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Legends of DC

"Heroes Unite in the Justice League" By Paolo Rivera

Contents

Legends of DC is Fan Content permited under

the Fan Content policy. Not approved/endorsed

by Wizards or Superheroes.


Portions of the materials used are property

of Wizards of the Coast @ Wizards of the Coast LLC;

and DC Comics @ DC Entertainment LLC

This book uses Mordenkainen's Monsters of the Multiverse

as it's primary sourse material for race information

Table of Contents

Introuction


         What You'll Find Within


Chapter 1, "Humanoid Races", introduces 15 re-skinned race options for player characters, complimenting the options established in the Players Handbook and other D&D books. All other races throughout the entirety of D&D are perfectly available to be introduced into the world of DC Comics.


Ghouls, Demons, Dwarves, and Elfs are no strangers to the world of DC, these re-skinned races are simply meant to immerse you into this world through already existing methods.


Some races have been modified to more-closely resemble races found in DC. For instance, Amazonians use the Goliath's traits, but are resistant to fire damage (one of the most common damage types) rather than cold damage. Primarily to display the Amazon's high durability


Chapter 2, "Classes", introduces 2 new classes that have been re-skinned from the Sorcerer (Meta) and Paladin (Lantern) classes respectively. Nothing has been changed in the core features of the classes other than the name: to better fit into the established lore of the world. All other D&D Classes are perfectly eligable to be played alongside these two. They're meant to be fun flavor.


Alongside these classes comes 17 new Sub-Classes;

  • 9 for Meta
  • 6 for Lantern
  • 1 for Barbarian
  • 1 for Monk

The majority of these Sub-Classes just use mix-and-matched traits from already established D&D Sub-Classes. While it may not be perfectly balanced, hopefully this book allows you to have some fun with them.


Chapter 3, "Beastiamorph Races", completes the list of re-skinned races but entirely focuses on the anthropomorphic species found all throughout the DC Universe; adding 16 more playable races.


Some characters find themselves mutated either accidentally or mystically into new animalistic forms. While others simply exist as established races such as the Gorillas of Gorrilla city or the Fishmen of Atlantean Kingdoms.


Booster Gold #32 Textless Cover by Kevin Maguire


           Ability Score Increases


While the races displayed in this compendium are given Ability Score Increases alongside their traits, they are merely optional if you choose to use the rules introduced in Tasha's Cauldron of Everything:


When determining your characters ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. You can't raise any of your scores above 20.


As a fan of both D&D as well as
DC Comics, I hope you enjoy
this compendium and all of
its contents. Hopefully
it makes its way into
somebodies home
game somewhere.


Now go!
Adventure awaits!

Introduction

DC Human Races

Human

Humans are the dominant species on Planet Earth and make up most of the population, they have no powers but have near limitless potential.


Ability Score Increase. Your ability scores increase by 1.


Age. Humans reach adulthood in their late teens and live less than a century.


Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.


Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.


Speed. Your base walking speed is 30 feet.


Languages. You can speak, read, and write Common and one extra language of your choice.

Human Variant

Variant of Human

Humans with a particular set of skills that allow them to specialize in a special field.


Ability Score Increase. Two different ability scores of your choice increase by 1. (Replaces ASI)


Skills. You gain proficiency in one skill of your choice.


Feat. You gain one feat of your choice.

Enhanced Human

Experimentation, freak accident, or born with superior strength, these humans are extra strong and durable.


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


Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.


Meathead. You have advantage against being charmed or frightened.


Unarmored Defense. When you are not wearing armor, your Armor Class is equal to 13 + your Constitution modifier.


Skills. You gain proficiency in one of the following skills: Atheletics, Acrobatics, Survival, or Perception.


Enhanced Senses. You have advantage on Perception, Survival, and Investigation checks that involve smell.


Magician

Humans naturally gifted with an affinity towards magic or supernatural traits.


Ability Score Increase. Your Intelligence, Wisdom, or Charisma score increases by 2, and two other ability scores of your choice increase by 1.


Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and darkness as if it were dim light.


Mage Training. You have advantage on saving throws against being charmed or put to sleep.


Skill Versatility. You gain proficiency in two skills of your choice.

Cyborg

Cybernetic humans with an affinity for technology. Typically more intelligent than most people.


Ability Score Increase. Your Intelligence score is increased by 2, and your Constitution increases by 1.


Dark Vision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light


Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • You don't need to sleep, and magic can't put you to sleep.

Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor.

  • You gain a +1 bonus to Armor Class.
  • You can only don armor with which you have proficiency. To don armor, you must incorporate it into your body over 1 hour. To doff armor, you must spend 1 hour removing it.

Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.

Cyborg by

Mehmet Ozen

Chapter 1 | Humanoid Races | Human

Ocean Dwellers

Aquaman #56 Variant Cover by Skan


Mera by Nebezial


 Atlantean

     Residents of the Kingdom of Atlantis, famously at the bottom of
         the North Atlantic Ocean. Adapted to the crushing depths of the
            dark ocean floor, a bustling nation exists beneath the waves.


Ability Score Increase. Your Strength score increases by 2,
  and your Constitution score increases by 1.


     Age. Atlanteans reach maturity around age 18 and can live
        up to 200 years.

  Alignment. Atlanteans tend toward lawful good. As
    guardians of the darkest reaches of the sea, their
       culture pushes them toward order and benevolence.


       Size. Atlanteans are slightly taller than humans,
       averaging about 6 feet tall. Your size is Medium.


    Speed. Your base walking speed is 30 feet, and you have
  a swimming speed of 30 feet. You can breathe water and air.


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


Atlantean Ancestry. You have advantage on saving throws
against being charmed, and magic can't put you to sleep.


Keen Senses. You have proficiency in the Perception skill.


Atlantean Weapon Training. You have proficiency with
the spear, trident, javelin, and net.


Friend of the Sea. Using gestures and sounds, you
can communicate simple ideas with any beast that
has an innate swimming speed.

   Guardians of the Depths. Adapted to even the
most extreme ocean depths, you have
resistance to cold damage.


Languages. You can read, speak, and
write Atlantean and one other language of your choice.

Xebellian

Variant of Atlantean

A citizen of Xebel, the sister nation of Atlantis, located
under the South Atlantic Ocean.


Ability Score Increase. Your Charisma score is increased by
2, and your Constitution increases by 1. (Replaces prior ASI)


Control Water. A child of Xebel, You can cast Create or Destroy
Water with this trait. Starting at 3rd level, you can cas Binding Ice
with it, and starting at 5th level, you can also cast Wall of Water
with it. Once you cast a spell with this trait, you can’t cast that
spell with it again until you finish a long rest. Cha is your
spellcasting ability for these spells. (Replaces Friend of the Sea)

Chapter 1 | Humanoid Races | Ocean Dweller

Themyscirans

Amazonian

The Amazons of Themyscira are a race of powerful warrior women, led by Queen Hippolyta, and defended by their champion Wonder Woman.


Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.


Age. Amazons have longer lifespans. They enter adulthood in their late teens and usually live to be about 1000 years while not in their homeland of Themyscira, in which case they are immortal.


Alignment. Amazon society, with its clear roles and tasks, has a strong lawful bent. The Amazonian sense of fairness, balanced with an emphasis on self-sufficiency and personal accountability, pushes them toward neutrality.


Size. Amazons are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium.


Speed. Your base walking speed is 30 feet.


Natural Athlete. You have proficiency in the Athletics skill. You also count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.


Endurance. You can sturdy yourself to shrug off an injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Demi-God. You have resistance to fire damage.


Languages. You can speak, read, and write Greek, Latin, and one extra language of your choice.


Son of Hephaestus

The Greek god Hephaestus made an agreement with the Amazons: he would trade weapons made by him for those male children abandoned at birth, so that they may live on and work in his forge.


Ability Score Increase. Your Constitution score increases by 2, and your Wisdom increases by 1.


Age. These blacksmiths mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 1000 years.


Alignment. Most Sons are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.


Size. Sons range from under 6 to over 8 feet tall and have muscular builds. Your size is Medium.


Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.


Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.


Blacksmith Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.


Ares Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.


Tool Proficiency. You gain proficiency with one artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.


Greek Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.


Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.


Languages. You can speak, read, and write Greek, Latin, and one extra language of your choice.

Themyscira by JJpeabody


Half Elf Ranger from Arcana Games

Chapter 1 | Humanoid Races | Themysciran

Robots

Android

An android is a robot designed to resemble a human, usually both in appearance and behavior. Often-times built to combat superhumans or do jobs that regular humans are incapable of doing.


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


Age. A typical Android is between two and thirty years
old. The maximum lifespan of Androids remains a
mystery; so far, Androids have shown no signs of deterioration due to age. You are immune to
magical aging effects.


Alignment. Most Androids take comfort in order
and discipline, tending toward law and neutrality.
But some have absorbed the morality – or lack
thereof – of the beings with which they served.


Size. A typical Android can range from 5-8
feet tall. Your size is Medium.


Speed. Your base walking speed is 30 feet.


Constructed Resilience. You were created to have remarkable fortitude, represented by the following benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • You don't need to sleep, and magic can't put you to sleep.

Sentry's Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.


Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor.

  • You gain a +1 bonus to Armor Class.
  • You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it.

While you live, your armor can't be removed from your body against your will.


Specialized Design. You gain one skill proficiency and one tool proficiency of your choice.


Languages. You can speak, read, and write Common and two other language of your choice.

