever you reduce a creature to 0 hit points, the shaman and the spirit animal gain temporary hit points equal to the shaman level + your Wisdom modifier.

Extra Attack

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


Wrathful Step

At 14th level vengeful spirits carry the shaman through combat. As part of your movement action, the shaman can choose to make brief dashes in the Ethereal plane and return in the physical world.

Once per turn if the shaman moves more than 10 feet they can teleport to a location they can see, up to a distance of the remainder of their movement.

Cantrips (0 Level)
  • Chill Touch
  • Fire Bolt
  • Guidance
  • Light
  • Shillelagh
  • Shocking Grasp
  • Spare the Dying
  • Thaumaturgy
1st Level
  • Bane
  • Bless
  • Charm Person
  • Command
  • Cure Wounds
  • Detect Evil and Good
  • Healing Word
  • Hex
  • Faerie Fire
  • Fogcloud
  • Guiding Bolt
  • Inflict Wounds
  • Protection from Evil and Good
  • Shield of Faith
  • Unseen Servant
  • Witch Bolt
2nd Level
  • Augury
  • Barkskin
  • Beast Sense
  • Darkness
  • Flame Blade
  • Hold Person
  • Lesser Restoration
  • Magic Weapon
  • Mirror Image
  • Misty Step
  • Ray of Enfeeblement
  • See Invisibility
  • Spiritual Weapon
3rd Level
  • Animate Dead
  • Bestow Curse
  • Call Lightning
  • Clairvoyance
  • Dispel Magic
  • Mass Healing Word
  • Remove Curse
  • Revivify
  • Sending
  • Speak with Dead
  • Spirit Guardians
  • Vampiric Touch
4th Level
  • Arcane Eye
  • Banishment
  • Blight
  • Death Ward
  • Dimension Door
  • Divination
  • Hallucinatory Terrain
  • Locate Creature
  • Phantasmal Killer
  • Polymorph
  • Stoneskin
5th Level
  • Awaken
  • Bigby's Hand
  • Commune
  • Contact Other Plane
  • Contagion
  • Dispel Evil and Good
  • Greater Restoration
  • Legend Lore
  • Mass Cure Wounds
  • Planar Binding
  • Raise Dead
  • Reincarnate
  • Scrying
6th Level
  • Bones of the Earth
  • Circle of Death
  • Create Undead
  • Forbiddance
  • Heal
  • Magic Jar
  • Planar Ally
  • Trueseeing
7th Level
  • Etheralness
  • Plane Shift
  • Regenrate
  • Symbol
8th Level
  • Antimagic Field
  • Control Weather
  • Earthquake
  • Tsunami
9th Level
  • Astral Projection
  • Foresight
  • Imprinsonment
  • Storm of Vengeance
  • True Resurrection

The Spellblade

After pausing for a brief moment, the human realizes she is outnumbered. Spending only a moment inspecting her opponents, she sees a blade and recognizes that their intent is lethal. She draws her rapier, concentrates for a moment, and mutters an incantation under her breath before her blade splits into eight identical clones - one for each of her assailants. Fists are clenched as they’re each pitted against a masterless blade, only to fall before them.

The Tiefling held fast while wave after wave of the Dragon’s frigid breath cascaded over her armored form. Her shield, magically enhanced thanks to the use of her magic, was helping to stem the tide of the absolute cold, but it wasn’t enough. Rather than retreat as was wise, she decided to advance. Close the distance. There, she could plunge her rapier into the beast’s hide and send her magicks coursing through its veins. While the risk of failure was high, the chance of success was worth it.

The Gnomish woman practiced patience as the nobleman spat in her face. Slowly, deliberately, the Gnome retrieved her handkerchief to mop up the thick spittle that had begun to dribble off of her nose. When her face emerged from behind the cloth, her patience was clearly gone. With an amount of strength barely applicable to a being of her stature, she grasped the ankle of the nobleman and marched to the wall of a nearby building. To the dismay of the nobleman’s bodyguards - and even of her own part - she began to walk directly up the side of the wall until she was dangling the man off the side of a 60 foot drop. He would learn his lesson, this she was sure of.

The Lost Art

Becoming a spellblade takes countless hours of study and practice. Blood, sweat, and tears go into every ounce of knowledge learned and every physical skill mastered. It is not a magic that comes naturally, for it goes against many cardinal rules of spellcasting. These spells that a spellblade weaves require long lost incantations and cold steel in their hands. Many spells cast through the act of spellblading take on different forms, wrapping around their instruments of war and enacting their magicks without the typically required method. These spells have been handcrafted by master spellblades for centuries, passed down through generations and honed to greater precision.

The magical power of spellblades is remarkably thin, almost infinitesimal when compared to the might and fury that other spellcasters wield. Rather than harnessing and unleashing raw power, spellblades prefer more skillful and tactful wielding of their spells. They train their bodies and their minds together so that the act of casting a spell is as simple and as ingrained in muscle memory as a thrust of a sword or the loosening of an arrow. Augmentations of steel and body have a place in the repertoire of many modern spellcaster’s, but few focus the entirety of their arcane practice on such a trivial thing. This is where the spellblade does their work the best - the thin line between the martial and the arcane.

Thus have the ancient tomes been lost to history, hidden away to gather dust in endless archives or left to rot and scatter in a ruin long forgotten. Lingering dregs of spellblades exist in certain spells, such as the druid cantrip Shillelagh, the Smites of the Paladin, or the many arts known to Warlocks beholden to the patron of the Hexblade. But some scarce few still decide to dig deeper to discover the ancient art of spellblading, forgoing a contract with a patron or an allegiance to the divine to instead pursue their own personal growth, becoming one of the few living practitioners of this arcane art known as spellblading.

Spellblade
Level Proficiency Bonus Reservoir Points Features Spells Known 1st 2nd 3rd 4th 5th Augmentations Known
1st +2 Spellcasting, Extension of the Self, Art Feature 2 2 - - - - -
2nd +2 2 Arcane Augmentations, Arcane Reservoir, Spellstrike 3 2 - - - - 2
3rd +2 3 4 3 - - - - 2
4th +2 4 Ability Score Improvement 5 3 - - - - 2
5th +3 5 Extra Attack 6 4 2 - - - 3
6th +3 6 Art Feature 7 4 2 - - - 3
7th +3 7 Focused Concentration 8 4 3 - - - 4
8th +3 8 Ability Score Improvement 9 4 3 - - - 4
9th +4 9 10 4 3 2 - - 5
10th +4 10 Art Feature 11 4 3 2 - - 5
11th +4 11 Enhanced Spellblading 12 4 3 3 - - 5
12th +4 12 Ability Score Improvement 12 4 3 3 - - 6
13th +5 13 13 4 3 3 1 - 6
14th +5 14 Art Feature, Weave Bound Physicality 13 4 3 3 1 - 6
15th +5 15 14 4 3 3 2 - 7
16th +5 16 Ability Score Improvement 14 4 3 3 2 - 7
17th +6 17 15 4 3 3 3 1 7
18th +6 18 Art Feature 15 4 3 3 3 1 8
19th +6 19 Ability Score Improvement 15 4 3 3 3 2 8
20th +6 20 Master of the Arts 15 4 3 3 3 2 8

Honed to a Blade's Edge

A spellblade is not whole without a weapon in their hand. Many great warriors claim that their weapon is an extension of their body, and while it serves its purpose in highlighting the importance of familiarity with your weapon of choice, it remains as a simple metaphor. For a spellblade, their weapon is their body. Their heart pumps in time with their weapon swings, their mind sees the intent of their strike before they’ve consciously registered it; the spellblade is a master of their craft, or they are nothing.

The meticulous nature of spellblading lends itself to the intelligent and diligent. Care of both body and mind are required to become a successful master of the art.

Creating a Spellblade

As you make your spellblade, think of what led them to pursue the art. Are they physically weak, aiming to augment this with this art? Are they an already skilled warrior aiming to gain an edge on their competition?

Have they simply stumbled across an ancient tome of knowledge, deciding to pursue the art for convenience?

Think also upon the personality of your character as you do this. As explained above, spellblading is an art typically reserved for those who are physically fit, intelligent, and diligent above all else. Do they struggle with the finer points of the teachings, such as mental health? Do they struggle with the rigorous physical training required? Perhaps they question the need for these spells to be so fluid? Consider objections to the teachings as well as understanding.

Above all else, remember that this is an uncommon art. Many similar methods of weaving spells together with weapons exist in this world, but none so rare and specialized as the art of spellblading. Many questions will rise should a scholar find a practitioner of spellblading, noblemen will inquire of your heritage, and many wilder folk may wish to steal the knowledge from you to sell to others for its rarity. Confer with your DM as to the implications of these things within their world.

Quick Build

You can make a spellblade quickly by following these suggestions. First, make either Strength or Dexterity your highest ability score, followed by Intelligence. Second, chose the folk hero background. Third, choose the following spells: Shield and Thunderous Smite.

