LunaticKnight's Homebrew

A Homebrew Document for everything that does and doesn't fit on DnD Beyond

Introduction and Key

Hey! Thanks for stopping by in here and checking out my DnD Homebrew. Everything in this document is designed to be used in 5th Edition Dungeons and Dragons, so please keep that in mind before bringing it to your DM for use.

Some of the things in this document I created for specific games. Those particular creations are tagged with a code in brackets, like this: [EWF]. The key to understanding that is right below this little intro blurb. With that all in mind, enjoy browsing the weird and hopefully enjoyable creations I have here!

Game Code
Code Game
EWF Eternal Warfare
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Races, Subraces, and Variants

Dragonborn

Gemlogical Dragonborn [EWF]

Ability Score Increase

Your Intelligence or Charisma score increases by 2, and your Strength or Dexterity increases by 1.

Age

Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.

Alignment

Dragonborn tend to extremes, making a conscious choice for one side or the other in the cosmic war between good and evil (represented by Bahamut and Tiamat, respectively). Most dragonborn are good, but those who side with Tiamat can be terrible villains. Gemlogical Dragonborn, on the other hand, are more often than not Neutral.

Size

Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250 pounds. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Draconic Ancestry

You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage resistance are determined by the dragon type, as shown in the table.

Draconic Ancestry
Dragon Damage Type Breath Weapon
Amethyst Force 5 by 30 ft. line (Dex Save)
Crystal Radiant 5 by 30 ft. line (Dex Save)
Emerald Magical Bludgeoning 5 by 30 ft. line (Str Save)
Sapphire Thunder 5 by 30 ft. line (Dex Save)
Topaz Necrotic 15 ft. cone (Con Save)
Obsidian Fire 15 ft. cone (Dex Save)

Breath Weapon

You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one.

The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your breath weapon, you can’t use it again until you complete a short or long rest.

Damage Resistance

You have resistance to the damage type associated with your draconic ancestry.

Languages

You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds harsh to most other creatures and includes numerous hard consonants and sibilants.

Lizardfolk

Red-Scaled Lizardfolk [EWF]

Ability Score Increase

Your Constitution score increases by 2 and your Strength score increases by 1. Your time living in the harsh environment surrounding the volcano has increased your physical strength. This trait replaces the Ability Score Increase found in Volo's Guide to Monsters.

Accustomed to the Heat

Your race has evolved away from the typical swamplands and watery climates to adapt to the extreme heat around the volcanic areas of your homeland. You have resistance to fire damage. This trait replaces the Hold Breath trait found in Volo's Guide to Monsters.

Blue-Scaled Lizardfolk [EWF]

Ability Score Increase

Your Constitution score increases by 2 and your Intelligence score increases by 1. The time spent underwater by this folk has honed their mental prowess. This trait replaces the Ability Score Increase found in Volo's Guide to Monsters.

Amphibious

Having moved away from the semi-aquatic lifestyle of the swamplands, blue-scaled lizardfolk have adapted to spend most of their time underwater. You gain a swimming speed equal to your walking speed, and you can breathe both underwater and above it. This trait replaces the Hold Breath and Natural Armor traits found in Volo's Guide to Monsters.

Classes

Summoner

The Summoner
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Spell Slot Level Eidolon Evolutions
1st +2 Eidolon, Pact Magic, Servant's Bond 2 2 1 1st
2nd +2 Eidolon Evolutions 2 3 2 1st 2
3rd +2 Summoner's Bargain 2 4 2 2nd 2
4th +2 Ability Score Improvement 3 5 2 2nd 2
5th +3 3 6 2 3rd 3
6th +3 Eidolon Feature 3 7 2 3rd 3
7th +3 3 8 2 4th 4
8th +3 Ability Score Improvement 3 9 2 4th 4
9th +4 3 10 2 5th 5
10th +4 Eidolon Feature 4 10 2 5th 5
11th +4 Greater Spellcasting (6th level) 4 11 3 5th 5
12th +4 Ability Score Improvement 4 11 3 5th 6
13th +5 Greater Spellcasting (7th level) 4 12 3 5th 6
14th +5 Eidolon Feature 4 12 3 5th 6
15th +5 Greater Spellcasting (8th level) 4 13 3 5th 7
16th +5 Ability Score Improvement 4 13 3 5th 7
17th +6 Greater Spellcasting (9th level) 4 14 4 5th 7
18th +6 Merge Forms 4 14 4 5th 8
19th +6 Ability Score Improvement 4 15 4 5th 8
20th +6 Twin Eidolon 4 15 4 5th 8

Class Features

As a summoner, you gain the following class features.

Hit Points

Hit Dice: 1d8 per summoner level

Hit Points at 1st Level: 8 + your Constitution modifier

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

Proficiencies

Armor: Light Armor

Weapons: Simple Weapons

Tools: None

Saving Throws: Wisdom, Charisma

Skills: Choose two skills from Animal Handling, Arcana, History, Investigation, Nature, Persuasion, and Religion


Equipment

You start with the following equipment (or 4d4 x 10 GP) in addition to the equipment granted by your background:

  • (a) a light crossbow with 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) scholar's pack or (b) an explorer's pack
  • Leather armor and two daggers.