Red Tornado by John Gallagher


Gearforged Monk by OneTrueBears (DeviantArt)

Chapter 1 | Humanoid Races | Robots

Aliens



Thanagarian

   From their home planet of Thanagar, their winged
     society is largely based on order and justice. While
       they are fearless warriors, they also remain the primary
        export of Nth metal, which is known for its mysterious
          and powerful properties.


       Ability Score Increase. Your Dexterity score increases
      by 2, and your Wisdom score increases by 1.


    Age. Thanagarians reach adulthood in their late teens
   and live less than a century.


 Alignment. Most Thanagarians are good and rarely
 choose sides when it comes to law and chaos. Tribal
 leaders and warriors might be lawful, while explorers
 and adventurers might tend toward chaotic.


 Size. Thanagarians vary widely in height and build,
 from barely 5 feet to well over 6 feet tall. Regardless
 of your position in that range, your size is Medium.


 Speed. Your base walking speed is 30 feet.


 Flight. You have a flying speed of 40 feet. To use this
 speed, you can’t be wearing medium or heavy armor.


 Warrior Training. You have proficiency with the
 longsword, shortsword, shortbow, and morningstar.


 Languages. You can speak, read, and write
 Thanagarian and one extra language of your choice.

Hawkman by Marvida


Birds in the sky by Blue-Hearts

(DeviantArt)

Chapter 1 | Humanoid Races | Aliens

Tamaranian

Tamaranians were a golden skinned peaceful people until they were forced into war to defend themselves. They went on to become a powerful and noble warrior race. They receive fire-like powers from their natural physiology.


Ability Score Increase. Your Constitution score
increases by 2, and your Charisma increases by 1.


Age. Tamaranians mature at about the same rate as
humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.


Alignment. Tamaranians tend to extremes, making a conscious choice for one side or the other in the
cosmic war between good and evil.


Size. Tamaranians vary widely in height and build,
from barely 5 feet to well over 6 feet tall. Regardless
of your position in that range, your size is Medium.


Speed. Your base walking speed is 30 feet.


Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Everything you see in darkness is in a shade of green.


Fire Resistance. You have resistance to fire damage.


Languages. You can speak, read, and write Tamaranian. You may also learn any one language at a time through contact with the saliva of a person who speaks that language, this effect lasts for 24 hours.

Titans

United #7

cover by

Kael Ngu


Starfire

by YamaOrce


Red Sky by Coal12


Solar Powered. You know the Produce Flame cantrip. Starting
at 3rd level, you can cast the Burning Hands spell with this trait.
Starting at 5th level, you can also cast the Scorching Ray spell
with this trait. Once you cast Burning Hands or Scorching Ray
with this trait, you can't cast that spell with it again until you finish
a long rest. You can also cast either of those spells using any spell
slots you have of the appropriate level.


      Int, Wis, or Cha is your spellcasting ability for these spells
       (choose when you select this race).

Chapter 1 | Humanoid Races | Aliens

Daxamite

Daxam is the sister planet to the now destroyed Krypton, the Daxamites share
similar physiology to Kryptonians but are noticeably less powerful. Lead is
incredibly lethal to them.


      Ability Score Increase. Your Charisma score increases by 2,
          and your Wisdom increases by 1.


               Age. Daxamites mature at the same rate as humans, but they can
                      live up to 1000 years under a yellow sun.

                             Alignment. Imbued with solar power, most Daxamites are good.
                                    Outcast Daxamites are most often neutral or even evil.


Size. Daxamites have the same range of height and weight
    as humans. Your size is Medium.


        Speed. Your base walking speed is 30 feet.


            Super Vision. You can see in dim light within 60 feet
               of you as if it were bright light, and in darkness as if it
                were dim light. Also, you have proficiency in the
                 Perception skill.


                Resistances. You have resistance to fire damage
                and cold damage.



           Daxam-Might. Starting at 3rd level, you can use your
          bonus action to unleash the energy within yourself,
       causing more powerful abilities to come forth:

  • Your transformation lasts for 1 minute or until you end it
    as a bonus action. During it, you have a flying speed equal
    to your walking speed, and once on each of your turns,
      you can deal extra radiant damage to one target when you
        deal damage to it with an attack or a spell. The extra
           radiant damage equals your proficiency bonus.

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


                            Aversion to Lead. Upon coming into contact
                              with Lead, you gain disadvantage on attack
                               rolls and ability checks until you succeed on
                                 a DC 12 Constitution saving throw. You can
                                  repeat the saving throw at the end of each
                                  of your turns.


                                 Languages. You can speak, read, and write
                                Daxam and one extra language of your choice.

Superum by Outsider2299

(DeviantArt)


Frozen And Silent by QAuZ

(DeviantArt)

Chapter 1 | Humanoid Races | Aliens

Coluan

An entire race of super-intelligent beings. Their society is incredibly advanced in nearly every aspect; Art, Music, and Science in particular.


Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity increases by 1.


Age. Although Coluans reach physical maturity at about the same age as humans, the Coluan understanding of adulthood goes beyond physical growth to encompass worldly experience. A colu typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.


Alignment. Coluans love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.


Speed. Your base walking speed is 30 feet.


Trance. Coluans don’t need to sleep. Instead, they meditate deeply, remaining semiconscious for 4 hours a day. During this time they receive the benefits of a long rest, as well as two weapon or tool proficiencies that they don't have. These proficiencies are retained until their next long rest.


Languages. You can speak, read, and write Coluan and two extra languages of your choice. Coluan is fluid, with subtle intonations and intricate grammar. Coluan literature is rich and varied, while their songs and poems are widely famous.

Blue City by JoakimOlofsson

(DeviantArt)

Brainiac by Phil Cho


Size. Coluans range from under 5 to over 6 feet tall and
have slender builds. Your size is Medium.


Keen Senses. You have proficiency in the perception skill.
And advantage on Investigation and Insight checks.


Dual Mind. You have advantage on all Intelligence saving
throws.


Awareness. You have advantage on saving throws against
being charmed, and magic can’t put you to sleep.


Cantrip. You know one cantrip of your choice from the
Wizard spell list. Intelligence is your spellcasting ability for it.

Chapter 1 | Humanoid Races | Aliens

New God

In a new age of Gods, Apokolips and New Genesis host a plethora of
powerful beings that fight the cosmic war between good and evil.


  Ability Score Increase. Your Charisma score increases by 2,
    and your Constitution increases by 1.


     Age. New Gods mature at the same rate as humans, but they can
       live up to 5000 years.


        Alignment. The New Gods are at war with their own kind, those born
         on New Genesis align Lawful, while those born of Apokolyps align Chaotic.


           Size. New Gods can come in all sorts of shapes and sizes.
            Your size is Medium or small.


               Speed. Your base walking speed is 30 feet.


                 Darkvision. Blessed with primordial power, your vision can easily
                   cut through darkness. You can see in dim light within 60 feet of you
                    as if it were bright light, and in darkness as if it were dim light.
                     You can't discern color in darkness, only shades of gray.


                     Celestial Resistance. You have resistance to radiant
                     and necrotic damage.


                   Healing Hands. As an action, you can touch a creature
                   and cause it to regain a number of hit points equal to a
                   number of d4s equal to your proficiency bonus. Once you
                   use this trait, you can't use it again until you finish a long rest.


                   Light Bearer. You know the Light cantrip.


                     Radiant Consumption. Starting at 3rd level, as a bonus action,
                       you can unleash the divine energy within yourself, causing
                        searing light to brightly radiate from you.


                              Your transformation lasts for 1 minute or until you end
                                it as a bonus action. During it, you shed bright light in
                                a 10-foot radius and dim light for an additional 10 feet,
                                and at the end of each of your turns, each creature within
                               10 feet of you takes radiant damage equal to your prof bonus.


                               In addition, once on each of your turns, you can deal extra
                               radiant damage to one target when you deal damage to it
                               with an attack or spell. The damage equals your prof bonus.


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


                               Languages. You can speak, read, and write Primordial and
                               one extra language of your choice.

Lightray by Rafa Sandoval

Nebula from

WallPaperFlare


Starcraft by BelleDeesse

Chapter 1 | Humanoid Races | Aliens

Martian

Once thought to be near extinction, the Martians host a gigantic society under the barren ground of Mars.
As a society of shapeshifters and telepaths,
Martian society is wonderfully complex
and full of rich abstract ideas.


Ability Score Increase. Your Wisdom
score increases by 2, and your
Charisma score increases by 1.


Age. Martians develop physically at
the same rate as humans, but have
extended lifespans of 800 years.


Alignment. The noble spirit tied to a
Martian drives them toward lawful
behavior. Most Martians combine
strong self-discipline with compassion
for all living beings, but some Martians
resist the virtuous instinct of their spirit.


Size. Martians are similar in build to
humans, though they are typically a
few inches taller. Your size is Medium.


Speed. Your base walking speed is 30 feet.


Dual Mind. You have advantage on all
Wisdom saving throws.


Mental Fortitude. You have resistance to
psychic damage.


H'ronmeer's Curse. If you take fire damage,
you have disadvantage on attack rolls and ability
checks until the end of your next turn.


Languages. You can read and write Common,
Martian, and one other language of your choice.

Farcry5 Lost Concept art

by Xu Zhang (Art Station)

Martian Manhunter

from Artemis Thorson

Martian Manhunter Variant

Cover #3 by DC Comics


   Innate Spellcasting. You know the Mind Sliver cantrip.
       Starting at 3rd level, you can cast the Command spell
         with this trait. Starting at 5th level, you can also cast the
           Alter Self spell with this trait. Once you cast Command
                 or Alter Self with this trait, you can't cast that spell
                  with it again until you finish a long rest. You can
                    also cast either of those spells using any spell
                      slots you have of the appropriate level.


