Shardmind

Shardminds are sentient fragments of the Living Gate, which once stood at the pinnacle of the intricate lattace of the Astral Sea. Beyond the gate lay the alien Far Realm, and the gate's destruction during the Dawn War resulted in the rise of the mind flayer empire. Though Ioun's power holds the portal closed, shardminds seek to rebuild the gate and forever cut off the Far Realm's ability to influence the world.

Living Crystal

Shardminds are crystalline creatures consisting of hundreds of small shards of translucent green, white, red, or amber crystal assembled into humanoid form and animated by a force of pure psionic energy. Shardminds choose their forms to mimic the shapes of humanoids; some take on forms that seem more masculine, while others appear more feminine. A shardmind's animating force glows dimly from within each of its component shards, emanating most brightly from where the eyes of a natural humanoid would be.

The crystalline fragments making up a shardmind's body are in constant, silent motion, almost like the circulation of blood. When a shardmind is stunned or unconscious, it might lose control of the tight mental reins that keep its body in humanoid form, a few shards slipping free into orbits around its body until the shardmind regains control.

Shard minds are living creatures only in the loosest sense. Their crystalline bodies require no sustenance, and they don't breathe. They don't have gender and don't reproduce, but the shardminds alive today aren't the same ones that sprang to life during the Dawn War. Shardminds say that the Living Gate shattered into countless fragments, and each time an awakened shardmind is killed, another one somewhere in the universe stirs to consciousness.

Alien Minds

Shardminds are fragments of pure thought given life and substance. They are logical, emotionally distant, and naive to the ways of society in the world. Some approach life with innocent curiosity, eager to embrace the wealth of experiences the world has to offer, while others remain reserved and aloof, bearing a higher purpose in mind at all times. Though they often seem dispassionate, when a strong emotion seizes them, they experience it powerfully. Shardminds don't get annoyed; they become enraged.

Race adapted from 4e by Cyberhawk94
Art Credit: WotC

RACES | SHARDMIND

Shardmind Clans

Shardminds are split among three schools of thought on how best to repair the Living Gate:

God Shards believe that each shardmind must seek to acquire as much personal knowledge and power as possible. Since they are a fragment of the Living Gate, their own power is the force that keeps the Far Realm from destroying the universe; each shardmind, in fact, is a fragment of divine power and carries a responsibility to nurture that power.

Thought Builders seek to create a new Living Gate and to imbue it with the psionic power necessary to keep the influence of the Far Realm at bay. By standing together and working on the barrier between the worlds, they believe this can happen. Thought Builders tend to be conteplative, peaceful, and believe in helping each other.

Shard Slayers believe that when a shardmind dies, its animating life force returns to the site of the Living Gate, where it shores up the universe's defenses against the Far Realm's intrusion. Thus, they seek to kill as many shardminds as possible, starting with the adherents of other philosophies. By seeking out other Shardminds and destroying them, Shard Slayers believe they make the gate more secure, though they know one day they will be the last and have to take their own life.


Shardmind Traits

Your shardmind character has the following racial traits.

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

Age. A Shardmind is created mature, and does not age.

Size. Size and shape is whatever the Shardmind desires. You are Medium or Small. You choose the size when you select this race.

Speed. Your base walking speed is 30ft.

Languages. You can speak, read, and write Common and Deep Speech.

Crystalline Mind. You have resistance to Psychic damage.

Living Crystal. Even though you were constructed, you are a living creature. You are immune to disease. You don't need to eat, drink, or breathe. You don't need to sleep, and magic cant put you to sleep.

Telepathy. You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. The creature can understand you but can’t talk back.

Shard Swarm. As a bonus action on your turn, you can make your body expand and retract in a swarm of crystals. You can teleport up to 15 feet to an unoccupied space you can see. You can not use this ability again until you have completed a short or long rest.

When you reach 3rd level, choose one of the shard swarm options below:

Crystal Splendor. Your Shard Swarm reveals the dazzling splendor of a divine being. Immediately after you use your Shard Swarm, one creature of your choice that can see you within 10 feet of you must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Intelligence modifier) or be blinded until the start of your next turn.

Mineral Strength. Your Shard Swarm strengthens your body with nearby elements. Immediately after you use your Shard Swarm, you gain temporary hit points equal to twice your proficiency bonus.

Razor Glass. Your Shard Swarm explodes outward in glass-like shrapnel. Immediately after you use your Shard Swarm, each creature within 5 feet of you takes slashing damage equal to your proficiency bonus.


Additional Racial Feats

Some new racial feat options for some favorite D&D races. Included is a simple way to re-introduce the Abyssal Genasi subraces from 4th edition into 5e.

Abyssal Corruption

Prerequisite: Genasi

Your elemental ancestor was tainted by the power of the Abyss, causing you to manifest as a Caustic, Cinder, Plague, or Void Genasi. You gain the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • You have resistance to necrotic damage.
  • You can cast a spell based on your subrace. Air: silence, Earth: ray of sickness, Fire: absorb elements, Water: caustic brew. You can cast this spell once per short rest, and Constitution is your spellcasting ability.

Elemental Surge

Prerequisite: Genasi

Your elemental blood flares within you, granting you even more elemental power. You gain the following benefits:

  • Increase your Constitution score by l, to a maximum of 20.
  • You can cast a spell based on your subrace. Air: call lightning, Earth: erupting earth, Fire: minute meteors, Water: tidal wave.
  • When you cast this spell, you gain temporary hit points equal to your character level.

You can cast this spell once per long rest, and Constitution is your spellcasting ability.

Gate Senses

Prerequisite: Shardmind

You have molded your mind into the most efficient and optimized pattern possible, to best enable your clan's progress in restoring the Living Gate.

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You gain proficiency in Arcana if you do not already have it.
  • You learn the detect magic and detect evil and good spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these spells in this way when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Hardened Crystal

Prerequisite: Shardmind

You have molded your body into a resilient and hardy form. To better protect you in your mission to restore the Living Gate. You gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • When you take damage, you can use your reaction to harden your skin at the point of impact. When you do so, the damage you take is reduced by 1d10 + half your level. After you use this trait, you can’t use it again until you finish a short or long rest.

Human Determination

Prerequisite: Human

You are filled with a determination that can draw the unreachable into reach. You gain the following benefits:

  • Increase one ability score of your choice by 1, to a maximum of 20.
  • When you make an attack roll, ability check, or saving throw, you can choose to do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest.

Strength in Unity

Prerequisite: Hobgoblin

You have a natural instinct for leadership. You gain the following benefits:

  • Increase your Strength, Intelligence, or Charisma score by 1, to a maximum of 20.
  • When you use the Help action to aid an ally in attacking a creature, increase the range of the Help action by 10 feet. Additionally, you can help two allies targeting the same creature when you use the Help action this way.

Wild Fury

Prerequisite: Have a Natural Weapon

You have learned to embrace your more bestial qualities. You gain the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • As a bonus action, you can unleash your inner beast. For the next minute, you lose proficiency with all weapons except your natural weapons. However, when you hit a creature with a natural weapon, you deal extra damage equal to half your level (rounded up). Once you use this ability, you can’t do so again until you finish a short or long rest.

Subclasses

Throughout the Planes, there are many variations in the skill sets of adventurers. While the Player's Handbook introduced the more common archetypes, across the multiverse there exist many "niche" paths to follow. Whether because the practitioners keep themselves hidden, or because they rarely find their way to the Material Plane, these archetypes are found far from the beaten path.

Artificer

At 3rd level, an Artificer chooses a Specialty. Here are two new options: The Fate Shaper and The Gadgeteer.

