Æthiel's Tome of Knowledge

Property of Kalman Greenberger

Contents

Chapter 1

Æthiel's Journey for Knowledge................................................4

Chapter 2

Optional Game Rules....................................................................6

Chapter 3

Races...................................................................................................8

Dryad................................................................................................9

Gorgon...........................................................................................10

Homunculus.................................................................................11

Ibisu................................................................................................12

Jackal...............................................................................................13

Kitsune...........................................................................................14

Kor...................................................................................................15

Lycan...............................................................................................16

Moonfolk........................................................................................17

Talpidite..........................................................................................18

Ursakin...........................................................................................19

Zombie...........................................................................................20

Chapter 4

Classes.............................................................................................21

Bandit............................................................................................22

Duelist...........................................................................................27

Shaman.........................................................................................32

Spellshaper...................................................................................37

Wanderer.......................................................................................42

Warlord..........................................................................................47

Chapter 5

Subclasses.......................................................................................51

Artificer..........................................................................................52

Barbarian......................................................................................53

Bard................................................................................................55

Cleric..............................................................................................57

Druid...............................................................................................60

Fighter.............................................................................................64

Monk...............................................................................................68

Paladin............................................................................................70

Ranger.............................................................................................74

Rogue..............................................................................................76

Sorcerer..........................................................................................79

Warlock...........................................................................................81

Wizard.............................................................................................83

Chapter 6

Spells................................................................................................85

Spell List......................................................................................86

Spell Descriptions......................................................................87


Chapter 7

Bestiary...........................................................................................91

Cephalids.....................................................................................92

Foxes.............................................................................................93

Mirrorwing Entity.......................................................................94

Myr.................................................................................................95

Chapter 8

Magic Items....................................................................................96

Chapter 1: Æthiel's Journey for Knowledge

Where it all Began

I have lived for far too long. I've witnessed joy and sorrow, anger and love, fear and excitement. I've seen it all. I made friends, I watched as they became my family, and then I watched again as they all lived out their full lives. But all the while, as they grew old and weak, I remained the same. Ever watching, always vigilant, time itself took away everything I ever loved.

Once I had lost it all, once I had watched my final friend grow old and die, I told myself I would find my purpose. So find my purpose I did. I traveled far and wide, watching and learning with the eager curiosity of a child. I had taken it upon myself to learn everything that the world had to teach.

For centuries I traveled, seeking out knowledge from the most unusual of sources, always keeping track of my findings. I learned of new people I had never seen before, new cultures foreign to my mind, new spells beyond my comprehension; I learned so much.

As I traveled, I decided that simply learning wasn't enough. What good was all this wisdom and knowledge if I simply kept it to myself? So I began writing, and describing, and trying my best to convey the messages that the world had taught me. I wanted to create a book, a book bursting with wisdom, overflowing with knowledge, I no longer simply wanted to learn everything, I wanted the world to learn it all too.

So I wrote this volume for you, I wrote this for you to learn. Because as long as my life has been, as treacherous as my journey was, and as broken as I have felt; I wouldn't change it for the world.

Chapter 2: Optional Game Rules

Game Rules

The following are optional rules you can implement in your own games for a better playing experience.

Flying Tweaks

When flying, creatures may take enough damage to take them out of flight.

When in natural flight, a creature must concentrate on flying as if it were a spell. This concentration is separate from spellcasting, as you are still allowed to cast spells with that requirement. If you lose your concentration, you lose you're flying speed for the turn. (note that the PHB lists the falling speed as 500 feet per turn, but fall damage caps at 20d6).

This concentration check is a DC 10 Constitution saving throw. (If half the damage dealt to the creature is more than 10, use that amount as the DC instead)

Creatures with a natural flying speed (from their race/being a creature with wings) also gain resistance to falling damage, as flying creatures are used to hitting the ground in crash landings.

This does not affect creatures who fly through hovering, as their means of natural flight come from an internal magical source.

Saving Throws

When making a saving throw, if you roll a natural 1 you'll take critical damage. The good news is that the same goes for your enemies.


Death Saves

The Dungeon Master rolls death saves for the characters and hides them from the players. This way more tension is added and makes for more of a realistic approach to combat.

Inspiration

Typically in D&D, the Dungeon Master can award inspiration to a character for any number of things. It's commonly a reward for excellent roleplaying, heroic moments, or clever ideas.

However, now, the group can award one token of inspiration at the end of every session. The players get to choose their own criteria for whom they think deserves it, and take a vote at the end.

This is a good way to help players feel valued, as long as the group can be trusted not to argue.

Attack Rolls

When making a melee attack against a creature, if you roll a natural 1, not only do you fail to hit the creature, but they are allowed one opportunity attack against you. Luckily for you, the same goes for them.

Chapter 3: Races


Dryad

Dryads are humanoids who live within the woods. They blend in with nature itself due to plant-like properties that grow out of their bodies, like twigs, grass hairs, bark skin, leaves, and even flowers. For the most part, dryads are almost exclusively female, though some may be androgynous, as they are merely spirits of nature in the end. Dryads embody the trees usually, but some are found in other plants like river reeds and flower bushes. Dryads are typically described as fleeting and beautiful.

Society

As dryads are bound to their forests, they fear encroaching modernity from civilization. Usually, they live in the forests their whole lives. Within these woods, they are usually frequented by travelers and other interlopers within the natural world. Many dryads host parties with fey entities like fairies, boggles, and boisterous satyrs. They otherwise live very simple lives, merely subsisting off the nature around them. Even the dryads who adventure, having been able to leave their forest, live sparsely. They feel uncomfortable in cities and will rarely indulge in excess.

Dryad Names

Dryads take their names from something in nature or something that relates to their home plants.

Dryad names include: Dryope, Erato, Eurydice, Balanos, Epimeliades, Igeiros, Olivis, Oake, Chrysopeleia, Phigalia, Tithorea, Kraneia, Daphnaeae, Morea, Kissiae, Meliae, Sythis, Trostani, Willowdusk, Elme.

Dryad Traits

Your dryad character has the following racial traits.

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

Age. Dryads age just like a tree, very slowly, which means they can live anywhere from a few hundred to a few thousand years old.

Alignment. Dryads tend to be lawful and are rarely evil, following and protecting the "law" of the forest.

Size. Dryads come in many sizes, ranging from a little under 5 feet to almost 8 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Barkskin. You have naturally tough skin covering you from head to toe. While you are not wearing any armor, your Armor Class equals 12 + your Dexterity modifier. You can use a shield and still gain this benefit.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Arboreal Body. Because your physiology is primarily composed of plant matter, your creature type is both fey and humanoid.

Nature Whisperer. You are one with the forest and it speaks to you. You can communicate with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return.

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

Gorgon

Gorgons are a species of warriors nearly indistinguishable from humans. Their defining feature is their hair of snakes, which they often conceal with clothing. Gorgons are very concerned about their appearance and take great offense at the implication that the species is somehow cursed - or worse, that their petrification gaze works because they are so horrifying to look at.

Society

Gorgons live their lives in solitude, lashing out aggresively at outsiders. Occasionally, however, a gorgon will go out in search of a higher calling. Under such circumstances, they are still highly volatile, but they possess a curiosity that their unadventurous counterparts lack.

Gorgon Names

Gorgon names often are sinister sounding, frequently excentuating the "s" sound.

Male Names

Male names include: Iltsu, Etozee, Ssozti, Kaseto, Seshiro, Xyris, Lonis, Shigeki, Aesi, Mukull, Verazol, Slinn, Krothuss, Kashi, Issal, Otsla, Omah.

Female Names

Female names include: Vraska, Medusa, Damia, Sasaya, Hythonia, Visara, Pharika, Malassa, Sistenia, Seloza, Elsee, Thistu, Sachi, Sakiko, Shisato.


Gorgon Traits

Your gorgon character has the following racial traits.

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

Age. Gorgons typically reach adulthood around the age of 100, and can live up to 500 years.

Alignment. Gorgons tend to be malicious and evil in nature, though there are always exceptions.

Size. Gorgons are typically between 5 and 6 feet tall. 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. You can't discern color in darkness, only shades of grey.

Stony Resilience. While looking as fragile as a human, your skin is as hard as stone. While you are not wearing any armor, your Armor Class equals 13 + your Dexterity modifier. You can use a shield and still gain this benefit.

Petrifying Gaze. As an action on your turn, you can unleash the energy within yourself, causing your eyes to turn into pools of darkness. Each creature within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become paralyzed until the end of your next turn.

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

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

Homunculus

Homunculi are artificially made, but sentient and living, miniature humans. Their skin can vary widely in color, but is typically a lighter shade of blue.

Society

Homunculus societies are nonexistent. Homunculi are created by powerful wizards and are servants to their creators. However, sometimes a homunculus is granted freedom by its creator; in which case, they are free to do as they please, but it is very rare to encounter more than one homunculus in a group.

Homunculus Names

Homunculus names are unique, to say the least. They rarely contain vowels and they do not differentiate between male and female names because homunculi have no gender.

Homunculus names include: Fblthp, Oglor, Zndrsplt, Izlpyk, Ibn, Olprht, Bvdnrv, Nbrnc, Plndrbk, Mklthd, Kylem, Krzntch, Rstnld.


Homunculus Traits

Your homunculus character has the following racial traits.

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

Age. Homunculi are created at full maturity, so all homunculi are adults. They live for roughly a century.

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

Size. Homunculi are between 3 and 4 feet tall and average about 50 pounds. Your size is Small.

Speed. Your base walking speed is 25 feet.

Arcane Origins. You know the prestidigitation cantrip. Once you reach 3rd level, you can cast the false life spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the alter self spell once per day. Intelligence is your spellcasting ability for these spells.

Mental Resetting. Homunculi don't need to sleep. Instead, they enter an inactive state, remaining semiconscious, for 4 hours a day. While in this state, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Living Construct. Even though you were constructed, you are a living creature. You have the construct creature type, causing you to not require food or water and be immune to diseases. You can however still be healed.

Made for a Purpose. You were made for a purpose, you gain proficiency in two skills of your choice.

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

Ibisu

Ibisu are winged humanoids with long, slender necks that end in birdlike heads. They are unpredictable, but typically tend towards peaceful relationships.

Society

Ibisu are able to adapt to almost any environment, but tend to live in more tropical climates. They are charming folk and often choose to live among other races in harmony.

Ibisu Names

Ibisu names tend to be elegant and flowing, reflecting the nature of that ibisu.

Male Names

Male names include: Quathas, Dayeprath, Quadartis, Yanpeiros, Corrian, Dayemil, Galzion, Iradon, Quazion, Dayeiver, Licdartis, Zenikul, Farzion, Yorurian.

Female Names

Female names include: Naiqirith, Lyvyre, Hylbis, Jelenmiris, Mebis, Jelengrys, Cylzora, Magkiries, Saparys, Durbynn, Wreqirith, Qidiel, Weswyse, Urahyssa.


Ibisu Traits

Your ibisu character has the following racial traits.

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

Age. Ibisu typically reach adulthood around the age of 50, and can live up to 200 years.

Alignment. Ibisu tend to avoid conflict, but when a fight is necessary they are skilled warriors. Ibisu are typically neutral good.

Size. Ibisu stand between 5 and 6 feet tall and weigh 100 to 200 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Flight. Beginning at 3rd level, you gain the ability to use your wings to fly. You gain a flying speed equal to your walking speed. To use this speed, you can’t be wearing medium or heavy armor.

Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

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

Jackal

Jackals are humanoid canines laced with muscle. They are impressively strong and resilient, and they rarely find studying and knowledge very interesting or intriguing.

Society

Jackals are native to desert regions. They are nomadic folk and can travel for days without resting much. They are frequently hired as guides for travellers who need to traverse the most dangerous of deserts.

Jackal Names

Jackal names are often simple and straightforward. Their names often contain very few syllables.

Male Names

Male jackal names include: Zekton, Bykror, Broknes, Xigiz, Zirez, Ython, Progtus, Drymner, Prothes, Dagos, Trixer, Pithur, Kiptiz, Biknoz, Trognon, Zios, Ertho, Zygtor, Bioz, Kior.

Female Names

Female Jackal names include: Sizota, Gidmoge, Gazredane, Gregna, Drignaz, Zednate, Icena, Gromnale, Kemamne, Sicaz, Sote, Olnale, Zoinna, Golnande, Dizre, Zomne, Koge, Gexatha, Cicethonda.


Jackal Traits

Your jackal character has the following racial traits.

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

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

Alignment. Jackals tend to seek out fights just to prove that they are skilled warriors. Jackals are typically chaotic neutral.

Size. Jackals stand between 5 and 7 feet tall and weigh 150 to 250 pounds. Your size is Medium.

Speed. Your base walking speed is 35 feet.

Jackal Weapon Training. You have proficiency with the whip, sling, scimitar, and sickle.

Canine Ancestry. You gain proficiency in the Intimidation or Perception skill (your choice).

Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Nomadic Nature. When travelling, you can travel for 16 hours a day without risking exhaustion.

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


Kitsune

Kitsune are foxlike humanoids with multiple tails. They typically have white fur, but can have a shade of orange or black. Kitsune prefer to remain inconspicuous in small, cozy houses, which are usually organized and neat. Choosing subtlety and cunning over brute strength, they are usually sages that are in good physical shape and perform well in exercises that challenge both mind and body.

Kitsune are born with a single tail, but as they grow older they gain more tails.

Society

Kitsune settlements are few and far between, but the ones that do exist are elegant Japanese-style villages. Kitsune that live together in a village are more than just neighbors or friends; they are family, not always by blood, but by spirit.

Kitsune Names

Kitsune names are often derived from words and can represent a kitsune's role in its community.

Male Names

Male kitsune names include: Zirda, Galis, Shanhem, Rimiaki, Kimoto, Gitoki, Uhiro, Dasho, Sakaru, Nikado, Takeshi, Tsuko, Kenshin, Raiden, Takayuki.

Female Names

Female kitsune names include: Mila, Ahri, Niyuki, Suruko, Hatoshi, Naniko, Moyame, Ko, Ishiko, Yonji, Nikado, Ganoru, Emiri, Memina, Shizuka.

Kitsune Traits

Your kitsune character has the following racial traits.

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

Age. It is very uncommon for a nine-tailed kitsune to be any less than 60 years old, growing a new tail every 5-6 years starting when they reach adulthood at 16. However, a kitsune's age is very difficult to tell since they appear to stop aging in their early twenties and live to be about a century and a half.

Alignment. Kitsune tend to avoid conflict, but when a fight is necessary they are skilled warriors. Kitsune are typically neutral good.

Size. Kitsune 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 35 feet.

Enhanced Senses. You gain proficiency in the Investigation and Perception skills.

Fast Footwork. You gain proficiency in one extra saving throw of your choice.

Vulpine Awareness. You gain proficiency in the Insight skill and have advantage on Wisdom (Insight) checks you make.

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

Kor

Kor are humanoids with dull, grey-white skin. They make homes for themselves on mountaintops, using their natural affinity for climbing and repelling to swing around the cliffs of their homes.

Society

Kor villages typically consist of houses suspended from cliffsides, allowing for the kor to swing on ropes from building to building. Kor love the thrill of risking their lives by swinging at high altitudes.

Kor Names

Kor have two names. The first, they give out freely and prefer to be called by. The second, they consider sacred and only share with those who have earned their trust and give their undying loyalty to.

(Second names are not listed below due to the owners of the given names not being able to trust the reader)

Male Names

Male kor names include: Ardenn, Munda, Orah, Zahr, Rauwan, Zyklul, Bidreen, Avint, Cryltam, Brugrir, Waivrialam, Barwalin, Cigavol, Helraitiel.

Female Names

Female kor names include: Akiri, Ayli, Nahiri, Zenda, Ninve, Brirde, Drejie, Horda, Onvom, Wivar, Hirkezan, Nelienoe, Holdrini, Dronlora.


Kor Traits

Your kor character has the following racial traits.

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

Age. Kor typically reach adulthood around the age of 50, and can live up to 300 years.

Alignment. Kor are most often good. The vast majority of kor tend to be sages, researchers, investigators, or explorers. Kor are good-hearted, albeit reclusive at times.

Size. Kor range between 5 and 6 feet tall, and weigh 100 to 200 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Sky Climb. You have a climbing speed equal to your walking speed, and you gain proficiency in the Acrobatics skill.

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 grey.

Kor Weapon Training. You have proficiency with the shortsword, sickle, and whip.

Graceful Landing. You can use your reaction when you fall to reduce any falling damage you take by an amount equal to your level + your proficiency bonus.

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


Lycan

Lycans are a close relative to werewolves, though they retain there intellect and are in their canine form indefinitely. Lycans are often mistaken for werewolves and as a result are shunned and hated.

Society

Not all lycans are born as lycans, many lycans are cursed by some otherworldly being causing them to permanently take on a wolven form. Other lycans are born of parents who are not lycans and are nearly indestinguishable from their relatives despite having done nothing wrong themselves.

Lycan Names

Lycan names typically mimic the names and styles of other races in the hopes to avoid drawing unwanted attention to themselves.

Male Names

Male lycan names include: Tovolar, Ulrich, Sarulf, Ukkima, Tolsimir, Gavon, Virdan, Tyr, Fenrir, Nargirr, Turfrann, Emkan, Bravier, Landen.

Female Names

Female lycan names include: Rahilda, Arlinn, Anara, Voja, Faldorn, Kollo, Cussone, Astra, Zimahi, Rache, Urira, Phibell, Quifiel, Carmyra, Manvo, Letri.

Lycan Traits

Your lycan character has the following racial traits.

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

Age. Lycans reach adulthood in their late teens and live for roughly a century.

Alignment. While lycans are often perceived to be evil, they are not always so. Lycans tend towards a neutral alignment.

Size. Lycans stand anywhere between 5 and 8 feet tall. Your size is Medium.

Speed. Your base walking speed is 35 feet.

Darkvision. Your affinity for the night has granted you superior vision in dark and dim cooditions. You can see in dim light within 60 feet of you as if it were bright light, aod in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

Fast Strength. You gain proficiency in the Acrobatics and Athletics skills.

Canine Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Animalistic Senses. You have advantage on Wisdom (Perception) checks using your sense of smell.

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

Moonfolk

It is said that the first moonfolk were children of the moon itself. One night they simply appeared and became part of the village. Slowly but surely, they spread across the world.

Society

Moonfolk don't have a society to call their own; they often wander and find homes among other races. Some are mischievous pranksters in villages and cities, and others are reserved scholars, but they are all accepted among others.

Moonfolk Names

Moonfolk names tend to be elegant and flow off the tongue with ease. Many outsiders regard moonfolk names as beautiful.

Male Names

Male moonfolk names include: Tameshi, Meloku, Katsumasa, Soratami, Oboro, Licaris, Yincan, Lelunnom, Kenos, Rivaras, Halnorion, Nymon, Ezuri.

Female Names

Female moonfolk names include: Tamiyo, Uyo, Erayo, Kotori, Ireneth, Gilanra, Foffeh, Mofi, Brirynna, Magrastra, Theiriele, Tentro, Niavero, Adeline.

Moonfolk Traits

Your moonfolk character has the following racial traits.

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

Age. Moonfolk age incredibly slowly, they don't reach physical maturity until around the age of 50, and don't reach true adulthood until the age of 100. Moonfolk can live to be over 900 years old.

Alignment. Moonfolk are typically chaotic by nature, finding joy in mischief, but many also enjoy studying and sagehood, finding joy in the good.

Size. Moonfolk range from 5 to 6 feet tall and have lean, slender build. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Your affinity for the night has granted you superior vision in dark and dim cooditions. You can see in dim light within 60 feet of you as if it were bright light, aod in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

Lunar Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Blessing of the Moon. You know the dancing lights cantrip. When you reach 3rd level, you can cast the sleep spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the moonbeam spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.

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

Talpidite

Talpidites are native to mountainous regions. They are adept at digging tunnels and thrive underground, able to see in the dark much better than other races.

Society

The talpidite society is very much like the wild west. They live underground in big mining towns and carve intricate tunnels to make shortcuts for their people.

Rails are a common thing in talpidite cities so that their minecarts can travel with ease to every home. Their houses are built into the caves they carve, most of the time having a small wooden facade in front to resemble a regular house.

Talpidite Names

Most talpidites have a lisp, so they avoid names with S and Z sounds. Sometimes, they include the word "Mole" in their first name. A lot of talpidite surnames also include it.

Male Names

Male talpidite names include: Glenn, Joey, Theodore, Walter, Robin, Eugene, Peter, Marvin, Leon, Clay, Gordon, George, Barthalamole, Carlton, Mack, Michell, Rick, Evan.

Female names

Female talpidite names include: Victoria, Abbie, Crace, Edna, Robin, Irma, Jane, Bettie, Dorothy, Matilda, Molly, Camilla, Bertha, Lina, Maria, Theodora, Alberta.


Talpidite Traits

Your talpidite character has the following racial traits.

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

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

Alignment. Talpidites tend towards peace and neutrality while they live in seclusion, talpidites are typically lawful neutral.

Size. Talpidites are between 4 and 5 feet tall, and weigh 100 to 250 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet. You have a burrowing speed of 15 feet, but you can only dig through dirt and loose stone.

Superior Darkvision. Accustomed to dark caves, you have superior vision in dark and dim conditions. You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light.

Internal Compass. You always know what direction is north no matter the circumstances.

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

Talpidite Training. You are proficient in the survival and history skills. If you are already proficient in either of the two skills, you may choose another skill.

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

Ursakin

Ursakin are bear-like humanoids with white, brown, or black fur and greyish-black skin beneath. They are very muscular, but also mentally developed. They can don armor and run on all fours or on their hind legs.


Society

Covered in coarse fur, ursakin are most at home in cooler climates and thin atmospheres. They thus build much of their civilization in the colder mountains, along with the goliaths and orcs of the north. Their survival ability is such that it is possible to find ursakin in even the most inhospitable of places.

Ursakin Names

Ursakin names tend to be rather guttural and short, reflecting the tough nature of the ursakin.

Male Names

Male ursakin names include: Thor, Zunk, Zhir, Radurk, Ternir, Brutolk, Darr, Voddurr, Guzzur, Thordink, Khoddun, Thuttuk, Zhann, Borgonk, Thagrorr, Ghetulk.

