天地創造

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Changelog

Added

  • Path of Famine Barbarian
  • Path of the Abyss Barbarian
  • Arcane Archer Revised Fighter
  • Oath of the Trickster Paladin
  • Elementalist Ranger
  • Back Alley Doctor Rogue
  • Fae Sorcerer

Removed

  • Swarm Druid
  • Jester Rogue
  • Psychopomp Pally
  • Wild Magic Sorcerer (Revised)
  • Adaptive Arms Monk

Changed

  • Evolutionist Specialist Artificer
    • The golem is now a monstrosity.
    • The spell list has gone through a small overhaul.
    • Mind sliver has been removed for a medicine check bonus feature.
    • Some greater evolutions have been reworked into passives.
  • Fae Lord Warlock
    • Expanded spell list: bestow curse -> conjure animals.
    • 10th level courtless modified to an immunity choice.
    • Silver Tongue invocation no longer finesse based and has a different effect.
    • Gaea's Emissary invocation replaced with Guile of Sprites invocation.
    • Knowledge of the Talisman invocation replaced with Boon of Faerie invocation.
  • Hexenbiest Sorcerer (Old change)
    • Full rework from announcements (08/08/2022).
  • Streak Sorcerer
    • Fixed a typo that broke the level 6 feature, now works on mundane.
  • The Order of the Spiral Depths
    • Removed the requirement for the material component in the Bondsman feature.
    • Added a section for profane soul and paladins that may join the order.
  • Origin Spells Section
    • Overhaul of the lists, atleast one minor change for each therefore unlisted. Some now have different spell schools.

Smoeh Shain

Veronica Drummond

Changelog

Cave Lotl

Cave Lotls evolved in total darkness, the simple quiet of still caves deep underground. In places that are inaccessible, maybe once they were open, but for thousands of years they are preserved, untouched. Small worlds onto themselves blissfully unaware of what exists beyond their walls. PCs of this race automatically gain the @Unders role on the campaign discord server.

World Anvil

Cave Lotl Traits

  • Ability Score Increase: +2 Dex, +1 Con
  • Age: Adulthood 30-180 Maximum Lifespan Unconfirmed
  • Alignment: Usually Good. To be a Lotl is to rely on the ecosystem around you and be in harmony with it. They try to put good out into the world knowing it will come back to them.
  • Size: Small
  • Speed: 25ft, 30ft swim
  • Languages: Common, Undercommon

Cave Lotl Features

  • Regenerative. Your amphibian body is more capable of growing itself back than most vertebrates. Lost limbs can grow back over the course of 10 consecutive long rests. Additionally, if you are reduced to zero hit points by slashing, bludgeoning, or piercing damage you gain +1d4 on your third and subsequent death saves. The first two each day are made normally. Your body tries to repair itself at every opportunity.
  • From a Quiet Place. Gain proficiency in Perception or Stealth.
  • Technically I Don’t See. 60ft of Darkvision, can see through Magical Darkness.
  • Porous Skin. Cave Lotls are from isolated caves that haven’t been disturbed since they formed. It is some of the most truly untouched nature in the world. But as they are so dependent on their environment, they are particularly vulnerable to disruptions to that balance. They have Disadvantage on saves against Poison. However they gain Water Breathing.
  • Sunlight Sickness. Being from a lightless cave, your body is just not built to withstand the horrors of natural sunlight. Every two hours spent in direct sunlight (at once, or spread out over a single 24 hour period) incurs one level of Exhaustion. Being submerged in water and darkness can double the rate of naturally healing from this exhaustion.

The Fractal (Lineage)

In an age not so far past, a group of explorers, arcanists, and scientists had a chance encounter with the Ethereal. There they felt the presence of something on the horizon. A distant light like none they had felt since the exodus from the surface. This power, which has since been dubbed the Horizon Light, brought forth a new well of inspiration and hope. Hope for a new, brighter world. A Second City.

Inspired Minds, Fragmented Souls

Fast forward a couple of generations and we find ourselves in a new era. The Second City is rife with innovations fueled by the Horizon Light and its inhabitants have been infused with its power, their bodies and minds now bound half between the Ethereal and the Material planes, becoming fragmented.

Fractal Traits

You have the following racial traits.

  • Creature Type You are a Humanoid.
  • Size You are Medium or Small.
  • Speed Your walking speed is 30 feet.
  • Second Sight You can see into the Ethereal Plane out to 10 feet. At 3rd level, you can cast See Invisibility once per long rest without expending a spell slot. You can also cast it using any spell slots you have. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell.
  • Ethereal Jaunt As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can't use it again until you finish a short rest while within Sanctuary or the Second City, or a long rest anywhere else.
  • Inspired by the Light You are proficient in one of the following skills of your choice: Arcana, History, Medicine, Nature, Performance, or Religion. You are also proficient with one tool of your choice.
  • Languages You can speak, read, and write Common.

Cavelotl

Steve

Cave Lotl and Fractal Lineage

Fruggefolk

The deep was colonized by amphibians long before humanoids even walked on the surface. One of the oldest and most primordial of these amphibious peoples are the Fruggefolk. They seem pleasant and cute to surfacers, but their society is marked by voracious appetites and a drive to consume any living thing that they can fit in their mouth. Rumors spread that even tadpoles of their own species are on the menu. They are aggressive and unafraid. World Anvil

Fruggefolk Traits

  • Ability Score Increase: +1 Dex, +2 Con
  • Age: Fruggefolk reach maturity from a tadpole stage within 1 year but can live up to 40 years
  • Size: Small
  • Speed: 30ft, 30ft climb
  • Languages: Common, Undercommon

Fruggefolk Features

  • Big Eyes. You have proficiency in the Perception skill.
  • Amphibious. You can breathe air and water.
  • Standing Leap. Your long jump is up to 25 feet and your high jump is up to 15 feet, with or without a running start.
  • Gulp. Fruggefolk eat their food live and whole. They can consume potions as a bonus action by grabbing it with their tongue and swallowing it whole. Best to make sure potions are contained in something edible.
  • Sticky Hands. You gain Advantage on Grapple checks you initiate.
  • Water Dependency. If you fail to immerse yourself in water for at least 4 hours during a week, you suffer one level of exhaustion at the end of that week. You can only recover from this exhaustion through magic or by immersing yourself in water for at least 6 hours.

