Class Manual

A Dungeon & Dragons 5E supplimentry class rule book.

VERSION 1.00 | COVER PAGE

Playable Classes

This document includes all classes that you can chose to level in while playing. You can find all other rules in the Player Guide.

Racial Classes

These classes are obtainable through adventuring a creature can be cursed or transformed to fit the classes requierments. We do not recomment letting players start as the class but it is an option, if a DM would like to try. The downsides of the classes are underlined in their weaknesses.

Job Classes

These classes are general classes which any character can learn and have minimum requierments. The classes have up to 10 levels and are mostly static and end up teaching a character a set amount of skills and features.

Picking your first job class provides you with Saving Throw, Skill, Weapon, Armor, and Tool proficiencies.

Multiclassing

Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the features of those classes to realize a character concept that might not be reflected in one of the standard class options.

With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in monk and two in warrior, you're a 5th-level character.

You do not gain any proficiencies from leveling into a second job class after your first job class.


Common Class Features

These features appear in class tables, but are not described under the class itself.

Ability Score Improvement

When a class table states Ability Score Improvement it means, 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.

Alternatively a character may opt to pick out a feat instead.

Expertise

Choose two of your skill or tool proficiencies, or one of your skill proficiency and your proficiency with a tool. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Extra Attack

When a class table states Extra Attack it means, you can attack twice, instead of once, whenever you take the Attack action on your turn. Some classes get more then one Extra Attack which means the number of attacks increases to three or four when you reach a certain levels in a particular class. For any character there is a four attacks maximum per action.

Extra Reaction

When a class table states Extra Reaction it means, you can take an extra reaction during other player's turns.

PART 1 | CLASSES

Racial Classes

Dragon

Class Requirements

This class is a combination with the race below. It can only be picked as your initial level.

Hatchling Traits

Ability Score Increase. All your ability scores increase by 1.

Age. The lifecycle of a dragon has a magical component. You are a dragon wyrmling less than five years old. You will not increase in size unless you take the Dragon class regardless of age. A dragon’s natural lifespan is around 1200 years although some live much longer.

Alignment. Dragons tend to the extremes of alignment based on their subtype. You are not typical of your race and may choose any alignment.

Size. Your body is about 3ft long with a 3ft neck and 4ft tail. You weigh around 70lbs. Your size is small.

Speed. Your base walking speed is 25 feet.

Bite. You are proficient with your bite. It is a natural melee weapon that deals 1d6 piercing damage.

Dragon Sight. You have Darkvision of 60ft.

Languages. You can speak, read, and write Common and Draconic

Subtype. You choose a subtype from the list below. Your Dragon Breath, Resistance, subtype features, and Dragon class abilities are determined by the subtype you choose.

Subtype Damage Feature Weakness
Black Acid Amphibious Vulnerability to Lightning
Blue Lightning Burrow Vulnerability to Force
Brass Fire Burrow Vulnerability to Cold
Bronze Lightning Amphibious Vulnerability to Force
Copper Acid +1 INT Vulnerability to Lightning
Gold Fire Amphibious Vulnerability to Cold
Green Poison Amphibious Vulnerability to Lightning
Red Fire +1 STR Vulnerability to Cold
Silver Cold +1 CHA Vulnerability to Fire
White Cold +1 CON Vulnerability to Fire
Subtype Features

Amphibious. gives you a swim speed equal to your base movement speed and you may breathe both air and water. Burrow gives you a burrow (MM 8) speed equal to half of your base movement speed rounded down to the nearest 5ft (10ft burrow speed for a base walking speed of 25ft).

Dragon Hide. You have resistance to the damage type associated with your subtype.

Dragon Breath. You have a breath weapon with damage based on your subtype. As an action you may exhale a 5ft wide and 15ft long stream that deals 2d6 damage of your subtype element. Enemeis cought in the stream may make a DC (8 + Prof + CON) DEX save for half damage on success or full damage on failure. This ability recharges after a short or long rest.

Dragon Weaknesses

  • Non-Humanoid. Your creature type is dragon. You are not affected by abilities that affect humanoids.

  • Claws. They cause you to have disadvantage with tools and weapons made for humanoids that you are not proficient with.

Class Features

As a dragon, you gain the following class features

Hit Points


  • Hit Dice: 1d20 per dragon level
  • Hit Points at 1st Level: 5 + 20 + your Constitution modifier
  • Hit Points at Higher Levels: 5 + 1d20 (or 11) + your Constitution modifier per dragon level after 1st

Proficiencies


  • Skills: Insight and Perception

Natural Terrain

At 1st level you've fully adapted to your natural terrain. You gain immunity to your subtype element and Green Dragons gain immunity to the poisoned condition. While in the terrain of your subtype, you are not hampered by difficult terrain from the environment, gain a climb speed equal to your movement speed, and gain advantage on survival checks.

Subtype Terrain
Black Swamp
Blue Desert
Brass Desert
Bronze Coast
Copper Mountain
Gold Cavern
Green Forest
Red Mountain
Silver Mountain
White Arctic

Growth

As you gain levels your movement speed and the damage of your natural weapons will increase. If you have a swim, burrow, or flight speed they will increase according to their descriptions as your movement speed increases.

Improved Dragon Breath

The fearsome breath of the dragon. Your breath weapon increases in power as you gain levels in the dragon class. Each Growth feature increases the number of damage dice of your Dragon Breath feature by one.

Wyrmling

At 2nd level you've attained the size of a wyrmling gaining the following benefits.

PART 1 | Dragon

Medium Size: You become a medium sized creature and your base movement speed becomes 30.

Claws: You gain claw attacks. Natural melee weapons you are proficient with that have the light and finesse properties. They deal 1d4 slashing damage and increases damage based on your Dragon level.

Hardened Scales: When not wearing armor your AC equals 8 + your Dexterity modifier + your proficiency bonus. You can use certain Dragon specific armor and still gain this benefit.

Juvenile

At 6th level you grow to the size of a juvenile dragon.

Large Size: You become a large creature and your base movement speed becomes 35.

Maturity: The current and maximum value of each of your ability scores increases by 1 to a maximum of 21.

Maw: Your bite attack gains the heavy, reach 10ft, and two handed properties. If you succesfully hit with your bite attack against a creature at least one size category smaller than you, you may use a bonus action to immediatly attampt to grapple that creature with your maw.

Tail: You gain a tail attack. It is a natural melee weapon you are proficient with and has the finesse and reach 15ft properties. It deals 1d8 bludgeoning damage and its damage increases at higher levels

Adult

At 10th level you grow to the size of an adult dragon.

Huge Size: You become a huge creature and your base movement speed becomes 40.

Maturity: The current and maximum value of each of your ability scores increases by 1 to a maximum of 22.

Toughen: Your Hardened Scales feature base AC is now 10 + your proficiency + Dexterity or Constitution modifier. Your hit point maximum increases by 20 points.

Expanded Breath

At 2th, 6th, and 10th level the shape of your breath weapon gains options based on your subtype

Subtype 2th 6th 10th
Black 5 by 30ft line 5 by 45ft cylinder 5 by 90ft cylinder
Blue 5 by 30ft line 5 by 90ft line 5 by 180ft line
Brass 5 by 30ft line 5 by 45ft cylinder 5 by 90ft cylinder
Bronze 5 by 30ft line 5 by 90ft line 5 by 180ft line
Copper 5 by 30ft line 5 by 45ft cylinder 5 by 90ft cylinder
Gold 20ft cone 30ft cone 45ft cone
Green 20ft cone 30ft cone 45ft cone
Red 20ft cone 30ft cone 45ft cone
Silver 20ft cone 30ft cone 45ft cone
White 20ft cone 30ft cone 45ft cone

Draconic Archetype

In myths and legends, dragons take on many roles. The three archetypes represent different ways dragons are shown in myths and legend. At 3rd Level you choose a draconic archetype.

Land Wyrm

Land Wyrms are an embodiement of the land. That hill could in reality be a sleeping green Land Wyrm. They can either be guardians or savage beasts depending on what kind of Land Wyrm you encounter.

Massive

At 3rd level you count as one size larger than your current size when using Dragon class abilities. Your Dragon HD improve. From now until Dragon Level 20 your Dragon HD are D10 and you gain 4 maximum HP from this change. At level 20 in the Dragon class your HD increase to D12 instead of D10 from your Growth into a Large Dragon.

Rend

At 6th level if you succeed at hitting a target with two or more melee attacks in the same turn you may deal an additional 2d6 slashing damage to that target.

Powerful Build

At 8th level you count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift.

Engulf

At 10th level when you successfully make a bite attack against a grappled creatures at least two sizes smaller than you, instead of damage you may swallow them. Swallowed creatures are no longer grappled, have total cover, and are blinded. At the start of their turn they take 2d6 of your Type Element damage and 2d6 acid damage. They must succeed at a DC 15 DEX check to take any action and to escape they must succeed at a grapple check against you. You may have only one live swallowed creature at a time.

Lung Dragon

The Lung Dragon archetype embodies the spiritual aspects of dragons. These dragons are often mystical dragons at the top of mountains or bottoms of lakes. Most dragons in oriental adventures will choose this archetype.

Flight

At 3rd level you gain a magical flight speed equal to your base movement speed. You may not fly in armor you are not proficient in. Your flight speed is halved in medium or heavy armor.

Fortune

At 6th level you may use your reaction when you or an ally within 30ft makes a saving throw, ability check, or attack roll. You roll a d20 and the player may choose to use the results of the original roll or the Fortune roll. You may choose to use this ability after the original roll but before results have been determined. You may use this ability a number of times equal to your wisdom modifier (minimum 1) and regain all uses after a long rest

PART 2 | Dragon

Control Weather

At 8th level you can expend mana to cast the Control Water, Control Winds, or Fog Cloud spell. With this ability the mana cost is halfed and you require no spell components when casting these spells. Wisdom is your spellcasting modifier for this ability.

Harmony

At 10th level after maintaining concentration for 1 minute, you restore one spell slot of 5th level or lower and restore up to 5 times your Wisdom modifier (minimum 1) hit points. Any creatures you choose within 5ft also recieves the benefits. You may use this ability once per long rest.

True Dragon

This archetype is the prototypical dragon in the Monster Manual. The evil red dragon setting light to the village is likely this type of Dragon.

Wings

At 3rd level your wings grant you a flight speed equal to your base movement speed. You may not fly in armor you are not proficient in or armor that doesn't accommodate your wings. Your flight speed is halved in medium or heavy armor.

Wing Buffet

At 6th level as an action you may use your wings to create powerful winds. Each creature within 10ft must succeed at a (8+Str+Prof) STR save or be knocked prone.

Treasure Sense

At 8th level you can smell the differences between rocks, ores, and gems. You have advantage on checks related to locating or appraising precious metals and gems.

Resevoir of Fury

At 10th level when you roll initiative and have no spell slots you regain one spell slot of up to 5th level.

Kindled Powers

You awaken features of your draconic heritage. Each time you gain this feature at levels 5, 7, and 9 you gain a power chosen from the following list:

Alter Shape

You gain the ability to polymorph by using your action and expending a large amount of mana. The amount equals your current level + 5 times the size category of the race. You choose the form of a playable race or a beast from the Find Familier spell list. Your statistics and HP do not change and all of your abilities are limited by the new form. The effects are permanent unless you choose to revert to your true form using a bonus action. Your form also reverts on death.

Bond

During a long rest you may create a bond with a friendly dragon or humanoid that you can touch. While bonded you both gain the following benefits. You may only bond one creature at a time.

Aid: You and the bonded creature may use a bonus action instead of an action to help each other.


Guard: While within 5ft of each other and the subject of an attack you or the bonded creature may use a reaction to change the target to themselves. The attack may not be negated but may be defended against normally.

Thought: You may speak telepathically with each other. As an action you may perceive through the senses of your bonded creature instead of your own or they may use an action to perceive through your senses instead of theirs.

Crush

When you succed at grappling a creature or shoving a creature prone, you may deal 1d6 + your Strength modifer bludgeoning damage for each size category they are smaller than you.

Draconic Might

You may use a bonus action to attempt to recharge your breath. To do so roll a d6 and on a 5 or 6 your breath weapon recharges.

Dragon Knight Training

You gain proficiency with light, medium, and heavy barding and you no longer suffer a movement penalty while flying in medium armor.

Enhanced Breath

Your breath weapon gains a feature you may choose to use based on your subtype.

Subtype Feature
Black Linger
Blue Arc
Brass Ball
Bronze Arc
Copper Linger
Gold Ball
Green Poison
Red Ball
Silver Freeze
White Freeze

Arc: When an enemy fails their save against your breath weapon all enemeis within 5ft of that enemy also require a save against your breath weapon for half damage on failure or no damage on success. Enemies who have already attempted a save from your breath weapon this round are immune to this ability.

Ball: Instead of your normal breath you may choose a surface that you can see within 120ft. The shape of your breath weapon is now a sphere of 5ft + your Dragon level rounded down to the nearest five feet centered on the point of impact (25ft radius sphere at Dragon level 20).

Freeze: Until the start of your next turn the area affected by your breath weapon becomes difficult terrain.

Linger: Until the start of your next turn, each character that moves through the breath weapons area of effect suffers the effects of your breath weapon. Each creature may only suffer the effects of your breath weapon once each round.

PART 3 | Dragon

Poison: Creatures who fail their save gain the poisoned condition. They may repeat the save at the end of each of their turns to remove the effect.

Draconic Extra Attack

When you take an attack action you may take any other attack action. This includes your dragon breath. Normal Extra Attack feature does not let you take a dragon breath action.

Flexible Breath

Your breath weapon gains a feature based on your subtype. Each creature forced to make a save against your breath weapon is immunce to future uses of this ability for 24 hours.

Subtype Feature
Black Amplify
Blue Amplify
Brass Sleep
Bronze Push
Copper Slow
Gold Weaken
Green Amplify
Red Amplify
Silver Paralyze
White Amplify

Amplify: When you use your breath weapon and roll the maximum value for a die you may roll one additional damage die and add the number to the total. You may add a maximum number of additional dice equal to your Charisma modifier (minimum 1).

Sleep: Instead of damage, creatures who fail their save fall unconscious for 1 minute. Any damage or using an action to shake them will awaken them. A number of creatures up to your Charisma modifier (minimum 1) may be affected at once.

Push: In addition to the normal effects of the breath all creatures who failed their save get pushed back 30ft and are knocked prone. Otherwise they are pushed back 10ft. Creatures who ignore damage on a successful save also ignore the 10ft push.

Slow: In addition to the normal effects of the breath all creatures who failed their save become slowed as per the spell (PHB 276), except the maximum number of creatures affected is equal to your Charisma modifier (minimum 1) instead of six and you do not need concentration to maintain the effects.

Weaken: In addition to the normal effects all creature who failed their save gain the weakened condition for a number of rounds equal to your Charisma modifier (minimum 1). This effect is identical to the poisoned condition but is not considered a poison. A creature may make a Constitution save against your breaths save DC at the end of it's turn to remove the effects.

Paralyze: Instead of damage, creatures who fail their save become paralyzed for 2 rounds. A number of creatures up to your Charisma modifier (minimum 1) may be affected at once. A creature may make a Constitution save against your breaths save DC at the end of it's turn to remove the effects.

Flight Mastery (Requires flight speed)

Your flight speed is increased by 20 ft. You do not take falling damage from falls resulting from the prone or unconcious conditions if your ability to fly is not otherwise restricted.

Frightful Presence

When you take an attack action you may also expend mana to use your frightful presence. Choose a number of creatures, within 60ft, each creature increases the mana expended by 2 points, that must make a DC (8+Prof+Cha) WIS save or be frightened for 1 minute. A frightened creature may repeat the save to end the effects at the end of each of its turns. Each creature forced to make a save is immune to future uses of this ability for 24 hours. This ability counts as your extra attack.

Heightened Senses

Your darkvision increases to 120ft. You gain blindsight to 30ft. With blindsight you can sense creatures, objects, and terrain as long as they aren't hidden from your senses of hearing and smell. Sensing this way counts as sight for combat, spells, and abilities.

Multiattack

When you take the attack action you may also make a claw attack. At 10th level this ability allows you to make two claw attacks when you take the attack action.

Multidexterity

When you engage in two weapon fighting with your natural melee weapons you may add your ability modifier to the damage of your offhand attack. You may use two weapon fighting with a weapon that isn't light if the extra attack uses your claw attack.

Origin of Sorcery

You may decrease the cost of any spell you cast by 1 mana point.

Spell Resistance

When forced to make a save against a spell or subject to damage from a spell, you may use a reaction and expend enough mana to cast the same spell to gain advantage on saving throws against the spell and gain resistance to the damage of the spell.

Tail Sweep (Requires tail attack)

When you make a tail attack, a creature that takes damage must make a (8 + damage dealt) STR save or be knocked prone. If the target fails its save you may use a bonus action to make an additional tail attack against a different target.

Trap Door Ambush (Requires burrow speed)

You gain tremorsense to 10ft. While burrowed and stationary you gain proficiency in stealth. If you already had proficiency you double your bonus (does not stack with expertise).

PART 4 | Dragon

Wellspring of Power

You gain an additional mana as you grow due to your dracinic body and origin. You gain ten additional mana per growth feature.

The Dragon
Level Features Bite / Claw / Tail
1st Natural Terrain 1d6 / - / -
2nd Expanded Breath, Growth 1d8 / 1d4 / -
3rd Draconic Archetype, Improved Dragon Breath 1d8 / 1d4 / -
4th Ability Score Improvement 1d8 / 1d4 / -
5th Kindled Power 1d8 / 1d4 / -
6th Archetype Feature, Expanded Breath, Growth 1d10 / 1d6 / 1d8
7th Kindled Power 1d10 / 1d6 / 1d8
8th Ability Score Improvement, Archetype Feature 1d10 / 1d6 / 1d8
9th Kindled Power 1d10 / 1d6 / 1d8
10th Archetype Feature, Expanded Breath, Growth 2d6 / 1d8 / 1d10

PART 5 | Dragon

Slime

Class Requirements

This class is a combination with the race below. It can only be picked as your initial level.

Slime Traits

Sentient slimes that can take the form of humanoids.

Ability Score Increase. Your Constitution score increases by 2, and one other ability score of your choice increases by 1.

Age. Slime don't have a physical maturity per say and by other creatures standards, they are born physically matured. However, a slime will take at three years to reach mental maturity beyond that of the standard behavior most oozes exhibit. As far as lifespan goes, slime are not known to have one. Given their absence of recording their history and other races' disinterest in them it makes it hard to say how long a slime folk can or will live, their bodies not showing any signs of age or decay. For reference's sake, the oldest known slime lived to be as old as an elf before perishing at about 700 years old.

Alignment. Slime, despite some saying they naturally bend towards chaos and evil, tend towards no particular alignment. Rather, they adjust to the alignment of the society they are in. When they do form groups with other slime, they tend towards the lawful neutral alignment, however, this is more of a structure for social cohesion more than a tenancy towards following rules.

Size. Slime vary in size, and even individual slime can change their size by taking in or expelling water from their bodies, but in general, slime are comparable in size to most other intelligent races. Your size is Medium.

Speed. Your base walking speed is 25 feet.

Adhesive. Slime, being creatures of gelatinous slime you are naturally sticky. You have advantage on Strength (Athletics) checks made to grapple a target. In addition, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Darkvision. Accustomed to gloomy caverns and fungi lit caves. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Ooze Nature. Your creature type is both humanoid and ooze. You don't require sleep and by moving across surfaces you can break down otherwise inedible substances to garner nutritional value.

Versatile Molds. Slime are known for the various forms that they can take, appears to be tall and lean one day, and then the next, being short and curvy. Their skin could be repelling arrows one day but get pierced by them by the next. At the end of a long rest, you can change simple miscellaneous details about yourself such as your "hair"'s length or shape, or make yourself a bit taller, smaller, wider or thinner.

In addition, at the end of a long rest, you can also gain a resistance of your choice from, non-magical bludgeoning, piercing, or slashing damage. This resistance lasts until you pick another damage type with this trait. You are also immune to minor or major injuries from critical strikes.

Languages. You can speak, read, and write Common and Ooze, a dialect of Primordial. Ooze to those that speak Primordial sounds like a butchered version of Terran and Aquan. To everyone else, it is a bubbling, slushing language that sounds more like boiling mud then it does a language.

Slime Weaknesses

  • Amorphous. Due to the fluid nature of your form, you can move through a space as narrow as 1 inch, during this time you are considered prone. You leave behind any items that you were carrying behind.

  • Dehydration-Prone. You are composed of a large amount of liquid and as such, you fare poorly in the burning environments. You have disadvantage on saving throws against Extreme Heat.

  • Dilution. For slime, water is both an essential part of life and a death sentence. If you start your turn in a body of water, such as a lake, an ocean, you take 1d6 necrotic damage at the start of each of your turns. Rain is similarly harmful, but only inflicts 1 necrotic damage per turn. If this damage reduces you to less than half of your maximum hit points, you are considered to be poisoned until your hit points are restored to over half your hit point maximum. Finally, if you are reduced to 0 hit points by this trait you die.

Class Features

As a slime, you gain the following class features

Hit Points


  • Hit Dice: 1d12 per slime level
  • Hit Points at 1st Level: 1 + 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1 + 1d12 (or 7) + your Constitution modifier per slime level after 1st

Proficiencies


  • Skills: Stealth

Corrosive Form

A slime is naturally corrosive, as such, your unarmed strikes deal acid damage equal to 1d4 + your Constitution modifier, instead of the bludgeoning damage. This changes to 1d6 at 4th slime level and to 1d8 at 8th slime level.

In addition, you are resistant to acid damage.

Evolution

At 3rd level, your slime body goes through changes normal for your race. Choose one of the following subtypes:

  • Black
  • Gelatinous (Self Healing)
  • Oblex (Red Memory Eating)
  • Ochre (Highly Acidic)
  • Tracker (Stealthy Liquid)

Magical Storage

At 10th level, you are able to store more items inside your slime body than you seem to be able to fit each time you store an item you lose mana equal to the item's weight divided by 10. At the end of each long rest you lose mana equal to the weight you have stored inside your body divided by 10. Items stored in your body no longer count towards your carry capacity.

PART 1 | SLIME

Black

Large

At 3rd level, your size is now considered large and your natural color changes to black resembling oil. Your large size is not due to your height, but due to your volume. Your overall movement speed is decreased by 15 ft.

Split

At 5th level, when a part of you that is medium or larger is subjected to slashing damage the damage is negated and you are split into two as long as you have at least 10 Hit Points. Each part of you has Hit Points equal to half the originals, rounded down. The splits are one size smaller than the original, they gain 3 AC and move 5 ft faster for each size category it is smaller then large. You may only take an action or a bonus action with any one of these splits per turn and they may fuse, if they walk into each other's spaces.

On death a split stops being animated and die. It takes a long rest to regain a size category, if the only split left alive was small it would take it two long rests to regain it's size. You may choose which split is the main one and all other splits die if you choose to regain your large category from one of them. You may only have 1 large self, 2 medium selves, 1 medium and 2 small selves, or 4 small selves.

Advanced Split

At 7th level, as a bonus action during your turn you may allow each one of the splits to take an action during your turn, they may not take any spellcasting actions. If you take an attack action they may not make any extra attacks. Small sized splits may not interact with big objects, being able to carry/drag/push only half per size category of your normal strength.

Expert Split

At 9th level, you may stop yourself from splitting upon taking slashing damage while still avoiding the non-magical slashing damage. You are able to split into two medium splits at will following normal split rules. Medium splits may take spellcasting actions. Effectively you are immune to non-magical slashing damage.

Image Credit: Stephen Anderson (Pinterest)


Gelatinous

Large Gelaton

At 3rd level, your size is now considered large and your natural color changes to white or transperant at will. Your large size is not due to your height, but due to your volume. Your overall movement speed is decreased by 10 ft.

Transparent. Even when you are in plain sight, it takes a successful Wisdom (Perception) check to spot you. Creatures may attempt to spot you using Wisdom (Perception) check vs your stealth which has a bonus of +10 while you are transparent.

Gelatinous Cube

At 5th level, you are able to expand your mass and volume to take up to 10 ft by 10 ft cube and become almost completly see through. Any creature that walks into the area, is Restrained and considered engulfed, and takes 3d6 acid damage at the start of each of your turns. When the cube moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a DC 10 + your Slime level Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.

Blindsight. A creature with blindsight can perceive its surroundings without relying on sight, within 60 ft radius.

Gelatinous Regeneration

At 7th level, you double your total slime hit dice and gain twice as much from now on. As an action during your turn you may spend any amount of slime hit dice to heal. Even, if a large amount of your body is cut off for example an arm or a leg you can instantly regenerate that mass.

Gelatinous Hardning

At 9th level, an an action you may compress your volume into a medium size and crush anything inside your Gelatinous Cube body. An engulfed creature takes 6d6 bludgeoning damage, large creatures are released.

Image Credit: Wizards of The Coast

PART 2 | SLIME

Oblex

Large

At 3rd level, your size is now considered large and your natural color changes to crimson red with a dark tormented face for each creature you have stored in your memorized creatures. Your large size is not due to your height, but due to your volume. Your overall movement speed is decreased by 5 ft.

Memorized Creatures. This is a database of each creature that has had their memory copied by you. You do not erase the creature's memory but you read it and copy it. The creature is unaware of the coping of it's memory.

Devour Memory

At 5th level, unarmed strikes deal damage in mana instead of acid damage. A creature broth to 0 mana from your unarmed strike gets their memory copied into your memorized creatures. You may opt to learn one language of the stored creature's known languages.

Memory Seeker

At 7th level, you can tell the current mana level of a creature that is within 30 ft of you in percentages. Your unarmed strikes deal double the damage they use to and restore 1d4 mana per hit.

Clone

At 9th level, as an action you may construct a clone of a creature that you have stored in your memorized creatures. These impersonations, made of the same ooze as the oblex, were otherwise identical to the original victim, except for a faint smell of sulfur. The clone is under your control and has its own initiative during battle. The clone dies if it strays more then 120 ft from you or if you opt to create another clone. The clone's hit points are borrowed from your current hit points, when created you decide how much of your current hit points the clone will be created with. The clone may merge with you to add it's hit points to yours.

Image Credit: Wizards of The Coast

Ochre

Highly Corrosive

At 3rd level, your color is now bright orange. Your acidic nature makes it akward when you atempt to hold equipment or items melting away even the strongest unenchanted material in matter or minutes. Due to this you lose the Adhesive racial feature.

Your unarmed strikes deal double damage and have a chance of decreasing the AC of the target's armor, if you scored a hit or miss that is more then 10 + the target's Dexterity modifier. Roll a d6 and on a roll of 6 the armor's AC is decreased by 1.

Highly Acidic. You are immune to acid damage, but you take double the damage from water.

Acidic Bomb

At 5th level, as an attack action you may throw a part of your body up to 30 ft away. Each time you take this attack action you must pay 2 times X hit points up to 10. With this you attempt to splash any creature inside a 10 ft radius from the point with this acidic bomb. Each creature inside the radius must succeed on a Dexterity saving throw equal to 10 + X or take Xd6 acid damage.

Acidic Control

At 7th level, you are able to harden parts of your acidic body into a non-acidic solid that allows you to now hold onto equipment and interact with others without melting them slowly.

Magicaly Corrosive

At 9th level, your acid now counts as magical damage for the purposes of overcoming immunities and resistances. You are able to dissolve magical items, if they stay more then a day inside your body.

Image Credit: Wizards of The Coast

PART 3 | SLIME

Tracker

Watery Stealth

At 3rd level, your natural color changes to half grey and half red. You may change your appearane into a small puddle and change your color to a grey, black, blue of any shade making it hard for people to spot you. You have advantage on stealth while swimming. You gain expertise in stealth and proficiency in survival.

Watery Form. You take no damage due to rain or bodies of water compared to other slimes.

Deent Into Maddness

At 5th level, you may track a target while in hidden or stealthed as a bonus action. The target is aware of your ominous presence. As long as you have direct vision of the target, during each turn the creature takes to find or perceive you, add a Maddness Counter to your next attack to a maximum of 10. If you attack the creature and it is supprised you deal an extra Xd6 psychic damage with your first attack.

Life Leach

At 7th level, you may use an action to make a grapple check against a creature that is within 5 ft from you. On a success you latch onto the creature, your movement speed drops to 0 and move with the creature. You may use a free action or reaction to unattach from the creature. While attached you may drain the creatures life essense dealing 3d10 necrotic damage at the start of the creatures turn. The creature has advantage on attacks against you while you are attached to it.

Damage Transfer. Attacks from other sources deal half damage to you and half to the grappled creature as long as they were meant for you.

Proactive Leach

At 9th level, while leaching a creature's lifeforce you gain as much life as you leach out of them.

Image Credit: Wizards of The Coast

PART 4 | SLIME

The Slime
Level Features
1st Corrosive Form
2nd
3rd Evolution Trait
4th Ability Score Improvement
5th Evolution Trait
6th
7th Evolution Trait
8th Ability Score Improvement
9th Evolution Trait
10th Magical Storage

PART 5 | SLIME

Vampire

Class Requirements

This class is a combination with the race below. It can only be picked as your initial level.

Vampire Spawn Traits

Ability Score Increase. Your Strength, Dexterity and Constitution scores each increase by 1.

Age. Vampires are immortal and can be any age. Vampires retain the physical appearance of the age at which they were turned at during their mortal life. They also retain the psychological development associated with that age, therefore vampires who did not reach adulthood in their mortal life may still have the impulses of an adolescent in their vampiric life.

Alignment. Young vampires may keep the lawful, neutral or chaotic alignment they had in life, however, older vampires always lean towards lawfulness, usually following a code of their own design that they've developed over the centuries to ensure their survival. The vast majority of vampires are lawful evil, and none but the greenies attempt to maintain their inner humanity and remain even a neutral, let along a good one.

Size. Vampires can range in height and weight like most humanoids would, though they are normally lighter then they appear to be while looming over others. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Undead. Your creature type is considered to be both humanoid and undead.

Unholy Body. Dark magic sustains you. Healing potions do not have a healing effect on you. Instead, they deal poison damage equal to the amount that was meant to heal. To heal you must either drink blood, spend hit dice, or finish a long rest.

Blood Drinker. Even though you are undead, you still require sustenance in the form of blood to sustain your unholy existence. You are immune to diseases. You do not need to eat or breathe, but you can ingest food and drink if you wish, though this food is always bland and stale to you. If you go for longer then seven days without drinking at least one ration of blood, you suffer one level of exhaustion on the midnight of that day, which can only be removed by drinking a ration of blood. After consuming one ration of blood, you recover all levels of exhaustion. If you reach six levels of exhaustion due to this trait, you are destroyed.