Female Names

Female ursakin names include: Kela, Agu, Gelgo, Vulane, Lonna, Nithe, Dauki, Kaunu, Nivi, Apuna, Nalneo, Gauni, Egumi, Naukha.

Ursakin Traits

Your ursakin character has the following racial traits.

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

Age. Ursakin reach adulthood around the age of 30, and can live up to 500 years.

Alignment. Ursakin don't often care to meddle in the affairs of others, so long as they are left alone they don't care what goes on in the world around them. Ursakin are typically neutral.

Size. Ursakin stand between 6 and 7 feet tall, and typically weigh around 300 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet. While not carrying anything in your hands you can drop to all fours and increase your movement speed to 40 feet until you stand upright again.

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

Bear'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.

While not carrying anything in your hands, your claws deal slashing damage equal to 1d8 + your Strength modifier instead.

Durable. You have great durability. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Thick Fur. You are naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

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

Zombie

Zombies are the souls of dead humans, returned to their decaying bodies. They lack some of the agility they may have had in their former lives, but are much more resilient.

Society

Zombies don't usually have any form of society or community. Most zombies try to return to their previous lives, only to find that their family and friends cannot accept the "monster" they have become. As a result, zombies often wander alone until they are able to find someone who is willing to look past their appearance and care for them.

Zombie Names

Zombies use the same name as they had in their human life, though they will occasionally become so ashamed of their own past that they will change their name.

Male Names

Male zombie names include: Rhesan, Bhodan, Fasan, Dhakhu, Virsten, Gergel, Grev, Raf, Vekusk, Frerkem, Blem, Dizuhaz, Mok-Duh, Tenak, Hans, Chiung, Anostil.

Female Names

Female zombie names include: Shanna, Jupol, Jendrarleih, Kocho, Civrafro, Nuz, Kero, Reshilo, Huso, Zakruhk, Urle, Rimzavro, Bia, Qay, Mosqibru, Siantb.

Zombie Traits

Your zombie character has the following racial traits.

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

Age. Zombies don't age, but eventually their bodies decay to the point where they lose the ability to move. This point of decay is typically reached after a century.

Alignment. Zombies are often assumed to be evil in nature, though very few zombies are actually evil. They prefer to stay indifferent, and like to stur up chaos when they're bored. Zombies are typically chaotic neutral.

Size. Zombies 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.

Unholy Body. You have resistance to necrotic damage, but you are vulnerable to radiant damage.

Rotting Resolve. You are immune to poison damage and cannot be poisoned. Similarly, you do not need to eat or drink, though you can do so if you wish.

Darkvision. After returning from the grave, you have superior vision in dark and dim cooditions. You can see in dim light within 60 feet of you as if it were bright light, aod in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

Undead Fortitude. If damage reduces you to 0 hit points, you must make a Constitution saving throw with a DC of 10 + the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead.

Languages. You can speak, read, and write Common, Abyssal, and Infernal.


Chapter 4: Classes

Bandit

A lone man walks into a bandit camp. He looks to his left, then, to his right, and finally to the large group of men standing before him. Despite being completely outnumbered and surrounded, he smirks, confident in his abilities and the mystical powers he wields. As he draws his blade and channels arcane power, an axe suddenly flies into his head, crushing his skull and killing him in an instant. Their leader lets out a hearty laugh; their numbers seemed to be more than enough of a match for his overconfidence.

Vicious and Avaricious

Bandits make their living traveling from one place to another, pillaging whatever looks valuable along the way. If a spot is particularly prosperous, they might set up a camp and live there for awhile, defending it from invaders. But having a home to return to won't stop them from achieving their goal: gold. Willing to steal it, destroy homes, and even murder friends for it, greed is the driving force behind a bandit's ambition.

The Bandit
Level Proficiency Bonus Features
1st +2 Pillage, Fighting Style
2nd +2 Growing Infamy
3rd +2 Brigand
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Money From Nothing
7th +3 Brigand Feature
8th +3 Ability Score Improvement
9th +4 False Credentials
10th +4 Brigand Feature
11th +4 Extra Attack
12th +4 Ability Score Improvement
13th +5 Cut and Run
14th +5 Ability Score Improvement
15th +5 Brigand Feature, Good as Gold
16th +5 Ability Score Improvement
17th +6 Worth Your Weight in Gold
18th +6 Brigand Feature
19th +6 Ability Score Improvement
20th +6 Treasure Eruption


Noble Thievery

Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation's vessels.

Creating a Bandit

When making a bandit, think about what drove your character to banditry. Were they forced to steal in order to survive? Do they find joy in the chaos and solace in the money? What is it that drives them towards the riches they so sorely seek?

Quick Build

You can make a bandit quikly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the criminal background.

Class Features

As a bandit, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor, medium armor
  • Weapons: Simple weapons, martial weapons
  • Tools: Thieves' tools

  • Saving Throws: Strength, Constitution
  • Skills: Choose three from Athletics, Intimidation, Perception, Persuasion, Sleight of Hand, Stealth, and Survival

Equipment

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

  • (a) chain mail or (b) studded leather and a dagger
  • (a) two martial weapons or (b) two simple weapons and a martial weapon
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a burglar's pack or (b) an explorer's pack

Pillage

Whenever you hit a creature with a melee attack, if that creature is wearing or carrying any items, you can make a Dexterity (Sleight of Hand) check against that creature's passive perception. If you win, you can choose to either steal 2gp from the creature, or deal an additional 1d8 damage with your attack.

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

Pillage’s damage increases by 1d8 when you reach 7th level (2d8), 13th level (3d8), and 17th level (4d8).


Fighting Style

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

Defense

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

Dueling

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

Great Weapon Fighting

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

Two-Weapon Fighting

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

Growing Infamy

People are starting to talk about a group of bandits, and you're a part of it. At 2nd level, you gain proficiency in the intimidation skill if you aren't already proficient, and you can double your proficiency bonus for any ability check you make that uses the intimidation skill.

As an action on your turn, you can attempt to demoralize one creature you can see within 60 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested against the target's Wisdom (Insight) check. If you win, the target is frightened of you for 1 minute. If you lose, the target can't be frightened of you for 1 hour.

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


Brigand

At 3rd level, you choose a brigand: Chief, Marauder, or Pirate, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement

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

Extra Attack

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

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

Money From Nothing

At 6th level, you learn to find money where there seems to be nothing. Once per day, you can spend 10 minutes searching for gold. If you do, you gain 2d12 gold pieces.

False Credentials

Why adhere to the rules when you've already broken them? Beginning at 9th level, you can ignore all requirements for magic items and you have advantage on any Charisma check that would require you to have a specific identity.

Cut and Run

Your endurance and greed are unmatched in battle. Beginning at 13th level, after using your Pillage feature, you can use your bonus action to move up to half your speed without invoking opportunity attacks.

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

Good as Gold

At 15th level, you can temporarily turn things into gold. As a bonus action on your turn, you can choose a creature or object within 60 feet of you that you can see to turn to gold for 1 minute. If a creature is chose this way, it must make a DC 13 Constitution saving throw to avoid being turned to gold.

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

Worth Your Weight in Gold

Your lust for gold is so great it manifests itself around you. Starting at 17th level, as an action, you can pull any and all golden objects within 120 feet of you that weigh less than you towards you. They travel in a straight line and move until they reach you, cannot proceed further, or are grabbed by someone or something.

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

Treasure Eruption

You've become the greatest of bandits, and no one can hope to stand before you now. Upon reaching 20th level, when you hit a creature with an attack, you can expend 250gp to cause an explosion of power.

Creatures within 60 feet of you must succeed a DC 17 Dexterity saving throw, or take 20d12 force damage and be knocked prone.

Creatures that succeed the saving throw take half damage, and are not knocked prone.

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

Brigands

Each bandit is unique, both in how they choose to present themselves, and in who they spend their time with.

Chief

No group of bandits can be led without their leader, the bandit chief. Strong, intelligent, and even more greedy than the rest, they lead their bands of ruffians to success in even the most trying of times.

Chieftan's Pride

As the leader of your bandit group, there's a lot riding on your shoulders. Luckily, you can handle it. When you choose this brigand at 3rd level, all of your ability score maximums increase to 24.

Savage Attacks

You've discarded any semblance of mercy you once had. At 7th level, whenever you hit a creature with an attack, the target suffers additional damage equal to half of your bandit level rounded up.

Secret to Success

You're an excellent example to your followers. Beginning at 10th level, whenever you decide Pillage, you can obtain an additional 4d8 gold pieces in addition to what you would normally receive, or you can deal an extra 2d8 damage.


Heart of Gold

It doesn't make much sense, but gold seems to be empowering you in some way. Beginning at 15th level, if you are carrying at least 1000gp worth of valuables, your movement speed is doubled and you have resistance to slashing, piercing, and bludgeoning damage. If you are carrying at least 3000gp worth of valuables, you also gain a +5 bonus to attack rolls and you gain a +2 bonus to your AC. If you are carrying at least 5000gp worth of valuables, you gain advantage on all rolls you make.

Spirit of the Chiefs

Now a legend among the bandit camps, your predecessors have recognized your accomplishments and are willing to grant you their strength. When you reach 18th level, you can call upon the strength of your predecessors. As an action on your turn, you can cause the spirits of previous leaders appear and merge with you, granting you spectral armaments and unnatural strength for 1 minute. Your size increases to Large granting an additional 5 feet of reach and you gain an Extra Attack. You gain 100 temporary hit points and a +10 bonus to all attack rolls, saving throws, and ability checks. If you fall to 0 hit points, you revert to your normal form and fall unconscious, but are stable.

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

Marauder

Described as the most vicious and merciless of bandits, marauders are out for blood just as much as they are for gold, and no life is worth sparing in their eyes.

Blood Money

There is no difference between a life and a coin to you. When you choose this birgand at 3rd level, whenever you take damage, you can use your reaction to expend up to 10gp, the damage you take is then reduced by one for each gold you expend this way.

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

Fearless Strike

Not only are you a force to be reckoned with, but a force to be feared as well. When you reach 7th level, upon receiving damage from a creature within your reach, you can use your reaction to make a single attack against that creature. You deal an additional 1d12 damage when you hit with this attack.

Onslaught

Your cruelty knows no bounds. Starting at 10th level, when you make an Attack against a creature, you may begin an Onslaught. For every successful Attack, you may make an additional Attack. The amount of attacks you perform may not exceed half of your Bandit level, rounded down. You may not begin an Onslaught if you choose to make an additional attack instead.

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

Ambush Tactics

The levels you're willing to go to obtain treasure is a mystery. At 15th level, when you make an attack against a creature that hasn't acted in combat yet, you have advantage on the attack. If you hit, you deal an additional 1d12 damage, and knock the enemy prone.

Abandon Mercy

Mercy is no longer a part of you, and neither is frailty. Beginning at 18th level, when you reduce a creature to 0 hit points, they are killed instantly, you regain hit points equal to your Bandit level plus your Constitution modifier, and can take an additional action this turn.

Pirate

While most ruffians prefer to assault people on land, pirates use not only their strength, but their speed and cunning as well to rule the high seas and plunder the riches it holds within.

Seafarer

Having dedicated time to learning how to not only effectively sail, but swim in case that goes wrong, no one is safe from your grasp. When you choose this brigand at 3rd level, you gain a swim speed equal to your movement speed, and you gain proficiency in all types of water vehicles.

Slippery as an Eel

You're becoming faster, and harder to hit. At 7th level, your movement speed increases by 10 feet and your AC increases by 3.

Legendary Greed

Starting at 10th level, finding treasure inspires your lust and paranoia towards it, leading you to search for hidden treasure troves. When you find a container with treasure in it, you may search it for hidden compartments. Roll a d20.

  • On a 1-5, you find a hidden compartment, but alas, it is empty.

  • On a 6-19, you find a small hidden compartment with that many gold pieces in it.

  • On a 20, you find a hidden compartment stashed full of wonders. You find 30gp, a potion of healing, and a gem worth 100gp.

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

Dead Men Tell No Tales

By the time you reach 15th level, word has spread of your terrors. You have advantage on Charisma (Intimidation) checks.

As a bonus action on your turn, you can grant yourself advantage on your next attack made against one enemy of your choice that has been fighting you, or your allies, for two rounds or more.

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

Davy Jones' Locker

The sea is your domain, and you can summon its fury to aid you in battle. When you reach 18th level, as an action you can conjure a large whirlpool on the ground. A 60-foot-diameter circle of water opens up on the ground centered on you. You may choose up to 10 creatures to be unaffected by it. All other creatures must succeed a DC 16 Strength saving throw or take 12d8 bludgeoning damage and be dragged to the bottom of the ocean for 10 minutes before being spat back out where they were previously standing. Creatures who are flying or levitating are pulled into the whirlpool by phantasmal chains so long as they no more than 10 feet above the whirlpool. If you use this feature against creatures in water, the size increases to 90 feet, they make their saving throw with disadvantage, and take 12d12 bludgeoning damage instead of 12d8.

A creature dragged to the bottom of the ocean this way does not drown, but is restrained and cannot speak.

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

´

Duelist

By Everyone's Favorite Dane

A human in shiny plate armor rushes towards her friends, shielding them from the fiery breath of a red dragon. She shouts at the beast while banging her sword on her chest, taunting the dragon into fighting her instead.

An elf clad in leather dances around an evil necromancer, striking with short intervals before slaying him with a dagger to the throat, ending his vile reign.

A tiefling smirks as an orc charges at her. She chants quickly, her blade erupting with flames. She then blinks behind the orc, dropping his guard for a quick strike.

Duelists are fighters who rely on one-on-one combat to use their powers in the best way. Since most duelists are of royal blood, most of them live by a code of honor, in which they do not fight dirty. They are highly educated, favoring their intelligence and speed to outsmart opponents to defeat them swiftly and effectively.


You against me

Duelists excel in single combat, when they can be alone against one target. They learn the basics of most combat styles, favoring the light and nimble weapons such as the rapier or the shortsword, but a duelist with enough training can use a battleaxe with the grace that other combatants could not. Each duelist specializes in a different style of combat. Some concentrate on one weapon, some on fighting with two weapons at once, and some even wielding shields in combat or a heavy weapon in both hands. This specialization makes the duelist very deadly with their specific type of weapon, and makes them superior in their duels.

Artist of battle

A duelist usually comes from the upper class, taking up their training by a young age. But even a low-class scoundrel can pick up a few tricks, and thus become a duelist.

The Duelist
Level Proficiency Bonus Features Dueling Ace Die
1st +2 Dueling Ace, Grace 1d4
2nd +2 Fighting Style, Fencing Adept 1d4
3rd +2 Duelist Archetype 1d4
4th +2 Ability Score Improvement 1d4
5th +3 Extra attack, Swift Legs 1d4
6th +3 Duelist Archetype Feature 1d4
7th +3 Precise Strike 1d4
8th +3 1d6
9th +4 Counter Stance 1d6
10th +4 Duelist Archetype Feature 1d6
11th +4 Improved Fighting Style 1d6
12th +4 Ability Score Improvement 1d6
13th +5 1d8
14th +5 Duelist Archetype Feature 1d8
15th +5 Legendary Duelist 1d8
16th +5 Ability Score Improvement 1d8
17th +6 1d10
18th +6 Indomitable Finesse 1d10
19th +6 Ability Score Improvement 1d10
20th +6 Do or Die 1d12

Class features

As a duelist, you gain the following features.

Hit points


  • Hit dice: 1d8 per duelist level
  • Hit points at 1st level: 8 + your Constitution modifier
  • Hit points at Higher levels: 1d8 (or 5) + your Constitution modifier per duelist level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, all crossbows, scimitars, rapiers.
  • Tools: None
  • Saving throws: Dexterity, Intelligence
  • Skills: Choose any three skills.

Equipment

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

  • (a) a rapier or (b) a scimitar
  • (a) a hand crossbow and 20 bolts or (b) a dagger
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • (a) two daggers or (b) leather armor and a shield

Dueling Ace

Beginning at 1st level, as part of your attack action, you can begin a duel with the target of the attack. Whilst in a duel with a creature, your weapon attacks deal an additional 1d4 damage, and both you and the creature you are dueling have disadvantage on attack rolls against creatures that are not part of the duel. The duel lasts for 1 minute, and ends if any of the following things occour:

  • You or your target is knocked unconscious or dies.
  • You attack a creature that is not part of the duel.
  • A creature friendly to you attacks the target or casts a spell on it.
  • You are more than 60 feet away from the target.
  • You end the duel as a bonus action.

You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a short or long rest. The Dueling Ace damage die changes when you reach 8th, 13th, 17th, and 20th level.

After using this feature on a creature, you cannot use it again on that creature until you finish a short or long rest.

At 15th level, you can use this feature an unlimited number of times.

Grace

At 1st level, your training has enabled you to wield other weapons with finesse. Choose three simple or martial weapons. You gain proficiency with these weapons and they gain the finesse property when you wield them. Each time you gain a level in this class, you can change one of these weapons.

Fencing Adept

At 2nd level, while wielding a finesse weapon, if you’re the target of a melee attack or melee spell attack from a target you’re dueling, you may use a reaction to add your dueling ace dice to your AC until the start of your next turn. You must do this before learning whether the attack would hit you or not.

Fighting style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose a fighting style from the list below.

One-handed Fighting.

When you’re wielding a melee weapon in one hand and nothing in the other hand, you gain +2 to damage rolls with that weapon.

Two-weapon Fighting

When engaging in two-weapon fighting, you can add your ability modifier to the damage of the second attack as well as the first attack.

Shield Fighter

While wielding a shield, you can make an attack your shield as a bonus action. A shield is considered a simple melee weapon with the finesse property that deals 1d6 bludgeoning damage. When hit, the target must make a Strength saving throw or be knocked prone.


Shield Fighter DC: 8 + your Dexterity modifier + your proficiency bonus.

Two-handed Fighter

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

Duelist archetype

When you reach 3rd level, choose what kind of duelist you are. You can choose between the Guardian, Swiftblade, or Arcane Duelist. The Archetype you choose grants you features at the 3rd, 6th, 10th, and 14th level.

Ability score improvement

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


Extra attack

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

Swift Legs

Starting at 5th level, your walking speed is increased by 10 feet. At 8th and 13th level, your walking speed is increased by an additional 5 feet. At 17th level, your walking speed is increased by an additional 10 feet.

Precise Strike

Starting at 7th level, you can concentrate on the enemy’s vital spots. If you miss a target with a melee attack, you can use your reaction to attack again once, adding your dueling ace die to the attack roll instead of the damage roll.

You can use this feature a number of times equal your Dexterity modifier. When you finish a short or long rest, you regain your expended uses.

Counter Stance

At 9th level, you can use an action on your turn to enter a defensive stance until the start of your next turn. While in the stance, you can use your reaction to make an attack against a creature that is attacking you. If this target is not your dueling opponent, you have advantage on the attack, and can change the target of the duel to the attacker.

Improved fighting style

At 11th level, your training has improved your fighting style. Choose an extended fighting style from the list below.

Two-weapon Master

While wielding a light weapon in your off-hand whilst dual-wielding, you can make an additional attack with your off-hand weapon when you use your action to attack on your turn.

One-handed Master

While wielding a weapon in one hand and nothing in the other hand, you get a +2 bonus to attack rolls made with that weapon.

Two-handed Master

While wielding a weapon in two hands, your AC is permanently increased by 2.

Legendary Duelist

At 15th level, when you start a duel with a creature, you can designate two other creatures. Those creatures are considered to be part of the duel for you. Your attacks are not made with disadvantage against them, and you add your dueling ace die to the damage rolls to those attacks.

Indomitable Finesse

At 18th level, if your total for a Dexterity check is less than your Dexterity score, you can use that score in place of the total.

Do or die

As you feel the cold approach of death, your adrenaline pumps, your focus narrows, and you both know one of you won't be coming out of this alive. At 20th level, while dueling with a creature, if your current hit points drop below half your hit point maximum, you can choose to go into a state of pure focus. While in this state, you have advantage on attack rolls against targets that you are dueling. If you already have advantage on the attack roll, roll an additional Dueling Ace die for each instance of advantage and add it to your damage roll.

When Do or Die is active, creatures that are not in the duel have advantage on attack rolls against you.

When you deal the killing blow during this state, you gain temporary hit points equal to the amount of damage you dealt during that attack, which lasts until Do or Die ends.

Do or Die lasts for 10 minutes or until you are knocked unconscious or die. When Do or Die ends, you gain a level of exhaustion.

You regain your ability to use Do or Die whenever you deal the killing blow to a target while it is active or when you finish a long rest.

Duelist Archetypes

Different duelists choose different approaches to perfecting their skills. The duelist archetype you choose to emulate reflects your approach.

Guardian Duelist

A guardian duelist is all about defense and protecting their friends. A guardian has taken a vow to protect the weak and innocent, and to only stop fighting when they fall.

Bonus proficiencies

When you choose this archetype at 3rd level, you gain proficiency with heavy armor. Additionally, your speed cannot be reduced by wearing heavy armor.

Vigorous Fighter

At 3rd level, when you begin a duel with a creature, you gain temporary hit points equal to your level. You also have a +2 bonus to your AC for attacks from targets that you are dueling.


Safeguard

At 6th level, if a friendly creature you can see is attacked, you can use your reaction to move up to your movement speed towards the attacker. Then, if you are within range of the attack, you become the target of the attack instead. You can choose to begin a duel with the attacker as part of this reaction.

Valiant

At the 10th level, you can shrug off most blows. You are resistant to nonmagical slashing, piercing, and bludgeoning damage from targets that you are dueling.

Stalwart Duelist

At the 14th level, when you are dueling with an enemy, you regain hit points equal to 5 + your Constitution modifier at the start of your turn if your hit points are equal to less than half of your hit point maximum.

Additionally, your Constitution score is increased by 4. Your maximum for that score is now 24.

Swiftblade Duelist

Swiftblade duelists perfect the art of swift combat. They use their great senses and speed to cut down their foes before they can retaliate.

Expeditious

When you choose this archetyoe at 3rd level, you have advantage on initiative rolls.

