TABLE OF CONTENTS
Table Of Contents
- 1 Core Rule Changes / Playtest
- 2 Feats
- 3 New Classes
- 4 Subclasses
- 4.1 Subclass links
- 4.2 Subclasses, embedded
- 4.3 Subclasses, adjusted
- 4.4 Samson’s Stupendous Subclasses
- 5 Races and Lineages
- 6 Crafting System
- 7 Proficiency Training System
- 8 Item Enchantment
- 9 Epic Boons
- 10 Expanded Grimoire
- 11 Items
PART 1 | CORE RULE CHANGES / PLAYTEST
Core Rule Changes
These rules may be part of the current One D&D playtest material, derisions thereof, or server specific changes to existing D&D rules.
These rules may be adjusted more often than more permanent rules later in the document. We will keep you updated about changes here via announcements, including any compatibility concerns that may arise from a rules change.
Rule changes to Actions, Conditions, etc. (first part of this chapter) usually apply server wide to all characters
Playtest rules for classes are completely optional and are kept as compatible to the core rules as possible to allow seamless switching. If you decide to use these playtest rules for any of your characters, please use all of them at once. You may apply these rules to new or existing characters alike.
Any changes should be noted down in your character’s downtime/info post in the #characters forum.
Exhausted [Condition]
While you are subjected to the Exhausted Condition (known in older books as Exhaustion), you experience the following effects:
Levels of Exhaustion. This Condition is cumulative. Each time you receive it, you gain 1 level of exhaustion. You die if your exhaustion level exceeds 10.
d20 Rolls Affected. When you make a d20 Test, you subtract your exhaustion level from the d20 roll.
Spell Save DCs Affected. Subtract your exhaustion level from the Spell save DC of any Spell you cast.
Ending the Condition. Finishing a Long Rest removes 1 of your levels of exhaustion. When your exhaustion level reaches 0, you are no longer Exhausted.
Help [Action]
When you take the Help Action, you do one of the following:
Assist Ability Check. Choose one of your Skill Proficiencies and one ally who can see or hear you. You give Advantage to the next Ability Check that ally makes with the chosen Skill. This benefit expires if the ally doesn’t use it before the start of your next turn. To give this assistance, you must be near enough to the ally to assist verbally or physically when the ally makes the check. The DM has final say on whether your assistance is possible.
Assist Attack Roll. You momentarily distract an enemy within 5 feet of you, granting Advantage to the next Attack Roll by one of your allies against that enemy. This benefit expires at the start of your next turn.
Two-Weapon Fighting [Action]
When you take the Attack action and attack with a light weapon that you’re holding in one hand, you can use a bonus action to attack with a different light weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack.
Two-Weapon Fighting [Fighting Style]
When you engage in two-weapon fighting, you can make an extra attack with the second light weapon as part of the same attack action, instead of using a bonus action.
PART 1 | CORE RULE CHANGES / PLAYTEST
Barbarian
Rage
1st-level barbarian feature
You can imbue yourself with a primal power that is called your Rage, a force that grants you extraordinary might and resilience. You can enter it as a Bonus Action, provided you aren’t wearing Heavy Armor. While active, your Rage has the following effects:
Damage Resistance. You have Resistance to Bludgeoning, Piercing, and Slashing damage.
Rage Damage. When you make an attack with a weapon using Strength or an Unarmed Strike and deal damage to the target, you gain a bonus to the damage that increases as you gain levels as a Barbarian, as shown in the Rage Damage column of the Barbarian table.
Strength Advantage. You have Advantage on Strength checks and Strength saving throws.
No Concentration or Spells. You can’t maintain Concentration, and you can’t cast spells.
The Rage lasts until the end of your next turn, and it ends early if you don Heavy Armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one or more of the following:
- Make an attack roll against an enemy.
- Force an enemy to make a saving throw.
- Take a Bonus Action to extend your Rage.
Dange Sense
2nd-level barbarian feature
You gain an uncanny sense of when things aren’t as they should be, giving you an edge when you dodge perils. You have Advantage on Dexterity saving throws, provided you don’t have the Incapacitated condition.
Reckless Attack
2nd-level barbarian feature
You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.
Fighting Style
3rd level barbarian feature
You adopt a particular style of fighting as your specialty. Choose one of the following options.
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.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can make an extra attack with the second light weapon as part of the same attack action, instead of using a bonus action.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Primal Knowledge
3rd-level barbarian feature
You gain proficiency in another skill of your choice from the list of skills available to Barbarians at level 1. In addition, while your Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival. When you use this ability, your Strength represents primal power coursing through you, honing your agility and senses.
Brutal Critical
9th-level barbarian feature
Beginning at 9th level, when you score a critical hit with a melee attack, you deal additional damage equal to twice your barbarian level.
PART 1 | CORE RULE CHANGES / PLAYTEST
Bard
Font of Inspiration
5th level bard feature
You now also regain all your expended uses of Bardic Inspiration when you finish a Short Rest. In addition, if you have no uses of Bardic Inspiration left, you can give yourself one use by expending a spell slot (no action required). You can do so only once per turn.
Countercharm
7th level bard feature
You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can use your Reaction to cause the save to be rerolled with a bonus equal to your Bardic Inspiration die.
Magical Secrets
10th level bard feature
You have collected magical knowledge from a wide spectrum of disciplines. As a result, your Bard spell list now includes the Cleric, Druid, and Sorcerer spell lists.
PART 1 | CORE RULE CHANGES / PLAYTEST
Cleric
Channel Divinity: Divine Spark
2nd-level cleric feature
As an action, you point your Holy Symbol at another creature you can see within 30 feet of yourself and focus divine energy at them. Roll 1d8 and add your Wisdom modifier. You either restore Hit Points to the creature equal to that total or deal Necrotic or Radiant (your choice) damage equal to that total.
You roll an additional d8 when you reach certain Cleric levels: 7th level (2d8), 13th level (3d8), and 18th level (4d8).
Commune
9th-level cleric feature
In the past, you have reached the divine source of your power through prayer. Now you can also have brief conversations; you always have the Commune spell prepared.
Divine Intervention
10th-level cleric feature
You can call on your deity or pantheon to intervene on your behalf. As an action, choose any Cleric or Paladin spell of 5th level or lower that takes an action or bonus action to cast. As part of the same action, you cast that spell without expending a spell slot or needing material components, and it does not require concentration. You then can’t use this feature again until you finish a Long Rest.
At 20th level, you can choose Wish when you select a spell. If you do so, you can’t use Divine Intervention again until you finish 2d4 Long Rests.
PART 1 | CORE RULE CHANGES / PLAYTEST
Druid
Druidic
1st-level druid feature
You know Druidic, the secret language of Druids. While learning this ancient tongue, you also unlocked the magic of speaking to animals; you always have the Speak with Animals spell prepared. You can use Druidic to leave hidden messages. You and others who know Druidic automatically spot such a message. Others spot the message’s presence with a successful DC 15 Intelligence (Investigation) check but can’t decipher it without magic.
Primal Order
3rd-level druid feature
You have dedicated yourself to one of the following sacred roles of your choice:
- Magician. You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Nature) checks. The bonus equals your Wisdom modifier (minimum of +1).
- Warden. Trained for battle, you gain Martial Weapon proficiency and are allowed to wear metal armor.
Elemental Fury
7th-level druid feature
The might of the elements flows through you. You gain one of the following options of your choice:
- Potent Spellcasting. You add your Wisdom modifier to the damage you deal with any Primal cantrip.
- Primal Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form’s attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit).
Commune with Nature
9th-level druid feature
You are an expression of nature itself and can commune with the natural world all around you; you always have the Commune with Nature spell prepared.
PART 1 | CORE RULE CHANGES / PLAYTEST
Fighter
Second Wind
1st level fighter feature
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 + your Fighter level. You can use this feature a number of times equal to your Fighter level divided by four (rounded up). You regain all expended uses when you finish a Short or Long Rest.
Tactical Mind
2nd level fighter feature
You have a mind for tactics and getting the upper hand on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.
Tactical Shift
5th level fighter feature
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks, switch to a new set of weapons, as well as don or doff a shield as part of the same Bonus Action.
Indomitable
9th-level fighter feature
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. If you do so, you must use the new roll, and you can’t use this feature again until you finish a Long Rest. You can use this feature twice between Long Rests starting at level 13 and three times between Long Rests starting at level 17.
Studied Attacks
13th-level fighter feature
You masterfully study your opponents and learn from each attack you make. If you make an attack roll against a creature and miss, you have Advantage on your next attack roll against that creature before the end of your next turn.
PART 1 | CORE RULE CHANGES / PLAYTEST
Monk
Martial Arts
1st level monk feature
Your practice of martial arts gives you mastery of combat styles that use your Unarmed Strike and Monk Weapons, which are any weapons you are proficient with that don’t have the Heavy, Two-Handed, or Special property. You gain the following benefits while you are unarmed or wielding only Monk Weapons and you aren’t wearing armor or wielding a shield:
Bonus Unarmed Strike. When you use the Attack action with an Unarmed Strike or a Monk Weapon on your turn, you can make one Unarmed Strike as a Bonus Action on the same turn.
Dexterous Attacks. You can use Dexterity instead of Strength for the attack and damage rolls of your Unarmed Strikes and Monk Weapons, except those that have the Two-Handed property.
Martial Arts Die. You can roll a d6 in place of the normal damage of your Unarmed Strike. This die changes as you reach 5th(1d8), 11th(1d10), and 17th(1d12) level in this class.
Martial Discipline
2nd level Monk feature
You have dedicated yourself to one of the following disciplines of your choice:
- Mind. You add your Wisdom modifier (minimum +1) to your Initiative rolls and Charisma(Persuasion) checks.
- Body. You gain Martial Weapon proficiency and you can use weapons that have the Heavy or Two-Handed properties as Monk Weapons.
Deflect Missiles
3rd-level Monk feature
You can use your Reaction to deflect ranged attacks against you that deal Bludgeoning, Piercing, or Slashing damage.
When you do so, the damage you take from the attack is reduced by 1d10 plus your Dexterity modifier plus your Monk level. If you reduce the damage to 0, you can redirect the attack toward another creature. If you do so, choose a creature within 60 feet of yourself that isn’t behind Total Cover. That creature must succeed on a Dexterity saving throw against your Ki save DC or take damage equal to two rolls of your Martial Arts die. The damage is the same type dealt by the attack.
When you reach 9th level, you can deflect ranged attacks that deal any damage type, not just Bludgeoning, Piercing, or Slashing.
Fighting Style
3rd level monk feature
You adopt a particular style of fighting as your specialty. Choose one of the following options.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
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 fighter 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 your Ki save DC.
You gain one superiority die, which is equal to your martial arts die (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.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can make an extra attack with the second light weapon as part of the same attack action, instead of using a bonus action.
PART 1 | CORE RULE CHANGES / PLAYTEST
Paladin
Divine Smite
2nd level paladin feature
Starting at 2nd level, when you hit a creature with a melee weapon or an Unarmed Strike, you can expend one spell slot to deal addtitional radiant damage to the target. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st. The damage increases by 1d8 if the target is an undead or a fiend.
In addition, you always have certain spells ready; when you reach a Paladin level specified in the Smite Spells table, you thereafter always have the listed spells prepared.
Smite Spells
Paladin Level | Spell |
---|---|
2nd | Thunderous Smite |
5th | Branding Smite |
9th | Blinding Smite |
13th | Staggering Smite |
17th | Banishing Smite |
Instead of using their normal casting time, you may cast these spells with a Bonus Action, which you take immediately after hitting a target with a melee weapon or an Unarmed Strike and apply their effect to the target you just hit.
Faithful Steed
5th level paladin feature You can easily call on the aid of an otherworldly steed. You always have the Find Steed spell prepared. You can also cast the spell once without expending a spell slot, and you regain the ability to do so when you finish a Long Rest.
When you reach 13th level in this class, you always have the Find Greater Steed spell prepared and may cast one of the two spells once without expending a spell slot before each Long Rest.
PART 1 | CORE RULE CHANGES / PLAYTEST
Ranger
Mark Prey
5th level ranger feature
You are adept at focusing your ire on a single foe. You always have the Hunter’s Mark Spell prepared, and it doesn’t count against the number of Spells you can prepare. Moreover, you don’t have to concentrate on the Spell once you cast it; it lasts for its full duration, until you end it as a Bonus Action, or until you are Incapacitated.