Eidolon

At first level, you have bound yourself to an eidolon that you can call upon in battle. Starting at first level, you choose an Aspect of a certain type of creature that determines your eidolon's abilties and nature, as well as some of your own abilities at 1st, 6th, 10th, and 14th levels. These aspects are detailed at the end of the class description. An eidolon's level is equal to your level at all times, and its proficiency bonus is equal to your proficiency bonus.

To summon your eidolon, you must either conduct a ritual that takes one minute to perform, or you may summon it as an action. When you summon it as an action, you draw upon a limited pool of magic that allows you to call upon your eidolon. You can instantly summon your eidolon a number of times equal to your Charisma modifier + your Summoner Level (minimum of 1). You regain all expended uses of this pool when you finish a long rest. The eidolon remains for one minute, or until you dismiss it as a bonus action.

Servant's Bond

When you first obtain your eidolon, you find that your minds become intertwined. Starting at first level, you can issue commands to your eidolon as a bonus action. As long as the eidolon is within 120 feet of you, you are able to communicate with it telepathically.

Pact Magic

As part of your contract with your eidolon, you have gained the ability to tap into arcane magic. See the Spells Rules for the rules of spellcasting. Your spell list is detailed at the end of the class description.

Cantrips

You know two cantrips from the summoner spell list. You learn additional summoner cantrips of your choice at higher levels, according to the Cantrips Known column of the Summoner Class Table.

Spell Slots

Much like the warlock, the Summoner Class Table shows how many spell slots you have to cast your summoner spells of 1st-5th level. The table also shows what level your spell slots are at. All your spell slots are the same level. To cast one of your summoner spells of 1st-5th level, you must expend a spell slot. You regain all your spell slots after taking a short or long rest.

Spells Known of First Level and Higher

At first level, you know two 1st-level spells from the summoner spell list.

The Spells Known column of the Summoner table shows when you learn more summoner 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 table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new summoner spell, which can be 1st, 2nd, or 3rd level.

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

Spellcasting Ability

Charisma is your spellcasting ability for your summoner spells, so 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 summoner spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your Proficiency Bonus + your Charisma modifier

Spell Attack Bonus = your Proficiency Bonus + your Charisma modifier

Spellcasting Focus

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

Eidolon Evolutions

Your bond of will with your eidolon has allowed you to shape the form it takes. At second level, your eidolon gains two evolutions, and more at higher levels as shown in the Eidolon Evolution column of the class table. Certain evolutions are limited by the eidolon's creature type or your summoner level. You cannot select an evolution more than once unless it specifies that you are able to do so.

Lithe Body

The eidolon is immune to the prone condition.

Natural Armor

The eidolon's form grants a +2 bonus to their armor class.

Skilled

The eidolon gains expertise in a skill of your choice.

Simple Weapon Training

Prerequisite: the ability to hold weapons.

The eidolon gains proficiency in simple weapons.

Trample

Prerequisite: Quadruped, Biped, or Serpentine form.

When the eidolon moves over a prone creature, the creature must succeed on a Dexterity saving throw (DC = 8 + proficiency bonus + Strength modifier

Winged

The eidolon gains a flying speed of 30 ft., as two wings sprout from its back.

Wing Buffet

Prerequisites: 'Winged' evolution

The eidolon gains a buffetting attack that pushes back targets. The target of the attack must make a Dexterity saving throw (DC = 8 + proficiency bonus + eidolon's Dexterity modifier) or take 1d6 blugeoning damage and be pushed back 5 feet. On a successful save, the target takes half the damage and is not pushed back.

Summoner's Bargain

Starting at third level, your will shapes how you and your eidolon interact, changing how their power manifests itself. Choose one of the Pact Bargains below.

Bargain of the Conduit

Your bond with your eidolon grants you the ability to share hit points. As an action, you can transfer a number of hit points up to an amount equal to your level to or from your eidolon. You cannot reduce yourself or your eidolon below 1 hit point with this ability.

Bargain of the Shadow

Your eidolon's form becomes imbued with tendrils of darkness. When your eidolon is within areas of darkness or dim light, it can become invisible as a bonus action. When your eidolon has advantage on an attack roll or if an ally of your eidolon is within 5 ft. of the target of the eidolon's attack, the attack deals an extra 1d8 damage of its type.

Bargain of the Shield

Your eidolon is bound to defend you in all cases. While you are within your eidolon's reach and are targeted by an attack, your eidolon can use its reaction to impose disadvantage on the attack. Similarly, if you are targeted by an effect or spell that would force you to make a Strength, Dexterity, or Constitution saving throw while within your eidolon's reach, your eidolon may use its reaction to grant you advantage on the saving throw.