Additionally, you can take the Dash or Disengage action as a bonus action on each of your turns.

First Strike

Starting at the 6th level, when you initiate a duel with a creature, you have advantage on attacks against them for the first turn of the duel, and they have disadvantage on attack rolls against you on their first turn of the duel.

Swift Fighter

Starting at the 10th level, you can attack three times, instead of twice whenever you take the attack action on your turn.

While in your Counter Stance, you can make an additional attack against the same creature when you use your reaction to attack it.

Extreme Reflexes

Starting at the 14th level, you can use two bonus actions on your turn instead of one.

Additionally, your Dexterity score increases by 2. Your maximum for that score is now 24.

Arcane Duelist

Arcane duelists study the art of magic along with fighting. They use a mixture of abjuration, divination, and conjuration magics to protect and enhance their fighting capabilities.

Spellcasting

When you choose this archetype at 3rd level, you gain the ability to cast spells. See chapter 10 in the Player’s Handbook for the rules of spellcasting and chapter 11 for the wizard spell list. The Arcane Duelist Spellcasting table is at the end of the class description.

Cantrips. You learn two cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 7th and 13th level.

Spell Slots. The Arcane Duelist Spellcasting table shows you how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.

Spells Known of 1st level and Higher. You know three 1st-level wizard spells of your choice. The Spells Known column of the Arcane Duelist Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. Whenever you gain a level in this class, you can replace a number of spells equal to your intelligence modifier with others from the Wizard spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.


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


Spell attack modifier = your proficiency bonus + your Intelligence modifier

Magical Prowess

Starting at 3rd level, you can use a bonus action to bolster an ally with a magical spark. Choose an ally within 30 feet of you; you may then choose another creature within 30 feet of your ally. Your ally has advantage on their first attack against the chosen creature on their next turn. If you use this ability, you cannot cast spells on your turn, and you cannot use this ability if you have already cast a spell this turn.


Arcane Duelist Spellcasting
Duelist level Cantrips known Spells known 1st level 2nd level 3rd level 4th level
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 3 6 4 2
9th 3 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 4 10 4 3 2
15th 4 10 4 3 2
16th 4 11 4 3 3
17th 4 11 4 3 3
18th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Arcane strikes

Starting at the 6th level, your melee attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, when you use Magical Prowess feature, your ally can add your dueling ace die to the first attack they hit on their next turn.

Brains over Brawn

At the 10th level, your spell attacks deal additional damage equal to your Dexterity modifier. Your weapon attacks also deal additonal force damage equal to your Intelligence modifier.

Additionally, you can use a finesse weapon as a spellcasting focus for spells you cast, and you can cast them even if you do not have a free hand.

Arcane Arsenal

At the 14th level, you can use your action to summon a magical clone of a weapon in your hands within 30 feet of you.

The weapon clone floats slightly above the ground, and is controlled by you. At the beginning of your turn, you may move the weapon clone up to 30 feet in any direction. As part of your attack action, or as an action, you may make an attack with the weapon clone. The weapon clone uses your Intelligence modifier for attack and damage rolls. The weapon clone is an exact copy of a weapon you are wielding, but deals force damage instead of bludgeoning, slashing, or piercing.

Additionally, your Intelligence score is increased by 4. Your maximum for that score is now 24.

Shaman

Unlike other spellcasters, shamans rely on their physical fortitude for their magic, rather than their mental prowess. They channel their magic through their bodies, allowing them to accomplish feats that others would deem impossible.

Intertwined with Nature

Shamans must connect with nature in order to use their magic. That is why there are so few shamans in cities and other places where civilization has uprooted the wilds. The gentle quiet of a forest or a distant mountainside may help foster deeper meditation for shamans. While on the other hand, a shaman capable of connecting with the nature in a city is one of true strength and focus, even when the world around is distracting

Most shamans tend to not like grand civilizations and people, seeing as they destroy nature to expand, but on some cases after interacting with them they may come to enjoy the company of some people.

Through Body and Mind

Shamanic magic is channelled through the body, typically carried in their blood, but it's their mind that allows them to direct it. Shamans use their physical strength to cast magic, and their mental strength to control it.


Lovers of the Land

Shamans' connection to the wilds is incredibly unique. They bond with the the dirt and the grass, the stones and the trees, the water and the wind. But unlike other nature enthusiasts, shamans lack an affinity for wildlife; they tend not to care for animals any more than an average person, to them, its the land itself that provides.

The Shaman
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Lay of the Land, Spellcasting 2 2
2nd +2 Earthen Skin 2 3
3rd +2 Shaman Trail 2 4 2
4th +2 Ability Score Improvement 3 4 3
5th +3 Run of the Wilds 3 4 3 2
6th +3 Shaman Trail Feature 3 4 3 3
7th +3 Seismis Senses 3 4 3 3 1
8th +3 Ability Score Improvement 3 4 3 3 2
9th +4 Wild Restoration 3 4 3 3 3 1
10th +4 Shaman Trail Feature 4 4 3 3 3 2
11th +4 4 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 4 3 3 3 2 1
13th +5 Landslide 4 4 3 3 3 2 1 1
14th +5 Shaman Trail Feature 4 4 3 3 3 2 1 1
15th +5 4 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1
17th +6 5 4 3 3 3 2 1 1 1 1
18th +6 Elemental Companion 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Grand Shaman 5 4 3 3 3 3 2 2 1 1

Creating a Shaman

When creating a shaman, think aboout what initiated your connection with the land. Why or how does the magic of the earth flow through your veins? Were you abandoned as a child? Did the wilds provide you comfort when no one else would? Was the magic forced into your body during a cruel experiment?

Quick Build

You can make a shaman quikly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the hermit background.

Class Features

As a shaman, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor, shields
  • Weapons: Simple weapons
  • Tools: Herbalism kit

  • Saving Throws: Constitution, Wisdom
  • Skills: Choose two from Arcana, History, Insight, Medicine, Nature, Perception, and Survival

Equipment

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

  • (a) three daggers or (b) any simple weapon
  • (a) a component pouch or (b) a druidic focus
  • (a) studded leather armor or (b) chain mail
  • (a) an explorer's pack and a shield

Lay of the Land

Begining at the 1st level, you can speak with the very soul of the land you stand on. When foraging, you find twice as much food as you normally would, and you can learn what the land has been through recently, like storms, landslides, etc.


Spellcasting

You have learned how to channel the magic of the land through your body in order to cast shaman spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting. The shaman spell list is at the end of the class description.

Cantrips

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

Preparing and Casting Spells

The Shaman table shows how many spell slots you have to cast your shaman spells of 1st level and higher. To cast one of these shaman 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.

You prepare the list of shaman spells that are available for you to cast, choosing from the shaman spell list. When you do so, choose a number of shaman spells equal to your Wisdom modifier + your shaman level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level shaman, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six 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 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of shaman spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Constitution is your spellcasting ability for your shaman spells, since your magic quite literally flows through your veins. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a shaman spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Constitution modifier

Ritual Casting

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

Spellcasting Focus

You can use a druidic focus (found in chapter 5) as a spellcasting focus for your shaman spells.

Earthen Skin

Beginning at 2nd level, you can use the magic of the land to harden your skin. As an action on your turn, you cause your skin to have a rough, stone-like appearance for 1 minute. During that time, your AC increases by 2.

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

Shaman Trail

At 3rd level, you choose a Shaman Trail that dictates how you use your connection with the land: Trail of Ruin or Trail of Spirits. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.

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.

Run of the Wilds

Beginning at 5th level, you have attuned to the land so much that you can move through it and along it as easily as you can walk above it. You gain a burrowing speed and a climbing speed equal to your walking speed.

Seismic Senses

Starting at 7th level, you have attuned your senses to feel vibrations in the earth caused by others. You gain 60 feet of tremorsense as long as you are touching the ground. You can also tell if someone is lying or not by feeling their internal bodily movements through the earth. You gain proficiency in the insight skills if you aren't already proficient, and you can double your proficiency bonus for any ability check you make that uses the insight skill.

Wild Restoration

At 9th level, you can use the power of the wilds to heal yourself and your allies. As an action on your turn, you can choose up to 3 creatures within 30 feet of you that you can see. Glowing mushrooms sprout from the ground at each of their feet, restoring 4d10 hitpoints to them. In addition, if any of those creatures are blinded, deafened, paralyzed, or poisoned, that condition ends for them.

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


Landslide

By 13th level you have learned to summon the land to crush your enemies. When a spell you cast deals damage to a creature, you can then use your bonus action to cause boulders to appear, crushing that creature. That creature then takes 4d10 bludgeoning damage, or half as much if they are a larger size than you.

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

Elemental Companion

Beginning at 18th level, you gain the ability to summon an earthen elemental to your side. You can spend 10 minutes to cast the find familiar spell, without material components. When you cast the spell this way, the familiar you summon is an earth elemental in the shape of an animal, its size is small instead of large. Unlike a regular familiar, it can attack on its turn during combat.

You cannot have more than one familiar at a time, and the elemental familiar dissapears after 5 hours or when it drops to 0 hitpoints.

Grand Shaman

At 20th level, you embody the wilds. Your Constitution and Wisdom scores increase by 2. Your maximum for those scores is now 22.

Additionally, you can ignore the verbal and somatic components of your shaman spells, as well as any material components that lack a cost and aren’t consumed by a spell.

Shaman Trails

Every shaman walks their own path. They express themselves differently and have different outlooks on life. Some look to fight in the name of the wilds, while others strive to harbor a connection with the spirits of nature.

Trail of Ruin

Shamans of the Trail of Ruin believe that nature is worth more than almost everything else. They will fight to help nature thrive, sometimes even trying to overthrow cities in order to allow the wilds regrow.

Fast as Lightning

When you choose this trail at 3rd level, you gain the ability to channel the wilds through your body, heightening your reflexes. You can take the Dash or Disengage action as a bonus action of each of your turns.

Nature's Stride

You can easily navigate through natural terrain. At 6th level, difficult terrain no longer affects you. Additionally, you learn the misty step spell, and can cast it twice per day.

Hardened Stance

Starting at 10th level, your attunement to the earth has helped steady you. You cannot be knocked prone, and you gain advantage on Dexterity saving throws while you are on the ground.

Primal Magic

Beginning at 14th level, when targeting a creature with a spell that forces them to make a Constitution saving throw, you can choose to cause the ground beneath them to shake when you cast the spell. You can use this feature to force the target to make their Constitution saving throw with disadvantage.

On a failed save, the target is caught off guard and stumbles, causing the spell to deal double damage, or last twice as long, you may choose if the spell has a duration and causes damage. On a success, this feature does nothing.

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


Trail of Spirits

Shamans of the Trail of Spirits, wish to deepen their connection with the spirits around them; surrounding themselves in the spirits' presence and counting on their help.

Ethereal Sight

When you choose this trail at 3rd level, you gain the ability to see into the ethereal plane.

Blessing of the Wilds

Beginning at 6th level, you can guide the spirits of nature to heal your allies' wounds. To do so, you use an action on your turn to choose one creature other than yourself within 60 feet of you that you can see. That creature regains 3d6 hit points.

You can use this feature a number of times equal to half your Wisdom modifier rounded down (a minimum of once). You regain any expended uses when you finish a short or long rest.

Spiritual Sense

At 10th level you are able to detect the presence of spirits even at great distances. As an action you allow your connection to the ethereal plane to guide your senses. For 5 minutes you know the location of every creature within 100ft of you.

With another action you can increase your focus to expand the range of this feature to 500ft and learn 2 things:

  • The exact number of creatures you're sensing.

  • You get a glimpse of their power. The DM tells you if the creature is: weak (CR 0 to 1), average (CR 2 to 4), strong (CR 5 to 9), powerful (CR 10 to 15), fearsome (CR 15 to 20), terrifying (CR 21 to 26), or monstrous (CR 27 to 30).

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

Bridge Between Worlds

Starting at 14th level with your strong spiritual power, you can create spiritual totems. Once per day, you can spend 1 hour to create a number of totems equal to your Wisdom modifier. When you do so, any totems previously created by this feature vanish. These totems can be used by your allies, connecting them with the ethereal plane, allowing them to see what you see.

As a bonus action, a creature holding one of these totems can activate it, allowing them to see into the ethereal plane for 1 hour, and causing the totem to vanish.

Shaman Spell List

Cantrips (0 Level)
  • Acid Splash
  • Druidcraft
  • Fire Bolt
  • Frostbite
  • Infestation
  • Magic Dart
  • Mending
  • Mold Earth
  • Thorn Whip
1st Level
  • Absorb Elements
  • Burning Hands
  • Chaos Bolt
  • Create or Destroy Water
  • Cure Wounds
  • Earth Tremor
  • Entagle
  • Flood of Recollection
  • Frost Fingers
  • Goodberry
  • Grease
  • Healing Word
  • Longstrider
  • Witch Bolt
2nd Level
  • Air Bubble
  • Barkskin
  • Continual Flame
  • Darkvision
  • Dust Devil
  • Earthbind
  • Flaming Sphere
  • Lesser Restoration
  • Maximilian's Earthen Grasp
  • Protection from Poison
  • Spike Growth
  • Spell Pierce
  • Wither and Bloom
3rd Level
  • Elemental Weapon
  • Erupting Earth
  • Fireball
  • Lightning Bolt
  • Mass Healing Word
  • Meld Into Stone
  • Melf's Minute Meteors
  • Protection from Energy
  • Speak with Plants
  • Wall of Sand
4th Level
  • Conjure Minor Elementals
  • Control Water
  • Elemental Bane
  • Fire Shield
  • Grasping Vine
  • Guardian of Nature
  • Hallucinatory Terrain
  • Stone Shape
  • Stoneskin
  • Summon Elemental
5th Level
  • Awaken
  • Commune with Nature
  • Cone of Cold
  • Conjure Elemental
  • Dawn
  • Maelstrom
  • Mass Cure Wounds
  • Teleportation Circle
  • Transmute Rock
  • Tree Stride
  • Wall of Stone
  • Wrath of Nature
6th Level
  • Bones of the Earth
  • Druid Grove
  • Flesh to Stone
  • Investiture of Flame
  • Investiture of Stone
  • Move Earth
  • Primordial Ward
7th Level
  • Delayed Blast Fireball
  • Plane Shift
  • Regenerate
  • Whirlwind
8th Level
  • Control Weather
  • Earthquake
  • Maze
  • Sunburst
9th Level
  • Mass Polymorph
  • Meteor Swarm
  • Storm of Vengeance


Spellshaper

Spellshapers are among the most narrowly focused of mages. They choose to focus on mastery a small selection of spells and rely on that skill to make up for their lack of versatility.

Careful Studies

Spellshapers rely entirely on their studies and knowledge in order to wield magic. They are often teased and mocked because they spend years studying only to emerge with a small selection of spells at their disposal.

Martial Artists

Spellshapers combine their studying of magic with their innate knowledge of martial arts in order to become the most powerful of warriors. They use their martial arts to help them dodge and weave around the attacks of others. Then, they use their magic to strike their foes with attacks even stronger than the ones thrown at them.

Creating a Spellshaper

When making a spellshaper, think about what kind of magic your character is most interested in. Do they wish to learn how to control and copy others' magic? Or are they interested in creating powerful, unqiue spells that they can use to fell their enemies.

Quick Build

You can make a spellshaper quikly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the sage background.

Class Features

As a spellshaper, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: Light armor, shields
  • Weapons: Simple weapons, shortswords
  • Tools: Choose one type of artisan's tools

  • Saving Throws: Intelligence, Dexterity
  • Skills: Choose three from Arcana, History, Insight, Investigation, Stealth, and Survival

Equipment

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

  • (a) a shortsword or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) leather armor and a shield or (b) studded leather armor
  • (a) an explorer's pack or (b) a dungeoneer's pack

The Spellshaper
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Counter Magic 2 2 2
2nd +2 Spellshaping Technique 2 2 2
3rd +2 Focus Casting 2 2 3
4th +2 Ability Score Improvement 2 3 3
5th +3 Arcane Sight 2 4 4 2
6th +3 Quick Casting 2 4 4 2
7th +3 Spellshaping Technique Feature 2 4 4 3
8th +3 Ability Score Improvement 2 5 4 3
9th +4 Magical Retreat 2 5 4 3 2
10th +4 3 5 4 3 2
11th +4 Spellshaping Technique Feature 3 5 4 3 3
12th +4 Ability Score Improvement 3 6 4 3 3
13th +5 Arcane Sight Improvement 3 6 4 3 3 1
14th +5 Slippery Mind 3 6 4 3 3 1
15th +5 Spellshaping Technique Feature 4 6 4 3 3 2
16th +5 Ability Score Improvement 4 7 4 3 3 2
17th +6 4 7 4 3 3 3 1
18th +6 Focus Casting Improvement 4 7 4 3 3 3 1
19th +6 Ability Score Improvement 4 7 4 3 3 3 2
20th +6 Perfected Spells 4 7 4 3 3 3 2

Spellcasting

Through rigorous studies, you have learned to manipulate magic to your will. See chapter 10 of the Player's Handbook for the general rules of spellcasting. The spellshaper spell list is at the end of the class description.

Cantrips

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

Spell Slots

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

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

Spellcasting Focus

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

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the spellshaper spell list.

The Spells Known column of the Spellshaper table shows when you learn more spellshaper spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this c1ass, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this c1ass, you can choose one of the spellshaper spells you know and replace it with another spell from the spellshaper spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your spellshaper spells, since you learn your spells through dedicated work and study. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spellshaper spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Counter Magic

You can use your reaction to deflect or catch the missile when you are hit by a ranged spell attack. When you do so, the damage you take from the attack is reduced by 1dlO + your Dexterity modifier + your spellshaper level.

Spellshaping Technique

At 2nd level, you choose what type of spellshaping you choose to specialize in. Choose Defensive-Shaping, Hyper-Shaping, or Power-Shaping, all detailed at the end of the class description. The style you choose grants you features at 2nd level and again at 7th, 11th and 15th level.

Focus Casting

Beginning at 3rd level, you can focus and absorb damage from your enemeies, releasing it against them later.

As an action on your turn, you can begin to focus. You cannot make any other actions, bonus actions, or reactions while focusing. While focusing, note how many times you are hit.

On a later turn, you can use an action to release your focus and channel your energy into a spell. When you cast a spell this way, if it can be cast using a higher level spell slot, it gains the effects as if it were cast using a spell slot a number of levels higher equal to the number of times you were hit while focusing (to a maximum of 9th level).

The boost of this effect increases when you reach 18th level. The spell instead gains the effects as if it were cast using a spell slot a number of levels higher equal to twice the number of times you were hit while focusing (to a maximum of 9th level).

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.

Arcane Sight

Starting at 5th level, you can cast detect magic at will, without expending a spell slot.

At 13th level, you gain the ability to see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Quick Casting

Beginning at 6th level, you can use your specialty magic to cast spells faster. You can cast spells with the casting time of an action as a bonus action by expending two spell slots to cast the spell. The spell acts as though it was cast using the lowest level spell slot used to cast it this way.

Magical Retreat

Starting at 9th level, you can cast freedom of movement on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest.

Perfected Spells

At 20th level, you learn any 9th level spell of your choice. Once per day, you may cast that spell without using a spell slot or requiring any material componenets. This spell does not count against your total spells known.

Spellshaping Techniques

Spellshapers battle in different ways based on their personalities and studies. It is rare to encounter two spellshapers that fight the same, even if they use the same technique.

Defensive-Shaping

Defensive-Shaping spellshapers focus on building themselves up to absorb blow after blow from their enemies, just to unleash one devastating attack.

Enhanced Defense

Beginning when you choose this technique at 2nd level, you gain a permanent +2 bonus to your AC.

Final Blow

Starting at 2nd level, whenever you hit an opponent with a spell attack, you can roll double damage dice as long as you are at less than one quarter of your max hit points.

Resilient Resolve

Beginning at 7th level, when focusing, you gain resistance to nonmagical damage.

Superior Focus

Starting at 11th level, when enhancing a spell using your Focus Casting feature, the spell gains the effects as if it were cast using a spell slot a number of levels higher equal to the number of times you were hit while focusing + 1 (to a maximum of 9th level).

When you reach 18th level, the spell instead gains the effects as if it were cast using a spell slot a number of levels higher equal to twice the number of times you were hit while focusing + 1 (to a maximum of 9th level).

Unbreakable Body

At 15th level, permanently double your maximum hitpoints. You still raise your maximum hitpoints as normal when you level up.

Hyper-Shaping

Hyper-Shaping spellshapers focus on being nimble and quick, darting in and out of battle and hitting their opponenets without even being noticed.

Enhanced Speed

Beginning when you choose this technique at 2nd level, your speed increases by 20 feet.

At 10th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.


Hit and Run

Starting at 2nd level, you can take the Disengage action as a bonus action of each of your turns.

Invisibility Field

Beginning at 7th level, as a bonus action, you can become invisible until the end of your next turn. You become visible if you attack or cast a spell.

You can use this feature a number of times equal to your prificiency bonus. You regain any expended uses when you finish a short rest.

Arcane Dash

Starting at 11th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Counter Magic feature. You still take the reduced damage.

Nimble Dodge

Beginning at 15th level, you gain proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can expend one spell slot of any level to reroll it and take the second result.

Power-Shaping

Power-Shaping spellshapers focus on landing consistent blows that dish out large amounts of damage.

Enhanced Accuracy

Starting when you choose this technique at 2nd level, you have a +1 bonus to your spell attack rolls and damage rolls.

War Magic

Beginning at 2nd level, whenever you use your action to cast a cantrip, you can take one melee weapon attack action as a bonus action.

Extra Attack

Starting at 7th leveI, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Disorienting Spells

Beginning at 11th level, whenever you hit a creature with a spell attack, that creature has disadvantage on saving throws it makes until the end of your next turn.

Improved War Magic

Starting at 15th level, whenever you use your action to cast a spell, you can take one melee weapon attack action as a bonus action.