Fate Shaper

Almost every legend across the multiverse has a mysterious stranger; that wise old man or oddly clever youth that says or does just the right thing to get the hero of the tale back on their path to victory.

Some artificers choose to leave the workshop behind and instead tinker with the strings of fate that weave across the world. Those of this school believe that recognition is a vice, and that ones skill should be expressed by their effect on the world. In this profession, the greatest achievements are those which go un-noticed.

Always there, but rarely noticed, these artificers travel the lands, lending advice and magical trinkets to those who are destined for greatness. Without them, who knows how many heroes would have failed in their grand quests? If a man's worth is measured by cause and effect, then the Fate Shapers are the greatest heroes of all.

Tools of the Trade

When you adopt this specialty at 3rd level, you gain proficiency with either brewer's supplies, cook's utensils, or painter's supplies, and one musical instrument of your choice.

Watchful Eye

Also at 3rd level, you gain proficiency in the Insight and Perception skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Fate Shaper Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Fate Shaper Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Fate Shaper Spells
Artificer Level Spell
3rd animal friendship, bless
5th prayer of healing, suggestion
9th beacon of hope, remove curse
13th dimension door, divination
17th legend lore, teleportation circle

Additional Infused Items

At 3rd level, you always seem to have an eccentric collection of magical items on your person.

The maximum number of items you can infuse at once increases by 2, and you gain more options for the Replicate Magic Item infusion, shown in the table below. You must be at least the level shown in this class to choose an item.

Additional Replicable Magic Items
Level Magic Item Attunement
2nd Driftglobe No
2nd Figurine of Wonderous Power (Silver Raven) No
6th Amulet of Proof Against Detection and Location Yes
6th Deck of Illusions No
6th Nolzur's Marvelous Pigments (1 pot) No
10th Decanter of Endless Water No
10th Instrument of the Bards (Doss Lute) Yes
10th Wind Fan No
14th Figuring of Wonderous Power (Onyx Dog) No
14th Instrument of the Bards (Canaith Mandolin) Yes

SUBCLASSES | ARTIFICER

Enabler of Heroes

Beginning at 5th level, you can encourage others to leap into action, and your Infused items seem to bring a measure of luck to the creatures wielding them. You gain the following features:

Ever in the Background. Before you roll an initiative check, you can choose to roll with disadvantage. If you do so, up to five creatures of your choice have advantage on their initiative check.

Lucky Break. Creatures other than yourself that are wielding at least one of your infused items are guarded from death. The first time one of these creatures would drop to 0 hit points as a result of taking damage, one of their wielded infusions (chosen at random) ends, and they instead drop to 1 hit point. Once this feature is triggered, no creature can benefit from it until you finish a long rest.

Echoing Words

At 9th level, the protective magic in your infusions can strengthen resolve in times of need.

As an action, you can cause past advice to echo in the mind of a creature other than yourself that is wielding one of your infused items, ending any effects that are causing them to be charmed or frightened.

In addition, for the next hour, that creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns.

Each creature can only benefit from this effect once, and must finish a long rest before it can gain this effect again.

Anger of a Gentle Soul

At 15th level, you can call upon reserves of strength when your allies are in need. When you see an ally fall to 1 hit point or less, you can use your reaction to cast tenser's transformation without expending a spell slot. When cast in this way, this spell does not require concentration.

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

Gadgeteer

Gadgeteers. Artificers who specialize in mechanics rather then the arcane. Friends of theirs will call them a living multi-tool, always able to find or make whatever is needed in the moment. Less kind mages describe them as reckless idiots, more interested in explosions then fine craftsmenship.

One thing all will agree on, is that gadgeteers have an uncanny knack for making things happen, whether that is good or bad depends on the day.

Always Prepared

When you choose this specialization at 3rd level, you learn to craft useful items out of whatever you can get your hands on.

Over the course of 1 hour, which can coincide with a short or long rest, you can craft one of the following items: caltrops (bag of 20), crossbow bolts (20), a grappling hook, a hand crossbow, a hunting trap, manacles, a portable ram, or a tinderbox. This item breaks after 24 hours.

You also gain proficiency with hand crossbows, heavy crossbows, and improvised weapons.


Gadgeteer Spells

Also at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Gadgeteer Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Gadgeteer Spells
Artificer Level Spell
3rd ensnaring strike, tenser's floating disk
5th cordon of arrows, locate object
9th lightning bolt, slow
13th confusion, galvanic dash
17th mislead, passwall

Temperamental Grenade

Starting at 3rd level, whenever you finish a long rest, you can create two temperamental grenades out of random parts you keep on you.

When you use the attack action, you may forgo one of your attacks to throw one grenade at a point on the ground within 30 feet of you where it immediately triggers. When your grenade triggers, roll on the Temperamental Grenade table for the produced effect. If the effect requires a saving throw, the DC equals your artificer spell save DC.

Creating a temperamental grenade requires you to have tinker's tools on your person, and any grenades you create with this feature last until they are used or until the end of your next long rest.

When you reach certain levels in this class, you can make more grenades at the end of a long rest: four at 6th level and six at 15th level.

Temperamental Grenade
d6 Effect
1 Delayed Blast. The grenade does not explode. Roll on this table again at the start of your next turn, and the radius of the effect is increased to 15 feet. If you roll this result again, the grenade is destroyed.
2 Stink. The area in a 10-foot radius is filled with yellow gas until the start of your next turn. Any creature that enters this area or starts its turn there must succeed on a Constitution saving throw or spend its action retching. Creatures immune to poison or that don't breathe automatically succeed on this saving throw.
3 Flashbang. Each creature within 10 feet must succeed on a Constitution saving throw or be blinded until the start of your next turn.
4 Glue. Each creature within 10 feet must succeed on a Strength saving throw or be restrained until the start of your next turn.
5 Concussive. Each creature within 10 feet must succeed on a Constitution saving throw or take 2d8 thunder damage and be knocked prone.
6 Shrapnel. Each creature within 10 feet takes 1d8 piercing damage and must make a Dexterity saving throw. On a failed save, the creature takes an additional 2d8 fire damage.

SUBCLASSES | ARTIFICER

Spells as Gadgets

While Gadgeteer's only have a few explicit gadgets from their subclass features, any or all of your spells as a gadgeteer can be described as gadgets you build when you prepare that spell.

Grappling bolts for ensnaring strike, a time-bending stopwatch for slow, using your grappling hook for thorn whip, let your creativity run wild with new inventions!

Extra Attack

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

Gadget Savant

At 9th level, your expierence working with various contraptions has allowed you finalize some of your prototypes. Choose three of the following gadgets that you have built in your downtime:

  • Auditory Muffler. You can cast the spell silence without expending a spell slot, and cannot do so again until you finish a long rest.
  • Automated Repeater. Once per turn, if you roll 20 to hit using a weapon with the Loading property, you can immediately make another attack.
  • Clockwork Companion. You can cast the spell find familiar without requring material components, but only as a ritual. The familiar is a construct instead of the usual creature types.
  • Grenade Stabilizer. When you roll on the Temperamental Grenade table, you can roll twice and choose which result is used.
  • Incindiary Compactor. Your Temperamental Grenades deal 1d6 fire damage to any creatures that fail a saving throw against them, in addition to their normal effects.
  • Portable Hut. You can cast the spell leomund's tiny hut, but only as a ritual.
  • Prediction Matrix. You can cast the spell augury without requring material components, but only as a ritual.
  • Static Generator. The first time that you deal bludgeoning, piercing, slashing, or lightning damage each turn, you deal additional lightning damage equal to your Intelligence modifier.