Bargain of the Spear

Your eidolon is optimized for sheer offense. The eidolon's critical hit range is expanded to 19-20, and it gains a bonus to its damage rolls equal to your Charisma modifier.

Ability Score Increase

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

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

Greater Spellcasting

At 11th level, you gain the ability to cast an incredibly powerful spell. Choose one 6th-level spell from the Summoner Spell List. You can cast that spell once without expending a spell slot. Once you do so, you cannot cast it again until you finish a long rest.

At higher levels, you gain more summoner spells that can be cast in this way. At 13th level, you gain a 7th-level spell. At 15th-level, you gain an 8th-level spell. At 17th-level, you gain a ninth-level spell. You regain all uses of Greater Spellcasting when you finish a long rest.

Merge Forms

Starting at 18th level, when you and your eidolon are within five feet of each other, you can merge forms as an action. When you merge forms, you become one creature with one set of actions. Your physical statistics are replaced with those of your eidolon, and you have advantage on Intelligence, Wisdom, and Charisma saving throws. During the time you spend merged, you gain access to all of the eidolon's evolutions and cast cast your summoner spells as normal. Damage dealt to this form is transferred to the eidolon. This transformation lasts for one minute or until the eidolon's hit points are reduced to zero, after which you are ejected.

Once you use this feature, you cannot use it again until you finish a long rest.

Twin Eidolon

Starting at 20th level, you can transform into your eidolon as an action. During this transformation, you gain access to all of the eidolon's evolutions, and your Strength, Dexterity, and Constitution scores are all replaced by those of your eidolon. You gain temporary hit points equal to your eidolon's total hit points. Any gear you are wearing either merges with your new form or falls to the ground around you if your new form cannot wear it. Your creature type and all racial traits are replaced by those of your eidolon. This transformation lasts for one minute or until your temporary hit point total is reduced to zero, after which you revert to your original state. Any temporary hit points you have that were granted by this feature disappear when the time runs out.

Once you use this feature, you cannot use it again until you finish a long rest.

Eidolon Rules

When you first gain your eidolon at 1st level, you must choose the form it takes and the aspect from which it is drawn. The aspect will grant class features at 1st, 6th, 10th, and 14th level. Aspects are detailed below, followed by forms.

All eidolons are immune to the exhaustion, petrified, and poisoned conditions and all have resistance to poison damage.

_

Aspect of the Elemental

Fury of the Elements

Your eidolon has the Elemental creature type.

Aspect of the Dragon

Dragon Tamer

Your eidolon has the Dragon creature type.

Form Restriction

Dragon eidolons can only take on the Serpentine Form.

Aspect of the Mirror

Two are better than One

Your eidolon has the same creature type as you, including subtype.

Form Restriction

Mirror Eidolons can only take on the Biped Form, unless the summoner would fall into one of the other categories. In that case, the Mirror Eidolon can only take on the other category.

Aspect of the Ooze

Fluid Body

Your eidolon has the Ooze creature type.


Base Avian Eidolon

Medium creature, unaligned


  • Armor Class 13
  • Base Hit Points 11 (10 + 1; add 1d10 (6) + Constitution modifier for every level above first.)
  • Speed 10 ft., 30 ft. fly

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 7 (-2) 10 (+0) 11 (+0)

  • Saving Throws Dexterity, Wisdom
  • Condition Immunities exhaustion, petrified, poisoned
  • Resistances poison
  • Senses Passive Perception 10
  • Languages Any known by its summoner

Flyby. This creature does not provoke attacks of opportunity when it flies out of a creature's reach.

Summoned Creature. When the eidolon is reduced to zero hit points, it returns to its plane of origin.

Extra Evolutions. An eidolon with the Avian form has the following extra evolutions:

  • Winged. This eidolon has a flying speed of 30 ft.
  • Wing Buffet. This eidolon gains a buffetting attack to use with its wings.

Actions

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

Wing Buffet. DC 13 Dexterity saving throw, reach 10 ft., one target. On a failed save, the target takes 1d6 blugeoning damage and is pushed back 5 feet. On a success, the target takes half the damage and is not pushed back.


Base Biped Eidolon

Medium creature, unaligned


  • Armor Class 12
  • Base Hit Points 11 (10 + 1; add 1d10 (6) + Constitution modifier for every level above first.)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 7 (-2) 10 (+0) 11 (+0)

  • Saving Throws Constitution, Wisdom
  • Condition Immunities exhaustion, petrified, poisoned
  • Resistances poison
  • Senses Passive Perception 10
  • Languages Any known by its summoner

Summoned Creature. When the eidolon is reduced to zero hit points, it returns to its plane of origin.

Extra Evolutions. An eidolon with the Biped form has the following extra evolutions:

  • Simple Weapon Training. This eidolon is proficient in simple weapons. It can add your proficiency bonus to its attack rolls with simple weapons.
  • Skilled. This eidolon gains expertise in one skill of your choice.