                         Int, Wis, or Cha is your spellcasting ability for
                         these spells (choose when you select this race).

Chapter 1 | Humanoid Races | Aliens

Class: Meta

The Meta gene exists in all living beings as the next step in evolution. It can develop in any number of ways that typically involve adrenaline. Incredible powers develop once unlocked.


Class Features

A Meta gains the following Class Features.

Hit Points


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

Proficiencies


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

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Equipment

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

  • (a) A Light crossbow and 20 bolts or (b) Any simple weapon
  • (a) A Dungeoneer’s pack or (b) An Explorer’s pack
  • Two daggers

Meta Points

At 3rd level, you gain the ability to twist your powers to suit your needs. You gain two of the following Metapower options of your choice. You gain another one at 10th and 17th level.


You can use only one Metapower option on a spell when you cast it, unless otherwise noted.


Careful Cast. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 Meta point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.


Distant Cast. When you cast a spell that has a range of 5 feet or greater, you can spend 1 Meta point to double the range of the spell.


When you cast a spell that has a range of touch, you can spend 1 Meta point to make the range of the spell 30 feet.


Empowered Cast. When you roll damage for a spell, you can spend 1 Meta point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Cast even if you have already used a different Metapower option during the casting of the spell.


Extended Cast. When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Meta point to double its duration, to a maximum duration of 24 hours.


Heightened Cast. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 Meta points to give one target of the spell disadvantage on its first saving throw made against the spell.


Quickened Cast. When you cast a spell that has a casting time of 1 action, you can spend 2 Meta points to change the casting time to 1 bonus action for this casting.


Seeking Spell. If you make an attack roll for a spell and miss, you can spend 2 Meta points to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.


Subtle Cast. When you cast a spell, you can spend 1 Meta point to cast it without any somatic or verbal components.


Transmuted Spell. When you cast a spell that deals a type of damage from the following list, you can spend 1 Meta point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.


Twinned Cast. When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of Meta points equal to the spell’s level to target a second creature in range with the same spell (1 Meta point if the spell is a cantrip).

Fingers of the mountain from The Elder Scrolls: Legends

Chapter 2 | Class | Meta

Powers

A Meta is a powerful being capable of using their powers in a myriad of ways. You gain control over a domain of your choice and may manipulate their chosen energy or matter at will.

Cantrips

At 1st level, you know four cantrips of your choice from the Sorcerer's spell list. You learn additional Meta cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Meta table.

Spell Slots

The Spell table shows how many spell slots you have to cast your Meta powers of 1st level and higher. To cast one of these Meta 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.

Font of Power

At 2nd level, you tap into a deep wellspring of power within yourself. This wellspring is represented by Meta points, which allow you to create a variety of effects.

Meta Points

You have 2 Meta points, and you gain more as you reach higher levels, as shown in the Meta Points column of the Meta table. You can never have more Meta points than shown on the table for your level. You regain all spent Meta points when you finish a long rest.

Flexible Casting

You can use your Meta points to gain additional spell slots, or sacrifice spell slots to gain additional Meta points. You learn other ways to use your Meta points as you reach higher levels.

Creating Spell Slots

You can transform unexpended Meta points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.

Guidance

When you reach 5th level, you can tap into your inner wellspring of power to try and conjure success from failure. When you make an ability check that fails, you can spend 1 Meta point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

Metahuman Restoration

At 20th level, you regain 4 expended Meta points
whenever you finish a short rest.

Duel of mages by elbardo


Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the DnD 5e Sorcerers Spell list. The Spells Known column of the Meta table shows when you learn more Meta Spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

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

Spell Casting

Charisma is your spellcasting ability for your Metahuman Spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.


  • Ability save DC = 8 + your proficiency bonus + your Charisma modifier


  • Ability attack modifier = your proficiency bonus + your Charisma modifier

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Creating Spell Slots Table

Spell Slot Level Meta Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7



Chapter 2 | Class | Meta

Il Meta Table
Level Proficiency Bonus Meta Points Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 - Spell Casting, Meta Origin 4 2 2
2nd +2 2 Font of Power 4 3 3
3rd +2 3 Metapowers 4 4 4 2
4th +2 4 Ability Score Improvement 5 5 4 3
5th +3 5 Guidance 5 6 4 3 2
6th +3 6 Metahuman Origin Feature 5 7 4 3 3
7th +3 7 5 8 4 3 3 1
8th +3 8 Ability Score Improvement 5 9 4 3 3 2
9th +4 9 5 10 4 3 3 3 1
10th +4 10 Metapowers 6 11 4 3 3 3 2
11th +4 11 6 12 4 3 3 3 2 1
12th +4 12 Ability Score Improvement 6 12 4 3 3 3 2 1
13th +5 13 6 13 4 3 3 3 2 1 1
14th +5 14 Metahuman Origin Feature 6 13 4 3 3 3 2 1 1
15th +5 15 6 14 4 3 3 3 2 1 1 1
16th +5 16 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1
17th +6 17 Metapowers 6 15 4 3 3 3 2 1 1 1 1
18th +6 18 Metahuman Origin Feature 6 15 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 20 Metahuman Restoration 6 15 4 3 3 3 3 2 2 1 1

Ability Score Improvement

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


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

New Feats Available

Each Origin will have a new unique feat associated with it. You must be a part of that Origin to take that feat. *Mental Feats are exempt from this rule.

Meta Origins

Meta Powers grant you access to several different powers over the domains of the Mind, Energy, and Natural Forces of the world.

  • Mental
  • Light/Dark
  • Nature
  • Atomic
  • Fire
  • Water
  • Earth
  • Air
  • Electricity

Chapter 2 | Class | Meta

Mental

Equalizer

Starting at 1st level, your connection to the mind allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.


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

Psychic Defences

At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

Aberrant Truth

Beginning at 14th level, you can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more Meta points to use certain abilities for 10 minutes. For each Meta point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:

  • You can sense and see any invisible creature within 60 feet of you. Your eyes may also appear however you like.

  • You gain a flying speed equal to your walking speed and can hover. You may choose up to 2 willing creatures to also gain this ability by spending more Meta points.


Overwhelming Presence

Beginning at 18th Level, You exude an aura of power causing those around you to become awestruck or frightened. As an action, you can spend 4 Meta points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet.


For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.

Feats

Telekinesis

You learn to move things or communicate using your mind, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

  • You learn the Mage Hand cantrip. The spectral hand is invisible. If you already know this spell, its range increases by 30 feet when you cast it.

  • As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your ability modifier) or be moved 5 feet toward or away from you. A creature can willingly fail this save.

Telepathy

You awaken the ability to mentally connect with others, granting you the following benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

  • You can speak telepathically to any creature you can see within 60 feet of you. The creature understands you only if it knows that language.

  • You can cast the Detect Thoughts spell, requiring no spell slot, and you must finish a long rest before you can cast it this way again. If you have spell slots of 2nd level or higher, you can cast this spell with them.

Talent of the Telepath by Peter Mohrbacher

Chapter 2 | Class | Meta | Mental

Light & Dark

Warding Flare

Beginning at 1st level, you can interpose light or darkness between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare or darkness to creep between you and the attacker. An attacker that can't be blinded is immune to this feature.


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

Flash Step

At 14th level, you gain the ability to step from one shadow or source of light to another. When you are in light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in light or darkness.

Spectral Form

Starting at 18th level, you can spend 6 Meta points as a bonus action to transform yourself into a form of light or darkness. In this form, you have resistance to all Dmg except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. You remain in this form for 1 minute. It ends if you are incapacitated, if you die, or if you dismiss it as a bonus action.


Ambush

Starting at 6th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against any spell you cast targeting it.


You can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.

Feats

Umbrakinesis
  • Increase your Constitution, Dexterity, or Charisma by 1, to a maximum of 20.

  • You have darkvision with a range of 60 feet. If you already have darkvision, its range increases by 30 feet.

  • At 3rd level, you can cast the Darkness spell by spending 2 Meta points or by expending an spell slot. If you cast it with Meta points, you can see through the darkness created by the spell.

Lumokinesis
  • Increase your Constitution, Dexterity, or Charisma by 1, to a maximum of 20.

  • You learn the Light cantrip, If you already know this spell, its bright light range increases by 10 feet when you cast it.

  • While in bright light, you can Hide as a bonus action even if you are being directly observed.

Neutral quen sign by Lorenzo Mastroianni (Left)


Spectral Assasssin by Josh Corpuz (right)

Chapter 2 | Class | Meta | Light & Dark

Nature

Evergreen

At 1st level, you learn one cantrip of your choice from the druid spell list. This cantrip counts as a Meta cantrip for you, but it doesn’t count against the number of Meta cantrips you know. You also gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival.

Flora

At 6th level, as a bonus action, you can cause a Flora to manifest as a Tiny object appearing as a small plant or flower of your choice, moving in an unoccupied space of your choice within 60 feet of you. The Flora can hear and "see", and has darkvision with a range of 60 feet. It can telepathically share its senses with you (no action required).


Whenever you cast a Meta spell on your turn, you can cast it as if you were in the Flora's space, instead of your own, using its senses. You can do so a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


As a bonus action, you can cause the Flora to move up to 30 feet to an unoccupied space that you or it can see. It cannot pass through creatures or objects. The Flora stops manifesting if it is ever more than 300 feet away from you, if someone casts Dispel Magic on it, if you die, or if you dismiss it as a bonus action.