You have these gadgets on your person at all times, but only you are able to operate them. You can change your chosen gadgets when you gain a level in this class.


Disintegration Ray

When you reach 15th level, you finish work on a crowning achievement of engineering, your own personal disintegration ray, which is a hand-held object with the appearance of your choice.

As an action, you can activate this item to cause one of the following effects, and you cannot do so again until you finish a long rest.

Standard Power. You cast disintegrate without expending a spell slot.

Overcharge. You cast disintegrate at 9th level without expending a spell slot. However, you must succeed on a DC 15 Intelligence check or deal 10d6 force damage to yourself and fall prone.

SUBCLASSES | ARTIFICER

Barbarian Paths

Path of the Deathseeker

The path of the deathseeker is tread by those who, for whatever reason, feel they may only find glory in death at the hands of a worthy foe. They may be a knight who has broken their sacred oath, or an old warrior, no longer able to fight for the tribe as they once did.

Whatever the reason, these wandering souls are constantly looking for danger, seeking powerful and dangerous foes whom can truely challenge their strength. When a good fight is found, they abandon all sense of self preservation, swinging with a might that could tear off limbs.

Ironically, the sheer power they display often means the death they seek often becomes delayed, and the frustrated existence they live in fuels their anger even more.

    ...

Truly Reckless

Starting when you choose this path at 3rd level, your reckless attacks become even more powerful, at the cost of any attempt to defend yourself. When you attack recklessly while raging via your Reckless Attack feature, add your proficiency bonus to the damage roll. However, your Armor Class is lowered by 2 until the start of your next turn.

Only With Honor

Beginning at 6th level, you hone your senses in order to guard yourself from a dishonorable death caused by cowardly tactics both in and out of battle. You have advantage to on Wisdom(Perception) checks to detect traps and hidden or invisible creatures.

In addition, you gain resistance to poison damage and advantage on saves against poison.

Is That the Best You Can Do

At 10th level, you can taunt your foes into finishing you, and lashing out with frustration if they fail.

As a bonus action, you can taunt all enemies within 30ft of you. Any creatures of your choice within range suffer disadvantage on attack rolls against all targets other than you until the end of your next turn. In addition, the next time you hit with a weapon attack within one minute, the target takes additional damage equal to half the hit points you have lost since you made this taunt (minimum of 1).

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

A Meaningful Death

Starting at 14th level, you can take steps to ensure your death has meaning, using your last moments to take as many foes down as you can.

When you are restored to 1 hit point via your Relentless Rage feature, you can choose to make a final stand. If you do so, you can take one additional action on your next turn, and you are immune to all damage until the end of your next turn. At the end of your next turn, you drop to 0 hit points and automatically fail one death saving throw. You cannot use any feature to avoid dropping to 0 hit points in this way.

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

...

SUB-CLASSES | BARBARIAN PATHS

SUB-CLASSES | BLOOD HUNTER ORDERS

Blood Hunter Orders

Order of the Inquisition

Most Orders of Blood Hunter's specialize in hunting down different monsters, threats to humanity. However, your order understands that humanity themselves are the true monsters. The biggest threats to an orderly and peaceful society come from within, and these must be cut like the cancer they are.

Hunter of Men

When you join this order at 3rd level, your time spent hunting down people has made you easily able to read their intentions. You have advantage on any Wisdom (Insight) or Wisdom (Perception) checks made toward humanoids.

Awakened Blood

When you join this order at 3rd level, you learn awaken the magic in your blood to grant yourself arcane awareness and manipulate the minds of your quarry. You can cast detect evil and good, detect magic, and detect poison and disease as ritual spells. You can instead cast these spells as an action by suffering damage equal to a roll of your hemocraft die.

In addition, as an action, you can cast see invisibility by suffering damage equal to a roll of your hemocraft die. You cannot cast this spell again using this feature until you finish a short or long rest.

Once you reach 7th level, you can also cast hold person or zone of truth by suffering damage equal to a roll of your hemocraft die. Once you cast one of these spells with this ability, you cannot cast that spell again until you finish a short or long rest.

Intelligence is your spellcasting ability for any spell cast using this feature.

Traitors Abound

At 7th level, the paranoia instilled by your order has proven useful, keeping your mind clear and ready to act at the first sign of danger. You gain proficiency in Wisdom saving throws, and you have advantage on initiative rolls.

Fury of the Righteous

Starting at 11th level, the weight of all you have seen and done can be channeled into pure fury. As a reaction to you or an ally falling below half their maximum hit points, you can enter into a fanatical state.

In this state, your speed is increased by 10 feet, your crimson rite deals one additional hemocraft die of rite damage, and you gain temporary hit points equal to your Intelligence modifier at the start of your turn (minimum of 1). These benefits last for 1 minute or until you fall unconscious.

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

Brand of Unfocused Thought

Beginning at 15th level, your Brand of Castigation now disrupts the focus of creatures effected by it. The branded creature cannot take reactions, and if they are concentrating on a spell at the start of their turn, they take psychic damage equal to a roll of your hemocraft die.


Blood Curse of the Burning Witch

Once you reach 18th level, your blood curse can burn heretics where they stand. You gain the Blood Curse of the Burning Witch for your Blood Maledict feature. This does not count against your number of blood curses known.

Blood Curse of the Burning Witch

Prerequisite: 18th level, Order of the Inquisition
As a bonus action, you can direct your anger toward one creature within 30 feet of you. That creature must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. In addition, at the start of the cursed creature's turn, it and all creatures of your choice within 10 feet of them takes fire damage equal to one roll of your hemocraft die.

Amplify. This curse lasts for 1 minute. At the end of each of its turns, the cursed creature can make another Wisdom saving throw. On a success, this curse ends.

Order of the Scale

The Chroma Conclave. One of the greatest disasters that Exandria has endured post-Calamity. Following their attack on Tal'dorei and Draconia, some in the Claret Orders recognized the danger these creatures presented. These Blood Hunters founded a new order, based around a new version of Hunter's Bane derived from dragon's blood. You know the saying, fight fire with fire.

Dragon's Bane

When you join this order at 3rd level, you consume a version of the Hunter's Bane made from dragon's blood. The benefits of your Hunter's Bane feature apply to Dragons in addition to the usual creature types, and you can speak, read, and write Draconic.

In addition, choose the type of dragon your Dragon's Bane is brewed from, and reference the Draconic Features table below for your Order of the Scale features.

Draconic Features
Dragon Damage Type Primal Rite
Black or Copper Acid Rite of the Corrosive
Blue or Bronze Lightning Rite of the Storm
Brass, Gold, or Red Fire Rite of the Flame
Green Poison Rite of the Virulent
Silver or White Cold Rite of the Frozen

Some of the Draconic Rites are unique to the Order of the Scale. The Rites of the Corrosive and Virulent are detailed below:
Rite of the Corrosive Your rite damage type is acid.
Rite of the Virulent Your rite damage type is poison.

Elemental Affinity

Also at 3rd level, as the draconic blood alters your body, you gain the following benefits:
Damage Resistance. You gain damage resistance to your chosen Draconic damage type.
Draconic Rites. You learn the Primal Rite assosiated with that type of dragon, and when you damage a creature with this rite, you can roll your hemocraft die twice and use the higher. If you already know this rite, you may learn another Primal Rite of your choice.

Drake's Hide

At 7th level, the draconic blood in your viens has caused your skin to toughen and grow scales in patches. While you are not wearing heavy armor, you gain a +1 bonus to your AC.

Brand of Elemental Prowess.