A ration of blood is a vial, roughly 4 ounces and while that is just enough to sustain you each week, you still feel the urge to drink and may still appear twitchy or ravenous in the heat of battle or when treating a wounded ally. A pint, such as that contained within a flask is considered a healthy amount, enough to keep you sustained while also suppressing your less civilized behavior. Each ration of blood heals you for 1d4+1 hit points while a pint will heal you for 2d4+2 hit points.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Bite. All vampires have sharpened teeth capable of tearing flesh from bone and draining blood from the body. If a willing, paralyzed, charmed, incapacitated, restrained, or grappled, creature within 5 feet of you has blood, you may use your bonus action to Bite them dealing 1d6 piercing damage

and draining their blood dealing additional necrotic damage equal to your Constitution modifier. Drinking blood this way is equal to consuming a ration as per your Blood Drinker trait. When you use your Bite, you can choose to not deal damage.

Claws. As a vampire you have a set of claws, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. This damage increases as you level, this is shown on the vampire class table.

Languages. You can speak, read, and write Common, as well as one other language of your choice, that you knew in life.

Vampire Weaknesses

Although vampires can be incredibly strong, their curse still comes with several notable drawbacks. Regardless of if you are a vampire spawn or a true vampire, you are affected by the following weakness unless specified otherwise:

  • Forbiddance. You can't enter a residence without an invitation from one of the occupants.
  • Stake to the Heart. If a piercing weapon made of wood is driven into your heart while incapacitated in your coffinic structure, you become paralyzed until the stake is removed if you are a true vampire. However, if you are a vampire spawn, you are instead destroyed.

Class Features

As a vampire, you gain the following class features

Hit Points


  • Hit Dice: 1d12 per vampire level
  • Hit Points at 1st Level: 2 + 12 + your Constitution modifier
  • Hit Points at Higher Levels: 2 + 1d12 (or 7) + your Constitution modifier per vampire level after 1st

Proficiencies


  • Saving Throws: Constitution

Vampire Feats

At certain levels you are able to further evolve towards becoming a fully fledged vampire you may chose one feat from the list to add to your vampire features.

Strengthen Superior Body

Your vamiric body is enchanced with unholy strength, you gain the following benefits:

  • Your carry capacity is doubled so is your lift, drag, and push.
  • While you are wearing no armor, your Armor Class equals 12 + your Constitution modifier.
  • You may restrain up to huge creatures as if they are medium creatures.
  • Your unarmed strikes deal double damage. (Not your claws.)

PART 1 | Vampire

Dexturous Superior Body

Requierment: Nosferatu

You can use your vampiric reflexes to dodge attacks and move with an unearthly grace and ease, gaining the following benefits:

  • You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • While you are wearing no armor, your Armor Class equals 12 + your Dexterity modifier.
  • Your base movement speed increases by 5 feet.
Shapechanger

Requierment: Tremere

Vampires are known for their ability to shift from form to form. You gain the shapechanger tag and if you are not in sunlight or running water, you can use your action to polymorph into a Tiny bat or a Medium cloud of mist for 1 minute, or back into your true form.

Bat Form: While in bat form you can't speak, your walking speed is 5 feet, and you have a flying speed of 30 feet. Your statistics, other than your size and speed, are unchanged. Anything you are wearing transforms with you, but nothing you are carrying does. You revert to your true form if you die.

Mist Form: While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless and have a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. You have advantage on Strength, Dexterity, and Constitution saving throws, gain a number of temporary hit points equal to twice your level, and are immune to all nonmagical damage, except the damage you take from sunlight.

Once you transform this way you cannot do so again until you complete a short or long rest.

You can maintain your other forms indefinitely and gain the Humanoid form.

Humanoid Form. You can use your action to polymorph into a Small or Medium humanoid you have seen, or back into your true form. Your statistics, other than your size, are the same in each form. Any equipment you are wearing or carrying isn't transformed and you revert to your true form if you die. While in this form you can use your Bite and Claws attacks.

You gain the following vampire weakness:

  • Running Water. Your flesh is torn apart in the presence of water, you take 10 acid damage when you end your turn in running water. This damage may not be reduced in any way.
Animating Bite

Requierment: Giovanni

You can suffuse your unholy lifeforce into creatures you drain. When you reduce a creature to 0 hit points you can choose to animate it, causing it to rise at the next midnight as a zombie under your control. This zombie can take simple commands from you and you may have a number of zombies equal to your proficiency bonus under your control through this method at a time. If you already have your maximum number of zombies under your control other corpses which rise due to your bite are not under your control are hostile towards you and others.

At 10th level in this class, your bite may raise vampire spawns instead of zombies. You may have up to one vampire spawn under your control through this method at any time.

Children of the Night

As an action, you may magically call 1d4 swarms of bats or rats, provided the sun isn't up. While outdoors, you can call 1d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as your allies and obeying your spoken commands. If your subrace is Tremere you can substitute the wolfs with two winter wolfs.

The beasts remain for 1 hour, and can be dismissed as a bonus action. You may not call on more than one swarm at any time.

You gain the following vampire weakness:

  • Sunlight Sensitivity. You sear and burn in the light of the sun, your flesh immolating. If you end your turn in direct sunlight, you take 10 radiant damage. You also have disadvantage on any attack rolls and ability checks when in direct sunlight.
Unnatural Charm

Requierment: Ventrue

As an action, you can target one humanoid you can see within 30 feet. If the target can see you, it must succeed a Wisdom saving throw, or be charmed. The DC for the save is equal to 8 + your proficiency bonus + your Charisma modifier. The charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your direct control, it takes your requests or actions in the most favorable way it can, and it is a willing target for your Vampire Bite.

Each time you or one of your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts for 24 hours, until you are destroyed, until you are sent to a different plane of existence than the target, or if you take a bonus action to end the effect. You can have a number of creatures charmed this way equal to your Charisma modifier and creatures charmed this way have no recollection of their time charmed. You can use this trait a number of times equal to your Charisma modifier per long rest.

Increaesed Magical Capacity

Requierment: Tremere

All spells you cast can now be cast with hit points instead of mana or a mix of both. Your magical capacity roll is increased by 25 points to a max of 80.

Unholy Body

Starting at 2nd level, the dark magic that sustains you also provides you with resistance to necrotic damage.

Subrace

Starting at 6th level, you may pick one of the following subraces which will give you additional benefits at 6th, 8th, and 10th level:

  • Giovanni
  • Nosferatu
  • Tremere
  • Ventrue

PART 2 | Vampire

Blood Drinker

Starting at 7th level, each ration of blood heals you for 2d4+2 hit points while a pint will heal you for 2d8+4 hit points.

Predator Darkvision

Starting at 10th level, you can see in pure darkness within 120 feet of you as if it were bright light. You can't discern color in darkness, only shades of gray. You can see any creature with blood through walls as a red outline as long as the wall is not more then 10 inches thick.

Giovanni

Animating Presence

When you chose the Giovanni subrace at 6th level, you increase your Constitution and Intelligence scores by 2 each. Your claws attack becomes a unarmed strike as you lose your claws. You may animate a corpse that is within 60 ft of you by spending a bonus action. The corpse will take an advantaged attack against the closest creature within range and then continue to be a corpse. You may do this up to your Intelligence modifier per long rest.

Unholy Body

At 8th level, the dark magic that sustains your unholy body seeps into the surrounding and protects you fully from necrotic energy. You gain immunity to necrotic damage. Once per long rest you may cast Negative Energy Flood without spending mana or material components.

Negative Energy Pulse

At 10th level, you release an necrotic energy wave that deals 4d8 necrotic damage to any creature winin 60 ft of the caster. Each creature that dies to this pulse is reanimated as the caster's zombie and may use all of the skills it use to know in life and is revived with full hit points. The zombie is reanimated for a week and falls apart once it's time is up.

You gain the following vampire weakness:

  • Sunlight Hypersensitivity. You sear and burn in the light of the sun, your flesh immolating. If you end your turn in direct sunlight, you take 20 radiant damage. You also have disadvantage on any attack rolls and ability checks when in direct sunlight.

Nosferatu

Superior Body

When you chose the Nosferatu subrace at 6th level, you increase your Strength, Dexterity, Constitution and Wisdom scores by 1 each. Your claw attacks count as finesse.

You gain the following vampire weakness:

  • Horrifying Visage. Your new look frightens most common folk making it hard to communicate clearly with people that see you.

Invisibility

At 8th level, you are able to cast Invisibility on yourself without spending mana or materials up to your Wisdom modifier per long rest.


Bestial Bite

At 10th level, in battle you may opt to bite any target 5 ft from you and deal 2d8 + Strength or Dexterity modifier piercing damage. You heal for half the damage you deal with this attack action. You may not use this attack action more then once per turn.

Tremere

Vampiric Spellcaster

When you chose the Tremere subrace at 6th level, Constitution and Intelligence scores by 2 each. Your claws attack becomes a unarmed strike as you lose your claws. You may cast Ice Knife as a cantrip.

Cold Embrace

At 8th level, you gain resistance to cold damage. Any cold spell you cast decreases the target's movment by an additional 5 ft.

Eye of the Frost Storm

At 10th level, as an action you may release a blizard around you. Each creature in a 60 ft area from your origin point has it's movement decreased by 20 ft as long as it is inside the area. If a creatures movment is decreased to 0 and it is hit by 3 instances of cold damage it is frozen in a cube of ice and counts as petrified as long as the storm continues. The petrification can be unfrozen after a 2 hours in a warm or hot environment or until you take damage, bludgeoning damage is tripled. This ability is a concentration ability and stops it you lose concentration. You can use this up to your Intelligence modifier per long rest.

Ventrue

Elegant Demeanor

When you chose the Ventrue subrace at 6th level, you increase your Constitution and Charisma scores by 2 each. You gain profiviency with Charisma saving throws.

Hypnotic Gaze

At 8th level, you may use an action to paralize one creature within 15 ft of you for 1 minute or until it takes damage. You may use this gaze up to your Charisma modifier per long rest.

Unholy Geas

At 10th level, you may cast Geas without spending mana or materials up to your Charisma modifier per long rest.

PART 3 | Vampire

The Vampire
Level Features Claw Damage Dice
1st 1d4
2nd Unholy Body 1d4
3rd 1d6
4th Ability Score Improvement 1d6
5th Extra Attack 1d6
6th Vampire Feat, Subrace Feature 1d8
7th Blood Drinker 1d8
8th Ability Score Improvement, Subrace Feature 1d8
9th Vampire Feat 1d12
10th Extra Attack, Predator Darkvision, Subrace Feature 1d12

PART 4 | Vampire

Job Classes

Abjurer

The abjuration school of magic encompassed protective spells. They created physical or magical barriers, negated magical or physical abilities, harmed trespassers, or even banished the subject of the spell to another plane of existence. A wizard who specialized in abjuration was known as an abjurer.

Class Features

As an abjurer, you gain the following class features

Hit Points


  • Hit Dice: 1d4 per abjurer level
  • Hit Points at 1st Level: 4 + your Constitution modifier
  • Hit Points at Higher Levels: 1d4 (or 3) + your Constitution modifier per abjurer level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: Choose one type of artisan's tool

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, 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) two daggers
  • (a) component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) an explorer’s pack
  • An abjurer's spellbook, clothing (common)

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting.

Cantrips

At 1st level, your spellbook contains two cantrips from the wizard spellbook. At higher levels you may write additional cantrips in your spellbook equal to the amount indicated under the Max Cantrips under the class table.

Spellbook

At 1st level, your have a spellbook containing the following abjuration spells: Absorb Elements, Aid, Arcane Lock, Counterspell, Dispel Magic, Lesser Restoration, Mage Armor, Remove Curse, Shield. Your spellbook is the repository of the spells you know.

Preparing and Casting Spells

To cast a spell of 1st-level or higher you need to have an arcane focus, components or component pouch, and the required to cast mana.

You can use any amount of mana dice to restore mana at the end of a short rest. You regain all your spend mana when you finish a long rest and half of the used mana dice.

You prepare the list of spells that are available for you to cast. To do so, choose a number of spells from your or other spellbook in your possession equal to your Intelligence modifier + your Abjurer level. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent studying a spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for the spells you cast, since you learn your spells through dedicated study and memorization. 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 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

Ritual Casting

You can cast a spell as a ritual if that spell has the ritual tag and you have the spell in a spellbook in your possession. You don’t need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for spells you cast.

Arcane Ward

Starting at 1st level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell’s magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your abjurer level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

While the ward has 0 hit points, it can’t absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.

Once you create the ward, you can't create it again until you finish a long rest.

Projected Ward

Starting at 2nd level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the ward to 0 hit points, the warded creature takes any remaining damage.

PART 1 | ABJURER

Abjuration Savant

Beginning at 3rd level, the gold and time you must spend to copy an abjuration spell into a spellbook is halved. You may now attempt to scribe or spellcraft an abjuration spell, when you do you may use your Arcana skill check instead of an Intelligence check. You may identify and read abjuration spells contained in a spellbook or a spell scroll.

Improved Abjuration

Beginning at 5th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.

Resourceful Casting

Starting at 6th level, when you cast an abjuration spell it's mana cost is decreased by 1 point.

Empowered Ward

Starting at 7th level, as long as your arcane ward is active, physical damage you sustain is decreased by one point and magical damage is decreased by 3 points. You still gain this benefit even, if your ward is at 0 hit points.

Ward Spell Resistance

Starting at 9th level, as long as your arcane ward has more then 0 hit points, you have advantage on saving throws against spells. Furthermore, you have resistance to magical elemental damage. This includes cold, fire, and lightning.

Master Abjurer

Starting at 10th level, each time you cast an abjuration spell your Arcane Ward gains triple the hp it originaly should. You are able to split the Arcane Ward as a bonus action to guard you and one other creature, that you can see, up to 100 ft from your location. This provides you and that creature with half the current temporary hit point of the ward. Additionally the creature you are shielding gains the benefit of Ward Spell Resistance feature while it is protected by the advanced ward.


Class Table

The Abjurer
Level Features Max Cantrips
1st Arcane Ward, Spellcasting 2
2nd Projected Ward 2
3rd Abjuration Savant 2
4th Ability Score Improvement 3
5th Improved Abjuration 3
6th Resourceful Casting 3
7th Empowered Ward 3
8th Ability Score Improvement 4
9th Ward Spell Resistance 4
10th Master Abjurer 4

Image Credit: Unknown

PART 2 | ABJURER

Artificer

Masters of unlocking magic in everyday objects, artificers are supreme inventors. They see magic as a complex system waiting to be decoded and controlled. Artificers use tools to channel arcane power, crafting temporary and permanent magical objects.

Class Requirements

You must have an Intelligence score of 15 or higher in order to pick this class.

Class Features

As an artificer, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, hand crossbows, heavy crossbows
  • Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

Equipment

You start with the following equipment, in addition to the equipment granted by your background: • any two simple weapons • a light crossbow and 20 bolts • (a) studded leather armor or (b) scale mail • thieves’ tools and a dungeoneer’s pack

Magical Tinkering

At 1st level, you learn how to invest a spark of magic in objects that would otherwise be mundane. To use this ability, you must have thieves’ tools, tinker’s tools, or other artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
  • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
  • A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property.

You can give the magic of this feature to multiple objects, touching one object each time you use the feature, and a single object can bear only one of the properties at a time. The maximum number of objects you can affect with the feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Spellcasting

You have studied the workings of magic, how to channel it through objects, and how to awaken it within them. As a result, you have gained a limited ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders through various items.

Tools Required

You produce your artificer spell effects through your tools. You must have a spellcasting focus – specifically thieves’ tools or some kind of artisan’s tool – in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way.

After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

Cantrips

At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.

When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

Mana

To cast an artificer spell, you must expend mana. You regain all expended mana when you finish a long rest.

Artificer's Tome

An artificer's tome is the repository of the artificer spells you know and have prepared. This tome has artificer spells equal to your Intelligence modifier + your artificer level (minimum of one spell) at all times. The spells must be of a level for which you have enough mana to cast.

Casting the spell doesn’t remove it from your list of prepared spells.

You can record new spells inside your tome when you finish a long rest.

Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer 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

PART 1 | ARTIFICER

Ritual Casting

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Tool Expertise

Starting at 2rd level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool, that you gained from this class.

Infuse Item

At 3rd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.

Infusions Known

When you gain this feature, pick two artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.

Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

Infusing an Item

Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item, or you can forgo attunement so that someone else can attune to the item. If you decide to attune to the item later, you must do so using the normal process for attunement.

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.

Artificer Specialist

At 3nd level, you choose the type of specialist you wish to become, this grants you additional features at 3rd level and again at 5th and 9th level:

  • Alchemist
  • Artillerist

Arcane Armament

Starting at 4th level, you can attack twice, rather than once, whenever you take the Attack action on your turn, but one of the attacks must be made with a magic weapon, the magic of which you use to propel the attack.


The Right Cantrip for the Job

At 5th level, you gain the ability to make sure you have the right magical tool for a job. Whenever you finish a short or long rest, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

Spell-Storing Item

When you reach 9th level, you learn how to store a spell in an object for repeated use. Whenever you finish a long rest, you can touch one simple or martial weapon or an item that you can use as a spellcasting focus and store a spell in it, choosing one 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you don’t need to have the spell prepared). With the object in hand, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier.

The spell stays in the object until it has been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again.

Soul of Artifice

At 10th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.

Alchemist

An Alchemist is an expert at combining exotic reagents to produce mystical effects. Among artificers, members of this subclass are the greatest healers, as well as the ones most adept at wielding dangerous chemicals.

Tools of the Trade

By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools.

Proficiencies. You gain proficiency with alchemist’s supplies and the herbalism kit, assuming you don’t already have them. You also gain alchemist’s supplies and an herbalism kit for free – the result of tinkering you’ve done as you’ve prepared for this specialization.

Crafting. If you craft a magic item in the potion category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Alchemist Spells

Starting at 3rd level, you add certain spells to your artificer's tome after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you.

Alchemist Spells
Artificer Level Alchemist Spells
3rd Purify Food and Drink, Ray of Sickness
4th Melf's Acid Arrow, Web
6th Create Food and Water, Stinking Cloud
8th Blight, Death Ward
10th Cloudkill, Raise Dead

PART 2 | ARTIFICER

Alchemical Homunculous

At 3rd level, you learn ancient methods for magically creating a special homunculus that is formed by alchemical substances.

Whenever you finish a long rest and your alchemist’s supplies are with you, you can form this homunculus in an unoccupied space within 5 feet of you. If you already have a homunculus from this feature, the first one immediately dies.

The homunculus is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Alchemical Homunculus stat block. You determine the homunculus’s appearance, which includes wings and bits of alchemical equipment. Some alchemists prefer mechanical-looking birds, whereas others like winged vials or miniature cauldrons.

In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action.

If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your alchemist’s supplies as an action to revive it, provided you are within 5 feet of it and you expend 15 mana. The homunculus returns to life with all its hit points restored.

Alchemical Mastery

At 5th level, your command of magical chemicals has become masterful, enhancing the healing and damage you create through them. When you cast a spell using your alchemist’s supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid or poison damage, and the bonus equals your Artificer level + your Intelligence modifier (minimum of +1).

In addition, you can cast Lesser Restoration without expending mana, provided you use alchemist’s supplies as the spellcasting focus. You can do so a number of times per day equal to your Intelligence modifier (minimum of once).

Chemical Savant

By 9th level, you have been exposed to so many chemicals and unlocked their secrets that they pose little risk to you, and you can use them to quickly end certain ailments. You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition.

In addition, you can cast Greater Restoration once without expending any mana and without providing any material components, provided you use alchemist’s supplies as the spellcasting focus. You regain the ability to do so again when you finish a long rest.



Alchemical Homunculus

Tiny construct, neutral


  • Armor Class 13 (natural armor)
  • Hit Points equal to eight times your level in this class + twice your Intelligence modifier
  • Speed 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (−2)

  • Skills Perception +4, Stealth +4
  • Damage Immunities acid, poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages you speak

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus’s skill bonuses and the bonuses to hit and damage of its Acidic Spittle.

Actions (Require Your Bonus Action)

Acidic Spittle. Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d6 + 2 acid damage.

Alchemical Salve (3/Day). The homunculus produces a salve and touches one creature you designate. The target receives one of the following magical benefits of your choice:

  • Buoyancy. The target gains a flying speed of 10 feet for 10 minutes.
  • Inspiration. The target feels giddy and effective, gaining advantage on certain ability checks in the next hour. The target chooses the checks before or after rolling. The magic runs out after the target has used it on a number of checks equal to your Intelligence modifier (minimum of 1).
  • Resilience. The target gains a number of temporary hit points equal to 2d6 + your Intelligence modifier.

PART 3 | ARTIFICER

Artillerist

An Artillerist specializes in using magic to create explosions and defensive positions, as well as magic-infused sidearms – especially wands – that can be used on the battlefield.

Tools of the Trade

By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools.

Proficiencies. You gain proficiency with smith’s tools and woodcarver’s tools, assuming you don’t already have them. You also gain those tools for free – the result of tinkering you’ve done as you’ve prepared for this specialization. In addition, you gain the ability to use rods, staffs, and wands as spellcasting focuses for your artificer spells. You also gain a nonmagical, wooden wand for free, which you’ve carved in your spare time.

Crafting. If you craft a magic item in the wand category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Artillerist Spells

Starting at 3rd level, you add certain spells to your artificer's tome after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you.

Artillerist Spells
Artificer Level Artillerist Spells
3rd Shield, Thunderwave
4th Scorching Ray, Shatter
6th Fireball, Wind Wall
8th Ice Storm, Wall of Fire
10th Cone of Cold, Wall of Force

Arcane Turret

At 3rd level, you learn how to create a magical turret. With your smith’s tools in hand, you can take an action to magically summon a Medium turret in an unoccupied space on a horizontal surface within 5 feet of you.

The turret is a magical object that occupies its space and that has crablike legs. It has an AC of 18 and a number of hit points equal to eight times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the Mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 10 minutes. You can dismiss it early as an action.

When you summon the turret, you decide which type it is, choosing from the options on the Arcane Turrets table. On each of your turns, you can take a bonus action to cause the turret to activate if you are within 60 feet of it. As part of the same action, you can direct the turret to walk or climb up to 15 feet to an unoccupied space.

You can summon a turret once for free and must finish a long rest before doing so again. You can also summon the turret by expending 10 mana. If you summon a second turret, the first turret disappears.

As an action, you can command your turret to detonate if you are within 60 feet of it. Doing so destroys the turret and forces each creature within 10 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d6 force damage on a failed save or half as much damage on a successful one.

Arcane Turrets
Turret Activation
Flamethrower The turret exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 1d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
Force Ballista Make a ranged spell attack, originating from the turret, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the turret.
Defender The turret emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Artificer level + your Intelligence modifier (minimum of +1).

Wand Prototype

By 5th level, you now regularly experiment with channeling different types of magic through wands. Whenever you finish a long rest and your woodcarver’s tools are with you, you can touch a nonmagical, wooden wand and turn it into a magic item. When you do so, you invest it with one artificer cantrip of your choice – even one you don’t know – that has a casting time of 1 action. As an action, you can cause the magic wand to produce the cantrip, using your spellcasting ability modifier (other creatures are unable to use the wand’s magic). The wand loses this magic when you finish your next long rest.

Any damage roll you make for a cantrip in the wand gains a bonus equal to your Artificer level + your Intelligence modifier (minimum of +1).

When you reach 5th level in this class, you can invest the wand with two cantrips at the end of a long rest.

Fortified Position

Starting at 9th level, you’re a master at conjuring a well-defended emplacement. You and your allies have half cover while within 10 feet of a turret you create with Arcane Turret, as a result of a shimmering field of magical protection that the turret emits.

You can also now summon a second turret for free and must finish a long rest before doing so again. If you summon the second turret while the first is still present, the first one doesn’t disappear, and each turret can be of a different type (if you summon a third turret, the first turret vanishes). Moreover, you can use one bonus action to activate both turrets.

PART 4 | ARTIFICER

Class Table

The Artificer
Level Features Max Cantrips Infusions Known Infused Items
1st Magical Tinkering, Spellcasting 2 0 0
2nd Tool Expertise 2 0 0
3rd Artificer Specialist, Infuse Item 2 2 1
4th Ability Score Improvement, Arcane Armament 3 2 1
5th The Right Cantrip for the Job 3 3 2
6th Artificer Specialist Feature 3 4 2
7th 3 5 3
8th Ability Score Improvement 4 6 3
9th Artificer Specialist Feature, Spell-Storing Item 4 7 4
10th Soul of Artifice 4 8 4

PART 5 | ARTIFICER

Assassin

Assassins are not as stealthy as many think, but no one can argue that they are deadly effective. If you are the mark of an assassin the best thing you can do is hide and hope they never find you. They are skilled not only in the blade, so do not underestimate them.

Class Features

As an assassin, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
  • Tools: None

  • Saving Throws: Dexterity. Intelligence
  • Skills: Choose three from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, and Sleight of Hand

Equipment

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

  • (a) a martial weapon and a buckler or (b) two martial weapons
  • (a) five daggers or (b) any simple melee weapon
  • (a) a burglar’s pack or (b) an entertainer’s pack
  • ten daggers in a belt, leather armor, dark clothing (common) and dark robe

Fighting Style: Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the class table. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Assassin's Mark

Starting at 1st level, you can use a bonus action to mark a creature you can see. This feature can be used once per long rest. The marked creature's appearance and attire are ingrained in your memory until you switch targets or the mark dies.

At 3rd level you gain advantage on Dexterity or Charisma skill checks against the mark and may use this feature twice per long rest.



At 5th level when you take the attack action with a melee weapon against the mark you may use your bonus action to strike the mark again with the same melee weapon.

At 10th level you may use this feature three times per long rest, you do not need to spend a bonus action to strike the mark a second time. In addition you may double the number of dice you roll with the Sneak Attack feature against a mark.

Bonus Proficiencies

Starting at 2nd level, you gain proficiency with the disguise kit and the poisoner's kit.

Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Acrobatical Excellence

Starting at 5th level, you gain proficiency and expertise in the Acrobatics skill.

When falling you are always able to land on your feet. Your movement speed is increased by 10 ft. Your long and high jump is increased by your dexterity modifier in feet, with or without a running start

PART 1 | ASSASSIN

Infiltration Expertise

Starting at 6th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official- looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.

Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

Impostor

At 7th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Culling Strike

Starting at 9th level, when you deal more then 75% of a creature's max hit points in damage it instantly dies no matter how many hit points it has left.

Death Strike

Starting at 10th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

Image Credit: Unknown

Class Table

The Assassin
Level Features Sneak Attack
1st Assassin's Mark, Fighting Style: Sneak Attack 1d6
2nd Bonus Proficiencies 1d6
3rd Assassinate 2d6
4th Ability Score Improvement 2d6
5th Acrobatical Excellence 3d6
6th Infiltration Expertise 3d6
7th Impostor 4d6
8th Ability Score Improvement 4d6
9th Culling Strike 5d6
10th Death Strike 5d6

Image Credit: Unknown

PART 2 | ASSASSIN

Bard

Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds. The bard is a master of song, speech, and the magic they contain.

Class Features

As a bard, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
  • Tools: Three musical instruments of your choice

  • Saving Throws: Dexterity. Charisma
  • Skills: Choose any three

Equipment

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

  • (a) a rapier, (b) a longsword, or (c) any simple weapon
  • (a) a diplomat's pack or (b) an entertainer's pack
  • (a) a lute or (b) any other musical instrument
  • Bard's Spellbook, leather armor and a dagger

Spellcasting

You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.

Cantrips

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

Mana

To cast a bardic spell, you must expend mana. You regain all expended mana when you finish a long rest.

Bard's Spellbook

At 1st level, your have a spellbook containing the following bardic spells: Bestow Curse, Calm Emotions, Cure Wounds, Dispel Magic, Dissonant Whispers, Fear, Healing Word, Lesser Restoration, Phantasmal Force, Tasha’s Hideous Laughter, Thunderwave. Your spellbook is the repository of the bard spells you know.

This book differs from a normal spellcaster's book as it records music not spell circles. You can add new spells to thie book using Mage's Ink and a spell scroll of the bard spell you wish to add to the spellbook. Both items are used up in the process, which takes 3 hours per the spell's base level.


Spellcasting Ability

Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. 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 bard 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

Ritual Casting

You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells.

Bardic Inspiration

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 6th level, a d10 at 8th level, and a d12 at 10th level.

Song of Rest

Beginning at 1st level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Recovery Dice to regain hit and mana points at the end of the short rest, each of those creatures regains an extra 1d6 points.

If you have no proficiency with a musical instrument you gain proficiency with two of your choice.

Font of Inspiration

Beginning when you reach 2nd level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

PART 1 | BARD

Bard College

At 3rd level, you delve into the advanced techniques of a bard college of your choice, this choice grants you features at 3rd level and again at 5th and 9th level. The most well known college's include: Glamour, Lore, Satire, Swords, Valor, and Whispers.

Countercharm

At 4th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Superior Inspiration

At 4th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

Jack of All Trades

Starting at 7th level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Magical Secrets

By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two 5th level or lower spells from any spell school. The chosen spell must be of a level you can cast with out losing experience, or a cantrip.

The chosen spells count as bard spells for you and are included in your Bard's Spellbook.

College of Glamour

The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.

The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, abusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.

Mantle of Inspiration

When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed.

As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and who can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.

The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 3rd level, 11 at 4th level, and 14 at 5th level.

Enthralling Performance

Starting at 3rd level, you can charge your performance with seductive, fey magic.

If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies.

If a target succeeds on its saving throw, the target has no hint that you tried to charm it.

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

Mantle of Majesty

At 5th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve you. As a bonus action, you cast Command, without expending a spell slot, and you take on an appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were concentrating on a spell). During this time, you can cast Command as a bonus action on each of your turns, without expending a spell slot.

Any creature charmed by you automatically fails its saving throw against the Command you cast with this feature.

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

Unbreakable Majesty

At 9th level, your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.

In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or until you are incapacitated. For the duration, whenever any creature tries to attack you for the first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. On a failed save, it can't attack you on this turn, and it must choose a new target for its attack or the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage on any saving throw it makes against your spells on your next turn.

Once you assume this majestic presence, you can't do so again until you finish a short or long rest.

PART 2 | BARD

College of Lore

Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.

The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.

The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.

Bonus Proficiencies

When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.

Cutting Words

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

Additional Magical Secrets

At 5th level, you add one 5th level or lower spell of your choice from any spell school. The chosen spell must be of a level you can cast with out losing experience, or a cantrip.

The chosen spells count as bard spells for you and are included in your Bard's Spellbook.

Peerless Skill

Starting at 9th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.