Actions

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


Base Quadruped Eidolon

Medium creature, unaligned


  • Armor Class 14
  • Base Hit Points 12 (10 + 2; add 1d10 (6) + Constitution modifier for every level above first.)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 7 (-2) 10 (+0) 11 (+0)

  • Saving Throws Strength, Constitution
  • Condition Immunities exhaustion, petrified, poisoned
  • Resistances poison
  • Senses Passive Perception 10
  • Languages Any known by its summoner

Summoned Creature. When the eidolon is reduced to zero hit points, it returns to its plane of origin.

Extra Evolutions. An eidolon with the Quadruped form has the following extra evolutions:

  • Trample. When this eidolon moves over a prone creature, the creature must make a DC 12 Dexterity saving throw or take 8 (2d6) blugeoning damage, or half on a successful save.
  • Natural Armor. This eidolon has a +2 bonus to their AC from their natural armor.

Actions

Body Slam. Melee Attack: +4 to hit, reach 5 ft., one target. Hit 8 (1d8+2) bludgeoning damage. The target must succeed on a DC 12 Strength saving throw or fall prone.

Bite. Melee Attack: +4 to hit, reach of 5 ft., one target. Hit 6 (1d6+2) piericing damage.


Base Serpentine Eidolon

Medium creature, unaligned


  • Armor Class 15
  • Base Hit Points 11 (10 + 1; add 1d10 (6) + Constitution modifier for every level above first.)
  • Speed 20 ft., 20 ft. climb

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 7 (-2) 10 (+0) 11 (+0)

  • Saving Throws Dexterity, Wisdom
  • Condition Immunities exhaustion, petrified, poisoned, prone
  • Resistances poison
  • Senses Passive Perception 10
  • Languages Any known by its summoner

Summoned Creature. When the eidolon is reduced to zero hit points, it returns to its plane of origin.

Extra Evolutions. An eidolon with the Serpentine form has the following extra evolutions:

  • Lithe Body. This eidolon is immune to the prone condition.
  • Natural Armor. This eidolon has a +2 bonus to their AC from their natural armor.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit 5 (1d6 + 1) piercing damage.

Tail Slap. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit 5 (1d6+1) bludgeoning damage.

Summoner Spell List

Cantrips

Chill Touch (Basic Rules)

Control Flames (EEPC)

Create Bonfire (EEPC)

Dancing Lights (Basic Rules)

Fire Bolt (Basic Rules)

Friends (PHB)

Frostbite (EEPC)

Guidance (Basic Rules)

Gust (EEPC)

Infestation (XGtE)

Light (Basic Rules)

Message (Basic Rules)

Mold Earth (EEPC)

Produce Flame (Basic Rules)

Ray of Frost (Basic Rules)

Shape Water (EEPC)

Shocking Grasp (Basic Rules)

Thunderclap (EEPC)

First-Level Spells

Absorb Elements (EEPC)

Arms of Hadar (PHB)

Chaos Bolt (XGtE)

Charm Person (Basic Rules)

Chromatic Orb (PHB)

Command (Basic Rules)

Detect Evil and Good (Basic Rules)

Detect Magic (Basic Rules)

Entangle (Basic Rules)

Faerie Fire (Basic Rules)

Fog Cloud (Basic Rules)

Grease (Basic Rules)

Ice Knife (EEPC)

Protection from Evil and Good (Basic Rules)

Sanctuary (Basic Rules)

Snare (XGtE)

Unseen Servant (Basic Rules)

Second-Level Spells

Aid (Basic Rules)

Alter Self (Basic Rules)

Blindness/Deafness (Basic Rules)

Cloud of Daggers (PHB)

Darkness (Basic Rules)

Detect Thoughts (Basic Rules)

Dust Devil (EEPC)

Earthbind (EEPC)

Enlarge/Reduce (Basic Rules)

Enthrall (Basic Rules)

Find Steed (Basic Rules)

Flock of Familiars (Lost Labratory of Kwalish)

Healing Spirit (XGtE)

Mximillian's Earthen Grasp (EEPC)

Misty Step (Basic Rules)

Pyrotechnics (EEPC)

Rope Trick (Basic Rules)

Shadow Blade (XGtE)

Snilloc's Snowball Storm (EEPC)

Spider Climb (Basic Rules)

Spike Growth (Basic Rules)

Warding Bond (Basic Rules)

Web (Basic Rules)

Third-Level Spells

Blink (Basic Rules)

Call Lightning (Basic Rules)

Conjure Animals (Basic Rules)

Create Food and Water (Basic Rules)

Daylight (Basic Rules)

Elemental Weapon (PHB)

Enemies Abound (XGtE)

Erupting Earth (EEPC)

Hunger of Hadar (PHB)

Magic Circle (Basic Rules)

Melf's Minute Meteor's (EEPC)

Plant Growth (Basic Rules)

Protection from Energy (Basic Rules)

Spirit Guardians (Basic Rules)

Summon Lesser Demons (XGtE)

(Leomund's) Tiny Hut (PHB/Basic Rules)