Fruggefolk

Evolutionist Specialist Artificer

Some Artificers work day in and day out, crafting concoctions and smithing armor. Honest, hard work.

But not the Evolutionist. No, those who follow this path found… a bit of a shortcut.

The Evolutionist has received information from an outside source, and used it to change not only themselves, but the minds and bodies of those around them. This could be as benevolent as divine inspiration, or as dark as the pacts that Warlocks often find themselves tied into. Regardless, they use this new-found knowledge to craft their golems, powerful creatures of flesh and magic, and send these beasts to do battle for them.

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with Leatherworker’s Tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Evolusionist Spells

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

Evolusionist Spells
Level Spells
3rd Armor of Agathys, Heroism
5th Alter Self, Hold Person
9th Life Transference, Vampiric Touch
13th Guardian of Nature, Polymorph
17th Danse Macabre, Reincarnate

Opened mind

When you reach 3rd level, your connection to a greater power grants you new gifts:

  • When performing a Medicine check, you may choose to replace your Wisdom modifier with your Intelligence modifier.
  • You learn 1 Invocation from the Warlock list, gaining an additional Invocation at levels 7, 12, and 16. You may not take Invocations that require a Pact Boon. Remember that Eldritch Invocations that use Charisma are unchanged in their wording.

Golem Companion

At 3rd level, you learn to use your magic to create a powerful creature of flesh and magic.

With 8 hours of work, material from at least one creature’s corpse, and the expenditure of 50 gp worth of gems, you craft a golem to serve as your faithful companion. At the end of the 8 hours, your golem companion appears and gains all the benefits of your Loyalty and Servitude ability. You can have only one golem companion at a time.

The golem can take on any appearance you desire upon first construction, but maintains the same rough appearance whenever you summon it, unless you choose to create a new golem. It can be bipedal, quadrupedal, or serpentine in shape. Some choose to have their golems mimic animals or humanoids, while others choose horrific creations that defy categorization. The golem is limited only by the creator's imagination.

If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your leatherworker’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The golem returns to life after 1 minute with all its hit points restored. If the golem’s body is ever destroyed, you may return it to life with 8 hours of work and the expenditure of 25 gp worth of gems, crafting a new body for it.

Coordinated Attack

Beginning at 5th level, you and your golem companion form a more potent fighting team. When you use the Attack action on your turn or use a cantrip, if your companion can see you, it can use its reaction to make a melee attack.

Lesser Evolution

Beginning at 9th level, your golem gains proficiency in all saving throws.

In addition, you learn to shape your golem companion in new ways. With a day of work, you may graft new enhancements onto your golem with materials you collect from slain creatures. You must collect remains from creatures of the given type to gain that Evolution. The amount of Evolutions you may have on your golem at one time is equal to your proficiency bonus. You may change your Evolutions with a day of work for each Evolution being replaced. Additionally, you may reattach material for an Evolution so long as you have a means to store it without it decaying.

  • Beast - Multiattack: Your golem gains a second attack when it takes the Attack action.
  • Giant - Growth: Your golem grows one size category larger.
  • Humanoid - Speech: Your golem gains the ability to speak the languages that you know.
  • Monstrosity - Armored Hide: Your golem gains a +1 to AC.
  • Ooze - Amorphous: Your golem can move through a space as narrow as 1 inch wide without squeezing.
  • Plant - Viney Tendrils: Your golem can deliver touch spells for you as a reaction.
  • Undead - Undead Fortitude: If damage reduces the golem to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the golem drops to 1 hit point instead.

Evolusionist Specialist

Greater Evolution

Beginning at 15th level, you and your golem evolve even further. You gain the ability to cast Mending as a Bonus Action.

In addition, your golem gains a Greater Evolution. This requires the material from a slain creature of that given type, like those from your Lesser Evolutions. You may only have one Greater Evolution at a time, and may replace it with one day of work. Material may be stored much like with the Lesser Evolutions.

  • Aberration - Tentacles: Your golem gains the ability to Grapple as a bonus action. Creatures are Restrained while in this grapple (DC equals your Spell DC).
  • Celestial - Radiant Wrath: Your golem deals an additional 1d4 radiant damage with each of its attacks.
  • Dragon - Wings: Your golem gains a 60 foot flight speed.
  • Elemental - Durable: Your golem gains resistance to non magical bludgeoning, piercing, and slashing damage.
  • Fey - Fey Teleportation: Your golem gains the ability to teleport. Every round as a bonus action, it can teleport to a spot it can see within 30 feet of it.
  • Fiend - Hot-Blooded: Your golem gains resistance to Fire and Cold damage.





































Golem Companion

Medium Monstrosity, Your alignment


  • Armor Class 13 + PB (natural armor
  • Hit Points 5 + five times your artificer level (the golem has a number of Hit Dice [d8s] equal to your artificer level)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)

  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages understands the languages you speak
  • Challenge Proficiency Bonus equals your bonus

Charge. If the golem moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Loyalty and Servitude.Your golem companion gains a variety of benefits while it is linked to you.

The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.

Your golem companion gains proficiency in two skills and two saving throws of your choice. Your companion shares your alignment. Your companion shares your ideal, and its bond is always, “My creator is a beloved companion for whom I would gladly give my life.”

Actions

Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage.

SUN

RX

Evolusionist Specialist






















Monster Head

Guangjian Huang

Path of the Abyss Barbarian

A barbarian subclass for those who harness the Abyss's energy for their own purposes. Either living with the blood of an abyssal creature within them or in some way connected to the planes of chaos.