College of Satire

Bards of the College of Satire are called jesters. They use lowbrow stories, daring acrobatics, and cutting jokes to entertain audiences, ranging from the crowds in a rundown dockside pub to the nobles of a king’s royal court. Where other bards seek forgotten lore or tales of epic bravery, jesters ferret out embarrassing and hilarious stories of all kinds. Whether telling the ribald tale of a brawny stable hand’s affair with an aged duchess or a mocking satire of a paladin of Helm’s cloying innocence, a jester never lets taste, social decorum, or shame get in the way of a good laugh.

While jesters are masters of puns, jokes, and verbal barbs, they are much more than just comic relief. They are expected to mock and provoke, taking advantage of how even the most powerful folk are expected by tradition to endure a jester’s barbs with good humor. This expectation allows a jester to serve as a critic or a voice of reason when others are too intimidated to speak the truth.

For the duchess with a taste for strapping young laborers, such tales might serve to warn the targets of her affections and force her to change her ways for lack of willing partners. Striking back at the jester only ruins her already damaged reputation, and might provide the best evidence that the jester’s satires have hit their mark. But if she is kind and generous to her conquests, the jokes and stories cast her as a kind of folk hero, while drawing even more potential partners to her.

Jesters are loyal to only one cause: the pursuit and propagation of the truth. They use their comedy and innocuous appearance to break down social barriers and expose corruption, incompetence, and stupidity among the rich and powerful. Whether revealing a con artist’s treachery or exposing a baron’s plans for war as driven by greed and bloodlust, a jester serves as the conscience of a realm.

Jesters adventure to safeguard the common folk and to undermine the plans of the rich, powerful, and arrogant. Their magic bolsters allies’ spirits while casting doubt into foes’ minds. Among bards, jesters are unmatched acrobats, and their ability to tumble, dodge, leap, and climb makes them slippery opponents in battle.

Bonus Proficiencies

When you join the College of Satire at 3rd level, you gain proficiency with thieves’ tools. You also gain proficiency in Sleight of Hand and one additional skill of your choice. If you are already proficient with thieves’ tools or in Sleight of Hand, choose another skill proficiency for each proficiency you already have.

Tumbling Fool

At 3rd level, you master a variety of acrobatic techniques that allow you to evade danger. As a bonus action, you can tumble. When you tumble, you gain the following benefits for the rest of your turn:

  • You gain the benefits of taking the Dash and Disengage actions.
  • You gain a climbing speed equal to your current speed.
  • You take half damage from falling.

PART 4 | BARD

Fool's Insight

At 5th level, your ability to gather stories and lore gains a supernatural edge. You can cast Detect Thoughts up to a number of times equal to your Charisma modifier. You regain any expended uses of this ability after completing a long rest.

If a creature resists your attempt to probe deeper and succeeds at its saving throw against your Detect Thoughts, it immediately suffers an embarrassing social gaffe. It might loudly pass gas, unleash a thunderous burp, trip and fall, or be compelled to tell a tasteless joke.

Fool's Luck

Jesters seem to have a knack for pulling themselves out of tight situations, transforming what looks like sure failure into an embarrassing but effective success.

At 9th level, you can expend one use of Bardic Inspiration after you fail an ability check, fail a saving throw, or miss with an attack roll. Roll a Bardic Inspiration die and add the number rolled to your attack, saving throw, or ability check, using the new result in place of the failed one.

If using this ability grants you a success on the attack, saving throw, or ability check, note the number you rolled on the Bardic Inspiration die. The DM can then apply that result as a penalty to an attack or check you make, and you cannot use this ability again until you suffer this drawback. When the DM invokes this penalty, describe an embarrassing gaffe or mistake you make as part of the affected die roll.

College of Swords

Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.

Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.

Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers.

Bonus Proficiencies

When you join the College of Swords at 3rd level, you gain proficiency with medium armor and the scimitar.

If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus for your bard spells.

Fighting Style

At 3rd 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.

  • 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.

  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Blade Flourish

At 5th level, you learn to conduct impressive displays of martial prowess and speed.

Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn.

Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.

Slashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die.

Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.

Extra Attack

Starting at 5th level, you gain the Extra Attack common class feature.

Master's Flourish

Starting at 9th level, whenever you use a Blade Flourish option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.

PART 5 | BARD

College of Valor

Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn't pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.

Bonus Proficiencies

When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

Combat Inspiration

Also at 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Battle Magic

At 9th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a bard spell, you can make one weapon attack as a bonus action.

College of Whispers

Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like any other bard, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.

Many other bards hate the College of Whispers, viewing it as a parasite that uses the bards’ reputation to acquire wealth and power. For this reason, these bards rarely reveal their true nature unless they must. They typically claim to follow some other college, or keep their true nature secret in order to better infiltrate and exploit royal courts and other settings of power.

Psychic Blades

When you join the College of Whispers at 3rd level, you gain the ability to make your weapon attacks magically toxic to a creature's mind.

When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 2d6 psychic damage to that target. You can do so only once per round on your turn.

The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 3rd level, 5d6 at 5th level, and 8d6 at 9th level.

Words of Terror

At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror.

If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia and fear into its mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be frightened of you or another creature of your choice. The target is frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies being attacked or damaged.

If the target succeeds on its saving throw, the target has no hint that you tried to frighten it.

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

Mantle of Whispers

At 5th level, you gain the ability to adopt a humanoid's persona. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it or you finish a long rest.

You can use the shadow as an action. When you do so, it vanishes, magically transforming into a disguise that appears on you. You now look like the dead person, but healthy and alive. This disguise lasts for 1 hour or until you end it as a bonus action.

While you're in the disguise, you gain access to all information that the humanoid would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. The information is enough that you can pass yourself off as the person by drawing on its memories.

Another creature can see through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check.

Once you capture a shadow with this feature, you can't capture another one with it until you finish a short or long rest.

PART 6 | BARD

Shadow Lore

At 9th level, you gain the ability to weave dark magic into your words and tap into a creature’s deepest fears.

As an action, you magically whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your whisper sounds like unintelligible mumbling and has no effect.

If the target fails its saving throw, it is charmed by you for the next 8 hours or until you or your allies attack or damage it. It interprets the whispers as a description of its most mortifying secret.

While you gain no knowledge of this secret, the target is convinced you know it. While charmed in this way, the creature obeys your commands for fear that you will reveal its secret. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.

When the effect ends, the creature has no understanding of why it held you in such fear.

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

Class Table

The Bard
Level Features Max Cantrips
1st Bardic Inspiration (d6), Song of Rest 2
2nd Font of Inspiration 2
3rd Bard College, Bard College Feature 2
4th Ability Score Improvement, Countercharm, Superior Inspiration 3
5th Bard College Feature, Expertise 3
6th Bardic Inspiration (d8) 3
7th Jack of All Trades 3
8th Ability Score Improvement, Bardic Inspiration (d10) 4
9th Bard College Feature 4
10th Bardic Inspiration (d12), Magical Secrets 4

PART 7 | BARD

Beast Master

A tamer of wild beasts and monsters the beast master is a stone cold individual that uses the creatures it tames to mull and ravage his opposition.

Class Features

As a beast master, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor, Medium armor, Shields
  • Weapons: Simple weapons, whips
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Acrobatics, Animal Handling, Medicine, Nature, Insight, Intimidation, Perception, Stealth, 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) hide or (b) leather armor
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • whip, shortbow, quiver filled with 20 arrows, animal lure, hunter clothing, and robe

Wildheart

At 1st level, you can use the animal handling skill to suthe Beasts with a Challange rating equal or lower then your beast master level. The DC is 10 + the beasts challenge rating. This allows you to make the beast non-hostile until it is startled or attacked.

Beast Companion

At 2rd level, you gain a beast companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1 or lower. Its hit point maximum equals its normal maximum or four times your beast master level, whichever is higher. Like any creature, the beast can spend Hit Dice during a short rest.

The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the beast takes the Dodge action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace.

If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.

Exceptional Training

Beginning at 3rd level, Add your proficiency bonus to your beast companion’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. In addition on any of your turns when your beast companion doesn’t attack, you can use a bonus action to command the beast to take the Dash, Disengage, or Help action on its turn. In addition, the beast’s attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Bestial Fury

Starting at 6th level, when you command your beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.

Shared Spells

Beginning at 9th level, when you are effected by a spell you can also affect your beast companion with the same spell if the beast is within 30 feet of you.

Master Tamer

Starting at 10th level, you can now have up to two large or smaller sized beast companions. In addiont they can be of the monster type creature.

Each of your companion may benefit from one of the following while in your service:

  • Increase their movement speed by 5 ft.
  • Increase their AC by 1.
  • Increase all their skill checks by 2.
  • Increase their hit dice by the next logical dice type.

Class Table

The Beast Master
Level Features
1st Wildheart
2nd Beast Companion
3rd Exceptional Training
4th Ability Score Improvement
5th Extra Attack
6th Bestial Fury
7th
8th Ability Score Improvement, Iron Will
9th Shared Spells
10th Master Tamer

PART 1 | BEASTMASTER

Berserker

A battle hardened and raging berserker can even topple the mightiest or most skilled opponents. With a frenzied blood crazed roar following them through the battlefield those combatants breed fear.

Class Features

As a berserker, you gain the following class features

Hit Points


  • Hit Dice: 1d12 per berserker level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per berserker level after 1st

Proficiencies


  • Armor: Shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Athletics, Medicine, Insight, Intimidation, Perception, and Survival

Equipment

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

  • (a) a martial weapon and a shield (buckler) or (b) two martial weapons
  • (a) two javelins or (b) two handaxes
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • savage clothing (common)

Fighting Style: Rage

Beginning at 1st level. in battle, you fight with a primal ferocity. On your turn, you can enter a rage by spending a rage point. While raging, you gain the following benefits, as long as you aren't wearing heavy armor. You can’t take a Fighting Style option more than once, even if you later get to choose again.

  • You have advantage on Strength skills and saves.
  • When you make a melee weapon attack using Strength, you gain extra damage equal to the Excessive Strength column from the class table.
  • You have resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
  • If you can cast spells, you can't cast them or concentrate on them while raging.
  • At 5th level When you make a melee weapon attack using Strength, enemy creatures within 10 ft of you must succeed on a Wisdom saving throw with a DC of 8 + your Excessive Strength. On a failed save the creature is feared, it can attempt to conquer it's fear of you at the end of each of it's turns by attempting the check again. On a successful save the creature is immune to this fear until the end of the battle. The range of this ability increases by 5 ft for each level after 5th that you have in Berserker.

You rage lasts until your next turn. It ends early if you are knocked unconscious.

Each time you sustain damage in combat while conscious you regain a rage point. You can only have a maximum number of rage points equal to the Rage Point column of the class table.

Unarmored Defense

At 1st level, when you aren't wearing any armor, your Armor Class is 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Reckless Attack

At 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Remarkable Athlete

Starting at 3rd level, you can add half your proficiency bonus to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Feral Instinct

By 4th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't incapacitated. you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Relentless Rage

Starting at 6th level, your rage can keep you fighting despite grievous wounds. If you drop to O hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed. you drop to 1 hit point instead.

Each time you use this feature after the first. the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Brutal Critical

Beginning at 7th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 10th level.

Persistent Rage

Beginning at 7th level, your rage is so fierce that it ends after a minute and early only if you fall unconscious or if you choose to end it.

PART 1 | BERSERKER

Indomitable Might

Beginning at 8th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Survivor

At 9th level, you attain the pinnacle of resilience in battle. Your hit point maximum increases by +1 per level. This applies retroactively, as well as to every level you take hereafter.

Additionaly at the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Feral Champion

At 10th level. you embody the power of the wilds. Additionally your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Class Table

The Berserker
Level Features Rage Points Excessive Strength
1st Rage, Unarmored Defense 1 2
2nd Danger Sense, Reckless Attack 1 2
3rd Remarkable Athlete 2 2
4th Ability Score Improvement, Feral Instinct 2 3
5th Extra Attack 3 3
6th Relentless Rage 3 3
7th Persistent Rage, Brutal Critical 4 4
8th Ability Score Improvement, Indomitable Might 4 4
9th Survivor 5 4
10th Primal Champion 5 5

Credit: Fantasy Pics Inc (Pintrest)

PART 2 | BERSERKER

Conjurer

The conjuration school of arcane magic calls materials, creatures or energy to the caster and can also be reversed to send creatures to other places, either over long distances or even to a whole different plane of existence. A wizard who specialized in conjurations spells is called a conjurer.

Class Features

As an conjurer, you gain the following class features

Hit Points


  • Hit Dice: 1d4 per conjurer level
  • Hit Points at 1st Level: 4 + your Constitution modifier
  • Hit Points at Higher Levels: 1d4 (or 3) + your Constitution modifier per conjurer level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: Choose one type of artisan's tool

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, 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) two daggers
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) an explorer’s pack
  • A conjurer's spellbook, clothing (common)

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting.

Cantrips

At 1st level, your spellbook contains two cantrips from the wizard spellbook. At higher levels you may write additional cantrips in your spellbook equal to the amount indicated under the Max Cantrips under the class table.

Spellbook

At 1st level, your have a spellbook containing the following transmutation spells: Cloud of Daggers, Conjure Animals, Find Familiar (Ritual), Find Steed, Healing Spirit, Ice Knife, Summon Lesser Demons, Unseen Servant (Ritual). Your spellbook is the repository of the spells you know.

Preparing and Casting Spells

To cast a spell of 1st-level or higher you need to have an arcane focus, components or component pouch, and the required to cast mana. You can use any amount of mana dice to restore mana at the end of a short rest. You regain all your spend mana when you finish a long rest and half of the used mana dice.

You prepare the list of spells that are available for you to cast. To do so, choose a number of spells from your or other spellbook in your possession equal to your Intelligence modifier + your Conjurer level. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent studying a spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for the spells you cast, since you learn your spells through dedicated study and memorization. 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 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

Ritual Casting

You can cast an conjuration spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your conjuration spells.

Minor Conjuration

Starting at 1st level, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet.

The object disappears after 1 hour, when you use this feature again, or if it takes any damage.

Benign Transposition

Starting at 2nd level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.

Conjuration Savant

Beginning at 3rd level, the gold and time you must spend to copy a conjuration spell into a spellbook is halved. You may now attempt to scribe or spellcraft a conjuration spell, when you do you may use your Arcana skill check instead of an Intelligence check. You may identify and read conjuration spells contained in a spellbook or a spell scroll.

PART 1 | CONJURER

Focused Conjuration

Beginning at 5th level, while you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.

Resourceful Casting

Starting at 6th level, when you cast a conjuration spell it's mana cost is decreased by 1 point.

Durable Summons

Starting at 7th level, any creature that you summon or create with a conjuration spell has 10 temporary hit points. This bonus temporary hit points increase to 20 at 8th level and to 30 at 10th level.

Prepared Conjure

Starting at 9th level, once per long rest when you cast a conjuration spell that has the casting time of 1 minute you can instead treat it as instantenious.

Master Conjurer

Starting at 10th level, any creature that you summon or create with a conjuration spell has it's duration doubled. Every time you cast a conjuration spell wisps, accumulation of mana, appears near you. One extra wisp appears per level of the spell slot used to cast the spell. You can command this wisp to crash into a object or creature that is 20 ft or closer to you. The wisp explodes and dealing 1d4 force damage to the object or creature. You can have a maximum of ten wisps following you at a time.

Class Table

The Conjurer
Level Features Max Cantrips
1st Minor Conjuration 2
2nd Benign Transposition 2
3rd Conjuration Savant 2
4th Ability Score Improvement 3
5th Focused Conjuration 3
6th Resourceful Casting 3
7th Durable Summons 3
8th Ability Score Improvement 4
9th Prepared Conjure 4
10th Master Conjurer 4

PART 2 | CONJURER

Devotee

This type of spell caster gains magical power from a deity and not from the study of magic. Most devotees spend their life helping others in need and spreading the name of their god to distant lands. Some even claim that they have spoken to said god.

Class Features

As an devotee, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: All simple weapons
  • Tools: None

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from History, Insight, Medicine, Persuasion, Religion

Equipment

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

  • (a) a mace or (b) a warhammer (if proficient in its use)
  • (a) scale mail or (b) leather armor or (c) or chain mail (if proficient in its use)
  • (a) a priest’s pack or (b) an explorer’s pack
  • A shield (kite), a holy symbol, clothing (common)

Miracle Spellcasting


Cantrips

You know two cantrips from the cleric spells. You must pay 5 Mana Points to cast cleric cantrips. You learn an additional cantrip at 3rd and 5th level.

Preparing and Casting Cleric Spells

The class table below shows how many Miracle Slots you have to cast cleric spells of 1st level and higher. To cast one of these spells, you must expend a miracle slot, you may only cast the same spell once per day. You are not allowed to cast two spells at the same level on the same day. You regain all expended Miracle Slots when you finish a long rest. Casting miracle spells doesn't cost mana points.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of spells equal to your Wisdom modifier + your Devotee level. These must be of a level equal to your devotee level or lower. You may change your list of prepared spells whenever you finish a long rest; doing so requires 1 minute of prayer or meditation per spell level of the chosen the spells.


Spellcasting Ability

Wisdom is your casting ability for cleric spells. Your magic is granted to you by your deity or their servants, as a reward for your devotion. When a spell refers to your spellcasting ability, you use Wisdom. In addition, you use your Wisdom to determine the save DC of any cleric spell which requires one, 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 may cast any cleric spell you have prepared as a ritual if it has the ritual tag. A spell cast as a ritual takes an additional 10 minutes to cast, but does not require you to expend a Miracle Slot.

Spellcasting Focus

You may use a holy symbol as a spellcasting focus for your cleric spells. Every deity or religion has at least one holy symbol, and you may use any associated with your religion. They are traditionally amulets or pendants, but can also be signet rings, insignias on a shield, or even a held banner. Whatever form they take, you must be able to take hold of the object and present it towards the target(s) of your spell.

Divine Domain

At 1st level, choose one of the domains listed below. Each domain has a number of associated gods, and you must worship such a deity in order to select that domain. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 10th levels. (Level 17 abilities are level 10 abilities.)

List of Divine Domains

Domain Spells

Each domain has a list of spells-its domain spells that you gain at the cleric levels noted in the domain description. Your cleric level is equal to your devotee level. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

PART 1 | DEVOTEE

Channel Divinity

At 1st level, you gain the ability to channel divine energy directly from your deity. You start with two such effects: Turn Undead, and and effect determined by your domain. Some domains grant you additional effects as you advance in levels.

When you use your Channel Divinity, you choose which effect to create. You must finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effect require saving throws. When you use such an effect granted by this class, the DC equals your cleric spell save DC.

At 5th level, you may use this feature twice between rests, and thrice at 9th level. All uses recharge when you take a short or long rest.

Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. lt also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Destroy Undead

Starting at 3rd level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown on the table below.

Devotee Level Challange Rating
1st
2nd 1/2
3rd 1
4th 2
5th 3

Divine Intervention

Beginning at 6th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

At 9th level, your call for intervention succeeds automatically, no roll required.

PART 2 | DEVOTEE

Class Table

The Devotee
Level Features Cantrips Known Miracle Slots
1st Channel Divinity (x1), Divine Domain, Miracle Spellcasting 2 2
2nd 2 2
3rd Destroy Undead 2 3
4th Ability Score Improvement 3 3
5th Channel Divinity (x2) 3 4
6th Divine Intervention 3 4
7th 3 5
8th Ability Score Improvement 4 6
9th Channel Divinity (x3), Divine Intervention Improvement 4 7
10th Divine Ascension 4 8

Divine Ascension

Beginning at 10th level, your diety promotes you to their servant and you gain two of the following benefits:

  • Whenever you restore the life of a creature with a cleric spell you restore an additional amount equal to your Spell Attack Modifier.
  • You may use your Mana Points to heal or restore the same amount of Hit Points or Mana Points to a creature you touch. This action counts as a cleric spell and you can do it up to your Wisdom modifier of times per long rest.
  • Once per long rest you can heal the hit points of up to six creatures within 30 ft range, this heal is considered a cleric spell and heals an amount equal to half of their maximum hit points. In addition you can remove one condition of your choice from the creature.
  • You gain resistance to one of the following: Cold and Fire, Thunder and Lightning, Radiant and Necrotic, Psychic and Force, or Acid and Poison.
Additional Information

You can find all benefits to a divine domain in the player handbook under the cleric class. If there are any questions ask your Dungeon Master.

PART 3 | DEVOTEE

Diviner

The divination school of magic contains spells that enable the caster to learn secrets long forgotten, interpret dreams, predict the future, to find hidden things or foil deceptive spells. Among them are included detect magic and scry. A wizard who specializes in divination is known as a diviner.

Class Features

As an diviner, you gain the following class features

Hit Points


  • Hit Dice: 1d4 per diviner level
  • Hit Points at 1st Level: 4 + your Constitution modifier
  • Hit Points at Higher Levels: 1d4 (or 3) + your Constitution modifier per diviner level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: Choose one type of artisan's tool

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, 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) two daggers
  • (a) component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) an explorer’s pack
  • A diviner's spellbook, clothing (common)

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting.

Cantrips

At 1st level, your spellbook contains two cantrips from the wizard spellbook. At higher levels you may write additional cantrips in your spellbook equal to the amount indicated under the Max Cantrips under the class table.

Spellbook

At 1st level, your have a spellbook containing the following divination spells: Clairvoyance, Comprehend Languages (Ritual), Detect Magic (Ritual), Detect Thoughts, Find Traps, Identify (Ritual), Locate Object, Mind Spike, Tongues. Your spellbook is the repository of the spells you know.

Preparing and Casting Spells

To cast a spell of 1st-level or higher you need to have an arcane focus, components or component pouch, and the required to cast mana. You can use any amount of mana dice to restore mana at the end of a short rest. You regain all your spend mana when you finish a long rest and half of the used mana dice.

You prepare the list of spells that are available for you to cast. To do so, choose a number of spells from your or other spellbook in your possession equal to your Intelligence modifier + your Diviner level. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent studying a spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for the spells you cast, since you learn your spells through dedicated study and memorization. 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 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

Ritual Casting

You can cast a spell as a ritual if that spell has the ritual tag and you have the spell in a spellbook in your possession. You don’t need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for spells you cast.

Portent

Starting at 1st, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Expert Divination

Beginning at 2nd level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher, you regain mana equal to your Inteligence modifier to a minimum of one.

Divination Savant

Beginning at 3rd level, the gold and time you must spend to copy a divination spell into a spellbook is halved. You may now attempt to scribe or spellcraft a divination spell, when you do you may use your Arcana skill check instead of an Intelligence check. You may identify and read divination spells contained in a spellbook or a spell scroll.

PART 1 | DIVINER

The Third Eye

Starting at 5th level, you can use your action to increase your powers of perception. When you do so,choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest.

Darkvision. You gain darkvision out to a range of 60 feet, as described in chapter 8.

Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.

Greater Comprehension. You can read any language. See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.

Advice

Starting at 6th level, as an action you may touch a willing creature and see into it's near future. Roll a d20 and give the result to the creature to use as described in your Portent feature. The creature can only replace it's own rolls using this result. You can use this feature once per long rest.

Greater Portent

Starting at 7th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.

Divine Vision

Starting at 9th level, as a bonus action you can enter a meditative state. During this state you are considered to be concentrating, you can still communicate normaly, but your speed is reduced to 0 and you are considered incapacitated. You have a hyper awarness of the nearby area, the range of an activated Third Eye is trippled. Any creature within 100 feet of you that you want to warn of any danger gains an extra point of AC and advantage on all saving throws. This lasts until you lose concentration. You can use this feature once per long rest.

Master Diviner

Starting at 10th level, whenever you cast a divination spell of 4th level of higher and have used up a fortelling roll you may roll a d20 and record a new number to add to your unused fortelling rolls.


Class Table

The Diviner
Level Features Max Cantrips
1st Portent 2
2nd Expert Divination 2
3rd Divination Savant 2
4th Ability Score Improvement 3
5th The Third Eye 3
6th Advice 3
7th Greater Portent 3
8th Ability Score Improvement 4
9th Divine Vision 4
10th Master Diviner 4

PART 2 | DIVINER

Enchanter

Enchantment spells affect the minds of others, influencing or controlling their behavior. This school includes the spells charm person and mind fog. A wizard who specializes in enchantment is known as an enchanter. The female version is referred to as an enchantress.

Class Features

As an enchanter, you gain the following class features

Hit Points


  • Hit Dice: 1d4 per enchanter level
  • Hit Points at 1st Level: 4 + your Constitution modifier
  • Hit Points at Higher Levels: 1d4 (or 3) + your Constitution modifier per enchanter level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: Cheese one type of musical instrument

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, 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) two daggers
  • (a) component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) an explorer’s pack
  • An enchanter's spellbook, clothing (common)

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting.

Cantrips

At 1st level, your spellbook contains two cantrips from the wizard spellbook. At higher levels you may write additional cantrips in your spellbook equal to the amount indicated under the Max Cantrips under the class table.

Spellbook

At 1st level, your have a spellbook containing the following enchantment spells: Charm Monster, Charm Person, Command, Enemies Abound, Hex, Hold Person, Sleep, Suggestion, Zone of Truth. Your spellbook is the repository of the spells you know.

Preparing and Casting Spells

To cast a spell of 1st-level or higher you need to have an arcane focus, components or component pouch, and the required to cast mana. You can use any amount of mana dice to restore mana at the end of a short rest. You regain all your spend mana when you finish a long rest and half of the used mana dice.

You prepare the list of spells that are available for you to cast. To do so, choose a number of spells from your or other spellbook in your possession equal to your Intelligence modifier + your Enchanter level. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent studying a spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for the spells you cast, since you learn your spells through dedicated study and memorization. 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 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

Ritual Casting

You can cast a spell as a ritual if that spell has the ritual tag and you have the spell in a spellbook in your possession. You don’t need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for spells you cast.

Hypnotic Gaze

Starting at 1st level, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your enchanter spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.

On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.

Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.

Instinctive Charm

Beginning at 2nd level, when a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your enchanter spell save DC.

On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target.

PART 1 | ENCHANTER

On a successful save, you can’t use this feature on the attacker again until you finish a long rest. You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.

Enchantment Savant

Beginning at 3rd level, the gold and time you must spend to copy an enchantment spell into a spellbook is halved. You may now attempt to scribe or spellcraft an enchantment spell, when you do you may use your Arcana skill check instead of an Intelligence check. You may identify and read enchantment spells contained in a spellbook or a spell scroll.

Split Enchantment

Starting at 5th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.

Resourceful Casting

Starting at 6th level, when you cast an enchantment spell it's mana cost is decreased by 1 point.

Cloud Of Memories

Starting at 7th level, as an action once per long rest you may cast a spell similar to Darkness. This spell does not cost you any mana or components and insted of blocking all vision the spell covers the area in thick smoke that shapes into bad memories or dark fears. Creatures that enter or start their turn inside the area are considered frightened and grappled and can attempt a Wisdom saving throw against your spell save DC to overcome their visions.

Alter Memories

Starting at 9th level, you gain the ability to make a creature unaware of your magical influence on it. When you cast an enchantment spell to charm one or more creatures, you can alter one creature’s understanding so that it remains unaware of being charmed.

Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your enchanter spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum 1). You can make the creature forget less time, and the amount of time can’t exceed the duration of your enchantment spell.

Master Enchanter

Starting at 10th level, whenever you cast an enchantment spell that targets any amount of creatures, you may choose to target an additional creature.


Class Table

The Enchanter/Enchantress
Level Features Max Cantrips
1st Hypnotic Gaze 2
2nd Instinctive Charm 2
3rd Enchantment Savant 2
4th Ability Score Improvement 3
5th Split Enchantment 3
6th Resourceful Casting 3
7th Cloud Of Memories 3
8th Ability Score Improvement 4
9th Alter Memories 4
10th Master Enchanter 4

Credit: DenmanRooke (deviantart)

PART 2 | ENCHANTER

Evoker

The evocation school of magic included spells that manipulated energy or tapped an unseen source of power in order to produce a desired end. In effect, they created something out of nothing. Many of these spells produced spectacular effects, and evocation spells could deal large amounts of damage. Many iconic offensive spells such as magic missile, lightning bolt and fireball were of the evocation school. A wizard who specialized in evocation was known as an evoker.

Class Features

As an evoker, you gain the following class features

Hit Points


  • Hit Dice: 1d4 per evoker level
  • Hit Points at 1st Level: 4 + your Constitution modifier
  • Hit Points at Higher Levels: 1d4 (or 3) + your Constitution modifier per evoker level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: Choose one type of artisan's tool

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, 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) two daggers
  • (a) component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) an explorer’s pack
  • An evoker's spellbook, clothing (common)

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting.

Cantrips

At 1st level, your spellbook contains two cantrips from the wizard spellbook. At higher levels you may write additional cantrips in your spellbook equal to the amount indicated under the Max Cantrips under the class table.

Spellbook

At 1st level, your have a spellbook containing the following evocation spells: Burning Hands, Cure Wounds, Darkness, Daylight, Gust of Wind, Lightning Bolt, Magic Missile, Mass Healing Word, Scorching Ray. Your spellbook is the repository of the spells you know.

Preparing and Casting Spells

To cast a spell of 1st-level or higher you need to have an arcane focus, components or component pouch, and the required to cast mana.

You can use any amount of mana dice to restore mana at the end of a short rest. You regain all your spend mana when you finish a long rest and half of the used mana dice.

You prepare the list of spells that are available for you to cast. To do so, choose a number of spells from your or other spellbook in your possession equal to your Intelligence modifier + your Evoker level. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent studying a spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for the spells you cast, since you learn your spells through dedicated study and memorization. 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 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

Ritual Casting

You can cast a spell as a ritual if that spell has the ritual tag and you have the spell in a spellbook in your possession. You don’t need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for spells you cast.

Potent Cantrip

Starting at 1st level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

Sculpt Spells

Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Evocation Savant

Beginning at 3rd level, the gold and time you must spend to copy an evocation spell into a spellbook is halved. You may now attempt to scribe or spellcraft an evocation spell, when you do you may use your Arcana skill check instead of an Intelligence check. You may identify and read evocation spells contained in a spellbook or a spell scroll.

Empowered Evocation

Beginning at 5th level, you can add your Intelligence modifier (minimum of +1) to the damage roll of any wizard evocation spell that you cast. The damage bonus applies to one damage roll of a spell, not multiple rolls.

PART 1 | EVOKER

Resourceful Casting

Starting at 6th level, when you cast an evocation spell it's mana cost is decreased by 1 point.