Once you conjure the Flora, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to conjure it again.

Through the Trees

By 14th level, you gain the ability to transport yourself via plant matter. When you are within 5 feet of plant matter, as an action, you can teleport to an unoccupied space that you are very familiar with on your plane of existance, which must also contain plant life.


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

Regrowth

At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.


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

Druantia from Heroes of Camelot


Feats

Chlorokinesis
  • Increase your Constitution, Dexterity, or Charisma score by 1, to a maximum of 20.

  • You learn the Druidcraft and Poison Spray cantrips. If you already know these cantrips, their range increases by 20ft.

  • You gain proficiency in one of the following skills of your choice: Animal Handling, Nature, or Survival. If you’re already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill.

Shapeshifting
  • Increase your Charisma score by 1, to a maximum of 20.

  • As an action, you can change your appearance and your voice.

    • You determine the specifics of the changes, including your coloration, hair length, and sex.
    • You can also adjust your height and weight, but not so much that your size changes.
    • You can make yourself appear as a member of another race, though none of your game statistics change.
    • You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have.
    • Your clothing and equipment aren't changed by this trait.
    • You stay in the new form until you use an action to revert to your true form or until you die.

Chapter 2 | Class | Meta | Nature

Atomic

Energy Manipulator

Beginning at 1st Level, When you cast a spell that deals a type of damage from the following list, you can change that damage type to one of the other listed types:

  • Acid, Cold, Fire, Lightning, Poison, Thunder.

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

Transmutation Buff

At 6th level, you can spend 8 hours storing transmutation energy. You can benefit from the energy yourself or give it to another creature as an action, but it can not be transferred again until the next 8 hour cycle. When you finish storing energy, choose the benefit from the following options:

  • Darkvision out to a range of 60 feet, if you or your target already has darkvision, its range increases by 30 feet.
  • An increase of 15ft to speed.
  • Proficiency in Dexterity saving throws
  • Resistance to acid, cold, fire, lightning, or thunder damage (your choice whenever you choose this benefit)

Each time you cast a transmutation spell of 1st level or higher, you can switch to a different effect.

Feats

Ergokinesis
  • As a bonus action, you can radiate energy from your body. At the start of each of your turns while you're emitting energy, any creature within 10 feet of you must make a Constitution saving throw, taking (1d4 + your Charisma modifier) necrotic damage on a failed save.

  • Choose 2 Abjuration spells from your list of spells known. Those spells count as Transmutation spells to you. Whenever you gain a Meta level, you can replace one spell you gained from this feature with another Abjuration spell.


Full Blast

Starting at 14th level, you can increase the power of your simpler spells. When you cast a spell of 5th level or lower that deals damage, you can deal maximum damage with that spell.


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

Self Destruct

At 18th level, you learn the Sunburst spell, and can cast it once without spending a spell slot. However:

  • The spell is centered on yourself, but you are not affected by it.
  • After using this feature, you suffer 2 levels of exhaustion, causing the following effects:
    • You have disadvantage on Ability Checks.
    • Your speed is halved.

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

Captain Atom -

Issue 4 by Artgerm

Magic the Gathering Wizard Art by Chase Stone

Chapter 2 | Class | Meta | Atomic

Elemental

Fire

Fire Sub-Powers
(For Flavor)
  • Fragokinesis (Explosions)
  • Tephrakinesis (Ash/Smoke)
  • Magmakinesis (Lava)

Ignition

Beginning at Level 1, Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.

Pyro

When you reach 6th level in this class, when you cast a spell that deals fire damage, add your Charisma modifier to that damage. At the same time, you can spend 1 Meta point to gain resistance to fire for 1 hour.

Flame Wings

At 14th level, you gain the ability to fly using your power, gaining a flying speed equal to your walking speed. You may create wings of flame or simply shoot fire from your appendages, you can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

Vibrant Boom

Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, that damage die does double damage.


You can use this feature only once per turn.

Immolating Gyre

by Campbell White

Burning_Forest by

Ed Laag (Art Station)


Feats

Pyrokinesis
  • Increase your Strength, Constitution, or Charisma by 1, to a maximum of 20.

  • Your pyrokinetic powers awaken. You learn the Produce Flame and Control Flame cantrips. If you already know these cantrips, their range increases by 10ft. You are able to channel your flame through any preferred appendage i.e. legs or even mouth. When using pyrokinesis, your unarmed attacks do 1d6 fire damage.

  • When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.

Chapter 2 | Class | Meta | Fire

Water

Water Sub-Powers
(For Flavor)
  • Cryokinesis (Ice)
  • Toxikinesis (Poisons)
  • Atmidokinesis (Steam)

Spirit Water

At 1st level, your ability to heal is increased. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.


In addition, you learn the Spare the Dying cantrip, which doesn't count against the number of Meta cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.

From the Deep

At 6th level, as a bonus action, you create a 10-foot-long tendril of water at a point you can see within 60 feet of you. The tendril lasts for 1 minute or until you use this feature to create another.

  • Your tendril can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tendril, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tendril increases to 2d8.

  • As a bonus action, you can move the tentacle up to
    30 feet on your turn.

You can summon the tendril a number of times
equal to your proficiency bonus, and you regain
all expended uses when you finish a long rest.

Feats

Hydrokinesis
  • Increase your Dexterity, Constitution,
    or Charisma score by 1, to a maximum
    of 20.

  • Your Hydrokinetic powers
    awaken. You learn the Shape
    Water
    and Frosbite cantrips.
    If you already know these
    cantrips, their range
    increases by 10ft.

  • You can breathe both water and
    air. Your swim speed is 35ft.

Waterbending Octopus


by moptop4000 (DeviantArt)


Shifting Form

Starting at 14th level, you gain the ability to enter a liquid state while moving.

  • When you move on your turn, you take only half damage from opportunity attacks, and you can move through any enemy’s space but can’t willingly end your move there.

  • On your turn, you can move through any space that is at least 3 inches in diameter and do so without squeezing. When you stop moving, the regular squeezing rules apply if you’re in a space one size smaller than you. You can’t willingly stop in a space smaller than that, and if you’re forced to do so, you immediately flow to the nearest space that can fit you, back along the path of your movement.

Healing Sanctum

Beginning at 18th Level, you summon a 30-foot-radius immobile dome of swirling water into existence around you which remains stationary for the 1 minute duration.

  • The sphere restores up to 100 hit points, divided as you choose among any number of creatures of your choice in the dome.

  • Up to five creatures of your choice in the area when you use this spell must succeed on a Strength saving throw or be restrained by entangling tendrils of water until the ability ends. A creature restrained can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

  • Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.


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

Chapter 2 | Class | Meta | Water

Earth

Earth Sub-Powers
(For Flavor)
  • Harenkinesis (Sand)
  • Ferokinesis (Metal)
  • Magmakinesis (Lava)

Stone Form

Beginning at 1st Level, your connection to stone gives you extra fortitude. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class.


As an bonus action, you can gain a base AC of 13 + your Constitution modifier if you aren’t wearing armor and your skin assumes a stony appearance. This effect lasts until you end it as a bonus action, you are incapacitated, or you don armor other than a shield.

Of the Earth

Beginning at 6th Level, You can move across difficult terrain made of earth or stone without expending extra movement.

  • You also gain resistance to Bludgeoning damage.

Feats

Geokinesis
  • You gain 20 ft of Tremorsense

  • You can burrow through nonmagical, unworked earth and stone. While doing so, you don't disturb the material you move through. Your burrow speed is 20ft.

  • You learn the Mold Earth Cantrip, if you already know this Cantrip, its 5-foot cube increases to a 10ft cube.


Full Power

Starting at 14th level, you can increase the power of your simpler spells. When you cast a spell of 5th level or lower that deals damage and isn't a cantrip, you can deal maximum damage with that spell.


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

Quicksand Whirlpool

Beginning at 18th Level, As an action, you can disappear underground and teleport to an unoccupied space within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.


Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 Meta points to use it again

Earthbender by Bpsola

Chapter 2 | Class | Meta | Earth

Air

Air Sub-Powers
(For Flavor)
  • Tephrakinesis (Mist)
  • Cryokinesis (Ice)
  • Atmokinesis (Weather)

Voice of the Breeze

Starting at 1st level, you can carry your
voice on the wind. You learn the Message
cantrip, which doesn’t count against the
number of Meta cantrips you know.


When you cast the spell, you can target one creature
as normal or point your finger upwards and target up
to a number of creatures equeal to your Charisma
modifier that are within the spells normal range.

Aerial Ward

Beginning at 6th Level, as an action, you can expend 1 to 5 Meta points to create a ward of swirling air around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.


The ward is represented by a number of d8s equal to the number of Meta points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled.

Storm's Fury

At 14th level, when you are hit by a melee attack, you can use your reaction to deal slashing damage to the attacker. The damage equals your Meta level. The attacker must also make a Strength saving throw against your Metahuman spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.


Zephyra

At 18th level, Your flying speed increases to 60 feet. As an action, choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you use this feature, you can't do so again until you finish a short or long rest.


You also gain immunity to non-magical Slashing damage.

Feats

Aerokinesis
  • You gain a flying speed of 30 feet and can hover, If you already have flight, its speed increases by 5 feet.

  • You learn the Gust cantrip. If you already know this cantrip, the distance something is pushed doubles.