Beginning at 11th level, your Brand of Castigation now strengths elemental magics around it, using them to bind your foe to you. When you damage a branded creature with your draconic damage type, they suffer additional damage equal to your Intelligence modifier.

In addition, the branded creature's fly speed becomes 0, if it has one.

Great Drake's Bane

At 15th level, you consume an even more powerful version of the Dragon's Bane, further infusing yourself with draconic qualities. You gain blindsight out to a range of 30 feet.

You also gain the Blood Curse of the Wyrm for your Blood Maledict feature. This does not count against your number of blood curses known.

Draconic Call

When you reach 18th level, you gain the ability to call lesser dragons to your side as an ally. Once per long rest, you can cast the spell summon draconic spirit without requiring material components.

Blood Curse of the Wyrm

Prerequisite: 15th level, Order of the Scale
As an action, you can exhale a powerful breath in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 5d6 damage of your Draconic damage type on a failed save, or half as much damage on a successful one.

Amplify. The range of this breath increases to a 30-foot cone.

SUB-CLASSES | BLOOD HUNTER ORDERS

Druid Circles

Circle of the Elements

Druids of the Circle of the Elements are wielders of powerful and dangerous magics. This order recognizes that nature is not only the beasts and plants of the world, it is also the elemental forces that shape the world itself.

Tapping into magic drawn from the Elemental Planes of Air, Earth, Fire, and Water, these druids bring the raw uncontained fury of the elements to bear against their foes.

Elemental Knowledge

When you choose this circle at 2nd level, you learn two cantrips of your choice that deal acid, fire, cold, or lightning, or thunder damage. They count as druid spells for you.

In addition, you can speak, read, and write Primordial.

Primal Channeling

Also at 2nd level, when you use your Wild Shape feature, you can channel an element through yourself, rather than transforming.

As a bonus action, you gain temporary hit points equal to twice your Druid level, and must choose air, earth, fire, or water for an additional benefit. You may not channel the same element twice until you have completed a short rest.

Air. Your speed increases by 10 feet. In addition, anytime you move a creature against its will using a spell, that creature takes lightning damage equal to your Wisdom modifier.

Earth. Your AC increases by 2, and any spells you cast that deal bludgeoning damage deal additional damage equal to your Wisdom modifier.

Fire. Any spells you cast that deal fire damage deal additional damage equal to your Wisdom modifier.

Water. When you cast a spell of 1st level or higher that deals cold damage or conjures water (such as tidal wave), you regain a number of hit points equal to your Wisdom modifier.

These benefits last for 10 minutes, until you become incapacitiated, or until you use your Wild Shape again.

Circle Spells

The flow of the elements through you grants you access to certain spells. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Elements Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

Circle of Elements Spells
Druid Level Circle Spells
3rd earthen grasp, flaming sphere
5th lightning bolt, tidal wave
7th fire shield, storm sphere
9th cone of cold, maelstrom

Reactive Absorption

Beginning at 6th level, you can absorb incoming elemental energy, lessening its effect on you and storing it as a shield.

As a reaction to taking acid, cold, fire, lightning, or thunder damage, you gain resistance to the triggering damage type until the start of your next turn. In addition, the first creature to hit you with a melee attack before the end of your next turn takes 2d6 damage of the triggering damage type.

Empowered Channel

When you reach 10th level, your Primal Channel brings you more in sync with the elements.

You gain an additional effect based on the elemental type you are channeling:

Air. Your speed increases by an additional 10 feet, and your movement does not provoke opportunity attacks.

Earth. When you take bludgeoning, piercing, or slashing damage, you can use your reaction to reduce the damage taken by your druid level.

Fire. You gain resistance to cold and fire damage, and your spells ignore resistance to fire damage.

Water. At the start of each of your turns, all creatures of your choice within 10 feet of you regain a number of hit points equal to your Wisdom modifier if they have no more than half of their hit points.

Elemental Mastery

At 14th level, you learn to manipulate multiple elements simultaneously, at great cost to yourself.

As a bonus action, you can expend two uses of Wild Shape at the same time to channel two elements, gaining all of the related benefits from your features. If you do so, when your channel ends you gain a point of exhaustion.


Subclass by Cyberhawk94
Art Credit: ArenaNet, Guild Wars 2: Heart of Thorns

Warlord

Alone, a Warlord is a minor threat, but with loyal companions to organize and command, the greatest Warlords are capable of toppling empires. Known for their keen use of tactics and knowledge of warfare, a Warlord is able to draw out the true potential of their allies.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: Deception, History, Insight, Intimidation, or Persuasion. In addition, you gain proficiency with one gaming set of your choice.

Tactial Prowess

When you choose this archetype at 3rd level, you learn commands that are fueled by command points, which represent your tactical knowledge and battlefield presence.

Leadership Style. You learn to either lead with presence and inspiring words, or tactics and wit. Abilities that refer to your Leadership modifier use either your Charisma or Intellgience modifier (you choose when you gain this feature).

Battlefield Commands. You learn three commands of your choice. You learn one additional command of your choice at 7th, 10th, and 15th level. If a command has a level requirement, you must be at least that level in this class to learn the command. Whenever you gain a level in this class, you can replace one command you know with a different one.

Each creature can only be targeted by one command per turn.

Command Points. You have four command points. You regain all of your expended command points when you finish a short or long rest. You gain one additional command point at 7th level and one more at 15th level.

Inspiring Surge. When you use your Action Surge ability, you can forgo the additional action to instead restore expended command points equal to half your proficiency bonus and issue one of the following commands (no action or command point required): "Attack!", "Move, Move, Move!" or "Stand and Fight!". You can issue a command with this ability even if it is not one of your learned commands.

Rallying Shout

At 7th level, you can push your allies to fight on through pain. When you use your Second Wind ability, you can also restore hit points equal to 1d10 + your fighter level to two allies within 30 feet of you.


Invigorating Inspiration

Starting at 10th level, your words of encouragement energize your allies.

When you issue the "Attack!", "Move, Move, Move!" or "Stand and Fight!" command, the targeted creature gains temporary hit points equal to twice your Leadership modifier.

In addition, whenever you grant a creature temporary hit points, their speed increases by 10 feet until they no longer have any temporary hit points.

Backup Plans

Starting at 15th level, if you roll initiative and have no leadership points remaining, you regain 1 leadership point.

In addition, each time you finish a short rest, you can replace a Battlefield Command you know with another Battlefield Command of your choice.

Lead to Victory

At 18th level, your commands are heard and followed by all around you. When you use a Battlefield Command, you can choose to target five different creatures with that command. Once you use this ability, you cannot do so again until you finish a long rest.

Battlefield Commands

"Attack!"

When you take the Attack action, you can issue this command in place of one of your attacks, targeting a creature that can hear you within 30 feet and expend one command point. The next time the target takes the Attack action before the start of your next turn, it can make one additional weapon attack as part of its Attack action, adding your Leadership modifier to the damage if this attack hits.

"Move, Move, Move!"

When you take the Attack action, you can issue this command in place of one of your attacks, targeting a creature that can hear you within 30 feet and expend one command point. The target can use its reaction to move up to its speed without provoking opportunity attacks.

"Stand and Fight!"

When you take the Attack action, you can issue this command in place of one of your attacks, targeting a creature that can hear you within 30 feet and expend one command point. As a reaction, it can expend a Hit Die to regain hit points equal to its Hit Die roll + its Constitution modifier + your Leadership modifier.

Bracing Cry

As an action, you can expend one command point to bolster the resolve of your companions. When you do so, choose up to three friendly creatures who can hear you within 30 feet. Those creatures gain temporary hit points equal twice your Leadership modifier.