Spellshaper Spell List

Cantrips (0 Level)
  • Control Flames
  • Gust
  • Magic Stone
  • Mending
  • Message
  • Mold Earth
  • Prestidigitation
  • Shape Water
  • Thorn Whip
1st Level
  • Catapult
  • Create or Destroy Water
  • Detect Magic
  • Expeditous Retreat
  • Feather Fall
  • Goodberry
  • Ice Knife
  • Magic Missile
  • Rewind
  • Zephyr Strike
2nd Level
  • Alter Self
  • Darkvision
  • Dragon's Breath
  • Earthbind
  • Enhance Ability
  • Enlarge/Reduce
  • Flaming Sphere
  • Levitate
  • Magic Weapon
  • Maximilian's Earthen Grasp
  • Skywrite
  • Spell Pierce
  • Spike Growth
3rd Level
  • Blink
  • Erupting Earth
  • Disrupt Reality
  • Flame Arrows
  • Fly
  • Gaseous Form
  • Haste
  • Lightning Arrow
4th Level
  • Blight
  • Control Water
  • Elemental Bane
  • Fabricate
  • Giant Insect
  • Polymorph
  • Stone Shape
5th Level
  • Awaken
  • Cloudkill
  • Cone of Cold
  • Steel Wind Strike
  • Telekinesis

Wanderer

Wanderers' magic revolves around fate and the manipulation of destiny. They can perceive the matrix of fate and foresee the destinies of others. Their magic typically manifests itself at an incredibly young age and for seemingly no reason at all.

Wanderers know that change is a part of being alive and the future is never set in stone. They are mages shrouded in mystery.

Mysterious Magic

Wanderers pull their magic from the ethereal plane. At a young age, they are granted access to it and, because of that, are able to see fates unfold before their very eyes.

Wanderers' magic tends to leave a mark on them, sometimes it will cause their eyes to become a milky white without pupils, or sometimes their hair will look like it's made of a starry night sky.

Systematic Chaos

Wanderers tend to cause chaos wherever they go. Therefore, they can never stay in one place for too long. Wanderers are mercurial but not impulsive; they tend to view the world as if they themselves are not living in it. Sometimes when they get bored, they even use their abilities to toy with the fates of those around them, forgetting that their life may also be put into jeopardy by doing so.

Creating a Wanderer

When making a wanderer, consider how your character perceives the world around them and the flow of time. Do they see themselves as a watcher solely present to ensure the future goes as the fates intend? Or do they see themselves as a prophet sent to correct a flaw from history? Or are they simply there to have a little fun?


Quick Build

You can make a wanderer quikly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the sage background.

Class Features

As a wanderer, you gain the following class features

Hit Points


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

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: Navigator's tools

  • Saving Throws: Wisdom, Constitution
  • Skills: Choose two from Arcana, History, Insight, Investigation, Perception, and Religion

Equipment

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

  • (a) a quarterstaff or (b) a dagger
  • (a) a component pouch or (b) an arcane focus
  • (a) 10 darts or (b) a sling and 30 small rocks
  • an explorer's pack

The Wanderer
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Fatestitching (d4), Spellcasting 3 2 2
2nd +2 Chrono-Ideal 3 3 3
3rd +2 Ethereal Sight 3 4 4 2
4th +2 Ability Score Improvement 3 5 4 3
5th +3 Fatestitching (d6) 4 6 4 3 2
6th +3 Chrono-Ideal Feature 4 7 4 3 3
7th +3 4 8 4 3 3 1
8th +3 Ability Score Improvement 4 9 4 3 3 2
9th +4 Ethereal Protection 4 10 4 3 3 3 1
10th +4 Fatestitching (d8), Chrono-Ideal Feature 5 11 4 3 3 3 2
11th +4 5 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 12 4 3 3 3 2 1
13th +5 5 13 4 3 3 3 2 1 1
14th +5 Chrono-Ideal Feature 5 13 4 3 3 3 2 1 1
15th +5 Fatestitching (d10) 6 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1
17th +6 6 15 4 3 3 3 2 1 1 1 1
18th +6 Fatestitching (d12) 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 Multi-Planar Presence 7 15 4 3 3 3 3 2 2 1 1

Fatestitching

You have the ability to reweave fate in order to save your friends. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you that you can see. That creature regains 1d4 hit points.

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

Your Fatestitching die changes when you reach certain levels in this class. The die becomes a d6 at 5th level, a d8 at 10th level, a d10 at 15th level, and a d12 at 18th level.

Spellcasting

You have learned to reshape the fabric of space and time in harmony with your wishes in order to cast wanderer spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting. The wanderer spell list is at the end of the class description.


Cantrips

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

Spell Slots

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

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

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the wanderer spell list.

The Spells Known column of the Wanderer table shows when you learn more wanderer 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 c1ass, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this c1ass, you can choose one of the wanderer spells you know and replace it with another spell from the wanderer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your wanderer spells, since the power of your magic relies on your ability to see into the ethereal plane. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a wanderer spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

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

Chrono-Ideal

At 2nd level, you choose a set of wanderer ideals to follow: the Bishop of the Bygone, Protector of the Present, or the Forerunner of the Future, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Ethereal Sight

Beginning at 3rd level, you gain the ability to see into and communicate with the ethereal plane and creatures on it.

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.

Ethereal Protection

Starting at 9th level, you can use an action to step into the ethereal plane. For one minute you jump into the ethereal plane, and cease to exist where you just were. At any point during that minute, you can exit the ethereal plane and reappear in an unoccupied space within 10 feet of where you disappeared. If you do not exit within one minute, you are forced to return to the closest unoccupied space to where you left.

You may use this feature a number of times equal to half your Wisdom modifier rounded up (a minimum of once). You regain any expended uses when you finish a long rest.


Multi-Planar Presence

At 20th level, you gain the ability to interact with the material plane while in the ethereal plane. You remain invisible to creatures that cannot see into the ethereal plane, but you can choose to attack as if you weren't in the ethereal plane. If you choose to use this ability, you become capable of taking damage from the material plane until the start of your next turn.

Chrono-Ideals

Wanderers are akin to prophets, some are blessed with expansive knowledge of the past, and some get glimpses into the future. They then follow a set of ideals that reflects their expertise.

Bishop of the Bygone

Bishops of the Bygone are blessed with incredible memory and know more about the past than many people would find possible. They see their knowledge as sacred and will sometimes even go out of their way to keep the knowledge of the past to themselves.

Preserve the Past

At 2nd level, you gain proficiency in the history skill if you aren't already proficient, and you can double your proficiency bonus for any ability check you make that uses the history skill.

Hide the History

Starting at 6th level, you gain the ability to alter words on pages. You can replace one word on a scroll or in a book with another word of your choice. You can use this feature no more than once an hour.

Ancient Guide

At 6th level, you become immune to the blinded condition.

Pause Progression

Starting at 10th level, you may use an action on your turn to stop time for a creature within 60 feet of you that you can see. The creature must make a Wisdom saving throw against your spell save DC. On a failed save, the creature becomes stunned until the end of your next turn, on a successful save this feature has no effect.

You may use this feature a number of times equal to your Wisdom modifier (a minimum of once). When you finish a short rest, you regain all expended uses.

Turn Back the Clock

Beginning at 14th level, you can use an action to rewind time for a creature within 30 feet of you that you can see. If the creature is willing, they regain hit points equal to half their maximum hit points rounded down. This effect fails if the target is incapacitated.

You may use this feature a number of times equal to half your Wisdom modifier rounded down (a minimum of once). When you finish a long rest, you regain all expended uses.

Protector of the Present

Protectors of the Present fight to keep the timeline from changing. They tend to be against allowing people to alter what is to come.

Live in the Present

At 2nd level, you gain proficiency in the perception skill if you aren't already proficient, and you can double your proficiency bonus for any ability check you make that uses the perception skill.

Present Mind

Starting at 6th level, you are set in your ways and are steadfast. You are immune to being charmed and effects that would alter your mind.

Here and Now

Beginning at 10th level, whenever a creature within 120 feet of you that you can see makes an attack roll or ability check with advantage or disadvantage, you can use your reaction to cancel the effect. Until the beginning of that creature's next turn, they cannot have advantage or disadvantage on any attack rolls or ability checks.

You may use this feature a number of times equal to your proficiency bonus. When you finish a short rest, you regain all expended uses.

Now or Never

Starting at 14th level, you gain the ability to trap others in the present, not allowing them to go into the future or past. As an action, you can force a creature within 60 feet of you that you can see to make a Constitution saving throw against your spell save DC. On a failed save, the targe is trapped in time and paralyzed for 1 minute. While it is paralyzed, it cannot take damage, be affected by spells, or moved. At the end of each of the creature's turns, it may repeat the saving throw, on a success the effect ends. A willing creature can shoose to willingly fail this saving throw.

Forerunner of the Future

Forerunners of the Future are given glimpses into the future of their world. They then use this knowledge to achieve whatever goal they may have... For they know, the future is never set in stone...

Protect the Future

At 2nd level, you gain proficiency in the insight skill if you aren't already proficient, and you can double your proficiency bonus for any ability check you make that uses the insight skill.

Warning from Beyond

Starting at 6th level, you're visions of the future make you immune to being frightened or surprised.


Alter Fate

Beginning at 10th level, you may use an action to impose your foresight on a creature within 60 feet of you that you can see. The creature must make a Wisdom saving throw against your spell save DC. On a failed save you force them to attack a creature of your choice on their next turn, on a successful save this feature has no effect.

You may use this feature a number of times equal to your Wisdom modifier (a minimum of once). When you finish a short rest, you regain all expended uses.

Anticipate and Adjust

Starting at 14th level, you gain the ability to predict your foe's strengths and adapt to them. When you roll initiative for combat, you may choose one damage type, for the rest of that combat, you gain resistance to the chosen damage type.

Wanderer Spell List

Cantrips (0 Level)
  • Chill Touch
  • Dancing Lights
  • False Flame
  • Guidance
  • Gust
  • Light
  • Lightning Lure
  • Mage Hand
  • Magic Dart
  • Mending
  • Message
  • Minor Illusion
  • Spare the Dying
  • Thaumaturgy
  • Toll the Dead
1st Level
  • Alarm
  • Bless
  • Cause Fear
  • Chaos Bolt
  • Charm Person
  • Color Spray
  • Cure Wounds
  • Detect Magic
  • Disguise Self
  • Dissonant Whispers
  • False Life
  • Feather Fall
  • Flood of Recollection
  • Fog Cloud
  • Hex
  • Illusory Script
  • Inflict Wounds
  • Mage Armor
  • Magic Missile
  • Rewind
  • Shield
  • Silent Image
  • Sleep
  • Unseen Servant
  • Witch Bolt
2nd Level
  • Aid
  • Alter Self
  • Arcane Lock
  • Barkskin
  • Blindness/Deafness
  • Blur
  • Calm Emotions
  • Crown of Madness
  • Darkness
  • Force Complacency
  • Hold Person
  • Invisibility
  • Lesser Restoration
  • Mind Spike
  • Mirror Image
  • Misty Step
  • Moonbeam
  • Shatter
  • Silence
  • Spectral Hand
  • Spell Pierce
  • Wither and Bloom
  • Zone of Truth
3rd Level
  • Bestow Curse
  • Chaos Warp
  • Clairvoyance
  • Counterspell
  • Dispel Magic
  • Disrupt Reality
  • Fear
  • Feign Death
  • Fly
  • Gaseous Form
  • Glimpse
  • Major Image
  • Mass Healing Word
  • Remove Curse
  • Sending
  • Spirit Guardians
  • Spirit Shroud
  • Tiny Servant
  • Tongues
  • Water Breating
4th Level
  • Armor of the Ancients
  • Aura of Life
  • Banishment
  • Charm Monster
  • Confusion
  • Dimension Door
  • Divination
  • Greater Invisibility
  • Locate Creature
  • Phantasmal Killer
  • Polymorph
  • Summon Aberration
5th Level
  • Awaken
  • Cloudkill
  • Commune
  • Contact Other Plane
  • Creation
  • Destructive Wave
  • Dream
  • Far Step
  • Greater Restoration
  • Hold Monster
  • Legend Lore
  • Maelstrom
  • Mass Cure Wounds
  • Planar Binding
  • Redirect
  • Scrying
  • Summon Time Wraith
  • Teleportation Circle
6th Level
  • Arcane Gate
  • Circle of Death
  • Contingency
  • Disintegrate
  • Eyes of Time
  • Harm
  • Heal
  • Mass Suggestion
  • Mental Prison
  • Soul Cage
  • Tasha's Otherworldly Guise
  • True Seeing
  • Word of Recall
7th Level
  • Crown of Stars
  • Dream of the Blue Veil
  • Etherealness
  • Forcecage
  • Mirage Arcane
  • Plane Shift
  • Regenerate
  • Teleport
  • Tether Essence
8th Level
  • Antipathy/Sympathy
  • Clone
  • Demiplane
  • Maze
  • Mind Blank
  • Power Word Forget
  • Telepathy
9th Level
  • Astral Projection
  • Psychic Scream
  • Time Stop
  • Weird
  • Wish

Warlord

Warlords are talented and knowledgeable battle leaders. While many commanders stand in the rear during battle, they stand on the front-line shouting commands and bolstering their allies while leading the fight with weapons in hand. Warlords know how to unite their party to achieve victory. As a front-line commander, you lead others to triumph. Your constant training in heavy equipment reduces its weight to no more than a minor annoyance; instead, it is as familiar as the arms of a lover.

A worn weapon grip molds to your hand as if it were a natural extension of your arm. It’s time to go into battle and to lead those who follow.

Born for Glory

There is no common upbringing for a warlord. A warlord could be a former warchief looking to earn renown for themselves and their clan, a devout knight officer on leave or retired from your militia assembly, a youthful noble enthusiastic to apply years of preparation to life outside the protective walls of your home, a scheming mercenary boss, or a brave marshal of the outlands who bouts to protect or ravage the frontier. Regardless of their past, warlords are skillful warriors with a gift for masterful leadership.

The Warlord
Level Proficiency Bonus Features
1st +2 Captain's Strike, Fighting Style
2nd +2 Commanding Shouts
3rd +2 Heroic Warrior, Leadership Style
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Leader of the Charge
7th +3 Shouts Improvement
8th +3 Ability Score Improvement
9th +4 Commander's Sacrifice
10th +4 Shouts Improvement
11th +4 Leadership Style Feature
12th +4 Ability Score Improvement
13th +5 Shouts Improvement
14th +5 Inspiring Presence
15th +5 Shouts Improvement
16th +5 Ability Score Improvement
17th +6 Unrivaled Strength
18th +6 Leadership Style Feature
19th +6 Ability Score Improvement
20th +6 Well Rounded Leader

Fearless Warriors

Warlords fear nothing; they charge into battle headfirst, leading their compatriots to victory. Warlords are incredible warriors in all forms of fighting, though many tend to choose a form to specialize in. Facing off against a warlord in their specialized form of combat is almost always a death sentence.

Honorable Leaders

Warlords typically see themselves as rulers and can often be ruthless leaders too, but deep down they care for their friends and allies. When someone they care for is harmed or killed, they will do everything in their power to avenge them. They also often burden themselves with keeping everyone in perfect health. They consider the future to be their gift to their people. If that future is not the one they envisioned, they blame themselves for letting down their loved ones.

Creating a Warlord

As you build your warlord, think about your character's background: What was their upbringing like and what inspired you to become a leader for your peers? Were you forced into an army at a young age? Did you see death in war and want to lead others through war and protect them? Did a past mentor pass away and it was left to you to take their place? Why is your warlord a warlord?

Quick Build

You can make a warlord quickly by following these suggestions. First, make Strength or Constitution your hightest ability score, depending on whether you want to focus on dealing more damage or being able to tank more hits. Your next-highest score should be Charisma. Second, choose the soldier background.

Class Features

As a warlord, you gain the following features.

Hit Points


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

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial melee weapons
  • Tools: None

  • Saving Throws: Strength, Charisma
  • Skills: Choose three skills from Acrobatics, Athletics, History, Intimidation, Medicine, Perception, Persuasion, and Survival

Equipment

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

  • (a) scale mail or (b) studded leather armor
  • (a) any martial melee weapon and a shield or (b) any two martial melee weapons
  • (a) two handaxes or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack

Captain's Strike

Starting at 1st level, when you take the attack action on your turn, you can use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see and hear you. That creature can immediately use its reaction to make one weapon attack. You may use this feature a number of times equal to your proficiency bonus. When you finish a short rest, you regain all expended uses.

Fighting Style

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

Defense

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

Dueling

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

Great Weapon Fighting

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

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

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.

Two-Weapon Fighting

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

Commanding Shouts

Warlords are masters of leading others into battle, learned from countless hours developing tactics and inspiring speeches. Combined with your raw charisma, you can push allies to new heights of tactical skill. Through the use of shouts, you can maneuver an ally into a tactical position, rally an ally from fatigue, or even frighten foes into retreating.

Shouts

Beginning at 2nd level, you're able to learn commanding shouts that are fueled by your own stamina. Some shouts allow for a variety of effects, such as gaining temporary hit points, allowing additional effects when attacking or granting a myriad of other benefits.

Shouts. You learn two shouts of your choice wich are detailed under "Shouts" at the end of the class description. You can shout as a bonus action, and you can only use one shout per turn. You can use this feature a number of times equal to 1 + your Charisma modifier (minimum of two). When you finish a short rest, you regain all expended uses.

You learn an additional shout of your choice at 7th, 10th, 13th, and 15th level. Each time you learn a new shout, you can also replace one shout you know with a different one.

Some of your shouts may require you to make an attack roll or your target to make a saving throw to resis the feature's effect. The saving throw DC is calculated as follows:

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

Shout Modifier = your proficiency bonus + your Charisma modifier

Heroic Warrior

Warlords are some of the bravest warriors the world has ever seen. Starting at 3rd level, you are immune to being frightened, and you have advantage on saving throws against being charmed.

Leadership Style

At 3rd level, you adopt a form of leadership that defines how you interact with your allies and how you strive to lead. Choose Exemplar, Kingpin, or Visionary, all detailed at the end of the class description. The style you choose grants you features at 3rd level and again at 11th and 18th level.

Ability Score Improvement

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

Extra Attack

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

Leader of the Charge

You lead your allies into battle with a loud battle cry. Beginning at 6th level, you may add your Charisma modifier to your initiative rolls.


Commander's Sacrifice

Beginning at 9th level, when an ally within 10 feet of you is hit by an attack, you may use you're reaction to move and take the character's place, they then are pushed to where you were previously standing. All damage from the attack is then redirected to you, and halfed, causing your ally to take no damage. You may use this feature a number of times equal to your 1 + Charisma modifier (minimmum of one). When you finish a short rest, you regain all expended uses.

Inspiring Presence

Beginning at 14th level, allies within 15 feet of you are motivated by your companionship and become immune to being frightened. If a creature who is frightened gains this ability they are no longer frightened.

Unrivaled Strength

Beginning at 17th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Likewise, if your total for a Charisma check is less than your Charisma score, you can use that score in place of the total.

Well Rounded Leader

At 20th level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus. If the ability check already includes your proficiency bonus, you may instead double your proficiency bonus for that ability check.

Shouts

The shouts that you can give to your friends and foes are listed here alphabetically:

Battle. Choose up to 5 friendly creatures within 60 feet of you who can see and hear you. Each creature may add 1d8 to the damage of their next weapon attack.

Charging. When you use your Action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature if you move at least 15 feet in a straight line. If you take the Shove action, you have advantage on the check.

Commanding. Choose an ally within 60 feet of you that can see and hear you. That creature can use their reaction to move a number of feet equal to your proficiency bonus x 5. This movement doesn't provoke opportunity attacks.

Demoralizing. Choose up to 10 creatures within 120 feet of you that can see and hear you, each must make a Charisma saving throw. A creature that fails the saving throw becomes demoralized. When it makes an attack roll or saving thwos before this effect ends, the target subtracts your Charisma modifier from the roll. This effect lasts 1d4 rounds.

Heroic. When an ally within 30 feet is hit with an attack that reduces their hit points to 0, you can use your reaction to rush their attacfer without regard for your own well-being. If you do so, you can move up to your speed toward the attacker and make a melee weapon attack, inspiring your ally. The friendly creature can then regain 1d6 hit points and stand back up by your side.

Inspiring. Choose up to 10 allies within 60 feet of you who can see and hear you. Each ally is inspired by your shout and gains 5 temporary hit points. These temporary hit points last for 1 minute.

Intimidating. Choose up to 10 creatures within 120 feet of you that can see and hear you, each must make a Wisdom saving throw. A creature that fails the saving throw becomes frightened of you. This effect lasts for 1d6 rounds. On a successful save, the creature is immune to this effect for 24 hours.

Piercing. Choose up to 10 creatures within 60 feet of you that can see and hear you, each creature must make a Constitution saving throw. On a failed save the creature is deafened and its movement speed is halved for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Taunting. Choose a creature within 120 feet of you that can see and hear you. Until the start of your next turn, the creature subtracts 1d12 from attack rolls it makes against any creature other than you.

Warding. If an ally you can see is hit by an attack, you can use your reaction to add 1d10 to the target's AC until the start of your next turn.

Leadership Styles

Different warlords choose to lead in different ways. The leadership style you choose to use reflects how you interact with your allies.

Exemplar

Exemplars strive to lead by example. They will never ask something of someone else if they are not willing to do the same themselves.

Lead by Example

Beginning when you choose this style at 3rd level, whenever you make an attack action, an ally within 5 feet of you can use their reaction to make one attack against the same target.

Follow Me

Starting at 11th level, you can use an action to call up to 3 allies within 60 feet of you that can see and hear you to move a number of feet equal to their movement speed towards you. This movement doesn't provoke opportunity attacks.

Courageous Leader

At 18th level, you learn the Heroic shout, and can use it once per short rest without expending one of your shout uses.

Kingpin

Kingpins are the most ruthless of warlords. They tend to overestimate their own abilities and see themselves as superior to their allies, resulting in an almost tyrannical form of leadership.

Expert Bargainer

At 3rd level, you gain proficiency in the persuasion skill if you aren't already proficient, and you can double your proficiency bonus for any ability check you make that uses the persuasion skill.

Cheat Tactics

Beginning when you choose this style at 3rd level, your melee attacks score a critical hit on a roll of 19 or 20.

