Harrison’s Handbook of Heroes


A collection of new player options made for the fifth edtion of the world’s greatest role playing game

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Artificer Specialist: The Gunsmith

The Gunsmith is a master of arcane craftsmanship, especially when it comes to weapons. These intrepid inventors are defined by their unique Spellshot Blasters, custom-made firearms imbued with raw arcane energy. With a keen eye for detail and an innate connection to the mystic forces, a Gunsmith brings to life these intricate weapons, each one a work of art in its own right.

Tools of the Trade

3rd-level Gunsmith feature

You gain proficiency with smith’s tools or woodcarver’s tools (your choice). If you already have both of these proficiencies, you gain proficiency with one other type of artisan’s tools of your choice.

Gunsmith Spells

3rd-level Gunsmith feature

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

Gunsmith Spells
Artificer Level Spells
3rd magic missile, hail of thorns
5th shatter, scorching ray
9th conjure barrage, lightning bolt
13th ice storm, vitriolic sphere
17th conjure volley, destructive wave

Spellshot Blaster

3rd-level Gunsmith feature

You know how to channel your arcane power through a certain object to make it your Spellshot Blaster. When you finish a long rest, you can use smith’s or woodcarver’s tools to imbue raw arcane magic into any tiny or small non-magical object, and make it your Spellshot Blaster.

You can use your Spellshot Blaster as an arcane focus for your Artificer spells. You can also use one of your infusions on your Spellshot Blaster. You can only have 1 Spellshot Blaster at a time. If you try to make another one, the old one falls into disrepair.

Your Spellshot Blaster also counts as a magical, simple, and ranged (60/120) weapon in which you are proficient. It uses your Intelligence modifier for attack and damage roles, and deals 1d10 force damage on a hit.

Spellshot Surge

3rd-level Gunsmith feature

You’ve learned how to unleash special magical effects with some of your shots. When you gain this feature, you learn Spellshot Smite, and two other Spellshot Surge options of your choice (see “Spellshot Surge Options” below).

When you fire a shot from your Spellshot Blaster as part of the Attack action, you can apply one of your Spellshot Surge options to that shot. You decide to use the option when the shot hits a creature, unless the option doesn’t involve an attack roll. You cannot use more than one Spellshot Surge per attack.

Each Spellshot Surge has a Surge Point cost, which is what fuels these special attacks. You have a number of Surge Points equal to your Proficiency Bonus and regain all expended points at the end of a short or long rest.

Additionally, you may expend an unused spell slot instead of using Surge Points to fuel a Spellshot Surge. You may also use a combonation of both spell slots and Surge Points if you wish. Each spell slot is worth a number of Surge Points equal to the spell slot’s level.

You gain an additional Spellshot Surge option of your choice when you reach 5th, 9th, and 15th level. Whenever you finish a long rest, you can replace one or more Spellshot Surge you know with a different one.

Extra Attack

5th-level Gunsmith feature

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Elite Marksmanship

9th level Gunsmith feature

Your Spellshot Blaster now scores a critical hit on an attack roll of 19 or 20.

Overloaded Ammunition

15th level Gunsmith feature

You can now use as many Spellshot Surges as you want with each attack, provided you expend the necessary Surge Points or spell slots to fuel them.

Spellshot Surge Options

The Spellshot Surge feature lets you choose options for it at certain levels. The options are presented here. They are all considered magical effects.

If a Spellshot Surge option requires a saving throw, it uses your Artificer spell save DC.

Disarming Shot

1 Surge Point

Your shot is extra impactful, with the potential to blast an object from a creature’s hands. It must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed up to 10 feet away from them.

Forceful Shot

1 or more Surge Points

Your shot carries a large amount of impactful arcane energy. For each Surge Point spent, the target takes an additional 1d4 force damage, and is pushed back up to 10 feet away from you in a straight line.

Homing Shot

1 Surge Point

Your shot uses arcane magic to track its opponent. When you make a Spellshot Blaster attack against a creature, you can gain advantage on that attack roll (you choose to do this after roll the die, but before the DM says whether it will hit or not).

Phasing Shot

1 Surge Point

Your shot phases with magic, allowing it to travel through solid objects. When you use this option, you don’t make an attack roll for the attack. Instead, the shot shoots forward in a line, which is 1 foot wide and 60 feet long. The shot passes harmlessly through objects, ignoring cover.

Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the shot, plus 1d4 force damage. On a successful save, a target takes half as much damage.

Spellshot Smite

1 or more Surge Points

Your shot becomes infused with untamed arcane power. For each Surge Point spent, the attack deals an extra 1d8 force damage.

Toxic Shot

2 Surge Points

Your shot is loaded with toxic magic. The target takes an extra 2d6 poison damage. At the beginning of each of its turns, it must make a Constitution saving throw. On a failure, it takes another 2d6 poison damage. On a success the condition ends. Otherwise, the toxin lasts for 1 minute or until you use this Spellshot Surge again.

Vampiric Shot

2 Surge Points

Your shot is infused with necromancy magic. You heal for half the amount of damage done to the target (rounded up).

Wild Shot

1 Surge Point

Your shot is infused with wild magic. The attack deals an additional 1d10 force damage. In addition, roll on the Sorcerer’s Wild Magic Surge table to create a magical effect.

 

 

Primal Path: Path of the Sunbreaker

Barbarians who walk the Path of the Sunbreaker channel the scorching power of the sun itself, wielding a flaming hammer to unleash devastating strikes upon their enemies. These mighty warriors harness the fury of the flames of Sol, becoming living beacons of incandescent power on the battlefield.

Hammer of Sol

3rd-level Path of the Sunbreaker feature

You have learned how to meld the burning flame of Sol into a great weapon. While you are not holding anything, you can form a Hammer of Sol in your hands (no action required). You can also dismiss this weapon in the same manor.

This counts as a magical greataxe with the following changes:

  • It is made of pure Solar flames and sheds bright light in a 20ft radius, and dim light for an additional 20ft.
  • Its damage becomes fire, and if you make an attack with it as part of the Attack action on your turn, you can use your bonus action to make another attack with it. The damage die for this special attack is 1d4.

Sol Invictus

3rd-level Path of the Sunbreaker feature

You have learned how to use the fire of Sol to form Sunspots. Whenever you damage an enemy with your Hammer of Sol, you may choose to create a Sunspot on the enemy you damaged. A Sunspot is a 5ft diameter cylinder made of Solar flame.