Commanding Presence

When you make a Charisma (Intimidation) or a Charisma (Persuasion) check, you can expend one command point to add your Leadership modifier to the ability check.

Distracting Shout

As a bonus action, you can expend a command point to distract a creature within 30 feet of you that can hear you. 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, and you can add your Leadership modifier to the damage if the attack hits.

Goading Shout

You can use a bonus action and expend one command point to attempt to goad a creature into attacking you. One creature who can hear you within 30 feet must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Leadership modifier). On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Keen Eye

When you make an Intelligence (Investigation), an Wisdom (Insight), or a Wisdom (Perception) check, you can expend one command point to add your Leadership modifier to the ability check.


Quick Thinking

After you make an initiative roll, you can expend one command point to perfect your timing. You can: grant one ally a bonus to their result equal to your Leadership modifier, reduce your result by your Leadership modifier, or both.

Combat Advice

Prerequisite: 7th level

When a creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to expend one command point and add your Leadership modifier to the result of their roll.

Combat Rescue

Prerequisite: 7th level

As a reaction when a creature within 30 feet is reduced to 0 hit points, you can expend one command point to rush to their aid. You can immediately move up to your speed, so long as you end your movement within 5 feet of the downed creature.

Your ally can then expend one of its Hit Dice to instantly regain hit points equal to its Hit Die roll + its Constitution modifier, and gains temporary hit points equal to twice your Leadership modifier.

Warning Shout

Prerequisite: 7th level

As a bonus action, you can expend a command point you can expend a command point to warn a friendly creature within 30 feet of you that can hear you. It gains a bonus to its Armor Class equal to your Leadership modifier until the beginning of your next turn.

Heroic Cry

Prerequisite: 10th level

You can use an action and expend one command point to unleash a battle cry. Up to three other creatures of your choice within 30 feet of you that can hear you gain advantage on attack rolls until the start of your next turn.

Reforming Cry

Prerequisite: 10th level

As an action, you can expend one command point to call your allies to you. Up to three creatures of your choice within 30 feet, that can hear you, can use their reaction to move up to their full speed without provoking opportunity attacks. Creatures that end this movement within 5 feet of you gain temporary hit points equal to twice your Leadership modifier.

War Cry

Prerequisite: 10th level

As an action, you can expend one command point and issue a mighty war cry. Up to three creatures of your choice within 30 feet that can hear you must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Leadership modifier). On a failed save, the creatures drop whatever they are holding and are frightened of you until the start of your next turn.

Monks

Way of the Dreamer

The Ossended Host is an esoteric group of acolytes who worship the power of dreams and nightmares. Monks of this order spend night after night perfecting a form of meditation that can access a communal dream shared by all of their order.

Within this dream, generations of monks have recorded legends, forgotton tomes, ancient histories, and much more. This wealth of knowledge is held within and maintained by the mysterious entity that leads the Ossended Host. No outsider has ever seen this being, but based on the serenity of the monks who follow them, how bad can they be?

Dreamer's Meditation

Beginning at 3rd level you gain the ability to access a communal dream through deep meditation. Whenever you sleep you find yourself in The Dream, and no longer dream normally. The Dream takes a unique form to each practitioner, though any dreamer is able to make use of the information the Ossended Host has stored there.

If you spend a long rest sleeping, you may study in The Dream, looking for information of your choice. At the end of the long rest, you may make an Arcana, History, Nature, or Religion check with advantage, as though you were in a library researching that information.

Once you reach 11th level in this class, you may choose to spend your time in the dream traveling dreamlands rather than researching. When you use this feature, you may forgo the research roll to instead cast dream (with you as the messenger) or scrying. When cast in this way, these spells do not require material components, and the scyring spell cannot benefit from any physical connection.

Unwanted Visons

Also at 3rd level, you learn how to trigger memories of past dreams, both good and bad, by striking particular nerves. When you hit a creature with one of the attacks granted
by your Flurry of Blows, you can force them to
make a Wisdom saving throw.

On a failure, they take psychic damage
equal to your Wisdom modifier, and are
either charmed by you or frightened
of you (your choice) until the start
of your next turn. You can use
this feature only once on
each of your turns.

...

Soothing Bond

Starting at 6th level, you may choose to spend some time in your dream visiting those near you, calming them and opening their minds. At the end of a long rest, up to 5 humanoids of your choice, other than yourself, who slept within 100 feet of you each gain temporary hit points equal to your Monk level + your Wisdom modifier.

Those creatures become bonded to your dream for up to 24 hours, or until they no longer have these temporary hit points. While bonded with a creature in this way, you may telepathically communicate with them if they are within 60 feet, and they have advantage on saving throws against being frightened.

Dreamer's Insight

At 11th level, the dreamer can sometimes tap into knowledge their conscious mind cannot understand, giving brief flashes of insight during combat and letting them make last minute changes to their movements.

When a creature hits you with an attack, you can spend 1 ki point as a reaction to gain insight into their future attacks. Until the end of your next turn, you don't provoke opportunity attacks from that creature, and their attack rolls against you have disadvantage.

Waking Dream

At 17th level, you have spent so much time within The Dream that it and the real world blur together, altering your mind beyond mortal recognition.

You are immune to psychic damage and the charmed and frightened conditions, and can always percieve illusions for what they are.

In addition, if any creature attempts to charm you, frighten you, or read your thoughts, they must make an Intelligence saving throw, or take psychic damage equal to your monk level.

SUBCLASSES | MONK

Ranger Conclave

Dune Strider

Deep in the heart of the desert, where sand shimmers and the sun scorches the very air, there are those who embrace the way of the sands.

These rangers embrace the spirit of the desert, being swift on their feet and summoning great storms of dust and sand. Their magic talents lay mostly in the field of illusions, following the practices of the mirages of their home. Using this unique blend of skills, they fight against the myriad threats that emerge from the desert; greedy bandits, conquering hobgoblins, malicious Yuan-Ti, and evil dragons.

Dune Strider Magic

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Dune Strider Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Ranger Level Spells
3rd silent image
5th dust devil
9th wall of sand
13th hallucinatory terrain
17th mislead

Eye of the Desert

Beginning when you select this archetype at 3rd level, your time in the desert has given you an innate resistence to the conditions and hazards found there.

You have advantage on ability checks to discern illusions and saving throws against illusions, and you are naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master's Guide.

Wind of the Wastes

Finally at 3rd level, desert sands swirl into a frenzy around your feet as you run. When you take the Dash action, you can choose to have sand and wind swirl and create a sandstorm in a 10 foot radius around you. The sandstorm ends after 1 minute, or when you end your turn without moving at least 10 feet.

While the storm is active the area is lightly obscured, you gain a +2 bonus to AC against ranged attacks, and any creatures of your choice that enter the sandstorm's area for the first time on a turn, or start their turn there, take slashing damage equal to your proficiency bonus. This damage is considered magical.

You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.


Sand Sprinter

Starting at 7th level, your experience traveling and fighting among the dunes has paid off. If you are not wearing heavy armor you can take the Dash action as a bonus action, and moving through sand and similar materials costs you no extra movement.

In addition, you have advantage on saving throws against being grappled, restrained, or knocked prone.

Lashing Sands

Starting at 11th level, you can take advantage of the chaos in the storm to strike at your foes. If you hit with at least two weapon attacks in a single turn, you can make an additional melee weapon attack against a creature that is within your sandstorm.

Saharan Grasp

Starting at 15th level, your sands rage ever harder hindering your foes. Any hostile creatures moving through the area of your sandstorm treat it as difficult terrain.