Protect Me

Starting at 11th level, if you are hit with an attack that would reduce your hit points to 0, you can use your reaction to instead swap places with an ally within 10 feet of you, transferring the damage to them in the process.

False Stumble

Beginning at 18th level, when you or another creature you can see 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, potentially causing it to miss. The bonus equals your Charisma modifier (minimum of +1). If the attack misses, you can make one weapon attack against the attacker as part of this reaction, provided the attacker is within your weapon's range.

You can use this feature a number of times equal to your Charisma modifier + 2 (minimum of once), and you regain all expended uses when you finish a long rest.

Visionary

Visionaries use their knowledge of battle tactics and strategy to lead their allies to victory. They are careful and thoughtful warlords striving for the most efficient victory.

Student of War

At 3rd level, you gain proficiency with one type of artisan's tools of your choice.

Strategic Direction

Beginning when you choose this style at 3rd level, you learn one additional shout of your choice, and you can use the shout feature a number of times equal to 2 + your Charisma modifier (minimum of 2) instead of 1 + your Charisma modifier.

Frantic Yelling

Starting at 11th level, you can shout twice, instead of once, whenever you use a bonus action to shout on your turn.

Internal Focus

Beginning at 18th level, you can add your proficiency bonus, to all saving throws you make.

Chapter 5: Subclasses

Artificer

The artificer class receives a new subclass in this section.

Artificer Specialists

At 3rd level, an artificer gains the Artificer Specialist feature, which offers you the choice of a subclass. The Author option is now available to you when making that choice.

Author

Many artificers tinker with machines and build things, but authors use words to create things beyond imagine.

Author Spells

You always have certain spells prepared after you reach particular levels in this class, as shown in the Author Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Author Spells
Artificer Level Spell
3rd comprehend languages, illusory script
5th phantasmal force, suggestion
9th hypnotic pattern, sending
13th hallucinatory terrain, phantasmal killer
17th dream, legend lore

Quill Mightier than Sword

At 3rd level, your magical writings start leaving their mark on the world and you’ve learned to harness this. As a bonus action, when you are wielding your calligraphers tool, you may choose any martial melee weapon. An ethereal manifestation springs around your quill. For the duration of this feature you are proficient with this martial weapon; properties such as heavy, reach, or two-handed still apply. On a hit, the quill-weapon deals 1d6 force damage in addition to the weapon’s regular damage. The weapon is magical for the purpose of overcoming resistances and immunity to nonmagical attacks and damage.

When you attack with the manifestation, you can use your Intelligence modifier, instead of Strength or Dexterity modifier for the attack and damage rolls.

The manifestation lasts for one minute, until you are incapacitated, or until you lose concentration (as if concentrating on a spell).

Battle Script

At 5th level you learn to record battlefield dramatics or other actions. While in combat you can use your action & bonus action on your turn to use your Magical Tinkering feature on a piece of parchment to record the last turn you took. The record must include movement spend, movement direction, action and bonus action taken. You record the exact feet traveled and the general direction, the spell or feature used and the outcomes of die rolls.

As a bonus action, on your turn, you may activate a Battle Script. You manifest a magical, translucent, gray image of yourself that lasts until the end of the round. The manifestation performs the script as recorded, starting from your current position. It must use the same amount of movement, in the same direction (straight line, curved line, remain stationary or however movement was recorded) and the same action. Your manifestation can move through non-magical obstacles, but can not bring physical items with them when moving through these obstacles. If the script has the manifestation attacking, you must use the same attack roll as recorded, contested against the new target’s AC. If it hits you roll the damage die of the scripted attack as normal. If there is no target in range at the target location it’s attacks are performed in the air, hitting nothing or whatever object may be in the location. If a spell that requires a target is recorded it only takes effect if a target is approximately at the same distance and direction as when the recording took place. Spells that affect an area are cast at the same distance as recorded - Everything in the area that might be affected must make saving throws.

Every script has a number of charges equal to your Intelligence modifier up to a maximum of 5 charges. The activation of a script expends 1 charge for every weapon attack roll made or level of spell slot expended (1 charge for cantrips), with a maximum of 5. You do not expend spell slots when your manifestation casts a spell. For the use of concentration spells, your manifestation uses their own concentration, but the effect only lasts until it disappears at the round’s end. When a script is out of charges it ignites and crumbles.

You may also prepare Battle Scripts during a short or long rest - record the exact movement and action(s) taken as precisely as possible. It takes at least one hour to come up with and accurately write down a Battle Script out of combat. Depending on the complexity of the script the DM might insist a Ssript takes longer to come up with. The maximum roll on a d20 you may record at rest equals one third of your level in this class + your Intelligence modifier + your proficiency bonus. Proficiency or attack bonuses apply as normal in addition to these rolls.

Quill's Will

Beginning at 9th level, your quill-weapon gains the following benefits:

  • The additional force damage increases to 2d6.

  • When you hit a creature with your quill-weapon, you can push the creature up to 10 feet away from you in a straight line.

Rewrite

At 15th level you can fortify your battle scripts. At the end of a short or long rest you may expend a hit die. One battle script of your choice regains charges equal to half the die roll rounded down (minimum of one), but the scriot can never have more than 5 charges.

Barbarian

The barabrian class receives new subclasses in this section.

Primal Paths

At 3rd level, a barbarian gains the Primal Path feature, which offers you the choice of a subclass. The following options are now available to you when making that choice: Path of the Valkyrie and Path of the Iron Fist.

Path of the Valkyrie

For some barbarians, rage is a form of power: a power that is to be used to help those who are not strong enough. The Path of the Valkyrie is lined with the bodies of its followers' enemies. Which in turn, has allowed them to make sure their allies are still standing.

Channel Lyfjaberg

Starting when you chose this path at 3rd level, you go into a trance while raging. While in this trace like state, all attacks that successfully hit on a creature will charge a healing rune carved into one of your weapons.

These healing runes may be expended as a bonus action to heal you or another creature of your choosing within 30 feet of you. The runes remain active until your rage ends but you can only have a maximum of 10 at any time. The runes heal for an amount based on your level as shown in the Runic Healing table.

Blessing of Eir

Beginning at 6th level, when you take damage while raging you charge a healing rune. You may then use your reaction to consume a healing rune and heal yourself for an amount dictated by your Barbarian level.

Starting at 14th level, you gain the ability to use your reaction to consume a healing rune to heal a creature within 10 feet of you for an amount dictated by your Barbarian level.

Wings of Asgard

Beginning at 10th level, as a movement action, you are able to sprout two angelic like wings from your back for a short while. With these wings you are able to add 40 feet of movement in one direction of your choosing during one turn of combat.

Return From Valhalla

Beginning at 14th level, you are able to use your action to stabilize and heal a creature at 0 hit points or less by consuming a healing rune. Doing so shrouds the creature in Valhalla’s light, and any attack roll made against this creature is made with disadvantage.


Runic Healing
Barbarian Level Healing Amount
3rd 1d4 + your proficiency bonus + 3
4th 1d4 + your proficiency bonus + 4
5th 1d4 + your proficiency bonus + 5
6th 1d6 + your proficiency bonus + 6
7th 1d6 + your proficiency bonus + 7
8th 1d6 + your proficiency bonus + 8
9th 1d6 + your proficiency bonus + 9
10th 1d10 + your proficiency bonus + 10
11th 1d10 + your proficiency bonus + 11
12th 1d10 + your proficiency bonus + 12
13th 1d10 + your proficiency bonus + 13
14th 1d12 + your proficiency bonus + 14
15th 1d12 + your proficiency bonus + 15
16th 1d12 + your proficiency bonus + 16
17th 1d12 + your proficiency bonus + 17
18th 1d12 + your proficiency bonus + 18
19th 1d12 + your proficiency bonus + 19
20th 1d12 + your proficiency bonus + 20

Path of the Iron Fist

Through intense physical training and nearly mind-breaking concentration of rage and ambition, some barbarians manage to turn their fists into lethal weapons capable of creating shockwaves far beyond arm's reach.

Powerful Blows

Beginning when you choose this path at 3rd level, you can roll a d6 in place of the normal damage for your unarmed strikes. This die changes to a d8 when you reach 10th level, and a d10 when you reach 17th level.

Fists of Fury

At 3rd level, immediately after you take the Attack action on your turn to make an unarmed attack, you can use your bonus action to make an additional unarmed attack.

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


Shockwave

At 6th level, you can throw your fist so hard and so fast, that it creates a shockwave that can hit distant enemies and damage even the most resilient targets. Your unarmed attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, while raging, your unarmed attacks are considered to have a reach of 30 feet and deal maximum damage to objects and structures.

Shock Propulsion

At 10th level, you can use your shockwaves to propel yourself forward. While raging, your speed increases by 15 feet, and moving does not provoke opportunity attacks from creatures you have hit with an unarmed attack this turn.

Hammer Fists

Beginning at 14th level, you know just where to hit a foe to send them reeling. Any time you successfully hit an unarmed strike against a grappled or prone foe, you automatically score a critical hit.

Bard

The bard class receives a new subclass in this section.

Bard Colleges

At 3rd level, a bard gains the Bard College feature, which offers you the choice of a subclass. The following options are now available to you when making that choice: College of Nightmares and College of Painters.

College of Nightmares

Bards of the College of Nightmares are masters of the night. During the day hours, they are cheerful and charismatic, nearly indistinguishable from the bards of other colleges. But when the sun sets, they get to work on toying with the dreams of their enemies. These bards don't typically look to physically harm their foes. They seek to leave everlasting fears and mental scars that will haunt their enemies forever.


College Spells

Your expertise with nightmares grants you the ability to cast certain spells. At 3rd level, you learn the mind sliver cantrip.

Furthermore, you learn additional spells when you reach certain levels in this class, as shown on the College of Nightmares Spells table. Each of these spells counts as a bard spell for you, but it doesn't count against the number of bard spells you know.

College of Nightmares Spells
Bard Level Spells
3rd darkness, mind spike
5th counterspell, disrupt reality, glimpse
7th banishment, blight, shadow of moil
9th negative energy flood
11th circle of death, mental prison

Night Owl

You spend the nights working your magic, so you need less sleep than your peers. Beginning when you choose this college at 3rd level, you only need to rest for half your normal length in order to gain the benefits of a full 8 hour long rest.

Dream Watcher

At 3rd level, during night time you can peer into your victims dreams. Once each night, you can name any one character, and learn their exact location.

This feature fails if the target is on a different plane of existence than you.

It's Not Me, It's The Voices

Starting at 6th level, you can cause your victims to hear voices from their nightmares. You can use an action on your turn to force up to one creature you can see, who you used the Dream Watcher feature on in the past 5 days, to make a Wisdom saving throw against your spell save DC.

On a failed save, the creature becomes frightened of all living creatures it can see for 1 minute. The creature can repeat the saving throw at the end of each of its turns to end the effect on a success. When this effect does end, the creature takes 2d6 psychic damage.

On a successful save, the creature instead takes 2d4 psychic damage and is not frightened.

Nightmare Weaver

Beginning at 14th level, you gain the ability to weave spells like dreams. As long as it is night time, you may cast a number of spells equal to your proficiency bonus without requiring any material components or expending any spell slots.

Phantasmal Protection

Starting at 14th level, you can manifest others' nightmares to protect you. Whenever you are attacked, you can use your reaction to invoke disadvantage on the attack.

College of Painters

The College of Painters is a comfortable home for bards who have a lack of interest or no knowledge in playing instruments, instead choosing to weave their performances and abilities through their painting and artwork.

Bards who are of this college are generally thought to be a lower form of bard due to their rejection of the other colleges and methods that their fellow bards employ. They are more antisocial and are more ragged and rough in terms of their appearances. Their clothes, skin, and hair are generally stained with the constant use of paints and inks. It is told and rumored that through practice and determination, these bards can actually bring their artwork to life to serve them as familiars and followers.

Bonus Proficiencies

When you join the College of Painters at 3rd level, you gain proficiency with the painter's supplies. If you are already proficient with painter’s supplies you may choose a new skill proficiency to gain.

You may use your painter's supplies as a spellcasting focus for your bard spells.

Living Artwork

Starting at 3rd level, you have gained the ability to channel your magic into a piece of artwork you have created. As a bonus action you can paint a creature with a CR of 1/4 or lower that you have seen.

On your next turn that creature appears anywhere within 20 feet of you and is under your control for 1 minute or until dismissed or reduced to 0 hitpoints. After the duration the creature is reduced into a puddle of paint.

At Higher Levels, you can paint more powerful creatures. At 6th Level you can paint up to CR 1 creatures. At 10th Level you paint up to CR 2 creatures. At 13th Level you can paint up to CR 3 creatures, and at 18th Level you can paint up to CR 4 creatures.

Painted Armor

Beginning at 6th level, you can paint a thick layer of paint on a willing creature that you can touch with your painter's supplies. As a bonus action, you can paint on the creature, granting it a +2 bonus to its AC for 1 minute.

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

Faux Painting

Starting at 6th level, you can paint features on yourself and change your appearance. Using your painter's supplies you can now cast the alter self spell at will a number of times equal to your Charisma modifier. You regain any expended uses when you finish a short or long rest.


Blinding Ink

At 14th level you can use an action to spray thick, blinding, colourful paint and ink at your enemies. When you use this feature, each creature in a 30 foot cone must make a Dexterity saving throw against your spell save DC. On a failed save, a creature is blinded for 1 minute.

As an action on a later turn, you can cause the paint and ink to start to boil violently on one of the creature's skin. Doing so causes the mixture to evaporate, removing the creature's blindness, and deals 6d8 acid damage.

You may use this ability a number of times equal to your proficiency bonus, and you regain all expended uses after a long rest.

Cleric

The cleric class receives new subclasses in this section.

Divine Domains

At 1st level, a cleric gains the Divine Domain feature, which offers you the choice of a subclass. he following options are now available to you when making that choice: Luck Domain, Atheism Domain, and Harvest Domain.

Luck Domain

Gods of luck are deities who affect the fates of mortals with subtle influences and superstitions. They’re patrons of thieves, gamblers, merchants, and adventurers alike. Their clerics are happy-go-lucky wanderers; spreading good or ill to all they meet. They prefer to leave things to chance, rarely making plans and instead having faith that their deity will guide them to whatever fate is best for them. Luck domain clerics tend to be carefree, fun, and friendly characters who rarely take responsibility for their own actions.

Domain Spells

You gain domain spells at the cleic levels listed in the Luck Domain Spells tables. See the Divine Domain class feature for how domain spells work.

The prepared spells for a cleric of the Luck Domain are in the hands of their deity from day to day. At the start of each new day, you must flip a coin. A result of heads imbues you with spells related to good luck, and tails; bad luck.

Luck Domain Spells (Heads)
Cleric Level Spells
1st bless, heroism
3rd aid, augury
5th beacon of hope, clairvoyance
7th death ward, divination
9th reincarnate, dispel evil and good
Luck Domain Spells (Tails)
Cleric Level Spells
1st bane, hex
3rd blindness/deafness, augury
5th counterspell, fear
7th confusion, divination
9th reincarnate, mislead

Make My Own Luck

Starting when you choose this domain at 1st level, you can use your action to give yourself advantage on one ability check. This ability lasts for one hour, and can only be used again once the hour is up.


Channel Divinity: Better Luck Next Time

Starting at 2nd level, you can use your Channel Divinity to force a double roll of an attack roll, ability check or saving throw.

As a reaction, when a creature you can see is making an attack roll, ability check or saving throw, you offer a quick prayer to your deity to put that creature in the hands of fate.

The target creature must make two rolls instead of one. You then choose which of the two rolls they use.

If the target creature has advantage or disadvantage on this roll, they must roll three d20s, and either the highest or lowest roll is discarded (dependant on them having advantage or disadvantage) before you choose the roll to use.

That Was Close!

At 6th level, you have a knack for just scraping by. You gain the following benefits:

  • When a creature makes an attack against you and the roll equals your armor class - through divine luck - the attack misses you. You may then immediately use your reaction to move up to half your movement speed away from the attacker, without provoking an attack of opportunity.

  • You gain immunity to any effects, magical or otherwise, that would give you disadvantage on saving throws.

Lucky Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage (if you flipped heads) or 1d8 necrotic damage (if you flipped tails) to the target. When you reach 14th level, the extra damage increases to 2d8.

A Second Chance

Beginning at 17th level, you can attempt to change the mind of your deity when they decide your daily fate.

When you flip the coin to decide your luck for the day, you can choose to flip it an additional 2 times in an attempt to gain your preferred result. If the second or third flip gives a different result, you succeed in changing your deity's mind and you also gain an additional 1st, 2nd, 3rd and 4th level spell slot for the day. If both the second and third flip gives the same result as the first flip, you fail to change your deity's mind and you are stuck with this result for the next 2 days, instead of one.

Atheism Domain

You don't believe in these "higher powers". Just some powerful outsiders playing puppets with weaker minds. The atheism domain is never granted by any god, but rather is a product of ideal-worshiping clerics, and clerics who found divinity to be a sham. They take a new gospel to others, one preaching rejecting the worship of gods. Their magical powers are not granted by any divine figure, but are powered by the strength of their conviction.

A cleric of the atheism domain is called an "Ur-Priest."

Ur-Priest Spells
Cleric Level Spells
1st identify, protection from good and evil
3rd calm emotions, detect thoughts
5th counterspell, nondetection
7th banishment, fabricate
9th dispel evil and good, planar binding

Lesser Spell Resistance

Beginning when you choose this domain at 1st level, the strength of your conviction forms a protective barrier around you, shielding you from magic. When you make a saving throw against a spell or other magical effect, you may roll a d4 and add the number rolled to your saving throw. This feature doesn't work against spells cast by other ur-priests.

Channel Divinity: Turn Outsiders

Starting at 2nd level, you can use your Channel Divinity to turn extraplanar creatures. As an action, you present your holy symbol, and you choose one creature that can see or hear you and is of the celestial, elemental, fey, or fiend creature type. That creature must make a Wisdom saving throw against your spell save DC, on a failure, that creature becomes turned for 1 minute or until it takes damage, as if affected by the Turn Undead feature.

Divine Spell Siphon

At 6th level, you gain the ability to magically steal the knowledge of how to cast a divine spell from another spellcaster.

Immediately after a creature casts a divine spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. (A divine spell is any cleric, druid, paladin, or ranger spell, or spell cast innately by any celestial or fiend.) The DC for this saving throw equals your cleric spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a cleric spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed. You can't siphon spells from other ur-priests.

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

Combat Caster

Beginning at level 8, you can add your Wisdom modifier to damage dealt with cleric cantrips.

Spell Resistance

Starting at 17th level, you have advantage on saving throws against spells. Furthermore, you have resistance to damage from spells.

This feature doesn't work against spells cast by other ur-priests.

Harvest Domain

On nearly every world, for as long as humanoids have prayed to gods, they've prayed to gods of agriculture. Those gods have overseen countless harvests to ensure their followers do not go hungry.

It is only natural that such gods should have agents in the world acting to carry out this same will. A cleric of the harvest domain follows one of these gods of agriculture. Such clerics are expected to understand that their role is to support farmers, but not replace them; they may be called to feed a starving population, but this is a temporary solution rather than a permanent one. An area with no knowledgeable farmers is fertile ground for a harvest domain cleric to train new ones, offer them a guiding hand, and leave their community with the resources to continue having fruitful harvests for generations to come.

Rarely, however, does a god of agriculture care only for the success of the harvest. Their agents in the world are gifted powers far beyond those of feeding the hungry and guiding the needy. Clerics of the harvest domain can cut down foes, halt battalions, and awaken the minds of livestock to be rallied against the forces of evil.

Harvest Domain Spells
Cleric Level Spells
1st goodberry, speak with animals
3rd find steed, wither and bloom
5th create food and water, plant growth
7th control water, polymorph
9th awaken, wrath of nature

Harvest Initiate

When you select this domain at 1st level, you learn the mold earth cantrip, which counts as a cleric cantrip for you and doesn't count against your number of known cantrips.

Additionally, you gain proficiency in the animal handling and nature skills if you aren't already proficient.

Calloused Hands

Starting at 1st level, you are well versed in harvesting crops. You can use a sickle as a spellcasting focus for your cleric spells.

In addition, when you make a weapon attack with a sickle, you may use your Wisdom modifier instead of your Strength modifier when determining the bonus to attack and damage rolls.

Channel Divinity: Blessed Feast

At 2nd Level, you can use your Channel Divinity to beseech your Deity to give nourishment to you and your companions. As an action, you present your sickle and invoke your deity’s name. You must make an offering of food to your deity - an ear of corn, a bundle of wheat, a small animal, etc. - and divine power allows you to multiply whatever food offering you presented into enough food to feed up to 10 medium or small sized creatures. The food is of the same quality as the offering, and spoils if it is not consumed within 24 hours.

Any creature that consumes the food created this way gains temporary hit points equal to your 2 + your Wisdom modifier for 8 hours.

Food for the Hungry

Beginning at 6th level, when you use your action to cast the plant growth spell, it functions as if you had cast it over 8 hours. (All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested).

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with your sickle, you can cause the attack to deal an extra 2d8 radiant damage to the target. When you reach 14th level, this extra damage increases to 3d8.

Soul of the Harvest

At 17th level, your deity teaches you spells to help you support the land and crops. You can cast the heroes' feast and control weather spells once each with this trait and regain the ability to do so when you finish a long rest.

Druid

The druid class receives new subclasses in this section.

Druid Circles

At 2nd level, a druid gains the Druid Circle feature, which offers you the choice of a subclass. The following options are now available to you when making that choice: Circle of Monsters, Circle of Dragons, Circle of the Seas, Circle of Snowfall, and Circle of Nature's Wrath.

Circle of Monsters

Druids of the Circle of Monsters are drawn to animals and nature the same as other druids, but they are also drawn to monsters. They won't hesitate to look at a fearsome chimera and say, "Awww, cute!"

Combat Wild Shape

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Monstrous Forms

The rites of your circle grant you the ability to transform into the monsters you have an affinity for. Starting at 2nd level, you can use your Wild Shape to transform into any monstrosity in addition to any beast. You must still abide by the limitations of the Beast Shapes table.