Wall of Sand (EEPC)

Wall of Water (EEPC)

Wind Wall (Basic Rules)

Fourth-Level Spells

Banishment (Basic Rules)

(Edvard's) Black Tentacles (PHB/Basic Rules)

Charm Monster (XGtE)

Compulsion (Basic Rules)

Dimension Door (Basic Rules)

Dominate Beast (Basic Rules)

(Mordekainen's) Faithful Hound (PHB/Basic Rules)

Giant Insect (Basic Rules)

Grasping Vine (PHB)

Guardian of Faith (Basic Rules)

(Mordekainen's) Private Sanctum (PHB/Basic Rules)

(Otiluke's) Resilient Sphere (PHB/Basic Rules)

(Leomund's) Secret Chest (PHB/Basic Rules)

Summon Greater Demon (XGtE)

Wall of Fire (Basic Rules)

Watery Sphere (EEPC)

Fifth-Level Spells

Animate Objects (Basic Rules)

Arcane/Bigby's Hand (PHB/Basic Rules)

Cloudkill (Basic Rules)

Conjure Elemental (Basic Rules)

Contact Other Plane (Basic Rules)

Creation (Basic Rules)

Dispel Evil and Good (Basic Rules)

Dominate Person (Basic Rules)

Far Step (XGtE)

Infernal Calling (XGtE)

Insect Plague (Basic Rules)

Planar Binding (Basic Rules)

Teleportation Circle (Basic Rules)

Wall of Force (Basic Rules)

Wall of Light (XGtE)

Wall of Stone (Basic Rules)

Sixth-Level Spells

Arcane Gate (PHB)

(Drawmij's) Instant Summons (PHB/Basic Rules)

Planar Ally (Basic Rules)

Scatter (XGtE)

Word of Recall (Basic Rules)

Seventh-Level Spells

Etherealness (Basic Rules)

Forcecage (Basic Rules)

(Mordekainen's) Magnificent Mansion (PHB/Basic Rules)

Plane Shift (Basic Rules)

Sequester (Basic Rules)

Teleport (Basic Rules)

Eighth-Level Spells

Deminplane (Basic Rules)

Dominate Monster (Basic Rules)

Illusory Dragon (XGtE)

Maddening Darkness (XGtE)

Maze (Basic Rules)

Ninth-Level Spells

Astral Projection (Basic Rules)

Gate (Basic Rules)

Imprisonment (Basic Rules)

True Polymorph (Basic Rules)

Weird (Basic Rules)

Subclasses

Master of the Four Winds (Fighter)

Focus Points

Starting at 3rd level when you choose this archetype, you gain 3 Focus Points. These focus points are used to complete stances in combat. You gain an additional focus point each time you gain a level in this class, and your Focus Point Maximum increases to match. Once you expend a Focus Point, it is unavailable until you finish a long rest.

Stances of the Cardinal Winds

At 3rd level, you begin your journey toward the mastery of the Stances of the Four Winds. You learn two stances from the list below, and you learn another for every level you gain in this class. Certain stances have level requirements

Focused Breathing

At 7th level, you have become adept in the breathing techniques associated with one of the Four Winds. You gain one of the following features:

  • Breath of the North Wind. Your mastery of the Flame of the North has granted you the ability to endure intense heat. You gain resistance to fire damage.
  • Breath of the East Wind. Your mastery of the Chasm of the East has reinforced your body, making you able to endure the greatest of blows. You gain resistance to blugeoning, piercing, and slashing damage from nonmagical weapons.
  • Breath of the South Wind. Your mastery of the Snow of the South makes you adept at survivng the cold. You gain resistance to cold damage.
  • Breath of the West Wind. Your mastery of the Thunderous East has expanded the reach of your weapon. Your reach increases by 5 ft.

Beyond the Limit

At 10th level, you have unlocked the secrets of being able to push past your limits, though at the cost of your own strength. As a bonus action, you can expend a hit die to regain Focus Points. Roll the hit die. You take damage equal to the number rolled, and you regain Focus Points equal to half the number rolled (minimum of 1). You cannot exceed your Focus Point Maximum using this ability.

Champion of the Four Winds

At 15th level, you have gained another blessing of the Four Winds. You gain one of the following features:

  • Passion of the North. Your strikes hit with furious strength and speed. Your weapon attacks deal an extra 2d8 fire damage.
  • Steadfast Defender of the East. Your crushing strength comes to weigh down on your opponents. Your weapon attacks score a critical hit on a 19 or a 20.
  • Blizzard of the South. The coldness of your steel is only outweighed by the freezing power of your strikes. Your weapon attacks deal an additional 2d8 cold damage.
  • Storm of the West. The lightning that arcs down your blade only seeks to augment your strength. When you make a weapon attack as part of a reaction, you have advantage on the attack roll.

Swift Refocus

At 18th level, you now regain all expended Focus Points when you finish a short rest.