Abyssal Bloodlust

Starting at 3rd level, when you rage, you take on a certain aspect of the abyss. Choose one of the following aspects to embrace. Once you do so, you cannot do so again until you take on a new rage. If an ability requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

Herald You lead your side to victory, at any cost. Once per turn, when you hit a creature you can Mark them until the start of your next turn. A friendly creature within 60 ft. of the marked target can consume the Mark as a bonus action and dash up to their movement towards the Marked target and make a weapon attack against the target.

Brutalizer Your foes are bugs to crush under your heel. Once per turn, when you hit a creature while using Reckless Attack, you deal an additional 1d6 necrotic damage. Additionally you can attack with a melee weapon as a bonus action.

Trickster Chaos is the advent for power. As a bonus action, you send ensnaring tendrils to a creature within 10 ft. of you, they must make a Strength Saving Throw vs your DC. On a failure, you swap places with them. A creature can willingly fail.

Unwavering Intensity

Additionally at 3rd level, the blood of the abyss flows through your veins. You gain proficiency in the Intimidation skill. Additionally, whenever you make an intimidation check you gain a bonus to the check equal to your Strength Modifier (Minimum 1).


Chaos Unbound

At 6th level, You gain a climbing speed equal to your walking speed. You also gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Additionally you can cause an aura of chaos to emit from yourself as an action. All creatures, other than yourself, within 10 ft. of you cannot gain advantage from any source for the next minute. You can use this a number of times equal to your proficiency bonus, recharging at the end of a Long Rest.

Feral Adapations

At 10th level, your bloodlust becomes even more potent. Once per rage you can use a bonus action to change your aspect. Your aspects gain the following additions/modifications.

Herald Their weakness is your advantage. Whenever a creature consumes your Mark they have advantage on the first attack they make, additionally you can make an attack against the marked creature as a reaction.

Brutalizer You leave destruction in your wake. The damage increases to 2d6, and the target must make a Strength Saving Throw or be knocked prone.

Trickster The now is your playing field. As a Bonus Action, you may try to move two creatures you can see within 20 ft. of you with grasping tendrils. Both creatures must make a Strength saving throw, if both fail they swap places. If either succeed nothing happens. Either creature can choose can choose to fail the saving throw voluntarily

Demon Lord in the Making

Beginning at 14th level, your abilities over the demonic essence makes you unstoppable. While Raging, If you would fail a saving throw you can instead choose to succeed. You gain a level of exhaustion. You can use this ability once per short rest.

Path of the Abyss

Path of Famine Barbarian

When delving the depths, sometimes you find something… more. You become more.

Those that walk the path of Famine have evolved, but are cursed with an insatiable hunger. They can never be satiated, never content. They will always want more. This hunger gives them power, but at what cost?

Feeding Frenzy

Starting at 3rd level, your bestial hunger manifests. While raging, your Bite counts as a simple melee weapon you are proficient in, and deals 1d4 Necrotic damage on a hit. You may attack with your Bite as a Bonus Action on each of your turns. If you are below half of your Maximum Hit Points when you damage a creature with your Bite, you regain 1d4 Hit Points.

The Bite's damage and healing increases as you gain levels in this class: 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.

Agonizing Focus

Beginning at 6th level, you gain strength from the pain inflicted on you. While Raging, for every quarter of HP you are under (75%, 50%, 25%), you deal an additional d4 of necrotic damage when you hit for the first time on a turn with a melee weapon attack.

Blood in the Water

At 10th level, your hunger knows no bounds. Once per Rage, when you hit a creature with an attack, you may choose to Mark them. When Marked, so long as they are within 60 feet of you, you can as a bonus action transform into a red mist and teleport within 5 feet of them. As part of this bonus action, you may immediately use the Feeding Frenzy ability. This Mark ends when your Rage ends.

Forever Ravenous

At 10th level, you become a being that is driven only by your hunger. You no longer need to breathe. Additionally, you don't need to sleep, and magic can't put you to sleep. Your aging is also slowed to half of its normal rate.

Finally, no one can escape you; you gain proficiency in Survival, if you do not already have it.

Aura of Pain

At 14th level, your power over pain reaches its peak. During your Rage, as a bonus action, you can activate an aura of boiling blood. All creatures within 10 feet of you must make a Constitution saving throw or take necrotic damage equal to your Barbarian level at the start of their turn, half on a success, and other creatures in your Aura can no longer regain hit points. This effect lasts 1 minute, until you end it as a bonus action, or you fall unconscious. You may do this once per long rest.

Talya Lavellan (aischeu OC)

PRISMAVORE

Path of Famine

College of Puppetry Bard

To those who belong to the College of Puppetry the most important part of a performance is your ability to evoke reactions from your audience. They just tend to take that in a much more…literal direction. Adherents, often called Puppeteers, use their peculiar talent for manipulation of marionettes in order to evoke physical reactions in the world around them.

The Ventriloquist's Art

College of Puppetry at 3rd level, you develop the ability to throw your voice. When you speak, you may make it sound as if you are speaking from any point within 30ft of you, with no indication that your lips are moving. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked, and know its true source.

Marionette Mania

Starting at 3rd level, your knowledge of how to impress your will upon the world has extended to people.

As a bonus action on each of your turns, you may expend a usage of your bardic inspiration to force a creature to move as you will it. One creature within 90 ft of you must make a Charisma saving throw against your spell save DC or be moved up to 15 feet in a direction you choose.

The movement increases when you reach certain levels in this class, increasing to 20 ft at 5th level, 25 ft at 10th level, and 30 ft at 15th level.

Strings Attached

At 6th level, you can play puppetmaster over the bodies of others. As an action, you may attempt to curse a creature you can see within 45ft of you, binding them with ethereal strings. That creature makes a Charisma saving throw against your spell save DC.