Conjure Barrage
9th level ranger feature
Channeling nature’s might, you can cause your weapon to multiply and strike at creatures before you; you always have the Conjure Barrage spell prepared and it deals 6d8 damage when you cast it.
PART 1 | CORE RULE CHANGES / PLAYTEST
Rogue
Fighting Style
3rd level rogue feature
You adopt a particular style of fighting as your specialty. Choose one of the following options.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
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.
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.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can make an extra attack with the second light weapon as part of the same attack action, instead of using a bonus action.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Cunning Strike
5th-level rogue feature
You have developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forego to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack’s damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 + your Proficiency Bonus + your Dexterity modifier.
- Disarm (Cost: 1d6). The target must succeed on a Dexterity saving throw, or it drops one item of your choice that it’s holding.
- Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target can repeat the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner’s Kit on your person.
- Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
- Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Mischievous Strikes
11th-level rogue feature You can use up to two Cunning Strike effects when you deal Sneak Attack damage, paying the die cost for each effect. In addition, the following effects are now among your Cunning Strike options.
- Stealth Attack (Cost: 2d6). When you are hidden from a creature, this attack doesn’t reveal your position if you end the turn behind Three-Quarters Cover or Total Cover.
- Goad (Cost: 2d6). The target must succeed on a Wisdom saving throw, or until the end of its next turn, the target has Disadvantage on attack rolls against targets other than you and can’t make Opportunity Attacks against targets other than you.
Devious Strikes
14th-level rogue feature The following effects are now among your Cunning Strike options.
- Knock Out (Cost: 4d6). The target must succeed on a Constitution saving throw, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target can repeat the save at the end of each of its turns, ending the effect on itself on a success.
- Obscure (Cost: 3d6). You strike near the target’s eyes. The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
PART 1 | CORE RULE CHANGES / PLAYTEST
Sorcerer
Innate Sorcery
1st level sorcerer feature
An event in your past left an indelible mark on you, infusing you with a simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:
- The spell save DC of your Sorcerer spells increases by 1.
- You have Advantage on the attack rolls of Sorcerer spells you cast.
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
Sorcerous Restoration
5th level sorcerer feature
When you roll Initiative or finish a Short Rest, you regain Sorcery Points up to your Sorcerer level divided by five (round down) if you have fewer than that.
Sorcery Incarnate
7th level sorcerer feature
While your Innate Sorcery feature is active, you can use up to two of your Metamagic options on each spell you cast. In addition, if you have no uses of Innate Sorcery left, you can use it if you spend 2 Sorcery Points when you take the Bonus Action to activate it.
PART 1 | CORE RULE CHANGES / PLAYTEST
Warlock
Magical Cunning
2nd level warlock feature
If all your Pact Magic spell slots are expended, you can perform an esoteric rite for 1 minute, at the end of which you regain half of those spell slots (round up). Once you use this feature, you can’t do so again until you finish a Long Rest.
Pact Boon
3rd level warlock feature
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. The following Eldritch Invocation options are added to your list of available invocations options and you gain one of them immediately. This does not count against the number of invocations you know.
Pact of the Blade
Prerequisite: level 3+ Warlock
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see the Weapons section for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and when you attack with your pact weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
Your pact weapon 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.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Pact of the Chain
Prerequisite: level 3+ Warlock
You learn the find familiar spell and can cast it as an action without expending a spell slot.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.
Pact of the Tome
Prerequisite: level 3+ Warlock
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips. The spells can be from any class’s spell list, and they must be spells you don’t already have prepared. While the book is on your person, you have the chosen spells prepared, and they function as Warlock spells for you.
In addition, you gain a level 1 spell slot which replenishes after you finish a Long Rest.
If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
Pact of the Talisman
Prerequisite: level 3+ Warlock
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. The Talisman provides a number of d6s equal to your Warlock level divided by three (rounded up). When the wearer fails an ability check or takes damage, they can use and roll one of those d6 to add to the ability check, or substract from the damage taken. If the Ability Check still fails, the d6 is not expended. The talisman regains all expended d6s when you finish a long rest.
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.
Contact Patron
9th level warlock feature
In the past, you usually contacted your patron through intermediaries. Now you can communicate directly; you always have the Contact Other Plane spell prepared. With this feature, you can cast the spell without expending a spell slot to contact your patron, and you automatically succeed on the spell’s saving throw.
Once you cast the spell with this feature, you can’t do so again until you finish a Long Rest.
PART 1 | CORE RULE CHANGES / PLAYTEST
Wizard
Scholar
2nd level wizard feature
While studying magic, you also specialized in an academic field of study. Choose one of the following skills: Arcana, History, Nature, or Religion. You have Expertise in the chosen skill.
Memorize Spell
5th level wizard feature
Studying your spellbook for 1 minute, you can expend mental and magical effort to memorize a spell. Choose one spell of level 1 or higher from your spellbook that you don’t have prepared. You now have that spell prepared until you use this feature to prepare a different spell.
PART 2 | CHANGED CORE FEATS
Feats
Changed Core Feats
Changes to the RAW feats are highlighted in bold.
Actor
Skilled at mimicry and dramatics, you gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You have advantage on Charisma (Deception) and Charisma (Performance) checks against creatures that have not been hostile to you yet.
- You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
- As an action, you may choose a number of targets up to your proficiency bonus that have not been hostile to you to distract with your silver tongue or body language. Each target that fails a contested Wisdom (Insight) check has disadvantage on initiative checks for 1 minute. Also, if they haven’t acted yet in combat, your attacks have advantage against them.
Athlete
You have undergone extensive physical training to gain the following benefits:
- Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
- When you are prone, standing up costs you no movement.
- Climbing doesn’t cost you extra movement.
- You can make a running long jump or a running high jump without moving before the jump.
Charger
When you use the dash action, your movement speed is increased by 10.
If you move at least 10 feet in a straight line towards a creature before making an attack against it, you gain a bonus to your attack’s damage roll equal to your proficiency bonus as well as advantage on your Strength(Athletics) check to grapple or shove that creature.
Dual Wielder
You master fighting with two weapons, gaining the following benefits:
- You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
- You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light.
- You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
- When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Dungeon Delver
Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors or traps.
- You have advantage on saving throws made to avoid or resist traps.
- You have resistance to the damage dealt by traps.
Durable
Hardy and resilient, you gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
- When suffering from exhaustion, you count as having one level less when determining negative effects. You still die when suffering from 6 levels of exhaustion however.
Elemental Adept
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
- Damage you deal ignores resistance to damage of the chosen type.
- Once per turn, you can ignore a taget’s immunity to the damage you deal of the chosen type. You can do this a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- You can select this feat multiple times. Each time you do so, you must choose a different damage type.
Heavy Armor Master
Prerequisite: Proficiency with heavy armor
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
- Increase your Strength score by 1, to a maximum of 20.
- While you are wearing heavy armour, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3. If the heavy armour is magical armour this damage reduction also applies to magical damage.
Heavily Armored
Prerequisite: Proficiency with medium armor
You have trained to master the use of heavy armor, gaining the following benefits:
- Increase your Strength score by 1, to a maximum of 20.
- You gain proficiency with heavy armor and shields.
Keen Mind
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You always know which way is north and the number of hours left before the next sunrise or sunset.
- You can accurately recall anything you have seen or heard within the past month.
- You can give yourself advantage on an Intelligence check. You may use this a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- You have advantage on saving throws against Illusion spells.
Lightly Armored
You have trained to master the use of light armor, gaining the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain proficiency with light armor and shields.
Linguist
You have studied languages and codes, gaining the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You learn three languages of your choice.
- You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
- You can cast the spell Comprehend Languages as a ritual. when you reach 5th level, you can also cast Tongues as a ritual. You can only target yourself with these spells.
Mage Slayer
You have practiced techniques useful against spellcasters, gaining the following benefits:
- When you see a creature within 60 feet of you casting a spell, you can use your reaction to make a weapon attack against that creature. You can choose to attack before or after the spell is cast.
- When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
- You have advantage on saving throws against spells cast by creatures that are, or started their turn within your reach.
Martial Adept
You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
- You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. 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 two superiority dice, which are a d8 (these dice are added to any superiority dice you have from another source). These dice are 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.
Savage Attacker
When you roll damage for a melee weapon attack, the minimum roll of a weapon’s damage die is equal to your proficiency bonus, but only up to highest possible value of the die.
Skilled
You have a knack for many things, even the ones you are not trained in.
- You gain proficiency in any combination of three skills or tools of your choice.
- When you make a check for a skill or tool you are not proficient with, you can give yourself proficiency with that skill or tool for 10 minutes. You can do this a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Spell Sniper
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
- Your ranged spell attacks ignore half cover and three-quarters cover.
- You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. The cantrip’s spellcasting ability is the ability increased by this feat.
Tavern Brawler
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
- Increase your Strength or Constitution score by 1, to a maximum of 20.
- You are proficient with improvised weapons.
- Your unarmed strike uses a d4 for damage.
- When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple or shove the target.
Weapon Master
You have practiced extensively with a variety of weapons, gaining the following benefits:
- Increase your Strength or Dexterity score by 1, to a maximum of 20.
- You gain proficiency with simple and martial weapons.
Skill Feats
Acrobat
- Increase your Dexterity score by 1, to a maximum of 20.
- You gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn’t cost you extra movement until the end of the current turn.
Animal Handler
- Increase your Wisdom score by 1, to a maximum of 20.
- You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn’t currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area.
Arcanist
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You learn the prestidigitation and detect magics pells. You can cast detect magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
Brawny
- Increase your Strength score by 1, to a maximum of 20.
- You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You count as if you were one size larger for the purpose of determining your carrying capacity.
Diplomat
- Increase your Charisma score by 1, to a maximum of 20.
- You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.
- If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter. The charm effect ends immediately as soon as you or your allies initiate combat with the target.
Empathic
- Increase your Wisdom score by 1, to a maximum of 20.
- You gain proficiency in the Insight skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You can use your action to try to get uncanny insight about one humanoid you can see within 30 feet of you. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn. Regardless of whether the check succeeds or fails, the target can’t be affected by you in this way for 1 hour.
Historian
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency in the History skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- When you take the Help action to aid another creature’s ability check, you can make a DC 15 Intelligence (History) check. On a success, that creature’s check gains a bonus equal to your proficiency bonus, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you’re saying.
Investigator
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency in the Investigation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You can take the Search action as a bonus action.
Medic
- Increase your Wisdom score by 1, to a maximum of 20.
- You gain proficiency in the Medicine skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- During a short rest, you can clean and bind the wounds of up to six willing beasts and humanoids. Make a DC 15 Wisdom (Medicine) check for each creature. On a success, if a creature spends a Hit Die during this rest, that creature can forgo the roll and instead regain the maximum number of hit points the die can restore. A creature can do so only once per rest, regardless of how many Hit Dice it spends.
Menacing
- Increase your Charisma score by 1, to a maximum of 20.
- You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- When you take the Attack action on your turn, you can replace one attack with an attempt todemoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target’s Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can’t be frightened by you in this way for 1 hour. Regardless of whether the check succeeds or fails, the target can’t be affected by you in this way for 1 hour.
Naturalist
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency in the Nature skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You learn the druidcraft and detect poison and disease spells. You can cast detect poison and disease once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
Perceptive
- Increase your Wisdom score by 1, to a maximum of 20.
- You gain proficiency in the Perception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- Being in a lightly obscured area doesn’t impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.
Performer
- Increase your Charisma score by 1, to a maximum of 20.
- You gain proficiency in the Performance skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid’s Wisdom (Insight) check. If your check succeeds, you grab the humanoid’s attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.
Quick-Fingered
- Increase your Dexterity score by 1, to a maximum of 20.
- You gain proficiency in the Sleight of Hand skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- As a bonus action, you can make a Dexterity (Sleight of Hand) check to plant something on someone else, conceal an object on a creature, lift a purse, or take something from a pocket.
Silver-Tongued
- Increase your Charisma score by 1, to a maximum of 20.
- You gain proficiency in the Deception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target’s Wisdom (Insight) check. If your check succeeds, your movement doesn’t provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can’t be deceived by you in this way for 1 hour. Regardless of whether the check succeeds or fails, the target can’t be affected by you in this way for 1 hour.
Stealthy
- Increase your Dexterity score by 1, to a maximum of 20.