  • At 1st level, you can cast the Fog Cloud spell by spending 2 Meta points or by expending a spell slot. If you cast it with Meta points, you can see through the fog created by the spell.

Anila, Magus of the second

Seal by SimonPape

Airbending Spear by

moptop4000 (DeviantArt)

Chapter 2 | Class | Meta | Air

Electricity

Electricity Sub-Powers
(For Flavor)
  • Technokinesis (Technology)
  • Magenekinesis (Magnetism)
  • Atmokinesis (Weather)

Wide Net

At 1st Level, When you cast a spell that targets only one creature and doesn’t have a range of self, you can target a second creature in range with the same spell.

Untouchable

At 6th Level, When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.


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

Bolt

At 14th level, you gain the ability to bolt from one place to another. As a bonus action, you can teleport up to 120 feet to an unoccupied space you can see.


Lightning Dome

At 18th Level, You exude an aura of power causing those around you to become struck by lightning. As an action, you can spend 6 Meta points to draw on this power and exude an aura of electricity to a distance of 30 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Dexterity saving throw or take 10d8 lightning damage on a failed save, or half as much damage on a successful one.

Feats

Electrokinesis
  • Your Electrokinetic powers awaken. You learn the Lightning Lure and Shocking Grasp Cantrips. If you already know these cantrips, their ranges increase by 10ft.

  • Your speed increases by 10 feet while not wearing armor.

  • You gain the ability to move along vertical surfaces and across liquids on your turn without falling.

Electrix - by Bogdan-MRK (Bogdan Marica)

Chapter 2 | Class | Meta | Electricity

Origin Spells

You learn additional spells when you reach certain levels in this class, as shown on the spell tables. Each spell counts as a Meta spell for you, but it doesn’t count against the number of Meta spells you know. These spells can’t be replaced when you gain a level in this class.


These spells are meant to fit the theme of your origin and assist you in your long and perilous journey in the world.

Mental

Meta Level Spell 1
1 Silent Image
3 Suggestion
5 Sending
7 Charm Monster
9 Telepathic Bond
Spell 2
Dissonant whispers
Detect Thoughts
Hypnotic Pattern
Phantasmal Killer
Telekinesis

Light/Dark

Meta Level Spell 1
1 Magic Missile
3 Darkness
5 Fear
7 Black Tentacles
9 Contagion
Spell 2
Faerie Fire
Blindness/Deafness
Daylight
Sickening Radiance
Wall of Light

Nature

Meta Level Spell 1
1 Entangle
3 Barkskin
5 Plant Growth
7 Polymorph
9 Wrath of Nature
Spell 2
Goodberry
Wither and Bloom
Speak with Plants
Guardian of Nature
Negative Energy Flood

Atomic

Meta Level Spell 1
1 Shield
3 Earthbind
5 Counterspell
7 Stoneskin
9 Creation
Spell 2
Absorb Elements
Enlarge/Reduce
Dispel Magic
Elemental Bane
Greater Restoration

Fire

Meta Level Spell 1
1 Burning Hands
3 Scorching Ray
5 Fireball
7 Fire Shield
9 Immolation
Spell 2
Hellish Rebuke
Flaming Sphere
Melf's Minute Meteors
Wall of Fire
Summon Draconic Spirit

Water

Meta Level Spell 1
1 Healing Word
3 Binding Ice
5 Catnap
7 Control Water
9 Maelstrom
Spell 2
Create or Destroy Water
Lesser Restoration
Wall of Water
Watery Sphere
Greater Restoration

Earth

Meta Level Spell 1
1 Shield
3 Spider Climb
5 Wall of Sand
7 Stone Shape
9 Transmute Rock
Spell 2
Earth Tremor
Earthen Grasp
Erupting Earth
Stoneskin
Destructive Wave

Air

Meta Level Spell 1
1 Fog Cloud
3 Gust of Wind
5 Gaseous Form
7 Storm Sphere
9 Control Winds
Spell 2
Feather Fall
Warding Wind
Wind wall
Freedom of Movement
Steel Wind Strike

Electricity

Meta Level Spell 1
1 Witch Bolt
3 Misty Step
5 Haste
7 Wall of Fire
9 Synaptic Static
Spell 2
Thunderwave
Shatter
Lightning Bolt
Blight
Far Step

Chapter 2 | Class | Meta | Additional Spells

Class: Lantern

Class Features

A Lantern gains the following Class Features.

Hit Points


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

Proficiencies


  • Armor: All Armor, Shields
  • Weapons: Simple Weapons, Martial Weapons

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment

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

  • (a) A Martial weapon and a Shield or (b) Two Martial weapons
  • (a) Five Javelins or (b) Any Simple weapon
  • "Chain mail" and a Lanturn Ring

Ring Radar

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Red Lanturn Atrocitus, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.


You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands

Your ring can assist in healing wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.


As an action, you can touch a creature to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.


Also, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Fighting Style

At 2nd level, you adopt a style of fighting as your specialty. Choose one from the Paladin's Fighting Style list. Below are some examples. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defence

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

Dueling

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

Great Weapon Fighting

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

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Green Lanturn #50 by Jim Lee

Chapter 2 | Class | Lantern

Powers

Once you reach 2nd Level, your ring grants you access to a myriad of powers and abilities based on whichever Lanturn Core you originate from.

Preparing and Casting Spells

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


You prepare the list of Lantern sSpells that are available for you to cast, choosing from the Lantern Spell list. When you do so, choose a number of Lantern spells equal to your Charisma modifier + half your Lantern level, rounded down (minimum of one ability). The spell must be of a level for which you have spell slots.


For example, if you are a 5th-level Lantern, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spell.


You can change your list of prepared spells when you finish a long rest.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Divine Health

By 3rd level, the divine magic flowing through you makes you immune to disease.

Extra Attack

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

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.


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


Spell Casting

Charisma is your casting ability for your Lantern Spells, since the power of your ring relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your casting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Lantern 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

Ability Score Improvement

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


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

Aura of Courage

Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.


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

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

Cleansing Touch

Beginning at 14th level, you can use your action to end one active spell on yourself or on one willing creature that you touch.


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

Aura Improvements

At 18th level, the range of your auras increase to 30 feet.

Chapter 2 | Class | Lantern

Il Lantern
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Divine Sense, Lay on Hands
2nd +2 Fighting Style, Spell Casting, Divine Smite 2
3rd +2 Divine Health, Sacred Oath 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Aura of Protection 4 2
7th +3 Sacred Oath Feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Aura of Courage 4 3 2
11th +4 Improved Divine Smite 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Cleansing Touch 4 3 3 1
15th +5 Sacred Oath Feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Aura Improvements 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Sacred Oath Feature 4 3 3 3 2

Oaths of Light

Becoming a Lantern involves taking vows that commit the Lantern to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level, is the culmination of all the Lantern’s training. Some characters with this class don’t consider themselves true Lanterns until they have reached 3rd level and made this oath. For others, the swearing of the oath is a formality.

Channel Emotion

  • Your oath allows you to channel emotional energy to fuel effects. Each Channel Emotion option provided by your oath explains how to use it.

  • When you use your Channel Emotion, you choose which option to use. You must then finish a short or long rest to use your Channel Emotion again.

  • Some Channel Emotion effects require saving throws. When you use such an effect from this class, the DC equals your Lantern Ability save DC.


The Emotional Spectrum

Color Emotion
Green Will
Blue Hope
Yellow Fear
Red Rage
Violet Love
Indigo Compassion

Oath Spells

Each oath has a list of associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day.

Chapter 2 | Class | Lantern

Oath of Will

In brightest day, in blackest night,
No evil shall escape my sight.
Let those who worship evil's might
Beware my power--Green Lantern's light!

Green Lantern

The Oath of Will binds a Green Lantern to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, green knights, or mighty warriors, these Lanterns meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct, and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to law and good and use their cores’ tenets as the measure of their devotion.

Oath Spells

Lantern Level Spells
3rd Sanctuary, Protection from Evil & Good
5th Spiritual Weapon, Levitate
9th Blinding Smite, Spirit Guardians
13th Find Greater Steed, Freedom of Movement
17th Commune, Holy Weapon

Aura of Devotion

Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.

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

Purity of Spirit

Beginning at 15th level, you are always under the effects of a Protection from Evil and Good spell.

Oa's Light

At 20th level, as an action, you can emanate an aura of sunlight. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that.

  • Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage.

  • In addition, for the duration, you have advantage on
    saving throws against spells cast by fiends or undead.

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

Green Lantern Kyle Rayner from DC Comics


Planet Oa from DC Comics


Tenets of Will

Tough the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.

  • Courage. Never fear to act, though caution is wise.
  • Compassion. Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.
  • Honor. Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.
  • Duty. Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

Channel Emotion

Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration.

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


Watcher's Will. You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.

Chapter 2 | Class | Lantern | Green

Oath of Fear

In blackest day, in brightest night,
Beware your fears made into light.
Let those who try to stop what's right
Burn like my power--Sinestro's might!

Yellow Lantern

The Oath of Fear binds a Yellow Lantern to twisted ideals of justice. Many who swear this oath are devoted to law and order, but rely on fear to gain it.

Oath Spells

Lantern Level Spells
3rd Command, Armor of Agathys
5th Spiritual Weapon, Hold Person
9th Blinding Smite, Fear
13th Stoneskin, Phantasmal Killer
17th Commune, Dawn

Aura of Conquest

Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

  • If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your Lantern level if it starts its turn there.