On a failure, you can immediately issue a Command to the creature (as if using the Command spell). As a bonus action on each of your turns thereafter, you can you can choose one of the following:

  • Move the creature up to 10ft in a direction you choose, then issue another Command to it
  • Deal Force damage equal to two rolls of your Bardic Inspiration die to the creature

The affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. A Remove Curse spell ends this effect early, and the effect ends if you are ever more than 45ft away from the creature you curse, or when your concentration ends (as if you were concentrating on a spell).

This feature can be used twice per long rest. This increases to three times per long rest at level 10, and four times per long rest at level 14


The Puppetmaster

At 14th level, you become a master of the ventriloquist's art. You learn the Dominate Person spell. When a creature is under the effects of your Dominate Person, you may speak through them in your own voice.

Additionally, your puppet-magic is more efficient. If a creature dies while under the effects of your Strings Attached feature, you may use your reaction to allow them to move up to their speed and make one weapon attack, adding one roll of your bardic inspiration die to the attack roll.

Shadow Puppet

Mock-Gaming

College of Puppetry

Dream Domain Cleric

There are a select few deities with dominion over the sleeping minds of mortals. Some are benevolent and grant mortals pleasant dreams, while other, more darker gods infect people with horrid nightmares. Clerics who worship these deities are known to receive omens in their sleep from their god and usually interpret the dreams of others as well.

Domain Spells

Level Spells
1st Protection from Evil and Good, Sleep
3rd Augury, Moonbeam
5th Sending, Catnap
7th Divination, Compulsion
9th Dream, Scrying

Bonus Proficiencies

At 1st level you gain proficiency with Painter’s Tools and Insight.

Dreamtime Inspiration

At 1st level you’re able to pull inspiration from your dreams to the tasks you take on while awake. When you make a skill check, you can choose to use your Wisdom Modifier in place of whatever ability modifier you would normally use. You must choose to do this before making the roll. At 11th level, you may instead choose to add your Wisdom modifier to the roll.

You may do this a number of times equal to twice your proficiency bonus per long rest.

Channel Divinity: Restless Slumber

At 2nd level, you gain the ability to force others into nightmarish slumber.

As an action, you may choose a point within 30ft of you. All creatures within a 10ft radius of that point must make a Wisdom saving throw against your Spell Save DC, or fall Unconscious for 1 minute. While unconscious in this way, an affected creature takes 2d10 Psychic damage at the start of each of its turns.

A creature wakes up early if it takes damage from another source, or another creature within 5ft of it uses its action to wake the creature up. It can also re-attempt the save at the end of each of its turns.

Visage of Nightmares

At 6th level you’re able to draw upon the nightmares of those around you. Whenever you cast a 1st level or higher cleric spell, you may force a creature within 30ft of you to make a Wisdom Saving throw or be frightened of you for 1 minute. While they are frightened of you this way their speed is reduced to 0. They may attempt the save again at the end of each of their turns.

You may use this feature a number of times equal to your Wisdom modifier per long rest.






































Potent Spellcasting

Starting at 8th level, you add your wisdom modifier to the damage you deal with your cleric cantrips.

Dreamland Wonder

At 17th level you are entrusted with incredible power over the dreams your god grants to the point that you can manifest them into reality. At the end of a long rest choose one of the following:

  • Master - You grant yourself the title of Master of Dreams. You gain one additional use of Visage of Nightmares for the day. Furthermore, Visage of Nightmares no longer inflicts the Frightened condition, instead inflicting the Paralyized condition.
  • Guardian - You grant yourself the title of Guardian of Dreams. Allies within 30 ft of you have advantage on saving throws against the Charmed and Frightened condition and resistance to psychic damage.
  • Architect - You grant yourself the title of Architect of Dreams. You may cast Mordenkainen’s Magnificent Mansion once per long rest without expending a spell slot.

Temple Maiden Arlene

Silvia Meiliani

Dream Domain

Circle of Metamorphosis Druid

Druids of the Circle of Metamorphosis are fierce guardians of the wilds. Their order gathers as the dragonfly nymphs take their first flight to share news and trade warnings. They haunt the deepest parts of the underground, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid. Changeable as the caterpillars and moths of the night, a druid of this circle might prowl as a great cat one night, soar through the stalactites as a Stoneglider the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid's blood.

REBIRTH

Shaun Preece

Circle of Metamorphosis
































Arcane Archer Revised

The Arcane Archer has mastered a peculiar craft: that of imbuing arcane power into arrows, using a bow as a conduit and the meditative focus of archery as a means of drawing upon the Weave. This ancient martial tradition has endured as long as Wizardry itself has, if not longer. Said to be derived from an ancient Elven practice, Arcane Archery is a rare and respected art.

Mystic Lore

At 3rd level, you learn the basics necessary to understand your magic. You gain proficiency in either the Arcana or Religion skill (your choice). Additionally, you may spend 10 minutes in meditation to cast the Detect Magic spell, without expending a spell slot.

Archer's Invocation

At 3rd level, you learn to imbue magic into your arrows. When you finish a Long Rest, choose a number of Arcane Shot options (from the list below) equal to your Intelligence modifier to prepare.

Once per turn when you fire an arrow from a Shortbow or Longbow as part of the Attack action, you can expend one of your prepared Arcane Shots. You decide to use the option when the arrow hits a creature, unless the option doesn't involve an attack roll. You may use each option you have prepared once, and regain each Arcane Shot you have expended when you finish a Short or Long Rest.
























Fletcher's Charm

At 7th level, you can imbue small amounts of magic into each arrow you fire, on-the-fly. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.

Additionally, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a Shortbow or Longbow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Adaptive Shot

At 10th level, you can twist the magic in your arrows to better suit your needs. As a Bonus Action, you may exchange one unused Arcane Shot option you have prepared for one you do not have prepared. Once you do so, you cannot do it again until you finish a Long Rest.

Ever-Ready

Starting at 15th level, your mystical endurance is honed to perfection. If you roll Initiative and all of your prepared Arcane Shots are expended, you may choose one to regain.

Soul Quiver

At 18th level, you learn to draw on a deeper well of power in times of need. As a Bonus Action, you may expend one of your Hit Dice and roll it. If you do, you take Force damage equal to the amount you rolled. You may then choose one expended Arcane Shot to regain.