In addition, as a reaction to being hit with a melee attack, you can sink the attacker into the sands. The attacking creature must make a Dexterity saving throw against your Spell Save DC. On a failure, they become grappled until the end of your next turn. Flying creatures automatically pass this saving throw.

SUBCLASSES | RANGER CONCLAVES

Roguish Archetypes

Ruffian

Back-alley brawlers, highwaymen, and enforcers. Ruffians are those who have abandoned honor to grab any shred of opportunity they can find. Ruthlessness and quick-thinking have kept you alive so far, and you see no reason for silly ideas of "honor" and "fairness". Life hasn't been fair to you, so why not repay it in kind?

Fight dirty. Hit hard. No mercy.

Cheap Shots

When you choose this archetype at 3rd level, you learn to exploit every opening your enemies provide. When a creature misses you with a melee attack, you can use your reaction to make an opportunity attack against that creature.

You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if they are frightened or poisoned and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Street Brawling

Also at 3rd level, you gain proficiency with improvised weapons. Clubs, light hammers, sickles, and improvised weapons gain the finesse property while you wield them.

Self Before Others

When you reach 9th level, you use adversaries and innocents alike as cover from attacks and spells.

You have half-cover while you are within 5 feet of at least two creatures that are Small or larger.

Ruthless Cunning

At 13th level, your fighting style becomes even more brutal when you are backed into a corner.

You gain the following Cunning Strike option:

  • Terrify (Cost: 2d6). The target must succeed on a Wisdom saving throw, or be frightened of you until the end of your next turn.

In addition, when you are below half your maximum hit points, you can use this Cunning Strike option without forgoing any sneak attack dice.

Endlessly Opporunistic

Starting at 17th level, you constantly have an eye out for opportunities. You can use two reactions each round. You can use only one reaction per triggering effect.

Sanctioned

On occasion, there comes a threat to the world that the priestly orders cannot stop through noble warriors or blessed prayers. For these times, some orders of clergy train or recruit rogues known as Sanctioned. These holy assassins specialize in hunting down evil, using stealth and divine magics to eliminate the foes of their order with extreme prejudice.

Spellcasting

When you choose this archetype at 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the paladin spell list.

Spell Slots

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

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

Spells Known of 1st-Level and Higher

You know three 1st-level paladin spells of your choice.

The Spells Known column of the Sanctioned Spellcasting table shows when you learn more paladin spells of 1st level or higher. They must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the paladin spells you know with another spell of your choice from the paladin spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells, since their power derives from your belief in your divine purpose. 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 paladin 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

Divine Purpose

Also at 3rd level, you gain proficiency in the Religion skill if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses this proficiency.

In addition, when you deal sneak attack damage to a fiend or an undead, you deal radiant damage instead of your weapons normal damage type.


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

Unerring Sight

At 9th level, you learn to briefly pierce through all deception and see the world as it truly is. As a bonus action, you can cast the true seeing spell with this feature, without requiring material components or a spell slot, but the spell ends at the end of the current turn.

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

Shrouded Mind

When you reach 13th level, your mind has focused and sharpened into a fortress. You gain advantage on any saving throw you make against charm or fear effects. Additionally, your thoughts can’t be read by telepathy or other means unless you allow it.

Penance Strike

At 17th level, you can exploit an opening to bring divine judgment onto your foes.

When creature within 5 feet of you makes an attack or begins to cast a spell, you can use your reaction to immediately make a single melee weapon attack with advantage against that creature. If the attack hits, the target is stunned until the end of its turn.

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

SUBCLASSES | ROGUE

Sorcerous Origins

Desert Wastes

The Marquesian Desert was originally lush jungle until, near the end of the Age of Arcanum, a great magical expiriment went awry and leveled the entire region. To this day it remainds a land of sand, curses, and lifeless wastes.

Occasionally, children in this area are born with the ability to manipulate the very sands themselves. Seemingly imbued with some of the great magical energies released in that catastrophy, they can create whispy, ghostlike figures from sand when threatened. One can only hope there is no ill side effects of these powers coursing through their viens.

Desert Wastes Origin Spells
Sorcerer Level Spells
1st absorb elements, inflict wounds
3rd blur, dust devil
5th life transference, wall of sand
7th blight, shadow of moil
9th enervation, insect plague

Out of the Desert

Starting at 1st level, you suffer no ill effects of extreme heat and only need half the normal water intake.


Sand Shade

Starting at 1st level, you gain the instinctive ability to manipulate the sands when in danger. As a reaction to being hit by an attack, you can choose to teleport up to 10 feet to an unoccupied space you can see, and leave behind a Sand Shade in your place. You take no damage, and the triggering attack instead automatically hits the Sand Shade.

The Sand Shade appears as a spectral figure made of sand, and is considered an object with an AC of 15, 1 hit point, and immunity to necrotic, bludgeoning, piercing, and slashing damage. It lasts up to 1 minute, at the end of which it disintegrates back into sand.

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

Marquet's Vengeance

Beginning at 6th level, your control over the cursed magics of the desert has solidified, no longer being purely instinctual.

As a bonus action, you can create a Sand Shade in an unoccupied space you can see within 10 feet of you. You can have a maximum number of Shades simultaneously equal to your proficiency bonus.

As an action you may spend 2 sorcery points to destroy all of your Sand Shades, causing one effect of your choice (listed below) to occur in a radius of 5 feet around them. If a creature is within range of more than one Sand Shade, the effect applies seperately for each Shade.

Detonate. All creatures within range must make a Dexterity saving throw against your sorcerer spell save DC. Each creature takes 2d8 force damage on a failed save, or half as much damage on a successful one.

Decay. One creature of your choice within range must make a Constitution saving throw against your sorcerer spell save DC or take 3d6 necrotic damage and gain a point of exhaustion.

Husk. Any creatures of your choice within range gain temporary HP equal to your sorcerer level.

Obscure. The area within range becomes a sandstorm lasting 1 minute, this area is considered difficult terrain for all creatures other than you, and is heavily obscured. As a bonus action on following turns, you can move any existing sandstorms up to 10 feet in any direction.

When you reach 14th level in this class, you can create two Sand Shades with a single bonus action.

Soul of the Wastes

Starting at 14th level, your body has begun to channel decaying magics more naturally, granting you resistance to necrotic damage.

In addition, any creature that takes necrotic damage from a spell you cast takes additional necrotic damage equal to your Charisma modifier.

Master of the Sands

Once you reach 18th level, your mastery of the desert magics has reached its peak. As an action, you can transform into a whirlwind of sand and necrotic energy until the start of your next turn. In this form have a fly speed of 90 feet, you are immune to all damage, and you can't be grappled or restrained.

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

SUBCLASSES | SORCERER

Vortex Soul

You have the innate ability to manipulate the weave of time and space itself. To you, timelines and gravity wells are as obvious and natural as the wind or waves. Maybe you were born during a time loop caused by a great mage. Maybe you lived on a plane with altered gravity or passed too close the event horizon of a black hole. Or perhaps you are a remnant of a destroyed timeline, left behind for unknown purpose.

Regardless of the reason, you can manipulate the energy known as dunamis as naturally as one might speak or run.

Dunamis Origin

Starting at 1st level, your sorcerous origin allows you to manipluate dunamis energy to control time and space. When your Spellcasting feature lets you learn or replace a sorcerer spell of 1st level or higher, you can choose the new spell from the sorcerer spell list or the list of Dunamancy spells outlined in Explorer's Guide to Wildemount. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, you learn additional spells when you reach certain levels in this class, as shown on the Vortex Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Vortex Spells
Sorcerer Level Spells
1st feather fall, magnify gravity
3rd augury, vortex warp
5th haste, slow
7th death ward, gravity sinkhole
9th legend lore, temporal shunt

Gravity Anchor

Starting at 1st level, you can subtley manipulate the gravity effecting you as a bonus action, making it stronger or weaker.