Titan Tamer

Your love for monsters has made it easier for you do deal with them. Beginning at 6th level, you gain advantage on any ability check or saving throw you make for or because of a creature with the monstrosity type.

Wild Splice

By 10th level, you have learned to use your wild shape to splice forms of many creatures together. You can expend one hour of your Wild Shape length to transform yourself into an amalgamation of creatures. Choose 5 creatures you can wild shape into. take the ability scores of one, the size of one, the speed of one, the traits and senses of one and the actions of one. You then transform into a combination of the creatures using the selected stats. If any of the actions use weapons, you ignore them.


Massive Monstrosities

Beginning at 14th level, you can transform into a beast or monstrosity with a challenge rating as high as 4 (you ignore the Max. CR column of the Beast Shapes table).

Circle of Dragons

Druids of the Circle of Dragons focus on the ancient power of the dragons. They live to test the seperation between magical and natural creatures.

Dragon Shape

The rites of your circle grant you the ability to transform into dragons. Beginning at 2nd level, you can use your Wild Shape to transform into a dragon with a challenge rating as high as 1 (you ignore the Max CR column of the Beast Shapes table, but can only use the flying speed of your Dragon form when you are an 8th level druid).

Starting at 6th level, you can transform into a dragon with a challenge rating as high as your druid level divided by 3, rounded down.

Wyvern Strike

Beginning at 6th level, your attacks in dragon form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Breath Weapon Improvement

Starting at 10th level, when you deal damage with your breath attack in dragon form, you may expend a spell slot to deal 1d8 extra damage per level of the spell slot. This damage is of the same damage type as the breath attack.

Draconic Body

At 14th level, your humanoid form attunes to the dragon forms you control. You gain blindsight up to 30 feet and darkvision of 60 feet.

Furthermore, you can expend two Wild Shape uses to transform into a dragon with a CR equal to half your Druid level instead of one third of it. Once you use this feature, you can't use it again until you finish a long rest.

Circle of the Seas

While some druids prefer the land, druids of the Circle of the Seas thrive in the water. Able to swim through even the shallowest of puddles as easily as the deepest oceans, these druids are the masters of the seas.

Circle Spells

Your mystical connection to the seas infuses you with the ability to cast certain spells. At 2nd level, you learn the dancing lights cantrip.

At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of the Seas Spells table. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of the Seas Spells
Druid Level Spells
2nd dancing lights
3rd alter self, darkvision
5th wall of water, water walk
7th control water, watery sphere
9th conjure elemental, maelstrom

Water Breathing

When you choose this circle at 2nd level, you gain the ability to breath underwater. Additionally, all of your wild shape forms also gain this ability if they do not already have it.

Melt into Water

Starting at 6th level, you gain the ability to dive into any puddle of water that is at least 5 inches deep. You can use a bonus action on your turn to move into the water, providing you with partial cover. While submerged, you cannot attack or cast spells that target any creature other than yourself.

Ocean's Current

Starting at 6th level, you gain a base swim speed of 30 feet, if you already have a swim speed it instead increases by 10 feet.

In addition, you have advantage on Strength and Dexterity saving throws while swimming and your weapon attacks do not have disadvantage while fighting underwater.

Bring the Rain

When you reach 10th level, you can spend a 5th level spell slot to cause it to rain. You can cause ten 5 foot squares that you can see to gain pools of water that are 5 inches deep. If there is already water on the squares the water becomes that much deeper. The squares do not need to be touching. The pools last for an hour before evaporating.


Wellspring of Life

Starting at level 14 you gain the ability to use an action to infuse all sources of water within 60 feet of you with healing energy for 1 minute. Whenever you or an ally starts their turn in one of these sources of water they regain hit points equal to your Wisdom modifier (a minimum of 1). This effects continues to happen even if you go unconscious.

You may use this ability a number of times equal to your Wisdom modifier + 1 (a minimum of once), and you regain all expended uses after a short or long rest.

Circle of Snowfall

Circle of Snowfall druids are solitary defenders of nature and tend to avoid civilization at all costs. They seek to preserve the arctic wilderness by destroying outsiders who pose a threat to their winter wonderland.

Circle Spells

You have adapted to the cold and have formed bonds with the winter spirits that call the arctic wastelands their home. Your affinity for the cold has granted you access to some spells when you reach certain levels in this class, as shown on the Circle of Snowfall Spells table.

Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Circle of Snowfall Spells
Druid Level Spells
2nd ice knife, rime's binding ice
3rd blur, snilloc's snowball swarm
5th counterspell, sleet storm
7th confusion, ice storm
9th cloudkill, cone of cold

Frozen Weaponry

When you choose this circle at 2nd level, you learn how to carve daggers out of ice. You can spend 2 hours to carve a personalized dagger out of ice. Bitter cold courses through the blade while it's in your hand, but it melts if wielded by anyone else.

Treat this dagger as a normal dagger. However on a hit, it deals an additional 2d4 cold damage, and counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

At 6th level, this feature expands to allow you to create any simple melee weapon.


Snowy Terrain

Beginning at 6th level, you gain the ability to transform your surroundings into a snowy wasteland. As an action on your turn, you make natural terrain in a 150-foot cube centered on you look, sound, and smell like snow and ice. This area becomes difficult terrain for anyone other than you to traverse. The alterations to the terrain last for 2 hours, or until you choose to dismiss it.

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

Frostbitten Smite

At 10th level, you gain the ability to enhance the icy suffering of your foes. When a creature within 30 feet of you that you can see, takes cold damage, you can use your reaction to double the damage taken.

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

Frozen Flesh

Starting at 14th level, your body has bonded with the ice you are so familiar with. You gain a permanent +3 to your AC, and become proficient in Strength, Dexterity, and Constitution saving throws.

Glacial Bond

At 14th level, you are able to use winter spirits to save yourself from certain death. When you take damage that would reduce you to 0 hit points, you can use your reaction to gain 10 temporary hit points for each level you have in this class. You lose these temporary hit points at the end of your next turn.

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

Circle of Nature's Wrath

Druids of the circle of rage are enforcers of nature’s wrath. Their order is typically seen during times of monster outbreaks. Many believe they unleash these outbreaks as punishment for abusing natural resources. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature.

Some druids join the circle of rage out of hatred for the civilized world. They could have been betrayed by a loved one, cheated by someone in a position of power, etc. They often only find comfort in the presence of nature alone, and become aggressive when other humanoids approach.

Siege Shape

When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, every monster you transform into has the siege feature, causing you to deal double damage to structures.

Bestial Rage

At 2nd level, in bestial form, you fight with a primal ferocity. On your turn, while in your Wild Shape, you can enter a rage as a bonus action.

While raging, you gain the following benefits:

  • You have advantage on Strength checks and Strength saving throws.

  • When you make a melee attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a druid, as shown in the Rage Damage table.

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical sources.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged twice, you must finish a long rest before you can rage again.

Focused Rage

At 6th level, you can add your proficiency bonus to attack rolls while in Wild Shape if it is higher than the proficiency bonus of the creature you turned into.

Frenzied Wild Shape

At 10th level, you can expend two uses of Wild Shape at the same time to transform into a creature of CR 5 or lower.

Monstrous Influence

At 14th level, the anger of the wild flows through you to strike fear into the hearts of your enemies. You can cast the fear spell at will.

Rage Damage
Level Rage Damage
2nd +1
3rd +1
4th +1
5th +2
6th +2
7th +2
8th +2
9th +2
10th +2
11th +3
12th +3
13th +3
14th +3
15th +3
16th +3
17th +4
18th +4
19th +4
20th +4

Fighter

The fighter class receives new subclasses in this section.

Martial Archetypes

At 3rd level, a fighter gains the Martial Archetype feature, which offers you the choice of a subclass. The following options are now available to you when making that choice: Explorer, Lancer, and Windwalker.

Explorer

Explorer's are skilled in speed and survival. They often scout ahead of their companions during expeditions and serve as the eyes and ears to their war bands.

Scout Ahead

You excel at running ahead of your party into combat. Beginning when you choose this archetype at 3rd level, you add your Strength modifier, Dexterity modifier, and proficiency bonus to your initiative rolls.

Bonus Feats

When you choose this archetype at 3rd level, you gain the alert feat. Whenever you get an ability score improvement, you may improve your ability scores as normal and take a feat.

First Strike

Beginning at 7th level, if you move before all of your allies in combat, you can add 1d10 to the damage for the first attack you make on your first turn of combat.

Chart the Unknown

By the time you reach 7th level, you have learned many tricks and secrets for traveling easily in new places. Also, you have developed methods to chart these areas while you explore them. When traveling for an hour or more of your own free will, you may travel at a normal pace while simultaneously generating a detailed map of the areas you observe. Once you have personally mapped an area, as long as you have access to your maps, you cannot get lost in that area except by magical means.

Bear in mind that maps of certain places may be a rare commodity, and therefore may be considered quite valuable to the right people.


Unbreakable Stride

Starting at 10th level, you cannot be slowed. If an effect would cause your movement speed to be lowered it instead remains the same. You can also move through difficult terrain as if it were regular terrain.

Devastating Aim

Beginning at 10th level, whenever you land a critical hit on an attack, you may roll triple the damage dice instead of double the damage dice.

Brave the Elements

At 15th level, your journies have taken you through all the elements nature can throw at you. Select two elemental damage types, you gain resistance to those damage types.

Clear the Room

Starting at 18th level, whenever you drop an enemy to 0 hit points on your turn, you may move a number of feet equal to your movement speed towards another enemy withing 60 feet of you, and take a free attack action against that creature. Any range limitations of your attack still apply.


Lancer

Ground-pounders. Centurions. Legionaries. Lancers have been described as all of the above. Working independently or as a group, lancers are the toughest of the tough, their armor and shields forming the ultimate defense and that’s only when their enemies can get past their long spears. Lancers are trained to be the first and last line of defense on the battlefield.

Phalanx Training

Beginning when you choose this archetype at 3rd level you can wield piercing weapons with the reach property in one hand.

Holding Ground

At 7th level your mastery of shields makes you steady on your feet. You gain advantage against being grappled, and if you are knocked prone, enemies making melee weapon attacks do not gain advantage against you. Additionally, when enemies are moving through your reach, that terrain is considered difficult terrain.

Uncanny Block

Beginning at 10th level, when wielding a piercing weapon in one hand and a shield in the other, your shield gives you an additional +1 to your AC.

In addition, whenever you would make a Dexterity saving throw, you may make a Constitution saving throw instead.

Frontline Fortitude

By 15th level, your time on the frontlines has increased your natural fortitude. You gain resistance to weapon attacks made against you with disadvantage.

Additionally, when you finish a short or long rest, if you are wearing heavy armor and wielding a shield, you gain temporary hit points equal to your fighter level.

Muscles of Steel

At 18th level, you have mastered the art of defense as a weapon. When moving less than half of your movement speed on your turn, you gain resistance to all nonmagical slashing, piercing, and bludgeoning damage until the start of your next turn.

In addition, when using your Second Wind feature, you gain temporary hit points equal to half your AC, rounded down.

Windwalker

Windwalkers are fighters who seek the power of the wind to enhance their physical abilities and aid them.

Wind Stance

Beginning when you choose this archetype at 3rd level, you gain the ability to enter a stance in which you are one with the wind. As a bonus action on your turn, you enter a Wind Stance, that lasts for 1 minute. You cannot take multiple stances at once, if you are in one stance and choose to enter another Wind Stance, the effects of the first stance end. The stances and their effects are shown below.

  • Gale Stride. While in this stance, your movement speed increases by 20 feet.
  • Zephyr Armor. While in this stance, you gain a +3 bonus to your AC.
  • Wind Reflexes. While in this stance, you have advantage on Dexterity checks and Dexterity saving throws.
  • Lifting Breeze. While in this stance, your jump height/distance is doubled, and you may choose to fall slowly, supported by air, taking no fall damage.

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.


Wind Bursts

At 10th level, you gain the ability to execute bursts of wind empowered techniques. Upon entering a Wind Stance you gain 5 Burst Points. Any remaining Burst Points are lost upon the end of your Wind Stance.

The DC for saving throws for these abilities is 8 + your proficiency bonus + your Dexterity modifier.

The number of Burst Points you gain when entering a Wind Stance increases by 2 at level 15 (7 points) and 3 at level 18 (10 points).

You can use your Burst Points for the following techniques:

  • Wind Blast. A blast of wind emanates from your weapon as you swing it. When making a Melee Attack you may choose to spend 2 Burst Points to give your attack one of these 3 effects:

    • Slicing Winds. Each creature in a 15-foot line must make a Dexterity saving throw. A creature takes your Melee Attack damage + 2d10 force damage on a failed save, or half as much damage on a successful one.

    • Forceful Winds. Your Attack has a range of 20 feet, on a successful attack, the target must make a Constitution saving throw. On a failed save, a creature takes the damage of your Melee Attack + 3d10 force damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

    • Piercing Winds. Your Attack has a range of 30 feet, on a successful attack, the target must make a Dexterity saving throw. The creature takes your Melee Attack damage + 4d10 force damage on a failed save, or half as much on a successful save.

  • Wind’s Grace. You dash in a straight line at incredible speeds. When taking the move action on your turn, you may choose to spend 1 Burst Point to twice your movement speed in any direction.

  • Quick Strike. You let the wind guide your hand for an extra strike. As a bonus action on your turn, you may spend 2 Burst Points to make one Attack with a weapon with the finesse property that you are currently wielding.

  • Wispy Form. You take the the form of the flowing wind for a few seconds. As a bonus action on your turn, you may spend 1 Burst Point to take the dodge action.

Whispering Winds

At 15th level, you gain the ability to use the wind to carry noises between 2 locations or creatures. You can concentrate on a creature or location that is no more than 1000 feet away from you. After concentrating for 1 minute. As long as you maintain concentration your voice will be carried to the creature or location by the wind and noise from that creature or location will be carried to you. You may choose to make this effect 1-sided in either direction. This fails if there is no route for the wind to connect between you and your target, such as being inside a building.

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

One with the Wind

Beginning at 18th level, you are in a constant state of attunement with the surrounding winds. When you end a Wind Stance, you gain back half of your maximum Burst Points. Burst Points gained this way are lost after 5 minutes.

Additionally, you can choose two of the effects of Wind Stance to be active when not in Wind Stance. After a long rest, you may change these effects to different Wind Stance effects if you choose.

Monk

The Monk class receives a new subclass in this section.

Monastic Traditions

At 3rd level, a monk gains the Monastic Tradition feature, which offers you the choice of a subclass. The following options are now available to you when making that choice: Way of Silence and Way of the Nine Lives.

Way of Silence

Monks of the Way of Silence learn to be incredibly stealthy and strike with incredulous speed and subtlety.

Silent Step

At 3rd level, you gain proficiency in the stealth skill if you aren't already proficient, and you can double your proficiency bonus for any ability check you make that uses the stealth skill.

Sneak Attack

Beginning at 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse weapon or an unarmed strike. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain leveis in this class, as shown in the Sneak Attack table.

Stunning Silence

Starting at 6th level, you can manipulate the ambient noises around you. As an action on your turn, you can spend 2 ki points to confuse up to 2 creatures within 20 feet of you that you can see. They must make a Intelligence saving throw or be stunned for 1 minute. The DC for this feature is equal to 8 + your proficiency bonus + your Dexterity modifier. At the end of each of it's turns, a creature can repeat the saving throw, and end this effect on a success.

Know the Noises

Beginning at 11th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within lO feet of you.

Amplified Ambush

Starting at 17th level, you gain the ability to enhance your sneak attacks. Whenever you hit a creature with a sneak attack, you can spend 2 ki points to double the number of sneak attack dice you roll.


Sneak Attack
Level Sneak Attack Damage
3rd 1d6
4th 1d6
5th 1d6
6th 2d6
7th 2d6
8th 2d6
9th 3d6
10th 3d6
11th 3d6
12th 4d6
13th 4d6
14th 4d6
15th 5d6
16th 5d6
17th 5d6
18th 6d6
19th 6d6
20th 6d6

Way of the Nine Lives

Monks who study this monastic tradition have tapped in to their feline instincts, learning to harness and control it. The tradition is predominantly found in tabaxi monks, however there have been rumors of non-tabaxi monks learning to replicate and harness the ferocity of a feline. Monks of this type have usually not been taught these techniques in a monastery, and instead either teach themselves or learn from another tabaxi monk.

Feline Ferocity

Beginning when you choose this monastic tradition at 3rd level, you can use your unarmed strikes to deliver powerful slashing strikes. When you hit a creature with a unarmed strike, you can spend 1 ki point to force the target to make a Dexterity saving throw. On a failed save, the target takes an additional 2d6 slashing damage.

Cat's Grace

At 3rd level, you can choose to deal slashing damage, instead of bludgeoning, with your unarmed strikes.

In addition, you gain proficiency in the acrobatics skill if you aren't already proficient, and you can double your proficiency bonus for any ability check you make that uses the acrobatics skill.


Feral Instincts

At 6th level, whenever a hostile creature moves within 5 feet of you, you can use your reaction to spend 1 ki point to move up to your movement speed, without provoking opportunity attacks.

Brutal Pounce

Beginning at 11th level, whenever you use your Step of the Wind feature, you can make an unarmed strike with advantage on the end of your movement. On a hit, you add your Feline Ferocity damage without spending extra ki and your movement speed is reduced to 0 for the remainder of your turn.

Mastery of the Ninth Life

At 17th level, you gain the mythical luck of the cats. Whenever you would be reduced to 0 hit points, you can use your reaction to spend 1 ki point to suffer no damage instead.

Paladin

The Paladin class receives a new subclass in this section.

Sacred Oaths

At 3rd level, a paladin gains the Sacred Oath feature, which offers you the choice of a subclass. The following options are now available to you when making that choice: The Oath of the Dragon Lord and The Oath of Infection.

Oath of the Dragon Lord

Some sorcerer’s have bloodline relations to the dragon races, and a few warlocks make pacts with dragons to possess their powers. As for paladins, there are some who willingly serve under dragons and make an oath with them. Those paladins have sworn to the oath of the dragon lord.

Tenets of the Dragon

The tenets of the Oath of the Dragon Lord drive a paladin to respect and serve dragonkind.

Duty. Defeat the enemies of the dragon race's, and show them no mercy. Never turn your blade against the dragon's under your god's alignment (chromatic to Tiamat, metallic to Bahamut). The only exception against similar alignment dragon's is if they go against your god's will and thus must be punish.

Service. Protect and serve under the dragons; never reject a mission given by a dragon.

Honor. Take pride and spread the name of dragonkind across the land. Never insult or mock the dragon races.

Reverence. Respect the Draconic race and hold them in the highest regard. Never look down on dragons as if you are superior.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of the Dragon Lord Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of the Dragon Lord Spells
Paladin Level Spells
3rd chromatic orb, absorb elements
5th detect thoughts, hold person
9th fear, water breathing
13th elemental bane, polymorph
17th hold monster, immolation

Channel Divinity

When you take this Oath at 3rd level, you gain the following two Channel Divinity options. You also can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Draconic Breath. As an action, you can release a draconic breath weapon from your mouth. All creatures within a 15 foot cone or 30 foot line (your choice) originating from you must make a Dexterity saving throw against your spell save DC, or take damage (of fire, cold, lightning, thunder, poison, or acid - your choice) equal to 2d10 + your paladin level on a failed save, or half as much on a successful save.

This feature can only be used once. When you finish a long rest, you regain any expended uses of this feature.

At the 15th level, your Draconic Breath does 4d10 + your paladin level.

Turn the Unworthy. As an action, you present your holy symbol and speak a prayer to activate your Channel Divinity. Each celestial, fiend, or fey within 30 feet of you that can see and hear you must make a Wisdom saving throw against your spell save DC. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Aura of the Dragon

Starting at 7th level you and any friendly creatures within 10 feet of you may deal an additional 1d6 damage (of fire, cold, lighting, thunder, poison, or acid - your choice) with weapon attacks, but only once per round. After completing a short or long rest, you may choose a different damage type as the damage type that is dealt until your next rest.

At the 18th level, this aura's range increases to 30 feet, and the damage increases to 2d6.

Draconic Resistance

Beginning at 15th level, you become immune to the damage type selected for your Aura of the Dragon feature.

Form of the Dragon

At 20th level, your draconic deity recognizes your prowess and bestows you with a gift. As an action, you can transform into an Ancient Dragon, for an hour. The color is your choice. You only retain your Intelligence, Wisdom, and Charisma, but all other stats, as well as their traits and features are replaced by the dragon's stats, traits, features, etc. You do not possess any legendary resistances or legendary actions. If you are reduced to zero hit points while in this form, you return to your normal form and are knocked unconscious. Enemies within your Aura of the Dragon (which is still active in your dragon form) take damage of its damage type equal to your Charisma score when they enter or start their turn in the aura, bypassing all resistances and immunities they may have to that damage type.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary actions or resistances, you can’t use them.
  • When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, the number of hit points you had before you transformed are reduced by half based upon the taxing nature of the transformation. Additionally, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • You may not cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

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


Oath of Infection

Paladins who follow the oath of infection are bringers of pestilence and disease, harbingers of the end of times. These paladins are also called lesser horseman, and believe that the very existence is rotten to the core, completely overtaken by evil and corruption. Thus, the only way to bring true salvation and end to the vile forces of darkness is to bring an end to all things. They pledge allegiance to the horseman of the apocalypse, specifically to Pestilence, and they don the black and the green, symbols of their rotten presence.

Tenets of the Infection

The tenets of the Oath of the Infection drive a paladin to destroy and corrupt all that they see.

Spread the Sickness. As a means to bring the end of all life, paladins who have sworn the oath of infection look to use their powers of disease spreading as often as possible

Bring the End. A paladin of Pestilence must tirelessly work to bring the end of all times, in conjunction with the other three apocalyptic orders.