When you create a Sunspot, each enemy within a 15ft radius of it must make a Dexterity saving throw (DC = 8 + your Proficiency bonus, + your Strength modifier) or take 1d6 fire damage. Any ally within this area (including you) heals for 1d6 instead.

Any enemy that starts or ends their turn in a Sunspot takes 1d6 fire damage. If you or any ally starts or ends their turn in a Sunspot, they heal for 1d6 instead. A creature can only take damage or heal from sunspots once per turn. A Sunspot will last until the end of your next turn.

You may use this ability a number of times equal to your Strength modifier and regain all expended uses after a long rest.

The damage and healing of your Sunspots increase as you level up. The dice increase to 2d6 at 6th level, 3d6 at 10th level, and 4d6 at 14th level.

Roaring Flames

6th-level Path of the Sunbreaker feature

You have learned how to harness the flame of battle to make your Hammer of Sol stronger. Whenever you damage an enemy with your Hammer of Sol, you may add an extra 1d6 fire damage to the next damage roll you make with your Hammer of Sol. This effect lasts until the end of your turn.

Sol Warrior

10th-level Path of the Sunbreaker feature

Your connection to the power of Sol has grown stronger, enhancing your Solar abilities.

  • You gain resistance to fire damage. Additionally your Path of the Sunbreaker abilities ignore resistance to fire damage.
  • Whenever you enter a rage, you gain the effects of Roaring Flames.
  • When you take damage from any source, you may use your reaction to create a Sunspot on your location. Once you use this feature, you cannot do so again until you finish a short or long rest, or you use up one of your remaining uses of your Sol Invitcus feature.

Consecration

14th-level Path of the Sunbreaker feature

You have learned how to harness the power of Sol in a way that unleashes a devastating wave to your enemies. As an action on your turn you can slam your Hammer of Sol into the ground. This creates a 30ft cone, where any creature that you choose inside the cone must make a Dexterity saving throw (DC = 8 + your Proficiency bonus, + your Strength modifier).

On a failure, a creature takes fire damage equal to 3d12 + your Strength modifier, or half as much on a success. This also creates Sunspots at the location of every creature who caught in this attack, and at your location. These Sunspots do not deal damage in a 15ft radius like regular ones do when created.

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

 

 

Bard College: College of Conduction

Barbarians who walk the Path of the Sunbreaker channel the scorching power of the sun itself, wielding a flaming hammer to unleash devastating strikes upon their enemies. These mighty warriors harness the fury of the flames of Sol, becoming living beacons of incandescent power on the battlefield.

Animated Instrument

3rd-level College of Conduction feature

As an action, you can expend a Bardic Inspiration to magically animate an instrument you possess, or create a spectral version of one you are proficient with. It appears in an unoccupied space of your choice within 30 feet of you.

The instrument is friendly to you and your companions, and it obeys your commands. See its game statistics in the accompanying Animated Instrument stat block, which uses your proficiency bonus (PB) in several places.

In combat, the instrument acts on your initiative. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, it can take any action of its choice, not just Dodge.

The intrument remains until it is reduced to 0 hit points, until you use this feature to summon another instrument, or until you die.

Sol Invictus

3rd-level College of Conduction feature

You have learned how to use the fire of Sol to form Sunspots. Whenever you damage an enemy with your Hammer of Sol, you may choose to create a Sunspot on the enemy you damaged. A Sunspot is a 5ft diameter cylinder made of Solar flame.

When you create a Sunspot, each enemy within a 15ft radius of it must make a Dexterity saving throw (DC = 8 + your Proficiency bonus, + your Strength modifier) or take 1d6 fire damage. Any ally within this area (including you) heals for 1d6 instead.

Any enemy that starts or ends their turn in a Sunspot takes 1d6 fire damage. If you or any ally starts or ends their turn in a Sunspot, they heal for 1d6 instead. A creature can only take damage or heal from sunspots once per turn. A Sunspot will last until the end of your next turn.

You may use this ability a number of times equal to your Strength modifier and regain all expended uses after a long rest.

The damage and healing of your Sunspots increase as you level up. The dice increase to 2d6 at 6th level, 3d6 at 10th level, and 4d6 at 14th level.

Roaring Flames

6th-level College of Conduction feature

You have learned how to harness the flame of battle to make your Hammer of Sol stronger. Whenever you damage an enemy with your Hammer of Sol, you may add an extra 1d6 fire damage to the next damage roll you make with your Hammer of Sol. This effect lasts until the end of your turn.

Consecration

14th-level College of Conduction feature

You have learned how to harness the power of Sol in a way that unleashes a devastating wave to your enemies. As an action on your turn you can slam your Hammer of Sol into the ground. This creates a 30ft cone, where any creature that you choose inside the cone must make a Dexterity saving throw (DC = 8 + your Proficiency bonus, + your Strength modifier).

On a failure, a creature takes fire damage equal to 3d12 + your Strength modifier, or half as much on a success. This also creates Sunspots at the location of every creature who caught in this attack, and at your location. These Sunspots do not deal damage in a 15ft radius like regular ones do when created.

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

 

 

Divine Domain: Gravity Domain

Clerics of the Gravity Domain wield the fundamental forces of attraction and motion. They are masters of manipulating gravitational energies, shaping the battlefield to their advantage and exerting control over their foes. These Clerics draw power from celestial bodies and gravitational fields, harnessing the force of gravity to protect their allies and punish their enemies.

Domain Spells

1st-level Gravity Domain feature

You gain domain spells at the cleric levels listed in the Gravity Domain Spells table. See the Divine Domain class feature for how domain spells work.

Gravity Domain Spells
Cleric Level Spells
1st catapult, jump
3rd earthbind, levitate
5th erupting earth, slow
7th resilient sphere, stone shape
9th hold monster, telekinesis

Light Presence

1st-level Gravity Domain feature

Your presence exudes a light gravitational aura, making it easy for yourself and nearby allies to move. While you are not incapacitated, your movement speed increases by 5ft, and any ally that starts their turn within 5 feet of you gains 5 feet of movement speed until the end of their turn.