Stronger. You have advantage on Strength ability checks and saving throws, and have tremorsense with a range of 10 feet. However, your walking speed decreases by 5 feet.

Weaker. Your walking speed increases by 10 feet, you can jump twice as far as normal, and difficult terrain doesn't cost you extra movement. However, you have disadvantage on Strength ability checks and saving throws.

The chosen effect lasts for 1 minute, or until you end it as a bonus action. Once you use this feature, you can’t use it again until you finish a short or long rest.

Instinctive Rewind

Once you reach 6th level, you discover the ability to rewind your own timeline to avoid danger.

As a reaction to taking damage, you can spend 2 sorcery points to halve the triggering damage, and teleport up to 15 feet to an unoccupied space you can see. You must have occupied that space at some point since the start of your last turn.

...

Zero Gravity Point

Starting at 14th level, you can enshroud yourself with a pocket of zero gravity as a bonus action, lifting yourself into the air.

While the pocket exists, you have a flying speed of 30 feet and can hover. In addition, you automatically pass your saving throw against any spell that effects gravity (such as reverse gravity). The pocket lasts until you’re incapacitated, you die, or you dismiss it as a bonus action.

Conflux of the Soul

Upon reaching 18th level, you can spend 5 sorcerery points as an action to meditate and combine aspects of yourself from multiple different timelines, gaining the following benefits:

  • You can add your proficiency bonus to any ability check or saving throw you make that doesn’t already include it
  • You are immune to being frightened
  • Your Charisma score and maximum increase by 2.

You remain in this state for 1 hour, and it ends early if you are incapacitated or if you die. When it ends, you gain one point of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.

Subclass by Cyberhawk94
Art Credit: Jessie Lam





















Warlock Patrons

The Ancestors

Ancestor worship is common across many peoples of the world, and some within these societies develop deep and lasting relationships with the collective souls of their ancestors. Spirits visit these descendants in visions and dreams, guiding their tribe’s future with the collected knowledge and ambition of generations.

Shaman dedicate themselves to their tribe and homeland, serving any number of social functions. Some are spiritual leaders, trusted healers and valued advisors all at once. However, while they bring protection and prosperity to their allies, they can just as easily bring ruin upon their enemies.

Extended Spell List
Spell Level Spells
1st cure wounds, fog cloud
2nd enhance ability, skywrite
3rd remove curse, spirit guardians
4th control water, divination
5th commune with nature, insect plague

Tribal Knowledge

At 1st level, you become proficient in the Herbalist’s Kit tool, and you learn the druidcraft and guidance cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.

Dark Restoration

Also at 1st level, you have been trained to use dark magics as a siphon to heal your allies wounds. You learn the hex spell if you don’t already know it.

When an ally damages a hostile creature cursed by your hex or bane spell or by a warlock feature of yours, you can use a reaction to heal that ally. They regain a number of hit points equal to half your warlock level (rounded up).























Shamanic Rites

At 6th level, you learn several different rites that imbune you with knowledge from your ancestors. When you finish a long rest, choose one of the following spells: augury, bane, bless, ceremony, or healing spirit. You can cast this spell without expending a spell slot once, and regain this use when you finish a short or long rest. All spells cast this way count as warlock spells for you.

Spiritual Endurance

At 10th level, the strength of generations past protects your mind and body. You have advantage on saving throws against being frightened or to maintain concentration on a spell.

In addition, while you are concentrating on a spell you gain temporary hit points equal to your Charisma modifier at the start of your turn.

Twice-Cursed

At 14th level, you gain the ability to enhance your hexes and curses to new degrees of pain for your foes.

While a creature within 30 feet of you is cursed by your hex or bane spell or by a warlock feature of yours, you can use a bonus action to curse them further. The creature must succeed on a Wisdom saving throw against your warlock spell save DC or have disadvantage on attack rolls and Wisdom saving throws for 1 minute.

The targets saving throw against this feature is modified by the sort of physical connection you have to them.

Physical Connection Modifier
No connection +0
Possession or garment -2
Body part, lock of hair, or the like -5
Sample of their blood -10

Once you use this ability, you can't use it again until you complete a long rest.

Cyberhawk94
Art Credit: Alexander Kozachenko

The Dream

The Ossended Host is an esoteric group of acolytes who worship the power of dreams and nightmares. The priests of this order keep the source of their power a closely guarded secret. They preach the power of dreams and the virtue that can be found within them, seeming to all the world like a benevolent order.

However, to their enemies they can unleash the fury of nightmares, trapping foes in horrifying prisons of their own making. What dark being is at the center of this twisted order? The Ossended Host isn't talking, and anyone who may have found out has either joined them or was never seen again...

Extended Spell List
Spell Level Spells
1st dissonant whispers, sleep
2nd calm emotions, phantasmal force
3rd catnap, life transference
4th divination, phantasmal killer
5th geas, rary's telepathic bond
...

Half Remembered

At 1st level, your dreams are filled with new information, details and hints that fade upon waking, to be remembered at the right moment.

When you make an Intelligence check, you can roll an additional d20 and choose which result to use. You can choose to use this ability after you roll the die, but before the outcome is determined.

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

Compelled Rest

Also at 1st level, your patron grants you the ability to force creatures to sleep.

As an action, choose a point you can see within 60 feet of you. Creatures in a 10-foot radius centered on that point must make a Wisdom saving throw against your warlock spell save DC, and does so with advantage if you or your companions are fighting it. On a failure, these creatures fall asleep and are unconsious for 1 minute, or until they take damage.

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

Dream Eater

Starting at 6th level, you are able to heal your wounds with energy pulled from the realm of dreams and nightmares.

When you force a creature to sleep, you can choose to impose horrific nightmares. If you do so, when the creature wakes, they suffer psychic damage equal to your Charisma modifier.

In addition, when you deal psychic damage to a creature with a warlock feature or a spell cast with a spell slot of 1st level or higher, you regain hit points equal to your Charisma modifier. You may only regain hit points this way once per turn.

Enthralling Lullaby

Once you reach 10th level, you can use dream energy to impose your will, lulling creatures open to your voice to sleep.

As a bonus action, you can force a creature that is charmed by you to make a Wisdom saving throw against your warlock spell save DC. The creature automatically succeeds if it cannot hear you. On a failure, the creature falls asleep until it is no longer charmed.

If a creature's saving throw is successful or the effect ends for it, the creature is immune to this feature for 24 hours.

Tortured Dreams

At 14th level, you are able to capture the mind of a sleeping creature and use it to your advantage.

As a reaction to a creature within 60 feet falling unconsious, you can cast soul cage on that creature, as though they had died. Casting this spell does not require a spell slot, but the spell ends if the creature dies or wakes up.

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

SUBCLASSES | WARLOCK

New Pact Boon and

Eldritch Invocations


Pact of the Instrument

You can use your action to create an instrument in your empty hand. You can choose the form that this instrument takes each time you create it, and your instrument 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 die.

You can transform one magic instrument into your pact instrument by performing a special ritual while you hold it for 1 hour. As part of this ritual, you can attune to the instrument, ignoring any class requirements. You can then dismiss the instrument, shunting it into an extradimensional space, and it appears whenever you create your pact instrument thereafter.

While holding your pact instrument, you gain the following benefits:

  • You are proficient with this instrument, and your proficiency bonus is doubled for any ability check you make that uses it
  • If a creature listens to you play music from your pact instrument for 1 minute or longer, you have advantage on Charisma checks directed at that creature for 1 hour.
  • You can use your pact instrument as a spellcasting focus for your warlock spells.
...