Class Features

As a spellblade, you gain the following class features

Hit Points

  • Hit Dice: 1d10 per spellblade level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per spellblade level after 1st

Proficiencies

  • Armor: Light armor, medium armor, heavy armor
  • Weapons: Simple melee weapons
  • Tools: None
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Perception, or Performance

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor or (c) chain mail
  • (a) a shield (if proficient) or (b) a simple melee weapon
  • (a) a dungeoneer's pack or (b) a scholar's pack
  • a martial melee weapon with which you are proficient
  • Tome of instruction

Spellcasting

By 1st level, you have learned how to exact your martial and magical prowess in tandem. As a practitioner of the art of spellblading, you learn from a source of knowledge containing all spells you can learn.

Tome of Instruction

The arcane art of spellblading cannot be learned without the magical instrument known as the Tome of Instruction. Your Tome contains all spells a spellblade can learn. As a spellblade practitioner, you understand that you must have almost complete mastery over the incantations and application of these spells in order to properly utilize them. If you lose your Tome of Instruction, you cannot gain any more levels in spellblade until you either retrieve it, or find a new Tome of Instruction. These Tomes are difficult to come by and must be discovered in the world in some fashion. Each tome has a specific set of training instructions for a particular art - a subclass of Spellblading. Only one art may be learned from each Tome of Instruction. Determine which Art your Tome refers to before continuing.

Spell Slots

The spellblade table shows how many spell slots you have to cast your spells of 1st through 9th. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you are a 5th-level spellblade, you have four 1st-level and two 2nd-level spell slots. You can cast a first level spell using any of these 6 spell slots with the potential for the spell's potency to increase when used with a slot higher than the level of the spell.

Spells Known of 1st Level and Higher

You know and have memorized four 1st-level spells of your choice from the spellblade spell list.

The Spells Known column of the Spellblade table shows you when you learn more Spellblade spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the spellblade spells you know and replace it with another spell from the spellblade spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your spellblade spells, since the power of your magic comes from your mental aptitude for the fine points of the teachings of the arts. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence Modifier when setting the saving throw DC for a spellblade spell you cast and when making an attack roll with one.


Spell save DC = 8 + your proficiency bonus +
your Intelligence modifier

Spell attack modifier = your proficiency bonus +
your Intelligence modifier

Weapon Attacks Over Spells?

Spellblades often forgo making spell attacks or forcing saving throws in favor of making weapon attacks. It could be argued that your weapon attack roll bonus is more important than your spellcasting ability modifier.

Spellcasting Focus

You can use your melee weapon bonded to you by your Extension of the Self feature as a spellcasting focus for your spellblade spells.

Extension of the Self

Beginning at 1st level, you learn one of the most basic teachings of spellblading; your weapon is an extension of your body. If you spend at least one hour training with a weapon you are proficient in, you can bind it to you. As a bonus action on your turn, you can call this weapon to teleport into your grasp so long as it is on the same plane of existence as you. This weapon counts as a spellcasting focus for the Spellblade. While wielding any bonded weapon, you may activate Arcane Augmentations only by way of wielding the weapon.

In addition, you learn the Anthologism cantrip, detailed in the Spellblade Spells section of the class.

Spellblading Art

At 1st level, choose a spellblading art for which you have acquired your Tome of Instruction: The Classical Art, the Candid Art, the Graceful Art, the Sundering Art, or the Tandem Art.

Your choice grants you features when you choose it at 1st level and again at 6th, 10th, 14th, and 18th level.

Arcane Reservoir

At 2nd level, you gain a pool of subtle arcane energy that you can call upon to augment the spells you cast. Your Arcane Reservoir has 2 reservoir points, and you gain more as you reach higher levels, as shown in the Arcane Reservoir column of the spellblade table. You can never have more reservoir points in your Arcane Reservoir than shown on the table for your level. You regain all spent reservoir points when you finish a long rest. You can spend a number of reservoir points per round in any way you choose equal to the following table:

Reservoir Points Table
Spellblade Level Reservoir Points Limit
2 1
5 2
11 3
17 4

You can also sacrifice spell slots to gain additional reservoir points. As a bonus action on your turn, you can expend one spell slot and gain a number of reservoir points equal to the slot's level.


Spellstrike

At 2nd level, your bonded weapon becomes an instrument through which you exact a greater level of lethality and power in the form of the arcane art of Spellstriking. A unique catalog of spells is listed at the end of this class description. These spells are known as "Spellstrike" spells, and are important to note due to their frequent mention throughout the description of this class.

You gain the following features.

  • If a Spellstrike spell requires a saving throw to prevent a lasting effect, the spell does not require Concentration until/unless the target fails their saving throw.
  • If any Spellstrike spell says to "make a melee spell attack," you can instead replace the text with "make a melee weapon attack."
  • If a Spellblade feature would cause a weapon attack to strike multiple creatures, only one of those creatures may be subject to the Spellstrike spell of the attack.

If you attempt to cast a second Spellstrike spell upon your weapon while your weapon is already under the effects of a smite spell, the first Spellstrike spell is dispelled.

Arcane Augmentations

Beginning at 2nd level, you gain the ability to subtly alter your weapon using your reservoir of arcane energy. At 2nd level, you gain two arcane augmentations of your choice. Your augmentation options are detailed at the end of the class description. When you gain certain spallblade levels, you gain additional augmentations of your choice.

You can use any number of augmentations per turn provided that you do not exceed the Reservoir Point Limit detailed in the Arcane Reservoir feature.

Additionally, when you gain a level in this class, you can choose one of the augmentations you know and replace it with another augmentation that you could learn at that level. A level prerequisite in an augmentation refers to spellblade level, not character level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase an ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Focused Concentration

When you reach 7th level, you can add your Intelligence modifier to Constitution saving throws to maintain concentration of a spell or effect provided that the damage you received originated from a melee weapon or melee spell attack.

Enhanced Spellblading

At 11th level, when you cast a Spellstrike spell, your weapon receives a +1 to hit and damage rolls until the start of your next turn. This bonus increases to +2 at 17th level.

Weave Bound Physicality

When you reach 14th level, whenever you would be forced to make a Strength or Dexterity saving throw, you can add your Intelligence modifier to the result. If you would succeed on a saving throw in this way to take half damage from a spell or ability, you take no damage instead.

Master of the Arts

When you reach 20th level in this class, you have finally unlocked the hidden potential within the art of spellblading. When you would cast a Spellstrike spell as a bonus action, you can instead cast any number of Spellstrike spells as part of the same bonus action so long as the total level of spell slots spend does not exceed half of your Spellblade level. When you strike a creature with this weapon attack, you can choose only one effect that would require concentration to be applied to that creature.

Immediately after you successfully make a weapon attack with the use of this feature, you are stunned until the end of your next turn.

Once you have used this feature, you cannot do so again until you finish a long rest.


Spellstrike Spells

The following is a list of spells that, for the purpose of this class and its features, are classified as "Spellstrike" spells.

1st level Smites
  • Ensnaring Strike
  • Searing Smite
  • Sickening Smite*
  • Slickfoot Smite*
  • Thunderous Smite
  • Wrathful Smite
  • Zephyr Strike
2nd level Smites
  • Arcing Smite*
  • Blisterfoot Smite*
  • Branding Smite
  • Frost Buckshot Smite*
  • Rusted Strike*
  • Vampiric Smite*
3rd level Smites
  • Blinding Smite
  • Bone-Chilling Smite*
  • Disorienting Strike*
  • Effervescent Smite*
  • Spell-Sunder Smite*
  • Tessering Strike*
  • Warding Smite*
4th level Smites
  • Flatfoot Strike*
  • Staggering Smite
5th level Smites
  • Banishing Smite
  • Shatter-Skull Strike*
  • Steel Wind Strike
  • Sun-Heaving Strike*

Spellblading Arts

A spellblade is one who has dedicated their life to perfecting just one of the many facets that the teachings of spellblading has to offer. Not all Tomes of Instructions are thought to have been recovered, and many scholars theorize that there were originally thousands of unique arts.

The Classical Art

The Classical Art is historically the first Spellblading Art to have been studied by masters of Spellblading. It does not have a particular modum of focus aside from the teachings that are commonplace among master swordsmen, yet it weaves the magnus arcanum within it’s strikes so fluidly as to be nearly indiscernible from less magically inclined swordsmanship. The Classical Art opts to take traditional stances, understanding of your foes, and powerful strikes, and to augment them subtly to bring their capabilities to a higher stage of power than that of other martial practitioners.

Classical Martial Training

Beginning when you practice this art at 1st level, you gain proficiency in the battleaxe, flail, longsword, morningstar, war pick, warhammer, and shield.

Anticipatory Arcanum

Beginning when at 1st level, you have learned a select number of spells according to your art’s style. You gain the following spells at the spellblade levels listed. They do not count against the number of spellblade spells you can know.

Spellblade Level Arcanum Spells
1 Alarm
5 Zone of Truth
9 Glyph of Warding
13 Mordenkainen's Faithful Hound
17 Teleportation Circle


Versatile Practices

Starting at 3rd level, whenever you would use your action to take the dash or disengage actions, you can make one melee weapon attack as part of the same action. You can use this feature a number of times up to your Intelligence modifier, and regain all uses on a short or long rest.