Forceful Attacks

1st-level Gravity Domain feature

You can interpose gravitational force on your weapon attacks. When you hit a creature with an attack, you can impose one of the following effects on that target:

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 10ft away from you.

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

Bonus Proficiencies

1st-level Gravity Domain feature

You gain proficiency with martial weapons and heavy armor.

Channel Divinity: Gravitational Well

2nd-level Gravity Domain feature

You can use your Channel Divinity to hurl a gravitational sinkhole to disrupt the battlefield.

As an action, you can use your Channel Divinity to create a localized gravitational well at a point of your choosing within 30 feet of you, which lasts for 1 minute. The area within a 20-foot radius of the chosen point becomes difficult terrain for everyone except you, and all creatures that you choose in that area must make a Strength saving throw against your spell save DC or be pulled 10 feet toward the center of the well and take 1d8 force damage.

On a successful save, a creature is not pulled and doesn’t take damage. If a creature starts their turn inside the radius, you can choose to make them repeat the saving throw, and if they fail they are pulled 10 feet toward the center of the well and take another 1d8 force damage. If a target already at the center of the well, then instead of being pulled 10 feet, their movement speed decreases by 10 feet until the end of their turn.

Gravity Anchor

6th-level Gravity Domain feature

When a creature you can see within 30 feet of you moves, you can use your reaction to anchor them to the ground. The creature’s speed halves and they have disadvantage on Dexterity saving throws until the end of your next turn.

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

Gravitational Strike

8th-level Gravity Domain feature

You gain the ability to infuse your attacks with gravitational force. Once on each of your turns when you hit a creature with a weapon attack or one of your Cleric cantrips, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Master of Gravity

17th-level Gravity Domain feature

You have become a master of gravitational energy around objects. You can cast the Telekinesis spell at will, and without the verbal component.

 

 

Druid Circle: Circle of Winter

Druids of the Circle of Winter have communed with the fridged, dark power that is Stasis. Very few Druids follow this circle, as it takes great power of the mind to resist the tempation and dark urges that Stasis can inflict on its users. Those who can weild this power anticipate the sudden arrival of a storm or danger at all times, and believe that wisdom involves knowing when to swim with the current, and when to go against it.

Winter Druids like to reside in secluded ares that live on the edge of society. In battle, they bombard and freeze their foes with Stasis. They invoke the power of the winter, influencing themselves and those around them with all of the chilling nature of a fierce blizzard.

Circle Spells

2nd-level Circle of Winter feature

Your bond with the power of Stasis grants you access to certain spells. At 2nd level you learn the ray of frost cantrip. It is a druid cantrip for you, and can’t be replaced when you gain a level in this class. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Storms Spells table.

Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. 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 Winter Spells
Druid Level Spells
3rd gust of wind, shatter
5th sleet storm, slow
7th conjure minor elemental, ice storm
9th cone of cold, conjure elemental

Penumbral Blast

2nd-level Circle of Winter feature

You can use a bonus action on your turn to conjure an icy scepter, and fire a blast of Stasis energy at a creature you can see within 10ft of you. Make a ranged spell attack against the target. On a hit, they take 1d6 cold damage.

The damage die of this feature increases to 1d8 at 6th level 1d10 at 10th level and 1d12 at 14th level.

Winter’s Wrath

2nd-level Circle of Winter feature

You gain the ability to embrace the power of the freezing winter. As an action, you can expend a use of your Wild Shape feature to imbue your body with Stasis magic and gain 5 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits:

  • When you use your Penumbral Blast, its range increases by 20ft, and when you deal damage with it, roll the damage die a second time and add it to the total.
  • Once per turn you can add 1d6 cold damage to any damage roll you make. The damage die increases to 1d8 at 6th level 1d10 at 10th level and 1dl2 at 14th level.

These benefits last for up to 10 minutes, until you lose these temporary hit points, or until you use your Wild Shape again.

Iceflare Bolts

6th-level Circle of Winter feature

Your connection to the Stasis blizzard inside you has strengthened, granting you increased benefits while your Winter’s Wrath feature is active:

  • You gain resistance to cold damage.
  • You gain a +2 bonus to AC, as strips of ice cover your body.

Additionally, when you hit a target with your Penumbral Blast while Winter’s Wrath is active, their movement speed also decreases by 10ft feet until the end of your next turn. If you decrese their movement speed with Penumbral Blast while it is already decreased by this feature, they both stack, and their movement stays decreases until the end of your next turn.

If you ever decrease a creature’s speed to or below 0 with this feature, then that creature must succeed on a Constitution saving throw against your spell save DC or become stunned until the end of their next turn, as you freeze them with the power of Stasis. Once a creature has been stunned by this feature, they cannot be stunned by it again for the next 24 hours.

Duskfield Storm

10th-level Circle of Winter feature

Your bond with the power of Stasis enables you to call upon it to disrupt the battlefield around you. While your Winter’s Wrath feature is active, you can cast the sleet storm spell once without expending a spell slot. You can do so as part of the action used to activate the feature.

When you cast sleet storm with this feature, it has the following features:

  • Instead of requiring consentration, the spell lasts for its duration, or until your Winter’s Wrath feature ends.
  • Its area of affect changes to a 30ft radius centered on you, and it moves with you.
  • You and your allies are unaffected by the spell’s effects.

Once you cast sleet storm with this feature, you cannot do so again until you finish a long rest.

Whisper of Chains

14th-level Circle of Winter feature

Your connection to the dark power of Stasis has reached its peak, granting you increased defenses while Winter’s Wrath is active:

  • You gain immunity to cold damage.
  • Any critical hit against you counts as a normal hit instead.
  • You cannot be moved against your will, and your movement speed cannot be reduced, unless you’re incapacitated.

 

 

Martial Archetype: Mecha-Knight

Mecha-Knights are mighty warriors who pilot advanced Exo Frames, merging their combat prowess with cutting-edge technology. These fearless fighters integrate powerful weapons, armor enhancements, and advanced systems into their Exo Frames, allowing them to dominate the battlefield with incredible versatility. Masters of mechanical might, Mecha-Knights unleash devastating attacks, withstand tremendous punishment, and embody the perfect union of martial prowess and technological innovation.