- You gain proficiency in the Stealth skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you’re not clearly visible.
Survivalist
- Increase your Wisdom score by 1, to a maximum of 20.
- You gain proficiency in the Survival skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You learn the alarm spell. You can cast it once without expending a spell slot, and you regain the ability to do so when you finish a long rest.
Theologian
- Increase your Intelligence score by 1, to a maximum of 20.
- You gain proficiency in the Religion skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
- You learn the thaumaturgy and detect evil and good spells. You can cast detect evil and goodonce without expending a spell slot, and you regain the ability to do so when you finish a long rest.
Archetype Feats
Archetype (Pathfinder)
Requirements: proficiency in acrobatics, investigation, and survival
Increase your Dexterity, Intelligence, or Wisdom by 1, to a maximum of 20.
You always know which way is north
Starting at 3rd level, as a bonus action, you can make an ability check using the ability increased by this feat to increase your movement speed by an amount of feet equal to the rolled result and ignore the effects of difficult terrain until the start of your next turn.
Starting at 5th level, you learn the locate object spell. You can cast this spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
Archetype (Beastmaster)
Requirements: proficiency in animal handling, athletics, and nature
Increase your Strength, Constitution, or Wisdom by 1, to a maximum of 20.
You gain a bestial token. While holding it, you have advantage on ability checks you make against beasts.
Starting at 3rd level, when you mount or unmount a beast, you can make an ability check using the ability increased by this feat to reduce the amount of movement needed by an amount of feet equal to the rolled result.
Starting at 5th level, you learn the summon beast spell. You can cast this spell without a spell slot, using your bestial token as an appropriate material component and your proficieny bonus to determine statistics dependent on spell level. You must finish a long rest before you can cast it in this way again. You can also cast this spell normally using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
Archetype (Alchemist)
Requirements: proficiency in arcana, medicine, and persuasion
Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
You can drink or administer a potion as a bonus action.
Starting at 3rd level, when a creature you can see is affected by a potion or poison you created, it gains temporary hit points or takes necrotic damage (your choice) equal to your modifier of the ability increased by this feat.
Starting at 5th level, you learn the lesser restoration spell. You can cast this spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
Archetype (Storyteller)
Requirements: proficiency in history, performance, and sleight of hand
Increase your Dexterity, Intelligence, or Chraisma by 1, to a maximum of 20.
You have advantage on ability checks to precisely recall or recite something you heard before.
Starting at 3rd level, creatures with a CR up to your modifier of the ability increased by this feat can understand you without having to know your language.
Starting at 5th level, you learn the enthrall spell. You can cast this spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
Archetype (Inquisitor)
Requirements: proficiency in insight, intimidation, and religion
Increase your Constitution, Wisdom, or Charisma by 1, to a maximum of 20.
You can use a holy symbol as a spellcasting focus for your spells.
Starting at 3rd level, as a bonus action, you can make an ability check using the ability increased by this feat against a creature’s CR. On a success, you learn all of its damage vulnerabilities, damage resistances, damage immunities, and condition immunities.
Starting at 5th level, you learn the Zone of thruth spell. You can cast this spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
Archetype (Scoundrel)
Requirements: proficiency in deception, perception, and stealth
Increase your Dexterity, Wisdom, or Charisma by 1, to a maximum of 20.
If you aren’t wearing medium or heavy armor and not wielding a shield, your movement makes no sound.
Starting at 3rd level, as a bonus action, you can make an ability check using the ability increased by this feat against a target’s AC. On a success, your next attack against it has advantage.
Starting at 5th level, you learn the jim’s glowing coin spell. You can cast this spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
Additional Feats
Dragon Wings:
Prerequisite: Dragonborn or Kobold
You sprout draconic wings. With your wings, you have a flying speed of 20 feet if you aren’t wearing heavy armor and aren’t exceeding your carrying capacity.
Light Armor Master
- Increase your dexterity score by 1, to a maximum of 20
- While wearing light armour that you are proficient with, you have advantage on strenght (athletics) and dexterity (acrobatics) checks, along with saving throws, made to avoid being grappled, or restrained.
- Additionally when you take the dash action on your turn while wearing light armour you’re proficient with, attacks of opportunity made against you have disadvantage until the end of your turn.
Zen Archery
You have learned to harness and focus your Ki energy to let your mind’s eye guide your shots. You gain the following benefits:
- You gain 2 Ki points (these points are added to any Ki points you have from another source but can only be spent on this feat). You regain all spent Ki points when you finish a short or long rest.
- As long as you have Ki points remaining, you can use Wisdom instead of Dexterity for the attack and damage rolls of your ranged weapon attacks.
- When you take the Disengage action while within a hostile creature’s reach, or when a hostile creature moves out of your reach, you can spend 1 Ki point and use your reaction to make one ranged attack against that creature. You do not need to see the creature (although normal penalties for attacking unseen foes still apply) and being within 5 feet of a hostile creature doesn’t impose disadvantage on this attack roll.
Zen Defense
You have learned to harness and focus your Ki energy to the point that you can enter a state of uncanny defense. You gain the following benefits:
- You gain 2 Ki points (these points are added to any Ki points you have from another source but can only be spent on this feat). You regain all spent Ki points when you finish a short or long rest.
- As long as you have Ki points remaining, you gain a +1 bonus to your AC while you are wearing no armor and not wielding a shield
- When you have taken the dodge action on your turn and are hit by an attack or spell, you can spend 1 Ki point to gain resistance against the damage of that attack or spell.
Zen Offense
You have learned to harness and focus your Ki energy to let your will guide your blows. You gain the following benefits:
- You gain 2 Ki points (these points are added to any Ki points you have from another source but can only be spent on this feat). You regain all spent Ki points when you finish a short or long rest.
- As long as you have Ki points remaining, your weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- After you successfully hit a target with an attack, you can spend 1 Ki point to gain a stacking +1 bonus to attack and damage rolls of each consecutive attack against the same target during your turn (maximum +3).
Zen Spellcasting
You have learned to harness and focus your Ki energy to create wondrous magical effects. You gain the following benefits:
- You gain 2 Ki points (these points are added to any Ki points you have from another source but can only be spent on this feat). You regain all spent Ki points when you finish a short or long rest.
- Choose two Cantrips from the Cleric or Druid spell list. As long as you have Ki points remaining, you can cast those cantrips.
- Once per turn, when you make an attack on your turn, you can spend 1 Ki point to cast a cantrip in place of that attack.
Classes
Blood Hunter
https://www.dndbeyond.com/classes/blood-hunter
Occultist
https://www.gmbinder.com/share/-M-WtrKeZNFdEXq0MKXw
Psion
https://www.gmbinder.com/share/-LZSNMgmChWNGW979hrj
Warlord
https://www.gmbinder.com/share/-LW4agTNJcbwe6kSv4H2
Subclasses
Fighters
Fighter: Brute (UA)
http://dnd5e.wikidot.com/fighter:brute-ua
Gunslinger
https://www.dndbeyond.com/classes/fighter#Gunslinger
Monks
Way of the Cobalt Soul
https://www.dndbeyond.com/classes/monk#WayoftheCobaltSoul
Way of the Sacred Fist
https://homebrewery.naturalcrit.com/share/P6VP60gqw
Rogue
Enforcer
A Delicate Touch
3rd-level Enforcer feature
When you choose this archetype at 3rd level you gain proficiency with the Intimidation and Athletics skills if you do not already. Additionally, choose three simple or martial weapons that lack the Heavy or Two-Handed property. You gain proficiency in them, and they can be used in conjunction with your sneak attack feature.
Shakedown
3rd-level Enforcer feature
At 3rd level you can use Cunning Action to attempt to shove a creature as a bonus action.
An Extremely Delicate Touch
9th-level Enforcer feature
At 9th level you choose two more weapons that can have the two handed and heavy properties, you gain proficiency with these two weapons and can sneak attack with them.
King Hit
13th-level Enforcer feature
When you apply your sneak attack damage to an attack, you may choose to reduce this additional damage by 3d6 to force the target to make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier). If the save fails, the target is stunned until the end of its next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Ice ‘Em
17th-level Enforcer feature
At level 17 when attacking a creature that is prone, stunned, or frightened, your sneak attack deals an extra 4d6.
Blood Hunter
Order of the Demon Hunter
Blood Hunter Subclass
Metamorphosis
3rd-level Demon Hunter feature
You can unleash your demonic powers to undergo a temporary transformation, suffusing you with the power of the same creatures you aim to destroy. As a bonus action, you magically gain the following benefits, which last for 1 minute:
- You physically grow by one size category to match your new power. If you lack the room to grow into your new size without squeezing, your size doesn’t change.
- You have advantage on Strength and Dexterity checks.
- Your weapon deals one additional hemocraft die of rite damage when you hit a Fiend.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Fiend Killer
3rd-level Demon Hunter feature
When you use your Blood Maledic feature against a Fiend, you automatically amplify it, without needing to sacrifice hit points to do so. In addition, you have advantage on saving throws against being charmed or frightened by Fiends.
Hellish Instinct
7th-level Demon Hunter feature
The demonic entity inside you warns you of approaching threats. You can add your intelligence modifier to your initiative rolls.
Additionally, when you roll initiative at the start of combat, you may enter you demonic metamorphosis as a reaction. If you do so, you can act normally on your first turn, even if you were surprised.
Brand of the Reaper
11th-level Demon Hunter feature
Your Brand of Castigation now marks a foe’s soul as your sworrn target, unable to escape your wrath. You can perceive a marked creature as if you had blindsight of 150 ft. In addition, your weapon attacks score a critical hit on a roll of 19-20 against the marked creature.
Blood Curse of the Demon Shredder
15th-level Demon Hunter feature
you’ve honed your hemocraft to end your foes with a single, precise strike. You gain the Blood Curse of the Demon Shredder for your Blood Maledict feature. This doesn’t count against your number of blood curses known.
Blood Curse of the Demon Shredder
Prerequisite: 15th level, Order of the Demon Hunter
As a reaction to an attack against a creature you can see within 30 feet, you can grant a +10 bonus to the attack roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
Amplify. If the attack hits, it is a critical hit.
Demonic Vanguard
18th-level Demon Hunter feature
Your continued transformation and rise in power brings you ever closer to the beings you hunt. Whenever you enter metamorphosis, you gain temporary hit points equal to your Demon Hunter level and spectral demonic wings sprout from your back, giving you a flying speed equal to your walking speed.
In addition, you gain resistance against the damage types of your chosen Crimson rites. While you are in your metamorphosis, you have immunity against these damage types instead.
Sorcerer
Divine Magic
1st-level Divine Soul feature
Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn additional spells when you reach certain levels in this class based on that affinity, as shown on the Divine 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.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a spell of a school associated with your chosen affinity from the cleric or sorcerer spell list.
Divine Soul Magic
Sorcerer Level | Good | Evil | Law | Chaos | Neutrality |
---|---|---|---|---|---|
1st | Cure Wounds | Inflict Wounds | Bless | Bane | Protection from Good and Evil |
3rd | Prayer of Healing | Blindness/Deafness | Calm Emotions | Hold Person | Enhance Ability |
5th | Daylight | Bestow Curse | Beacon of Hope | Feign Death | Protection from Energy |
7th | Aura of Life | Death Ward | Aura of Purity | Freedom of Movement | Banishment |
9th | Summon Celestial | Contagion | Holy Weapon | Geas | Dispel Evil and Good |
Spell School | Evocation | Necromancy | Abjuration | Enchantment | Transmutation |
Dragon Ancestor
1st-level Draconic Bloodline feature
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. With your DMs permission, you may choose other types of dragons than presented here and assign an appropriate damage type.
Draconic Ancestry Additions
Dragon | Damage Type |
---|---|
Amethyst | Force |
Crystal | Radiant |
Emerald | Psychic |
Sapphire | Thunder |
Topaz | Necrotic |
Draconic Magic
1st-level Draconic Bloodline feature
You learn additional spells when you reach certain levels in this class based on the damage type associated with your Draconic Ancestry, as shown on the Draconic 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.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation spell from the bard or sorcerer spell list.