Ancestor's Forms

Beginning at 10th level, whenever you spend reservoir points to activate an arcane augmentation, you can either heal a number of hit points equal to twice the amount spent, or cause your next melee weapon attack to deal additional damage equal to twice the amount spent.

Untapped Potential

Starting at 14th level, you can activate an augmentation at your reservoir points limit for free. Doing so still activates your Ancestor's Forms feature. Once you have used this feature, you cannot do so again until you complete a short or long rest.

Sally the Fool

Starting at 18th level, when a creature uses their action or ends their turn within your weapon's reach, or steps out of your weapon attack range, you can make an opportunity attack against that creature. You can choose to cast a Spellstrike spell through this weapon attack, provided that it hits. Once you have used this feature, you cannot do so again until you have taken a short or long rest.

The Candid Art

The Candid Art is often considered to be the most brutish of the Spellblading Arts. More than any other art, the Candid Art trains their body and their muscles, ensuring that they are not relying solely upon the arcane additions of their arsenal to exact harm upon their opponents. More than simply muscular fools, those who study the Candid Art understand that flexibility, strength, litheness, and health are pillars of a successful mind. A great understanding of strategy and a powerful will are required in order to undergo the rigorous teachings of the Candid Art of spellblading.

Brutish Martial Training

Beginning when you practice this art at 1st level, you have practiced with more powerful armaments that better suit your needs. You gain proficiency with the glaive, greataxe, greatsword, halberd, maul, and pike.

Shattering Arcanum

Beginning when at 1st level, you have learned a select number of spells according to your art’s style. You gain the following spells at the spellblade levels listed. They do not count against the number of spellblade spells you can know.

Spellblade Level Arcanum Spells
1 Absorb Elements
5 Shatter
9 Meld Into Stone
13 Stone Shape
17 Passwall

Bull's Horns

Beginning at 3rd level, once per turn when you successfully hit a creature with a melee weapon attack, you can force the creature to make a Strength saving throw. On a failed save, you can move the creature 10 feet
in any direction (including up).
This movement does not
provoke opportunity attacks.
You can use this feature a
number of times up to your Intelligence modifier, and regain all uses on a short or long rest.

Arcanite Fortitude

Starting at 10th level, you gain proficiency in Strength
saving throws. In addition, you have advantage on saving throws to resist being knocked prone or moved against your will.

Brute's Cunning

Starting at 14th level, whenever you would use your Bull’s Horns feature to move a creature, you can increase the amount they are moved by 10 feet.

In addition, whenever a creature would either impact an object or impact another creature as a result of this movement, they take 2d10 bludgeoning damage.


At the Mountain's Base

Starting at 18th level, you are an unstoppable force of might and magic, and a terror on the battlefield. The area within 5 feet of you is considered difficult terrain for creatures of your choice.

In addition, when you would use your Bull’s Horns feature, you can move the creature by an additional 40 feet. When a creature is moved in this way, the impact damage they receive from your Brute’s Cunning feature is increased by 6d10. Once you have used this feature, you cannot do so again until you finish a long rest.

The Graceful Art

The Graceful Art of spellblading was, according to many other instructional spellblading books, considered to be a joke. It was jovial, playful, and altogether took the masterwork art of spellblading and transformed it into something that many practitioners found insulting. This is greatly in contrast to what historians have discussed today, for the Graceful Art of spellblading is one of great focus of arcane exertion, attention to detail, and finesse that is otherwise lacking from other forms of spellblading. It is no stretch to assume that many in the annals of history who practiced this particular spellblading art were geniuses and prodigies of their time.


Graceful Martial Training

Beginning when you practice this art at 1st level, you have practiced with weapons that require more finesse to properly wield. You gain proficiency with the net, rapier, scimitar, shortsword, trident, and whip.

Dextrous Arcanum

Beginning when at 1st level, you have learned a select number of spells according to your art’s style. You gain the following spells at the spellblade levels listed. They do not count against the number of spellblade spells you can know.

Spellblade Level Arcanum Spells
1 Longstrider
5 Spider Climb
9 Water Walk
13 Freedom of Movement
17 Far Step

Featherfoot Dance

Starting at 3rd level, when you make a melee weapon attack against a creature, you can choose to gain the effects of the disengage action, and your movement speed increases by 15 feet until the end of the turn. You can use this feature a number of times up to your Intelligence modifier, and regain all uses on a short or long rest.

Substantiative Evasion

Beginning at 10th level, you gain proficiency in Dexterity saving throws. In addition, you can move through the spaces of other creatures or difficult terrain without squeezing or using additional movement.

Impossible to Pin

Starting at 14th level, as a reaction to being grappled, paralyzed, knocked prone, restrained, or stunned, you can immediately end that effect and move up to your full movement. This movement does not provoke opportunity attacks. You can use this reaction even if you would normally be incapable of taking reactions. Once you have used this feature, you cannot do so again until you finish a short or long rest.

Thistle's Sting

Starting at 18th level, when you end any movement within your weapon’s reach of another creature, you can immediately make one melee weapon attack against that creature (no action required). You can cast a smite spell as part of this melee weapon attack (no action required). Once you have used this feature, you cannot do so again until you finish a long rest.

The Sundering Art

The Sundering Art of spellblading is considered by historians to be possibly the purest form of the lost arcane teachings. While many other spellblading arts teach of small arcane enhancements to better their swordsmanship or to react to situations accordingly, the Sundering Art forgoes this in an attempt to master the purity that is absolute destruction. Those who study the Sundering Art wish to learn how to split even reality itself at its seams, to rend anything apart with the strength of their body and mind. Often feared by their enemies and even their colleagues, those who study the Sundering Art seek a type of perfection only achievable through dedication, diligence, and passion.

Focused Martial Training

Beginning when you practice this art at 1st level, you gain proficiency with two martial melee weapons of your choice.

Precise Arcanum

Beginning when at 1st level, you have learned a select number of spells according to your art’s style. You gain the following spells at the spellblade levels listed. They do not count against the number of spellblade spells you can know.

Spellblade Level Arcanum Spells
1 Hunter's Mark
5 Web
9 Bestow Curse
13 Locate Creature
17 Planar Binding

Practiced Strike

Starting at 3rd level, you have honed your practice to an absolute edge, and can capitalize on your opponent's weaknesses. Whenever you would make a melee weapon attack with advantage, you can choose to forgo that advantage to add an additional weapon damage die to the damage roll if it hits instead. You can use this feature a number of times equal to your intelligence modifier, and regain all uses on a short or long rest.

Irreproachable

At 10th level, if you would have both disadvantage and advantage on a melee weapon attack, you only have advantage on it instead. Using your Practiced Strikes feature to substitute this advantage does not result in the melee weapon attack having disadvantage. It is instead treated as a normal roll instead.

Bolstering Strike

Starting at 14th level, once when you deal damage with a weapon attack, you can choose to gain temporary hit points equal to half the damage dealt. These temporary hit points last until the end of your next turn. Once you have used this feature, you cannot do so again until you finish a short or long rest.


The Perfect Blow

Starting at 18th level, you have mastered the art of rending your foes asunder. Once, when you use your Practiced Strikes ability, you can choose to deal the maximum damage on the weapon attack if it hits. Once you have used this feature, you cannot do so again until you finish a long rest.

The Tandem Art

There are many restrictions to the traditional spellblading arts that deny their practitioners the ability to properly execute strategies with multiple individuals involved. At its core, the art of spellblading is a dance meant for two - yourself, and an opponent. The Tandem Art posits that the potential for spellblades to cast themselves into a role meant for cooperative encounters should not be overlooked, and seeks to capitalize as fiercely as possible on that capability.

Defensive Martial Training

Beginning when you practice this art at 1st level, you have practiced with weapons that allow you to hold your foes at a distance. You gain proficiency with the glaive, halberd, pike, trident, whip, net, and shield.

Medicinal Arcanum

Beginning at 1st level, you have learned a select number of spells according to your art’s style. You gain the following spells at the spellblade levels listed. They do not count against the number of spellblade spells you can know.

Spellblade Level Arcanum Spells
1 Bless
5 Lesser Restoration
9 Life Transference
13 Aura of Life
17 Greater Restoration

Augment Ally

Starting at 3rd level, whenever a creature within 5 feet of you would make a melee weapon attack, you can use your reaction to grant them advantage on the attack roll. You can use this feature a number of times equal to your Intelligence modifier, and regain all uses on a short or long rest.

Staunch Presence

Beginning at 10th level, you count as granting half cover to creatures of your choice within 5 feet of you.

Coordinated Attack

Starting at 14th level, whenever you would take the attack action on your turn, any number of creatures within 30 feet of you can use their reaction to make a weapon attack against a creature within their range. Once you have used this feature, you cannot do so again until you finish a short or long rest.

The Undaunted Siege

Starting at 18th level, whenever you would activate an augmentation, you can grant any number of creatures within 5 feet of you the benefits of the augmentation as well. For each creature granted the use of this augmentation, you must spend one additional reservoir point. These points spent count against your reservoir points limit for this turn. If the augmentation would only trigger during a specific part of your turn (ex: the attack action), the affected creatures can choose to gain the benefits of the augmentation during their next turn provided they would meet the specified trigger. Once you have used this feature, you cannot do so again until you finish a long rest.