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

Scornful Rebuke

At 15th level, Whenever a creature hits you with an attack, that creature takes psychic damage equal to your Charisma modifier if you’re not incapacitated.

Invincible Conqueror

At 20th level, you gain the ability to harness extraordinary fear energy. As an action, you can magically become an avatar of fear itself, gaining the following benefits for 1 minute:

  • You have resistance to all damage.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.
  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.

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

Arkillo of DC Comics


Tenets of Fear

Tough the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.

  • Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a life. Fear can end an empire.

  • By Any Means Necessary. My qualms can't get in the way of exterminating my foes.

  • Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be punished as an example to all who might follow.

Channel Emotion

Fearful Presence. You can use your Channel Emotion to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute.

  • The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Guided Strike. You can use your Channel Emotion to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Emotion to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Chapter 2 | Class | Lantern | Yellow

Oath of Hope

In fearful day, in raging night,
With strong hearts full, our souls ignite.
When all seems lost in the war of light, Look to the stars--for hope burns bright!

Oath Spells

Lantern Level Spells
3rd Sactuary, Shield of Faith
5th Warding Bond, Calm Emotions
9th Counterspell, Remove Curse
13th Death Ward, Resiliant Sphere
17th Wall of Force, Commune with Nature

Aura of Redemption

Starting at 7th level, you can shield your allies from harm at the cost of your own health.

  • When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.

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

Protective Light

At 15th level, a holy presence mends your wounds in combat. You regain hit points equal to 1d6 + half your Lantern level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated.

Hope burns bright

At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • Your allies have advantage on death saving throws while within 30 feet of you.
  • You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.

This effect ends early if you are incapacitated or die. Once you use this feature, you can't use it again until you finish a long rest.

Saint Walker by naratani (DeviantArt)


Offworld Planet Outpost


by Vincent MacTiernan (ArtStation)


Tenets of Hope

Tough the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.

  • Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.

  • Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.

  • Patience. Change takes time. Those who have walked the path of the wicked must be given reminders to keep them honest and true. Once you have planted the seed of righteousness in a creature, you must work day after day to allow it to survive and then flourish.

Blue Lantern

Lanterns who dedicate themselves to this oath believe that any person can be redeemed and that the path of benevolence and justice is one that anyone can walk.

Channel Emotion

Rebuke the Violent. You can use your Channel Emotion to rebuke those who use violence. Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.


Emissary of Peace. You can use your Channel Emotion to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.

Chapter 2 | Class | Lantern | Blue

Oath of Rage

With blood and rage of crimson red,
Ripped from a corpse so freshly dead.
Together with our hellish hate,
We'll burn you all--that is your fate!

Oath Spells

Lantern Level Spells
3rd Hellish Rebuke, Hunter's Mark
5th Aganazzar's Scorcher, Heat Metal
9th Bestow Curse, Haste
13th Stoneskin, Divination
17th Commune, Destructive Wave

Aura of Hate

Starting at 7th level you, as well any friendly creatures within 10 feet of you gain a bonus to melee weapon damage rolls equal to your Charisma modifier. A creature can benefit from this feature from only one paladin at a time.


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

Soul of Vengeance

At 15th level, the authority with which you speak your Vow of Enmity gives you greater power over your foe. When a creature under the effect of your Vow of Enmity makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range.

Bloodlust

At 20th level, as an action, you receive an aura of rage that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Also, you and any creatures of your choice in the aura are draped in red light. Creatures that rely on sight have disadvantage on attack rolls against them.


While the aura lasts, you can use a bonus action to cause shadows in the aura to attack one creature. Make a melee spell attack against the target. On a hit, the target takes necrotic damage equal to 3d10 + your Charisma modifier.


You can't summon the aura again until you finish
a long rest.

Atrocitus of DC Comics


Farcry5 Lost on mars Concept art by Xu Zhang


Tenets of Rage

Tough the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.

  • Rip and Tear. Fury is not subtle, unleash your rage fully. Reduce your enemies to nothing.

  • Until It Is Done. When all you see is red, relinquish nothing, give no quarter until all your foes lie dead and brutalised. But, know when to revel in fury, and know when to preserve your anger for the foes that deserve it.

Red Lantern

In a moment of unbridled anger, oaths of rage are sworn. A solemn promise of eternal wrath, worshipping vicious hatred as an idea, not as a result or a means to an end, but exalting it beyond all other emotions.

Channel Emotion

Dreadful Aspect. As an action, you channel the darkest emotions and focus them into a burst of menace. Each creature of your choice within 30 feet of you must make a Wisdom saving throw if it can see you. On a failed save, the target is frightened of you for 1 minute.

If a creature frightened by this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.


Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Emotion. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Chapter 2 | Class | Lantern | Red

Oath of Compassion

Tor lorek san, bor nakka mur
Natromo faan tornek wot ur.
Ter Lantern ker lo Abin Sur.
Taan lek lek nok--formorrow sur!

Indigo Tribe

Lanterns who swear this oath walk the line between light and darkness. All beings are deserving of compassion. But be wary, those who don this ring unwillingly suffer a terrible fate.

Oath Spells

Lantern Level Spells
3rd Ensnaring Strike, Sleep
5th Moonbeam, Misty Step
9th Plant Growth, Protection from energy
13th Guardian of Faith, Hallucinatory Terrain
17th Commune, Circle of Power

Aura of Warding

Starting at 7th level, You and friendly creatures within 10 feet of you have resistance to damage from spells.


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

Undying Light

At 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.


Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.

Compassionate Soul

At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.
  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Emotion options.

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


Tenets of Compassion

Tough the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.

  • Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.

  • Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.

  • Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.

Channel Emotion

Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Emotion. Each creature of your choice within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.


Compulsion. As a bonus action, you compel other creatures to stay near you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

Indigo Tribe - Green Lanturn Vol 5 #8

Chapter 2 | Class | Lantern | Indigo Tribe

Oath of Love

For hearts long lost and full of fright,
For those alone in Blackest Night.
Accept our ring and join our fight,
Love conquers all--with violet light!

Oath Spells

Lantern Level Spells
3rd Heroism, Compelled Duel
5th Calm Emotions, Misty Step
9th Counterspell, Protection from energy
13th Dimension Door, Aura of Purity
17th Commune, Hold Monster

Aura of Alertness

Starting at 7th level, you emit an aura of alertness while you aren't incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.


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

Glorious Defense

At 15th level, When you or another creature within 10 feet of you is hit by an attack roll, you can use your reaction to grant a bonus to the target's AC against that attack. The bonus equals your Charisma modifier. If the attack misses, you can make one weapon attack against the attacker, provided the attacker is within range.

You can use this feature a number of times equal to your Charisma modifier, and regain all uses after a long rest.

Loving Champion

At 20th level, As a bonus action, you gain the following benefits for 1 minute:

  • You are blessed with advantage on all Charisma checks.
  • Once on each of your turns when you make a weapon attack and miss, you can cause that attack to hit instead.
  • You can use your reaction to reroll a failed Saving Throw. You must use this new roll.

Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.


Tenets of Love

Tough the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets.

  • Be the Light. Be a glorious beacon for all who live in despair. Let the light of your love and courage shine forth in all your deeds.

  • Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.

  • Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.

Star Sapphires

Lanterns who swear this oath spread love far and wide throughout the galaxy. All beings are deserving of their love, but be wary, they are not always fond of men.

Channel Emotion

Loving Smite. Immediately after you deal damage to a creature with your Divine Smite feature, you can use your Channel Emotion as a bonus action and distribute temporary hit points to creatures of your choice within 30 feet of you, which can include you. The total number of temporary hit points equals 2d8 + your level in this class, divided among the chosen creatures however you like.


Emissary of Love. You can use your Channel Emotion to augment your presence with divine power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes.

Star Sapphire Carol Ferris by Diego Olortegui

Chapter 2 | Class | Lantern | Star Sapphire

Barbarian Sub-Class


Path of the Juggernaut

Sub-Class Source: Tal'Dorei Campaign Setting


Thunderous Blows

Starting when you choose this path at 3rd level, your rage
   instills you with the strength to batter around your foes,
       making any battlefield your domain. When you make an
           unarmed strike, you can deal 1d8 + your Strength modifier
                bludgeoning damage instead of the normal damage.

 Once per turn while raging, when you damage a creature
   with a melee attack, you can force the target to make a
     Strength saving throw (DC 8 + your proficiency bonus + your
     Strength modifier). On a failure, you push the target 5 feet
     away from you, and you can choose to immediately move
    5 feet into the target’s previous position.

  Stance of the Mountain

  Upon choosing this path at 3rd level, you harness your fury
   to anchor your feet to the earth, shrugging off the blows of
    those who wish to topple you.


       You cannot be knocked prone while raging unless you
        become unconscious.

    Demolishing Might

  Beginning at 6th level, you can muster destructive force
 with your assault, shaking the core of even the strongest
structures. All of your melee attacks gain the siege property
(your attacks deal double damage to objects and structures).


Your melee attacks against creatures of the construct type deal
an additional 1d8 weapon damage.

 Overwhelming Cleave

Upon reaching 10th level, you wade into armies of foes, great
swings of your weapon striking any who threaten you.


When you make a weapon attack while raging, you can make
another attack as a bonus action with the same weapon
against a different creature that is within 5 feet of the
original target and within range of your weapon.