Exo Frame

3rd-level Mecha-Knight feature

You have either found or made a device that can act as a sort of exterior Exo Frame. This could be a literal metal exoskeleton that goes over your armor, a device you keep on you that generates a magical field over your body, or something else that is visible and obvious to others. During a short or long rest, you can implement your Exo Frame into your armor. It can be removed from your armor in the same way.

While wearing the Exo Frame armor, you gain the following benefits:

  • If the armor normally has a Strength requirement, the Exo Frame armor lacks this requirement for you.
  • The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.
  • You can doff or don the armor as an action.

Enhancements

3rd-level Mecha-Knight feature

You have learned how to implement a certain number of enhancements into your Exo Frame. Starting at 3rd level when you gain this feature, you may implement up to two such enhancements in your Exo Frame at the end of a short or long rest. You may pick from the list of enhancements presented below. You may not pick an enhancement more than once.

Whenever you take a short or long rest, you may swap any of your enhancements for any other ones on the list. You can have a total number of active enhancements as shown on the Active Enhancements table shown here:

Active Enhancements
Fighter Level Active Enhancements
3rd 2
7th 3
10th 4
15th 5

Available Enhancements:

Shielding Matrix: The Exo Frame generates a protective shielding, providing a +1 bonus to AC as long as you are wearing non-magical armor.

Utility Extensor: The Exo Frame is equipped with versatile mechanical limbs that grant you a climbing speed equal to your walking speed.

Speed Boost Servos: The Exo Frame is outfitted with enhanced servos, granting a +10 feet bonus to your movement speed.

Sensor Suite Upgrade: The Exo Frame is equipped with advanced sensors. You gain Darkvision with a range of 60ft, and you cannot be surprised. If you already have Darkvision, you can add 30ft to its range.

Inertial Dampeners: The Exo Frame is equipped with inertial dampeners that reduce the impact of falls. You can use your reaction when you fall to reduce any falling damage you take by an amount equal to three times your fighter level.

Absorbent Plating: The Exo Frame is equipped with absorbent plating that harnesses the power of the elements. You can cast the Absorb Elements spell without a spell slot. Once you use this feature, you cannot do so again until you finish a short or long rest.

Energy Thrusters: The Exo Frame is equipped with energy thrusters that enhance your jumping capabilities. You are always under the effects of the jump spell.

Responsive Controls: The Exo Frame is equipped with extremely responsive controls. You gain a +3 bonus to your initiative rolls.

Integrated Arsenal

7th-level Mecha-Knight feature

You have learned how to integrate your weapons into your Exo Frame. During a short or long rest, you can integrate up to 2 weapons that you are proficient with into your Exo Frame. Integrated weapons gain the following benefits:

  • Your integrated weapons cannot be removed from you against your will.
  • Once on each of your turns, when you make a damage roll with an integrated weapon, you may deal an additional 1d6 force damage.
  • Integrated ranged weapons ignore the “loading” property.
  • Once per turn, you may switch between your integrated weapons freely.

Note that Inegrated weapons still count as being held.

Advanced Enhancements

10th-level Mecha-Knight feature

You’ve figured out how to increase the effectiveness of some of your Enhancements in your Exo Frame. Whenever you implement Enhancements into your Exo Frame, you may choose two of them to be Advanced Enhancements. Advanced Enhancements have increased abilities, which are detailed for every Enhancement below:

Shielding Matrix: You gain a +3 bonus to AC when an opportunity attack is made against you.

Utility Extensor: You no longer have to spend extra movement when traversing through difficult terrain.

Speed Boost Servos: You can take the Dash action as a bonus action.

Sensor Suite Upgrade: You gain Blindsense with a range of 20ft.

Inertial Dampeners: You gain resistance to falling damage.

Absorbent Plating: You gain resistance to one of the following damage types of your choice: acid, cold, fire, force, lightning, necrotic, poison, radiant, or thunder.

Energy Thrusters: Instead of your jump distance being trippled by the jump spell, your jump distance in quadrupled.

Responsive Controls: You gain advantage on initiative rolls.

Bulwark Defense

15th-level Mecha-Knight feature

You’ve enhanced your Exo Frame in a way that allows you to bunker down and provide cover for yourself and your allies. As a bonus action, you can enlarge your Exo Frame and increase its defenses. When you do this, you gain the following effects for 1 minute, or until you use a bonus action to return to normal:

  • If your size is smaller than large, then your size becomes large.
  • You have advantage on Stength checks and Strength saving throws.
  • You gain the effects of half cover.
  • Any creature that you choose within 30ft of you gains the effects of half cover, as the Exo Frame’s arms lash out to protect your allies. A creature loses this benefit if they are ever more than 30ft away from you and can gain it again by re-entering the radius.

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

Advanced Enhancement Master

18th-level Mecha-Knight feature

Your expertise at customizing and enhancing your Exo Frame has reached an all-time high. All of your Enhancements are now Advanced Enhancements.

 

 

Monastic Tradition: Way of the Tactician

The Way of the Tactician gives its students insights into the battlefield, and how to maneuver around it with skill. Many students of this monastic tradition see the battlefield not as a playground like a barbarian would, or a place to practice their magic like a wizard might, but as an academic problem, waiting to be solved.

Fighting Style

3rd-level Way of the Tactician feature

At 3rd level, you adopt a 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 something in the game lets you choose again. Whenever you gain a level in this class, you can replace a fighting style you know with another fighting style from the options below.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense (unarmored)

While you are wearing no armor, you gain a +1 bonus to AC.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

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.

Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Combat Superiority

3rd-level Way of the Tactician feature

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice from the list of Battle Master maneuvers found in the Player’s Handbook, as well as the expanded options found in Tasha’s Cauldron of Everything. If a maneuver requires a weapon attack, you can use a Monk Weapon or an unarmed strike. You can use only one maneuver per attack. When you gain a level in this class you can replace one maneuver you know with another maneuver of your choice.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.

You gain another superiority die at 6th level and one more at 17th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC equals 8 + your proficiency bonus + your Dexterity modifier, or your Ki save DC (your choice).

Superior Ki Attacks

6th-level Way of the Tactician feature

Whenever you use a maneuver, you may spend a Ki point to roll a d12 instead of expending a superiority die

Improved Combat Superiority

11th-level Way of the Tactician feature

All your superiority dice turn into d10s.