Arcane Augmentations

Arcanist's Extension

You can spend 1 or more reservoir points as part of the attack action to ethereally reach beyond your melee weapons normal capabilities. Until the beginning of your next turn, your bonded melee weapons range is increased by 20 feet for every point you spent while activating this augmentation.

Arcanist's Tether

You can spend 1 reservoir point to cause a tendril of magic to spindle out from your weapon. Until the beginning of your next turn, you can use your bonus action to force a creature to make a Strength saving throw. On a failed save, you can pull the creature to you provided the creature is of a size category equal to or smaller than your own. Otherwise, you can pull yourself to the creature.

You may also use your bonded melee weapon to grapple onto objects, functioning similarly to a rope.

Biting Strikes

Prerequisite: 12th level

You can spend 3 reservoir points as a bonus action on your turn to cast the eyebite spell at 6th level. When cast in this way, you do not immediately choose a creature to be affected by the spell. Instead, on both the turn you cast it and as a bonus action on each subsequent turn for the 1 minute duration, you may imbue your weapon with one of the effects of the spell to be cast onto a target as though it were a Spellstrike spell. Choose which effect you intend to inflict before you strike.

You are considered concentrating while this augmentation is active.

Bladefolding

Prerequisite: 18th level

You can spend 4 reservoir points as a bonus action on your turn to wrap your weapon in a powerful space bending magic. The first time you hit a creature with a melee weapon attack within the next minute, you form a crease in space that folds in on itself, creating a miniature singularity. On a space of your choice that the creature you struck occupies, a rip in space appears. The struck creature must make a Dexterity saving throw. On a failure, the creature takes 10d6 force damage as they endure the torrential roil of the singularity. On a success, they are jutted into a nearby space of their choice. If this damage would reduce the creature to 0 hit points, they and the items on their person are sucked into the rip in space and cannot be retrieved.

Difficult terrain extends 60 feet in all directions from the rip in space. Any creature that ends it's turn within 60 feet from the rip in space must succeed on a Strength saving throw against your spell save DC or be pulled 30 feet closer to the rip.

Any creature that starts their turn in the space of or within 5 feet of the singularity must make a Dexterity saving throw, suffering the aforementioned effects on a failed saving throw, or being jutted into a nearby space of their choice on a successful saving throw.

This augmentation counts as a Spellstrike.


Blind Man's Boon

Prerequisite: 7th level

You can spend 1 reservoir point as an action on your turn to gain blindsight out to 5 feet for 1 minute. You may make an opportunity attack against creatures within that range that take an action.

Bolster

You can expend 1 reservoir point when you use a spell slot to siphon the residue of magic from your weapon and bolster your own vitality. You gain a number of temporary hit points equal to twice the spell’s level + your Intelligence modifier.

Carried by the Wind

You can expend 1 reservoir point on your turn to cause your weapon to lose the heavy and two handed properties and to gain the light and thrown (20/60) properties until the beginning of your next turn.

Celerity

Prerequisite: 12th level

You can expend 3 reservoir points when you take the attack action on your turn. You can attack one additional time during this Attack action. You may spend 4 reservoir points to attack two additional times instead of one.

Chameleon

You can expend 1 reservoir point as part of the attack action to camouflage your weapon with the environment, making it difficult to see. Until the end of your turn, you do not make weapon attacks with your bonded melee weapon. Instead, you force the target of your attacks to make an Intelligence saving throw against your spell save DC or be struck by the attack.

Clarify

You can expend 1 or more reservoir points as part of the attack action on your turn to enhance your eyesight, allowing you to catch obfuscated details and increasing your accuracy. The next weapon attack you make this turn is done so with advantage. You may activate this augmentation multiple times for multiple attacks.

If you spend 4 reservoir points instead, the next weapon attack you make this turn hits the target, irrespective of any modifiers to the roll.

Conal Transfigurance

Prerequisite: 5th level

You can spend 2 reservoir points as part of the attack action on your turn to cause your weapon attacks to bubble forth like a gout of flame. Until the end of your turn, your weapon attack extends outward as a 15 foot cone. You make an attack roll against each creature in the area. If you cast a Spellstrike spell through your weapon while attacking in this way, only one creature within the area may be affected by the spell.

Dance with Death

You can spend 1 reservoir point when you would make a Charisma (Performance) check. You can instead make an Intelligence (Performance) check, and gain advantage on the roll.

You may also use this augmentation when you would make a Dexterity saving throw against a trap. You can instead make an Intelligence saving throw against the trap, and gain advantage on the roll.

Duelist's Paradise

Prerequisite: 18th level

You can spend 4 reservoir points and one minute to cast Mordenkainen's Magnificent Mansion without requiring material components. When cast in this way, in addition to its other effects, a servant bearing the title of a sparring partner is manifested inside the mansion. This sparring partner takes on a humanoid visual appearance desired by the party for whom they have been manifested, and they cannot physically interact with the world in any way. The sparring partner can help train a creature in a particular weapon, shield, or armor proficiency. Training for at least 1 hour each day in this way decreases the time required to learn a weapon or armor proficiency by half.

Empower

When you roll damage for a spell, you can spend 1 reservoir point to reroll a number of damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.

Ethereal Form

Prerequisite: 7th level

You can spend 2 reservoir points as an action on your turn to transfigure yourself into an ethereal form for 1 minute. While in this ethereal form, your movement speed is reduced to 10 feet, and you can walk through solid objects and creatures at will. If this augmentation ends while you are inside an object or creature, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to the number of feet you are moved.

You are considered concentrating while this augmentation is active.

Focus

When you would be required to make a concentration check, you can spend 1 reservoir point to roll that check with advantage. You can also spend 3 reservoir points to automatically succeed on the concentration check.

Fool's Guard

Prerequisite: 7th level

You can spend 2 reservoir points on your turn to enter the Fool's Guard. For 1 minute, whenever a creature deals damage to you, your melee weapon attacks made against that creature deal additional damage equal to twice your proficiency bonus until the end of your next turn.


Gildehart's Ladder

Prerequisite: 12th level

You can spend 3 reservoir points during your turn to form thin layers of arcane energy beneath your feet as you walk. You can cast the Fly spell on yourself without expending a spell slot. When cast in this way, you are considered to be hovering, it lasts for 1 hour, and it does not require concentration.

Guide the Elements

Prerequisite: 11th level

You can spend 3 reservoir points as an action on your turn to cast the conjure elemental spell at 5th level. When cast in this way, the elemental can use your bonus to hit with weapon attacks if it is higher than its own. In addition, at any point that you would make a melee weapon attack, you may direct the elemental to use its reaction to make a melee weapon attack instead.

You are considered concentrating while this augmentation is active.

Hoist the Winds

Prerequisite: 11th level

You can spend 3 reservoir points as a reaction to being attacked by a ranged spell or weapon attack to strike with such ferocity as to incite the winds to work in your favor. You can cast the Wind Wall spell without expending a spell slot as a reaction to the attack. You can also cast the Wind Wall spell without expending a spell slot using this augmentation on your turn as an action. When cast using this augmentation, the spell does not require concentration, and the triggering attack automatically fails.

Impenetrable Resolve

Prerequisite: 15th level

Using the power of your will, you can temporarily become impossible to slay. As a reaction to taking damage that would reduce you to 0 hit points, you can spend 3 reservoir points to be reduced to 1 hit point instead.

Linear Transfigurance

Prerequisite: 5th level

You can spend 2 reservoir points as part of the attack action on your turn to cause your weapon attacks to crackle outwards like a bolt of lightning. Until the end of your turn, your weapon attacks extend outward as a 5 foot wide 30 foot long line. You make an attack roll against each creature in the area. If you cast a Spellstrike spell through your weapon while attacking in this way, only one creature within the area may be affected by the spell.

Mageslayer's Crux

Prerequisite: 18th level

You can spend 4 reservoir points as an action on your turn to cast the antimagic field spell. When cast in this way, you gain the following benefits while the spell is active.

  • When you take the attack action on your turn, you can make one additional weapon attack as a bonus action
  • Once, while this spell is active, you can take a second action.
  • You do not need to make concentration checks to maintain concentration on this spell when you are dealt damage by a creature within the radius of the spell

You are considered concentrating while this augmentation is active.

Multiplicative Stance

Prerequisite: 5th level

You can spend 2 reservoir points on your turn to cause illusory duplicates with physical presence to sprout out from where you stand. For 1 minute, when you take the attack action on your turn, you cause an illusory duplicate of yourself to step into an open space within 5 feet of you. This duplicate is visibly illusory in nature. Your copy immediately moves up to 30 feet in a direction of your choosing upon being created. While this copy exists, you may act as though you were in the space of the copy. This copy immediately vanishes at the end of the turn in which it was created.

Partisan Stance

Prerequisite: 7th level

You can spend 2 reservoir points on your turn to cause your shadows to become oppressive, looming over your foes and calling attention to yourself. For 1 minute, creatures have disadvantage on attack rolls against creatures within 5 feet of you.

You are considered concentrating while this augmentation is active.