Affinity Stance

Starting at 7th level, once per long rest as a bonus action you can assume a position that helps you cast an evocation spell that deals elemental damage. The next spell that targets one creature and deals Cold, Fire, or Lightning damage has it's damage doubled.

Overchannel

Starting at 9th level, you can increase the power of your simpler spells. When you cast a evocation spell of 5th level or lower and isn't a cantrip that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

Master Evoker

Beginning at 10th level, whenever you cast an evocation spell that is not a cantrip, you gain the following benefits:

  • You may use a cantrip that requires an action as a bonus action.
  • The next damage dealing cantrip cast by you deals extra damage equal to your proficiency bonus.
  • Your next spell's damage ignores resistances and immunities.
  • When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Class Table

The Evoker
Level Features Max Cantrips
1st Potent Cantrip 2
2nd Sculpt Spells 2
3rd Evocation Savant 2
4th Ability Score Improvement 3
5th Empowered Evocation 3
6th Resourceful Casting 3
7th Affinity Stance 3
8th Ability Score Improvement 4
9th Overchannel 4
10th Master Evoker 4

Credit: Chad Jackson (Pinterest)

PART 2 | EVOKER

Inventor

Inventors are geniuses who have no need for magic to make things happen. They create solutions to any problem from mundane things like raw metals or wood.

Class Requirements

You must have an Intelligence score of 15 or higher in order to pick this class.

Class Features

As an inventor, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light and medium armor
  • Weapons: Simple weapons
  • Tools: Thinker's tools, and two other tools of your choice

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion. and Sleight of Hand

Equipment

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

  • (a) a handaxe and a light hammer or (b) any two simple weapons
  • (a) scale mail or (b) studded leather armor
  • Thinkerer's tools, a dungeoneer's pack, a light crossbow, and 20 bolts in a bolt case

Inventions

Starting at 1st level you can begin crafting inventions of your design. Inventions are created by investing Parts to create any invention from the Invention list below.

There are three categories of inventions, these include Arcane Firearms, Arcane Gadgets, Clockwork Constructs.

Each category has their own unique inventions that you can craft by spending Parts. You may disassemble a destroyed or unnecessary invention to recive it's worth of Parts this takes up a long rest, you do not gain the benefits of the rest, if you chose to do this. The maximum Parts you have are listed under the parts column of the Inventor class table.

Tool Expertise

Starting at 2rd level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool, that you gained from this class.

Extra Parts

At 3rd, 5th, 7th and 10th level, you gain an extra 5 parts to your maximum parts.


Arcane Attunement

At 4th level, your superior understanding of magic items allows you to master their use. You can now attune to four, rather then three, magic items at a time.

Adaptive Tool Repurpose

At 7th level, once per short rest you may repurpose a tool into parts or parts into a tool that you need at a moment's notice this takes a reaction and can be initiated at the end of your turn or start of the next creature's turn.

Attunement Meister

At 8th level, when you attune to a magic item you may increase it's benefits. That item provides you with +1 to any Ability Score of your choice as long as it is attuned to you.

Hyper Inventive Mind

At 10th level, you are able to deduce the creative process of any invention with a glance the finer details are not revealed to you but the overall functionality of the invention are, this commonly includes but is not limited to:

  • Traps
  • Locks
  • Doors
  • Weapons

Class Table

The Inventor
Level Features Parts
1st Inventions 5
2nd Tool Expertise 5
3rd Extra Parts 10
4th Arcane Attunement 10
5th Extra Parts 15
6th Ability Score Improvement 15
7th Extra Parts 20
8th Attunement Meister 20
9th Extra Parts 25
10th Hyper Inventive Mind 25

PART 1 | INVENTOR

Arcane Firearms

With your skills as an engineer, you can craft firearms

Ammo

Ammunition for the firearms can be crafted it is universal and can be used for any of your firearms. This costs some currency depending on the materials, 10 rounds weigh around 1 lb. You must spend 1 hour of down time and use your thinker's tools to craft the ammo out of the material you wish.

Ammo Material Table
Material Cost/10 rounds Additional Effects
Adamantine 50 pp Can always be retrieved from the corpse of the enemy it took down.
Arcane 5 gp -3 damage. Removes all reload times and has infinate shots. It is only used up on a backfire which happens on a roll of 5 or 6.
Silver 5 sp +5 damage against Undead and Were-type monsters. Stops undead from using Undead Fortitude feature.
Iron 1 sp Can be retrived after a fight, if you miss the shot.
Copper 1 cp None

Misfire

Due to the chaotic and unpredictable science involved in these inventions, they can backfire when you least expect it. If you roll a natural 1 when attacking with any firearm, you Misfire. When you Misfire you roll a d6, if the result is 1-5 the shot is a dud and the firearm requires an extra action to fix before it can fire again. If you roll a 6 the firearm Backfires which causes you and any adjacent creatures to suffer that attack's damage and the firearm is turned into parts.

Dual Pistols

Cost: 4 Parts


You craft two pistols that fire rapidly but take long to reload. Your attack bonus while using the pistols is your Dexterity modifier + your proficiency bonus.

Damage. 1d4 piercing damage + Dexterity modifier

Range. 50/100

Magazine. Reload every 3 shots per pistol

Reload time. 1 action to reload one pistol

Weight. 3 lb each

Upgrades.

  • 2 Parts: Increase magazines to 5 shots.
  • 3/4 Parts: Increase damage dice to a (d6) / (d8).
  • 3 Parts: Decreases reload speed to a bonus action.
  • 4 Parts: All ammo fired from pistols becomes magical for overcoming resistances.
  • 10 Parts: Rapid Fire. You can empty both pistols into one creature during your turn this can only be used, if you are not using Arcane ammo. This causes the firearm to strain you must roll a d6 using the Misfire rules but ignoring the backfire rule on a 6 nothing happens instead.

Sniper Rifle

Cost: 3 Parts


You craft a rifle for long range, steady accuracy, and deadly precision.

Your attack bonus while using the sniper rifle is your Dexterity modifier + your proficiency. This is a two-handed range weapon that requires ammunition.

Damage. 1d8 + Dexterity modifier

Range. 150/300

Magazine. Reload every 1 shots

Reload time. 1 action

Weight. 10 lb

Upgrades.

  • 1/3 Parts: Increase damage dice to (1d10) / (1d12).
  • 2 Parts: Increase magazine to 3 shots.
  • 3/5 Parts: Increase range to (250/350) / (300/450).
  • 4 Parts: All ammo fired from this rifle becomes magical for overcoming resistances.
  • 10 Parts: Aimed Fire. You charge the rifle with arcane energy to aim precisley for a weak spot. The hit deals Hit rolls of 18 or higher with this ability count as a critical hits. You can use this ability as many times as your Intelligence modifer per long rest.

Blunderbuss

Cost: 4 Parts


You craft a firearm with a short range and a large barrel which is flared at the muzzle that can pack a large punch.

The blunderbuss is a two-handed range weapon that requires ammonition. It shoots in a line of up to six bullets and must be reloaded using one to six bullets before shooting. The damage done and how many creatures are hit is determined by the amount of bullets. Each creature within the 60 ft line must make a dexterity saving throw. The DC for this saving throw equals 10 + the amount of creature betwean you and the blunderbuss. A creature takes full damage on a failed save, and half as much damage on a successful one.

Damage. Xd6 piercing damage (X is the amount of bullets)

Range. 60

Magazine. Reload every 1 shot

Reload time. 1 bonus action per bullet

Weight. 10 lb

Upgrades.

  • 2 Parts: Net Shot. You can load a net inside the gun instead of bullets. When you shoot, the first target in the fireing range line that fails the save is caught in a net and knocked prone.
  • 3/5 Parts: Increase damage dice to a (d8) / (d10).
  • 4 Parts: All ammo fired from the blunderbuss becomes magical for overcoming resistances.
  • 4 Parts: Increase range to 100.
  • 4 Parts: Increases bullet capacity to 8 per shot and reloads 2 bullets per bonus action.

PART 2 | INVENTOR

Arcane Gadgets

Arcane gagets use magical equipment or materials that are put together in a way to help even the magically inept.

Metal Pole

Cost: 1 Parts


You craft a pole that is the size of a short sword it's primary use is to hit things.

Damage. 1d6 bludgeoning

Range. 5 ft

Weight. 3 lb

Upgrades.

  • 1/2 Parts: Increase damage dice to (d8) / (d10).
  • 2 Parts: Damage type is changed to (Fire) / (Lightning).
  • 4 Parts: Damage with this weapon becomes magical for overcoming resistances.

Monocle

Cost: 2 Parts - Attunment


You craft a monocle that increases sight related Perception checks by 1.

Weight. 1 lb

Upgrades.

  • 2 Parts: Increase Perception check bonus to 2.
  • 2 Parts: Increases ranged attacks by an extra 30 ft.
  • 3 Parts: Increases provides an extra +1 to ranged attack rolls.
  • 8 Parts: You gain the benefit of Detect Magic while attuned and wearing this monocle.

Neck Guard

Cost: 5 Parts - Attunment


You craft a sturdy guard for the neck. This provides the attuned creature an AC bonus of +1.

Weight. 8 lb

Upgrades.

  • 2 Parts: You can not be decapitated unless it is from a magical weapon.
  • 2 Parts: You can use an action to press a button on the guard which releases a Cure and a Potion of Healing into your bloodstream. This Cure cures the poisoned condition and grants advantage on Saving Throws against poisons for 1 hour. This can be used once and then must be refueled, this process costs 50 gp. This has no effect on undead or constructs.
  • 3 Parts: You can use a bonus action to press a button on the guard which releases stimulant that grants you an extra bonus action for the next 3 turns. This can be used once and then must be refueled, this process costs 25 gp. This has no effect on undead or constructs.

Arm Guard

Cost: 5 Parts - Attunment


You craft a bracelet like arm guard that can generate an arcane shield. As a bonus action you can spend X mana to activate the shield. This grants you the Shield of Faith bonus. If you suffer more damage then X in one attack the shield breaks.

Weight. 3 lb

Upgrades.

  • 1 Parts: Can activate as a reaction to an attack.
  • 4 Parts: Increases the AC to +3.
  • 5 Parts: The shield can stop individual Magic Missiles as long as the missiles deal less then X damage. If the shield breaks the rest of the missiles deal damage as normal.

Utility Belt

Cost: 4 Parts - Attunment


You craft a belt that serves as a holder to many of your tools and parts. Tools you carry no longer weight you down and it takes no actions to draw one out of the belt. (Holstering a tool still requires a bonus action.)

Weight. 6 lb

Upgrades.

  • 1 Parts: Holds up to 5 potions/vials using the same rules as tools.
  • 5 Parts: All slots have safety locks with a DC of 25 to lockpick. In addition a failed attempt results in a shock to the creature attempting to lockpick them for 5d10 lightning damage.

Metal Boots

Cost: 5 Parts - Attunment


You craft a pair of boots which serve as feet guards. Moving through difficult terrain while wearing and attuned to the boots no longer halves you speed it only decreases it by 5 ft instead.

Weight. 8 lb

Upgrades.

  • 2 Parts: You install springs to the bottom of the shoes which can be activated as a bonus action to double your jump height once per rest.
  • 3 Parts: The boots provide a +5 ft speed bonus.
  • 5 Parts: The boots provide Spider Climb on metal surfaces.

PART 3 | INVENTOR

Clockwork Constructs

Repair

You know the Mending cantrip for the purposes of repairing your clockwork constructs and any non sophisticated constructs. When you cast this cantrip you do not use mana and it heals constructs equal to your Intelligence modifier. You can spend a short rest repairing your construct by rolling its hit dice and healing it for the total you rolled. It regains full health during a long rest.

If a construct is killed, you regain the parts spend on it after a long rest or after a short rest with the body of the construct.

Cost Of Construction

It takes a full 8 hours to construct a Clockwork Construct and gold pieces of raw materials.

Clockwork Drone

Cost: 5 Parts and 450 gp

You craft a small flying construct made for discreet stealth and recon. The drone dollows you commands and acts on your turn in combat.


Clockwork Drone

Small construct, unaligned


  • Armor Class 17
  • Hit Points 15 (6d4-6)
  • Speed 0 ft., fly 50 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 8 (-1) 1 (-5) 10 (+0) 1 (-5)

  • Saving Throws DEX +5
  • Skills Arcana +2, History +2, Perception +4, Religion +2, Stealth +4
  • Damage Immunities Poision, Psychic
  • Condition Immunities Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned
  • Senses passive Perception 14
  • Languages --
  • Challenge 3 (700 XP)

Claw Grab. The drone has a claw that can grab and pick things up that weigh no more then 60 lb.

Actions

Claw. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 6 (1d4+3) slashing damage.

Upgrades.

1 Parts: Increase Hit Points by +10.

3 Parts: Increase AC by +1. (Max of +6)

3 Parts: Increase carry capacity by +50 lb. (Max of +200 lb)

Stealth Field. 5 Parts: As an action the drone can turn invisible for 1 hour. It can use this ability as many times as half your Intelligence modifer rounded down per long rest.

Shrink. 5 Parts: As a bonus actionm the drone can shrink down to the size of a few inches. The drone's carry capacity is halfed while it is shrunken. The drone can unshrink as a bonus action.

Lockpick. 5 Parts: You give the drone a built in lockpicking tools. The drone can automaticaly open any non-magical lock. It can use this feature as many times as your Intelligence modifier per long rest.

Remote Detonation. 5 Parts: As an action the drone can explode. Each creature in a 10-foot-radius sphere centered on the drone's location must make a Dexterity saving throw. A target takes 8d8 fire damage on a failed save, or half as much damage on a successful one. The explosion spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. The Repair rules cover what happens when a construct is destroyed. After this a new drone must be created from scrach.

Clockwork Fighter

Cost: 5 Parts and 550 gp

You craft a humanoid sized construct made for brawling and fighting. The drone follows your commands and rolls its own initiative during combat.


Clockwork Fighter

Medium construct, unaligned


  • Armor Class 14
  • Hit Points 28 (5d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 10 (+0) 1 (-5) 10 (+0) 1 (-5)

  • Skills Athletics +5, Intimidation +3
  • Damage Immunities Poision, Psychic
  • Condition Immunities Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned
  • Senses passive Perception 10
  • Languages --
  • Challenge 3 (700 XP)

Actions

Punch. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 11 (2d6+3) bludgeoning damage.

Upgrades.

1 Parts: Increase Hit Points by +10.

1 Parts: Increase Attack bonus by +1.

2 Parts: Increase Damage Dice to a d10.

3 Parts: Increase AC by +1. (Max of +6)

5 Parts: Construct gains multiattack. (2 attacks)

PART 4 | INVENTOR

Grapple Hands. 5 Parts: You upgrade the hands of the construct that can fire up to 60 ft away. The hands are attached via rope and can pull items, pull itself, hang from ceilings, etc.

Damage Resistance. 6 Parts: The construct gains resistance to one of the following damage types: Fire, Cold, Physical, Lightning, Force.

Flamethrower. 8 Parts: As an action the drone can fire a 15 ft-cone of flames, each creature in the area of the cone must make a saving throw. The DC for this saving throw equals 12. A creature takes 6d8 damage on a failed save, and half as much damage on a successful one. It can use this ability as many times as half your Intelligence modifer rounded down per long rest.

Shrink. 10 Parts: As a bonus actionm the drone can shrink down to the size of a few inches. The drone's carry capacity is equal to it's strength while it is shrunken. The drone can unshrink as a bonus action.

Clockwork Mount

Cost: 8 Parts and 750 gp

You craft a large construct in the shape of an animal that you can ride. The drone follows your commands and acts on your turn in combat.


Clockwork Mount

Large construct, unaligned


  • Armor Class 10
  • Hit Points 40 (4d10+12)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 16 (+3) 1 (-5) 10 (+0) 1 (-5)

  • Skills Athletics +5
  • Damage Immunities Poision, Psychic
  • Condition Immunities Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned
  • Senses passive Perception 10
  • Languages --
  • Challenge 3 (700 XP)

Baggage Space. The mount has an extra space on the inside that can hold up to 80 lb of equipment.

Actions

Slam. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d10) bludgeoning damage.

Upgrades.

1 Parts: Increase Hit Points by +10.

2 Parts: You craft a remote with a single button, when the button is pressed the mount comes to you as quick as possible as long as you are on the same plane of existense.

3 Parts: Increase carrying capacity bay +50 lb. (Max of +500 lb)

3 Parts: Increase AC by +1. (Max of +6)

Shielding Seat. 5 Parts: You craft an interior to the mount that you can sit inside of yet still see out of. While inside the mount, you cannot be targeted by attacks or most spells, you also cannot target any creatures with most spells or attacks. It takes a bonus action to go inside or outside of the seat.

Shrink. 10 Parts: As a bonus actionm the drone can shrink down to the size of a few inches. The drone's carry capacity is equal to it's strength while it is shrunken. The drone can unshrink as a bonus action.

Auto Mobile Mount. 10 Parts: You craft magical motorized wheels on the mount, replacing the legs. This increases the speed of the mount to 80 ft and gains trample attack. One creature must succeed a Dexterity save or take 2d10 bludgeoning damage.

PART 5 | INVENTOR

Illusionist

The illusion school includes spells that deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened. Among these spells are included invisibility and disguise self. A wizard who specializes in the schools of illusion is referred to as an illusionist.

Class Features

As an illusionist, you gain the following class features

Hit Points


  • Hit Dice: 1d4 per illusionist level
  • Hit Points at 1st Level: 4 + your Constitution modifier
  • Hit Points at Higher Levels: 1d4 (or 3) + your Constitution modifier per illusionist level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: Choose one type of artisan's tool

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, 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) two daggers
  • (a) component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) an explorer’s pack
  • An illusionist's spellbook, clothing (common)

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting.

Cantrips

At 1st level, your spellbook contains two cantrips from the wizard spellbook. At higher levels you may write additional cantrips in your spellbook equal to the amount indicated under the Max Cantrips under the class table.

Spellbook

At 1st level, your have a spellbook containing the following illusion spells: Disguise Self, Fear, Illusory Script (Ritual), Invisibility, Major Image, Mirror Image, Phantom Steed (Ritual), Shadow Blade, Silent Image. Your spellbook is the repository of the spells you know.

Preparing and Casting Spells

To cast a spell of 1st-level or higher you need to have an arcane focus, components or component pouch, and the required to cast mana. You can use any amount of mana dice to restore mana at the end of a short rest. You regain all your spend mana when you finish a long rest and half of the used mana dice.

You prepare the list of spells that are available for you to cast. To do so, choose a number of spells from your or other spellbook in your possession equal to your Intelligence modifier + your Illusionist level. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent studying a spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for the spells you cast, since you learn your spells through dedicated study and memorization. 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 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

Ritual Casting

You can cast a spell as a ritual if that spell has the ritual tag and you have the spell in a spellbook in your possession. You don’t need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for spells you cast.

Improved Minor Illusion

Starting at 1st level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different illusion cantrip of your choice. The cantrip doesn’t count against your maximum cantrips prepared.

When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.

Malleable Illusions

Starting at 2nd level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion.

Illusion Savant

Beginning at 3rd level, the gold and time you must spend to copy an illusion spell into a spellbook is halved. You may now attempt to scribe or spellcraft an illusion spell, when you do you may use your Arcana skill check instead of an Intelligence check. You may identify and read illusion spells contained in a spellbook or a spell scroll.

Invisible Weapon

Starting at 4th level, you can cast minor illusion as bonus action to conceal your main hand and weapon and create a fake. This confuses any opponent unable to figure out what happened. Your concentration is required to keep this facade up otherwise the spell ends. Your main weapon attacks have advantage while your concentration is unbroken.

PART 1 | ILLUSIONIST

Illusory Self

Beginning at 5th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.

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

At 7th level you can use this feature up to your Charisma modifier times per rest.

Silent Deceiver

Starting at 6th level, you learn how to cast illusionary spells without the verbal component. You can spend a bonus action to ignore the verbal component of spellcasting.

Illusory Reality

By 9th level, you have learned the secret of weaving shadow magic into your illusions to give them a semireality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. This costs 10 Mana Points per 5 ft cube that the object occupies and can be done on your turn as a bonus action while the spell is ongoing. The object remains until the end of your next turn.

You cannot make illusions inside real objects an Illusory Reality.

For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. The illusion must still follow the rules of the spell. The object can’t deal damage, move, restrain, or otherwise directly harm anyone.

Master Illusionist

Beginning at 10th level, twice per long rest you can cause your illusionary spells to deal damage directly. This is a free action and must be used in tandem with Illusory Reality to work.

This can be in the form of a dragon shooting out a dragon's breath or a copy of a weapon that is in your sight or memory. The attack from this illusion mimics the real thing perfectly. Creatures affected by this realistic attack have to succeed a Wisdom saving throw against your illusionist spell save DC.

On a failed save, the creature believes the illusion is real and takes the full brunt of the attack, any side effects continue to effect the creature.

On a successful save, it suffers half the damage of the attack, any side effects or critical strikes of the attack fail.

This illussion can't cast spells as it has no Mana Points to draw from.


Class Table

The Illusionist
Level Features Max Cantrips
1st Improved Minor Illusion 2
2nd Malleable Illusions 2
3rd Illusion Savant 2
4th Ability Score Improvement 3
5th Illusory Self 3
6th Silent Deceiver 3
7th Improved Illusory Self 3
8th Ability Score Improvement 4
9th Illusory Reality 4
10th Master Illusionist 4

Credit: Unknown

PART 2 | ILLUSIONIST

Knight

Some warriors fight only for gold or for glory. They fight without honor, absent thought to any cause or banner. The knight, however, fights to bring honor and glory to the liege lord they serve.

Guided by a code, blessed with privilege and prestige, the knight serves battle as their liege lord’s representative on the field of battle. Whether charging on the back of a fearsome steed or wading into melee on foot, the knight stands among the ranks of elite soldiers.

Class Features

As a knight, you gain the following class features

Hit Points


  • Hit Dice: 1d12 per knight level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per knight level after 1st

Proficiencies


  • Armor: Light armor, medium armor, heavy armor, and shields
  • Weapons: Simple weapons, martial weapons
  • Tools: Vehicles (Land)

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Athletics, History, Intimidation, Perception, Persuasion, Religion, Survival

Equipment

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

  • (a) a simple or martial weapon and a shield or (b) a spear with a flag banner and a shield
  • (a) a diplomat's Pack or (b) an explorer’s pack
  • chain mail, signet ring, and clothing (fine)

Dauntless Defense

At 1st level, you may take a Defend action as long as you are not mounted. During this defensive stance you gain 1 AC and roll Dexterity Saving Throws with disadvantage. In addition you can use a reaction to protect a nearby creature from one attack. This creature must be 5ft of you and the attack must not be from a hidden source. (This causes the attack to be resolved as if you were the target.)

At 2nd level, your name and banner are symbols of hope and righteousness. This banner inspires and empowers those around you to greatness. As an action up to two creatures of your choice within 30 ft of you gain 1 point to attack rolls and saving throws. This effect lasts up to 1 minute.

The effect ends if the duration runs out, the creature is frightened, or you are out of range and/or incapacitated. You may use this ability up to your Charisma modifier per long rest.

Banners can be a signet ring, a sigil stitched on a piece of clothing, a sigil etched into a shield or piece of armour, or a flag with said sigil. Having a larger banner like shield or armour etching or a flag doubles the effect and range of this feature.


Knighthood

At 3rd level, you bond with a common mountable animal and take him/her in as an animal companion.

Choose a Beast capable of being a mount that is no larger than Large with a challenge rating of 1/4 or lower. Add half your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its dice roll or four times your knight + beast master level, whichever is higher.

While mounted on this beast your movement speed is equal to it's speed and you may use it's initiative for the turn order. In addition you gain temporary Hit Points equal to it's current health. When that drops to 0 the mount is considered unconcous and you are dismounted. The beast is not considered dead unless you die. It may be healed during battle and mounted once again.

Dauntless Charge

At 3rd level, you may take a Charge action on your turn to increase your mount's speed by 15ft. During this movement yo uare able to still take one attack action without extra attacks at an enemy that is within range during the charge. Any attacks of opportunity against your or your mount during this charge are made with disadvantaged.

Knight’s Challenge

At 5th level, you may challange a nearby creature to combat. This requires a bonus action and the creature must be within 10 ft of you. The creature must make a Charisma Saving Throw with a DC of 10. Upon failing the check the creature is frightened of you.

Knightly Defence

At 7th level, your proficiency with heavy armours deepens. Once per short rest as a free reaction, you can reduce the damage of any attack against you or an adjacent creature that you are aware of by an amount equal to twice your Constitution modifier.

When wearing heavy armor, bludgeoning, slashing and piercing damage you take from non-magical weapons is reduced by 2. Additionaly when wearing a shield all non-magical ranged weapon damage you take is reduced by 2.

Knightly Intervention

At 9th level, whenever a creature witnin 15 ft from you is about to be hit by an attack, you may use one reaction to move near that creature and become the target of the attack.

Whenever an adjacent creature initiates a melee attack against another adjecent creature, you may retaliate with an attack of opportunity. If your attack hits them their attack initiates against you instead.

PART 1 | KNIGHT

Knightly Duty

At 10th level, you may take the position of head Knight of your own order or join the servece of a creature who becomes their master.


A knight leading an order gains the following benefits:

  • They are now renown by civilized creatures of their race.
  • While mounted the knight add an addition Damage dice to any melee weapon attack it rolls and the temporary Hit Points they gain due to their mount is doubled.
  • The knight's Banner feature gains an additional target and bonus to attack rolls.

The knight gains the following benefits while he has a master:

  • They regain an additional 10 health points each time they roll a hit dice during a short rest.
  • They can use their bonus action to aid their master as long as they are within 5 ft of eachother. During this time any attacks must be made at the knight instead of the master.
  • They have an extra attack and reaction as long as the master is in sight.

Class Table

The Knight
Level Features
1st Dauntless Defense
2nd Banner
3rd Dauntless Charge, Knighthood
4th Ability Score Improvement, Extra Reaction
5th Knight’s Challenge
6th Extra Attack
7th Knightly Defence
8th Ability Score Improvement
9th Knightly Intervention
10th Knightly Duty

Credit: Fantasy Pic Inc (Pinterest)

PART 2 | KNIGHT

Medium

While Necromancers rule physical death, Mediums are the rulers of the spiritual world. Mediums can connect to spirits like no other spellcaster can and they have complete control over the situation.

Class Features

As a medium, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose any three

Equipment

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

  • (a) a quarterstaff or (b) two daggers
  • (a) component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) an explorer’s pack
  • A robe, clothing (common)

Spellcasting

You can harness the power of spirits around you to create magical effects.

Spellcasting Ability

Wisdom is your spellcasting ability for any spells or abilities connected to this class. 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 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

Cantrips

Chose two cantrips from Chill Touch, Frostbite, Gust, Mage Hand, Message, Toll the Dead, Vicious Mockery. It costs you 4 mana to cast them and you do not need any arcane focus.

Mana

To cast medium spell, you must expend mana. You regain all expended mana when you finish a long rest.

Intune With The Spirits

At 1st level, you can cast Healing Spirit, Speak with Dead, Spirit Guardians, Spiritual Weapon at will without expending any mana or providing any material component. You may cast any of them up to X times per long rest, where X is equal to your Wisdom modifier. (Minimum of 1)

PART 1 | MEDIUM

Possession Expert

At 2nd level, you can attempt to possess any medium sized creature within 15 ft of you as many times per long rest as stated under Possessions column of the Medium class table. You faint as you attempt this possesssion process and are now considered prone. The possession target must make a Wisdom saving throw against your spellcasting save DC. On a success the possession fails and you expend one of your daily possessions, on a failure the targets body is under your control for the next 6 seconds and you expend one of your daily possessions. (Until the start of your next combat turn.)

You may only use attacks that you know the creature can perform, you use your proficiencies when making attacks with the creature's body.

When you are possessed by a spirit you may spend one of your avaliable possessions to you keep full control over your actions and can choose to let the spirit control you.

Calming Presence

At 5th level, your presence calms the minds of all friendly creatures within 30 ft of you, granting them all advantage on Wisdom saving throws. In addition when a friendly creature within 30 ft of you attacks a spirit or ghost they have advantage on that attack roll.

Mafūba (Evil Containment Wave)

At 6th level, you may attempt to seal an evil aligned creature inside a non-living container. As an action you start the channeling of the wave on a target creature within 30 ft of you. You and your target are considered stunned. From then on during each round your target may attempt to escape the containment by rolling a Wisdom saving throw with a DC of 10 + your Wisdom modifier + your proficiency. During each of your or the target's turn both of you suffer 4d8 - Wisdom modifier - Medium level psychic damage. You must retain concentration during the channeling process or the ability ends. When the target reaches 0 hit points the channeling ends. This changes the creature's physical body into a type of energy and places it inside the open container. You have 1 round to close the container or the creature will escape with 1 hit point. The creature heals to maximum hit points if it spends a long rest inside the container. Opening the container releases the creature.

Spiritual Warfare

At 7th level, you may cast:

  • Spiritual Weapon as if it was casted as a 6th level spell using your Intune With The Spirits feature. This also creates two weapons instead of one.

  • Healing Spirit as if it was casted as a 4th level spell using your Intune With The Spirits feature.


Medium Specialist

At 10th level, you gain the following benefits:

  • Your Possession Expert feature can now effect creatures with size of up to huge.

  • You may spend 1 of your daily possessions to enhance one of your melee attacks using your mana. This increases the damage of the attack by a d4 psychic damage for each point of mana you spend on the enhancement to a maximum of 10d4.

  • You may spend 2 of your daily possessions to provide psychic resistance to one creature within 60 ft of you for 1 minute.

  • You may spend 3 of your daily possessions to cast Bestow Curse or Bigby’s Hand without expanding mana or materials.

  • You may spend 5 of your daily possessions to cast Resurrection without expanding materials.

Class Table

The Medium
Level Features Possessions
1st Intune With The Spirits 2
2nd Possession Expert 2
3rd 3
4th Ability Score Improvement 3
5th Calming Presence 4
6th Mafūba 4
7th Spirit Warfare 5
8th Ability Score Improvement 5
9th 6
10th Medium Specialist 6

PART 2 | MEDIUM

Monk

Whatever their discipline, monks are united in their ability to harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.

Class Features

As a monk, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: None
  • Weapons: Simple weapons, shortswords
  • Tools: Choose one type of artisan's tool or one musical instrument

  • Saving Throws: Strength, Dexterity
  • Skills: Choose two: Acrobatics, Athletics, History, Insight, Religion, Stealth

Equipment

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

  • (a) a shortsword or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • 10 darts, clothing (common)

Unarmored Defense

At 1st level, while wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Fighting Style: Martial Arts

At 1st level, your practice of martial arts gives mastery over unarmed strikes and monk weapons, which are shortswords and any simple melee weapons without the heavy or two-handed property. You can’t take a Fighting Style option more than once, even if you later get to choose again.