 Unstoppable

Starting at 14th level, you can choose to become unstoppable
when you enter a rage. If you do so, for the duration of the
rage your speed cannot be reduced, and you are immune
to the frightened, paralyzed, and stunned conditions.

  • If you are frightened, paralyzed, or stunned,
    you can still take your bonus action to enter
    your rage and suspend the effects for the
    duration of the rage.

  • When your rage ends, you suffer one level of exhaustion.

Superboy by Artgerm on DeviantArt

Chapter 2 | Sub-Class | Path of the Juggernaut

Barbarian Sub-Class


Path of the Giant (In progress)

Brute Strength

When you choose this path at 3rd level, You learn a cantrip of your choice: either Blade Ward or Thunderclap. Strength is your spellcasting ability for this spell.

Behemoth

Upon choosing this path at 3rd level, your rages pulls strength from your innate powers, transforming you into a hulking force of destruction. While raging, you gain the following benefits:

  • Crushing Throw. When you make a successful ranged attack with a thrown weapon using Strength, you can add your Rage Damage bonus to the attack’s damage roll.

  • Giant Stature. Your reach increases by 5ft, and if you are smaller than Large, you become Large, along with anything you are wearing. If there isn’t enough room for you to increase your size, your size doesn’t change.

Whirling Stone

Beginning at 6th level, your strength grows, and you learn to control your power to shrink to microscopic size.


When you enter your rage, you can use your action to throw a boulder flying towards one creature of your choice, it gains the thrown property and deals 2d8 damage when it hits, with a normal range of 20ft and a long range of 60ft. If you throw the boulder, you can use a bonus action to upheave another.


Mighty Catapult

Upon reaching 10th level, your giant strength allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose one Medium or smaller creature within your reach and move it to an unoccupied space you can see within 30ft of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect.


If, at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone.

Colossus

Upon reaching 14th level, the power of your rage intensifies. When you rage, your reach increases by 10ft, your size can increase to Large or Huge (your choice), and you can use your Mighty Catapult to move creatures that are Large or smaller.


In addition, the extra damage dealt by your Whirling Stone feature increases to 3d8.

Sub-Class Source:


Bigby Presents - Glory of the Giants

Superhero Illustration 2,


Hernán Castellano on ArtStation

Chapter 2 | Sub-Class | Path of the Giant

Monk Sub-Class


Way of the Speed Force


Speedy

At 3rd level, you learn how to adapt and mess with your opponent as part of your Flurry of Blows. Whenever you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

Bullet Time

Starting at 6th level, you can move quicker than most. You gain the following benefits.

  • Leap to Your Feet. When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed.
  • Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

Blurred Movement

By 11th level, you can run faster than eyes can perceive you. You can use your action to increase your walking speed an extra 60 feet for 1 minute. Additionally, attack rolls against you have disadvantage unless you are incapacitated or your speed is 0. Once you use this action, you can’t use it again until you finish a long rest.

Speed Blitz

At 17th level, you gain the ability to make an
overwhelming number of attacks against a group of
enemies. When you use your Flurry of Blows, you can
make up to three additional attacks with it (up to a total
of five Flurry of Blows attacks), provided that each Flurry
of Blows attack targets a different creature this turn.


Bonus Proficiencies

When you choose this tradition at 3rd level, your speed allows you to stay on your feet and make the most out of your surroundings. You gain proficiency in the Acrobatics skill if you don't already have it. You also gain proficiency in the Perception skill if you don't already have it.

Reverse-Flash by naratani (DeviantArt)


Central City from DC Comics

Chapter 2 | Sub-Class | Way of the Speed Force

Beastiamorphs


Within the world of DC exist a myriad of Anthropomorphic species that fall under the blanket term of Beastiamorph. Included in this category are beings who have been shifted into animal-like creatures due to experimentation, magic, or some type of Meta power.


Avian

Bird of Prey

Having taken form of a bird of prey, these Avians show an aptitutude for combat and aggression. Variations of this race include Eagles, Hawks, and other large predatory birds.


Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.


Size. About 5 feet tall. They have thin, lightweight bodies that weigh around 80 pounds. Your size is Medium or small.


Speed. Your base walking speed is 25 feet.


Flight. You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.


Talons. You are proficient with your unarmed strikes,
which deal 1d6 + your dexterity modifier slashing
damage on a hit.

Scavenger

Scavenger Avians are curious and crafty, always looking to add to their miscellaneous collections. Variations of this race include Crows, Ravens, and Vultures.


Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.


Size. Around 5 feet tall and weigh between 90 and 120 pounds. Your size is Medium or small.


Speed. Your base walking speed is 30 feet.


Expert Forgery. You can duplicate other creatures' writing and craftwork. You have advantage on any checks to produce an exact duplicate.


Recall. Thanks to your supernaturally good memory, you have proficiency in two skills of your choice.


When you make an ability check with skill in which you have proficiency, you can give yourself advantage before rolling the D20. You can use this trait a number of times equal to your proficiency bonus and regain all uses after a long rest.


Mimicry. You can mimic sounds & voices you have heard. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.

Aarakocra art from the

Explorer's Guide to Wildemount.


Stealthy

Known for their ability to be completely silent while hunting, Stealthy Avians go unseen until its already too late. Be careful when dealing with these foes. Variations of this race include a multitude of Owls.


Ability Score Increase. Increase one ability score by 2, and increase a different one by 1.


Size. You are Medium or Small. You choose the size when you select this race.


Speed. Your walking speed is 30 feet.


Flight. Thanks to your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.


Darkvision. You can see in dim light within 120 feet of yourself as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.


Silent Feathers. You have proficiency in the Stealth skill.

Chapter 3 | Races | Beastiamorph - Avian

Primate

Gorilla

Gorillas rely on great strength to attack. When they're not in battle, they spend much of their time resting or dozing, and bully weaker creatures into doing their bidding. From the viewpoint of the rest of the world, their aggression and savagery are thankfully offset by their rarity and lethargy.


Ability Score Increase. Your Strength score increases by 2 and your Constitution score increases by 1.


Size. Averaging between 5-7 feet in height, and they have strong, stocky builds. Your size is Medium.


Speed. Your base walking speed is 30 feet.


Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.


Relentless Endurance. When you are reduced to
0 hit points but not killed outright, you can drop
to 1 hit point instead. You can’t use this feature
again until you finish a long rest.

Simian

These primates work readily with
others, and are loyal to their friends,
whether primate or otherwise. They can
display remarkable ferocity when
their friends, families, or communities
are threatened. Simians include monkeys,
chimpanzees, and orangutangs.


Ability Score Increase. Your Dexterity
score increases by 2 and your Charisma
score increases by 1.


Size. Averaging 3-4 feet tall and
weigh about 40lbs. Your size is small.


Speed. Your walking speed is 25 feet.


Lucky. When you roll a 1 on an attack roll,
ability check, or saving throw, you can reroll
the die. You must use the new result, even
if it is a 1.


Naturally Stealthy. You can attempt to hide
even when you are only obscured by a
creature that is at least one size larger than you.


Brave. You have advantage on saving
throws against being frightened.


Nimble. You can move through the space of
any creature that is of a size larger than
yours.


Adrenaline Rush. You can take the Dash action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Whenever you use this trait, you gain a number of temporary hit points equal to your proficiency bonus.


Powerful Build. You count as one size larger when determining your carrying capacity and the weight
you can push, drag, or lift.

Gorilla Guardians by Eedenartwork (DeviantArt)

Chapter 3 | Races | Beastiamorph - Primate

Ophidian

Reptile

Cold Blooded through and through, these Beastiamorphs take on the appearance of big reptiles such as Crocodiles, Komodo Dragons, and Alligators.


Ability Score Increase. Your Constitution score increase by 2, and your Wisdom score increases by 1.


Speed. Your base walking speed is 30 feet, and a swimming speed othat matches your walking speed.


Cunning Artisan. As part of a short rest, you can harvest bone and hide from a slain creature to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need
a blade, such as a dagger, or appropriate
artisan's tools, such as leatherworker's
tools.


Bite. Your fanged maw is a natural weapon, which
you can use to make unarmed strikes. If you hit with
it, you deal slashing damage equal to 1d6 + your
Strength modifier, instead of the bludgeoning
damage normal for an unarmed strike.


Hungry Jaws. In battle, you can throw yourself into
a vicious feeding frenzy. As a bonus action, you can
make a special attack with your bite. If the attack
hits, it deals its normal damage, and you gain
temporary hit points equal to your proficiency
bonus, you can use this trait a number of times
equal to your proficiency bonus, and regain all
   expended uses when you finish a long rest.

Croc by Gunship Revolution’s

Sarah Robinson

Swamp by Lyno3ghe

(DeviantArt)


Size. Generally bulkier and taller than humans, 6-8 feet tall.
Your size is Medium.


Natural Armor. You have tough, scaly skin. When you aren't
wearing armor, your AC is 13 + your Dexterity modifier. A
shield's benefits still apply while you use your natural armor.


Hold Breath. You can hold your breath for up to 15 minutes
at a time.


Hunter's Lore. You gain proficiency with two of the following
skills of your choice: Animal Handling, Medicine, Nature,
Perception, Stealth, or Survival.

Chapter 3 | Races | Beastiamorph - Ophidian


Turtle

One of the calmer Ophidian Races, Turtles lean towards
Although Snapping Turtle Ophidians have serenity been
known to lead more towards the chaotic side of things.


Ability Score Increase. Your Strength score increases
by 2, and your Wisdom score increases by 1.