Corrupt the Wicked. You bring a sanctified corruption, different from those of corruptors and fiends, and to oppose their wicked influence, you must focus your powers of decay and disease on those vile creatures whenever possible.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Infection Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Infection Spells
Paladin Level Spells
3rd inflict wounds, ray of sickness
5th chaos warp, ray of enfeeblement
9th stinking cloud, vampiric touch
13th sickening radiance, vitriolic sphere
17th contagion, insect plague

Rotten Divinity

At 3rd level, when you choose this oath, some of your divine powers are changed forever, being tainted by the apocalyptic disease you adopt. The following features work with the changes below:

Lay on Hands. You can't restore hit points with your pool. Instead, when you touch a creature, you can spend any amount of points from that pool to cause poison damage to the creature equal to the amount spent. Alternatively, you can spend 5 points from the pool to impose the poisoned condition on the creature, lasting for 1 minute. A creature can make a Constitution saving throw at the start of each turn, ending the condition on a success, and becoming immune to this feature for the next hour.

Divine Smite and Improved Divine Smite. You cause poison damage, rather than radiant. The poison damage caused by this feature ignore resistance and immunity to damage from undead and fiends.

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Infect. You can use your Channel Divinity as an action to infect a creature you can see within 30 feet of you for 1 minute. You can choose between blinded, deafened, paralyzed, or poisoned. A creature can make a Constitution saving throw at the start of each turn, ending the condition on a success, and becoming immune to this feature for the next hour.

Wave of Sickness. You can use your Channel Divinity as an action to push the extreme feeling of sickness on your enemies. All creatures in a 30-foot radius must succeed on a Constitution saving throw. A creature takes 4d6 poison damage on a failed save, or half as much damage on a successful one.

Vile Aura

Beginning at 7th level, poisoned creatures that start their turns within 10 feet of you take poison damage equal to half your paladin level rounded down, and have disadvantage on Constitution checks and saving throws until the start of your next turn.

At 18th level, your Vile Aura radius increases to 30 feet.


Consuming Sickness

At 15th level, you have spent so much time using and spreading sickness that it becomes a part of you. You are now immune to poison damage and to the poisoned condition.

In addition, poison damage and poisoned conditions caused by you ignore resistances and immunities to poison damage or the poisoned condition.

Aura of Disease

Starting at 20th level, on your turn, you can use an Action to create a powerful sickening aura in a 30 foot radius around you for 1 minute.

Any hostile creature that starts its turn within the aura must succeed on a Constitution saving throw, or is poisoned for 1 minute. The poisoned creature can repeat this saving throw at the end of each of its turns, ending the effect on a success.

Additionally, any creature that starts its turn inside the aura while poisoned, must make a Constitution saving throw, taking 6d12 poison damage on a failed save.

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

Ranger

The ranger class receives a new subclass in this section.

Ranger Archetypes

At 3rd level, a ranger gains the Ranger Archetype feature, which offers you the choice of a subclass. The following options are now available to you when making that choice: Desert Guardian and Edritch Hunter.

Desert Guardian

Desert Guardian rangers learn to harness the power of heat and wind to enhance their martial capabilities. They employ supernatural techniques in combat to burn their enemies and dance across the battlefield like the desert wind itself.


Chosen by the Sands

Beginning when you choose this archetype at 3rd level you are capable of withstanding extreme heat.

You gain resistance to fire damage and can travel comfortably in temperatures up to 200 degrees. Additionally, you may now treat the desert as a favored terrain. If you had already selected the desert as your favored terrain you may gain an additional favored terrain of your choice.

Burning Blade

Starting at 3rd level you can imbue your attacks with the oppressive heat of the desert, sheathing your weapons and ammunition in flame, or causing your steel to glow white hot.

You may use a bonus action on your turn to cause all your attacks to deal an extra 1d4 fire damage until the end of your turn, after which point you may choose to maintain this effect by concentrating as though you were concentrating on a spell.

Dancing Flame

Beginning at 7th level, whenever an enemy misses you with an attack you may use your reaction to teleport in a flash of flame, disappearing and reappearing up to 30 feet away in an unoccupied space that you can see.

Fiery Aura

Beginning at 11th level, when you activate your burning blade feature you may also choose to surround yourself in an aura of blistering heated air.

You may activate this aura as part of the bonus action to activate your Burning Blade feature, at which point it lasts until the beginning of your next turn or until you stop concentrating on your Burning Blade feature. While this aura is active any creature that ends its turn within 5 feet of you must make a Constitution saving throw against your spell save DC, taking fire damage equal to your Wisdom modifier on a failed save.

While this aura is active, you can use your action to charge up to 30 feet in a straight line towards a creature and make a single attack against them with advantage, leaving a trail of flame behind you which lingers until the start of your next turn. Any creature that enters or starts its turn in a space you traversed as part of your charge must make a Constitution saving throw against your spell save DC, taking fire damage equal to your Wisdom modifier on a failed save.

Rising Pheonix

At 15th level, you can lift yourself off the ground by manipulating the superheated air around you.

While your Fiery Aura is active, you can replace any amount of your walking speed with an equal amount of flying speed on your turn. When you fly in this way, you cannot lift yourself further than 15 feet above the ground, and you must end your turn on solid ground or fall.

Eldritch Hunter

Eldritch hunters are rangers that tap into the eldritch energies that rest in the natural world to enhance their abilities. Some mistake them for common spellslingers, but they're far off with that assumption. Many eldritch hunters have spent time studying the eldritch arts; most would say they are much more akin to a warlock.

Eldritch Bow

Beginning when you choose this archetype at 3rd level, you can use your action to create an eldritch bow in your empty hand. This bow counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. In addition, the bow gains a +1 bonus to its attack and damage rolls.

Your eldritch bow disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

Bonus Cantrips

At 3rd level, you learn the booming blade, green-flame blade, and true strike cantrips. Additionally, booming blade and green-flame blade can be cast with your eldritch bow.


Eldritch Knowledge

At 3rd level, you learn one eldritch invocations of your choice from the warlock class.

If an invocation has prerequisites, you must meet them to learn it. If the invocation specifies that you must use a warlock spell slot you may use a ranger spell slot instead

Curving Shot

At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with your eldritch bow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

War Magic

At 11th level, when you take the attack action on your turn, you can use your bonus action to cast a cantrip regardless of the spell's casting time.

Ever-Ready Arrow

Beginning at 15th level, when you roll intiative, if you do not have your eldritch bow summoned, you may summon it during the initiative roll.

Rogue

The rogue class receives new subclasses in this section.

Roguish Archetypes

At 3rd level, a rogue gains the Roguish Archetype feature, which offers you the choice of a subclass. The following options are now available to you when making that choice: Jester, Sniper, and Klepto.

Jester

Jesters are master con artists. They specialize in persuading others to do what they want. They have trained themselves to have a way with words that can be described as nothing other than extraordinary. Jesters tend to be selfish bastards; they are arrogant and stubborn to say the least. They rarely go along with the plans of others if they aren't offered some form of compensation in return for their cooperation.

Comedic Genius

When you choose this archetype at 3rd level, you gain proficiency in the persuasion and performance skills if you aren't already proficient, and you can triple your proficiency bonus for any ability check you make that uses the persuasion and performance skills.

The Fool's Card

Beginning at 3th level, you are now able to use illusionary magic. You may create 1 "Fool's" card every short or long rest. You may have up to three of these cards at one time. As a reaction you can conjure "The Fool's" card at any given moment. With this card, you are able to dodge, or parry any singular attack.

Dodge. You gain advantage on saving throws associated with a single magical attack, in addition if you make a saving throw that would allow you to take half damage you take none.

Parry. You can parry a single melee attack. Roll 1d20 and add your Dexterity modifier, if the outcome is at least half of the the attack roll of the enemy you parry the attack negating it.


Shadow Dance

Beginning at 9th level, as a bonus action, you can swap locations with an ally. If any ally is within 50 feet of you and they are being attacked, as a reaction you can swap places with that ally, you may then roll 1d20 adding your Dexterity modifier. If the roll equals one half or more of the attackers attack roll, you take no damage from the attack. If the roll equals less than half you take half damage.

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

Distracted Strike

You may pretend about a lot of things, but how hard you hit is not one of them. Starting at 13th level, your weapon attacks score a critical hit on a roll of 17, 18, 19, or 20.

Laughing Jack

At 17th level, you get a jack in the box. You may use your action to crank it, it begins to laugh hysterically and uncontrollably during combat. Each hostile creature within 60 feet of you must make a DC 17 Wisdom saving throw. Enemies who fail the save are now frightened by you. At the beginning of your next turn the jack in the box pops, anyone who is frightened by you and can see the jack in a box takes 6d10 psychic damage.


Sniper

Snipers are gifted at ranged combat, picking out an enemy's weak points and attacking with deadly accuracy and power.

Master Archer

When you choose this archetype at 3rd level, you gain a +2 bonus to attack rolls you make with ranged weapons.

Tools of the Trade

At 3rd level, you gain proficiency with all simple and martial ranged weapons, in addition all ranged weapon's ranges are doubled for you.

Sniper's Expertise

At 3rd level, you gain proficiency in the perception and survival skills if you aren't already proficient, and you can triple your proficiency bonus for any ability check you make that uses the perceptiion and survival skills.

Sniper's Nest

Beginning at the 9th level you have developed a keen eye for discovering tactically advantageous positions such as abandoned bell towers, the tops of tall trees or overhangs on a cliff face. You can spend 1 hour outside of combat constructing and camouflaging a Sniper’s Nest. Your DM will tell you if a space is appropriate for a Sniper’s Nest. While in your nest you gain the following benefits.

  • You need half as much food and sleep to sustain yourself.
  • You can see up to one mile away with no difficulty, able to discern even fine detail as though looking at something no more than 100 feet away from you.
  • You have advantage on perception checks.
  • You are invisible.

You lose these benefits when you leave your nest, attack, or cast a spell.

Steady Hands

At the 13th level you have learned to control your breathing and heart rate for extra precision. On your turn as a bonus action you can control your body to gain advantage on ranged attacks until the beginning of your next turn.

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

Careful Watch

At the 17th level your senses have become attuned to your enemy’s movement allowing you to take advantage of moments when they break cover. Whenever an enemy within 60 feet of you that you can see uses 5 feet or more of their movement speed, you can use your reaction to make a single ranged attack targeting that enemy.

Klepto

Kleptos are extremist thieves. They treat larceny like an art, and deem themselves the artists. If they see something that they want, there is nothing that can stop them from taking it.

Second-Story Work

When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. Whenever you make any Strength (Athletics) check to climb, you can treat a d20 roll of 9 or lower as a 10.

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

Cunning Reflexes

At 3rd level you learn how to take in your surroundings and ensure that you can move faster than anyone trying to stop you. You add your proficiency bonus to your initiative rolls.

Acrobatic Escape

At 9th level, you have learned to land so that you can rise from the ground with ease. Standing up from being prone no longer costs you any movement, and you gain resistance to falling damage.

Slippery Skill

Beginning at 13th level, your nimble proficiency allows you to use your agility in conjunction with mental fortitude. You gain proficiency in Wisdom saving throws.

Additionally, whenever you make a saving throw, you can use your reaction to use your Dexterity saving throw modifier in the place of the modifier you would normally use for that saving throw.

One Last Middle-Finger

At the 17th level, you become capable of making one last decisive strike in the event that you fall while trying to escape, ensuring that you always get the last laugh.

When you are reduced to 0 hitpoints by a melee attack from a creature, you can use your reaction to make one weapon attack against it. If the attack lands, it counts as a critical hit and they suffer one of the following effects of your choice:

  • Their movement speed is halved for the next minute.
  • They have disadvantage on all saving throws until the end of their next turn.
  • They have disadvantage on all attack rolls until the end of their next turn.

If your attack reduces the creature to 0 hitpoints, you regain 1 hitpoint and rise to your feet in a moment of smug self-satisfaction.

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

Sorcerer

The sorcerer class receives a new subclass in this section.

Sorcerous Origins

At 1st level, a sorcerer gains the Sorcerous Origins feature, which offers you the choice of a subclass. The following options are now available to you when making that choice: Winter Spirit and Planeswalker.

Winter Spirit

Your origin is one that few people could only try to guess at by the patches of ice around your body and your glowing blue eyes. Either you had been raised by a clan living in the frozen north, cursed by a magician who learned ice magic, or perhaps you are the descendant of the powerful, ancient ice mages. Whatever the case, you are a growing sorcerer who's power resides with the cold, snow, and ice.

Icy Magic

At 1st level, you learn the shape water cantrip, which counts as a sorcerer cantrip for you. You may cast this spell using your bonus action rather than an action, and you can use it's effect on any area of ice within range, including using it to unfreeze the ice.

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

Icy Spells
Sorcerer Level Spells
1st fog cloud, ice knife
3rd snilloc's snowball swarm
5th sleet storm, wall of water
7th ice storm, elemental bane
9th cone of cold, control winds

Icy Flesh

As ice flows through your body, it causes parts of your body to be coated in blueish frost and your breath seems to always be foggy. At 1st level, you gain resistance to cold damage and can ignore difficult terrain in the form of snow or ice.

Due to your some of your body being coated in ice your skin has become tougher and sturdier. While you are not wearing any armor or carrying a shield, your Armor Class equals 13 + your Dexterity modifier.

Beginning at 14th level, you become immune to cold damage.


Frostbite

Starting at 6th level, whenever you spend sorcery points as part of casting a spell that deals damage, you may change that spell’s damage type to cold. You also gain the following two abilities:

Freezing Touch. Whenever you cast a cantrip that deals cold damage, you can add a bonus to that cold damage equal to your Charisma modifier (a minimum of 1).

Winter Blast. Any time that you cast a spell of 1st level or higher that deals cold damage, you can use a bonus action to force all creatures that were affected by the spell to make a Constitution saving throw against to your spell save DC. On a failure, the creature is stunned until the end of its next turn.

You may use this ability a number of times equal to your proficiency bonus. You regain any expended uses when you finish a short or long rest.

Frozen in Time

At 6th level, your body has undergone a massive change that causes you to remain the same for years, meaning your lifespan has become longer. For every 10 years that pass, your body only ages 1 year, and you are immune to being magically aged.

Absolute Zero

Beginning at 14th level, your magical ice attacks can now deal more damage against even the toughest of enemies. When you cast a spell or use an ability that results in cold damage, you may ignore resistances to cold damage and deal half damage to foes with immunity to cold damage. Your cold-based attacks also gain an added damage of 1d6 + your Charisma modifier.

Blinding Blizzard

Starting at 18th level, you gain the ability to envelop yourself and an area around you in a magical aura with the appearance of a blizzard for 1 minute. As an action, you can create a spherical aura with a 40 feet radius, centered on you that moves with you for the duration. The aura is considered magical difficult terrain and, inside it, other creatures' sight is limited to 10 feet. The aura of heavy snowing and strong winds makes the area count as heavily obscured for any creature trying to perceive whats inside. A creature who starts its turn within the blizzard must make a Constitution saving throw against your spell save DC, or take 8d10 cold damage. A creature killed by this effect becomes a frozen statue of ice. The feature can be ended early by using an action to dismiss it.

Once you use this feature, you can't use it again until you finish a long rest, unless you spend 10 sorcery points to use it again.

Planeswalker

Your innate power comes from the planes. The planes call out and awaken those they choose to travel the multiverse. Once awakened a planeswalker has an inexplicable knowledge about creatures not from the material plane. Some of the greatest planeswalkers use this knowledge to travel the multiverse and establish themselves as rulers. Others seek to help those unable to defend themselves in need of a hero. Sometimes planewalkers establish themselves on a particular plane and align themselves with it, calling it home. Their form, attitude, and spells taking on the form of the plane they spend much of their time on.

Planar Magic

At 1st level, you learn the message cantrip, which counts as a sorcerer cantrip for you.

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

Planar Spells
Sorcerer Level Spells
1st find familiar, unseen servant
3rd skywrite, wither and bloom
5th life transference, tiny servant
7th arcane eye, dimension door
9th contact other plane, far step

Interplanar Knowledge

Beginning at 1st level, you gain proficiency in the arcana skill if you aren't already proficient, and you can double your proficiency bonus for any ability check you make that uses the arcana skill.

Plane Step

At 1st level, when you draw upon your planar magic, you can step through the planes if only for a moment, appearing elsewhere. When you cast a spell of 1st level or higher, you can use a bonus action to teleport up to 30 feet to an unoccupied space that you can see.

Planar Affinity

At 6th level, you can choose one of the following damage types when you finish a short or long rest: acid, cold, fire, lightning, radiant, or necrotic. You gain resistance to that damage type until you choose a different one with this feature.

Far Traveler

Beginning at 14th level, you learn the plane shift spell which doesn't count against your number of sorcerer spells known. As an action, you can cast plane shift with this feature, without expending a spell slot, only targetting yourself and without requiring material components.

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

World Sculptor

Beginning at 18th level, the magic of the planes grants you the ability to not just travel through them, but to create your own artificial world t.

You learn the demiplane spell which doesn't count against your number of sorcerer spells known. When you cast this spell, rather than opening to an empty room 30 feet in each dimension, it opens to a spherical demiplane 1 mile in each dimension. The edges of this demiplane are foggy and unpassable. While in this demiplane, you can spend an hour creating and shaping it as you like forming forests, mountains, and even structures, but you cannot create creatures. Any material created from your demiplane dissipates into smoke if removed from the demiplane. If you create a new demiplane, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.

If you die outside of your demiplane, roll a d20. On a 10 or higher, you discorporate with 0 hit points, instead of dying, and you fall unconscious. Your gear disappears with you and you appear at a spot of your choice 1d4 days later within your demiplane.

Warlock

The warlock class receives a new subclass in this section.

Otherworldly Patrons

At 1st level, a warlock gains the Otherworldly Patron feature, which offers you the choice of a subclass. The following options are now available to you when making that choice: Horsemen of the Apocalypse and The Blind One.

Horsemen of the Apocalypse

You have forged a pact with the four horsemen of the apocalypse, allowing you to draw on the power of the end of the world. But, are the horsemen helping you accomplish your goals, or are they using you to help bring the apocalypse?

Expanded Spell List

The Horsemen of the Apocalypse lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Horsemen of the Apocalypse Expanded Spells
Spell Level Spells
1st Burning Hands, Dissonant Whispers
2nd Rewind, Vortex Warp
3rd Disrupt Reality, Glimpse, Slow
4th Confusion, Dominate Beast, Greater Invisibility
5th Antilife Shell, Contagion

Steed of the Apocalypse

You are accompanied by a steed as fiery and passionate as you are and just as capable a warhorse as any. Starting at 1st level, you have a warhorse as your companion. You can decide how this horse looks. This horse is your faithful companion and steed. It will fight for you with all of its might as you both ride off gallantly in the battlefield together. If your horse is ever slain, you can use the bond you share as an warlock to restore it to life. With an 8 hour ritual and an offering of 25gp, you call forth your companion's spirit and bring it back to life, even if you don't have a single part of its original body. Should your steed ever die, the strain on your bond hinders your body and focus, and you have a -2 penalty on attack rolls, skill checks and saving throws until you return it to life.

The companion obeys your commands as best it can. It moves on your turn and you determine its actions, decisions, attitudes, and so on. This warhorse can attack in addition to dashing, disengaging or dodging for its action when mounted as per mounted combat rules. It uses your proficiency modifier, and gains proficiency in one skill of your choice. If you are incapacitated, your horse will try its best to protect you from danger whether it be a retreat or warding off attackers. If you are absent, the horse will spend all its efforts trying to find you. As you gain levels, so does your trusty companion. Your companion gains hit points and hit dice together with your character level. Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20.

As an action, you can temporarily dismiss your warhorse. It disappears into a pocket dimension where it awaits your summons, keeping the stats it had before it was dismissed. Whenever your warhorse is dismissed you may cast find familiar a number of times equal to your proficiency bonus, regaining use after you finish a short or long rest. Mechanically speaking, the spirit of your warhorse is being summoned as your familiar. While the warhorse is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

Rider's Bond

You and your steed are one. Starting at 6th level, when your steed is targeted by an attack, you may use your reaction and force the attack to target you instead.

Apocalypse Shield

Your manic energies of the apocalypse manifest and make you more impervious. Starting at 14th level, you get a +2 bonus to your AC.

Master of Death

The masses are helpless before you as you easily move twice as fast in their daze and awe. Harm, nay, death, cannot touch you, and you can choose its targets as well to withhold its sweet mercy if you so wish. Starting at 14th level, you gain advantage on death saving throws. Additionally, if a creature within range of your touch is reduced to 0 hit points, you can expend a reaction to touch them and have them instantly stabilize or die.


The Blind One

You have made a pact with an extraplanar entity formed of and fueled by the fears of mortals; your patron is associated with the primordial fear of shadows, night, darkness and the unknown. This entity is usually unable or unwilling to influence the material plane beyond granting supernatural abilities to those it believes will provide even more fear that it may feed on. If it has chosen you, it either believes you will make the fear of the dark widespread, or that you yourself will develop into a source of this fear.

Expanded Spell List

The Blind One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

The Blind One Expanded Spells
Spell Level Spells
1st sleep, fog cloud
2nd blindness/deafness, darkness
3rd fear, nondetection
4th greater invisibility, phantasmal killer
5th mislead, wall of force

Eyes of the Shadows

Beginning at 1st level, you can trade sight for something more flexible. When you complete a short or long rest, you can choose to become blinded and gain blindsight out to 40 feet, or choose to regain you normal forms of vision instead. The range of this blindisight increases by 20 feet when you reach 6th level (60 feet), 10th level (80), and 14th level (100), and is doubled while you are in darkness.

Pitch

At 6th level, you have started to meld with the darkness, and shadows stick and cling to you no matter how bright it is. While in an area of darkness, you are considered to have half cover, granting you a +2 bonus to your AC and Dexterity saving throws.

Still and Quiet

Beginning at 10th level, your very existence dulls the senses of other creatures. While in darkness, you are completely silent and making a successful attack no longer ends the invisible condition.

Dark Star

At 14th level, you learn the spells sunbeam and sunburst, which you can cast using warlock spell slots. They count as warlock spells for you, but they don’t count against your number of spells known. Spells cast this way create shadow instead of light; sunbeam creates an area of magical darkness in a range of 30 feet and reduces light to dim light for an additional 30 feet, sunburst dispels any magically created light and extinguishes open flames in its area, and both deal psychic damage in place of radiant.

Wizard

The wizard class receives a new subclass in this section.