Rune Scribe (Wizard)

Prestige Classes

Backgrounds

Feats

Curse: Ill-Favored of Lolth

Prerequisite(s): Drow (or a follower of Lolth)

You have failed a test of Lolth in the demonweb pits, transforming you into a drider. You gain the following traits.

  • Spider Climb. You can climb on difficult surfaces and upside down (such as on ceilings) without having to make an ability check. You gain a climbing speed of 30 feet.
  • Web Walker. Your movement is not impeded by webbing.
  • Cursed Nature. You gain a second creature type: monstrosity. You are affected by features that affect either humanoids or monstrosities. Your size becomes Large.
  • Horrifying Form. Your appearance is off-putting to even the most hardened of adventurers. Your Charisma score is reduced by 2, and you have disadvantage on Charisma (Persuasion) checks, but advantage on Intimidation (Charisma) checks.

Curse: Lycanthropy

Prerequisite(s): humanoid infected by a lycanthrope or a humanoid born to at least one lycanthrope parent.

Lycanthroy as a curse has plagued the world for generations. The cursed infect humanoids in bouts of madness or as part of building their horde so that they may wreak havoc. Certain lycanthropes see themselves as guardians of humanoid settlements and seek to protect the people within, but the moon-madness that afflicts all lycanthropes can sometimes turn them on their wards.

As a lycanthrope, you gain the following traits:

  • Ability Score Increase. One ability score increases by one, depending on your particular type of lycanthropy.
  • Animal Transformation. As an action, you can transform into your particular animal transformation or into a hybrid form. While in this hybrid form, you have a +1 bonus to your natural armor class, and you are immune to all non-silvered, non-magical blugeoning, piercing, and slashing damage. You cannot speak while in animal form.
  • Vulnerability to Silver. While you are not transformed into your arnimal or hybrid form, you have vulnerability to weapon attacks made by silvered weapons.
  • Moon-Madness. You gain a Curse score, which ranges from -5 to 5. You start at 0. You must make a Wisdom saving throw against a DC equal to 15 + their curse score each time you transform. On a failure, your curse score is decreased by one, and on a success the curse score increases by one. Once the Curse score reaches -5, your alignment changes to the default alignment of your respective transformation, and you immediately assume a hybrid form, flying into a rage that lasts for 8 hours. During this time, the DM has control over the actions of your character. The saving throw may also be triggered by the sight of the full moon or the invocation of powerful emotion. Once the Curse score reaches +5, you may transform without penalty, as you have tamed the curse.
Animal Form Ability Score Default Alignment
Bat Dexterity Neutral Evil
Bear Strength Neutral Good
Boar Strength Neutral Evil
Rat Dexterity Lawful Evil
Raven Dexterity Lawful Good
Tiger Strength Neutral
Wolf Strength Chaotic Evil

Elemental Tempest

Prerequisite(s): genasi race; character level 8 or greater.

As a genasi, you have natural mastery over one element. With time and practice, you've managed to expand your mastery over elemental magic to another elemental plane, merging your two elements into one. You gain additional spells based on your new element, as well as one that represents the fusion of those two elements. Choose your additional element from the list below:

  • Air. You gain the gust cantrip, and you can cast feather fall once per long rest using this trait. Constitution is your spellcasting ability for these spells.
  • Earth. You gain the mold earth cantrip, and you can cast earth tremor as a second level spell once per long rest using this trait. Constitution is your spellcasting ability for these spells.
  • Fire. You gain the produce flame cantrip, and you can cast burning hands as a second level spell once per long rest using this trait. Constitution is your spellcasting ability for these spells.
  • Water. You gain the shape water cantrip, and you can cast create or destroy water as a second level spell once per long rest using this trait. Constitution is your spellcasting ability for these spells.

Choose your appropriate fusion from the list below:

  • Dust (Air and Earth). You can cast dust devil at fourth level once per long rest using this trait. Constitution is your spellcasting ability for this spell.
  • Ice (Air and Water). You can cast sleet storm at fourth level once per long rest using this trait. Constitution is your spellcasting ability for this spell.
  • Lightning (Air and Fire). You can cast lightning bolt at fourth level once per long rest using this trait. Constitution is your spellcasting ability for this spell.
  • Magma (Earth and Fire). You can cast heat metal at fourth level once per long rest using this trait. Constitution is your spellcasting ability for this spell.
  • Steam (Fire and Water). You can cast gaseous form at third level once per long rest using this trait. If you target yourself, your movement speed is instead equal to your normal walking speed. Constitution is your spellcasting ability for this spell.
  • Wood (Earth and Water). You can cast stoneskin at fourth level once per long rest using this trait. Instead of a stony appearance, the spell has a bark-like appearance.

Greater Dragonmark (Aberrant)

Prerequisite(s): The Aberrant Dragonmark feat, character level 8 or greater.