Master Tactician

17th-level Way of the Tactician feature

Your abilities as a tactician have reached their peak, granting you the following features:

  • Your superiority dice turn into d12s.
  • When you roll initiative and have no superiority dice remaining, you regain one superiority die.

 

 

Sacred Oath: Oath of Chaos

Paladins who take the Oath of Chaos have a taste for order and authority. They seek to live freely without the interference from any authority. There aren’t many traditions to this oath, as everyone who has tried to establish a tradition for the Oath of Chaos have become Oathbreakers for becoming too systematic and orderly.

TENETS OF CHAOS

Though Choas Paladins don’t have any distinct rules or traditions, they do usually have very similar motivations and ideals.

Chaos. Chaos is the natural order of the world. Order and law only exist to protect those in power.

Freedom. Personal freedom is valued above everything else. Law and order only limit one’s freedom.

Oath Spells

3rd-level Oath of Chaos feature

You gain oath spells at the paladin levels listed in the Oath of Chaos spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Chaos Spells
Paladin Level Spells
3rd chaos bolt, zephyr strike
5th pyrotechnics, shatter
9th enemies abound, thunder step
13th freedom of movement, phantasmal killer
17th destructive wave, steel wind strike

Channel Divinity

3rd-level Oath of Chaos feature

At 3rd level, you gain the following Channel Divinity options:

Chaotic Smite. You are able to harness pure chaos and inflict its power onto your ememies. When you use your Divine Smite feature, you can forgo expending a spell slot and dealing the normal extra damage to instead use your Channel Divinity to fuel this special version of a smite. This smite deals radiant damage equal to 1d20 + your Charisma modifier + your Paladin level.

Chaotic Ingredient. You can use your Channel Divinity to throw a little chaos into the mix of other creature’s actions. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction to give them either advantage or disadvantage on the roll (your choice). You can do so after they roll, but before the DM says whether the roll succeeds or fails.

Aura of Chaos

7th-level Oath of Chaos feature

When you or a firendly creature within 10 feet of you hits with an attack from a melee weapon, they can choose to add 1d10 radiant damage to the damage roll, and roll on the Sorcerer’s Wild Magic Surge table to create a magical effect.

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

Chaotic Warior

15th-level Oath of Chaos feature

In battle, your actions become unpredictable, as even you don’t know how your magic will aid you. At the start of each of your turns while in combat and you aren’t incapacitated, roll a d6 on the Chaos Magic table to determine a magical effect.

Chaos Magic Table
d6 Effect
1 Your AC increases by 1d4 until the start of your next turn.
2 You can add 1d4 to all of your weapon attack rolls this turn.
3 You can add 1d8 radiant damage to all your weapon damage rolls this turn.
4 You can add 1d4 to all saving throws you make until the start of your next turn.
5 You gain a 15ft flying speed this turn.
6 Your movement speed increases by 20ft for this turn.

True Chaos

20th-level Oath of Chaos feature

You have become a master of chaos, giving it full reign over your attacks. As an action on your turn, you can enter a trance that grants you the following feature for 1 minute:

You can make a special attack with a melee weapon you are holding that uses your action and bonus action, and cannot be used with your “Extra Attack” feature. This attack uses the same attack modifiers as your normal attacks, but its damage die becomes 1d100.

If you score a critical hit with this attack, you do not roll this damage again. Instead, roll 2d20s and add that to your damage on a critical hit. You still double the dice from all other features such as Divine Smite, Aura of Chaos, or any other feature that lets you add dice to your damage roll.

 

 

Ranger Archetype: Arcstrider

An Arcstrider at some point was exposed to Arc lightning, and instead of being shocked to death, they absorbed it. Now, they harness it to strike down their foes with a formidable Arc Staff. Arcstriders also use this Arc energy to amplify themself, giving them lightning-fast reflexes and speed. A Ranger who becomes an Arcstrider fights with the forces of lightning to become a menace on the battlefield.

Arc Staff

3rd-level Arcstrider feature

You can manifest the lightning inside you as an Arc staff. If you have at least one free hand, you can manifest your Arc staff (no action required). You can also dismiss the weapon in the same manner.

This Arc Staff is a quarterstaff with a few changes: Its damage becomes lightning, it gains the finesse property, and its versatile damage becomes 1d10, while its normal damage becomes 1d8.

Flow State

3rd-level Arcstrider feature

You have learned how to harness the lightning inside you to amplify your being. When you hit an enemy with your Arc Staff, you can choose to become Amplified until the end of your next turn, or until you become incapacitated.

While Amplified, your movement speed increases by 15ft, you gain a +1 bonus to AC, and your Arc Staff deals an extra 1d4 lightning damage on a hit. The extra damage increases to 1d6 at 7th level, 1d8 at 11th level, and 1d10 at 15th level.

Arcstrider Magic

3rd-level Arcstrider feature

You learn an additional spell when you reach certain levels in this class, as shown in the Arcstrider Spells table. The spell counts as a Ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Arcstrider Spells
Ranger Level Spell
3rd thunderous smite
5th gust of wind
9th lightning bolt
13th elemental bane
17th maelstrom

Lethal Current

7th-level Arcstrider feature

You are now able to infuse Arc lightning into enemies. Whenever you hit a creature with your Arc Staff while you are Amplified, you can choose to Jolt the target until the end of your next turn.

A Jolted target is energized with destructive Arc energy. If they are hit with an attack while jolted, they take an additional 1d8 lightning damage, and are no longer Jolted.

When a creature takes this damage, you can choose to chain the damage to a number of creatures equal to your proficiency bonus that are within 10ft of the Jolted creature. Each of those creatures must succeed on a Dexterity saving throw against your Spell Save DC or take 1d8 lightning damage.

Mobius Conduit

11th-level Arcstrider feature

Your control over the Arc lightning inside of you has grown, enhancing your abilities with it.

  • While you are Amplified, your movement speed increases by 30ft instead of 15ft and the AC bonus increases to +2 instead of +1.
  • You gain resistance to lightning damage.
  • The radius of Jolt becomes 20ft, and the damage die increases to 1d10.

Tempest Strike

15th-level Arcstrider feature

You can unleash a devastating uppercut attack with your Arc Staff. As an action, you can dash forward 10ft and unleash of line of Arc energy. This line is 10ft wide, and 30ft long. Each creature in the line must make a Dexterity saving throw against your Spell Save DC.