Additionally, you may manifest your arrows directly from the Weave. Whenever you make an attack with a Shortbow or Longbow, you may summon a spectral arrow as part of the attack. An arrow summoned in this way vanishes immediately after the attack hits or misses.

Cattie-Brie

Clint Cearley

Arcane Archer Revised

Arcane Shot Options (Revised)

The Arcane Shot feature allows you to prepare options for it. The options are presented here in alphabetical order. They are all magical effects, and count as an effect caused by their associated school of magic. If an option requires a Saving Throw, your Arcane Shot DC is equal to 8 + your proficiency bonus + your Intelligence modifier.

Banishing Arrow (Abjuration)

The creature hit by the arrow must also succeed Charisma saving throw or be banished. While banished in this way, the target's speed is 0, and it is Incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

After you reach 18th level in this class, a target also takes 3d6 force damage when the arrow hits it.

Beguiling Arrow (Enchantment)

The creature hit by the arrow takes an extra 2d6 psychic damage, and you choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

The psychic damage increases to 4d6 when you reach 18th level in this class.

Bursting Arrow (Evocation)

Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage.

The force damage increases to 4d6 when you reach 18th level in this class.

Piercing Arrow (Transmutation)

When you use this option, you don't make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.

The piercing damage increases to 3d6 when you reach 18th level in this class.



Seeking Arrow (Divination)

When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon's maximum range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location.

The force damage increases to 3d6 when you reach 18th level in this class.

Phantasmal Arrow (Illusion)

The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on an Intelligence saving throw or be Blinded until the start of your next turn.

The psychic damage increases to 4d6 when you reach 18th level in this class.

Vampiric Arrow (Necromancy)

The creature hit by the arrow takes an extra 2d6 Necrotic damage. You gain Temporary Hit Points equal to the Necrotic damage dealt + your Intelligence modifier.

The necrotic damage increases to 4d6 when you reach 18th level in this class.

Warping Arrow (Conjuration)

When you use this option, you don't make an attack roll for the attack. Instead, you choose an unoccupied space you can see within 60ft of you, and fire your arrow at that space. If it reaches its target, you immediately teleport to that space.

When you reach 18th level in this class, each creature of your choice within 5ft of the space you left takes 3d6 Force damage.

Arcane Archer Revised

Stasis Fighter

Everything that moves will stop. Everything that begins must end. This simple understanding, and a dedication to the deeper nature of motion, has allowed you to shape the kinetic and static forces of the world. Speed is yours to siphon, Stasis is yours to inflict. The world may constantly change, but you can enshrine it in stillness.

Frictionless Fervor

At 3rd level, your understanding of kinetic forces has bled into your weapon: you may drain motion from others, and repurpose it for your own needs.

Once per turn when you hit a creature with a Weapon Attack, you may halve that creature's speed until the start of your next turn. On a critical hit, their speed is instead reduced to 0.

Speed Transference

At 3rd level, you've learned how to redirect kinetic energy, and magnify the force of your blows.

As a bonus action on your turn, you may reduce your speed to 0 until the start of your next turn. If you do, your attacks deal an additional 1d4 Force damage until the end of your next turn. You may use this ability a number of times equal to your Wisdom modifier, and regain all expended uses when you finish a short Rest.

The damage increases when you reach certain levels in this class: 1d6 at 7th level, 1d8 at 11th, and 1d10 at 15th.

Encased in Equilibrium

At 7th level, you further hone your control over static and kinetic forces. You gain the ability to encase others in perfect equilibrium: at once in perpetual motion and utter stillness.

When another creature within 30ft of you is reduced to 0 Hit Points, you may use your Reaction to Encase them in a crystal of opposing forces. They gain Temporary Hit Points equal to twice their maximum Hit Points, Vulnerability to Radiant damage, and their speed is reduced to 0. Additionally, an Encased creature is automatically stabilized, and incapacitated so long as they are Encased. The crystal fades after 1 minute, or when the creature loses all of its Temporary Hit Points.

Encased creatures can provide cover, based on their size:

  • Small: 1/2 Cover
  • Medium: 3/4 Cover
  • Large or greater: Full Cover

Kinesis

At 10th level, you gain the ability to project a field of kinetic force, shaping motion to your whims. You have resistance to Force damage.

Additionally, you can use your Action to summon an aura of warped gravity around you for 10 minutes. All terrain within 15ft of you is considered Difficult Terrain. If a creature ends its turn in this Difficult Terrain, they must make a Constitution saving throw against a DC equal to 8 + your Proficiency Bonus + your Wisdom modifier, or suffer Force damage equal to two rolls of your Speed Transference die. Once you use this ability, you cannot do so again until you finish a Short or Long rest.

Opposition Wave

At 15th level, you can shape kinetic forces into crushing waves, swinging gravity like a hammer.

As an action, you may project a wave of force from an Encased creature you can see. Each creature in a 5ft wide, 20ft long line starting from that creature must make a Dexerity saving throw against a DC equal to 8 + your Proficiency Bonus + your Wisdom modifier, or be Encased until the end of their next turn. On a successful saving throw, a creature takes Force damage equal to one roll of your Speed Transference die and is knocked Prone.

You may use this ability a number of times equal to your Proficiency Bonus, and regain all expended uses when you finish a long rest.

Stillness

At 18th level, your mastery over motion is complete. You are Immune to Force damage, and may use Kinesis twice per Short or Long rest.

Additionally, when you roll Initiative and have no uses of Speed Transference left, you regain one use of that feature.

Crystal Mage

Angel Riko

Stasis Fighter

Way of the Ethereal Monk

Monks from the Way of the Ethereal study a harsh tradition, aligining themselves with the ethereal plane and learning to transport their soul. Creatures that go down this path may have some sort of natural connection towards the style while some will dive into a deep study of teleportation but all have the potential of reaching ethereal perfection.