Your dragonmark has grown in size and power. This enhances your existing dragonmark, and the benefits are based on the mark that you already possess. A greater aberrant dragonmark provides the following benefits:

  • The die type of your dragonmarked Intuition Die increases by one (for example, from a d4 to a d6).
  • Your Constitution score increases by 1, to a maximum of 20.
  • You learn two spells of fourth level or lower from the Sorcerer spell list, each of which you can cast at its lowest level once without expending a spell slot or using a material component. The spellcasting ability for these spells is Constitution. You must complete a long rest to regain the use of these spells.
  • You can increase the power of your aberrant spells at the risk of your own vitality. When you cast a spell with your aberrant mark, you can use one of your Hit Dice to increase the spell’s level by 1. Immediately after you cast the spell, roll the Hit Die. You take damage equal to the number rolled.

Soul Binder

Prerequisite(s): the ability to cast at least one spell and at least one sixth-level spell slot.

You have mastered the ability to bind souls into constructs. You gain the following abilities:

  • You learn the Soul Cage spell if you did not know it already. This does not count against the number of spells you have known.
  • You can expend a spell slot of fifth level or lower to permanently trap a soul you have obtained with Soul Cage in a diamond worth 500 GP or more. Trapping the soul requires one hour. While the soul is trapped within the diamond, you cannot use the features as described in the base Soul Cage spell with this particular soul. You can only store one soul in a diamond at one time.
  • Using the diamond, you can construct a golem. The time and material cost is as described by the Manual of Golems in the Dungeon Master's Guide. This golem consumes the soul diamond that you created.
  • In order to control the golem, you must attune to it, as if it were a magic item. It obeys your verbal commands. If you lose attunement to the golem, it goes berserk, and acts according to how it was treated.

Voracious

You have developed an unending hunger that allows you to eat any and all things. This hunger comes with its drawbacks, but the benefits may outweight the costs.

You gain the following features:

  • Your Constitution score increases by 1.
  • You gain immunity to poison damage and the poisoned condition.
  • You gain a bite attack that you can make as a bonus action. The bite deals 1d6 + Strength modifier piercing damage. If you already have a natural bite attack, the damage die for that bite increases by one die step (1d6 to 1d8, 1d8 to 1d10, etc.)
  • You must eat twice as much as you normally would in order to gain the benefits of a long rest; this doubles your ration consumption and living expenses.

Eldritch Invocations

Prison Shield

Prerequisite: Pact of the Defender, 7th level

You can cast Otiluke's Resilient Sphere using a Warlock spell slot. Once you use this Invocation, you cannot use it again until you finish a short or long rest.

Ricocheting Shield

Prerequisite: Pact of the Defender, 5th level

Your shield acts as a simple weapon, with which you are proficient. You can perform a bash attack that deals 1d6 magical bludgeoning damage, or throw the shield with a range of 20/60. When you throw the shield, you can make a second attack as a bonus action at a creature within 15 feet of the original target, as if you were attacking with an offhand weapon. You may also make the shield bounce up to 15 feet towards you, though you must expend your reaction to catch the shield if it is within your reach at the end of the 15 feet. If the shield is further away than five feet from you for one minute, it disappears.

Shield Bearer

Prerequisite: Pact of the Defender

You can cast shield of faith at will, without expending a spell slot.

Twin Blades

Prerequisite: Pact of the Blade

When you conjure your pact weapon as an action, you can use your bonus action to summon a second weapon in your offhand. The second weapon is visually identical as your pact weapon, though it does not have any magical bonuses or properties that your pact weapon has. Each weapon can be wielded at once using Two-Weapon Fighting, even if they do not have the light property or if you do not have the Dual Wielder feat.

This invocation fails to activate if your pact weapon has the two-handed or heavy properties.

Metamagic

Elemental Alteration

When you cast a spell, you can change the damage on it by spending sorcery points to move it around the wheel. One sorcery point will change it in the category the base damage type is in, two will move it one space left or right around the wheel, and three will move it two spaces to the left or right around the wheel. This ability can be used with other metamagic options.

Spellshape

When you cast a spell that affects an area, such as lightning bolt or fireball, you can alter the shape of the spell by expending sorcery points equal to the spell's level. All points of the spell's area of effect must be in contact with one another.

Pact Boons

Pact of the Defender

Similar to the Pact of the Blade, you can conjure a shield as an action. The shield functions as a normal shield with which you are proficient. As a reaction to an attack being made against a creature within your reach, you can forgo the benefits of the shield's AC to grant the shield's AC bonus to the creature you are defending until the start of either your next turn or their next turn (whichever comes first).

If you obtain a magic shield of any sort, you can perform a ritual over the course of a short rest that makes the magic shield into your Pact Shield. You may only have one shield bound to you in this fashion at a time.

When you take this pact, you become proficient with shields if you aren't already.

Mundane Items

Magical Items

Ishamere, Hammer of the Ice Dragon [EWF]

Weapon (warhammer); requires attunement by a member of the Isshammer dragonborn clan or one the hammer considers "worthy."

A warhammer of dwarvish and draconic design - this weapon has been passed down for centuries in what is now known as the Isshammer dragonborn clan. It is said to have magical attributes when wielded by a member of the Isshammer line that is worthy, and that it will reveal itself only in the right moment.