On a failure, the creature takes 8d8 lightning damage, and becomes Jolted for 1 minute. On a success, the creature takes half the damage, and is not Jolted. When you make this attack, you become Amplified until the end of your next turn, or until you become incapacitated.

Once you use this feature, you must finish a long rest before you can do so again.

 

 

Roguish Archetype: Nightstsalker

A Rogue does not choose to become a Nightstalker, it chooses them. At some point in their life, every Nightstalker has been exposed to some form of Void energy, and has learned how to harness that energy into spectral weapons.

Nightstalkers use their magic to strike down their foes using pure Void energy and learn how to alter one’s senses with the use of their Snare Bombs. Any Rogue who goes down this path eventually becomes a formidable opponent, as they use their wraith-like abilities to maneuver around and ensnare their enemies.

Shadowshot

3rd-level Nightstalker feature

You have learned how to channel the Void energy within you into a spectral bow. If your hands are empty you may form a Shadowshot bow (no action required). This acts as a normal shortbow, except its damage die becomes 1d8, its damage becomes necrotic, its attacks are considered magical, and it lacks the Ammunition property, since it fires spectral arrows made of Void energy.

Alternatively, when you form the Shadowshot bow you can split it in half to create two Spectral Blades, one in each hand. These act as normal rapiers, except for their damage becomes necrotic, they gain the Light property, and their attacks are considered magical.

Snare Bomb

3rd-level Nightstalker feature

You are equipped with a certain number of Snare Bombs, that can be used to buff your allies, or disrupt your enemies. As a bonus action on your turn, you may throw a Snare Bomb to a point you choose within 30ft of yourself. When it hits a surface, the Snare Bomb explodes, giving certain effects depending on who is hit.

Any ally who is within a 5 foot radius of the Snare bomb becomes invisible for 1 minute. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. This effect ends early if the target attacks or casts a spell.

Any enemy within a 5 foot radius of the Snare Bomb must succeed on a Strength saving throw (DC= 8 + your proficiency bonus + your Dexterity modifier) or become enveloped with void energy, making them Volatile for one minute. You have advantage on attack rolls against any creature who is Volatile.

You may use this ability a number of times equal to your Dexterity modifier, and regain all expended uses at the end of a long rest.

Vanishing Step

9th-level Nightstalker feature

You have learned how to use your Void magic to escape tricky situations. As a bonus action, your movement speed doubles and your movement doesn’t provoke oportunity attacks until the end of this turn.

When you use this feature, you also become invisible for 1 minute, or until you make an attack or cast a spell.

You may use this ability a number of times equal to your Dexterity modifier and regain all spent uses at the end of a long rest.

Trapper’s Ambush

13th-level Nightstalker feature

Your Void abilities have grown stronger:

  • While a creature is invisible from one of your Nightstalker features, they also gain Truesight with a range of 30ft.

  • If a creature is Volatile from one of your Nightstalker features at the start of their turn, their movement speed also halves for that turn.

  • When you make an attack with your Shadowshot or Spectral Blades while you are invisible (even if the invisibility ends), you gain advantage on all attack rolls using those weapons. You also deal an additional 2d8 necrotic damage with each attack. These benifets last until the end of your turn.

Void Soul

17th-level Nightstalker feature

You have become one with the Void inside you, granting you the following benefits:

  • While a creature is invisible from one of your Nightstalker features, they remain invisible for the duration even if they make an attack.

  • While a creature is Volatile from your Snare Bomb, they are also blinded.

 

 

Sorcerous Origin: Soldier’s Soul

The soul of a past soldier lies within you. Perhaps they are some far off ancestor of yours, or maybe you had some experience that bound you to the life of a soldier. Either way, you are a soldier at heart, as the magic within you bends itself to the ways of the military.

Battle Magic

1st-level Soldier’s Soul feature

You learn additional spells when you reach certain levels in this class, as shown on the Soldier’s Soul 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.

Soldier’s Soul Spells
Sorcerer Level Spell
1st zephyr strike, thunderous smite
3rd branding smite, shadow blade
5th blinding smite, elemental weapon
7th stoneskin, staggering smite
9th steel wind strike, conjure volley

Soldier’s Skill

1st-level Soldier’s Soul feature

Through the mysteries of the martial magic inside you, you understand how to use certain weapons and armor.

You gain proficiency with light armor, medium armor, shields, simple weapons, and martial weapons.

Battle Trance

1st-level Soldier’s Soul feature

As a bonus action, you can enter a Battle Trance, fusing your martial abilities with your raw arcane power to become a menace on the battlefield.

While your Battle Trance is active, you gain the following benefits:

  • You can use a weapon you are proficient with as a spellcasting focus for your Sorcerer spells.

  • When you make a weapon attack, you can use your Charisma modifier, in place of Strength or Dexterity, for attack and damage rolls.

  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Charisma modifier (minimum of +1).

The effect ends after 1 minute, or if you choose to end it early (no action required).

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

Extra Attack

6th-level Soldier’s Soul feature

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Magical Might

14th-level Soldier’s Soul feature

You have learned how to connect with the soldier’s soul insdie you on a deeper level. As a bonus action on your turn, or during the same bonus action used to enter your Battle Trance, you can spend 5 Sorcery Points to gain Magical Might for 1 minute. While Magical Might is active, you gain the following benefits:

  • When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.
  • You have advantage on attack rolls that you make with simple and martial weapons.

Sorcerous Warlord

18th-level Soldier’s Soul feature

You have now become one with the soldier’s soul that dwells in your body, making you an unstoppable force on the battlefield. Whenever you enter your Battle Trance, you gain 50 temporary hit points, which last until the trance ends.

 

 

Othorworldly Patron: The Broodweaver

You’ve peered into an arcane web of the universe called the Strand Weave, which connects all things through its invisible strings. After this discovery, you’ve started gaining abnormal abilities, and started weaving this green web to do your bidding in the physical world.

Broodweaver Spells

1st-level Broodweaver feature

The Broodweaver 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.

Broodweaver Spells
Spell Level Feature
1st chromatic orb, hex
2nd blindness/deafness, ray of enfeeblement
3rd life transference, vampiric touch
4th dimension door, dominate beast
5th contagion, enervation

Severing Blast

1st-level Broodweaver feature

Your connection to the Strand Weave has granted you a special version of Eldritch Blast that can sever a creature’s connection to reality. You learn the Eldritch Blast cantrip. Whenever you hit a creature with a beam from Eldritch Blast, you can force them to make an Constitution saving throw. On a failure, they become Severed until the end of their next turn. You may only have one creature Severed at a time.