Draconic Magic - Classic
Sorcerer Level | Acid | Cold | Fire | Lightning | Poison |
---|---|---|---|---|---|
1st | Tasha’s Caustic Brew | Ice Knife | Burning Hands | Witch Bolt | Ray of Sickness |
3rd | Dragon’s Breath | Dragon’s Breath | Dragon’s Breath | Dragon’s Breath | Dragon’s Breath |
5th | Erupting Earth | Sleet Storm | Fireball | Lightning Bolt | Stinking Cloud |
7th | Vitriolic Sphere | Ice Storm | Fire Shield | Storm Sphere | Confusion |
9th | Wall of Stone | Cone of Cold | Immolation | Control Winds | Cloudkill |
Draconic Magic - Expanded
Sorcerer Level | Force | Radiant | Psychic | Thunder | Necrotic |
---|---|---|---|---|---|
1st | Magic Missile | Divine Favor | Dissonant Whispers | Thunderwave | Inflict Wounds |
3rd | Kinetic Jaunt | Moonbeam | Shadow Blade | Shatter | Wither and Bloom |
5th | Wind Wall | Crusader’s Mantle | Fear | Thunder Step | Spirit Shroud |
7th | Evard’s Black Tentacles | Sickening Radiance | Phantasmal Killer | Watery Sphere | Shadow of Moil |
9th | Wall of Force | Flame Strike | Dream | Destructive Wave | Enervation |
Pyromancer Magic
1st-level Pyromancer feature
You learn additional spells when you reach certain levels in this class, as shown on the Pyromancer 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.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation spell from the sorcerer or wizard spell list.
Pyromancer Spells
Sorcerer Level | Spells |
---|---|
1st | Burning Hands |
3rd | Scorching Ray |
5th | Melf’s Minute Meteors |
7th | Wall of Fire |
9th | Immolation |
Shadow Magic
1st-level Shadow Magic feature
You learn additional spells when you reach certain levels in this class, as shown on the Shadow 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.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an illusion spell from the sorcerer or warlock spell list.
Shadow Spells
Sorcerer Level | Spells |
---|---|
1st | Arms of Hadar |
3rd | Shadow Blade |
5th | Summon Shadowspawn |
7th | Shadow of Moil |
9th | Enervation |
Storm Magic
1st-level Storm Sorcery feature
You learn additional spells when you reach certain levels in this class, as shown on the Storm 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.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration spell from the druid or sorcerer spell list.
Storm Spells
Sorcerer Level | Spells |
---|---|
1st | Fog Cloud |
3rd | Warding Wind |
5th | Call Lightning |
7th | Storm Sphere |
9th | Control Winds |
Wild Magic Gifts
1st-level Wild Magic feature
You learn additional spells when you reach certain levels in this class, as shown on the Wild Magic 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.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be from the sorcerer or wizard spell list and must not be from a spell school any of your other Wild Magic Gifts are from.
Wild Magic Spells
Sorcerer Level | Spells |
---|---|
1st | Chaos Bolt |
3rd | Mirror Image |
5th | Blink |
7th | Confusion |
9th | Contact other Plane |
Fighter
Revised Banneret
A banneret is a knight who inspires greatness in others by committing brave deeds in battle. The mere presence of one in a hamlet is enough to cause some orcs and bandits to seek easier prey. A lone banneret is a skilled warrior, but a banneret leading a band of allies can transform even the most poorly equipped militia into a ferocious war band. A banneret prefers to lead through deeds, not words. As a banneret spearheads an attack, their actions can awaken reserves of courage and conviction in allies that they never suspected they had. Banneret serves as the generic name for the Purple Dragon Knight archetype if you use it in campaign settings other than the Forgotten Realms or to model warlords other than Purple Dragon Knights.
Rallying Cry
When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature, you can choose a number of creatures equal to your proficiency bonus within 60 feet of you who are allied with you. Each creature gains temporary hit points equal to the number of hit points you regained from second wind provided the creature can see or hear you.
Additionally each creature who benefits from this may spend one of their hit dice, rolling the die and regaining hit points equal to the number rolled + their constitution modifier
Invigorating presence
A knight cannot stand alone, you have learned the right words and basic medical techniques to keep your allies fighting for longer than most should be able to. At 7th level, you gain proficiency in the Persuasion and medicine skills. If you are already proficient in one or both, you instead gain proficiency in one or two of the following skills of your choice: Animal Handling, Insight, Intimidation, or Performance. Your proficiency bonus is doubled for any ability check you make that uses Persuasion or Medicine. You receive this benefit regardless of the skill proficiency you gain from this feature.
In addition, during a short rest you may tend to your ally’s wounds and encourage them to keep going, make a wisdom (medicine) and a charisma (persuasion) check, add the results of the two together. You gain a pool of hit points equal to the result of the checks, which you may distribute among any number of willing creatures allied to you, not including yourself.
Inspiring Surge
Starting at 10th level, when you use your Action Surge feature, you can choose a number of creatures equal to half of your proficiency bonus (rounded down) within 60 feet of you that are allied with you. Those creatures can make one melee or ranged weapon attack, or cast a spell with a casting time of 1 action that requires you to make an attack roll, using their reactions, provided that they can see or hear you.
Bulwark
Beginning at 15th level, you can extend the benefit of your Indomitable feature to an ally. When an ally you see and who can see or hear you within 60ft of you fails a saving throw, you may use your Indomitable feature to allow one ally to reroll that saving throw. If you also failed the saving throw, both you and your ally gain the benefit of the Indomitable feature.
Beacon of the Battlefield
At 18th level you have reached the pinnacle of your abilities as a knight and commander, you are a shining beacon of the battlefield, bringing doom on your enemies and relief to your allies. You gain the following benefits:
- When you make an attack as part of your attack action, you can replace each attack by allowing an ally you see and who can see or hear you within 60ft to use their reaction to make a weapon attack.
- While any creature, including yourself, has temporary hit points granted by your rallying cry feature, they gain half cover.
- When you direct your allies to attack, they have advantage on spell and weapon attacks they make via your inspiring surge feature.
- Creatures who benefit from your invigorating presence feature also lose a level of exhaustion, or can end one effect causing them to be poisoned or diseased.
- When you or your allies reroll a saving throw with the Bulwark feature, your ally has advantage on the new roll.
Samson’s Stupendous Subclasses
Using These Subclasses
Unlike regular subclasses, the options presented here are designed to be compatible with multiple classes. The classes that are compatible with each subclass option are specified in each subclass’s entry.
Choosing the Subclass
When you choose a subclass for your character (a bard’s Bardic College, a wizard’s Arcane Tradition, and so on), you can instead choose one of these subclass options, so long as the subclass is compatible with your character’s class. You can choose the subclass only once, even if you multiclass into another class that is also compatible with the subclass. How the subclass manifests in your character’s story is up to you. Perhaps your sorcerer’s innate spark of elemental magic has been determinedly honed by this schooling ever since they first showed arcane potential, or your warlock eschewed their patron’s usual boons for learning these more esoteric manifestations of power. Maybe your druid chose to attend university instead of joining a druidic circle, or your wizard balked at a traditional apprenticeship in favor of newfangled numeromancy.
At Higher Levels
Like regular subclasses, the subclass you choose here grants your character new abilities at higher levels. When your character would normally gain a new subclass feature (as noted in your character’s class table), you gain a feature from this subclass instead. All the subclass features detailed here have a level prerequisite, as noted beneath their name, and you must meet the prerequisite to gain the feature. For example, to gain a feature noted as “Level 5+,” your character must be 5th level or higher in the class for which the subclass was chosen. So if you’re a artificer with the Anatomist subclass, you must be a 5th-level artificer to gain the Transmutagen feature. When you reach certain levels, you might be eligible to choose from among multiple features in the subclass. When you reach such a point, you select one of these features for your character to gain. Unless otherwise specified, you can gain no more than one subclass feature at a time.
Shield Scion
Fighter, Paladin, and Ranger Subclass
Shield Bash
level 1+ Shield Scion feature
You can treat any shield you wield as an improvised melee bludgeoning weapon with which you are proficient.
If you are wielding a magic shield, attacks with it also count as magical, for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, and any bonus it provides to AC is also applied to attack and damage rolls with it.
Bulwark Fighting Style
level 1+ Shield Scion feature
You have learned to incorporate your shield into your signature fighting style. Your fighting style is enhanced by one of the effects below.
If you have more than one fighting style, you choose which one to apply the enhancement to after finishing a short or long rest.
Once you gain a new Shield Scion feature at lvl 15 or higher, you can apply this feature to up to two of your fighting styles.
Archery
Using special straps and techniques, you ignore the two-handed property of ranged weapons you attack with while wielding a shield and do not need a free hand to load them.
Blind Fighting
Your shield moves instinctual to block attacks from unseen foes. You gain a +2 bonus to AC against attacks made by creatures you cannot see.
Defense
While you are wielding a shield, you gain a +1 bonus to your AC.
Dueling
You gain a +1 bonus to attack rolls with melee weapons while wielding a shield.
Great Weapon Fighting
You can treat your shield as having the heavy and versatile properties.
Interception
While wielding a shield, you can add half your level in this class (rounded down) to the amount of damage you reduce.
Protection
While wielding a shield, if a creature other than you that is within 5 feet of you needs to make a dexterity saving throw, you can use your reaction to grant advantage on the save.
Superior Technique
As a reaction to being hit by an attack while wielding a shield, you may expend and roll your superiority die to gain a bonus to AC equal to the number rolled, including against the triggering attack, until the start of your next turn.
Thrown Weapon Fighting
You can treat your shield as having the Thrown property with a normal range of 20 feet and a long range of 60 feet. Immediately after the attack, the shield flies back to your hand.
Two-Weapon Fighting
When using the Attack action, you may make one additional attack with your shield.
Unarmed Fighting
You can grapple a creature with the hand you are wielding a shield with.
Shield Scion Magic
level 1+ Shield Scion feature
You gain access to a selection of spells at the levels specified in the Shield Scion Spells list. Depending on your base class, you either learn them or have them always prepared, without them counting against your number of learned or prepared spells. Each spell counts as a ranger or paladin spell for you respectively.
In addition, you may use your shield as a spellcasting focus for your ranger and paladin spells.
Shield Scion Spells
Caster Level | Spells |
---|---|
3rd | Absorb Elements, Sanctuary |
5th | Earth Bind, Warding Bond |
9th | Intellect Fortress, Spirit Guardians |
13th | Fire Shield, Otiluke’s Resilient Sphere |
17th | Antilife Shell, Wall of Stone |
Hunker Down
Level 7+ Shield Scion feature
While you are wielding a shield and not incapacitated, you and friendly creatures within 10 feet of you gain half cover.
If you are a paladin, the range of this effect increases to 30 feet when you reach 18th level.
Shield Veil
level 10+ Shield Scion Feature
As a bonus action while wielding a shield, you blend yourself in with your shield, heavily concealing you until the start of your next turn or until you are no longer wielding a shield.
Once you use this feature, you can’t do so again until you finish a long rest, unless you spend a use of Indomitable or a 2nd level spell slot or higher to use it again.
Perfect Parry
level 15+ Shield Scion Feature
You gain the Interception Fighting Style, or another Fighting Style of your choice from the options available to the fighter if you already have it.
You may now use Interception to reduce damage done to yourself as well. If you reduce the damage to 0, you can immediately make one attack with your weapon against the attacker, as part of the same reaction. You make this attack with advantage.
Shielded Fury
level 18+ Shield Scion feature
As a bonus action while you are wielding a shield, you lose the bonus to AC that your shield provides, to gain the following benefits instead:
- Your attacks gain a bonus to damage equal to the bonus to AC you lost by activating this feature
- Once per turn, when you hit a creature with an attack you make with your shield, you can try to shove that creature.
- Whenever a ranged attack is made against a target within 10 feet of you, you can choose to become the target instead.
You may end your shielded fury as a bonus action.
Anatomist
Artificer, Rogue, and Wizard Subclass
Bonus Proficiencies
level 1+ Anatomist feature
You gain proficiency in the Medicine skill and with Alchemist’s Supplies.
Precision Attack
level 1+ Anatomist feature
Your intricate knowledge of creatures’ anatomy enables you to exploit their weaknesses.
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 or ranged weapon, or a weapon bearing one of your infusions.
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 extra damage increases to 2d6 at 4th level, and by an additional 1d6 every three levels after that.
If you already have the Sneak Attack feature, you only gain the benefits of the feature granting the most extra damage at your current level. Your Sneak Attack damage counts as Precision Attack damage for the purposes of this class’ features.