Resuscitate

Prerequisite: 15th level

You can spend 3 reservoir points as an action on your turn to cast revivify without using a spellblade spell slot. When cast in this way, the creature must succeed on a Constitution saving throw (DC 15) or suffer one level of exhaustion.

Rewrite the Weave

Prerequisite: 5th level

You can spend 2 reservoir points on your turn to rewrite the magics screeching from the weave, allowing you to manipulate their elements before they come into being. When you would deal fire, ice, or lightning damage this turn, you may choose to deal a different damage type of those three. When you would deal radiant, necrotic, or force damage this turn, you may choose to deal a different damage type of those three.

Roguery Arcanum

You can spend 1 reservoir point on your turn to take the dash, disengage, or hide action as a bonus action. You may only activate this augmentation once per round.


Skyscraper

Prerequisite: 18th level

You can spend 4 reservoir points as a bonus action on your turn to hoist a titanic, moon-sized ethereal version of your weapon above your head. The first weapon attack you make within 1 minute targets all creatures in a 1 mile long, 30 foot wide line originating from you. Make a single weapon attack for all creatures. A creature takes your weapon damage, along with an extra 10d6 force damage on a hit. Missing causes the creature to take half the force damage, and no weapon damage.

You must have space above you equal to or greater than 1 mile in order to gain the proper momentum to activate this augmentation. If there is a substantiative amount of immovable mass above you as you activate this augmentation, you are unable to move your weapon, and the augmentation fails. Any clouds, mist, vapor, smoke, or other such substance above you when you activate this augmentation is blown away.

This augmentation counts as a Spellstrike.

Split the Veil

Prerequisite: 5th level

You can spend 2 reservoir points on your turn to imbue your bonded melee weapon with energies that are capable of tearing spells to shreds. Once within the next minute, you can perform one of the following actions.

  • You can cast Counterspell. Instead of making an ability check using your spellcasting ability modifier as normal, calculate the DC to counter the spell and make a weapon attack. If your weapon attack beats the DC, the spell is torn asunder and has no effect.
  • You can cast Dispel Magic. Instead of making an ability check using your spellcasting ability modifier as normal, calculate the DC to dispel the magic and make a weapon attack. If your weapon attack beats the DC, the spell is torn asunder and has no effect.

Once you have cast a spell using this feature, the augmentation ends. You are considered concentrating while this augmentation is active.

Teachings of the Shinobi

Prerequisite: 5th level

You can spend 2 reservoir points as an action on your turn to cast the invisibility spell. When cast in this way, you may only target yourself, but it does not require concentration. In addition, your invisibility is not broken if you cast the anthologism cantrip, or if you use a bonus action to cast a Spellstrike spell. Your invisibility is still broken if you cast any other spell, or if you attack.

Whirling Transfigurance

Prerequisite: 5th level

You can spend 2 reservoir points as part of the attack action on your turn to cause your weapon attacks to snap like thorny vines at those who would surround you. Until the end of your turn, your weapon attacks strike all creatures within 5 feet of you. You make one attack roll, regardless of the number of creatures in the area. If you cast a Spellstrike spell through your weapon while attacking in this way, only one creature within the area may be affected by the spell.

Spellblade Spell List

Cantrips
  • Anthologism
1st level spells
  • Arcanist's Ward*
  • Armor of Agathys
  • Compelled Duel
  • Detect Magic
  • Ensnaring Strike
  • Overrule*
  • Searing Smite
  • Shield
  • Sickening Smite*
  • Slickfoot Smite*
  • Swift Girding*
  • Thunderous Smite
  • Wrathful Smite
  • Zephyr Strike
2nd level spells
  • Arcing Smite*
  • Blisterfoot Smite*
  • Blur
  • Branding Smite
  • Earthbind
  • Enhance Ability
  • Frost Buckshot Smite*
  • Iaijutsu*
  • Mage Plate*
  • Magic Weapon
  • Mirror Image
  • Misty Step
  • Rusted Strike*
  • See Invisibility
  • Splitblade*
  • Vampiric Smite*

3rd level spells
  • Blinding Smite
  • Blink
  • Bone-Chilling Smite*
  • Disorienting Strike*
  • Effervescent Smite*
  • Elemental Weapon
  • Grind to Dust*
  • Haste
  • Spell-Sunder Smite*
  • Tessering Strike*
  • Thunder Step
  • Warding Smite*
4th level spells
  • Arcane Riposte*
  • Dimension Door
  • Elemental Bane
  • Fire Shield
  • Flatfoot Strike*
  • Greater Invisibility
  • Staggering Smite
5th level spells
  • Banishing Smite
  • Skill Empowerment
  • Steel Wind Strike
  • Sun-Heaving Strike*

Anthologism

Transmutation cantrip


  • Classes: Spellblade
  • Casting Time: 1 action
  • Range: Self
  • Components: V M (one melee weapon)
  • Duration: Up to 1 minute

This spell is a very brief flourish, part of a practiced form of basic teachings you have long since mastered that elicits a response from the weave. You create one of the following magical effects within range:

  • You instantaneously create a small flame at one end of your weapon for up to 1 minute.
  • One end of your weapon becomes capable of producing one ounce of magical ink for 1 minute and functions as a writing implement. The ink suspends itself in the air and adheres itself to any surface, and lasts for 1 hour before dissipating into ethereal magical energy.
  • Your weapon creates a unique instantaenous sound of your choosing when it is swung for 1 minute.
  • You instantaneously repair any chips, splinters, cracks, or stains on the weapon used as the material component of this spell. As long as any of the marred surfaces are no larger than 2 inches in any dimension, you mend it. This also cleans your blade of any dirt, dust, blood, or other grime upon it.

Arcanist's Ward

1st level abjuration


  • Classes: Artificer, Sorcerer, Spellblade, Wizard
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V s
  • Duration: 1 minute

Casting out an open palm, you project a physical field of protective magicks, granting you a +2 bonus to AC for the duration as long as your hand remains empty.

If you no longer have a free hand, or you use the hand emitting the shield for something else such as the somatic component of another spell, the shield dissipates. You can resummon the shield during the duration as a bonus action.

Arcane Riposte

4th level transmutation


  • Classes: Sorcerer, Spellblade, Warlock, Wizard
  • Casting Time: 1 reaction in which a creature has dealt damage to you
  • Range: Self
  • Components: V M (one melee weapon)
  • Duration: Instantaneous

You gain superhuman reaction time to respond to a blow. After a creature deals damage to you, you may immediately make a melee weapon attack against the target provided they are within your reach. If you hit, they must succeed on a Constitution saving throw against your spell save DC or immediately be forced to end their action, briefly taken by surprise by your strike. Any extra attacks as part of that action are lost.


Arcing Smite

2nd level evocation


  • Classes: Spellblade
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The first time you hit a creature with a melee weapon attack during this spell's duration, they take an extra 2d8 lightning damage. In addition, a creature of your choice within 15 feet of the creature struck must succeed on a Dexterity saving throw, or take half the damage dealt by this spell.

Any creature dealt damage by this spell can't take reactions until the start of its next turn.

At Higher Levels: When you cast this spell using higher level spell slots, the damage increases by 1d8, and you can target an additional secondary creature for each slot level above 2nd.

Blisterfoot Smite

2nd level evocation


  • Classes: Paladin, Spellblade
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

Your weapon magically sears your targets feet upon the ground beneath them. The first time you hit with a melee weapon attack during this spell's duration, it deals an extra 2d8 fire damage. In addition, the first time the target moves or makes an attack during the spell's duration, it takes 2d8 fire damage and the spell ends.

At Higher Levels: When you cast this spell using higher level spell slots, the primary and secondary damage increases by 1d8 for each slot level above 2nd.

Bone-Chilling Smite

3rd level evocation


  • Classes: Spellblade
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

Your weapon erupts in a blast of cold air upon impact with its target. The first time you hit with a melee weapon attack during the spell's duration, it deals an extra 2d8 cold damage, and is restrained by ice for the duration of the spell. During each of its turns as an action, the creature can make a Strength saving throw against your spell save DC. On a successful save, the spell ends. A creature killed by this spell becomes a frozen statue until it thaws.

At Higher Levels: When you cast this spell using higher level spell slots, the damage increases by 1d8 for each slot level above 3rd.

Disorienting Strike

3rd level enchantment


  • Classes: Ranger, Spellblade
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

You compile a thrumming mass of equilibrium destroying energy at the end of your weapon, hurling it into the mind of the next creature you strike. The first time you hit with a melee weapon attack during the spell's duration, it deals an extra 3d8 psychic damage. In addition, the target must succeed on a Charisma saving throw or be forced to use 15 feet of its movement to move in a random direction at the start of its next turn.

In order to determine this direction, roll a d8 and assign a direction to each face of the die. If the creature would be forced to walk into an occupied space, reroll the die.

At Higher Levels: When you cast this spell using higher level spell slots, the damage increases by 1d8 for each slot level above 3rd.