Ethereal Ki

Starting at 3rd level your ki is infused with ethereal energies granting its basic features new effects.

  • Flurry of Blows: you may teleport your strikes during your flurry, granting the attacks an extra 15 feet of reach.
  • Patient Defense: while dodging in this way, after a creature within 120 feet of you makes an attack at you you may use your reaction to teleport into an unoccupied space within 5 feet of them that you can see.
  • Step of the Wind: if dashing you may replace the movement with a single teleport of the same distance to an unoccupied space you can see. If disengaging you may move through walls and objects less than 5 feet thick until the end of your turn, ending in an object causes you to shunt to the nearest unoccupied space and take 1d10 force damage.

Disruptive Conjuration

Additionally at 3rd level you're able to fuel your attacks with dimensional power, after teleporting your next unarmed strike will deal an additional martial arts die of damage as force. This effect fades when you end your turn. (This effect cannot stack.)


Dimensional Step

Beginning at 6th level your body becomes naturally attuned to teleportation. When you first move on your turn you may choose to teleport up to your movement speed to any unoccupied space you can see instead, expending your base movement for this turn in the process.

If you reduce a creature to 0 hp on the same turn you do this, you may activate it again, refreshing your movement and teleporting as above. This may be repeated until you do not reduce a creature to 0 hp.

Ethereal Pull

By 11th level you have learned how to properly access the ethereal. You no longer need to see a space to teleport into it with any of your Way of the Ethereal features, if a space is occupied and you attempt to teleport into it the feature fails, but still consumes ki if required.

Additionally when using a Way of the Ethereal feature to teleport you may expend a ki point to choose a creature within range instead of an unoccupied space, if the creature is unwilling they may make a charisma saving throw. If willing or on a failure the two of you swap places, shunting to the nearest unoccupied space if sufficient room is not available.

Perfected Realm

Finally at 17th level your ki becomes a perfect dimensional force. Your basic ki features are further improved.

  • Flurry of Blows: the reach of your teleporting strikes is increased by a further 15 feet and both attacks now benefit from Disruptive Conjuration.
  • Patient Defense: you no longer need to use a reaction to activate the teleportation feature, allowing multiple uses over a round.
  • Step of the Wind: using the step of the wind feature no longer requires you expend a ki point.
  • Stunning Strike: if the creature fails their saving throw, the next time they try to teleport or shift planes within the next minute they must make a charisma saving throw, on a failure the attempt fizzles and the action is wasted.

Deathsworn Katarina

Jennifer Wuestling

Way of The Ethereal

Oath of the Trickster

Freedom is a concept that many strive for, but acknowledge that it is not always attainable. Followers of the Oath of the Trickster embrace this ideal over all else. Idealists to the one, Trickster Paladins wish to help change the world, often through nonviolent means, but understand that, if it comes down to it, they must liberate those oppressed, no matter what.

Tenets of the Trickster

Down with the oppressors. Tyranny is anathema to justice.
Break the chains that bind. Let nothing hold you back.
Wit over warfare. If a problem can be solved with cleverness over violence, always attempt the former.

Oath Spells

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3rd Disguise Self, Expeditious Retreat
5th Invisibility, Mirror Image
9th Ashardalon's Stride, Counterspell
13th Freedom of Movement, Greater Invisibility
17th Steel Wind Strike, Temporal Shunt

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Trickster’s Taunt. As a bonus action, you gain the ability to cast the Vicious Mockery cantrip as a bonus action for the next minute. You may do this on the same turn that you use this ability.

Con Artist’s Charm. You can use your Channel Divinity to augment your innate charisma. As a bonus action, you grant yourself a +5 bonus to Charisma (Performance) and Charisma (Deception) checks for the next 10 minutes.

Aura of Guile

At 7th level, you emanate an aura that fills you and your companions with deftness and agility. Attacks of opportunity against you and any allies within 10 feet of you are made at disadvantage. In addition, you and any allies that start their turn in your aura gain an additional 10 feet of movement.

When you reach 18th level in this class, the range of the aura increases to 30 feet.

Beguiling Dance

Starting at 15th level, your allies join your deadly game. As an action, you may teleport a number of willing creatures (including yourself) within your equal to your Charisma modifier to a different location of your choice up to 30 feet away. Immediately after the teleportation, the creatures gain 5 + your Charisma modifier in temporary hit points.

You may do this an amount of times equal to your proficiency bonus per long rest.


Avatar of Discord

At 20th level, you gain the gift of unpredictability itself. As an action, you can magically become an avatar of chaos, gaining the following benefits for 1 minute:

  • You are invisible.
  • If a creature damages you on its turn, it must succeed on a Wisdom saving throw (DC equal to your spell save DC) or become Charmed by you until the end of your next turn.
  • When you take the Attack action on your turn, if you have advantage on either of your attacks, you may make a third attack as part of that action.

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

Shield Flag Knight Man

GB Kho

Oath of the Trickster

Elementalist Ranger

Those who harness the elements can do so in many ways. Some attune themselves to the elemental planes, others manipulate the weave to control these primal forces but for some, these processes are not possible. Whether it was influence from the Obelisk's opening or the massive expulsion of transmutational energy, you've harnessed the main pillars of the elements and have channeled them through alchemical runes. This power is yours to wield, though it has limits.

Spell List

Level Spell
3rd Create Or Destroy Water
5th Heat Metal
9th Erupting Earth
13th Elemental Bane
17th Control Winds

Alchemical Skill

At 3rd level, you gain proficiency with Alchemists Tools. Additionally, when you make an Alchemists Tools check, you may add your wisdom modifier to the result.

Alchemical Pillars

At 3rd level, you've gained the ability to harness the four pillars of Transmutational Alchemy, using these four elements as a baseline to improve your own capabilities.

Earth: If you or an ally within 10ft of you would suffer Physical damage (Bludgeoning, Piercing or Slashing), you may use a reaction to grant you or an ally resistance to that damage type until the end of your next turn.