Alchemic Bombs
level 1+ Anatomist feature
To know a creature, is to know how to best blow it up. You are proficient with Alchemist’s Fire and Acid, and have developed an even deadlier concoction.
As an action, you can produce and throw a vial of volatile liquid that explodes on impact. Make a ranged weapon attack against a creature within range. On a hit, the target takes fire or acid damage (your choice) equal to your precision attack damage. You are considered proficient with your alchemic bomb attacks.
In addition, you learn special formulas to apply modifications to your alchemic bombs when you hit with them. You learn two formulas of your choice, from among the options described below, and each time you gain a level in this class, you can replace one formula you know with a different one from this feature. Each time you reach a level in this class that grants you a new anatomist class feature, you also learn one additional formula.
Some of your formulas require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Bomb save DC = 8 + your proficiency bonus + your Intelligence modifier
Once you have modified your alchemic bombs this way a number of times equal to your proficiency bonus, you can’t do so again until you finish a long rest, unless you spend a 1st level spell slot or higher, or use your Cunning Action to do so again.
Arcane Bomb
You can expend one spell slot to deal additional damage to the target. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st. When you do, you can also change the damage type of your alchemic bomb to the damage type of one of your prepared spells of the same level as the spell slot you expended.
Blasting Bomb
The bomb’s target and each creature within 10 feet of it must make a Dexterity saving throw. On a failed save, they take damage of the bomb’s type equal to half your precision attack damage (rounded down). If the saving throw fails by 5 or more, a target is knocked prone. You may use this formula even if the bomb’s attack missed.
Concussive Bomb
The bomb’s target must succeed on a Constitution saving throw or be incapacitated until the end of its next turn. If the saving throw fails by 5 or more, the target is deafened for 1 minute.
Dispelling Bomb
One spell of a level equal to or lower than the bomb’s number of damage dice ends on the target.
Draining Bomb
The bomb’s target must succeed on a Constitution saving throw or suffer a level of exhaustion.
Poison Bomb
The bomb’s target must succeed on a Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the poisoned condition on itself on a success. If the saving throw fails by 5 or more, the target falls unconscious for 1 hour, or until it takes damage or another creature uses an action to shake it awake.
Rooting Bomb
The bomb’s target must succeed on a Strength saving throw or become restrained for 1 minute. If the saving throw fails by 5 or more, the target is instead paralyzed for the same duration. The target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success.
Turning Bomb
A Fey, Fiend, or Undead hit by this bomb must succeed on a Wisdom saving throw or be turned for 1 minute or until it takes any 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.
Transmutagen
level 5+ Anatomist feature
You discover how to create a magical viscous liquid known as a transmutagen that you can imbibe in order to alter your physical and mental abilities.
After you finish a short or long rest, you can brew one dose of a transmutagen. It remains potent until it is used, you die, or you create another transmutagen.
When you create the transmutagen, you select one of your ability scores. As an action, you can drink the mutagen to gain the following effects for 1 hour:
- You gain temporary hit points equal to 5 + your level in this class
- You have advantage on attack rolls, abillity checks, and saving throws using the selected ability score
- You have disadvantage on attack rolls, ability checks, and saving throws using the opposing ability score
Opposing ability scores are Srength and Charisma, Dexterity and Wisdom, and Constitution and Intelligence respectively. When the effects of your transmutagen end, you suffer a level of exhaustion.
When another creature drinks the transmutagen, it has to make a constitution saving throw against your bomb save DC or suffer a level of exhaustion and be poisoned for 1 hour. A creature can repeat its save every turn to end the poison condition.
Subdermal Companion
level 9+ Anatomist feature
You can cast the find familiar spell as a ritual. Your familiar can take the form of a tiny benign growth on your body, usually on the stomach or back, with the same statistics as a regular familiar.
As an action, the growth can detach itself from your body as a separate creature vaguely resembling the kind of creature you would normally summon with this spell.
The familiar can reattach itself to you as an action. While it is attached to you, the familiar has total cover and is immune to all damage, and you can make any spell you cast that targets only you also target your familiar.
While your familiar isn’t summoned, you may also grant these benefits to a humunculus servant.
Alchemic Perfection
level 14+ Anatomist feature
Your mastery of alchemy allows you to select two separate formulas at once when modifying your alchemic bombs.
In addition, while under the effect of a transmutagen, you regain 1 hit point at the start of each of your turns. Your severed body members (fingers, legs, tails, and so on), if any, are restored after 1 hour. If you have the severed part and hold it to the stump for 1 minute, the limb knits itself back to the stump.
Races and Lineages
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of one of the game’s fantastical races. Alternatively, you can choose one of the following lineages. If you choose a lineage, you might have once been a member of another race, but you aren’t any longer. You now possess only your lineage’s racial traits.
When you create a character using a lineage option here, follow these additional rules during character creation.
Ability Score Increases
When determining your ability scores, you increase one of those scores by 2 and increase a different score by 1, or you increase three different scores by 1. You follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
Your class’s “Quick Build” section offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
If you are replacing your race with a lineage, replace any Ability Score Increase you previously had with these.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.
If you are replacing your race with a lineage, you retain any languages you had and gain no new languages.
Creature Type
Every creature in D&D, including every player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race option presented here tells you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the text of the cure wounds spell specifies that the spell doesn’t work on a creature of the Construct type.
Fiendblood
Whether they see it as a blessing, a curse, or just the natural state of things, fiendbloods have the power of the lower planes running through their veins.
With their fiendish powers at their fingertips, many fiendbloods living on the material plane use their abilites for their own gain, rarely mingling with other creatures. The ones that do however, might choose to pick up the adventuring life, putting their abilities to the test in dangerous encounters and measure them up against their compatriots. They are prone to take a leadership role and might develop fierce rivalries with other creatures who challenge their position.
Fiendblood Origins
Fiendbloods often arise from pacts with fiends, ancient curses, or magical experiments of the maniacal kind.
The Fiendblood Origins table provides suggestions for how your character gained their lineage.
Fiendblood Origins
d8 | Origin |
---|---|
1 | You are a lesser fiend, either shunned from your home plane or having left on your own volition |
2 | You made a pact with a devil for power, permanently changing you |
3 | Having been summoned by a mad mage, you freed yourself from them and now wander this world |
4 | You were stillborn and only saved when your parents bargained with a fiend for your life |
5 | You were gravely wounded in battle and a transfusion of fiend blood saved your life |
6 | You were once a pure being, but after having been corrupted, you were banished to the lower planes |
7 | As your tribe’s leader, you once consumed the flesh of a fiend after your victory over it, changing you forever |
8 | You are the child of literal demons |
Fiendblood Features
Your fiendish heritage can manifest in different ways. While you may still look like your previous self, something still betrays your unnatural origin.
The Fiendblood Features table provides suggestions for how your fiendish blood manifests physically.
Fiendblood Features
d6 | Appearance |
---|---|
1 | You grow horns, wings, or a tail |
2 | Your skin is leathery and takes on an unnatural colour |
3 | You faintly smell of brimstone |
4 | You leave a harmless trail of emebers whenever you move |
5 | A faintly oppressive aura surrounds you and animals tend to shy away from you |
6 | You are the child of literal demons and you look the part |
Fiendblood Traits
You have the following racial traits.
Creature Type. You are a Fiend.
Size. You are Medium or Small. You choose the size when you gain this lineage.
Speed. Your walking speed is 30 feet.
Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
If you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
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 discern colors in that darkness as shades of gray.
Fiendish Resistance. You have advantage on saving throws against being poisoned, and you have resistance to poison damage. In addition, when you reach 5th level, you have resistance to cold, fire, or lightning damage, which you choose after you finish a long rest.
Fiendish Incarnation. As a bonus action, you can empower one aspect of your fiendish blood to grant you extraordinary abilities. For 1 minute, you gain one of the following effects:
- You gain a flying speed equal to your walking speed, while you are not wearing medium or heavy armour.
- Magical darkness doesn’t impede your darkvision.
- You have advantage on saving throws against spells.
- You transform into a beast of challenge rating 1/8 or lower. Your statistics remain the same, except for your movement speed and the ability to speak. Any equipment you are wearing or carrying isn’t transformed.
When you use this feature again, any effect currently in place ends immidiately and is replaced with the new one. You can use a bonus action to end an effect.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Beastkin
Beastkin are creatures with a tight bond to nature and their pack, be it actual beasts or their adventuring compatriots. Their primal instincts and adaptability are a boon to any party to welcome them.
They might be slow to trust, but once a beastkin forms a bond with other creatures, they will use all their ferocity to defend them. As beings of nature, they tend to be freedom loving, nomadic creatures who love a good meal and a story told between their close friends about their recent hunts or other achievements.
Beastkin Origins
Beastkin might be the result of fey magic, transforming a humanoid into something more beast like, or a member of a more established beast like race forging their own destiny and adapting accordingly.
The Beastkin Origins table provides suggestions for how your character gained their lineage.
Beastkin Origins
d8 | Origin |
---|---|
1 | As a rite of passage, you were sent out into the world by your pack to become an adult. The experienced molded you into your current self |
2 | A moonlight ritual transformed you into a beastlike creature |
3 | You are afflicted with a rare variant of lycanthropy |
4 | A transmutation magic mishap fused you with one of your animal test subjects |
5 | You created mutating agents to infuse you with the power of beasts |
6 | A rare mutation left you shunned by your original pack, forcing you to found your own |
7 | You are the impossible offspring of two magical beasts or beast like creatures |
8 | You were raised by wolves |
Beastkin Traits
You have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you gain this lineage.
Speed. Your walking speed is 30 feet.
Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
If you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills from Animal Handling, Athletics, Acrobatics, Perception, Stealth, or Survival.
Keen Senses. You gain advantage on perception checks based either on smell or hearing.
Natural Adaptation. You are especially adapted to your natural habitat and gain one of the following options of your choice:
(a) darkvision with a range of 60 feet or
(b) climbing speed equal to your walking speed or
(c) swimming speed equal to your walking speed.
Natural Attacks. When you select this race, choose either bludgeoning, slashing, or piercing damage. You can use a part of your body, like claws, horns, or hooves to make unarmed strikes. When you hit with them, the strike deals 1d6 + your strength modifier of the chosen damage type instead of damage normal for an unarmed strike.
Call Pack. Starting at 3rd level, you can cast the Speak with Animals spell with this trait. Starting at 5th level, you can also cast the Summon Beast spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest.
You can also cast these spells using spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is you spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
Awakened Soul
Awakened share their body with another powerful soul. Some of them might help their hosts, while others might actively work against them. They might have to fight a constant struggle against their other self or live peacefully in a kind of symbiosis with them.
It is therefore extremely rare to meet two Awakened who remotely share the same behaviors or powers. They might come off as raving lunatics, flippant and moody or just like your perfectly normal adventurer.
Awakened Soul Origins
Awakened Souls are the result of the soul of a living or dead being embedding itself into another creature. How that soul came to be there can have several possibilities. The experiments of a mad mage, manifesting the soul into their body in a moment of extreme crisis, or as some sort of divine punishment for the soul after their transgressions in a previous life.
The Awakened Soul Origins table provides suggestions for how your character gained their lineage.
Awakened Soul Origins
d8 | Origin |
---|---|
1 | After losing your sibling, the extreme emotional pain manifested their soul inside of you. |
2 | On the search for immortality, a crazed mage ripped their soul from their body and shunted into yours. |
3 | Having uncovered an ancient battleground, the soul of a brave hero lingering there for centuries claimed your body as his new vessel to seek justice, or revenge. |
4 | As a child of abuse, your repressed memories and emotions formed into another piece of your soul, now haunting you once more. |
5 | The remnant of an ancient being is grooming you to be its next host for conquering the planes. |
6 | You bear an artificial soul created from fusing the essence of multiple beings, put into an equally artificial body. |
7 | After a beloved person lost you, they tried everything to ressurect you, even giving up their own body for it. Yet, some remnants of them still linger within you. |
8 | You were simply born like this and have lived with your other self ever since. |
Awakened Soul Features
While on the outside, you may seem like a typical representative of your race, there may yet be specific quirks that could oust you as an Awakened Soul.
The Awakened Soul Features table provides suggestions for how your second soul might manifest itself.