Effervescent Smite

3rd level evocation


  • Classes: Spellblade
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

Your weapon crackles with bubbling electric energy, acting like a catalyst to shoot it through the body of a foe. The first time you hit with a melee weapon attack during the spell's duration, it deals an extra 3d8 lightning damage to the target. In addition, the creature must succeed on a Constitution saving throw or be stunned until the end of its next turn.

At Higher Levels: When you cast this spell using higher level spell slots, the damage increases by 1d8 for each slot level above 3rd.


Flatfoot Strike

4th level abjuration


  • Classes: Ranger, Spellblade
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

Malicious armor-breaking energy surrounds your weapon with a sickening pale yellow glow. The first time you hit with a melee weapon attack during the spell's duration, your attack deals an extra 4d8 acid damage. In addition, the target must make a Dexterity saving throw. On a failed save, until the end of your next turn or until your concentration is broken (as if you are concentrating on a spell), the target's AC is treated as 10 + its Dexterity modifier, regardless of its normal AC.

At Higher Levels: When you cast this spell using higher level spell slots, the damage increases by 1d10 for each slot level above 4th.

Frost Buckshot Smite

2nd level evocation


  • Classes: Spellblade
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

Spikes of ice coalesce upon your weapon, magically jettisoning into your foe and those foolish enough to stand behind them. The first time you hit with a melee weapon attack during the spell's duration, it deals an extra 3d6 cold damage. In addition, creatures in a 15 foot cone originating from the creature struck and in the direction the strike was made must make a Dexterity saving throw, taking 1d6 cold damage on a failed save or half as much on a successful one.

At Higher Levels: When you cast this spell using higher level spell slots, the primary and secondary damage both increase by 1d6 for each slot level above 2nd.

Grind to Dust

3rd level abjuration


  • Classes: Paladin, Spellblade
  • Casting Time: 1 reaction
  • Range: Self
  • Components: V M (powdered enamel)
  • Duration: Concentration, 1 minute

If you fail a saving throw of a spell or ability, you can use your reaction to delay the effects of the spell or ability upon your body. This effect lasts up to 1 minute, and you are considered concentrating on delaying the effect. If you lose concentration, you take the full effects of the spell or ability at the moment you lose concentration. If you concentrate on this spell for the full minute duration, the spell or ability's effects fade.

Iaijutsu

2nd level transmutation


  • Classes: Spellblade
  • Casting Time: Special
  • Range: Self
  • Components: V
  • Duration: Instantaneous

This spell can only be cast when you would roll initative for combat while you are not surprised. For the first round of combat, you act first in the initative order, irrespective of your roll or of any other creature's roll.

Mage Plate

2nd level abjuration


  • Classes: Artificer, Sorcerer, Spellblade, Wizard
  • Casting Time: 1 action
  • Range: Touch
  • Components: V S M (a disk of metal)
  • Duration: Concentration, 1 hour

You touch a willing creature. Until the spell ends, the target appears to be wearing an ethereal set of plate armor, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing

At Higher Levels: When you cast this spell using a 3rd or 4th level spell slot, the target's AC can't be less than 17. When you cast it using a 5th or 6th level spell slot, the target's AC can't be less than 18. When you cast it using a spell slot of 7th or 8th level, the target's AC can't be less than 19. When you cast it using a spell slot of 9th level, the target's AC can't be less than 20.


Overrule

1st level abjuration


  • Classes: Spellblade, Wizard
  • Casting Time: 1 reaction
  • Range: Self
  • Components: V S
  • Duration: Instantaneous

You learn to make your foe's harmful missiles dance on the surface of your weapon, and then to set them free. When a creature makes a ranged weapon or spell attack against you or a creature within 5 feet of you, you can create an unseen net of energy to capture the missile. The damage of the attack is reduced by 1d8 + your spellcasting modifier. If this would reduce the damage to 0, you may immediately make a ranged spell attack using your spell attack modifier, dealing 1d8 force damage on a hit. The attack has a range of 30 feet.

At Higher Levels: When you cast this spell using higher level spell slots, the amount of damage reduced and damage dealt both increase by 1d8 per level of spell slot above 1st.

Rusted Strike

2nd level abjuration


  • Classes: Ranger, Spellblade
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

Your weapon sizzles and steams with an acidic, rust-like energy. The next time you hit with a melee weapon attack during the spell's duration, your attack deals an extra 2d8 acid damage. In addition, the creature struck must Dexterity saving throw. On a failed save, the creature is unable to make weapon attacks until the end of its next turn.

Non-magical objects can be partially melted or destroyed when damaged by this spell. The spell can eat through 1 foot of stone, 1 inch of iron, a thin sheet of lead, or 3 feet of dirt and wood.

At Higher Levels: When you cast this spell using higher level spell slots, the damage increases by 1d8 for each slot level above 2nd.

Shatter-Skull Strike

5th level enchantment


  • Classes: Spellblade
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

Your weapon begins to vibrate subtly, thrumming with a mind-muddling energy. The next time you hit with a melee weapon attack during the spell's duration, your attack deals an extra 6d6 psychic damage. If the target has an Intelligence score of 3 or higher, they must make an Intelligence saving throw. On a failed save, the target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from it's attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

Sickening Smite

1st level necromancy


  • Classes: Spellblade
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

Grotesque pustules form upon your weapon, splattering toxic puss against the target of your strike. The next time you hit with a melee weapon attack during the spell's duration, your attack deals an extra 2d6 poison damage. In addition, the target must succeed on a Constitution saving throw or be poisoned for 1 minute.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

At Higher Levels: When you cast this spell using higher level spell slots, the damage increases by 1d6 for each slot level above 1st.

Slickfoot Smite

2nd level evocation


  • Classes: Spellblade
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

The frost upon your weapon sears upon the ground beneath your foe's feet, disabling them from having stable footing. The first time you hit with a melee weapon attack during the spell's duration, your attack deals an extra 2d6 cold damage. Until the spell ends, the target must make a Dexterity saving throw if it moves more than 10 feet during a turn. On a failure, the creature falls prone.

The target can make a Constitution saving throw at the end of each of its turns while under this effect. On a success, the effect ends upon the target.

At Higher Levels: When you cast this spell using higher level spell slots, the damage increases by 1d6 for each slot level above 2nd.

Spell-Sunder Smite

3rd level enchantment


  • Classes: Paladin, Spellblade
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

Your weapon calls upon disruptive energy from the weave, muddling the target's connection to it. The first time you hit with a melee weapon attack during the spell's duration, your attack deals an extra 3d8 lightning damage. Until the spell ends, whenever the creature attempts to cast a spell, it must make an ability check using its spellcasting ability modifier (DC = 10 + the spell level). On a failure, the spell has no effect and is wasted.


Splitblade

2nd level transmutation


  • Classes: Spellblade
  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V M (one melee weapon)
  • Duration: Concentration, 1 minute

You take your weapon and divide it's essence into equal parts, filling in the gaps with arcane energy to create multiple identical copies. You create two identical copies of your weapon which float in the air within range. When you cast the spell, you can make a melee spell attack with each weapon against a creature within 5 feet of them. On a hit, the target takes force 1d4 force damage.

As a bonus action on your turn, you may move each of your copied weapons up to 20 feet and make a melee spell attack against any creature within 5 feet of the weapons.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you may create an additional weapon for every spell slot level above 2nd.

Sun-Heaving Strike

5th level evocation


  • Classes: Paladin, Spellblade
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

In a brilliant flourish, you push as much arcane force into your weapon as you can and thrust it into your foe, letting it burn as brightly as possible. The first time you hit with a melee weapon attack during the spell's duration, you deal an extra 3d6 radiant and 3d6 fire damage.

In addition, the target must make a Constitution saving throw. On a failed save, the light and burns wreak havoc upon their body. The creature is blinded and takes 1d6 radiant and 1d6 fire damage at the start of their turns while blinded in this way. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on that creature.

Swift Girding

1st level transmutation


  • Classes: Cleric, Paladin, Spellblade
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V S M (a set of armor)
  • Duration: Instantaneous

You place your hand against a suit of armor and choose a creature within range. The target of the spell is immediately clad in the armor you touched. The target must be capable of wearing the armor, cannot be wearing any other armor, and must be able to properly fit into the chosen armor.

The chosen armor must be empty and cannot currently be worn by another creature. Creatures armored with this spell are considered to have donned the armor properly.

Tessering Strike

3rd level conjuration


  • Classes: Ranger, Spellblade
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V M (a shard of glass)
  • Duration: Instantaneous

Choose one creature that you can see within range. You teleport to an unoccupied space within 5 feet of the target. If you cannot, the spell fails. Make a melee spell attack against the target, dealing 2d10 force damage on a hit. Regardless of a hit or miss, the target cannot take reactions until the end of your next turn.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the range of the spell increases by 60 feet for each slot level above the 3rd

Vampiric Smite

2nd level necromancy


  • Classes: Paladin, Spellblade
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

Your weapon draws out the essence of life from the target it strikes. The first time you hit with a melee weapon attack during the spell's duration, your attack deals an extra 2d6 necrotic damage. You regain hit points equal to half the amount of necrotic damage dealt by this attack.

At Higher Levels: When you cast this spell using higher level spell slots, the damage of the spell increases by 1d6 for each slot level above 2nd.