Air: You may use the Disengage action as bonus action.

Fire: As a bonus action, you may charge your weapon with roaring flames for the next minute. On your next succesful attack, you deal an extra 2d4+WIS fire damage. All other creatures besides yourself within 10ft of the creature hit by this attack must make a dexterity saving throw equal to your spellcasting DC or suffer the same amount of fire damage.

Water: As an action, you may force one creature within 30ft of you to make a CON save equal to your spellcasting DC. On a failure, the creature's movement speed is halved for the next minute. At the end of each of the creature's turns, they may attempt this saving throw again. This ability uses your concentration.

You may use each of these abilities a number of times per long rest equal to half your Ranger Level rounded down.

Extra Attack

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

Watersleeves Dance

Kan Liu

Elementalist Ranger


Overexposure

Beginning at 7th level, you've gained further control over your exposure to the elements contained by the Alchemical forces of the Obelisk.

After each Long Rest, you gain one of the four following benefits.

  • You gain a swimming speed and climbing speed equal to your movement speed.
  • You gain immunity to the effects of extreme temperatures.
  • You ignore the effects of Difficult Terrain.
  • You gain resistance to either Fire, Cold, Lightning, Acid, Thunder or Poison damage.

Advanced Transmutation

At 11th level, your mastery over the four pillars of alchemy has increased, allowing you further control over these elements.

Earth: If you or an ally within 20ft of you would suffer Physical damage (Bludgeoning, Piercing or Slashing), you may use a reaction to grant all creatures of your choice within 20ft of you resistance to that damage type until the end of their next turn.

Air: You may use the Disengage and Dash actions together as a single bonus action.

Fire: As a bonus action, you may charge your weapon with roaring flames for the next minute. On your next succesful attack, you deal an extra 2d8+WIS fire damage on your next attack this turn. All creatures of your choice within 20ft of the creature hit by this attack must make a dexterity saving throw equal to your spellcasting DC or suffer the same amount of fire damage. On a succesfull saving throw, they suffer half the total damage.

Water: As an action, you may force A number of creatures within 30ft of you equal to your WIS modifier to make CON saves equal to your spellcasting DC. On a failure, the creature is Restrained for the next minute. At the end of each of the creature's turns, they may attempt this saving throw again. This ability uses your concentration.

One With the Elements

At 15th level, whenever you would make a weapon attack against another creature, you may choose to change the damage dealt from the weapons damage to either Fire, Cold, Lightning, Acid, Thunder or Poison damage.

Additionally, you learn the Absorb Elements spell if you do not already know it and may cast it without expending a spell slot a number of times equal to your Wisdom modifier.

Unnamed

Kan Liu

Elementalist Ranger

Mage Hunter Conclave Ranger

Some rangers specialize in hunting down spell-casters, countering their magics both when cast and after. Mage Hunters can have all sorts of reasons for learning the tools of the trade whether they may have a personal vendetta or perhaps just a general distrust of magic users.

Mage Hunter Spells

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

Level Spells
3rd Absorb Elements
5th Silence
9th Dispel Magic
13th Locate Creature
17th Far Step

Eyes of Magic

Starting at 3rd level your keen eyes can find any hints of magic in an area. You learn the Detect Magic spell and it doesn’t count against the number of spells you may know. When you cast the spell you learn how long ago the spell was cast, what Ability Score was used to cast it, and what direction the caster moved immediately after casting the spell. Additionally you may use this to detect if a person was killed by a spell and what spell it was.

Disrupting Weapon

At 3rd level you are able to briefly enchant your weapon with the arcane energies necessary to disrupt the focus of your foe. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack you deal an additional 1d6 damage of your choice between fire, cold, lightning, thunder, or acid. If the creature is concentrating on a spell, it has disadvantage on it’s concentration check.

Extra Attack (revised ranger)

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

Dispelling Mastery

Starting at 7th level you're more knowledgeable than even most spell casters when it comes to interrupting the magics of others. When a creature within reach attempts to cast a spell you may use your reaction to make a melee attack against them. If the attack hits, the spell fizzles, but they don't lose their Spell Slot or use if it is Innate Spellcasting.

Furthermore once per short rest you may cast either Dispel Magic or Counterspell without using a spell slot. If you are forced to make a spell casting check when doing this, you have advantage.

Overwhelm

At 11th level you have learned the perfect points on the body to strike to harm those with an affinity for magic. When you hit a creature concentrating on a spell with your Disrupting Weapon feature, it suffers a penalty to it’s concentration check equal to your proficiency bonus. Furthermore when you activate your Disrupting Weapon feature, you may make one weapon attack immediately afterwards.

Defense Against the Arts

At 15th level you have mastered the art of spell evasion. You have advantage on saving throws against spells and magical effects. Furthermore, when you are subjected to a spell or magical effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

You can instruct others on how to dodge dangerous elemental magics as well. Whenever you or another creature within 60 ft of you that you can see suffers fire, cold, lightning, thunder, or acid damage, you may expend a reaction to give a number of creatures that can hear you equal to your wisdom modifier resistance to that damage type until the start of your next turn. You may use this feature a number of times equal to your Proficiency Bonus per long rest.

Witch Hunter

Igorkieryluk

Mage Hunter Conclave

Back Alley Doctor Rogue

Some physicians go through years of arduous training and research in order to qualify as a full fledged healer. However, some have this gift, but don't have the money or support to earn their qualifications. This is where you come in.

As a Back Alley Doctor, you operate outside of the law when it comes to treating the sick and wounded. You may find yourself having to offer cheaper rates than a cleric or healer due to the shadiness of the work, and you've learned not to ask any questions.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

Cantrips. You learn three cantrips of your choice from the Cleric spell list. You learn another Cleric cantrip of your choice at 10th level.

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

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

Spells Known of 1st-Level and Higher. You know three 1st-level cleric spells of your choice, two of which you must choose from the evocation and necromancy spells on the cleric spell list.