Awakened Soul Features
d6 | Manifestation |
---|---|
1 | You dream of the life the other soul had and may also talk in your sleep about it. |
2 | The second soul speaks through you at the most inopportune times. |
3 | When you cast spells or exert yourself in another way, a faint image of the second soul manifests next to you. |
4 | You have flashes of important or critical events the second soul lived through when you are in similar tense situations. |
5 | Your head is always filled with the most useless trivia by the other soul, which deems it relevant to the current situation. |
6 | You sometimes freely switch between the two of you, adapting completely different mannerisms, voice, eating habits, etc. |
Awakened Soul Traits
You have the following racial traits.
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you gain this lineage.
Speed. Your walking speed is 30 feet.
Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
If you don’t keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
Inner Demons. Sometimes the struggle with your second soul manifests in a sudden spike in power, leaving you severely weakened afterwards. When you fail an ability check or saving throw, or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. When this turns a failure into a success, you gain a level of exhaustion. You cannot use this trait again until you finish a long rest.
Soul Alignment. Choose one of the soul alignment options below, which represents the other soul’s disposition towards you. You and your DM can agree to change this option after an appropriate moment in your character’s journey.
Benevolent. As a reaction when you take damage, you can reduce the amount of damage you take by your proficiency bonus (to a minimum of 0 damage).
Domineering. Immediately after dealing damage to a creature with an attack, you can use a bonus action to deal additional force damage equal to your proficiency bonus to that creature.
Reclusive. Your land movement speed increases by 5 feet.
Awakened Manifestations. When you reach 3rd level, choose one of the manifestation options below, representing the kind of person the other soul was in its past life.
Thereafter, you can use a bonus action to strengthen your connection with the other soul and temporarily tap into its abilities. Your manifestation lasts for 1 minute or until you end it as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Warrior. Choose one fighting style available to the Fighter class. You gain the benefits of that fighting style while your manifestation is active.
Spellcaster. Choose a cantrip from any class’ spell list. You can cast the chosen cantrip while your manifestation is active using Intelligence, Wisdom, or Charisma as your spellcasting ability (choose when you activate your manifestation).
Expert. You gain proficiency in a language, skill, tool, or weapon of your choice. Whenever you make an ability check with your chosen proficiency, you can treat a d20 roll of 9 or lower as a 10.
Crafting System
Age of Adventurers uses a modified version of the crafting system presented in Xanathar’s Guide to Everything.
A character who has the time, the money, and the needed tools can use downtime to craft armor, weapons, clothing, or other kinds of nonmagical gear.
Resources and Resolution
In addition to the appropriate tools for the item to be crafted, a character needs raw materials worth half of the item’s selling cost. To determine how many days it takes to create an item, divide its gold piece cost by 50. A character can complete multiple items in a day if the items’ combined cost is 50 gp or lower. Items that cost more than 50 gp can be completed over longer periods of time, as long as the work in progress is stored in a safe location.
Multiple characters can combine their efforts. Divide the time needed to create an item by the number of characters working on it. Use your judgment when determining how many characters can collaborate on an item. A particularly tiny item, like a ring, might allow only one or two workers, whereas a large, complex item might allow four or more workers.
A character needs to be proficient with the tools needed to craft an item and have access to the appropriate equipment. Everyone who collaborates needs to have the appropriate tool proficiency. You need to make any judgment calls regarding whether a character has the correct equipment. The following table provides some examples.
Proficiency | Items |
---|---|
Herbalism kit | Antitoxin, potion of healing |
Leatherworker’s tools | Leather armor, boots |
Smith’s tools | Armor, weapons |
Weaver’s tools | Cloaks, robes |
If all the above requirements are met, the result of the process is an item of the desired sort. A character can sell an item crafted in this way to other players to turn a profit.
Crafting Magic Items
Creating a magic item requires more than just time, effort, and materials. It is a process that involves one or more adventures to gather necessary materials.
Potions of healing and spell scrolls are exceptions to the following rules and are detailed in later sections.
An item invariably requires an exotic material to complete it. This material can range from the skin of a yeti to a vial of water taken from a whirlpool on the Elemental Plane of Water. Finding that material takes place as part of a quest, encounter or rp session led by a DM.
The Magic Item Ingredients table suggests the challenge rating of a creature that the characters need to face to acquire the materials for an item, which will be given by the DM if appropriate.
Note that facing a creature does not necessarily mean that the characters must collect items from its corpse. Rather, the creature might guard a location or a resource that the characters need access to.
You can also request a gathering session or quest when grouping up for a game or a DM might run a special ingredient hunt once in a while.
Item Rarity | CR Range |
---|---|
Common | 1–3 |
Uncommon | 4–8 |
Rare | 9–12 |
Very rare | 13–18 |
Legendary | 19+ |
In addition to facing a specific creature or foraging for a rare ingredient, creating an item comes with a gold piece cost covering other materials, tools, and so on, based on the item’s rarity. Those values, as well as the time a character needs to work in order to complete the item, are shown on the Magic Item Crafting Time and Cost table. Halve the listed price and creation time for any consumable items.
Breaking down crafting components
When you receive a crafting component as reward, you may break them down into lesser rarity versions. You get one extra component for each level of rarity you choose to lower the crafting component, i.e. when you would receive a rare component, you can chosse to receive two uncommon or three commons instead.
Guild Rank Restrictions
Characters can craft magic items up to the same rarity they would be able to use non-attunement items.
Magic Item Adept
Artificers with this feature, in addition to its regular effects, can use any one exotic material component twice for crafting magic items.
Magic Item Crafting Time and Cost
Item Rarity | Workdays * / ** | Cost* |
---|---|---|
Common | 1 | 50 gp |
Uncommon | 2 | 200 gp |
Rare | 10 | 2,000 gp |
Very rare | 25 | 20,000 gp |
Legendary | 50 | 100,000 gp |
* Halved for a consumable item
** Halved for appropriate tool expertise
To complete a magic item, a character also needs whatever tool proficiency is appropriate, as for crafting a nonmagical object. They do not need proficiency with a tool if they add double proficiency to their Arcana skill, i.e. via Expertise or another source.
If all the above requirements are met, the result of the process is a magic item of the desired sort.
Lowering crafting base cost
You can further lower the base cost of crafting an item, magical or mundane, by a percentage equal to your relevant tool or skill check modifier. This reduction applies in thresholds of 5 as shown in the table below.
Skill or Tool Modifier | Base cost Reduction |
---|---|
0-4 | - |
5-9 | 5% |
10-14 | 10% |
15-19 | 15% |
20+* | 20%+* |
* Continues in increments of 5 |
Bonuses to your check only apply if they are permanent and present during the whole duration of the crafting process without having to be reapplied. If the bonus is a dice roll, apply the lowest possible result.
Pets
“Pets” are all non-character creatures who have the prerequisites to craft items (i.e. planar bound summons, simulacrums,..). Double the time it takes for these creatures to craft an item. All other modifiers apply as normal.
Brewing Potions of Healing
Potions of healing fall into a special category for item crafting, separate from other magic items. A character who has proficiency with the herbalism kit can create these potions. The times and costs for doing so are summarized on the Potion of Healing Creation table.
Type | Time | Cost |
---|---|---|
Healing | 1 hour | 25 gp |
Greater healing | 1 day | 100 gp |
Superior healing | 3 days | 1,000 gp |
Supreme healing | 4 days | 10,000 gp |
Scribing a spell scroll
Scribing a spell scroll takes an amount of time and money related to the level of the spell the character wants to scribe, as shown in the Spell Scroll Costs table. In addition, the character must have proficiency in the Arcana skill and must provide any material components required for the casting of the spell. Moreover, the character must have the spell prepared, or it must be among the character’s known spells, in order to scribe a scroll of that spell.
If the scribed spell is a cantrip, the version on the scroll works as if the caster were 1st level.
Spell Level | Time | Cost |
---|---|---|
Cantrip | 1 hour | 15 gp |
1st | 1 hour | 25 gp |
2nd | 3 hours | 150 gp |
3rd | 1 day | 200 gp |
4th | 2 days | 1,500 gp |
5th | 4 days | 2,000 gp |
6th | 8 days | 15,000 gp |
7th | 16 days | 20,000 gp |
8th | 32 days | 25,000 gp |
9th | 48 days | 100,000 gp |
Proficiency Training System
Proficiency | Cost | Level Of Proficiency |
---|---|---|
Common language** | 1000gp + 10 days | Proficient |
Exotic language** | 5000gp + 20 days | Proficient |
Artisan tool, Musical instrument or other* | 1000gp + 10 days | Proficient |
Artisan tool, Musical instrument or other* | 5000gp + 30 days | Expertise |
Gaming set | 500gp + 5 days | Proficient |
Gaming set | 2000gp + 30 days | Expertise |
Vehicles land | 800gp + 8 days | Proficient |
Vehicles land | 3500gp + 30 days | Expertise |
Vehicles Water | 1000gp + 10 days | Proficient |
Vehicles Water | 5000gp + 35 days | Expertise |
Vehicles Air | 1500gp + 15 days | Proficient |
Vehicles Air | 6000gp + 40 days | Expertise |
*Other include Thieves’ tools, Poisoner’s kit, Navigator’s tools, Herbalism kit, Forgery kit, Disguise Kit.
**If the character already knows a language with the same script reduce 5 days from learning and 250 gp
In order to aquire Expertise you must first be proficient in the thing you wish to gain expertise in.
Item Enchantment
In order to combine magical effects from diferent unique items the following rules apply:
Each rarity of item has pip’s, an item of common rarity has zero pip’s, uncommon rarity one pip’s, rare two pip’s, very rare three pip’s and legendary four pip’s. If an item requires attunement it counts has having one extra pip.
When applying the fourth and further type of upgrade, an additional pip is added per upgrade.
The attunement “slot” is always filled first.
Wonderous enchantments cannot be combined with other wonderous enchantments (i.e. no Medallion of Thoughts + Necklace of Adaptation).
Hoard items and vestiges of divergence cannot be enchanted.
If a combination provides the same type of bonus from two sources, you choose which one to apply (and yes, attack bonus to spells and attack bonus to wizard spells boil down to the same type of bonus when casting a wizard spell)
Aditionatly if combining enchantments that do not require attunement, you can move its Attunement Pip to the Rarity slot, increasing the item’s Rarity and Cost (to a maximum of Legendary) without the item requiring Attunement.
If the enchantments have Charges, the charges are separated and apply only to the original enchantment, even if the spell being cast is the same for both enchantments. (No combining or swapping the Wand of Magic Missile charges with the Diamond of the Dueling Magus charges.)
Enchantement table
Rarity | Slots* |
---|---|
Common | 0 |
Uncommon | 1 |
Rare | 2 |
Very Rare | 3 |
Legendary | 4 |
*if attunement is required for the enchantment then apply another slot, as well as if applying the third and further type of upgrade.
Enchantment Example:
Ring of Mind Shielding
🟡 attunement
🟡 uncommon
+
Ring of Spell Storing
🟡 attunement
🟡🟡 rare
=
Ring of Mind Storing
🟡 attunement
🟡🟡🟡🟡 legendary
Special Enchantments
In addition to the enchantments from magical items, you can also use the following options:
Change Base item
Common Rarity
The base item can accept enchantments from an otherwise incompatible item. I.e. Swords with magical staff enchantment
This enchantment requires approval (ping @Approvals), as some enchantments are clearly overpowered or would provide unfair advantages.
Change Attunement Requirement
Common Rarity
One of the enchantments in this item can have its attunement prerequisites can be ignored.
i.e.: A fighter can attune to a staff of power with this enchantment
If the item requires a value or augments a value for a spell save dc or spell attack bonus, choose an ability score as your spellcasting ability at the moment of enchantment.
Enchanted Plate
Expanded Grimoire
Cantrips
Beckon
Necromancy cantrip
- Casting Time
- 1 action
- Range
- 60 feet
- Components
- V, S, M (two silver pieces)
- Duration
- Instantaneous
You instill a feeling of looming dread and disaster in the enemy which is fuelled by your own proximity to death. The target must succeed on a Charisma saving throw or take 1d8 psychic damage. For each level of exhaustion you suffer, the target takes an additional 1d8 necrotic damage.
The spell’s psychic damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
- Classes:
- Bard, Cleric, Warlock, Wizard
- Credits:
- @lazylucien
Endure
Abjuration cantrip
- Casting Time
- 1 reaction, which you take when you make a saving throw against being blinded, deafened, exhausted, paralyzed, petrified, poisoned, or stunned
- Range
- Self
- Components
- S, M (three edible berries or nuts, which the spell consumes)
- Duration
- Instantaneous
You strengthen your body against effects that would seek to harm it. You have advantage on the saving throw against the triggering effect.