Whenever a Severed creature makes a damage roll, you can roll 1d6, and subtract that number from the total amount of damage they deal.

The Severed dice scale as you gain levels in this class. At 6th level, it becomes 2d6. At 10th level, it becomes 4d6. And at 14th level, it becomes 6d6.

Threadlings

1st-level Broodweaver feature

You have learned how to transform the Strand Weave into creatures that can aid you in battle. Whenever you damage an enemy with Eldritch Blast, you siphon off a bit of their connection to the Weave and gain a perched Threadling, which lasts until you release it or until you finish a long rest.

You can have up to 5 perched Threadlings at any given time. If you gain a Threadling while you already have the maximum, it just dissipates back into the Strand Weave.

As an action on your turn, you may release all perched Threadlings. When a Threadling is released, it will travel across the ground and hit a creature of your choice that you can see within range. Each Threadling deals 1d4 force damage to its target. You can direct them to hit one creature or several, and if there is no enemy within 60ft of you, all Threadlings come back to you and become perched again.

The damage die for each Threadling scales as you gain levels in this class. At 6th level, it becomes 1d6, and at 14th level, it becomes 1d8.

Arcane Grapple

6th-level Broodweaver feature

You have learned how to channel the Strand Weave around you into an Arcane Grapple. As a bonus action on your turn, you may swing this Arcane Grapple to pull yourself to any point you can see within 30ft of yourself. The point needn’t be an actual surface, as this Arcane Grapple connects to the Strand Weave, and not to physical objects. This movement does not provoke opportunity attacks.

You may use this ability a number of times equal to your Proficiency bonus, and gain all expended uses at the end of a long rest.

Deeper Connection

10th-level Broodweaver feature

Your connection to the Strand Weave continues to grow stronger, improving your abilities with it:

  • You can now perch up to eight Threadlings at once.
  • When you cast your Arcane Grapple, you gain two perched Threadlings.
  • You can add your Charisma modifier to the damage reduction when a Severed creature makes a damage roll.

Eldritch Storm

14th-level Broodweaver feature

You have now learned how to make many Eldritch Blast beams at once to decimate your enemies. As an action on your turn, you can cast Eldritch Blast with 6 beams instead of the normal amount. Whether the beams deal damage or not, once they reach their target they each create one Threadling that attacks the original target of the Eldritch Blast beam.

After you use this ability, you cannot use it again until you finish a long rest.

 

 

Arcane Tradition: School of Innovation

Wizards are, by and large, creatures of tradition and progress. Naturally, there are exceptions to that rule. Wizards of the School of Innovation treat tradition as a useful stepping stone - something to be trod on.

These Wizards may make their peers grumble and harumph, but more often than not, it’s their names in the Spell Books of the future. While many Wizards of Innovation were last seen saying ‘I have a great idea’ those that survive their great idea and return often return with precious new magical understanding.

Invented Lore

2nd level School of Innovation feature

Your understanding of the underlying mechanics of magic grants you proficiency in the Arcana skill. If you already have this proficiency, you gain Expertise in Arcana instead.

Invent Spell

2nd level School of Innovation feature

You make your entry to this School by inventing your first spell. You create a 1st level spell, and can spend four Creation Points on the Spell Creation Table to forge your spell. The Spell starts as the Template Spell before any modifiers.

You learn your spell, always have it prepared, and can cast it once without a spell slot. You cannot do so again until you finish a long rest.

At the end of a long rest, you can change your spell by turning it back into the template spell, then spend 4 Creation Points for its effects.

Spell Creation Table
Creation Points Effect
0 Spell becomes Concentration, max 1 minute.
0 Dexterity, Constitution or Wisdom Saving Throw
2 Strength, Intelligence or Charisma Saving Throw
1 The Spell does +1d8 acid, fire, lightning, poison, cold, thunder or necrotic damage
1 The spell does +1d6 force, psychic, radiant, bludgeoning, slashing, or piercing damage
1 The Spell grants +1d6 temporary hit points
1 The Spell restores +1d6 health
1 The Spell has a +10 foot radius, and affects every creature in the area
1 The Spell has +60 foot range
1 Targets are moved 10 feet directly away from the caster
1 Targets are moved 5 feet in a direction of the caster’s choice.
1 Targets failing the Saving Throw become Deafened. (C)
2 Targets failing the Saving Throw become Frightened. (C)
2 Targets failing the Saving Throw become Charmed. (C)
2 Targets failing the Saving Throw become Blinded. (C)
3 Targets failing the Saving Throw become Restrained. (C)
4 Targets failing the Saving Throw become Paralyzed. (C)
1 Targets targets take +1d6 damage of any type at the start of their turn. (C)
2 The spell effects targets of your choosing within the area of effect
1 Spell no longer has a Somatic Component.
1 Spell no longer has a Verbal Component.
4 The spell becomes a Bonus Action.
2 You can select which targets within the radius the spell effects.
4 The spell targets two creatures or points.

Second Time’s the Charm

6th level School of Innovation feature

You invent your second spell. You can create a 2nd or 3rd level spell. Spend two + two times the spell level Creation Points on the Spell Creation Table. The spell starts as the Template Spell, adding any modifiers.

You learn your spell, always have it prepared, and can cast it once without a spell slot. You cannot do so again until you finish a long rest.

At the end of a long rest, you can change your spell by turning it back into the template spell, then spend two + two times the spell level Creation Points for its effects.

Innovative Adept

10th level School of Innovation feature

You invent your third spell. You can create a 4th or 5th level spell. Spend two + two times the spell level Creation Points on the Spell Creation Table. The spell starts as the Template Spell, adding any modifiers.

You learn your spell, always have it prepared, and can cast it once without a spell slot. You cannot do so again until you finish a long rest.

At the end of a long rest, you can change your spell by turning it back into the template spell, then spend two + two times the spell level Creation Points for its effects.

Magical Laureate

14th level School of Innovation feature

You invent your fourth and final spell. You can create a 6th or 7th level spell. Spend three + two times the spell level Creation Points on the Spell Creation Table. The spell starts as the Template Spell, adding any modifiers.