Size. Adults stand 5 to 6 feet tall and average 450 pounds.
Their shells account for roughly one-third of their weight.
Your size is Medium or small.


Speed. Your base walking speed is 30 feet.


  Claws. Your claws are natural weapons, which you can
     use to make unarmed strikes that deal slashing damage
       equal to 1d6 + your Strength modifier.


       Natural Armor. Your shell provides you a base AC of
          17 (your Dexterity modifier doesn't affect this number).
              You gain no benefit from wearing armor, but can still
                 use a shield.


                    Shell Defense. You can withdraw into your shell
                     as an action. Until you emerge, you gain a +4 bonus
                      to AC, and you have advantage on Str and Con
                       saving throws. While in your shell, you are prone,
                        your speed is 0 and can't increase, you have
                        disadvantage on Dexterity saving throws, you
                        can't take reactions, and the only action you can
                       take is a bonus action to emerge from your shell.


                     Hold Breath. You can hold your breath
                    for up to 1 hour.


               Nature's Intuition. You gain proficiency in one of
               the following skills of your choice: Animal Handling,
               Medicine, Nature, Perception, Stealth, or Survival.

Tortle by

BryanSyme

Ikoria Lair

by Cliff Childs

Chapter 3 | Races | Beastiamorph - Ophidian

Lizard

Small and mighty, Ophidian Lizards take the form of various Geckos, Chameleons, Frogs, and Iguanas. They tend to be slippery to catch and oftentimes escape from sticky situations unscathed.


Ability Score Increase. Your Dexterity score increases by 2.


Size. Between 2 and 3 feet tall and weigh between 25
and 35 pounds. Your size is Small.


Speed. Your base walking speed is 30 feet.


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


Reptilian Cry. As a bonus action, you let out a scream at
your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you.


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


Reptilian Legacy. Abilities can manifest in unpredictable ways in an in individual Lizard. Choose one of the following legacy options:

  • Craftyness - You have Proficiency in one of the following skills of your choice: Arcana Investigation, Medicine, Sleight of hand, or Survival

  • Defiance - You have advantage on saving throws to avoid or end the frightened condition on yourself.

  • Reptilian Sorcery - You know one cantrip of your choice from the Sorcerer spell list. Int, Wis, or Cha is your spellcasting ability for that cantrip.


Serpentine

Ophidian Snakes come in a variety of shapes and forms. Some favoring long tails instead of legs, while others favor remaining more humanoid. Never underestimate one when they're backed into a corner.


Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.


Size. Your size is Medium or small.


Speed. Your base walking speed is 30 feet.


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


Magic Resistance. You have advantage on saving throws against spells.


Poison Resistance. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.


Serpentine Abilities. You know the Poison Spray cantrip.

  • You can also cast Animal Friendship an unlimited number of times with this trait, but you can only target snakes.

  • Starting at 3rd level, you can cast Suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. You can also cast it using any spell slots you have of 2nd level or higher.


Int, Wis, or Cha is your spellcasting ability for these spells. (Choose when you select this race).

Yuan-Ti from Wizards of the Coast D&D


Commission of

Kilosilvey’s Kobold by

@sorryforallthekobolds

(Tumblr)

Chapter 3 | Races | Beastiamorph - Ophidian

Aquatic

Sea-Changed

Sharing traits with sharks, various fish, and orcas. They can originate from any undersea kingdom, however reasons for this species existing can range from mystically transformed to genetically mutated.


Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.


Age. Typically reach maturity around age 14 and rarely live longer than 60 years.


Size. Sea-Changed are between 6 and 8 feet tall and weigh between 250 and 350 pounds. Your size is Medium.


Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.


Darkvision. You can see in dim light within 60
feet of you as if it were bright light, and in
darkness as if it were dim light.


Natural Weapons. You have claws, fangs,
spines, horns, or a different natural
weapon of your choice. Your unarmed
strikes deal 1d6 + your Strength
Modifier and deal bludgeoning,
piercing, or slashing damage, as
appropriate to the natural weapon
you chose.


Feeding Frenzy. In battle, you can throw yourself
into a vicious rage. As a bonus action, you can make
a special attack with your natural weapon. If the attack
hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus, you can use this trait a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.


Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.


Deep Sea Denizen. You can breathe both air and water.


Nature's Intuition. You gain proficiency with one of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival.

Hitokuchi from GCT Studios


Underwater ruins by @Sachi_Chiko (Twitter)

Chapter 3 | Races | Beastiamorph - Aquatic

Brine

Defined by their unique appearences, they can resemble all sorts of crustations and cephalopods. Allowing for hardy shells and incredible camouflage.


Ability Score Increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.


Size. You are Medium
or Small.


Speed. Your walking speed is 30 feet,
and you have a swimming speed equal
to your walking speed.


Deep Sea Denizen. You can breath
both air and water.


Carapace. While you aren’t wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier.


As an action, you can change the color of your carapace to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings.


Darkvision. You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.


Extra Appendages. You have two slightly smaller secondary appendages below your primary pair of arms.


   The secondary appendages appear as either tentacles,
       claws, or an extra set of hands. They can manipulate an
          object, open or close a door or container, pick up or set
             down a Tiny object, or wield a weapon that has the
               light property.


                   Aquatic Telepathy. You can only use telepathy to
                     convey your thoughts. You have the ability to
                       transmit your thoughts mentally to willing
                         creatures you can see within 120 feet of
                          yourself.


                         A contacted creature doesn’t need to share a
                       language with you to understand your thoughts,
                    but it must be able to understand at least one
                 language.


             Your telepathic link to a creature is broken if you and
           the creature move more than 120 feet apart, if either of
         you is incapacitated, or if either of you mentally breaks
       the contact (no action required).

Demon of the Deep for Pathfinder by Eric Belisle


Underwater cave by LLirik-13 (DeviantArt)

Chapter 3 | Races | Beastiamorph - Aquatic

Feline


Agile

Nimble and swift, Agile Felines like Cheetahs, Panthers, and Leopards are exceptionally quick on their feet.


Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.


Size. Generally taller on average than humans and relatively slender. Your size is Medium.


Speed. Your base walking speed is 30 feet.


Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.


Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.


Cat's Talent. You have proficiency in the Perception and Stealth skills.


Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.


Brute

Warriors at heart, Feline Brutes are considered deadly and efficient at fighting. Lions and Tiger Beastiamorphs tend to be a threat to be reckoned with.


Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.


Size. Typically over 6 feet tall, with some standing over 7 feet. Your size is Medium.


Speed. Your base walking speed is 35 feet.


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


Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d6 + your Strength modifier.


Hunter's Instincts. You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.


Daunting Roar. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.

Tabaxi by Denis Zhbankov (Left)


Lion Warrior by Aaron Miller (Art Station) (Right)

Chapter 3 | Races | Beastiamorph - Feline

Pachyderm

Elephant

Ability Score Increase. Your Constitution score increases by 2, and your Wisdom score increases by 1.


Speed.Your base walking speed is 30 feet.


Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.


Serenity. You have advantage against being charmed or frightened.


Natural Armour. You have thick, leathery skin. When you aren't wearing armor, your AC is 12 + your Constitution modifier. You can still use a shield.


Trunk. You can grasp things with your trunk as well as use it as a snorkel. It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do simple tasks like: lift, drop, hold, push, or pull an object/creature; grapple someone; or make an unarmed strike. It can't do anything that requires manual precision.


Keen Smell. Thanks to your sensitive trunk, you have advantage on Perception, Survival, and Investigation checks that involve smell.

Bahomos by by

Goodbloke85 (DeviantArt)


Hippo

Ability Score Increase. Increase one ability score by 2, and
    increase a different one by 1, or increase three different
        scores by 1.


              Size. You are Medium.


               Speed. Your walking speed is 30 feet, and you have a
               swimming speed equal to your walking speed.


               Brute Force. Your sheer stength enhances your
               attacks. When you hit a target with a simple
               or martial weapon, you can cause the target to
                take extra force damage equal to your proficiency
                 bonus.


                 You can use this trait a number of times equal to
                your proficiency bonus, but you can use it no more
               than once per turn. You regain all expended uses
              when you finish a long rest.


             Firearms Mastery. You have an odd connection to
             firearms. You have proficiency with all firearms and
            ignore the loading property of any firearm. In addition,
           attacking at long range with a firearm doesn’t impose
          disadvantage on your attack roll.


       Hippo Build. You have advantage on Strength-based
     ability checks and Strength saving throws. In addition, you
    count as one size larger when determining your carrying    capacity and the weight you can push, drag, or lift.

Hipotido from The Rise of the Dragon (Nivel20)


Magic the Gathering Art by Piotr_dura (Instagram)

Chapter 3 | Races | Beastiamorph - Pachyderm

Rhinoceros

Rhino horns range in size from about half a foot to 1 foot in length. They often carve their horns to sharpen their edges, etch symbols into them, or sheath them in metal to prevent them from shattering during battle.


Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.


Size. Averaging over 6 feet in height, and they have stocky builds. Your size is Medium.


Speed. Your base walking speed is 30 feet.


Horn. Your horn is a natural melee weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.


Goring Rush. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horn as a bonus action.


Hammering Horn. Immediately after you hit a creature with a melee attack as a part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horn. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.


Imposing Presence. You have proficiency in one of the following skills of your choice: Intimidation or Persuasion.

Rino Warrior by orochi-spawn (DeviantArt)


Relic Ball: African Savanna by ScottPellico (DeviantArt)

Chapter 3 | Races | Beastiamorph - Pachyderm