- Classes:
- Artificer, Cleric, Druid, Sorcerer, Warlock
- Credits:
- @lazylucien
Figment
Illusion cantrip
- Casting Time
- 1 bonus action
- Range
- Self
- Components
- S, M (a piece of cloth and a bit of wax)
- Duration
- 1 round
Choose a creature you can see or hear within 30 feet of you. The creature vanishes from your consciousness, which makes you effectively blinded and deaf to it.
You can select more than one creature when you reach higher levels: two at 5th level, three at 11th level, and four at 17th level.
- Classes:
- Bard, Sorcerer, Warlock, Wizard
- Credits:
- @lazylucien
Grease Glands
Conjuration cantrip
- Casting Time
- 1 action
- Range
- Self
- Components
- V
- Duration
- Instantaneous
You cover your skin in acidic grease. If you are currently grappled or restrained, you can immediately reroll the check or save to escape from being grappled or restrained with advantage.
If a creature grappling or restraining you is in physical contact with you (DM’s discretion), it must succeed on a Constitution saving throw or take 1d10 acid damage.
The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
- Classes:
- Artificer, Druid, Warlock
- Credits:
- @lazylucien
Outburst Blade
Enchantment cantrip
- Casting Time
- 1 action
- Range
- Self
- Components
- S, V, M (a trinket depicting something you are afraid of or have a deep adoration towards)
- Duration
- 1 round
You evoke a blade shaped from pure emotion in your free hand. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d6 psychic damage. If you are charmed or frightened by a hostile creature, the target takes 1d12 psychic damage instead.
You can attack more than once when you reach higher levels: twice at 5th level, three times at 11th level, and four times at 17th level. You can use your movement between each attack.
- Classes:
- Bard, Sorcerer, Warlock
- Credits:
- @lazylucien
Wrath
Primal Savagery (Variant)
Transmutation cantrip
- Casting Time
- 1 action
- Range
- Self
- Components
- S
- Duration
- Instantaneous
You channel primal magic to cause your teeth, fingernails, or other appendages to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.
You may cast this spell in your wild shape. When you do, the spell’s damage dice are d12, and you can change the damage type to one of your natural attacks’ damage types instead.
The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
- Classes:
- Druid
- Credits:
- @lazylucien
Refocus
Divination cantrip
- Casting Time
- 1 minute
- Range
- Self
- Components
- V, S, M (A piece of rubber or gum, and a feather)
- Duration
- Instantaneous
You consult your spellbook, deity, or similar font of magical knowledge to refocus your spell priorities. Swap one of your prepared spells with a known spell of the same level.
You cannot cast this spell again until you finished a long rest.
You can use this spell more times before a long rest when you reach higher levels: twice at 5th level, three times at 11th level, and four times at 17th level.
- Classes:
- Cleric, Druid, Wizard
- Credits:
- @lazylucien
Shell
Evocation cantrip
- Casting Time
- 1 action
- Range
- Touch
- Components
- V, S, M (a good luck charm)
- Duration
- 1 Minute
You imbue a creature with a mote of magical energy, meant to lash out at those who seek to harm them when most vulnerable. When the targeted creature is unconscious and hit with an attack, the attacking creature must succeed on a Wisdom saving throw or take 1d6 force damage. In addition, if the warded creature is currently dying, they do not automatically fail their death saving throw from the triggering attack, but roll it instead.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
- Classes:
- Artificer, Bard, Cleric, Druid
- Credits:
- @lazylucien
1st Level
Find Memory
1st-level divination
- Casting Time:
- 1 action
- Range:
- Self
- Components:
- V, S
- Duration:
- Instantaneous
You search the recesses of your mind for a memory you cannot quite recall. This could be a name you’ve heard, the contents of a map or letter you’ve read, or a moment in time you’ve experienced that lasted no longer than 1 minute.
You instantly remember the information you’re seeking in complete detail, and maintain perfect recollection of it for the next hour, after which it becomes a normal memory
- Classes:
- Artificer, Cleric, Wizard
- Credits:
- u/Grimtendo
- Edited:
- @kayvee
Share Thoughts
1st-level enchantment
- Casting Time:
- 1 action
- Range:
- Touch
- Components:
- V, S
- Duration:
- Instantaneous
You touch a willing creature and impart a memory of yours that lasts no longer than 1 minute. This could be a conversation you’ve had, an event you witnessed, or the image of an object you’ve seen. The creature instantly learns any details of that memory as if they have seen it through your senses.
- Classes:
- Artificer, Cleric, Wizard
- Credits:
- u/Grimtendo
- Edited:
- @kayvee
4th Level
Faer’s Temporal Reconstruction
4th-level divination (chronomancy)
- Casting Time:
- 1min (Ritual)
- Range:
- Self (30-foot radius)
- Components:
- V, S, M (diamond dust worth 200gp, which the spell consumes, in an hourglass worth 50gp)
- Duration:
- 10 min
You flip the hourglass used in the casting of this spell and as the diamond dust begins to descend it disappears sending a sensor trough time to reconstruct the past events of a place you stand on. These events can vary in importance from the murdering of ancient kings to the birth of a commoner’s child.
Upon casting this spell make a Intelligence (History) check, based on the result and at the DM discretion the sensor will grand you a vision with information on the targeted location past events.
Through the duration of this spell if you are under any spell or effect that grants you a special sense or otherwise helps you detect information, such as the detect magic or true seeing spells, the DM may grant you additional information.
Likewise, spells and effects that block divination magic, such as a private sanctum spell or a non-detection spell, can limit the information received.
You may share the vision with any number of creatures within range of this spell.
- Classes:
- Wizard, Bard, Cleric
- Credits:
- @Hailstorm#5016
Time to Drop Knowledge
When a player casts this spell, if you don’t know the end goal of your player, make sure to ask them what they are looking for before making the check so that you as a DM don’t have to go over large amounts of lore that probably would not be useful.
If this spell is slowing game pace it is advised to give only the most important knowledge now and during the game retroactively pull bits of lore from the casting of this spell when time is opportune.
Ride the Lightning
4th-level conjuration (Druid, Sorcerer, Wizard)
- Casting Time:
- 1 action
- Range:
- Self
- Components:
- V, S, M (a length of copper wire)
- Duration:
- Instantaneous
You transform yourself into a bolt of lightning and teleport up to 60 feet to an unoccupied space you can see. Each creature within 5 feet of the line created between your starting point and final destination takes 4d6 lightning damage.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. In addition, you can teleport yourself an additional 10 feet further for each slot level above 4th.
- Classes:
- Wizard, Bard, Cleric
- Credits:
- Grim Hollow p. 124
MtG - Time Stretch
Items
Martial Weapons
Name | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Hidden Blade | 25 gp | 1d4 piercing | 1 lb. | finesse, light, special |
Firearms
Name | Cost | Ammo | Damage | Weight | Range | Properties |
---|---|---|---|---|---|---|
Palm Pistol | 50g | 2g (20) | 1d8 piercing | 1 lb. | 40/160 | Light, reload 1, misfire 1 |
Pistol | 150g | 4g (20) | 1d10 piercing | 3 lb. | 60/240 | Reload 4, misfire 1 |
Musket | 300g | 5g (20) | 1d12 piercing | 10 lb. | 120/480 | Two-handed, reload 1, misfire 2 |
Pepperbox | 250g | 4g (20) | 1d10 piercing | 5 lb. | 80/320 | Reload 6, misfire 2 |
Blunderbuss | 300g | 5g (5) | 2d8 piercing | 10 lb. | 15/60 | Reload 1, misfire 2 |
Bad News | Crafted | 10g (5) | 2d12 piercing | 25 lb. | 200/800 | Two-handed, reload 1, misfire 3 |
Hand Mortar | Crafted | 10g (1) | 2d8 fire | 10 lb. | 30/60 | Reload 1, misfire 3, explosive |
weapon items
Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Ammunition All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
Hidden blade
Martial, Melee, Rogues also gain proficency in this weapon Special This weapon can be concealed by a successful dexterity (sleight of hand) contested by a creatures wisdom (perception) check. A creature you are in combat with succeeds on this check automatically. While wearing this weapon, when an attacker you can see hits you with a melee attack you can use your reaction to reduce the damage taken by an amount equal to your proficiency bonus.
Mount items
https://spilledale.com/blog/2018/05/24/5e-11-magic-items-for-mounts/
Magical Items
Table of Items
Name | Type | Rarity | Attunement |
---|---|---|---|
Scroll of Film | Scroll | Common | Not Required |
Orb of Remembrance | Wonderous Orb | Common | Not Required |
Storm Seer Lamp | Wonderous Lamp | Common | Not Required |
Rooting Arrows | Ammunition | Uncommon | Not Required |
Scroll of Mapping | Scroll | Uncommon or Very Rare | Not Required |
Diamond of the Dueling Magus | Weapon Augment | Rare | Attunement by aspellcaster |
Phoenix Arrow | Ammunition | Rare | Not required |
Contingency Band | Ring | Rare | Not required |
Archivist’s Key | Spelllike Effects | Very Rare | Not Required |
Sun Stone | Spelllike Effects | Very Rare | Attunement by a sorcerer, cleric, or druid |
Scroll of Film
Scroll, common
Unlike normal scrolls, a scroll of film has multiple uses. Each use requires you to pull out a perforated length of the scroll from its leather case. When found the scroll has 1d6 + 4 lengths.
The scroll is partially transparent at its center with gilded edges. While holding a length of the scroll taut out in front of you, you can use an action to speak its command word to cause the transparent portion of the scroll to become opaque. When it does, it records the two-dimensional image of what was seen at that time through the scroll’s center on your side of the now opaque paper. The recorded image can be in black and white or color (your choice).
The thieves tore down the moonlit street, away from the veteran guard in and shaken recruit. The older guard, a somewhat haggard human, made no pursuit as he lazily tore off a length of scroll from a canister at his side. As he did, the young recruit blurted out,
“Sir, sir! Why aren’t we in pursuit?”
The veteran spoke a single word, as if in conversation with the scroll he was holding, and turned to reveal a perfect image of the gang.
“With one word, we now know their height, build, and haul with certainty: everything they’d rather keep hidden. Fighting criminals with swords and shields is for you younger folk. For me, this is plenty. Don’t worry, you’ll get to chase these guys down tomorrow, after we have the warrants for it.”
Scroll of Film
Orb of Remembrance
Wondrous item, common
This glassy orb is 3 inches in diameter, weighs 1/2 pound, and is wrapped in a golden wire cage. Strange, wispy smoke drifts around inside the orb, creating cloud-like shapes that are almost recognizable as real-life objects.
While holding the orb, you can use an action to speak its command word, priming the orb and causing the smoke inside to restlessly billow and swirl. While holding the primed orb, you can gently squeeze it (no action required) to cause it to record that moment in time around you. When you do, the glassy sphere becomes perfectly clear over the course of 1 minute and reveals an exact duplicate of the area around you in up to a 30-foot radius as a miniature, illusory diorama inside it. While holding the orb, the scene inside soundlessly replays the next 6 seconds following the diorama’s capture.
An orb remains primed for 1 minute or until used to capture a diorama. Touching a primed orb of remembrance to one that already has a diorama creates a duplicate of the diorama in the primed orb. Speaking the command word again while shaking the orb causes the diorama inside to disappear into smoke, allowing it to be primed once more.
Oscar was lost. He’d come to the bazaar with Holly to shop for spell components, but within moments she had vanished into the crowds, leaving him to drift hazily between shops searching for the parts of his itemized list. As he kept moving from stall to stall he began to worry that’d he’d never extricate himself from the labyrinth of overly-friendly shopkeepers and jostling customers. However, just as he was about to give up and find a quiet corner to wait for everyone to clear out, he heard a familiar voice moving towards him.
“Oscar, Oscar! I found something!”
“Holly, what do you—“
As she cannoned into him he saw the glassy orb in her hand and the massive smile on her face before he was bowled over, both of them sprawling on the ground.
“Watch this, watch this!”
Oscar stared as the orb’s color began to clear, revealing in perfect miniature the moment of impact, Holly’s beaming smile and graceful poise, and his own look of shock and flailing surprise. As Holly began to laugh Oscar couldn’t help but join in, and, as the two of them sat in the middle of the crowded bazaar, everything else seemed to fade away.