You learn your spell, always have it prepared, and can cast it once without a spell slot. You cannot do so again until you finish a long rest.

At the end of a long rest, you can change your spell by turning it back into the template spell, then spend two + two times the spell level Creation Points for its effects.

Template Spell

Spell Type

Casting Time:
1 action
Range:
Touch
Components:
V, S
Duration:
Instantaneous

If the spell restores health or grants beneficial effects, they are granted. If the spell does damage or inflicts conditions, affected creatures make a Saving Throw. Creatures that fail the saving throw take damage as applicable, and are affected by any status effects until the end of their next turn. They take half as much damage, and suffer none of the effects on a successful save.

If the spell requires Concentration, any effect marked with a (C) continues for the duration of the spell (if it does not, they end at the end of the affected creature’s turn). Creatures that wish to end the effects of the spell on them repeat the saving throw against any effects at the end of their turn, ending all effects against them on a success. If a target is under a condition from the spell that would cause them to automatically fail their saving throw, they make a Constitution saving throw to overcome it instead.

If the spell has any range added, its range becomes that instead of Touch. If the spell has an Area of Effect added but not a Range, it becomes a Range of Self.

Add any additional visual flare!

Example School of Innovation Spell:

Zeb’s Poke of Doom

1st-level Enchatment [Invent Spell: 4 Points]

Casting Time:
1 action
Range:
Touch
Components:
V, S
Duration:
Concentration, up to 1 minute

You lean over and poke the target. They must make a Wisdom saving throw, or become Frightened of you and take 2d6 psychic damage at the start of their turns while Frightened, gibbering about a finger.

At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends.

 

 

New Weapons:

Double-Bladed Scimitar

The double-bladed scimitar is the signature weapon of Valenar elves. A haft of fine wood supports a long, curving blade on either end. Each scimitar is a masterpiece, and as a result the double-bladed scimitar is an expensive weapon (100 gp) — few though ever have the opportunity to purchase one. A Valenar blade in the hands of a non-elf is generally assumed to have been stolen or looted from a fallen foe, and a Valenar elf might feel entitled to demand its return or challenge the bearer to prove they’re worthy to wield it.

A double-bladed scimitar is a martial weapon, weighing 6 pounds and dealing 2d4 slashing damage on a hit. It has the two-handed property and the following special property:

If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.

New Feats:

Aberrant Dragonmark

Prerequisite: No other dragonmark

You have manifested an aberrant dragonmark. Determine its appearance and the flaw associated with it. You gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You learn a cantrip of your choice from the sorcerer spell list. In addition, choose a 1st-level spell from the sorcerer spell list. You learn that spell and can cast it through your mark. Once you cast it, you must finish a short or long rest before you can cast it again through the mark. Constitution is your spellcasting ability for these spells.
  • When you cast the 1st-level spell through your mark, you can expend one of your Hit Dice and roll it. If you roll an even number, you gain a number of temporary hit points equal to the number rolled. If you roll an odd number, one random creature within 30 feet of you (not including you) takes force damage equal to the number rolled. If no other creatures are in range, you take the damage.

You also develop a random flaw from the Aberrant Dragonmark Flaws table.

Aberrant Dragonmark Flaws
d8 Flaw
1 Your mark is a source of constant physical pain.
2 Your mark whispers to you. Its meaning can be unclear.
3 When you’re stressed, the mark hisses audibly.
4 The skin around the mark is burned, scaly, or withered.
5 Animals are uneasy around you.
6 You have a mood swing any time you use your mark.
7 Your looks change slightly whenever you use the mark.
8 You have horrific nightmares after you use your mark.

Revenant Blade

You are either descended from a master of the double-bladed scimitar, or you learned how to weild one, even if all the elves look down on you for doing so. You gain the following benefits:

  • Increase your Dexterity or Strength score by 1, to a maximum of 20.
  • While you are holding a double-bladed scimitar with two hands, you gain a +1 bonus to Armor Class.
  • A double-bladed scimitar has the finesse property when you wield it.
  • When you make the special bonus action attack with a double-bladed scimitar, you may use 2d4 instead of 1d4 for the damage roll.

Shield Training

You’ve trained in the effective use of shields. You gain the following benefits:

  • Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
  • You gain proficiency with shields.
  • In combat, you can don or doff a shield as the free object interaction on your turn.
  • If you have the Spellcasting or Pact Magic feature, you can use a shield as a spellcasting focus.

Spell Inventor

Through brilliance, luck, or sheer circumstances you’ve made magical history and invented your own spell.

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

You can create a spell of 1st or 2nd level. To do so, spend two + two times the spell level Creation Points on the Wizard’s School of Innovation Spell Creation Table.

You learn your spell, always have it prepared, and can cast it once without a spell slot. You cannot do so again until you finish a long rest.

At the end of a long rest, you can change your spell by turning it back into the template spell, then spend two + two times the spell level Creation Points for its effects.

Whip Master

Though it is an unconventional weapon, you have practiced extensively with the whip, gaining the following benefits:

  • The damage die of whips you use is 1d6.

  • When you hit a target with a whip, you can attempt to grapple them as long as they are large or smaller. The creature must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier) or become grappled. While a creature is grappled in this way, it is also restrained. The normal rules apply for escaping a grapple. You cannot attack with a whip while it is grappling someone, and if you let go of the whip, the target automatically succeeds their check to escape.

 

 

Disclaimer:

Much of this homebrew content has not been fully playtested. Some of thier abilities may be stronger or weaker than intended, or have some strange effect with another ability in the game.

If this is the case, the DM reserves the right to work out a change that feels right to both the player and the DM. Please contact your DM if you think that some of these abilities are un-ballanced, or else think that there should be a change implemented.

Credits:

Creator:
  • Harrison Nickles
Playtesting and Feedback:
  • Adelaide Nickles
  • Charile Little
Artwork:
  • Front Page: Zev Ross
Inspiration:
  • Path of the Sunbreaker: Destiny 2
  • Circle of Winter: Destiny 2
  • Nightstalker: Destiny 2
  • Arcstrider: Destiny 2
  • The Broodweaver: Destiny 2
  • School of Innovation: Modified version of KibblesTasty’s idea.