You gain the following benefits when unarmed or wielding only monk weapons and not wearing armor or wielding a shield:

  • Unarmed strikes and monk weapons count as finesse weapons (if they weren't already), allowing you to use either Dexterity or Strength for attack and damage rolls with those weapons.
  • You can use a d4 in place of the normal weapon damage dice with unarmed strikes or monk weapons. This die increases to a d6 at 5th level and a d8 at 10th level.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you may make one unarmed strike as a bonus action.

Ki

At 1st level, your training allows you to channel the mystic energy of ki. Your access to this power is represented by a number of ki points. You have a number of ki points equal to your monk level.

When you spend a ki point, it is unavailable until you finish a short or long rest, at which point you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating in order to regain ki.

Some ki powers require your target to make a saving throw to resist the effects. The saving throw DC is calculated as follows:

Ki save DC= 8 + your proficiency bonus + your Wisdom modifier.

You start with the knowledge of these four ki powers:

Flurry of Blows

Immediately after taking the Attack action on your turn, you may spend 1 ki point to make two unarmed strikes as a bonus action

Patient Defense

You can spend 1 ki point to take the Dodge action as a bonus action on your turn.

Step of the Wind

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn. When you do so, your jump distance is doubled for the turn

Wholeness of Body

You gain the ability to heal yourself. As an action, you can spend 2 ki points to regain hit points equal to three times your monk level. You must finish a long rest before you can use this feature again.

Fangs of the Fire Snake

When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame to stretch out from your fists and feet.

Your reach with your unarmed strikes increases by 10 ft for that action, as well as the rest of the turn. A hit with such an attack deals fire damage in stead of bludgeoning damage, and if you spend 1 ki point when the attack hits, it also dea ls an extra 1d 10 fire dam age.

Fist of Unbroken Air

You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don’t push it or knock it prone.

PART 1 | MONK

Water Whip.

You can spend 2 ki points as a bonus action to create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is with in 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can either knock it prone or pull it up to 25 feet closer to you. On a successfu l save, the creature takes half as much damage, and you don’t pull it or knock it prone.

Deflect Missiles

At 2nd level, you may use your reaction when you are kit by a ranged weapon attack to deflect or catch the missile. When you do so, the damage you take is reduced by 1d10 + your Dexterity modifier + your monk level.

If you reduce the damage to 0 in this way, you can catch the missile if it is small enough for you to hold in one hand and you have a hand free. If you catch a missile in this way, can spend 1 ki point to make a ranged attack with the weapon or ammunition as part of the same action. You make this attack with proficiency, and treat the missile as a monk weapon for this attack.

Unarmored Movement

At 2nd level, your speed increases by 5 ft when you are not wearing armor or using a shield. This further increases at 5th and 10th level by an additional 5 ft.

At 6th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. You must end the movement on a solid, upright surface or risk falling or sinking.

Slow Fall

At 3rd level, you may use your reaction to reduce any falling damage taken by an amount equal to 5 times your monk level.

Stunning Strike

At 3rd level, you can interfere with the flow of ki in another creature's body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on Constitution saving throw or be stunned until the end of your next turn.

Ki Strikes

At 4th level, your unarmed strikes count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion

At 5th level, your instinctive agility lets you dodge out of the way of certain attacks, such as a dragon's breath or the fireball. When you are 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 half damage if you fail.

Stillness of Mind

At 5th level, you can use your action to end one effect yourself that is causing you to be charmed or frightened.


Tongue of the Sun and Moon

At 6th level, you can touch the ki of other minds so that you understand all spoken languages. Moreover, and creature that understands a language can understand what you say.

Diamond Soul

At 7th level, your mastery of ki grants you proficiency in all saving throws. Additionally, whenever you make a saving throw and fail you may spend 1 ki point to reroll it and take the second result.

Purity of Body

At 7th level, your mastery of the ki flowing through you makes you immune to disease and poison.

Empty Body

At 8th level, you can use your action to spend 4 ki points to become invisible for 1 minute. During this time, you have resistance to all damage except force damage.

In addition, you may spend 8 ki points to cast astral projection, without needing material components. When you do so, you can't take other creatures with you.

Perfect Self

At 9th level, when you roll initiative and have no ki points remaining, you gain 4 ki points.

Timeless Body

At 9th level, your ki sustains so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

Ki Master

At 10th level, you gain the knowledge of these additional ki powers:

Quivering Palm

You gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them.

To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

Initiate of the Way

You learn how to manipulate the four elements in subtle ways. You can spend 1 ki point to cast one the following cantrips: elemental attunement, gust, mold earth, control flames, or shape water.

PART 2 | MONK

Shadow Arts

You can use your ki to duplicate the effects of certain spells.

As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain the minor illusion cantrip if you don’t already know it.

Shadow Step

You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can spend 1 ki point to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Class Table

The Monk
Level Features
1st Ki, Martial Arts, Unarmored Defense
2nd Deflect Missiles, Unarmored Movement
3rd Slow Fall, Stunning Strike
4th Ability Score Improvement, Ki Strikes
5th Evasion, Stillness of Mind
6th Tongue of the Sun and Moon
7th Diamond Soul, Purity of Body
8th Ability Score Improvement, Empty Body
9th Perfect Self, Timeless Body
10th Ki Master

PART 3 | MONK

Necromancer

Necromancy was a school of magic whose spells manipulate the power of death, unlife, and the life force. A wizard who specialized in the necromantic school was called a necromancer.

Class Features

As a necromancer, you gain the following class features

Hit Points


  • Hit Dice: 1d4 per necromancer level
  • Hit Points at 1st Level: 4 + your Constitution modifier
  • Hit Points at Higher Levels: 1d4 (or 3) + your Constitution modifier per necromancer level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: Choose one type of artisan's tool

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, 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) two daggers
  • (a) component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) an explorer’s pack
  • A necromancer's spellbook, clothing (common)

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting.

Cantrips

At 1st level, your spellbook contains two cantrips from the wizard spellbook. At higher levels you may write additional cantrips in your spellbook equal to the amount indicated under the Max Cantrips under the class table.

Spellbook

At 1st level, your have a spellbook containing the following necromancy spells: Bestow Curse, Blindness/Deafness, False Life, Gentle Repose (Ritual), Inflict Wounds, Ray of Enfeeblement, Ray of Sickness, Revivify, Vampiric Touch. Your spellbook is the repository of the spells you know.

Preparing and Casting Spells

To cast a spell of 1st-level or higher you need to have an arcane focus, components or component pouch, and the required to cast mana. You can use any amount of mana dice to restore mana at the end of a short rest. You regain all your spend mana when you finish a long rest and half of the used mana dice.

You prepare the list of spells that are available for you to cast. To do so, choose a number of spells from your or other spellbook in your possession equal to your Intelligence modifier + your Necromancer level. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent studying a spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for the spells you cast, since you learn your spells through dedicated study and memorization. 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 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

Ritual Casting

You can cast a spell as a ritual if that spell has the ritual tag and you have the spell in a spellbook in your possession. You don’t need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for spells you cast.

Grim Harvest

At 1st level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.

Undead Thralls

At 2nd level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

Whenever you create an undead using a necromancy spell, it has additional benefits:

  • The creature’s hit point maximum is increased by an amount equal to your necromancer level.
  • The creature adds 2 to its weapon damage rolls.

Necromancy Savant

Beginning at 3rd level, the gold and time you must spend to copy a necromancy spell into a spellbook is halved. You may now attempt to scribe or spellcraft a necromancy spell, when you do you may use your Arcana skill check instead of an Intelligence check. You may identify and read necromancy spells contained in a spellbook or a spell scroll.

Inured to Undeath

Beginning at 5th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.

PART 1 | NECROMANCER

Feel No Pain

Starting at 7th level, whenever you fail a concentration check for a spell, you can suffer a loss of life equal to the roll of your check instead of breaking concentration.

Command Undead

Starting at 9th level, you can use magic to bring undead under your control, even those created by other necromancers. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your necromancer spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

Master Necromancer

Starting at 10th level, Whenever you create an undead using a necromancy spell, it has these additional benefits:

  • The creature’s hit point maximum is increased by an amount equal to two times your necromancer level.
  • The creature adds 2 to its weapon damage rolls.
  • The creature is immune to charms and sleep. Other necromancers can't take control of your undead.
Commanding Undead

You may command your lesser inteligent undead minnions, under 8 intelligence, telepathicaly giving each one a command by just expending a bonus action on your turn. They can ether:

Attack. The minion will take one attack action towards a creature within it's range.

Defend The minion gains +1 to AC while guarding a target object or creature from attacks.

Dodge If the minnion has 10 or more Dexterity they can take the dodge action.

Move. Up to double their movement.


Class Table

The Necromancer
Level Features Max Cantrips
1st Grim Harvest 2
2nd Undead Thralls 2
3rd Necromancy Savant 2
4th Ability Score Improvement 3
5th Inured to Undeath 3
6th 3
7th Feel No Pain 3
8th Ability Score Improvement 4
9th Command Undead 4
10th Master Necromancer 4

PART 2 | NECROMANCER

Ninja

Crafty and deadly these stealthy assassins use any underhanded tactics to complete their mission no matter the cost. Ninjas have a variety of secret techniques and tools that make their job easy. They are as skilled as conventional assassins and as stealthy as a thief.

Class Features

As a ninja, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, chains, ninja tools, hand crossbows, longswords, rapiers, shortswords, warpick, quaterstaffs
  • Tools: Thieves' tools

  • Saving Throws: Dexterity. Intelligence
  • Skills: Choose three from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

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

  • (a) a martial weapon and three black bombs or (b) a hand crossbow and 20 crossbow bolts in a bolt case
  • (a) two water bombs or (b) two black bombs
  • (a) a burglar’s pack or (b) an entertainer’s pack
  • ten throwing stars, leather armor, ninjas' tools, thieves’ tools, and ninja clothing (common)

Ninja Training

Starting at 1st level, you have been trained to be nimble and silent. When Dashing, Disengaging, or Hiding it only takes you are bonus action.

In addition once per long rest you can use the Blink spell at no cost, if you are in dim light or in the dark. You only benefit from it's effects if the area is dark or dimly light. Insted of going to a seperate plane you are considered hidden as if you used the hide action.

Concealed Tools

Beginning at 2nd level, you are able to fully and completely conceal a limited number of unique tiny tools and weapons on your person, as shown on the class feature table. If you are stripped completely nude, you can only conceal one item. During a short rest or long rest, you can spend 1 hour to build one of these ninja tools. Every concealed tool can only be used once after being crafted. Once they are used, a new tool must be crafted.


Smoke Grenade

This is a ball of moist, but flammable material, compressed into a tube-like shape. When crushed or thrown, it lights itself aflame inside, spewing a thick cloud of grey-black smoke into a 20 foot radius. All creatures within the smoke must make a Constitution saving throw (DC 10 + your proficiency bonus) or be blinded until the smoke clears, or when they leave the smoke. The smoke lasts for 1 minute.

Firebomb

This device is filled with a thick, sticky, flammable fluid, which can be thrown up to 30 feet. When thrown or crushed, the firebomb explodes, spraying flaming goo over an area of a 15 foot radius. Any place where the firebomb explodes is aflame for 1 minute. All creatures within the blast radius must succeed a DC15 dexterity save, or be set on fire. Any creature who succeeds this save take no damage and are not aflame. On a fail, the afflicted creatures are aflame and take 2d6 fire damage at the beginning of each of their turns. The creatures who have caught fire may take an action reroll their save, in order to extinguish themselves.

Caltrops

A handful of razor sharp and angular spikes. Caltrops can be thrown up to 30 feet, and cover a 10-foot radius centered on a point within range. The area becomes difficult terrain. When a creature moves into or within the area, it takes 1d4 piercing damage for every 5 feet it travels.

Shuriken

A stack of 5 flat, aerodynamic blades. As an attack action, up to 3 shuriken can be thrown at once at up to 3 different creatures of your choosing. Each thrown shuriken deals 1d8 slashing damage, for a range of 30/120.

Poison Darts

A bundle of 3 darts crafted from twigs and tree frog poison. As an action, you are able to shoot a poison dart from a blowgun for a range of 25/100. On a successful hit, the targeted creature takes damage equal to 1d6 piercing and makes a Constitution Saving throw (DC= 10 + your proficiency bonus). If the target fails the saving throw it take 1d8 poison damage and is poisoned, if successful the target takes no poison damage.

Alternatively, you may throw a poison dart for a range of 20/60.

Oil Slick

During your turn, you may use a bonus action to throw a single bottle of oil at a creature up to 30 feet away from yourself. All enemies in a 10 ft radius from where the oil lands must make a Constitution saving throw (DC= 10 + your proficiency bonus). If they fail they will slip and become prone. If they succeed they will avoid slipping. A creature can walk through the area of oil at half their normal speed with a successful dexterity save. If they try to move any faster than half their normal speed, for every 5 ft inside the Oil Slick they will need to make a Dexterity saving throw vs DC = 10 + your proficiency bonus.

PART 1 | NINJA

Chloroform

As an action, you may attempt to render a creature unconscious. Depending on if they notice you or not. If they do not notice you, you can stealthy Chloroform your target. the creature must make a Constitution saving throw (DC= 10 + your proficiency bonus). Alternatively, if they do notice you, you can attempt to grapple and Chloroform your target. Make a grapple check against the target. If you win the contest, the creature is rendered unconscious for a number of hours equal to a 1d4. Any damage on the target has a chance to wake them. If the target is harmed while unconscious they roll a Constitution saving throw (DC 10 + your proficiency bonus). On a success, the creature notices you and or breaks free of your grapple, unaffected.

Snorkel

A simple tube of hollow reeds. With this item in your mouth, you can swim submerged 1 feet underwater, negating the need to come up for air.

Gas Mask

When wearing this item over your face, you are able to breath normally and take no damage from noxious atmospheres. This tool is effective for 8 hours, before the valve inside it loses efficiency and a new one must be crafted.

Water Bomb

This device is filled with a thick, sticky, waterlike fluid, which can be thrown up to 30 feet. This preventative tool is used to stop fires from spreading. As an action, you can light and throw this bomb up to 30 feet, exploding on impact the bomb covers everything within a 5ft sphere area in the waterlike fluid. Any flames in the area that can be doused by water are extinquised. Objects or creatures in the area gain fire resistance to the next fire damage that they suffer for up to a minute.

Ninjutsu

When you reach the 3rd level, you enroll in a school of ninjutsu. You are able to choose from the School of Cunning or the School of Infiltration, and gain features for the school you have chosen at the 3rd level, and again at the 7th, and 9th levels.

Blindsense

Starting at 3rd level, if you are able to hear or smell, you are aware of the location of any hidden or invisible creature. You gain blindsense within 10 feet of you.

Brilliant Throw

Starting at 5th level, even without a projectile weapon, you are a threat at a range. When you throw any weapon with the thrown weapon property as an action, the damage dealt is increased by your Intelligence modifier.

Elusive

Beginning at 6th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are 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.

In addition you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

Slippery Mind

By 6th level, you have acquired greater mental fortitude agains intruding creatures or spells. You gain proficiency in Wisdom saving throws.

Uncanny Dodge

Starting at 7th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Ninjutsu Master

Starting at 10th level, you have become the pinnacle of ninjutsu training and gain the following benefits:

  • You gain the Extra Attack and Extra Reaction features. In addition the thrown weapons or tools you use gain +1 to hit rolls and damage rolls.
  • Your constant training and patience provides you with an extra feat of your choice.

School of Cunning

Cunning Tools

Beginning at the 3rd level, you learn to use a new set of tools of your trade to better supplement your school. During a long or short rest, you may spend 1 hour to build one of these ninja tools. Every concealed tool can only be used once after being crafted. Once they are used, a new tool must be crafted.

Noisemaker: A small, yet loud explosive. When ignited, the fuse burns for 5 seconds, before exploding. This item can be thrown up to 30 feet from where you are standing. All creatures within a 50 foot radius can hear the loud cracking noise it makes upon impacting a solid surface. Any creature within 15 feet of the source of the noise suffers 2d8 thunder damage, and must make a saving throw of DC8 + Constitution modifier. On a failed save, the targeted creatures become deafened for 1 minute

Poison Vial: A tiny tube of powerful poison, which can be slipped into food or drink, coated on objects, or thrown 30 feet at any creature. When the poison is ingested in any way, or if the vial breaks when thrown at a creature, the targeted creature must make a Constitution saving throw of DC 10 + your proficiency bonus. On a failed save, the creature contracts the poisoned condition.

False Coins: A handful of 5 counterfeit gold coins, which bear an uncanny resemblance to the real thing. When paying for a transaction, the creature selling the items must make a perception check. On a failed check, the false coins are treated as real coins. On a successful check, the seller catches on to the trick, and refutes the transaction.

Extra Tools

Beginning at the 7th level, you learn to make better use of your components to make your concealed tools. Whenever you craft a concealed tool, you may spend 1 hour to craft up to 2 tools of the same type.

PART 2 | NINJA

Dishonorable Strike

Beginning at the 9th level, you learn to take advantage of apparent weaknesses. When a creature is prone, poisoned, blinded, deafened or has its speed reduced, your attacks against it deal an additiona amount of damage equal to your proficiency bonus + your Intelligence modifier.

School of Infiltration

Infiltration Tools

Starting at 3rd level, you learn to craft tools that will better suit your needs. During a long or short rest, you may spend 1 hour to build one of these ninja tools. Every concealed tool can only be used once after being crafted. Once they are used, a new tool must be crafted.

Lockpicks: 3 tiny, crooked strips of metal, which can be used to unlock doors when no key is available. As an action, these items can be used on any non-magical door. For a simple wooden door of a shop or a house, the DC is 8. For a metal door, such as a safe, a lockbox or a prison, the DC equals 15.

Climbing Claws: When climbing with these on both of your hands, you have advantage on any skill checks involving climbing. Additionally, climbing does not cost you any movement speed during combat.

Decoy: A small, simple innocuous object that seems perfectly commonplace. When you are seen during a stealth check, you may use your reaction to place this object in your current position, while you quickly hide elsewhere. The DC for using this action is equal to DC 10 + the alerted creature's Wisdom modifier. On a successful stealth check, you are unseen and the creature is not alerted. On a failed stealth check, you are unseen, but the creature is now on alert.

Master of Terrain

Starting at 7th level, you learn greater techniques for navigating difficult terrain. While in any of these terrains: arctic, coast, desert, forest, grassland, mountain, ruins or swamp. While you are in any of the terrains listed, you gain advantage on all dexterity and wisdom checks, making yourself a phantom on your own turf.

Ghost Walk

When you reach the 9th level, you nearly become a phantom. As an action, you are able to walk through any non-magical barrier that you can touch, and travel through it at half your movement speed, before you must exit it. When you are forced to exit, you do so on the side of the barrier that you are closest to. You are able to use this feature 3 times, and regain expended uses upon finishing a long rest.


Class Table

The Ninja
Level Features Concealed Tools
1st Ninja Training 0
2nd Concealed Tools 2
3rd Blindsense, Ninjutsu, Ninjutsu Feature 4
4th Ability Score Improvement 6
5th Brilliant Throw, Expertise 8
6th Elusive, Slippery Mind 10
7th Ninjutsu Feature, Uncanny Dodge 15
8th Ability Score Improvement 20
9th Ninjutsu Feature 20
10th Ninjutsu Master 25

Credit: Fantasy Pics Inc (Pinterest)

PART 3 | NINJA

Paladin

Paladins are a type of Knight that rely on faith to shield them from the evils of the world. Most have sworn an oath to a god and are rewarded with blessings.

Class Features

As a paladin, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per paladin level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d0 (or 6) + your Constitution modifier per paladin level after 1st

Proficiencies


  • Armor: Light, Medium, and Heavy armor and shields
  • Weapons: Simple and Martial weapons
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Athletics, History, Insight, Intimidation, Medicine, Perception, Persuasion, Religion, Survival

Equipment

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

  • (a) a martial weapon and shield or (b) two martial weapons
  • (a) a chain mail or (b) a scale mail
  • (a) a priest’s pack or (b) an explorer’s pack
  • holy simbol

Divine Sense

Starting at 1st level, as an action, you can open your awareness to detect evil forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Fighting Style: Divine Smite

Starting at 1st level, when you hit a creature with a melee weapon attack, you deal 1d8 extra radiant damage. The bonus damage is further increased by a 1d8, if the target is a demon, fiend or undead. Once per long rest using your bonus action you can further empower your next melee strike dealing an additional 3d8 radiant damage. You can't more then one fighting style, even if you later get to choose again.

Lay on Hands

Starting at 2nd level, your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to five times your paladin level.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend five points from your pool of healing to cure the target of one minor injury, one disease, or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending the amount of points required for each one. This feature has no effect on undead and constructs.

Divine Health

By 2nd level, the divine magic flowing through you making you immune to disease.

Spellcasting

Starting at 2nd level, you can Prepare and Cast Paladin Spells: As most spellcasters you use mana points to cast spells. You prepare the list of paladin spells that are available for you to cast, choosing from the Paladin spell list. When you do so, choose a number of spells equal to your Charisma modifier + your paladin level (min. 1 spell). These must be of a level of which you can cast. You may change your list of prepared spells whenever you finish a long rest; doing so requires 1 minute of prayer or meditation per spell level of the chosen the spells.

Spellcasting Ability

Charisma is your casting ability for paladin spells. Your magic comes from the strength of your convictions. When a spell refers to your spellcasting ability, you use Charisma. In addition, you use your Charisma to determine the save DC of any paladin spell which requires one, 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

Spellcasting Focus

You may use a holy symbol as a spellcasting focus for your spells. Every deity or religion has at least one holy symbol, and you may use any associated with your religion. They are traditionally amulets or pendants, but can also be signet rings, insignias on a shield, or even a held banner. Whatever form they take, you must be able to take hold of the object and present it towards the target(s) of your spell.

Aura of Courage

Starting at 3rd level you and friendly creatures within 30 feet of you can't be frightened while you are conscious.

Sacred Oath

When you reach 5th level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. This oath will provide you features at 5th, 7th and 10th level. Choose one of the following oaths: Ancients, Conquest, Crown, Devotion, Treachery, Vengeance, or Oathbreaker.

PART 1 | PALADIN

Cleansing Touch

Beginning at 6th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

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

Pure Strikes

By 9th level, whenever you hit a creature with a melee weapon, the creature suffers an additional 1d8 radiant damage. Crtitical hits triple the amount of radiant damage dice suffered by demons, fiends, and undead hit with your melee attacks.

Aura of Protection

Starting at 10th level, whenever you or a friendly creature within 30 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

Oath of the Ancients

The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of the light in the cosmic struggle against darkness because they love the beautiful and life-giving things of the world, not necessarily because they believe in principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things-leaves, antlers, or flowers-to reflect their commitment to preserving life and light in the world.

Tenets of the Ancients

The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.

Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.

Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.

Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.

Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.

Oath of the Ancients Spells

You gain access to the following spells and may cast them as paladin spells: Ensnaring Strike, Speak with Animals, Moonbeam, Misty Step, Plant Growth, Protection from Energy, Ice Storm, Stoneskin, Commune with Nature, Tree Stride.

Channel Divinity

When you take this oath you gain the following two Channel Divinity options.

Nature's Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.

Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Undying Sentinel

At 5th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.

Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.

Aura of Warding

At 7th level, your devotion imbues you with Ancient magic that lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 30 feet of you have resistance to damage from spells.

Elder Champion

At 10th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane.

Using your action, you undergo a transformation for up to 1 minute and you gain the following benefits: At the start of each of your turns, you regain 10 hit points; Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead; Creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.

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

Oath of Conquest

The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might.

PART 2 | PALADIN

Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these paladins – called hell knights – as his most ardent supporters. Hell knights cover their armor with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the decrees of their lords. These knights are often most fiercely resisted by other paladins of this oath, who believe that the hell knights have wandered too far into darkness.

Tenets of Conquest

A paladin who takes this oath has the tenets of conquest seared on the upper arm.

Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire.

Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.

Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and meet the challenge, or fall to your own ruin.

Oath of Conquest Spells

You gain access to the following spells and may cast them as paladin spells: Armor of Agathys, Command, Hold Person, Spiritual Weapon, Bestow Curse, Fear, Dominate Beast, Stoneskin, Cloudkill, Dominate Person.

Channel Divinity

When you take this oath you gain the following two Channel Divinity options.

Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Scornful Rebuke

Starting at 5th level, those who dare to strike you are psychically punished for their audacity. Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier (minimum of 1) if you’re not incapacitated.

Aura of Conquest

Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 30 feet from you in every direction, but not through total cover. If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level at the start of its turn.


Invincible Conqueror

Starting at 10th level, you gain the ability to harness extraordinary martial prowess. As an action, you can magically become an avatar of conquest, gaining the following benefits for 1 minute: You have resistance to all damage; When you take the Attack action on your turn, you can make one additional attack as part of that action; Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

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

Oath of the Crown

The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order's ranks.

Tenets of the Crown

The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.

Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.

Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.

Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?

Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.

Oath of the Crown Spells

You gain access to the following spells and may cast them as paladin spells: Command, Compelled Duel, Warding Bond, Zone of Truth, Aura of Vitality, Spirit Guardians, Banishment, Guardian of Faith, Circle of Power, Geas.

Channel Divinity

When you take this oath you gain the following two Channel Divinity options.

Champion Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.

PART 3 | PALADIN

Divine Allegiance

Starting at 5th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can't be reduced or prevented in any way.

Unyielding Saint

Starting at 7th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.

Exalted Champion

Starting at 10th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour: You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons; Your allies have advantage on death saving throws while within 30 feet of you; You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

Oath of Devotion

The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods' tenets as the measure of their devotion. They hold angels – the perfect servants of good – as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

Tenets of Devotion

Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.

Honesty. Don't lie or cheat. Let your word be your promise.

Courage. Never fear to act, though caution is wise.

Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.

Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Oath of Devotion Spells

You gain access to the following spells and may cast them as paladin spells: Protection from Evil and Good, Sanctuary, Lesser Restoration, Zone of Truth, Beacon of Hope, Dispel Magic, Freedom of Movement, Guardian of Faith, Commune, Flame Strike.


Channel Divinity

When you take this oath you gain the following two Channel Divinity options.

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

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

Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Aura of Devotion

Starting at 5th level, You and friendly creatures within 30 feet of you can't be charmed while you are conscious.

Purity of Spirit

Starting at 7th level, You are always under the effects of a Protection from Evil and Good spell.

Holy Nimbus

Starting at 10th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.

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

Oath of Treachery

The Oath of Treachery is the path followed by paladins who have forsworn other oaths or who care only for their own power and survival. Commonly known as blackguards, these profane warriors are faithful only to themselves. Anyone desperate enough to follow one of these paladins does so because, while deceitful, these paladins command great power. Those who follow them without falling prey to their treachery hope to indulge in wanton violence and accumulate great treasure.

Many of these paladins pay homage to demon lords, especially Grazz’t and Orcus. Even the Lords of Hell are loath to ally with these champions of chaos, but sometimes Baalzebul and Glasya find a kindred spirit in a blackguard’s penchant for double dealing and treachery.

PART 4 | PALADIN

Tenets of Treachery

A paladin who embraces the Oath of Treachery owes allegiance to no one. There are no tenets of this oath, for it lacks any substance. Those who are unfortunate enough to have close contact with blackguards have observed that a blackguard’s overwhelming concern is power and safety, especially if both can be obtained at the expense of others.

Oath of Treachery Spells

You gain access to the following spells and may cast them as paladin spells: Charm Person, Expeditious Retreat, Invisibility, Mirror Image, Gaseous Form, Haste, Confusion, Greater Invisibility, Dominate Person, Passwall.

Channel Divinity

When you take this oath you gain the following two Channel Divinity options.

Conjure Duplicate. As an action, you create a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you; it is silent; it is your size, is insubstantial, and doesn’t occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how uncanny the illusion is.

Poison Strike. You can use your Channel Divinity to make a weapon deadlier. As a bonus action, you touch one weapon or piece of ammunition and conjure a special poison on it. The poison lasts for 1 minute. The next time you hit a target with an attack using that weapon or ammunition, the target takes poison damage immediately after the attack. The poison damage equals 2d10 + your paladin level, or 20 + your paladin level if you had advantage on the attack roll.

Aura of Treachery

Starting at 5th level, you emanate an aura of discord, which gives you the following benefits.

Cull the Herd. You have advantage on melee attack rolls against any creature that has one or more of its allies within 5 feet of it.

Treacherous Strike. If a creature within 5 feet of you misses you with a melee attack, you can use your reaction to force the attacker to reroll that attack against a creature of your choice that is also within 5 feet of the attacker. The ability fails and is wasted if the attacker is immune to being charmed. You can use this ability three times, and regain expended uses of it when you finish a short or long rest.


Blackguard's Escape

Starting at 7th level, you have the ability to slip away from your foes. Immediately after you are hit by an attack, you can use your reaction to turn invisible and teleport up to 60 feet to a spot you can see. 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. Once you use this feature, you must finish a short or long rest before you can use it again.

Icon of Deceit

Starting at 10th level, you gain the ability to emanate feelings of treachery. As an action, you can magically become an avatar of deceit, gaining the following benefits for 1 minute: You are invisible; If a creature damages you on its turn, it must succeed on a Wisdom saving throw (DC equal to your spell save DC) or you control its next action, provided that you aren’t incapacitated when it takes the action. A creature automatically succeeds on the save if the creature is immune to being charmed; If you have advantage on an attack roll, you gain a bonus to its damage roll equal to your paladin level.

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

Oath of Vengeance

The Oath of Vengeance is a solemn commitment to punish those who have committed a grievous sin. When evil forces slaughter helpless villagers, when an entire people turns against the will of the gods, when a thieves' guild grows too violent and powerful, when a dragon rampages through the countryside – at times like these, paladins arise and swear an Oath of Vengeance to set right that which has gone wrong. To these paladins – sometimes called avengers or dark knights – their own purity is not as important as delivering justice.

Tenets of Vengeance

The tenets of the Oath of Vengeance vary by paladin, but all the tenets revolve around punishing wrongdoers by any means necessary. Paladins who uphold these tenets are willing to sacrifice even their own righteousness to mete out justice upon those who do evil, so the paladins are often neutral or lawful neutral in alignment. The core principles of the tenets are brutally simple.

Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil, I choose the greater evil.

No Mercy for the Wicked. Ordinary foes might win my mercy, but my sworn enemies do not.

By Any Means Necessary. My qualms can't get in the way of exterminating my foes.