Arcane Traditions

At 2nd level, a wizard gains the Arcane Traditions feature, which offers you the choice of a subclass. The Blood Arcana option is now available to you when making that choice.

Blood Arcana

The dreaded secrets of Blood Arcana are as incredible as they are terrifying, allowing a wizard to access overwhelming power... if they're willing to pay the crimson price. Practitioners of these grisly arts do not favor a traditional school of magic, and instead focus on the ability to augment spells through the perilous spilling of blood. One who dabbles in these taboo techniques is most commonly known as a blood mage.

Most societies fear blood mages and forbid their lurid studies, considering them both wicked and exceptionally dangerous, although a blood mage is not inherently evil. The mysteries of its power are typically learned away from prying eyes, whether gleaned from the lessons of a dubious master, from an ancient spellbook, or one's own grim experiments.

Many people confuse Blood Arcana with necromancy, but the truth is that the two practices are opposites. Necromancers harness the power of death, whereas blood mages harness the power of life. A blood mage is similar to a cleric focused on healing, but employs their practices in reverse. Whereas the cleric uses their magic to restore life, a blood mage does the unthinkable, and instead consumes life to power their magic.

Crimson Exchange

At 2nd level, you have learned to boost your spells with the power of blood.

When you cast a wizard spell with a spell slot, you can choose to take damage equal to double the level of spell slot you're using to cast the spell, and empower the spell with one of the three following effects:

  • If the spell has a more powerful effect when you cast it at a higher level, you instead cast the spell as if you had used a spell slot of one level higher (to a maximum of 9th level).
  • If the spell deals damage, it ignores damage resistances.
  • If the spell slot used is of 4th level or higher, you restore a 1st level spell slot.

The damage you take as part of this feature ignores resistances and immunities, and does not require you to make a Constitution saving throw to maintain your concentration. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Thicker Than Water

Starting at 2nd level, you have become accustomed to drawing blood for your magic. You can use a dagger as a spellcasting focus for your wizard spells.

Sanguine Kiss

Beginning at 6th level, you have learned to use the blood of others to bolster your spells. As a bonus action, you can make a melee weapon attack with a dagger against a creature. On a hit, the target suffers the attack’s normal effects + damage of the same type equal to half your wizard level rounded down. If the creature was not an undead or construct, you can subtract the damage dealt from the damage you take as part of your Crimson Exchange, if you use it by the end of the turn.

You may use this feature once, and regain the ability to use it after finishing a short or long rest.

Ruby Withering

Starting at 10th level, when you affect one or more creatures with a spell empowered by your Crimson Exchange feature, you may choose to prevent any number of affected creatures from regaining hit points until the end of their next turn.

Scarlet Sacrifice

At 14th level, you learn to unleash overwhelming spell attacks through the reckless sacrifice of your own health.

When you use Crimson Exchange, you can choose to take additional damage equal to the level of the spell slot you're using and become unable to regain hit points until the end of your next turn. If you do so, you may choose two of the available Crimson Exchange options instead of one, and you have advantage on any attack rolls made as part of the spell.

All other rules of Crimson Exchange still apply.

School of Minor Magic

While other wizards might attempt to master the strongest of spells, wizards of this school have instead gone down the humble path of achieving mastery over the simplest spells.

Cantrip Savant

Beginning when you choose this school at 2nd level, you learn two additional cantrips of your choice from the wizard spell list. Every time you gain a new level in this class, you can replace these additional cantrips for new ones from the wizard spell list.

In addition, over the course of a long rest, you can replace one cantrip you know for a new one.

Empowered Cantrips

At 2nd level, you learn how to increase the power of your cantrips by casting them using your spell slots. You can spend a spell slot of 1st-level or higher to cast a cantrip you know. When you spend a spell slot to cast a cantrip, you gain one of the following benefits, depending on the cantrip:

  • You roll one additional damage die, plus one for each level of the spell slot, if the cantrip causes damage.
  • The cantrip increases its duration from 1 round to 1 minute for 1st and 2nd-level spell slots; to 10 minutes for 3rd and 4th-level spell slots; and to 1 hour for spell slots of 5th-level or higher.

If a cantrip would be elegible for more than one of these benefits, you must choose one when you cast it using a spell slot.


Effective Cantrips

Beginning at 6th level, you can add your Intelligence modifier to the damage of your wizard cantrips.

Speed Casting

At 10th level, you can cast any of your wizard cantrips that require an action as a bonus action.

Major Cantrips

Starting at 14th level, whenever you cast a cantrip that deals damage, the target takes half damage if you miss the attack or on a successful save, instead of no damage.

In addition, whenever you cast a cantrip that doesn't cause damage on your turn, you gain temporary hit points equal to your wizard level. You lose these temporary hit points on the start of your next turn.

Chapter 6: Spells

Spells

This section contains new spells that the DM may add to a campaign, making them available to player characters and monster spellcasters alike. The Spells table lists the new spells, ordering them by level. The table also notes the school of magic of a spell, whether or not it requires concentration, whether or not it bears the ritual tag, and which classes have access to it.

If you'd like to use any of these spells, talk to your DM, who may allow some, all, or none of them.

Spells
Level Spell School Conc. Ritual Class
0 False Flame Illusion No No Bard, Druid, Sorcerer, Wanderer, Warlock, Wizard
0 Call of the Wild Enchantment Yes No Druid
0 Magic Dart Evocation No No Artificer, Bard, Shaman, Sorcerer, Wanderer, Warlock, Wizard
1st Flood of Recollection Divination No Yes Artificer, Druid, Shaman, Sorcerer, Wanderer, Wizard
1st Rewind Transmutation No No Artificer, Spellshaper, Wanderer
2nd Chaos Warp Conjuration No No Bard, Sorcerer, Wanderer, Warlock
2nd Force Complacency Enchantment Yes No Bard, Wanderer, Warlock
2nd Spectral Hand Conjuration Yes No Bard, Sorcerer, Wanderer, Warlock, Wizard
2nd Spell Pierce Abjuration No No Bard, Shaman, Sorcerer, Spellshaper, Wanderer, Warlock, Wizard
3rd Disrupt Reality Transmutation Yes No Spellshaper, Wanderer
3rd Glimpse Divination Yes No Wanderer
4th Armor of the Ancients Abjuration No No Paladin, Wanderer
5th Summon Time Wraith Conjuration Yes No Wanderer
5th Redirect Abjuration N No Bard, Sorcerer, Wanderer, Warlock, Wizard
6th Eyes of Time Divination Yes Yes Wanderer
7th Heart Attack Necromancy No No Sorcerer, Warlock, Wizard
8th Power Word Forget Enchantment No No Bard, Sorcerer, Wanderer, Warlock, Wizard

Spell Descriptions

The spells are presented in alphabetical order.

Armor of the Ancients

4th-level abjuration


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

You call on the power of your ancestors to protect you. Glowing spectral armor that covers you and your gear appears around you, granting you a +5 bonus to AC for the duration.

Call of the Wild

Enchantment cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute

With a prayer to nature itself, you call forth the primal energy of your wild shape. You must take a wild shape within 1 minute of casting this spell, or the effect fades. Your first attack in beast form has advantage and deals an additional 1d6 damage.

This spell's effect increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Chaos Warp

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

You draw on the mystical powers of chaos, and twist the space around another creature you can see within range. The target must succeed on a Constitution saving throw (it can choose to fail). If the target fails, roll a d10.

Result Effect
1-2 The space converges on the target, doing 2d6 psychic damage.
3-4 The space around the target shines a bright light, ending one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
5-6 The space around the target exudes tranquility, causing the target to regain 3d6 hitpoints.
7-8 The target is teleported to an unoccupied space of their choice that they can see within range.
9-10 The target is teleported to an unoccupied space of your choice that you can see within range.

Disrupt Reality

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (shards of a broken mirror)
  • Duration: Instantaneous

You draw forth the power of the void to destabilize the rules of reality for up to 3 creatures you can see within range. They must succeed on a Wisdom saving throw or reroll their initiative.

False Flame

Illusion cantrip


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 10 minutes

A flame, equivalent in brightness to a torch, springs from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't harm creatures or objects.

Eyes of Time

6th-level divination


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

After drawing on the flow of time itself, you temporarily have access to the knowledge of the entire history of this world. For the duration of the spell you can accurately recall any fact from the world’s history and make Intelligence (History) checks with advantage, if you fail a history check while using this you know the very basics of whatever you were attempting your history check on.

Flood of Recollection

1st-level divination


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

Name or describe a person, place, or object. The spell brings to your mind a brief summary of your past interactions with the thing you named. The recalled interactions can be from any point in time, even if they took place while you were unconscious.

Force Complacency

2nd-level enchantment


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a small piece of leather or hide)
  • Duration: Concentration, up to 5 minutes

You attempt to force a humanoid that you can see within range to cooperate. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

The charmed creature regards you as a friendly acquaintance and can’t speak a deliberate lie. When the spell ends, the creature knows it was charmed by you.

Glimpse

3rd-level divination


  • Casting Time: 10 minutes
  • Range: Self
  • Components: V, S, M (a spellcasting focus)
  • Duration: Concentration, up to 1 minute

You can hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw. If the target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours. On a failed save, you can hear the target's voice and any voice around the target that the target can hear for the duration.


Heart Attack

7th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a small animal's heart, crushed when casting the spell)
  • Duration: Instantaneous

You wrap a spectral hand around the heart of a giant-sized target or smaller within range and squeeze. The target must make a Constitution saving throw, and then roll a d12 and consult the following Spell Effect Table. If they pass their saving throw they may add 3 to the roll.

Result Effect
1 The target's heart explodes causing instant death.
2-4 The target's heart collapses reducing them to 0 hp.
5-10 The target is paralysed for 1d4 rounds, taking 4d6 necrotic damage at the start of their turn on each round.
11+ The target suffers excruciating heart tremors doing 4d6 necrotic damage.

At Higher Levels. When you cast this spell using a 8th level spell slot or higher, you can target one additional creature per spell slot expended.

Magic Dart

Evocation cantrip


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Instantaneous

You create a small glowing dart of magical force, which hits a creature of your choice that you can see within range. The target takes 1d3 force damage. Any spell or effect that blocks the magic missile spell also blocks this spell.

This spell's damage increases when you reach 5th level (1d4), 11th level (1d6), and 17th level (2d6).

Power Word Forget

8th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V
  • Duration: Instantaneous

You utter a word of power that can compel one creature you can see within range to forget an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. If the creature you choose has 100 hit points or fewer, it permanently loses all memory of the event. Otherwise, this spell has no effect.

Redirect

5th-level abjuration


  • Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you cast a spell.
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You attempt to redirect a spell cast by another creature. If the creature cast a spell of 3rd level or lower, you may change the target of that spell to another legal target within 60 feet of you. If it cast a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, you may change the target of that spell to another legal target within 60 feet of you.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the creature's spell is redirected if its level is less than or equal to the level of the spell slot you used -2.

Rewind

1st-level Transmutation


  • Casting Time: 1 Reaction when you miss a spell attack
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You step back in time to prevent your failure. You can reroll a missed 1st level spell or cantrip attack. If you still miss, you may cast this spell again as a free action to repeat the roll.

You spend spell slots each time you cast this spell as normal, no matter if is the first time you cast it in your turn or not. Rewind is considered part of the spell that you are recasting.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you may reroll a missed spell attack of the same or lower level as the slot expended.


Spectral Hand

2nd-level conjuration


  • Casting Time: 1 bonus action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You create a floating, spectral hand within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the hand. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

As a bonus action on your turn, you can move the hand up to 20 feet and repeat the attack against a creature within 5 feet of it.

You can also use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. The hand can’t activate magic items or carry more than 15 pounds.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 and the weight the hand can carry increases by 5 pounds for each slot level above 2nd.

Spell Pierce

2nd-level abjuration


  • Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell.
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell. You make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

Summon Time Wraith

5th-level conjuration


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (a broken hourglass)
  • Duration: Concentration, up to 1 hour

You call forth a time wraith. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Time Wraith stat block. The creature resembles a cloaked human without any discernable facial features. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.


Time Wraith

Medium aberration


  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points 50 + 10 for each spell level above 5th
  • Speed 30ft., fly 30ft (hover)

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 10 (+0) 16 (+3) 16 (+3) 9 (-1)

  • Senses passive Perception 16
  • Languages understands the languages you speak
  • ChallengeProficiency Bonus equals your bonus

Regeneration. The time wraith regains 5 hit points at the start of its turn if it has at least 1 hit point.

Actions

Shadowy Claws. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft., one target. Hit 1d10 + 4 + the spell's level slashing damage.

Chronos Screech. Ranged Spell Attack: your spell attack modifier to hit, range 60ft., one target. Hit 1d8 + 4 + the spell's level psychic damage. A creature hit by this attack has disadvantage on attack rolls until the start of the time wraith's next turn

Chapter 7: Bestiary

Cephalids

Cephalids are anthropomorphic octopus-like creatures, having tentacles and highly flexible bodies. Cephalids live in the depths of the oceans. They have a more developed skeletal structure than normal octopi possess. They are able to live outside water for a brief period, but they have difficulty breathing air and dry out if they stay emerged for too long without magical aid.

Tyrannical Monarchs. Cephalids have a monarchic system of government ruled by an emperor with a strong aristocratic hierarchy. In general, they are greedy creatures that want nothing more than power and control. Cephalids tend to be extremely cunning and manipulative, often plotting behind people's backs in an effort to climb up the social ladder. As a result, high-ranking cephalids tend to be either extremely paranoid or fall victim to assassins.

Selfish Sea Dwellers. Cephalids dislike most other races, with particular hatred being reserved for air-breathers, including both surface dwellers and sea mammals such as whales and seals. They also have great contempt for the sea creatures living near the bottom of the ocean. One race of creatures that does sometimes agree with them are the merfolk, though they see themselves at a higher standing after having overthrown the merfolk imperial family in the past.


Cephalid

Medium humanoid (cephalid), lawful evil


  • Armor Class 15
  • Hit Points 22 (5d8)
  • Speed 30ft., swim 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 8 (-1) 8 (-1) 16 (+3) 12 (+1) 6 (-2)

  • Senses darkvision 120ft., passive Perception 13
  • Languages Aquan
  • Challenge 1/2 (100 XP)

Water Breathing. The cephalid can breathe only underwater.

Hold Breath. While out of water, the cephalid can hold its breath for 1 hour.

Actions

Tentacles. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 10 (1d4 + 2) bludgeoning damage. If the target is a creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the cephalid can't use its tentacles on another target.

Beak. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) piercing damage.



Cephalid Emperor

Medium humanoid (cephalid), lawful evil


  • Armor Class 16
  • Hit Points 45(9d8 + 5)
  • Speed 30ft., swim 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 8 (-1) 18 (+4) 12 (+1) 6 (-2)

  • Senses darkvision 120ft., passive Perception 13
  • Languages Aquan
  • Challenge 2 (450 XP)

Water Breathing. The cephalid can breathe only underwater.

Hold Breath. While out of water, the cephalid can hold its breath for 1 hour.

Actions

Multiattack. The cephalid makes two attacks, either with its tentacles or beak.

Tentacles. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 10 (1d4 + 2) bludgeoning damage. If the target is a creature, it is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the cephalid can't use its tentacles on another target.

Beak. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) piercing damage.

Foxes


Fox

Small beast, unaligned


  • Armor Class 13 (Natural Armor)
  • Hit Points 11(2d6 + 2)
  • Speed 24ft.

STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 10 (+0) 7 (-2) 12 (+1) 7 (-2)

  • Condition Immunities Perception +3, Stealth +4
  • Senses passive Perception 11
  • Languages None
  • Challenge 1/4 (50 XP)

Keen Hearing and Smell. The fox has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The fox has advantage on an attack roll against a creature if at least one of the fox's allies is within 5 feet of the creature and the ally isn't incapacitated.

Pounce. If the fox moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 8 Strength saving throw or be knocked prone. If the target is prone, the fox can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 1) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.



Dire Fox

Medium beast, unaligned


  • Armor Class 14 (Natural Armor)
  • Hit Points 35 (5d8 + 10)
  • Speed 50ft.

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 12 (+1) 9 (-1) 16 (+3) 7 (-2)

  • Skills Perception +5, Stealth +5
  • Senses passive Perception 13
  • Languages None
  • Challenge 1 (200 XP)

Keen Hearing and Smell. The fox has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The fox has advantage on an attack roll against a creature if at least one of the fox's allies is within 5 feet of the creature and the ally isn't incapacitated.

Pounce. If the fox moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 9 Strength saving throw or be knocked prone. If the target is prone, the fox can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 2) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Mirrorwing Entity

Legends speak of a mysterious creature that would descend from the heavens, shrouded in rainbow lights, and protect powerful mages with its life.

We now know that creature to be a mirrorwing entity, a powerful creature that can be summoned only by the most powerful of mages.

Shifting Form. A mirrorwing entity's physical form rarely stops moving. The only part of its body that is recognizable are the massive crystalline wings that extend from it, shimmering with every color ever seen.

Among the neverending debate on the mirrorwing entity's true form, there are those who claim to have seem it in the the form of a distinct dragon. However, when asked to identify the type of dragon, they are unable to and their claims then get brushed off.

Dutiful Protector. Mirrorwing entities are brought to life by being summoned by a powerful mage. They are then magically bound to protect their summoner with their life. If something should happen that an entity's summoner dies before the mirrorwing entity, the entity runs rampant. A mirrorwing entity without a summoner to protect is widely regarded as the most dangerous thing one could possibly encounter.

Intellectually Bound. Each mirrorwing entity is mentally connected to their summoner. The entity relies on it's summoner for even basic cognitive functions. The mirrorwing entity can still think and function indepent of its summoner, but its intellect is directly bound to its summoner's. For this reason, if a summoner dies before a mirrorwing entity, the entity runs out of control and acts almost childish.



Mirrorwing Entity

Large aberration, lawful neutral


  • Armor Class 16
  • Hit Points 104 (13d10 + 33)
  • Speed 60ft., fly 30ft.

STR DEX CON INT WIS CHA
17 (+3) 18 (+4) 16 (+3) 12 (+1) 18 (+4) 9 (-1)

  • Saving Throws Dex +7, Wis +7
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagial attacks
  • Senses darkvision 60ft., passive Perception 14
  • Languages understands the languages known by its summoner but can't speak
  • Challenge 8 (3,900 XP)

Shine Bright. When mirrorwing entity is damaged by a melee attack, it can force the attacker to make a Constitution saving throw (DC 16). On a failed save the attacker becomes blinded for 30 seconds, on a successful save this feature has no effect.

Actions

Multiattack. The mirror entity can make two claw attacks each turn.

Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 7 (1d8 + 3)

Light Breath. The mirrorwing entity exhales light in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 16 (4d8) radiant damage on a failed save, or half as much damage on a successful one.


Myr

Myr are small, humanoid, metallic creatures. They appear cute and innocent at first sight, but don't let their appearance fool you. They are overprotective and aggressively territorial creatures.

Artificial Origins. Myr were initially created by an artificer in ancient times, but they quickly learned and grew to despise their creator. The myr revolted and mercilessly killed their creator, learning how to create more of their kind on their own before departing to find their place in the world.

Strength in Numbers. Physically weak, myr are easy prey for scavengers. This vulnerability forces them to band together. Their superior numbers can win battles against powerful adversaries, but often with massive casualties on the myr side.

Miners and Builders. Myr take after the artificer that created them; they love to tinker and build. Their lairs consist of low tunnels lined with metal; these conditions allow them to move about easily, but hinders larger creatures. Myr also riddle their lairs with traps. Their traps tend to be intricate and insidious, sometimes even involving the use of other creatures. A trip wire might connect to a spring-loaded trap that hurls hot coals or flings crates of venemous snakes at intruders.


Myr

Small construct (myr), lawful evil


  • Armor Class 13
  • Hit Points 10 (2d6 + 4)
  • Speed 30ft.

STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 9 (-1) 12 (+1) 7 (-2) 6 (-2)

  • Senses passive Perception 6
  • Languages
  • Challenge 1/4 (50 XP)

Pack Tactics. The myr has advantage on an attack roll against a creature if at least one of the myr's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2)

Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Chapter 8: Magical Items


Magic Items

Magic items are presented in alphabetical order. A magic item's description gives the item's name, its category, its rarity, and its magical properties.

Fist of Suns

Wondrous item, very rare (requires attunement)

A pair of metal gauntlets that shine with the light of the sun.

While wearing this gauntlet, as an action, you can pay lower level spell slots to cast higher level spells (e.g. paying 2 2nd level spell slots to cast a 4th level spell, or a 1st level slot, 2nd level slot, and a 3rd level slot to cast a 6th-level spell, etc.) or break higher level spell slots into lower level spell slots. When you overshoot the spell slot level while adding up to a spell slot, (e.g. adding two 3rd level spell slots to cast a 5th level spell with a remainder of 1) or break down a higher level spell slot into lower level spell slots, you will cause a Wild Surge as per the Wild Surge Table on page 104 of the Player's Handbook.

You cannot upcast spells using this ability (e.g. you can only cast fireball at 3rd level using this ability even if you have the ability to upcast it otherwise).

Fist of Suns can only create spell slots up to the highest level spell you can cast.

Skeleton Key

Wondrous item, rare

A bony, black key that glows with a faint, white light.

You can use this key to open any lock without requiring a check of any kind.

Spell Scroll

Wondrous item, uncommon

An ancient scroll inscribed with instructions for casting a single spell.

The inscribed spell can be cast by using an action and reading the scroll aloud. The casting of this spell only requires the verbal component of reading the scroll. The scroll vanishes after the spell has been cast.

Spell Smasher

Wondrous item, uncommon

A small, technicolor pearl pulsing with magical energy.

You can expend two spell slots of the appropriate level to cast a spell into the pearl. The pearl then holds the spell and will automatically cast the spell on every valid target within a 5 foot radius of the pearl when it is broken.

Strionic Resonator

Wondrous item, very rare (requires attunement)

A forked, metal contraption that hums with magic.

Whenever you cast a spell using a 3rd level spell slot or lower, you may copy that spell as part of the casting, and you may choose different targets for the copy.