Eldritch Invocations

Animated Choreography

Prerequisite: 9th level, Pact of the Instrument Feature

You can cast animate objects once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Cursed Mind

Prerequisite: 5th level

When you fail a Constitution saving throw to maintain concentration, your mind lashes out at those around you. A creature of your choice within 30 feet of you must succeed on a Wisdom saving throw against your warlock spell save DC or become cursed for 1 minute. While cursed in this way, the creature takes 1d6 necrotic damage at the start of its turn.

Once you use this invocation, you can't use it again until you finish a long rest.

Dark Encore

Prerequisite: 5th level, Pact of the Instrument Feature

When you are reduced to 0 hit points but not killed outright, you can use your reaction to drop to 1 hit point instead. If you do so, up to five creatures of your choice within 30 feet of you take thunder damage equal to your warlock level.

You can’t use this feature again until you finish a long rest.

Dueling Notes

Prerequisite: Pact of the Instrument Feature

You can cast compelled duel once without expending a spell slot. You regain the ability to do so when you finish a long rest.

Enthralling Song

Prerequisite: Pact of the Instrument Feature

When you use your Pact Instrument to cast a spell that causes targets to become charmed, the targets have disadvantage on their saving throw.

Nightmarish Visions

Prerequisite: 7th level

When you cause a creature to become frightened of you, you can cause their vision to fill with their worst nightmares. If you do so, the creature takes 1d6 psychic damage at the start of each of its turns until it is no longer frightened.

SPELLS

Additonal Spell Lists

Artificer Spells

Cantrips

Discharge

1st level

Arcane Weapon

2nd level

Magnetize

3rd level

Xendros' Last Minute Purchase

Cleric Spells

2nd level

Detonate Corpse
Rouse Corpse

5th level

Howling Tempest (replaces Insect Swarm for Tempest)

Druid Spells

5th level

Howling Tempest

6th level

Corrosive Rain

8th level

Permafrost


Sorcerer Spells

Cantrips

Discharge

2nd level

Magnetize

4th level

Galvanic Dash

5th level

Howling Tempest

6th level

Corrosive Rain

8th level

Permafrost

Warlock Spells

2nd level

Detonate Corpse
Rouse Corpse

8th level

Permafrost

Wizard Spells

Cantrips

Discharge

2nd level

Detonate Corpse
Magnetize
Rouse Corpse

3rd Level

Xendros' Last Minute Purchase

4th level

Galvanic Dash

5th level

Howling Tempest

8th level

Permafrost

Spell Descriptions

The spells are presented in alphabetical order.


Arcane Weapon

1st-level transmutation


  • Casting Time: 1 bonus action
  • Range: self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You channel arcane energy into one simple or martial weapon you’re holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal an extra 1d4 damage of the chosen type to any target you hit with the weapon.

Detonate Corpse

2nd level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instant

You cause the body of a creature that is Small or larger and that has died within the last 24 hours to rupture and burst. Each creature within 10 feet of the corpse must make a Dexterity saving throw or take 3d8 necrotic damage and become poisoned until the end of their next turn. A creature that succeeds on the saving throw takes half damage and is not poisoned.

This spell does not work on the corpses of contructs and elementals.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher you can target an additional corpse for each slot level above 2nd. A creature that is within the area of more than one explosion takes half of the damage for each explosion beyond the first.

SPELLS

Corrosive Rain

6th level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a vial of polluted water)
  • Duration: Concentration, up to 1 minute

A downpour of acid rain falls to the ground in a 15- foot-radius, 40-foot-high cylinder centered on a point within range.

Any creature that starts its turn in the cylinder must make a Dexterity saving throw. On a failed save, a creature takes 6d4 acid damage and is covered in acid for the spell’s duration, or until a creature uses its action to scrape or wash the acid off itself or another creature. On a successful save, a creature takes half the initial damage and is not covered in acid. A creature covered in the acid takes 3d4 acid damage at start of each of its turns.

The rain dissolves through 1 inch of nonmagical wood or metal that isn’t being worn or carried each round.

If you are within 90 feet of the cylinder, you can move it up to 20 feet as a bonus action on your turn.


Discharge

Evocation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

A spark of electricity shoots from your hand at a creature within range. Make a ranged spell Attack against the target. On a hit, it takes 1d8 lightning damage, and lightning arcs from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes half as much damage.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Galvanic Dash

4th level transmutation


  • Casting Time: 1 bonus action
  • Range: self
  • Components: V, S
  • Duration: 1 minute

When this spell is cast and as a bonus action on subsequent turns, you can transform into a bolt of lightning and dash across the battlefield. Each dash allows you to move exactly 30 feet in a straight line, passing through creatures but not solid objects. This movement doesn’t provoke opportunity attacks.

Each creature you pass through must make a Dexterity saving throw. The creature takes 3d6 lightning damage on a failed save, or half as much on a successful one.

After each dash, you transform back into yourself. If you end in an occupied space, you fall prone in a random space within 5 feet. The spell ends once you have made three dashes.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can dash one additional time for each slot level above 4th.

Howling Tempest

5th level evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S
  • Duration: Instantaneous

A storm of winds and thunderous force fills a 20 foot radius sphere centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d10 thunder damage and 4d6 bludgeoning damage, is deafened, and is pushed 10 feet in a direction of your choice. Each creature may be pushed in a different direction. On a successful save, the creature takes half as much damage and is neither deafened or pushed.

In addition, the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

Magnetize

2nd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (two small pieces of iron)
  • Duration: 1 round

You electrically charge the air surrounding a creature within range. They must succeed on a Dexterity saving throw or become magnetically charged until the start of your next turn. While charged in this way, attacks against this creature have advantage, as weapons and spells are pulled toward them.

If the target willingly moves before your next turn, it immediately takes 3d8 lightning damage, and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target on additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

Permafrost

8th-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a piece of white quartz)
  • Duration: 1 minute

Cold winds from the Elemental Plane of Ice blow from a point within range, freezing every surface in a 40 foot radius sphere. This area is considered difficult terrain.

Each creature that starts their turn within the area takes 2d8 cold damage and must make a Constitution saving throw or be restrained until the start of its next turn.

If a creature fails 3 saving throws to this spell they freeze solid, becoming paralyzed for the remainder of the spell's duration. The failures don’t need to be consecutive.

SPELLS


Rouse Corpse

2nd level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute.

Threads of dark power leap from your fingers to pierce a Small or Medium corpse you can see within range. The corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual). The creature takes its turns immediately after yours.

On each of your turns, you can use a bonus action to mentally command the creature you made with this spell if the creature is within 60 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creature does nothing except defend itself against hostile creatures. Once given an order, the creature continues to follow it until their task is complete.

The creature is under your control until the spell ends, after which it becomes inanimate once more.

At Higher Levels. You can animate an additional corpse for each spell slot level above 2nd. As a bonus action on your turn, you can issue a single command to any number of creatures you have animated via this spell.

Xendros' Last Minute Purchase

3rd-level conjuration


  • Casting Time: 1 action (ritual)
  • Range: Touch
  • Components: V, S, M*
  • Duration: Instantaneous

You speak the name of the item you are seeking when casting this spell. If Xendros has this item in stock, the item appears before you. Each casting of this spell can only summon a single item (bundles such as a quiver of 20 arrows count).

If Xendros does not have this item, the spell is still cast, with a cost of 1 gold piece.

*(gold worth twice the value of the item being requested, which is consumed)