Ishamere has three tiers of power, which reveal themselves when the moment is right or after certain rituals used to awaken a weapon's inherent ability.

Dormant. When attuned to Dormant Ishamere, you gain the following benefits:

  • When you use a feature or spell that adds extra damage to an attack (divine smite, thunderous smite, etc.), you can change the extra damage type to cold rather than what it originally would be.
  • The warhammer has a +1 bonus to attack and damage rolls, and its damage counts as magical.

Exalted. When attuned to Exalted Ishamere, you gain the following benefits:

  • When you use a feature or spell that adds extra damage to an attack (divine smite, thunderous smite, etc.), you can change the extra damage type to cold rather than what it originally would be.
  • You have a +2 bonus to attack and damage rolls made with this magic weapon.
  • This weapon has 5 charges. You can expend a charge to add 1d6 cold damage to your weapon attack (no action required). There is no limit to how many charges you can expend per attack. You regain 1d4+1 charges at the end of a long rest.
  • You gain the ability to cast ray of frost using this weapon. If you are a spellcaster, ray of frost uses your spellcasting modifier for the spell. If you are not a spellcaster, ray of frost's bonus to hit is equal to your proficiency bonus.

Paragon. When attuned to Paragon Ishamere, you gain the following benefits:

  • When you use a feature or spell that adds extra damage to an attack (divine smite, thunderous smite, etc.), you can change the extra damage type to cold rather than what it originally would be.
  • You have a +3 bonus to attack and damage rolls made with this magic weapon.
  • This weapon has 10 charges. You can expend a charge to add 1d6 cold damage to your weapon attack (no action required). There is no limit to how many charges you can expend per attack. You regain 1d10 charges at the end of a long rest.
  • You can expend 5 charges to cast (Otiluke's) freezing sphere, centered on yourself at 6th level (Save DC 17). You cannot use this casting of the spell to create the frozen orb form of this spell. You can expend up to 8 charges in order to raise the spell's level by 1 for each extra charge expended.
  • You gain the ability to cast ray of frost using this weapon. If you are a spellcaster, ray of frost uses your spellcasting modifier for the spell. If you are not a spellcaster, ray of frost's bonus to hit is equal to your proficiency bonus.
  • You are immune to cold damage.

Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Dragonstone

Wonderous Item; requires attunement by a Dragonborn.

Rarity: (Varies)

A smooth stone of what appears to be unbreakable glass, this item was created by dragonborn long ago, during the wars between the dragons and giants. These stones are infused with the magic that allows dragons to utilize their breath weapons, and after some tinkering, were adjusted for dragonborn as well. A dragonborn attuned to the Dragonstone can expend one of its charges to use their breath weapon without expending their breath weapon or if they have already expended their use of the breath weapon. Once all charges have been expended, the dragonstone cracks, and is unusable.

The number of charges varies depending on the power and quality of the dragonstone.

Obsidian Dragonstone - 5 charges (uncommon)

Quartz Dragonstone - 10 charges (rare)

Amethyst Dragonstone 15 charges (very rare)

Spells

Changemaker

Transmutation Cantrip

Casting Time: 1 action

Range: Touch

Components: V, S, M (coins that are broken into mutliple coins of equal value or merged into a larger coin of equal value)

Duration: Instantaneous

You touch any number of coins, transmuting them into more or less coins of equal value. For instance, 150 copper pieces affected by this spell would be converted into 5 silver pieces and 1 gold piece, or 15 silver pieces, or 3 electrum pieces. In the same way, 1 gold piece can become 100 copper pieces, 10 silver pieces, or 2 electrum pieces.

If you attempt to target coins being held by another creature, you must make a melee spell attack against the creature's AC.

Added to the following spell lists: Artificer, Bard, Cleric, Sorcerer, Warlock, and Wizard

Gauge Magic

2nd-level Divination

Casting Time: 1 action

Range: Self

Components: V,S,M (a stone with a hole in the center)

Duration: 1 minute (concentration)

For the duration, you can sense the magic level of creatures around you. When you cast the spell and as your action on each turn until the spell ends, you can focus on a creature within 30 ft. of you and gauge how much magic power they have. If the creature has no magical power, this spell has no effect on them. If the creature has a magical item or feature that prevents their thoughts from being read, this spell has no effect.

Make an Investigation check using your spellcasting modifier against the target's spell save DC. On a success, you are able to see the magic power as a glowing aura around the creature, proportional to their general magical strength. On a failure, you see them as being nonmagical, or if they see you cast it, they can make a Deception check using their spellcasting modifier contested by an Insight check using your spellcasting modifier. If they succeed, they can create a false aura around them that you percieve in the place of their actual power level. If you succeed, their magic level becomes obvious.

You can attempt to read a creature's magic power a second time as an action while you are still concentrating on the spell.

Added to the following spell lists: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock, and Wizard

Monsters