Warding Smite

3rd level abjuration


  • Classes: Paladin, Spellblade
  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

Your weapon casts an offensive ward against the target of your next strike, preventing it from debuffing yourself or your allies. The first time you hit with a melee weapon attack during the spell's duration, your attack deals an extra 3d8 force damage. In addition, the target must make a Charisma saving throw. On a failed save, the target cannot impart conditions onto other creatures until the spell ends.

At Higher Levels: When you cast this spell using higher level spell slots, the damage of the spell increases by 1d8 for each slot level above 3rd.


Multiclassing

Should you want to multiclass into Spellblade, the prerequisites and proficiencies are listed below:

  • Prerequisite: 13 Intelligence and 13 Strength or Dexterity
  • Proficiencies gained: Light armor, medium armor, simple weapons

For the purpose of multiclassing and spell slots, add half your Spellblade levels rounded down when calculating your Spell Slots on the multiclassing spell slots table (like Paladin or Ranger).

Feats

Spellblades are something that has existed since time immemorium. While they are rare in the world, their functionality can be seen throughout the entirety of spellcasting. These features are created with the intent of enhancing or flavoring other classes, permitting them both greater versatility, as well as further integrating the Spellblade and it's variations into your world

Fundamental Augmenting

You have gained a basic understanding of the augmentations of a spellblade, either by practicing with one, by discovering a torn page of a spellblading book, or by sheer raw talent. You gain one Augmentation of your choice from the Augmentations list in the Spellblade class description. You must meet the level prerequisite for the augmentation. Note that a level prerequisite references Spellblade level, not overall level.

You gain 1 arcane reservoir point that you can use to activate the augmentation. You regain the use of this reservoir point when you complete a long rest.

Minor Spellstrike

You have learned some small token of magic wrought through practice or through luck. This magic, manifesting itself through your weapon, has permitted you the ability to rend your foes asunder with magical and martial might in tandem.

You learn one 1st level smite spell from the Smite Spells list in this document. You can cast this spell once, and regain the use of it at the end of a short or long rest.

When you cast a smite spite spell, if it requires a saving throw to prevent a lasting effect, the spell does not require Concentration until/unless the target fails their saving throw.

Credits

Art

Daily sketches/paintings week #47 by Thomasz Chistowiski

Blue Mage by Lindsey Burcar

Daily sketches/paintings week #34 by Thomasz Chistowiski

Geistflame by Scott Chou

Fiendslayer Paladin by Wesley Burt

Dragon Blood by Wood Illustration

Graph by Billy Christian

Samurai by InHyuk Lee

Lunging Spear by Jason Felix

Daily sketches/paintings week #49 by Thomasz Chistowiski


Assets credited to Wizards of the Coast are owned by Wizards of the Coast are used under the WotC Fan Content Policy. This document is not published, endorsed, etc, by Wizards of the Coast.

Assets credited to Paizo are owned by Paizo. This document is not published, endorsed, etc, by Paizo.

Art assets used are credited to their respective artists. This document is published and endorsed by Mozziconi. This document is published for free, and made publicly available for free.

If you have any questions or concerns, contact Mozziconi at the links provided at the end of this document.


Author

This document was created by Mozziconi, an independent content creator for Dungeons and Dragons 5th edition content, among other things. His social media links are below.

Mozziconi's Twitter

Mozziconi's Gaming Youtube

Mozziconi's Gaming Twitch

Mozziconi's Homebrew Patreon

Almost all homebrew documents of the aforementioned content creator can be found at their patreon. The majority of the documents are available free of charge for all to use, while developing documents and early access test documents are available to patrons only.

Umbra

A Tiefling with long horns stands in a dark street, the man chasing him blinks and as soon as he opens his eyes there's no one there. Another blink the Tiefling reappears behind the man. A third blink and the man is on the ground.

A purple haired Drow is surrounded by Kobolds in a grove, she closes her eyes and gestures with her hand, from her shadow emerges dark lances piercing every Kobold. She then disappears in the shadows of the trees.

A pasty Human stands beside an obelisk at night, his shadow stops laying on the ground and now stands with him, both of them synchronized start climbing the obelisks, at the top the Human and the shadow take a bow and start searching for their target.

There are some people that have an unnatural affinity with the Shadowfell, either due to magical mishaps on one's childhood, ritualistic events or mad experimentation. This connection gave them mastery over the shadows, these individuals are known as the Umbra.

Masters of the Shadows

The Umbra are divided, their life is one step in the Prime Material Plane, and the other in the Shadowfell. The Shadowfell is the counterpart to the Feywild, while one is full of life, the other is the home of the dead, and while one magic of positive energies thrive, the other is based on necrotic energies, as such beings that are connected to the Shadowfell tend to have negative characteristics, this is the case of the Umbra, their body is always seeping necrotic energy, although for them to not be hindered by this they started to learn how to control it.

As the name suggests the Shadowfell is the plane of shadows, when one uses their connection to this plane the necrotic energy takes the form of shadows, such shadows grant incredible advantages to those that know how to use them, but using them is exceptionally hard, it requires profound knowledge on how to control the energy passing through one's body, the Umbra are experts on this, they pass their life training and studying their bodies, achieving such mastery over the shadows that they know how to merge with them and even turn them solid. This affinity to the shadows made them famous for their assassination skills, a lot of Umbra turn to the underworld of crime and the demand for them is high, they can penetrate places and do things that the ordinary thief dreams of achieving.

The Umbra are fighters of high maneuverability and the ones that know of their existence also know not to get involved with a hostile Umbra.

Living Portals

The Umbra came to be through multiple ways, but their connection starts always during infancy as their connection to the Prime Plane is still new. Something may have happened in their formative years that made them become a portal of the necrotic energy of the Shadowfell.


This characteristic of being the gateway between two planes put the Umbra at a high risk of being used by powerful inhabitants of the Shadowfell to be possessed or to be used as an easy way to the Material Plane, this fear is only ended at the Umbra's death.

Creating an Umbra

An important characteristic to consider is how your character views their powers, do they fear it? Hate it? Or even do they think it was a heavenly gift?

How did you learn to control your power and make it not be a hindrance on your life? Was it through trial and error? Did you receive this power from somebody that trained and taught you? Or did you spend days studying yourself and your limits?

Umbra child tend to be secluded from the rest of society due to their nature. How was your childhood? Were you ostracized by your peers? How was this power dealt with by your parents? Did they still love you and care for you? Did they hate you and left you for dead on the streets? How did you come to meet your new comrades? Are you open to their help? Do you prefer solitude? Why are you working with them? As Umbra tend to work alone, the prospects of why they would join others is an interesting aspect to consider when making your character.

Quick Build

You can make an Umbra quickly by following the these suggestions. First make Wisdom your highest Ability Score followed by Dexterity. Second choose the Outlander background as an outcast.

Class Features

As an Umbra you gain the following features.

Hit Points

  • Hit Dice: 1d8 per Umbra level.
  • Hit Points at Level 1: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Modifier per Umbra level after 1st

    Proficiencies

  • Armor: Light Armor
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: None
  • Saving Throws: Wisdom, Intelligence
  • Skills: Choose two from Acrobatics, Arcana, Deception, Investigation, Perception, Stealth

    Equipment

    You start with the following equipment, in addition to the equipment granted by you background:
  • (a) one martial and one simple weapons or (b) long bow with 20 arrows and a spear
  • (a) dungeoneer's pack or (b) explorer's pack
  • Leather armor and a martial weapon
The Umbra
Level Proficiency
Bonus
Shadow
Charge
Features Predator
Damage
1st +2 20ft. Shadow Charge, Predator, Shadowfell Presence 1d4
2nd +2 20ft. Darksense, Consuming Darkness 1d4
3rd +2 20ft. Shadow Form, Shadow Finesse 1d4
4th +2 20ft. Ability Score Improvement 1d4
5th +3 30ft. Extra Attack, Shadowfell Protection 2d4
6th +3 30ft. Umbral Coating 2d4
7th +3 30ft. Shadow Form Feature 2d4
8th +3 30ft. Ability Score Improvement 2d4
9th +4 40ft. Meld With the Shadows 2d4
10th +4 40ft. Ability Score Improvement 2d6
11th +4 40ft. Shadow Form Feature 2d6
12th +4 40ft. Ability Score Improvement 2d6
13th +5 50ft. Mantle of Obscurity 3d6
14th +5 50ft. Necrotic Expertise 3d6
15th +5 50ft. Shadow Form Feature 3d6
16th +5 50ft. Ability Score Improvement 3d6
17th +6 60ft. Shadow Form Feature 3d8
18th +6 60ft. Cornea Manipulation 3d8
19th +6 60ft. Ability Score Improvement 3d8
20th +6 60ft. Shadowfell Avatar 3d8

Shadow Charge

When you pick this class at 1st level you can use an action to merge yourself with your shadow and move yourself to an enemy and make an attack against it. The minimum range to move is 10 feet and the maximum range is 20 feet, the maximum range changes as you gain levels in the Umbra class, as shown in the Shadow Charge column of the Umbra table. The movement in this feature doesn't cause Opportunity Attacks and you are unable to move normally if you use it.