Orb of Remembrance
Storm Seer Lamp
Wondrous item, common
This crystal lantern gives off a faint, refreshing smell that reminds you of being near the ocean. As a bonus action, you can touch the crystal to cause it to glow, casting bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. You can alter the radius when you touch the crystal in this way. Once the lamp has glowed for a total of 8 hours, it can’t be used again in this way until the next dusk. You can cause the light to fade using a bonus action to touch the crystal again.
In addition, the lamp can detect incoming storms up to 3 hours before they arrive. If an approaching storm would affect the area within 1 mile of the lamp, the crystal’s light becomes an eerie, cold gray.
The air was changing. The captain raised his lamp to better see ahead of him. Mist poured over the prow and glazed his skin and mouth. Salt.
The light stirred, flickering for but a moment before changing hue. No longer was the glow from the crystal a warm welcome, but a cold, foreboding gray.
A storm was coming.
Storm Seer Lamp
Rooting Arrows
Weapon (arrow), uncommon
Rooting arrows are a type of arrow created by militant druid circles and ranger conclaves. There are multiple types of these arrows, which are described below. After a rooting arrow’s been fired from a bow as part of a weapon attack, it continues to grow until its effect occurs at the start of your next turn. Once the effect ends, the arrow withers away and is destroyed. If an arrow hits a target, it remains centered on the target until a creature within reach uses an action to remove it. If an arrow misses a target, it lands in a space at the GM’s discretion. These arrows are usualy sold in packs of three, with one of each type in the pack.
Floral. This arrow grows into a beautiful, enchanting flower. When its effect occurs, each humanoid within 10 feet of the arrow must make a DC 13 Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. On a failed save, the humanoid is charmed by the creature who fired it for 1 minute or until the creature takes any damage.
Ivy. This arrow grows into a writhing mass of vines. When its effect occurs, each creature within 5 feet of the arrow must make a DC 13 Strength saving throw. On a failed save, a creature is grappled by the vine for 1 minute. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the vine (AC 10) also frees the creature without harming it, ending the effect and destroying the vine. On a successful save, a creature’s speed is halved until the end of its next turn as it struggles against the vines.
Spruce. This arrow grows painful tree needles that burst from it when it finishes growing. When the effect occurs, each creature within 10 feet of the arrow must make a DC 13 Dexterity saving throw. A creature takes 2d8 piercing damage on a failed save, or half as much damage on a successful one.
The Unbroken Circle was unwilling to move. They had been there for generations, and their Grove was their own. Their ancestors had cultivated the land, inch by inch, and now it was time for the land itself to show its thanks.
Rooting Arrows
Scroll of Mapping
Scroll, uncommon or very rare
By using an action to read the scroll, you cause the arcane script on the page to vanish and become an inked map of the surrounding area. The map shows the area in a 1-mile radius centered on the point where you read the scroll and indicates both structures and topography. By touching the map, a small light appears at your location to indicate where you are. Using a series of natural gestures when touching the page, you can cause the map to change its scale or displayed portion of the area. The scroll isn’t destroyed when you read it, but can’t be used again to create a different map.
The following scroll of mapping is a very rare variant with additional properties.
This map is in color and displays the names of large and small locations, depending on the map’s scale, such as the name of the region, street, or nearby shop. In addition, you can use an action to touch the map and ask it where a familiar person or place is that you can name or clearly describe. If the person or place is somewhere that can be shown on the map, an X appears on it at the target’s location. If there are multiple targets with the same name or description within the area, multiple marks appear. If the target is a creature that’s in a different form, such as being under the effects of a polymorph spell, or can’t be detected by divination magic or scrying sensors, the map doesn’t display its location. If the target is moving, the X follows its movements for the duration. The marked target remains shown on the map for 10 minutes, after which time the X vanishes. Once this property of the map has been used, it can’t be used again until 12 hours have passed.
“Alright, map: where’s the sunuvabitch who took my sword?”
No response
“Ugh, fine. Map, where the hell is a tavern?”
No less than 50 X’es appear on the map, obscuring their various names from view.
“Well, that’s something at least.”
Scroll of Mapping
Diamond of the Dueling Magus
Wondrous item, rare (requires attunement by a spellcaster)
Etched with eldritch runes, this 1-inch-diameter diamond allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the diamond to the weapon by pressing the diamond against it for at least 10 minutes. Thereafter, the diamond can’t be removed unless you detach it as an action or the weapon is destroyed. Not even an Antimagic Field causes it to fall off. The diamond does fall off the weapon if your attunement to the diamond ends.
The diamond has two charges. You regain all expended charges after a long rest.
• Whenever you hit a creature with an attack with the weapon the diamond is attached to, you may expend one charge along with a spell slot to deal a number of d6 equal to the level of the spell slot you spent of additional force damage.
• Whenever you roll a save, you may expend a charge along with a spell slot of 2nd level or higher and add a bonus of +4 to the result. You must be holding the weapon the diamond is attached to, in order to spend charges this way.
Phoenix Arrow
Weapon ammunition (a bolt or arrow), rare
This magical piece of ammunition is fletched with enchanted phoenix feathers and grants you a +1 bonus to attack and damage rolls made with it. The bolt or arrow is magically bound to a small quiver. When fired, the bolt or arrow bursts into flame upon impacting its target and deals magical fire damage instead of piercing from the attack. At the start of your next turn, the arrow is consumed by the flames and reappears in the quiver it was bound to.
You can speak the ammunition’s command word as a bonus action to set it ablaze before loosing the bolt or arrow. When you do, the ammunition begins its magical process early and burns out if shot beyond 30 feet. If fired in this way, the bolt or arrow deals an additional 1d6 fire damage and immediately reappears in the bound quiver after the attack.
You can store other arrows in the quiver, but can only have one Phoenix Arrow bound to the quiver at a time. If the arrow is ever destroyed, it reappears in the quiver after 24 hours. Firing the arrow into an antimagic field renders it nonmagical while it’s within the field, allowing it to be permanently destroyed while in that state.
Born and reborn to fly in a blaze of glory.
Phoenix Arrow
Contingency Band
Ring, rare
Each of this leather ring’s three braided bands bears the design of a dark, winding serpent. You can use an action to submerge the ring in a potion of healing or similar healing draft. If the ring is left to sit in a potion for 1 minute in this way, the ring magically consumes it and any of its healing properties. For each potion the ring has consumed, one of its dark serpents glows with a faint red light. The ring can have up to 3 consumed potions at a time.
Immediately after you take damage while wearing the ring, you can use your reaction to speak its command word and gain the healing effects of one of the ring’s consumed potions (your choice). The consumed potion is then lost, and one of the ring’s serpents becomes dark once more.
“Why on earth would you put that thing on?”
“What, the ring? I thought it was cute. Lookit the little snakes.”
“We haven’t even figured out what it does yet. That could be cursed. You could be cursed right now. Maybe you’ll suffer a snake bite each time you sit down now, or something. Or be poisoned each time you stub your toe.”
“Unlikely. Snakes aren’t poisonous, they’re venomous, so it wouldn’t make sense for me to be poisoned.”
“Oh, sure, of course. My mistake. You’ll probably magically heal or something instead when you stub your toe. Way more likely.”
Contingency Band
Archivist’s Key
Wondrous item, very rare
This magical key is one of several made by a secret order of historians and archivists. While holding the key, you can use an action to twist the key, as if you were unlocking a door. When you do, a magical, spectral door slowly appears in front of you over the course of 1 minute, duplicating the effect of the magnificent mansion spell with the following change. The dwelling always includes a large library that magically includes copies of books, scrolls, maps, and more. The library does not count toward the total amount of space created by the spell. Its contents are strangely organized and seemingly change each time the key is used. A creature can visit the library and attempt to uncover a piece of knowledge, such as ancient poetry, the history of a forgotten kingdom, or the family lineage of a tyrannical king. The GM determines the checks and DCs needed to locate a given piece of information. For example, a book of foreign nursery rhymes may be easy to find, but a copy of necromantic research documents would be extremely difficult, if not impossible.
When the spell ends, the key can’t be used this way again for 24 hours.
“…Did Estra get lost in the library again?”
“I think so. It’s fine. She’ll be there when we leave later. Kicking and screaming, but there nonetheless.”
Archivist’s Key
Sun Stone
Wondrous Item, Very Rare, requires attunement by a sorcerer, cleric, or druid
The sun stone has 3 charges.
Radiant burst: Using 1 charge, the wielder can release a bright radiant light in a 30 ft diameter from the wielder. Creatures in that radius needs to make a DC 16 Con save or take 3d10 radiant damage or half has much on a successful save.
Banish to light: Using 2 charges, the wielder can cast the banishment spell with a DC 16, if the target is banished permanently it is sent to the Quasi-Elemental Plane of Radiance instead of its native plane.
Shift to Dawn: Using 3 charges, the wielder can cast the plane shift spell with the Quasi-Elemental Plane of Radiance being the target location of the plane shift. Using this feature has a 33% chance of never working again when used.
Each dawn, the sun stone regains 1d3 charges.
Artillery “Peacekeeping” Utensils
Even a merchant likes to have a little protection from pirates, thieves and monsters. Adventurers might want to seek weaponry to hunt large monsters and help armies in exchange for payment.
Here is a table of weaponry that is available to equip on vehicles, houses and standalone as intimidation material :D
Mechanical Artillery
Name | Size | Price (ammunition cost) | Stat block |
---|---|---|---|
Ballista ++ | Large | 1000gp (1gp) | https://5e.tools/objects.html#ballista_dmg |
Mangonel | Large | 1250gp (2gp) | https://5e.tools/objects.html#mangonel_dmg |
Gnomeflinger | Large | 1500gp (special) | https://5e.tools/objects.html#gnomeflinger_dsotdq |
Trebuchet | Huge | 2000gp (5gp) | https://5e.tools/objects.html#trebuchet_dmg |
Green Flame Arbalester | Huge | 2500(50gp) | https://critterdb.com:443/#/creature/view/63824edbae10040322a19be4 |
Chemical Artillery
Name | Size | Price (ammunition cost) | Stat block |
---|---|---|---|
Boilerdrak | Large | 2000gp (10gp) | https://5e.tools/objects.html#boilerdrak_dsotdq |
Cannon | Large | 2500gp (10gp) | https://5e.tools/objects.html#cannon_dmg |
Mortar | Large | 3500gp (15gp) | https://critterdb.com:443/#/creature/view/60dce7daaf3aa903ed164789 |
Arcane Artillery
Name | Size | Price | Stat block |
---|---|---|---|
Arcane cannon + | Large | 50000gp | https://5e.tools/items.html#arcane%20cannon_egw |
+can be crafted as a magical item using the magic item crafting rules
++ the ballista can fire harpoons that cost 5gp each instead of the regular ammo and cause the effects of the Harpoon Gun of the battle baloon check (https://5e.tools/vehicles.html#battle%20balloon_ai)
Choosing the Right Size
A player character can choose to instead of using the standard model of a siege weapon to aquire a more powerful weapon or more compact version. It is possible to increase the number of damage dice rolled for a siege weapon by 50% per size category above the size of the weapon, also the size could be reduced to acomodate on a smaler vehicle (to a minimum size of medium). The folowing table describes the alterations to artillery
Size | Price | Damage modifier (round up) |
---|---|---|
Two bellow base | -40% of the weapon cost | -75% damage dice |
One bellow base | -25% of the weapon cost | -50% damage dice |
One above base | +50% of the weapon cost | +50% damage dice |
Two above base | +100% of the weapon cost | +100% damage dice |
If the weapon size increases by 2 (i.e. large to gargantuan) it will take an extra action to either load it or aim it, and vice versa when reducing a weapon size (a small Cannon takes one action to load and one action to aim and fire)
Likewise the Cost of the ammonition increases or decreases 10 fold for each size category above or below.
Capacity for firepower
Speak with the dm to understand where you can put a weapon on your vessel and how many weapons you can have, the dm might propose sacrificing components and cargo capacity for more weapons.
Regardless of the changes to the ship, the cost of equiping the weapons is included in the weapon cost.
Bellow follows an example of a Warship Lower deck modification where 6 regular cannons where added in exchange for the hoars movement option and the cargo capacity was reduced by 10tons has it will carry several cannon balls and the 6 cannons themselves.