Restitution. If my foes wreak ruin on the world, it is because I failed to stop them. I must help those harmed by their misdeeds.

PART 5 | PALADIN

Oath of Vengeance Spells

You gain access to the following spells and may cast them as paladin spells: Bane, Hunter's Mark, Hold Person, Misty Step, Haste, Protection from Energy, Banishment, Dimension Door, Hold Monster, Scrying.

Channel Divinity

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

Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.

On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.

Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Relentless Avenger

Your supernatural focus helps you close off a foe's retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn't provoke opportunity attacks.

Soul of Vengeance

The authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

Avenging Angel

You can assume the form of an angelic avenger. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits:

  • Wings sprout from your back and grant you a flying speed of 60 feet.

  • You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.

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


Oathbreaker

An oathbreaker is a paladin who breaks their sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin's heart been extinguished. Only darkness remains.

Oathbreaker Spells

You gain access to the following spells and may cast them as paladin spells: Hellish Rebuke, Inflict Wounds, Crown of Madness, Darkness, Animate Dead, Bestow Curse, Blight, Confusion, Contagion, Dominate Person.

Channel Divinity

When you take this oath you gain the following two Channel Divinity options.

Control Undead. As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this Channel Divinity option again. An undead whose challenge rating is equal to or greater than your paladin level is immune to this effect.

Dreadful Aspect. As an action, you channel the darkest emotions and focus them into a burst of magical menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute. If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.

Aura of Hate

You, as well any fiends and undead within 30 feet of you, gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one paladin at a time.

Supernatural Resistance

You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Dread Lord

You can, as an action, surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and any creatures of your choosing in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.

While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. Make a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + your Charisma modifier.

After activating the aura, you can't do so again until you finish a long rest.

PART 6 | PALADIN

Class Table

The Paladin
Level Features
1st Divine Sense, Fighting Style: Devine Smite
2nd Lay on Hands, Divine Health, Spellcasting
3rd Aura of Courage
4th Ability Score Improvement
5th Sacred Oath
6th Cleansing Touch
7th Sacred Oath Feature
8th Ability Score Improvement
9th Pure Strikes
10th Aura of Protection, Sacred Oath Feature

Credit: Fantasy Pics Inc (Pinterest)

PART 7 | PALADIN

Psylock

Psylocks are the ultimate cognizant, they devoutly hone their intellect and wisdom as they continuous push their boundaries, learning new abilities and powers along their journey to cosmic enlightenment.

Class Features

As a psylock, you gain the following class features

Hit Points


  • Hit Dice: 1d4 per psylock level
  • Hit Points at 1st Level: 4 + your Constitution modifier
  • Hit Points at Higher Levels: 1d4 (or 3) + your Constitution modifier per psylock level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, Perception, Persuasion, Religion, and Sleight of Hand

Equipment

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

  • (a) a spear or (b) a mace
  • (a) a light crossbow and 20 crossbow bolts in a bolt case or (b) any simple weapon
  • (a) a dungeoneer's pack, (b) an explorer’s pack, or (c) a scholar’s pack
  • arcane focus, leather armor and clothing (common)

Powers

The Psylock uses "powers" in-place of spells, however for the purposes of rules, powers are treated as spells. The cost of using a power is based on the power's level times 10 in mana points. The psychic powers column in the Psylock class table shows the maximum power level you are allowed to pick up. For example a 3rd level psylock may pick up level 1 and level 2 psychic powers.

All powers require a somatic component, regardless, if a spell states otherwise. This means that a Psylock cannot use powers at the same time as they are duel wielding.

Psychic Ability

Intelligence is your spellcasting ability for your spells, since the power of your spells relies on your mental ability. 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 psion 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

Psychic Focus

You can use your mind as a spellcasting focus for your psychic powers.

Psychic Powers

The number of powers you know is determined by your Power Points. At the end of a long rest you may prepare a new set of powers from the Psylock Power List.

Power Points

You have an internal reservoir of energy that can be devoted to using your various powers. This energy is represented by power points. The number of power points you have is based on your level, as shown in the Power Points column of the Psylock class table. The number shows how many powers you may have prepared during the day. Prepared powers can be used at any time during the day as long as you have enough mana.

Kinetic Defense

At 2nd level, using a kenetic shield you boost your Armor Class to 10 + your Dexterity modifier + your Intelligence modifier. If you are wearing an armour that provides better Armor Class use that instead.

Natural Telekinesis

At 5th level, you gain the Natural Telekinesis ability, which you can use at will with an action, to a range of 60 feet. You can use this ability to lift, hold, catch or throw any amount of mass up to your weight limit calculated with your intelligence instead of strength, and move it with a bonus action to a maximum of 30 feet per turn. This increases to 40 feet at 6th level, 50 feet at 8th level, and 60 feet at 10th level.

You may also drop objects or creatures as an additional bonus action. You can keep a number of objects equal to your Intelligence modifier under your control (within your weight limit), but can only grab or catch one additional object or creature per turn.

As long as you concentrate within range, any held objects maintain their position. Any creature attempting to move such an object must make a Strength check against your Intelligence saving throw, if they succeed your concentration breaks. You may also use this ability to grapple any creature that doesn't exceed your weight limit, using existing grappling rules (using your Intelligence in place of a Strength check).

Kenetic Cover

At 7th level, As a reaction, you cause a 5ft square of earth and rock to raise within 60 ft of you. This massive cube changes the battle terrain and can shield creatures behind it from attacks or spells by providing total cover. You can use this a number of times equal to your Intelligence modifier per long rest.

Silence Mind

Starting at 10th level, you can focus your mental prowess on snuffing out another creature's mind. This feature requires an action and may be used a number of times equal to your Intelligence modifier per long rest.

The creature must make an Intelligence saving throw and on a failed save takes 1d8 psychic damage and loses 1d4 Intelligence (creatures with 0 Intelligence are knocked unconscious until they regain at least 1 Intelligence), as well as having any telepathic abilities silenced.

PART 1 | PSYLOCK

The creature can reattempt the save to break free of the telepathic silence at the start of each of its turns, even if knocked unconscious from a lack of intelligence. Once free, its intelligence returns to normal and it becomes immune to "Silence Mind" for 24 hours.

Psylock Power List

Power Level 1

Powers that cost 1 power points:

Biophysical Control

The ability to control living organic tissue, causing muscles to cramp, skin to break, or blood vessels to burst or contract. You point your finger to a foe that is within 30 ft of you, and the creature that is momentarily assaulted by a series of Psychic attacks. The creature must make a Constitution saving throw. It takes 2d10 force damage on a failed save and is rendered prone, or no damage and is not rendered prone on a successful one.

At Higher Levels: You can increase the power of this ability by expending more mana to increase the damage by 1d10 for each 5 mana points. You may only increase the damage a number of times equal to your Psylock level.

Concussive Blasts

The ability to project psychokinetic energies as powerful blasts directed from the brain that could apparently affect matter with concussive force rendering targets unconscious. You can cast the Sleep spell without spending additional mana when you use this power.

Ensnare Opponent

The ability to constrict a foe that is within 30 ft of you using their own clothing and hair, or even control their movements, providing their clothes are durable enough. As an action one creature you can see must succeed on a Strength saving throw or be restrained until the effect ends.A Large or larger creature has advantage on this saving throw. This effect lasts until concentration is broken or up to a minute. If the target succeeds on the save, the restrains fails.

While restrained by this power, the target suffers 1d6 + your Intelligence modifier force damage at the start of each of its turns. A creature restrained can use its action to attempt an escape, to do this they must succeed a Strength check against your spell save DC. On a success, the power's effect ends.

At Higher Levels: You can increase the power of this ability by expending 5 additional mana, increasing the damage by 1d6. You may only increase the damage a number of times equal to your Psylock level.


Powers that cost 2 power points:

Energy Manipulation

The ability to telekinetically manipulate various types of the energy. As a reaction, you can alter the damage type of an attack that you can see.


Electromagnetic Pulses

The ability to use telekinesis to channel the Earth's magnetic field through the electro-current of one's brain and generate electromagnetic pulses that disrupt the target. You can cast Hold Person without mana and material component costs using this power. You can use this power once per long rest or twice if your Intelligence score is 20 or more.

Psionic Spikes

The ability to create destructive psionic spikes that destroy the physical objects that the spikes come into contact with. You can cast Spike Growth without mana and material component costs using this power. You can only use this power once per long rest or twice if your Intelligence score is 20 or more.

Power Level 2

Powers that cost 3 power points:

Telekinetic Sensitivity

You can use a combination of your Natural Telekinesis feature and this power to identify the objects you are holding. By probing them at a molecular level you can tell what they are made of, if they contain any magical properties (works like detect magic). This power does not require an action to activate.


Powers that cost 4 power points:

Intuitive Aptitude

Using an action this power can disassemble complex devices explosively (separating every last component, such as screws, nuts, circuit boards, etc.) and, just as quickly, easily assemble complex devices. This also has enabled one to even attain awareness and control over objects as small as individual electrons. For instance, the user could detect if a seal was hermetic, or not, by checking for the presence of penetrating oxygen molecules. Can even detect and discern individual oxygen molecules, and determine the atomic weight of molecules, by the amount of atoms present.

As a bonus action the user may project a metnal image of the results of this power to any number of creatures that are in sight.

Electric Blasts

The ability to channel the magnetic field of the planet into directed discharges of high-voltage energy from his body, and possibly even lightning. You can cast Lightning Bolt as either lightning or force damage when you using this power. You can use this power twice per long rest. In addition you can use this power an additional time, if your Intelligence score is above 18.

Power Level 3

Powers that cost 5 power points:

Force Fields

The ability to create protective force shields that could deflect even the most powerful of attacks (even filter bacteria from the air). You can cast Resilient Sphere without using mana or material components. You can only use this power twice per long rest.

PART 2 | PSYLOCK

Mending

Using this power and an action you can cast ether Mending or Cure Wounds at 5th level. Both spells gain an increased range of 120 ft and have any requerments reduced to none. You can use this power up to your Wisdom modifier amount of times per long rest.

Confusion

Using an action this power twists creatures' minds, spawning delusions and provoking uncontrolled actions. You can cast Confusion when you use this power.

Power Level 4

Powers that cost 6 power points:

Intangibility

Using an action this power can allow creatures to phase through solid matter. Up to a 5ft square of matter is shifted until the power effect ends. Creature can pass through this matter and stand ontop of it as if it didn't exist. The power's effect ends, if you lose concentration or it lasts up to a minute. If a creature is standing inside the matter when the power's effect ends it is incased inside the object to slowly suffocate.

Mental Manipulation

Using an action and this power you can extend your mental powers even further inside the minds of others, and can target up to your proficiency bonus amount of creatures you can see and modify their memory of a single event lasting up to an hour.

Kinetic Disintegration

The ability to disintegrate objects into almost nothing with the snap of your fingers. Using an action and this power a target creature must make a Constitution saving throw. On a failed save, the target suffers 5d8 + your psylock level force damage. If this damage reduces the target to 0 hit points, it is disintegrated into a fine powder.

At Higher Levels: You can increase the power of this ability by expending an additional 5 mana, increasing the damage by 1d8 + your psylock level force damage. You may only increase the damage a number of times equal to your Psylock level.

Psychic Multicast

As a bonus action you can use this power to be able to to use two psychic powers with one action during this turn. At 10th level this power allows you to use up to three psychic powers. You may not use this more then once per long rest.

Power Level 5

Powers that cost 7 power points:

Matter Manipulation

When you use this power and an action, you can form and slightly alter the structure of an object. You can affect a cubed sized area up to half your Psylock level in feet (rounded up). If used on a creature, use the spell Harm for effects.


Teleportation

The ability to use telekinesis to transport one's self and other people to any location. You may cast Plane Shift once per long rest when you use this power without additional material or mana cost.


Powers that cost 8 power points:

Remote Teleportation

The ability to remotely teleport objects and people, even into other realities. You may cast Plane Shift, without transporting one's self along or requiring physical contact, once before a long rest when you use this power without additional material or mana cost.


Powers that cost 10 power points:

Telekinetic Fire-Bird

Manifested energies combining both raw psychic energy and mental elemental forces enabling you to become the legendary phoenix, until you choose to end its affect, or your power points drops to 0. While using this ability, you have a flight speed of 50 feet, cannot wield your Telekinetic Weapons, as your arms turn to wings, nor can you benefit from Kinetic Cover.

You radiate Psionic energy while in this form and all creatures within 10 feet of you must attempt a Wisdom saving throw (DC 10 + your Intelligence modifier). A creature that failed the save is shaken, taking a –2 penalty on attack rolls, saves, and skill checks for as long as they are near you. Leaving the area and re-entering in the same combat round doesn't require a new Wisdom save it count's as if you failed if you failed and passed if you passed.

A successful save indicates that the creature suffers no effects. This ability cannot affect creatures with an Intelligence of 3 or lower.

Class Table

The Psylock
Level Features Psychic Powers Power Points
1st Psychic Powers 1 4
2nd Kinetic Defense 1 5
3rd 2 6
4th Ability Score Improvement 2 7
5th Natural Telekinesis 3 8
6th 3 9
7th Kenetic Cover 4 10
8th Ability Score Improvement 4 12
9th 5 14
10th Silence Mind 5 15

Credit: Fantasy Pics Inc (Pinterest)

PART 3 | PSYLOCK

Ranger

Rangers are skilled long ranged combatants who normally do not let the enemy get close.

Class Features

As a ranger, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival

Equipment

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

  • (a) scale mail or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A set of hunter's common clothing, a longbow and a quiver filled with 20 arrows

Fighting Style

At 1st 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.

Archery

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

Close Quarters Shooter

When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

Fast Reloading

When you learn this fighting style you ignore the loading property of ranged weapons.

Tunnel Fighter

As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make an attack against a creature that moves more than 5 feet while within your reach.


Dead Eye

Starting at 1st level, once per short rest as a bonus action you are able to enter a dead eye state which hightens your ranged capacity. Your next ranged weapon attack gains a +1 bonus to the attack roll.

At later levels this feature improves as your pick up more of the Ranged class features as follows:

  • Hunter's Mark: The attack doubles the bonus damage from hunter's mark.

  • Nemesis Type: The attack gains advantage against creatures which are of your nemesis types.

  • Greater Nemesis Type: The attack deals an extra amount of damage equal to your ranger level to any creature which is of your greater nemesis type.

  • Foe Slayer: The attack deals an extra amount of damage equal to your ranger level.

Hunter's Mark

Starting at 2nd level, you are able to cast the spell hunter's mark without using any mana up to your Wisdom modifier amount of times per long rest.

Nemesis Type

Beginning at 2nd level, you have significant experience killing a certain type of enemy commonly encountered in the wilds. This can be because of a deep rooted hatred or just dislike of the creatures.

Choose a nemesis type: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track them, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.

Greater Nemesis Type

Starting at 3rd level, you are ready to hunt even deadlier game. Choose a type of greater nemesis type: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your Nemesis type, including an additional language. Your bonus to damage rolls against all your nemesis increases to +4.

Additionally, you have advantage on saving throws against the spells and abilities used by a greater nemesis.

Deadly Precision

Beginning at 5th level, your ranged weapon attacks score a critical hit on a roll of 19 or 20.

Ranged Specialist

At 6th level, your ranged weapon attacks can never suffer from dissadvantage.

PART 1 | RANGER

Ranged Style

At 7th level, you can pick one of three range styles; Arcane, Brutal, and Strategic. Each style provides a certain benefit:

  • Arcane: You can ignore any load requirment on a ranged weapon. Instead you fire a missile similar to the magic missile spell using the ranged weapon. This costs 10 mana. The attack acts exactly like the missiles from the spell magic missile, but use the weapon's damage and any bonuses your normal attack has.

  • Brutal: Each consecutive hit against the same creature results in an increased damage equal to the amount of previous number of hits.

  • Strategic: You can half the damage on any of your ranged attacks to impose one of the following conditions: Blinded, Deafened, Grappled, Prone until the end of that creature's next turn. In addition, once per long rest, you can concentrate on setting up a fiering cone (60 feet). Creatures inside this cone that Move, Attack, or React provoke an opportunity attack by you as a free action.

Foe Slayer

At 9th level, once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your nemesis. You can choose to use this feature before or after the roll, but before any effects of the roll take effect.

Trooper

At 10th level, you are able to use the Dead Eye feature twice per short rest. In addition you have a legendary action to use at the end of any nemesis' turn. This action acts as a normal action.


Class Table

The Ranger
Level Features
1st Fighting Style, Dead Eye
2nd Hunter's Mark, Nemesis Type
3rd Greater Nemesis Type
4th Ability Score Improvement
5th Deadly Precision
6th Ranged Specialist
7th Ranged Style
8th Ability Score Improvement,
9th Foe Slayer
10th Trooper

Credit: DenmanRooke (deviantart)

PART 2 | RANGER

Samurai

A samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A samurai’s resolve is nearly unbreakable, and the enemies in a samurai’s path have two choices: yield or die fighting.

Class Features

As a fletcher, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor, medium armor, heavy armor
  • Weapons: Simple weapons, martial weapons
  • Tools: Dice set or playing card set

  • Saving Throws: Strength, Charisma
  • Skills: Choose three from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Performance, Persuasion, and Survival

Equipment

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

  • (a) a longsword (Katana) and a dagger (Tanto), (b) a greatsword (Nodachi), (c) a glaive (Naginata), or (d) a longbow and a quiver filled with 20 arrows, a dagger (Tanto) and one simple weapon
  • (a) a scholar's pack (b) an explorer's pack
  • shortsword (Wakizashi) , clothing (common) , leather armor, and chain mail (Samurai Kimono and Samurai Armor)

Bonus Proficiency

Starting at 1st level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.

Fighting Spirit

Starting at 2st level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all melee weapon attack rolls until the end of the current turn. When you do so, you also gain temporary hit points equal to your samurai level. You can use this feature twice per long rest.

The amount of temporary hit points increases at 5th level by your charisma modifier.

Elegant Courtier

Starting at 2nd level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier.

Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Fighting Style: Fighting Stance

Starting at 3st level, Time in brutal training has allowed you to perfect your ability to adapt your stance to your opponents in combat. A stance is activated as a bonus action or reaction, and will lasts untill the begining of your next turn, or until you activate a different Stance, if you are knocked prone, become incapacitated, grappled, or restrained. Upon reaching 5th level you gain the ability to maintain stances for 2 turns. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Earth Stance. While you are in this stance, you have advantage on Strength checks made to grapple and can hold a two-handed weapon in one hand whilst grappling a creature.

Additionally, When you make an attack roll using strength, you may use a bonus action to gain a bonus to the damage roll equal to your proficiency modifier if the attack hits. While in this stance you have advantage on Strength saving throws. Due to your planted feet however you have disadvantage on dexterity saves while in this stance. If you use more than half of your movement speed in a turn, this stance immediately ends.

Fire Stance. While in this stance, you become fierce and focused, your melee attacks have advantage. When you hit a creature with an attack, you may add your Charisma modifier to the damage roll as fire damage, which also doubles on a critical hit. This bonus does no damage to fire resistant creatures.

Wind Stance. While in this stance, you become both quick and maneuverable. You may take the Dash or Disengage action as a bonus action, and you ignore difficult terrain when you Dash. You also have advantage on Dexterity skill checks and attacks made against you are disadvantaged. When an attack against you misses, you are able to make an opportunity attack against the attacker or any creature within range. At 8th level you can make this attack regardless of range.

Water Stance. When you successfully hit a creature with your first melee weapon attack of the turn while in this stance, you have the capability to attempt to knock that creature prone. If you do this, you force them to make a Strength or Dexterity saving throw equal to (8 + your Strength modifier + your proficiency bonus). On a failed save the creature is proned. Additionally, while in this stance, landing an attack of opportunity on an enemy reduces that creatures movement to zero until the beginning of it's next turn.

Stone Stance. When you enter this stance and at the start of each of your turns while you have at least 1 hit point or more remaining, you gain a number of temporary hit points equal to your Constitution Modifier (Minimum of 1) + your proficiency bonus. These temporary hit points last until you are no longer in this stance.

Once per turn, when you hit a creature with a melee weapon attack, you deal additional weapon damage equal to your Strength modifier. Opportunity made against you are rolled with advantage. If you use more than half of your movement speed in a turn, this stance immediately ends.

Lightning Stance. When your enemies are many and your blade must reach them all, become a lightning bolt. As long as you are in this stance, if you use the Dash action, you can attack all the enemies that you pass by to a maximum of five attacks.

PART 1 | SAMURAI

You may not attack the same creature twice using this feature. The attacks deal a max of lightning and physical damage for the purposes of overcoming resistances, only a creature with both resistances can decrease the damage.

Void Stance. While in this stance, your mind is at its calmest and you see everything using your minds eye. You are immune to blind and fear effects. You gain 15ft of blindsight. Your attacks in this stance have advantage over stealther or hidden opponents.

Rapid Strike

Starting at 4th level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.

Tireless Spirit

Starting at 6th level, when you roll initiative and have no uses of Fighting Spirit remaining, you regain one use.

Commanding Boost

When you reach 7th level you gain the ability to inspire confidence in your allies by shouting and directing them. As a bonus action, choose a number of allies equal to your Charisma modifier + 1 to a minimum of one. Thise allies gain advantage on all attack rolls and gain temporary hit points equal to your Wisdom modifier + Samurai level until the end of your next turn. You regain the use of this ability after a long rest.

Strength Before Death

Starting at 9th level, your fighting spirit can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When the extra turn ends, you fall unconscious if you still have 0 hit points.

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

The Spirit of Death

Starting at 10th level, you are able to change your presence to reseamble an achient spirit of death. To activate this spiritual presence you have to spend an action. During the duration:

  • Above your head a large spirit of a deadly samurai with a huge katana appears. It attacks any enemy up to 10ft from you once during your turn. It's attacks have the same bonuses as your attacks, the katana it holds deals 2d8 + your Charisma modifier necrotic damage.
  • You may not take any stances and all stances are canceled.
  • Any weak creature 30 ft from you that has less then one forth of it's total health has to make a Constitution saving throw with a DC of 10 + your Charisma modifier. On a failed save the creature becomes uncontious and it's health points drop to 1.

The spirit lasts for one minute or untill you are rendered uncontious. You may use this feature once per long rest.

Class Table

The Samurai
Level Features
1st Bonus Proficiency
2nd Elegant Courtier, Fighting Spirit
3rd Fighting Stance
4th Ability Score Improvement, Rapid Strike
5th Extra Attack
6th Tireless Spirit
7th Commanding Boost
8th Ability Score Improvement
9th Strength Before Death
10th Extra Attack, The Spirit of Death

Credit: Unknown (dandwiki.com)

PART 2 | SAMURAI

Shaman

A shaman is a spiritual leader connected with spirits of the ancestors or the wilds. They borrow powers from such spirits to increase their or their friend's power.

Class Features

As a shaman, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor, Medium armor, Shields
  • Weapons: Simple weapons, warpick, blowgun
  • Tools: None

  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Animal Handling, Athletics, History, Medicine, Nature, Insight, Perception, and Survival

Equipment

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

  • (a) a club and a shield (buckler) or (b) a greatclub
  • (a) two handaxes or (b) a blowgun and 10 darts arrenged in a dart belt
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • hide armor, savage clothing (common)

Fighting Style: Spirit Warrior

Starting at 1st level, using the spirits of diffrent animals to enchance your body.

Once per short rest choose a totem spirit from the list below and gain the listed features based on your current shaman level, as well as some of its minor physical attributes, as you choose. For example, if you have a locust totem spirit, your skin might harden and yellow. Or, if your totem is the shark, your teeth might become pointed.

At 1st level you only gain the Totem Spirit benefit of the animal, at 3th level you gain the Aspect of the Beast benefit of the animal, at 7th level you gain the Totemic Attunement benefit of the animal.

You can’t take a Fighting Style option more than once, even if you later get to choose again.

Elephant

Totem Spirit. You may destroy any difficult terrain features that you pass through, it ceases to be difficult terrain for any creature that passes through it after that point. This effect occurs even if the difficult terrain is created by magic. The spirit of the elephant tears through snarls of vegetation and rubble.

Aspect of the Beast. You have tremorsense in a 10-foot radius around yourself. You can sense the general location of thunder damage dealt, earthquakes, storms, and burrowing creatures within a number of miles equal to your Constitution modifier (minimum 1).

Totemic Attunement. When a creature falls prone within 5 feet of you, you can use your reaction to make a special unarmed strike by stomping on that creature. You are proficient in this attack, which deals damage equal to 2d8 + your Strength modifier bludgeoning damage.

Fox

Totem Spirit. You can move up to 5 feet in any direction when a creature misses you with a melee attack. This movement does not provoke attacks of opportunity. The spirit of the fox makes you swift and evasive.

Aspect of the Beast. You have advantage on checks and saves against illusions, and gain proficiency in Insight. The tricky fox knows when it is being fooled.

Totemic Attunement. When you make a Charisma check or saving throw, you can replace the number you roll with your shaman level.

Gorilla

Totem Spirit. When you fail an ability check or saving throw, you can use your reaction to gain a bonus to the roll equal to the number of allied creatures within 10 feet of you. This bonus cannot exceed your Constitution modifier (minimum 1). The spirit of the gorilla makes you a competent leader that never fails its troop.

Aspect of the Beast. You gain the threatening bulk of a gorilla. You have a climbing speed equal to your walking speed, and gain proficiency in Intimidation.

Totemic Attunement. Your reach for making melee weapon attacks is 10 feet, rather than 5. A weapon with the reach property does not increase this reach further.

Locust

Totem Spirit. You have advantage on saving throws to avoid being charmed, frightened, deafened, or blinded. The spirit of the swarm gives you the independent resilience of a million eyes, ears, and minds.

Aspect of the Beast. You gain the plasticity of a swarm. You can squeeze through spaces large enough for creatures two sizes smaller than you, rather than one.

Totemic Attunement. Whenever you damage a creature, it loses any temporary hit points it has, and you gain half that many temporary hit points. When you damage a creature that has no temporary hit points, its maximum HP is reduced by an amount equal to your Constitution modifier until the creature finishes a short or long rest.

Mole

Totem Spirit. You can use an action to gain a burrowing speed equal to half your normal speed until the end of your turn. The spirit of the mole lets you burrow through earth and stone.

Aspect of the Beast. You gain the senses of a mole, and have tremorsense in a range of 30 feet.

Totemic Attunement. You can replace one of your weapon attacks with a special melee attack (which you are proficient in) that does no damage. If it hits, the target makes Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target is paralyzed until the start of its next turn. Moles can produce paralyzing venom, and its spirit gives you the same power on grander scale.

PART 1 | SHAMAN

Mule

Totem Spirit. You can't be moved against your will, and you have advantage on Constitution checks and saving throws. The spirit of the mule makes you obstinate and enduring.

Aspect of the Beast. You gain the stamina of a mule. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift, and you have advantage on saving throws inflicted by a forced march.

Totemic Attunement. You ignore difficult terrain and any effect, both magical and nonmagical, that reduces your movement, so long as the effect does not reduce your movement to 0.

Peacock

Totem Spirit. You can use your reaction to impose disadvantage on a melee attack made against you. If it misses, you can cause that attack to hit one creature of your choice other than the attacker that is within 5 feet of you. The spirit of the peacock shines with dizzying elegance.

Aspect of the Beast. You gain the splendor of a peacock. You add an amount equal to your Constitution modifier to your Charisma checks.

Totemic Attunement. The first creature you damage on each of your turns is charmed by you until the start of its next turn. The beauty of your spirit dazzles your enemies.

Ram

Totem Spirit. You have advantage on saving throws against effects that would knock you prone, move you against your will, or stun you. You also have resistance to cold damage. The spirit of the ram fills you with its sure-footed resilience.

Aspect of the Beast. You gain the balance of a mountain sheep. You have a climbing speed equal to your walking speed, and have advantage on checks to maintain your grip and footing while climbing.

Totemic Attunement. When you hit a creature with a melee weapon attack, you can choose to knock that creature 5 feet away from you and occupy the vacated space. This shift does not expend movement or provoke opportunity attacks.

Serpent

Totem Spirit. While you have at least one free hand, you can attempt to grapple a creature as a bonus action. The spirit of the snake accelerates your strikes made to capture prey.

Aspect of the Beast. You gain the venomouse touch of a snake. You have proficiency in poisoner's kits.

Totemic Attunement. Any creature grappled by you takes 1d6 + your Strength modifier in bludgeoning damage when it starts its turn. The constricting power of the snake crushes your enemies.

Shark

Totem Spirit. You gain temporary hit points equal to your Constitution modifier whenever you damage a creature that doesn't have all its hit points with a melee attack. The spirit of the shark makes you ferocious at the smell of blood.

Aspect of the Beast. You gain the swiftness and senses of a shark. You have a swimming speed equal to your walking speed, can breathe underwater, and creatures that do not have all their hit points cannot hide from you.

Totemic Attunement. The first enemy you damage with a melee weapon attack each turn has disadvantage on attack rolls against you until the end of its next turn. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.

Tiger

Totem Spirit. You can Search for hidden enemies as a bonus action, and you have advantage on Wisdom (Perception) checks. The spirit of the tiger hones your ability to find enemies and prey to a razor's edge.

Aspect of the Beast. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Perception, Stealth, and Survival. The cat spirit hones your survival instincts.

Totemic Attunement. If you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.

Toad

Totem Spirit. You gain the poisonous skin of a frog. You can use your reaction to inflict the poisoned condition on any creature that touches you, grapples you, or hits you with a natural weapon. This poison lasts until the end of the creature's next turn.

Aspect of the Beast. You gain the crural strength of a toad. The height and length of your high and long jumps are doubled.

Totemic Attunement. Any creature you damage is pulled 15 feet straight towards you. The spirit of the toad snatches your foes and draws them in.

Tortoise

Totem Spirit. While you are not wearing armor, bludgeoning, piercing, and slashing damage done to you from both magical and nonmagical weapons is reduced by 3. The spirit of the tortoise grants you its incredible resilience.

Aspect of the Beast. You suffer none of the drawbacks of old age, and you can't be aged magically.

Totemic Attunement. The amount of weight that you can push, drag, lift, and carry quintuples. Your AC when not wearing armor also becomes 16, unless it is already higher. You can still use a shield and gain this benefit. The spirit of the tortoise carries the world on its back, and so must you.

Whale

Totem Spirit. You gain a number of temporary hit points equal to your Constitution score when you finish a short rest. While you have those temporary hit points, you have resistance to cold and fire damage. The spirit of the whale protects you from the elements.

Aspect of the Beast. You gain the senses of a whale. Whenever you aren't deafened, you have blindsight out to a range of 60 feet, and gain a swim speed equal to your walking speed.