Shadowfell Presence

At 1s level your shadow and the shadows you create are always present, neither light nor magic can dismiss them unless you want it.

Predator

Also at 1st level whenever you make the attack on Shadow Charge it deals 1d4 + your Wisdom modifier extra necrotic damage, this feature activates also when you deal a critical strike or you have advantage on your attack. The amount of the extra damage increases as you gain levels in this class, as shown in the Predator Damage column of the Umbra table.


Darksense

At 2nd level you can see through complete darkness, you now have Devil's Sight from the Eldritch Invocation List in the PHB, at 17th level you gain Truesight on the first 30 feet of your vision.

Consuming Darkness

Beginning at 2nd level as a bonus action you are able to cover torches and other small sources of light in a radius of 60 feet of you with shadows and make them produce no light, also large sources of light become sources of dim lighting.

Shadow Finesse

Beginning at 3rd level, you can now create small objects and writings from shadows as a free action, they last for 1 hour or until you dismiss them, they mustn't be larger than 5 cubic inches, and weigh 1 ounce, texts can be as long as you want. and under any inspection it's obvious that they are not real, they are solid to the touch, you can create up to a number of objects equals to your Wisdom modifier per short or long rest, if you throw or attack with these objects they deal 1 necrotic damage.

Shadow Form

At 3rd level you have begun to master the shaping of your shadow, choose one Shadow Form: Simulacrum, Solid Shadow, Ley Line, all detailed at the end of the class description. The form you choose grants you features at 3rd level and again at 7th, 11th, 15th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Shadowfell Protection

At 5th level your connection with the Shadowfell deepens and you gain resistance to necrotic damage, you also gain advantage on Intelligence Ability Checks related to the Shadowfell and its Inhabitants.

Umbral Coating

At 6th level when you attack a creature with a weapon you can choose if the attack deals necrotic damage.

Meld with the Shadows

At 9th level have learned how to meld with the shadows, you and your allies within a radius of 30 feet have advantage on Dexterity (Stealth) tests under dim light.

Mantle of Obscurity

Beginning at 13th level once per short or long rest you can cover yourself with a mantle of shadows, while covered you are invisible in dim light and darkness, under normal lighting you have a +10 on Dexterity (Stealth) tests, your movement speed is increased by 20 feet, attacks made when this feature is activated have advantage. This feature lasts 10 minutes, until you dismiss it with a bonus action, or until you attack.

Necrotic Expertise

At 14th level you have great practice on how to use necrotic energy to your benefit, in Death Saving Throws you can use your Wisdom modifier instead of your Constitution, you don't use your Proficiency bonus in the Saving Throw.

Vision Manipulation

When you reach 17th level your mastery over the shadows now has reached such heights that you can control the light that a reaches a creature's eyes, as an action you can cast Blindness or Darkvision on one creature within 30 feet, the saving throw DC is equal to 8 + your proficiency bonus + your Wisdom modifier. This feature can be use a number of times equal to your Wisdom modifier per short or long rest.

Shadowfell Avatar

Beginning at 20th level your connection to the Shadowfell has grown so much that you now can come and go from it as you wish.


Twice per long rest you can, as an action, make you and a number of willing creatures equal to your Wisdom modifier go to the Shadowfell, use this feature again to return to the plane you originated from. Also your necrotic energy becomes extremely powerful, you ignore resistance to necrotic damage, and immunity to necrotic damage is now treated as resistance.

Shadow Forms

Due to the difficulty of manipulating shadows different Umbra decide to manifest their power in different forms, as such these specializations are called the Shadow Forms.

Simulacrum

The form of the Simulacrum is a specialization that molds the shadow of the Umbra into a clone of themselves to aid whatever is needed.

The Simulacra

When you take this Shadow Form at 3rd level you are able to create a clone of yourself wielding whichever weapon you are wielding at the time. For the creation of your clone you need to transfer some of your life force to it, when you create your clone you halve your maximum health, this effectively makes your maximum health points be equal to the half of what it should be. When the clone dies or fade your hit point maximum goes back to normal.

The Clone has these characteristics:

  • It can attack and deal 1 + your Wisdom modifier, it uses your wisdom when attacking, the weapon it's wielding has the same properties as the one you were wielding when the clone was created;
  • Its AC is equal to 10 + half your Wisdom modifier rounded up (minimum of +1), its hit points is equal to the amount of hit points used when creating it;
  • It can't pick up or move objects and creatures;
  • It is vulnerable to radiant damage and spells of 5th level or higher that produce intense light instantly fades the Simulacra;
  • Attacks from your clone are able to activate Predator
  • It uses the same initiative roll and it has the same ability scores, alignment, and size as you;
  • It counts as an Undead creature.

The Simulacra can use Shadow Charge but you can't. The Simulacra lasts 10 minutes or until you use a bonus action to dismiss it, you can have only one Simulacra active at any time, if the Simulacra is farther than 330 feet from you it fades away. You can use this feature once per short or long rest.

Simulacra Protection

At 7th level whenever you are hit by an attack you can use a reaction to transfer the damage to your clone. You can use this feature once per short or long rest

Necrotic Outburst

At 11th level as an action you can make your Simulacra explode in a burst of dark rays and necrotic energy, creatures in a 15 feet radius centered at the position of your Simulacra make a Dexterity Saving Throw against a DC of 8 + your proficiency bonus + your Wisdom modifier, if they succeed the damage is halved, if they fail they take 3d12 + your Wisdom modifier necrotic damage and are knocked prone, when you use this feature gain temporary hit points equal to the half the total damage done.

Mirror Shade

At 15th level your Simulacra now gains color and is almost identical to you, if your clone is withing 5 feet of you in combat creatures attacking one of you have a disadvantage on the attack roll against either one, also you can now fool people into thinking your clone is you, one must succeed a Wisdom (Perception) saving throw against a DC of 8 + your proficiency bonus + your Wisdom modifier to notice that your clone isn't you.

Symbiosis

Beginning at the 17th level, you and your Simulacra are as one being, the Simulacra can have a 2nd level Shadow Blade, it deals necrotic damage instead of psychic damage, and you can see what it sees and feel what it feel, the Simulacra has now all of the five senses and can talk, it still isn't able to pick up or move objects and creatures.

Solid Shadow

The Solid Shadow Umbra specializes in making their shadow solid to the touch and using it in direct combat

Lancehead

When you take this Shadow Form at 3rd level you become able to make ranged attacks against enemies within 60 feet, this attack uses your Wisdom modifier and deals your Predator Damage dice plus your Wisdom modifier of necrotic damage. You can make a number of attacks equal to twice your Wisdom modifier per short or long rest, these attacks activate the Predator feature.

Shadow Shield

At 7th level as a reaction to being attacked you can raise around you from your shadow, your AC is raised by 2 until the end of the your next turn and everytime a creature rolls a 1 or a 2 on the attack die you are able to make a Lancehead attack against it as a reaction, the attack always hits. You can use this feature a number of times equal to you Wisdom modifier per short or long rest.

Scattered Lances

When you reach 11th level, you are able to, as an action, throw your your Shadow Finesse objects exactly where you want, if you do this you can make Lancehead attacks in a range centered around the objects, you can make one spearhead attack for each object scattered around the battlefield in different enemies and it only count as one attack.


Shield Expansion

At 15th level you learn how to expand your Shadow Shield, as a reaction to being attacked while your shield is activated you can make it expand, the attack automatically misses and every creature in a radius of 10 feet must succeed a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Wisdom modifier or be knocked prone.

Shadowfell Constructs

Beginning 17th level, the Shadow Finesse size limit becomes twice your Wisdom Ability Score in cubic feet, the construct can change the properties of the construct such as buoyancy, flammability, malleability, weight, etc. these constructs have HP equals to your Wisdom Ability Score and can take the shape you want.

Ley Line

The Umbra of the Ley Line form put their focus transmitting their shadow between their peers to help their organization and teamwork, a rare Shadow Form because of the Umbra's generally isolationist attitude.

Ley Line

When you take this form at 3rd level, you can use an action to create a connection between a number of willing creatures equal to your Wisdom modifier plus 1, these creatures share a telepathic link and can understand anything that one of the creatures say independent of the languages spoken, you can use a bonus action to dismiss it. The creatures can't be more than 60 feet from another one otherwise the line fades, you do not count towards the limit of creatures.

Switcheroo

Beginning at 7th level, two willing creatures connected by Ley Line can use a bonus action of their turns to switch places, this can be used only when both creatures can see each other and the distance between them is equal or less than the speed of the fastest creature participating in the exchange.

Inspiring Connection

At 11th level creatures connected by the Ley Line share a deeper sense of how to hit your enemy, connected creatures critical strike on a roll of 19 or 20, if a creature critical strike all connected creatures have +10 in their next attack roll. The bonus to attack doesn't effect the creature that caused the critical strike.

Points of View

At 15th level the Ley Line shares the vision of the creatures, also, as a reaction to a connected creature being hit, another connected creature is able to take the damage instead.

Distant Touch

At 17th level the Ley Line is able to transmit magical energies, spells that have Self or Touch range can be cast on any creature connected through Ley Line.