Totemic Attunement. You are under the enlarge effect of the enlarge/reduce spell. You also count as one size larger than your enraged size for the purposes of determining which creatures you can grapple and shove.

PART 2 | SHAMAN

Druidic

Starting at 2nd level, you know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Spiritual Vessel

Starting at 3rd level, you decide what type of spirits you would like to embody once this choice is made it can't be undone. There are two types Corrupted or Pure spirits, both of them provide you with a benefit and a drawback. In addition from now on you can once per long rest instantaneously switch to another spirit animal as if you just ended a short rest using the Spirit Warrior Fighting Style feature.

Corrupted

  • Benefit. Special attacks provided by the corrupted spirit animal deal an extra 1d8 Necrotic damage.
  • Drawback. You are vulnerable to Radiant damage while imbued with a spirit.
Pure

  • Benefit. When changing to a new spirit animal the pure spirit cleanses most negative ailments affecting your body.
  • Drawback. You are vulnerable to Necrotic damage while imbued with a spirit.

Ancestral Commune

Starting at 6th level, you know how to communicate with wild spirits, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of an animal appears to you to convey the information you seek.

This spirit is not omnipotent and can only tell you things it has seen happen in the surrounding area.

Shaman King

Starting at 9th level, once per long rest you are able to mix the powers of up to three spirits to overcharge the enhancement, choose one Totem Spirit, Aspect of the Beast, and Totemic Attunement. This mix of spirit energy lasts for a minute, after the effect ends you choose a new animal spirit as if you finished a short rest and suffer one level of exhaustion.

Bestow Spirit

Starting at 10th level, you can imbue a spirit inside one creature you touch for up to a minute. Said creature gains the Totem Spirit, Aspect of the Beast, and Totemic Attunement of the animal spirit that you chose. You and the creature may not be imbued with the same spirit at any given time. If you change to that spirit during the creature's imbuement ends.


Class Table

The Shaman
Level Features
1st Fighting Style: Spirit Warrior, Totem Spirit
2nd Druidic
3rd Aspect of the Beast, Spiritual Vessel
4th Ability Score Improvement
5th Extra Attack
6th Ancestral Commune
7th Totemic Attunement
8th Ability Score Improvement
9th Shaman King
10th Bestow Spirit

Credit: Fungal Brews (GM Binder)

PART 3 | SHAMAN

Sorcerer

A sorcerer is a special type of magic caster, unlike the common magic caster they discover that they can manipulate magic using their natural abilities instead of equipment like spellbooks and arcane focuses. This is most likely due to some diluted dragon blood in their ancestry or due to some spiritual power they possess.

Class Features

As a sorcerer, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor, Medium armor
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows, blowguns
  • Tools: Choose one type of artisan's tool

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose any three

Equipment

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

  • (a) any light armor or (b) any medium armor
  • (a) a quaterstaff or (b) a blowgun and 10 darts arrenged in a dart belt
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • common clothing

Spellcasting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips

At 1st level, you know three cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Bonus Mana

The Sorcerer table shows how much bonus mana the font of magic provides you per level, you may add each levels bonus to your maximum mana. To cast a sorcerer spell, you must expend mana. You regain all expended mana when you finish a long rest.

Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have enough mana to cast and have the required total level to learn. For instance, when you reach 3rd level and have more then 10 total mana, you can learn spells of 1st or 2nd level.

Additionally, you can spend 8 hours while resting with a spellbook or a spell scroll, then you can choose one of the sorcerer spells you know and replace it with an another sorcerer spell from the spellbook or spell scroll, which also must be of a level for which you have enough mana to cast and have the required total level to learn.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. 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

Spellcasting Focus

You can use your body as a spellcasting focus for your sorcerer spells.

Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power, from the list below. Your choice grants you features when you choose it at 1st level and again at 3th, 6th, and 9th level.

  • Draconic Bloodline
  • Divine Soul
  • Giant Soul
  • Phoenix
  • Pyromancy
  • Sea
  • Shadow
  • Stone
  • Storm
  • Wild Magic
  • Runechild
Font of Magic

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points

You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting

You can use your sorcery points to regain mana, or sacrifice mana to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Creating Mana. You can transform any amount of unexpended sorcery points into 2.5 mana each rounded down as a bonus action on your turn.

Creating Sorcery Points. You can transform 2 mana into a sorcery point as a bonus action on your turn.

PART 1 | SORCERER

Metamagic

At 2nd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 5th and 10th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Empowered Spell. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell. When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Heightened Spell. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Twinned Spell. When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.

Sorcerous Restoration

At 10th level, you regain 4 expended sorcery points whenever you finish a short rest.

Draconic Bloodline

Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.


Dragon Ancestor

At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.

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

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Draconic Resilience

As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Elemental Affinity

Starting at 3rd level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

Dragon Wings

At 6th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

PART 2 | SORCERER

Draconic Presence

Beginning at 9th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

Divine Soul

Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

A Divine Soul, with natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands celestial power, these sorcerers can undermine the existing order by claiming a direct tie to the divine.

In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

Divine Magic

Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

Affinity Spell
Good Cure Wounds
Evil Inflict Wounds
Law Bless
Chaos Bane
Neutrality Protection from Evil and Good

Favored by the Gods

Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

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

Empowered Healing

Starting at 3rd level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.

Angelic Form

Starting at 6th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

Unearthly Recovery

At 9th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

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

Giant Soul

The giants once dwelled in a fabled realm known as Ostoria, a paradise for their folk that reflected their mastery of the mortal realm. In time, Ostoria fell, and the giants were scattered and broken. During that mythic era, the giants granted a few chosen individuals among the small folk a shard of their great power. These favored people were caught in the same tragedy that sundered Ostoria. Since that time, they have spread across the many worlds of the multiverse. Now and again, one of their descendants manifests the gifts imparted by the giants, granting them sorcerous magic that allows them to command the elements and gain the might of a giant.

Jotun Resilience

The resilience of giants flows through your body. At 1st level, your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.

Mark of the Ordning

At 1st level, you discover innate magical abilities within yourself that are based on your giant heritage. Select one of the giant types from the Mark of the Ordning table. At 1st and 3rd level, you learn the spells associated with your choice, as shown in the table. These spells count as sorcerer spells for you, but they don’t count against your number of sorcerer spells known.

PART 3 | SORCERER

Giant Type Spells at 1st Level Spell at 3rd Level
Cloud Fog Cloud, Minor Illusion Invisibility
Fire Burning Hands, Fire Bolt Flaming Sphere
Frost Armor of Agathys, Ray of Frost Hold Person
Hill Heroism, Shillelagh Enlarge/Reduce
Stone Entangle, Resistance Spike Growth
Storm Shocking Grasp, Thunderwave Gust of Wind

Soul of Lost Ostoria

Starting at 3rd level, you gain a benefit whenever you cast one of the spells granted by your Mark of the Ordning Feature.

Cloud Giant. Immediately after you cast any of your Mark of the Ordning spells, you can magically teleport as a bonus action. You teleport to an unoccupied space you can see that is no farther away than a number of feet equal to 10 + your Constitution modifier.

Fire Giant. You gain a bonus to the damage rolls of your Mark of the Ordning spells. The bonus equals your Constitution modifier (minimum of +1).

Frost Giant. Immediately after you cast any of your Mark of the Ordning spells, you gain temporary hit points equal to your Constitution modifier (minimum of 1). If the spell is Armor of Agathys, you instead increase its temporary hit points by an amount equal to your Constitution modifier (minimum of 1).

Hill Giant. Immediately after you cast any of your Mark of the Ordning spells, you can target up to two creatures within 5 feet of you that you can see. Each target must succeed on a Strength saving throw against your spell save DC or be pushed a number of feet away from you equal to 5 + your Constitution modifier (minimum of +1). A target can choose to fail this save.

Stone Giant. Immediately after you cast any of your Mark of the Ordning spells, you gain a bonus to AC equal to your Constitution modifier (minimum of +1) until the end of your next turn.

Storm Giant. Immediately after you cast any of your Mark of the Ordning spells, up to three creatures of your choice that you can see within 30 feet of you take lightning damage equal to your Constitution modifier (minimum of 1).

Rage of Fallen Ostoria

Starting at 6th level, you gain the ability to channel the souls of your ancestors into your physical form. When you start casting a sorcerer spell on your turn and expend a spell slot, you can increase your size by one category – from Medium to Large, for example. This increase lasts for 1 minute. It ends early if you die or are incapacitated. Until it ends, you gain the following benefits:

  • Your current hit points and your hit point maximum both increase by 2 per sorcerer level.
  • Your reach increases by 5 feet.
  • Your walking speed increases by 5 feet.
  • You have advantage on Strength checks and Strength saving throws.
  • You gain a bonus to the damage rolls of your melee weapon attacks; the bonus equals your Constitution modifier (minimum of +1).

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

Blessing of the All Father

At 9th level, your Constitution score increases by 2, up to a maximum of 22.

In addition, you can now use Rage of Fallen Ostoria twice between rests, but no more than once on a turn. If you use that feature while under its effects, its increases to your size, hit points, reach, and walking speed are cumulative.

Phoenix Sorcery

Your power draws from the immortal flame that fuels the legendary phoenix. You or your ancestors perhaps rendered a phoenix a great service, or you were born in its presence. Whatever the cause, a shard of the phoenix’s power dwells within you.

That power is a mixed blessing. Like the mythical creature, you can invoke fiery energy and gain the ability to cheat death itself. This power comes at a cost. The fire within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires. You can’t bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire.

More importantly, this gift comes with no special protection from fire. You are as vulnerable as any other creature to fiery magic, including your own. Phoenix sorcerers can use their powers to pull themselves back from the brink of death, and all too often their own, rash nature or reliance on destructive magic is what puts them there in the first place.

Such sorcerers are wanderers by necessity. The volatile nature of their magic makes other folk nervous. If a fire breaks out in town, a phoenix sorcerer had best flee, whether guilty or not. Fire is a dangerous force, and phoenix sorcerers have a reputation (deserved or not) for reckless behavior, confident that the essence of the phoenix can save them.

Ignite

At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.

Mantle of Flame

Starting at 1st level, you can unleash the phoenix fire that blazes within you.

As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:

  • You shed bright light in a 30-foot radius and dim light for an additional 30 feet.

  • Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.

  • Whenever you roll fire damage on your turn, the roll gains a bonus equal to your Charisma modifier.

PART 4 | SORCERER

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

Phoenix Spark

Starting at 3rd level, the fiery energy within you grows restless and vengeful. In the face of defeat, it surges outward to preserve you in a fiery roar.

If you are reduced to 0 hit points, you can use your reaction to draw on the spark of the phoenix. You are instead reduced to 1 hit point, and each creature within 10 feet of you takes fire damage equal to half your sorcerer level + your Charisma modifier.

If you use this feature while under the effects of your Mantle of Flame, this feature instead deals fire damage equal to your sorcerer level + double your Charisma modifier, and your Mantle of Flame immediately ends.

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

Nourishing Fire

Starting at 6th level, your fire spells soothe and restore you. When you expend mana to cast a spell that includes a fire damage roll, you regain hit points equal to the spell’s level + your Charisma modifier.

Form of the Phoenix

At 9th level, you finally master the spark of fire that dances within you. While under the effect of your Mantle of Flame feature, you gain additional benefits:

• You have a flying speed of 40 feet and can hover.

• You have resistance to all damage.

• If you use your Phoenix Spark, that feature deals an extra 20 fire damage to each creature.

Pyromancy

Your innate magic manifests in fire. You are your fire, and your fire is you.

Although this Sorcerous Origin was created for MTG, it is not tied to a specific setting or story, meaning its flavor is open to any setting and story. Regardless, ask your DM before using it.

You could easily create mages of other elements by swapping out the Pyromancer's fire damage and fire resistance for damage and resistance of other elements. For instance, you could create a cryomancer by replacing fire with cold, or an electromancer by replacing fire with lightning. As always, ask your DM before doing so.

Heart of Fire

At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1).

Fire in the Veins

At 3rd level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage.


Pyromancer's Fury

Starting at 6th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level, and ignores resistance to fire damage.

Fiery Soul

At 9th level, you gain immunity to fire damage. In addition, any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.

Sea Sorcery

The power of water is the strength of flexibility, resilience, and a relentless nature. Water parts to allow a ship to sail over it or a diver to plunge into it, but their passing leaves no mark. Water flowing down a mountain reaches the sea. It might bend and turn across valleys and down hillsides, but it slowly and steadily returns to the waves. Those whose souls are touched by the power of elemental water command a similar power.

Your heritage ties to powerful creatures of the sea, such as nereids, the lords of the merfolk, and elemental powers. Like a river, you feel the call of the ocean. The call is ever present in your heart, and you are never completely at peace until you are near the sea.

Soul of the Sea

At 1st level, your tie to the sea grants you the ability to breathe underwater, and you have a swim speed equal to your walking speed.

Curse of the Sea

When you choose this origin at 1st level, you learn the secret of infusing your spells with a watery curse.

When you hit a creature with a cantrip’s attack or when a creature fails a saving throw against your cantrip, you can curse the target until the end of your next turn or until you curse a different creature with this feature.

Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell isn’t a cantrip (you choose the effect to use if more than one effect applies):

Cold Damage. If the affected target takes cold damage from your spell, the target’s speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target’s speed, use whichever reduction is greater.

Lightning Damage. If the affected target takes lightning damage from your spell, the target takes additional lightning damage equal to your Charisma modifier.

Forced Movement. If the target is moved by your spell, increase the distance it is moved by 15 feet.

Watery Defense

At 3rd level, you gain resistance to fire damage.

PART 5 | SORCERER

You also gain the ability to defend yourself by momentarily assuming a watery form. As a reaction when you are hit by an attack and take bludgeoning, piercing, or slashing damage from it, you can reduce that damage by an amount equal to twice your sorcerer level plus your Charisma score, and then you can move up to 30 feet without provoking opportunity attacks. Once you use this special reaction, you can’t use it again until you finish a short or long rest.

Shifting Form

Starting at 6th level, you gain the ability to enter a liquid state while moving.

When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy’s space but can’t willingly end your move there.

On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you’re forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.

Water Soul

Starting at 9th level, your being is altered by the power of the sea. You gain the following benefits:

  • You no longer need to eat, drink, or sleep.

  • A critical hit against you becomes a normal hit.

  • You have resistance to bludgeoning, piercing, and slashing damage.

Shadow Magic

You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.

The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul.

Shadow Sorcerer Quirks

At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.

d6 Quirk
1 You are always icy cold to the touch.
2 When you are asleep, you don't appear to breathe (though you must still breathe to survive).
3 You barely bleed, even when badly injured.
4 Your heart beats once per minute. This event sometimes surprises you.
5 You have trouble remembering that living creatures and corpses should be treated differently.
6 You blinked. Once. Last week.

Eyes of the Dark

From 1st level, you have darkvision with a range of 120 feet.

When you reach 3rd level in this class, you learn the Darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

Strength of the Grave

Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, you can't use this feature again until you finish a long rest.

Hound of Ill Omen

At 3rd level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf’s statistics, with the following changes:

  • The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.

  • It appears with a number of temporary hit points equal to half your sorcerer level.

  • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object.

  • At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.

The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

Shadow Walk

At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Umbral Form

Starting at 9th level, you can spend 6 sorcery points as a bonus action to transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

PART 6 | SORCERER

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

Stone Sorcery

Your magic springs from a mystical link between your soul and the magic of elemental earth. You might trace a distant ancestor to the Plane of Earth, or your family might have earned a mighty boon in return for a service to the dao lords. Whatever your past, the magic of elemental earth is yours to command.

Your link to earth magic grants you extraordinary resilience, and stone sorcerers have a natural affinity for combat. A steel blade feels like a natural extension of your body, and sorcerers with this origin have a knack for wielding both shields and weapons. In combat your place is amid the fray. You rely on your elemental nature to shield you from harm and your magic and metal weapons to overwhelm your foes.

Bonus Proficiencies

At 1st level, you gain proficiency with shields, simple weapons, and martial weapons.

Metal Magic

Your affinity for metal gives you the option to learn some non-sorcerer spells that focus on weapon attacks. When your Spellcasting feature lets you learn a sorcerer spell of 1st level or higher, you can select the spell from the following list of spells, in addition to the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

Stone Sorcery Spells
Spell Level Spell
1st Compelled Duel
1st Searing Smite
1st Thunderous Smite
1st Wrathful Smite
2nd Branding Smite
2nd Magic Weapon
3rd Blinding Smite
3rd Elemental Weapon
4th Staggering Smite

Stone's Durability

At 1st level, your connection to stone gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.

As an action, you can gain a base AC of 13 + your Constitution modifier if you aren’t wearing armor, and your skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield.

Stone Aegis

Starting at 3rd level, your command of earth magic grows stronger, allowing you to harness it for your allies’ protection.

As a bonus action, you can grant an aegis to one allied creature you can see within 60 feet of you. The aegis is a dim, gray aura of earth magic that protects the target. Any bludgeoning, piercing, or slashing damage the target takes is reduced by 2 + your sorcerer level divided by 2. This effect lasts for 1 minute, until you use it again, or until you are incapacitated.

In addition, when a creature you can see within 60 feet of you hits the protected target with a melee attack, you can use your reaction to teleport to an unoccupied space you can see within 5 feet of the attacker. You can teleport only if you and the attacker are on the same surface. You can then make one melee weapon attack against the attacker. If that attack hits, it deals an extra 1d10 force damage. This extra damage increases to 2d10 at 5th level and 3d10 at 8th level.

Stone's Edge

Starting at 6th level, your mastery of earth magic allows you to add the force of elemental earth to your spells. When you cast a spell that deals damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra force damage equal to half your sorcerer level. This feature can be used only once per casting of a spell.

Earth Master's Aegis

Beginning at 9th level, when you use your Stone’s Aegis to protect an ally, you can choose up to three creatures to gain its benefits.

Storm Sorcery

Your innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being.

Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats.

Wind Speaker

The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

Tempestuous Magic

Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

PART 7 | SORCERER

Heart of the Storm

At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to your sorcerer level.

Storm Guide

At 3rd level, you gain the ability to subtly control the weather around you.

If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.

Storm's Fury

Starting at 6th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals to four times your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

Wind Soul

At 9th level, you gain immunity to lightning and thunder damage.

You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.

Wild Magic

Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.

Wild Magic Surge

Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 5 or lower, roll on the Wild Magic Surge table to create a random magical effect.


Tides of Chaos

Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.

Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Bend Luck

Starting at 3rd level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

Controlled Chaos

At 6th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

Spell Bombardment

Beginning at 9th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

Wild Magic Surge
d100 Effect
01-02 Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
03-04 For the next minute, you can see any invisible creature if you have line of sight to it.
05-06 A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.
07-08 You cast Fireball as a 3rd-level spell centered on yourself.
09-10 You cast Magic Missile as a 5th-level spell.
11-12 Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
13-14 You cast Confusion centered on yourself.
15-16 For the next minute, you regain 5 hit points at the start of each of your turns.
17-18 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
19-20 You cast Grease centered on yourself.
21-22 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.

PART 8 | SORCERER

d100 Effect
23-24 Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect.
25-26 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
27-28 For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
29-30 You teleport up to 60 feet to an unoccupied space of your choice that you can see.
31-32 You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
33-34 Maximize the damage of the next damaging spell you cast within the next minute.
35-36 Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
37-38 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
39-40 You regain 2d10 hit points.
41-42 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
43-44 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
45-46 You cast Levitate on yourself.
47-48 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
49-50 You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
51-52 A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
53-54 You are immune to being intoxicated by alcohol for the next 5d6 days.
55-56 Your hair falls out but grows back within 24 hours.
57-58 For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
59-60 You regain 2 sorcery points.
61-62 For the next minute, you must shout when you speak.
63-64 You cast Fog Cloud centered on yourself.
65-66 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
67-68 You are frightened by the nearest creature until the end of your next turn.
d100 Effect
69-70 Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
71-72 You gain resistance to all damage for the next minute.
73-74 A random creature within 60 feet of you becomes poisoned for 1d4 hours.
75-76 You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
77-78 You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
79-80 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
81-82 You can take one additional action immediately.
83-84 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
85-86 You cast Mirror Image.
87-88 You cast Fly on a random creature within 60 feet of you.
89-90 You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
91-92 If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
93-94 Your size increases by one size category for the next minute.
95-96 You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
97-98 You are surrounded by faint, ethereal music for the next minute.
99-00 You regain all expended sorcery points.

Runechild

The weave and flow of magic is mysterious and feared by many. Many study the nature of the arcane in hopes of learning to harness it, while sorcerers carry innate talent to sculpt and wield the errant strands of power that shape the world. Some sorcerers occasionally find their body itself becomes a conduit for such energies, their flesh collecting and storing remnants of their magic in the form of natural runes. These anomalies are known in erudite circles as runechildren. The talents of a runechild are rare indeed, and many are sought after for study by mages and scholars alike, driven by a prevalent belief that the secrets within their body can help understand many mysteries of the arcane. Others seek to enslave them, using their bodies as tortured spell batteries for their own diabolic pursuits. Their subjugation throughout history has driven the few that exist this day into hiding their essence – a task that is not easy, given the revealing nature of their gifts.

PART 9 | SORCERER

Essence Runes

At 1st level, your body has begun to express your innate magical energies as natural runes that hide beneath your skin. You begin with 1 Essence Rune, and gain an additional rune whenever you gain a level in this class. Runes can manifest anywhere on your body, though the first usually manifests on the forehead. They remain invisible when inert.

At the end of a turn where you spent any number of sorcery points for any of your class features, an equal number of essence runes glow with stored energy, becoming charged runes. If you expend a charged rune to use one of your Runechild features, it returns to being an inert essence rune.

As a bonus action, you may spend any number of sorcery points to convert an equal number of essence runes into charged runes. If you have no sorcery points and no charged runes, you can convert a single essence rune into a charged rune as an action.

If you have 5 or more charged runes, you emit bright light in a 5 foot radius and dim light for an additional 5 feet. Any charged runes revert to inert essence runes after you complete a long rest.

Glyphs of Aegis

Beginning at 1st level, you can release the stored arcane power within your runes to absorb or deflect threatening attacks against you. Whenever you take damage from an attack, hazard, or spell, you can use a reaction to expend any number of charged runes, rolling 1d6 per charged rune. You subtract the total rolled from the damage inflicted by the attack, hazard, or spell.

At 3rd level, you can use an action to expend a charged rune, temporarily transferring a Glyph of Aegis to a creature you touch. A creature can only hold a single glyph, and it lasts for 1 hour, or until the creature is damaged by an attack, hazard, or spell. The next time that creature takes damage from any of those sources, roll 1d6 and subtract the number rolled from the damage roll. The glyph is then lost.

Sigilic Augmentation

Upon reaching 3rd level, you can channel your runes to temporarily bolster your physical capabilities. You can expend a charged rune as a bonus action to enhance either your Strength, Dexterity, or Constitution, granting you advantage on ability checks with the chosen ability score until the start of your next turn. You can choose to maintain this benefit additional rounds by expending a charged rune at the start of each of your following turns.

Manifest Inscriptions

At 3rd level, you can reveal hidden glyphs and enchantments that surround you. As an action, you can expend a charged rune to cause any hidden magical marks, runes, wards, or glyphs within 15 feet of you to reveal themselves with a glow for 1 round. This glow is considered dim light for a 5 foot radius around the mark or glyph.


Runic Torrent

Upon reaching 6th level, you can channel your stored runic energy to instill your spells with overwhelming arcane power, bypassing even the staunchest defenses. Whenever you cast a spell, you can expend a number of charged runes equal to the spell’s level to allow it to ignore any resistance or immunity to the spell’s damage type the targets may have.

Arcane Exemplar Form

Beginning at 9th level, you can use a bonus action and expend 6 or more charged runes to temporarily become a being of pure magical energy. This new form lasts for 3 rounds plus 1 round for each charged rune expended over 6. While you are in your exemplar form, you gain the following benefits:

  • You have a flying speed of 40 feet.
  • Your spell save DC is increased by 2.
  • You have resistance to damage from spells.
  • When you cast a spell of 1st level or higher, you regain hit points equal to the spell’s level.

When your Arcane Exemplar form ends, you can’t move or take actions until after your next turn, as your body recovers from the transformation. Once you use this feature, you must finish a long rest before you can use it again.

PART 10 | SORCERER

The Sorcerer
Level Features Cantrips Known Spells Known Bonus Mana Sorcery Points
1st Sorcerous Origin, Spellcasting 3 3 +1 0
2nd Font of Magic, Metamagic 3 3 +1 2
3rd Sorcerous Origin Feature 3 4 +2 3
4th Ability Score Improvement 4 4 +2 4
5th Extra Metamagic 4 5 +2 5
6th Sorcerous Origin Feature 4 5 +3 6
7th 5 6 +3 7
8th Ability Score Improvement 5 6 +3 8
9th Sorcerous Origin Feature 5 7 +4 9
10th Extra Metamagic, Sorcerous Restoration 5 7 +4 10

PART 11 | SORCERER

Swashbuckler

You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance.

A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.

Class Features

As a swashbuckler, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, martial weapons
  • Tools: Vehicles (Water) and Dice set or playing card set

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose three from Acrobatics, Insight, Perception, Performance, Persuasion, and Sleight of Hand

Equipment

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

  • (a) two martial weapons or (b) a simple weapon and a martial weapon or (c) two simple weapons
  • (a) three daggers and a shield (buckler) or (b) a hand crossbow and 20 crossbow bolts in a bolt case
  • (a) a burglers's pack (b) an explorer's pack
  • clothing (common), leather armor, fancy hat, and leather boots (3 lb)

Fighting Style

At 1st 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.

Suave Defense

You've always been devilishly charming, and now that charm can protect you when diplomacy fails. When you're not wearing armour or carrying a shield, your Armour Class equals 10 + your Dexterity modifier + your Charisma modifier.

Dueling Wielding

When you are wielding two melee weapons with the finesse, you gain a +2 bonus to damage rolls with both weapons in addition you may add your modifier to the damage of the off hand weapon.

Pirate

When you are wielding a finesse melee weapon in one hand and a hand crossbow or firearm in the other. You can use both with one attack action, you do not have disadvantage for the ranged attack, if an enemy is 5ft of you. You gain a +1 bonus to attack rolls with both weapons.


Water Dance

While in combat you can spend a bonus action to take the Disengage action. During disengage no attack roll has advantage against you. In addition when you take an attack action with a melee weapon and you miss at least once, you can use a bonus action to attack an additional time with the same weapon.

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Sure Footed

Starting at 1st level, You and everyone know that the foundation for good form is knowing where your feet are, consequently you are very good at keeping on your toes. Any movement penalty from difficult terrain is reduced by half, rounded down.

In addiotion at 7th level, you gain advantage on Dexterity saving throws against being knocked prone, grappled, or incapacitated and at 10th level, this becomes advantage on all Dexterity saving throws.

Rakish Audacity

Starting at 2nd level, your confidence propels you into battle. You add your Charisma modifier to your initiative rolls.

Elegant Maneuver

Starting at 3rd level, as a bonus action you gain advantage on the next Dexterity (Acrobatics) check or melee attack you preform during that turn. You can use this feature up to your Dexterity modifier amount of times per long rest.

Fancy Footwork

Starting at 5th level, you learn how to land a strike and then slip away without reprisal. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, this only works if you hurt the creature.

PART 1 | SWASHBUCKLER

Uncanny Dodge

Starting at 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Opportunist

Starting at 7th level, when you take an attack of opportunity it is with advantage. Additionally when attacking a shield bearing opponent your attacks hit as if the target is not shielded (their AC is decreased as if they have no shield).

Attacks against heavily armored opponents deal extra damage equal to your Charisma modifier and decrease their movement speed by 10 ft until the end of their next turn.

Incredible Feint

Beginning at 9th level, your mastery of the blade lets you turn a simple melee attack failure into a strategic move during combat. If you miss with an attack roll, you can use this feature to re-roll it as if it never happened, but this time with advantage. You can use this even after the DM has announced that you miss. You may use this feature up to your Dexterity modifier amount of times per long rest.

Masterful Maneuvers

Begining at 10th level your combat skills have been honed to a fine edge and you learn some advanced combat maneuvers. You may use up to two maneuvers per rest and only one maneuver per attack. You learn the the following maneuvers:

Masterful Disarm

When you hit a creature with a weapon attack, you can use this maneuver to force it to drop one item of your choice that it's holding. The target must make a Strength saving throw against your attack roll. On a failed save it drops the item.

Masterful Lunge

You can use this maneuver to lunge when you attack with a single handed weapon. This extends the range by 10 feet. Additionally, you gain advantage on this attack roll and may re-position towards your target up to 10 feet.

Masterful Parry

When another creature damages you with a melee attack you can use this maneuver to reduce the incoming damage by twice your Dexterity modifier + your Swashbuckler level.

Masterful Riposte

Whenever a creature attacks you with a melee weapon attack you can use this maneuver to make a melee weapon attack against that creature. If your attack hits, you can add twice your Charisma modifier to the damage.

Masterful Trip

When you hit a creature with a weapon attack, you can use this maneuver to attempt a trip. It must succeed a Strength saving throw against your attack roll, on a failed save the target is knocked prone.


Class Table

The Swashbuckler
Level Features
1st Fighting Style, Sure Footed
2nd Rakish Audacity
3rd Elegant Maneuver
4th Ability Score Improvement
5th Extra Attack, Fancy Footwork
6th Uncanny Dodge
7th Opportunist
8th Ability Score Improvement
9th Incredible Feint
10th Masterful Maneuvers

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PART 2 | SWASHBUCKLER

Thief

You hone your Skills in the larcenous arts. Burglars, bandits, cut purses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional Treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and Stealth, you learn Skills useful for delving into ancient ruins, reading unfamiliar Languages, and using Magic Items you normally couldn’t employ.

Class Features

As a thief, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor, shields
  • Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords, warpick
  • Tools: Thieve's tools

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose any four skills

Equipment

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

  • (a) a martial weapon and a shield (buckler) or (b) a martial weapon and simple weapon
  • (a) five daggers or (b) any simple melee weapon
  • a shortbow, quiver filled with 20 arrows, thieve's tools, robe, clothing (common) and, a burgler's pack

Second-Story Work

Beginning at 1st level, you gain the ability to climb faster than normal; climbing no longer costs you extra Movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Thieves' Cant

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.


Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Poison Savant

Starting at 2nd level, you gain proficiency with the poisoner's kit. In addition you know how to put an extra kick in your poison brews. The poisons you make with the poisoner's kit are more potent then a normal alchemical poison. The extra effects of the poison will be determined by the GM once the poison is made.

Fast Hands

Starting at 3rd level, you can use the Bonus Action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

Supreme Sneak

Starting at 3rd level, you have advantage on a Dexterity (Stealth) check, if you move no more than half your speed on the same turn.

Evasion

Beginning at 5th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are 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.

Reliable Talent

By 5th level, you have refined your chosen skills until they approach perfection. 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.

Uncanny Dodge

Starting at 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Credit: Unknown

PART 1 | THIEF

Thief’s Reflexes

When you reach 7th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any Combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10. You can’t use this feature when you are surprised.

Use Magic Device

By 9th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of Magic Items.

You may also cast spells out of a stolen spellbook. Once per short rest you may prepare one spell from a spellbook to be cast during the day. You need to spend an extra bonus action to cast the spell and you may only have one spell prepared.

Spellcasting Ability

Intelligence is your spellcasting ability for your stollen spells, since you learn your spells through dedicated study and memorization. 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 stollen 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

Copy Cat

Starting at 10th level, the limits to what you can steal thin. Once per long rest you may steal a feature you see used and you gain it instead of this feature untill you take a long rest or are rendered uncontious at which point you regain this feature.

Class Table

The Thief
Level Features
1st Second-Story Work, Thieves' Cant
2nd Cunning Action, Poison Savant
3rd Fast Hands, Supreme Sneak
4th Ability Score Improvement
5th Evasion, Reliable Talent
6th Uncanny Dodge, Expertise
7th Thief’s Reflexes
8th Ability Score Improvement
9th Use Magic Device
10th Copy Cat

Credit: Unknown

PART 2 | THIEF

Transmuter

The transmutation school of magic consisted of spells that changed the physical properties of some creature, thing, or condition. The school was previously known as alteration. A wizard who specialized in transmutation was known as a transmuter.

Class Features

As a transmuter, you gain the following class features

Hit Points


  • Hit Dice: 1d4 per transmuter level
  • Hit Points at 1st Level: 4 + your Constitution modifier
  • Hit Points at Higher Levels: 1d4 (or 3) + your Constitution modifier per transmuter level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: Choose one type of artisan's tool

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, 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) two daggers
  • (a) component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) an explorer’s pack
  • A transmuter's spellbook, clothing (common)

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting.

Cantrips

At 1st level, your spellbook contains two cantrips from the wizard spellbook. At higher levels you may write additional cantrips in your spellbook equal to the amount indicated under the Max Cantrips under the class table.

Spellbook

At 1st level, your have a spellbook containing the following transmutation spells: Barkskin, Create or Destroy Water, Dragon's Breath, Enlarge/Reduce, Fly, Goodberry, Heat Object, Shape Wood, Tiny Servant. Your spellbook is the repository of the spells you know.

Preparing and Casting Spells

To cast a spell of 1st-level or higher you need to have an arcane focus, components or component pouch, and the required to cast mana. You can use any amount of mana dice to restore mana at the end of a short rest. You regain all your spend mana when you finish a long rest and half of the used mana dice.

You prepare the list of spells that are available for you to cast. To do so, choose a number of spells from your or other spellbook in your possession equal to your Intelligence modifier + your Transmuter level. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent studying a spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for the spells you cast, since you learn your spells through dedicated study and memorization. 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 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

Ritual Casting

You can cast a spell as a ritual if that spell has the ritual tag and you have the spell in a spellbook in your possession. You don’t need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for spells you cast.

Minor Alchemy

Starting at 1nd level, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.

Power Stones

Starting at 2th level, at the end of a long rest you can choose to create a power stone that stores a type of transmutation magic. This costs you 20 of your maximum mana points. (Your MP maximum is decreased by 20 for as long as the stone exists) You can destroy a power stone as a bonus action.

A creature holding the stone in their off hand gains one of the chosen benefits, this benefit is chosen during the stone's creation process:

  • The creature is under the effect of the Darkvision spell.
  • The creature is under the effect of the Feather Fall spell.
  • The creature is under the effect of the Enhance Ability spell.
  • The creature is under the effect of the Levitate spell.
  • The creature can cast the Magic Weapon spell.
  • The creature can cast the Control Flames cantrip.
  • The creature can cast the Mold Earth cantrip.

PART 1 | TRANSMUTER

Transmutation Savant

Beginning at 3rd level, the gold and time you must spend to copy a transmutation spell into a spellbook is halved. You may now attempt to scribe or spellcraft a transmutation spell, when you do you may use your Arcana skill check instead of an Intelligence check. You may identify and read transmutation spells contained in a spellbook or a spell scroll.

Shapechanger

At 5th level, you add the polymorph spell to your spellbook, if it is not there already.

You can cast polymorph without spending mana. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower. You may stop the spell's effects at any time to return to your original form.

Once you cast polymorph in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available mana.

Mana Stones

Starting at 6th level, you can store a willing creature's mana inside a transmuter's stone turning it into a mana stone. A mana stone can store up to 25 mana points. This process takes up to a long rest to complete and you do not gain the effect of the rest if you decide to create a mana stone. Though you can create as many stones as avaliable mana allows during that rest.

A creature holding the stone and aware of it's use can crush the mana stone magicaly. This requires an action and 1 mana point. The mana in the stone is released and imbued in the creature restoring the same amount of stored mana points.

Extended Concentration

At 7th level, when concentrating on a Transmutation spell you can still cast Transmutation spells as, if you are not concentrating. When you lose concentration you can choose which one of your spells is dispelled. You can only concentrate on up to two spells using this feature and when you are you can't cast a spell unless you stop casting one of them.

Spell To Mana

At 9th level, you may cast Counterspell on a spell that is targeting you up to your Intelligence modifier amount of times per long rest. If you counter the spell you may restore some of your mana points equal to your spell save DC.

Master Transmuter

Starting at 10th level, you can use your action to consume the reserve of transmutation magic stored within one of your power stones in a single burst causing it to explode. When you do so, choose one of the following effects:

Decay. Every creature within 30 feet sphere of the bursting power stone advances in age by 1d8 + your transmuter level years. If a creature suffers this effect twice or more before taking a long rest. The creature must make a Constitution saving throw against your spell save DC. On a failed check the creature suffers 6d6 necrotic damage, if it dies from this damage it immediately turns to dust. Additionaly any non-magical equipment that suffer this effect three times is turned to dust.

Major Transformation. You can transmute one nonmagical object—no larger than a 5-foot cube—into another nonmagical object of similar size and mass and of equal or lesser value. You must spend 10 minutes handling the object to transform it.

Panacea. You remove all curses, diseases, and poisons affecting a creature that you are touching. The creature also regains up to half of it's maximum hit points.

Restore Life. You cast the raise dead spell on a creature you are touching. This doesn't require any mana or material components.

Restore Youth. Every creature within 30 feet sphere of the bursting power stone reduces it's age by 1d8 + your transmuter level years. This effect can't change you into a teenager or child but does restore your youthful appearance. In addition it doesn’t extend the creature’s lifespan.

Class Table

The Transmuter
Level Features Max Cantrips
1st Minor Alchemy 2
2nd Power Stones 2
3rd Transmutation Savant 2
4th Ability Score Improvement 3
5th Shapechanger 3
6th Mana Stones 3
7th Extended Concentration 3
8th Ability Score Improvement 4
9th Spell To Mana 4
10th Master Transmuter 4

Credit: Alacrity (http://www.rdinn.com)

PART 2 | TRANSMUTER

Warlock

With a pseudodragon curled on his shoulder, a young elf in golden robes smiles warmly, weaving a magical charm into his honeyed words and bending the palace sentinel to his will.

As flames spring to life in her hands, a wizened human whispers the secret na me of her demonic patron, infusing her spell with fiendish magic. Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse, through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.

Class Features

As a warlock, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two skills from Arcana, Deceplion, Hislory, Inlimidalion, Invesligalion, Nalure, and Religion

Equipment

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

  • (a) a light crossbow and 20 botls inside a crossbolt case or (b) any simple weapon
  • (a) a componentpouch or (b) an arcane focus
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • Leather armor, any simple weapon, and two daggers

Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facilily with spells.

Cantrips

You know two cantrips of your choice from the warlock spell list. You must lose 2 Hit Points to cast a warlock cantrip instead of Mana Points. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots

The Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots.

To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1sl-level spells of your choice from the warlock spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the lable's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

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

Spellcasting

Charisma is your spell casting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when selling the saving throw DC for a warlock 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

Spellcasting Focus

You can use an arcane focus (found in chapler 5) as a spellcasting focus for your warlock spells.

Otherworldly Patron

At 1st level, you have struck a bargain with an otherworldly being of your choice: Celestial, Hexblade, Kraken, The Archfey, The Fiend, or The Great Old One, The Undying, each of which is detailed further below. Your choice grants you features at 1st level and again at 3rd, 6th, and 9th level.

The beings that serve as patrons for warlocks are mighty inhabitants of other planes of existence-not gods, but almost godlike in their power. Various patrons give their warlocks access to different powers and invocations, and expect significant favors in return.

Some patrons collect warlocks, doling out mystic knowledge relatively freely or boasting of their ability to bind mortals to their will. Other patrons bestow their power only grudgingly, and might make a pact with only one warlock. Warlocks who serve the same patron might view each other as allies, siblings, or rivals.

PART 1 | WARLOCK

Celestial

Being connected to such power can cause changes in your behavior and beliefs. You might find yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, your heart might also be filled with a longing for the celestial realm of your patron, a desire to wander that paradise for the rest of your days. But you know that your mission is among mortals for now and that your pact binds you to bring light to the dark places of the world.

Expanded Spell List

The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st Guiding Bolt, Cure Wounds
2nd Flaming Sphere, Lesser Restoration
3rd Daylight, Revivify
4th Guardian of Faith, Wall of Fire
5th Flame Strike, Greater Restoration

Bonus Cantrips.

At 1st level, you learn the sacred flame and light cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Healing Light.

At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.

As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.

Your pool regains all expended dice when you finish a long rest.

Radiant Soul.

Starting at 3rd level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.

Celestial Resilience.

Starting at 6th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.


Seering Vengeance.

Starting at 9th level, the radiant energy you channel allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and then you stand up if you so choose. Each creature of your choice that is within 30 feet of you takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of the current turn.

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

Hexblade

You have made your pact with a mysterious entity from the Shadowfell – a force that manifests in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the most notable of these weapons, which have been spread across the multiverse over the ages. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting. Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.

Expanded Spell List

The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st Shield, Wrathful Smite
2nd Blur, Branding Smite
3rd Blink, Elemental Weapon
4th Phantasmal Killer, Staggering Smite
5th Banishing Smite, Cone of Cold

Hexblade's Curse

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

• You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.

• Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.

• If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

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

PART 2 | WARLOCK

Hex Warrior

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

Accursed Specter

Starting at 3rd level, you can curse the soul of a person you slay, temporarily binding it in your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).

The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife.

Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.

Armor of Hexes

At 6th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits you with an attack roll, roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll.

Master of Hexes

Starting at 9th level, you can spread your Hexblade's Curse from a slain creature to another creature. When the creature cursed by your Hexblade's Curse dies, you can apply the curse to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the curse in this way, you don't regain hit points from the death of the previously cursed creature.

Kraken

Sailors of all races and creeds seldom breach a topic widely regarded as taboo. This one unmentionable is known to both salty seadogs and green sailors as the mighty Kraken, the terror of the deep. The notion of a beast so mighty that it can simply drag entire vessels to the briney deep is enough to convince whole crews to stay ashore, so merely mentioning the titan would bring the ire of sailors of all types upon you. That said, there are those who have faced such a beast and lived to tell the tale, if they are to be believed. While most such claims are tall tales, there are those who bargain their souls for their survival in an encounter with a Kraken. They live, and the leviathan grants them power to exact its will upon the shores.


Kraken Expanded Spells

The Kraken lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spells list for you.

Expanded Spell List
Spell Level Spells
1st Fog Cloud, Create or Destroy Water
2nd Silence, Warding Wind
3rd Call Lightning, Tidal Wave
4th Black Tentacles, Control Water
5th Dominate Person, Maelstrom

Bonus Cantrip

At first level, you learn the Shape Water and Shocking Grasp cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.

Ocean's Embrace

Starting at 1st level, your Patron has given you a measure of its aquatic prowess. You gain a swimming speed equal to your walking speed and can hold your breath up to one hour. You can also cast spells with verbal components and gain darkvision while underwater. You may also apply your charisma bonus instead of your strength bonus to grapple checks. If you choose the Gifts of the Depths Eldritch Invocation from Xanathar's Guide to Everything, your swimming speed becomes equal to double your walking speed instead.

Grip of the Master

Starting at 3rd level, your Patron bestows on you two ten-foot long tentacles that adorn your sholders. You are considered proficient with unarmed strikes using your tentacles and may attack with them once per turn as either a standard or bonus action for bludgeoning damage equal to 1d4 per tentacle you have + your charisma modifier. Your tentacles have reach. They deal double damage against objects and structures and may be used to grapple. You gain a climbing speed equal to your walking speed, provided that you are not wearing medium or heavy armor.

Storm-Tossed Body

Beginning at 6th level, you gain resistance to lightning and thunder damage, as your frame has been pitched by unruly seas. You also are unaffected by difficult terrain as no fixed feature can match the chaos of the rolling decks that you've traversed.

Mastery of the Sea and Sky

Starting at 9th level, as a standard action, you can magically create three bolts of lightning, each of which can strike a target you can see within 120 feet. A target must make a dexterity saving throw with a DC equal to your spell save DC or take 4d10 lightning damage. A successful save halves the damage. Once you use this feature, you must complete a long rest to use it again. Additionally, you may cast Control Weather once per day without consuming a spell slot.

PART 3 | WARLOCK

Pact Boon - Pact of the Appendage

Your Patron has bestowed upon you two ten-foot long appendages that sprout from your back, just below where your arms connect to your torso. They appear to be appropriate to your patron: muscular arms for the Fiend, tentacles for the Kraken, or segmented, insectoid legs for the Great Old One, as examples. You may strike with them once per turn as either a standard or bonus action for bludgeoning damage equal to 1d4 per appendage + your charisma modifier. They have reach and may be used to grapple. You gain a climbing speed equal to your walking speed, provided you are not wearing medium or heavy armor. If your otherworldly patron is The Kraken and you have this pact while you have Grip of the Master, you will have a total of four tentacles instead of two, and you get advantage on all grapple checks. Warlocks of the Kraken with Grip of the Master may forgo this advantage in order to attempt to grapple two foes of medium size or smaller that are adjacent to each other.

Additional Eldritch Invocations:

Otherworldy Awareness

Pact of the Appendage or Grip of the Master

You may attack more than one foe with your pact appendage or tentacle strike. If you choose to do so, divide your d4s of bludgeoning damage amongst two or more foes within reach. If you strike more than one foe in this way, you no longer add your charisma bonus to the damage.

Fling

Pact of the Appendage or Grip of the Master; 3rd Level

As an Action, you can throw a medium-size or smaller opponent that you grapple with your pact appendages or tentacles. They can throw them a number of feet up to 10 times your charisma modifier, to a minimum of 10 feet. They must make a dexterity check with a DC equal to your spell save DC or take 1d6 bludgeoning damage for every ten feet they were flung. If you have both the Pact of the Appendage and Grip of the Master, you may instead throw a single Large-sized or smaller opponent, and they travel a distance up to 15 times your charisma modifier.

Lightning Whip

Pact of the Appendage or Grip of the Master; 3rd Level

As a Bonus Action, you may charge your pact appendages or tentacles with electricity for one minute. Until the effect ends, your pact appendage and/or tentacle strike damage is increased by 1d6 lightning damage, and any creatures grappled by you take 1d6 lightning damage at the start of each of your turns. Once you use this feature, you may not do so again until you complete a short or long rest.

Overcharged

Kraken Otherworldly Patron, 4th Level

When you cast a spell or use an ability that results in lightning damage, you may ignore resistance to lightning damage and deal half damage to foes with immunity to lightning damage.


Crushing Grip

Pact of the Appendage or Grip of the Master, 6th Level

Whenever a creature being grappled by your pact appendages and/or tentacles fails an attempt to free themselves, you may deal damage equal to your pact appendage or tentacle strike as a reaction. You may also use a standard action to deal damage equal to your pact appendage or tentacle strike to a creature you are grappling.

Master's Form

Kraken Otherworldly Patron, 8th Level

As an action, you may magically assume the form of a Lesser Kraken (see statblock below) once per day. You retain your hit points, charisma, intelligence, wisdom, and traits. You may remain in this form for a number of minutes equal to your Warlock level, or until you end the effect as a bonus action. If you are reduced to zero hitpoints, you return to your normal form and are knocked unconcious.

Eldritch Storm

Kraken Otherworldly Patron; Eldritch Blast Cantrip

Whenever you cast your Eldritch Blast cantrip, you may have it deal lightning or thunder damage instead of force. If you choose lightning, the blast creates a burst of light that gives creatures within five feet of you disadvantage on melee attacks against you until your next turn. If you choose thunder, the blast creates a burst of sound that wakes any sleeping creatures within 120 feet of the target.

Lash of the Deep Ones

Kraken Otherwordly Patron; Pact of the Blade; 4th Level

If you select a whip as your pact weapon, its damage die becomes d8. If you land a critical hit against an opponent that does not have water breathing or amphibious, and they are still alive after damage is dealt, they are considered grappled and begin suffocating as the whip is wrapped around their neck or the equivalent.

Friends from the Sea

Kraken Otherwordly Patron

If you selected an octopus as your familiar, replace the water breathing and hold breath traits with amphibious, and it gains a flying speed equal to its swimming speed and treats the air as if it were underwater for all its traits and features. When your octopus uses its ink cloud ability, the ink doesn't obscure your vision. If you selected the Pact of the Chain, you may have a Giant Octopus as your familiar, instead, and it gains the above traits.

PART 4 | WARLOCK


Lesser Kraken


  • Armor Class 16 (natural armor)
  • Speed 30 ft., swim 60 ft.

Amphibious. You can breathe both water and air.

Freedom of Movement. You ignore difficult terrain, and magical effects can't reduce your speed or cause you to be restrained. You can spend ten feet of movement to escape from nonmagical restraints or being grappled.

Seige Monster. You deal double damage to objects and structures.

Actions

Multiattack (Recharge 6). You make three tentacle attacks, each of which you may replace with one use of Fling.

Tentacle. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit 3d6+8 bludgeoning damage, and the target is grappled. Until this grapple ends, the target is restrained. You have ten tentacles, each of which may grapple one target.

Fling. One Medium or smaller object held or creature grappled by you is thrown up to 50 feet in a random direction and knocked prone. If the thrown target strikes a solid surface, it takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at a creature, that creature must make a DC 16 dexterity check or take the same damage.

Lightning Storm (Recharge 5-6). You magically create three bolts of lightning, each of which can strike a target you can see within 100 feet. A target must make a DC 16 dexterity saving throw or take 4d10 lightning damage. A successful save halves the damage.

The Archfey

Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam,the Prince of Fools; and ancient hags.

Archfey Expanded Spells

The Archfey lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spelllist for you.


Expanded Spell List
Spell Level Spells
1st Faerie Fire, Sleep
2nd Calm Emotions, Phantasmal Force
3rd Blink, Plant Growth
4th Dominate Beast, Greater Invisibility
5th Dominate Person, Seeming

Fey Presence

Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

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

Misty Escape

Starting at 3rd level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.

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

Beguiling Defenses

Beginning at 6th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage.

Dark Delirium

Starting at 9th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your warlock spell save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a spell). This effect ends early if the creature takes any damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose.

The creature can see and hear only itself, you, and the illusion. You must finish a short or long rest before you can use this feature again.

PART 5 | WARLOCK

The Fiend

You have made a pact with a fiend from the lower planes of existence, a being whose aims are evil, even if you strive against those aims. Such beings desire the corruption or destruction of ali things, ultimately including you. Fiends powerful enough to forge a pact include demon lords such as Demogorgon, Orcus, Fraz'Urb-Iuu, and Baphomet; archdevils such as Asmodeus, Dispater, Mephistopheles, and Belial; pit fiends and balors that are especially mighty; and ultroloths and other lords of the yugoloths.

Fiend Expanded Spells

The Fiend lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Expanded Spell List
Spell Level Spells
1st Burning Hands, Command
2nd Blindness/Deafness, Scorching Ray
3rd Fireball, Stinking Cloud
4th Fire Shield, Wall of Fire
5th Flame Strike, Hallow

Dark One's Blessing

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + twice your warlock level (minimum of 1).

Dark One's Own Luck

Starting at 3rd level, you can call on your patron to alter fate in your favor. When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.

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

Fiendish Resilience

Starting at 6th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

Hurl Through Hell

Starting at 9th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.

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


The Great One

Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. [ts motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you'll have earned allow you to draw your magic from it. Entities of this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings.

Great One Expanded Spells

The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Expanded Spell List
Spell Level Spells
1st Dissonant Whispers, Tasha's Hideous Laughter
2nd Detect Thoughts, Phantasmal Force
3rd Clairvoyance, Sending
4th Dominate Beast, Evard's Black Tentacles
5th Dominate Person, Telekinesis

Awakened Mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Entropic Wand

At 3rd level, you learn to magically ward yourself against attack and to turn an enemy's failed strike into good luck for yourself, When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest.

Though Shield

Starting at 6th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

PART 6 | WARLOCK

Create Thrall

At 9th level, you gain the ability to infect a humanoid's mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again. You can communicate telepathically with the charmed creature as long as the two of you are on the same plane existence.

The Undying

Death holds no sway over your patron, who has unlocked the secrets of everlasting life, although such a prize – like all power – comes at a price. Once mortal, the Undying has seen mortal lifetimes pass like the seasons, like the flicker of endless days and nights. It has the secrets of the ages to share, secrets of life and death. Beings of this sort include Vecna, Lord of the Hand and the Eye; the dread Iuz; the lich-queen Vol; the Undying Court of Aerenal; Vlaakith, lich-queen of the githyanki; and the deathless wizard Fistandantalus.

In the Realms, Undying patrons include Larloch the Shadow King, legendary master of Warlock's Crypt, and Gilgeam, the God-King of Unther.

Undying Expanded Spells

The following spells are added to the warlock spell list for you.

Expanded Spell List
Spell Level Spells
1st False Life, Ray of Sickness
2nd Blindness/Deafness, Silence
3rd Feign Death, Speak with Dead
4th Aura of Life, Death Ward
5th Contagion, Legend Lore

Among the Dead

Starting at 1st level, you learn the Spare the Dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.

Additionally, if an undead targets you directly with an attack or a harmful spell that is not an AoE that happens to include you, that creature must make a Wisdom saving throw against your spell save DC. On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell.

Defy Death

Starting at 3rd level,you can regain hit points equal to 1d8 + your Constitution modifier (minimum of 1 hit point) when you succeed on a death saving throw or when you stabilize a creature with spare the dying.

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


Undying Nature

Beginning at 6th level, you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests.

In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Indestructible Life

When you reach 9th level,on your turn, you can use a bonus action to regain hit points equal to 1d8 + your warlock level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches.

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

Eldritch Invocations

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

If an Eldritch Invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites.

Agonizing Blast

Prerequisite: eldritch blast cantrip

When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.

Ascendant Step

Prerequisite: 5th level You can cast Levitate on yourself at will, without expending a spell slot or material components.

Armor of Shadows

You can cast Mage Armor on yourself at will, without expending a spell slot or material components

Bewitching Whispers

Prerequisite: 4th level

You can cast Compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.

Book of Ancient Secrets

Prerequisite: Pact of the Tome feature You can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class’s spell list. The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.

On your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

PART 7 | WARLOCK

Beguiling Influence

You gain proficiency in the Deception and Persuasion skills.

Beast Speech

You can cast Speak with Animals at will, without expending a spell slot.

Chains of Carceri

Prerequisite: 8th level, Pact of the Chain feature

You can cast Hold Monster at will-targeting a celestial, fiend, or elemental-without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.

Devil's Sight

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Dreadful Word

Prerequisite: 4th level

You can't do so again until you finish a long rest.

Eldritch Sight

You can cast Detect Magic at will, without expending a spell slot.

Eldritch Spear

Prerequisite: eldritch blast cantrip

When you cast Eldritch Blast, its range is 300 feel.

Eyes of the Rune Keeper

You can read all writing.

Fiendish Vigor

You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components.

Gaze of Two Minds

You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turos to maintain this connection, extending the duration until the end of your next turno While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Life Drinker

Prerequisite: 6th level, Pact of The Blade feature

When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).

Mask of Many Faces

You can cast Disguise Self at will, without expending a spell slot

Master of Myriad Forms

Prerequisile: 8th level

You can cast Alter Self at will, without expending a spell slot

Minions of Chaos

Prerequisite: 5th level

You can cast Conjure Elemental once using a warlock spell slot. You can't do so again until you finish a long rest.

Mire The Mind

Prerequisite: 3rd level

You can cast Slow once using a warlock spell slot. You can't do so again until you finish a long rest.

Misty Visions

You can cast Silent Image at will, without expending a spell slot or material components.

One With Shadows

Prerequisite: 3rd level

When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.

Otherworldly Leap

Prerequisite: 5th level

You can cast Jump on yourself at will, without expending a spell slot or material components.

Repelling Blast

Prerequisite: eldritch blast cantrip

When you hit a creature with Eldritch Blast. you can push the creature up to 10 feet away from you in a straight line.

Sculptor of Flesh

Prerequisite: 4th level

You can cast Polymorph once using a warIock spell slot. You can't do so again until you finish a long rest.

Sign of Ill Omen

Prerequisite: 3rd level

You can cast Bestow Curse once using a warIock spell slot. You can't do so again until you finish a long rest.

Thief of Five Fates

You can cast Bane once using a warIock spell slot. You can't do so again until YOII finish a long rest.

Thirsting Blade

Prerequisite: 3rd level, Pact of the Blade feature

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on our turn.

Visions of Distant Realms

Prerequisite: 8th level

You can cast Arcane Eye at wilI, without expending a spell slot.

Voice of the Chain Master

Prerequisite: Pact ofthe Chain feature

You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, evcn if your familiar is normally incapable of speech.

Whispers of the Grave

Prerequisite: 5th level

You can cast Speak with Dead at will, without expending a spell slot.

PART 8 | WARLOCK

Witch Sight

Prerequisite: 8th level

You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Chain

You learn the Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms:

  • Imp
  • Pseudodragon
  • Quasit
  • Sprite

Additionally, when you take the attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own.

Pact of the Blade

You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, or if you dismiss the weapon (no action required), or if you die,

You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1-hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the l-hour ritual on a different weapon, or if you use a l-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space

Pact of the Tome

Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spelllist. While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known.

If you lose your Book of Shadows, you can perform a l-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.


Mystic Arcanum

At 7th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum. You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher level, you gain more warlock spells of your choice that can be cast in this way: one 7th level spell at 8th level, one 8th level spell at 9th level, and one 9th-level spell at 10th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Eledritch Master

At 10th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all our expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

PART 9 | WARLOCK

The Warlock
Level Features Cantrips Known Spells Known Spell Slots Spell Level Invocations Known
1st Otherworldly Patron, Pact Magic 2 2 1 1st
2nd Eldritch Invocations 2 3 1 2nd 2
3rd Otherworldly Patron Feature, Pact Boon 2 4 2 2nd 2
4th Ability Score Improvement 3 5 2 3rd 3
5th 3 6 2 3rd 4
6th Otherworldly Patron Feature 3 8 2 3rd 4
7th Mystic Arcanum (6th level) 4 10 3 4th 5
8th Ability Score Improvement, Mystic Arcanum (7th level) 4 12 3 4th 6
9th Otherworldly Patron Feature, Mystic Arcanum (8th level) 4 14 4 5th 7
10th Eldritch Master, Mystic Arcanum (9th level) 4 15 4 5th 8

PART 10 | WARLOCK

Warrior

Warriors are fierce and monstrous individuals once they are armed. They outskill all opponents in a fight.

Class Features

As a warrior, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor, Medium armor, Shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Acrobatics, Athletics, History, Medicine, Insight, Intimidation, Perception, and Survival

Equipment

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

  • (a) a martial weapon and a shield (kite) or (b) two martial weapons
  • (a) chain shirt or (b) leather armor, longbow, and 20 arrows inside a quiver
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • 2 handaxes, clothing (common)

Fighting Style

At 1st 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.

Archery

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

Dueling Wielding

When you are wielding two melee weapons with the finesse, you gain a +2 bonus to damage rolls with both weapons in addition you may add your modifier to the damage of the off hand weapon.

Great Weapon Fighting

When you roll a 1 or 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.

Mariner

As long as you not wearing heavy armor or wearing a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.


Water Dance

While in combat you can spend a bonus action to take the Disengage action. During disengage no attack roll has advantage against you. In addition when you take an attack action with a melee weapon and you miss at least once, you can use a bonus action to attack an additional time with the same weapon.

Combat Superiority

Starting at 2rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice, which are detailed in the Dungeons & Dragons 5th Edition Player Handbook under “Maneuvers” on page 74. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.

You learn two additional maneuvers of your choice at 4th, and 8th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 5th level and one more at 8th level.

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

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Student of War

At 3rd level, you gain proficiency with one type of artisan’s tools and one more skill proficiency of your choice.

Improved Critical

Beginning at 4th level, your weapon attacks score a critical hit on a roll of 19 or 20.

Improved Combat Superiority

At 6th level, your superiority dice turn into d10s. At 9th level, they turn into dl2s.

Superior Critical

Starting at 7th level, your weapon attacks score a critical hit on a roll of 18-20.

Action Surge

Starting at 10th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

You can use this feature once per short rest as it is taxing on the body

PART 1 | WARRIOR

Maneuvers

The maneuvers are presented in alphabetical order.

Commander’s Strike. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

Disarming Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

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

Evasive Footwork. When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

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

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

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

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

Menacing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s 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.

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

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

Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

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

Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

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

Class Table

The Warrior
Level Features Superiority Dice
1st Fighting Style 0
2nd Combat Superiority 4d8
3rd Student of War 4d8
4th Ability Score Improvement, Improved Critical 4d8
5th Extra Attack 5d8
6th Improved Combat Superiority 5d10
7th Superior Critical 5d10
8th Ability Score Improvement 6d10
9th Improved Combat Superiority 6d12
10th Action Surge, Extra Attack 6d12

PART 2 | WARRIOR

Credits

Put together by TheJoKeRx who borrowed ideas from Dungeon & Dragons 5th Edition player handbook, online resources, and made up the rest. Some was copied directly and some was modified for the explicit purpose of fun. All images are not my work and were credited if I was able to find the artist.


Sorry to anyone I was not able to credit.

Credit: choren64 (reddit)

Credit: Unknown (reddit)

VERSION 1.00 | CREDITS