The Spells Known column of the Back Alley Doctor Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an evocation or necromancy spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or necromancy spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.

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

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier


Back Alley Doctor Spellcasting
Rogue Level Cantrips Known Spells Known 1st Spell 2nd Slots 3rd 4th
3rd 3 3 2
4th 3 4 3
5th 3 4 3
6th 3 4 3
7th 3 5 4 2
8th 3 6 4 2
9th 3 6 4 2
10th 4 7 4 3
11th 4 8 4 3
12th 4 9 4 3
13th 4 9 4 3 2
14th 4 10 4 3 2
15th 4 10 4 3 2
16th 4 11 4 3 3
17th 4 11 4 3 3
18th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Frontliners

DuckLordEthan

Back Alley Doctor

Dubious Qualifications

When you take this archetype at level 3, you gain proficiency in the medicine skill. If you are already proficient in the medicine skill, choose a skill of your choice from the Rogue skill list.

Additionally, using healer’s kits is a bonus action for you, and you can expend one use of a healer's kit to help revitalize your wounded allies during a short rest. If you or any friendly creatures within 30 feet of you regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regain an extra 1d6 hit points, and can't regain hit points from this feature again until it finishes a long rest. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level. A creature can instead choose to forgo this extra healing to get advantage on its next save against a non magical poison or disease they are currently afflicted by.

Micro Dosing

At 9th level, you have started micro dosing yourself with toxins and viruses and started building up your resistance to them. You gain resistance to poison, and advantage on saves against disease and the poisoned condition.


Surgical Strikes

At 9th level, you learn to apply your anatomical knowledge in direct combat to hinder your targets. When you deal Sneak Attack damage to a creature, you may choose to forgo some of your Sneak Attack dice to hinder the creature. For every 2 dice you forgo, choose one of the following:

  • The target takes 1d6 Slashing damage each time it makes an attack
  • The target's movement speed is halved.
  • The target subtracts a d6 to its next saving throw.
  • The target has Disadvantage on its next attack.
  • The target cannot regain hit points.

You can only select a given option once for an attack. The effects last until the start of your next turn.

Perfect Body, Perfect Mind

Starting at 13th level, the fact that you have slowly micro dosed yourself with poisons, diseases and necrotic energy is finally bearing fruit. You become immune to the poisoned condition, poison damage, and to disease. In addition you become resistant to necrotic and acid damage.

You can use your cunning action to administer potions, and whenever you make a Medicine check, you gain a bonus to the check equal to your Intelligence Modifier.

Emergency Services

Starting at 17th level, when you use your action to cast a spell you can use your cunning action to cast a second spell with the casting time of 1 bonus action that targets a single ally.

Not Everyone is Saved

DuckLordEthan

Back Alley Doctor

Half-Blood Rogue

As a member of the Esquerosas, you have begun to take the first steps into becoming a full fledged member of the organization. Through a practiced ritual, your blood has been infused with the power and charm of a fellow member. (Talk to Wolf for subclass approval)

Blood of the Chosen

Your biology begins adapting to this infused blood. Fangs and claws of blood and bone grow at your beck and call, and your own natural charm seems to be honed to perfection.

When you select this Archetype at 3rd level, you develop an uncanny charm. You gain proficiency in either the Deception or Persuasion skill (your choice). Your Proficiency Bonus is doubled for Ability Checks using the chosen skill.

Additionally, you develop natural weapons. As a bonus action, you may extend or retract your natural weapons. These can be claws on one or both hands, fangs, or both. They are Simple weapons you are proficient in:

  • Claw (1d6 Slashing, Finesse, Light)
  • Bite (1d8 Piercing, Finesse)

You may use your natural weapons in place of your Unarmed Strike if you so choose. When you reach 6th level, your natural weapons count as magical for the purposes of overcoming damage resistance.


Predatory Vitality

At 3rd level, when you hit a creature with your natural weapons, you may drain some of your enemy's life force. Roll half the number of Sneak Attack dice for your level (rounded up): you gain that many Temporary Hit Points.

You can use this feature a number of times equal to your Charisma modifier (minimum 1), and regain all expended uses when you finish a Long Rest.

Look into my Eyes

Through practiced manuevers, you've honed your charm to be able to influence the mind of an individual to better suit your will.

At 9th level, you may attempt to subtly hypnotize a creature by making prolonged eye contact with them. As an action, you may force a creature within 10ft of you to make a Wisdom saving throw, at a DC equal to 8 + your proficiency bonus + your Charisma modifier. If you cannot see the creature's eyes, it automatically succeeds on its save.

On a failure, the creature is Charmed by you for 1 hour. It regards you as a friend. If you or one of your allies harms the creature, the charm ends early. If a creature succeeds on the save, they are immune to this feature for 24 hours. Each time the target sees an ally take damage, it makes a new Wisdom saving throw against the effect, ending it on a success. Once you successfully charm a creature in this way, you cannot do so again until you finish a Short or Long Rest.

The target and any observers are unable to tell it was forced to make the save.

Adjust Memory

At 13th level, you are able to muddle and fog the mind. You gain the ability to slip past when you prefer to remain unnoticed.

If you or an ally within 30ft of you fails a Deception, Persuasion, Sleight of Hand, or Stealth check, you can use your Reaction to blur the memories of those who witness the mistake. Each creature of your choice within 30ft of the triggering creature must make a Wisdom saving throw against your DC. On a failure, they act as though the check had succeeded instead. A Greater Restoration or Remove Curse spell restores the target's true memories.

You may use this ability twice, and regain all expended uses when you finish a Long Rest.

Sanguine Mastery

At 17th level, your abilities are honed to perfection. When you use your Predatory Vitality ability, you no longer gain Temporary Hit Points. Instead, the target takes Necrotic damage equal to the amount rolled, and you heal for the amount rolled. Any leftover healing above your Hit Point maximum is gained as Temporary Hit Points.

Additionally you may use your "Look into my Eyes" ability twice before needing to recharge.

Half-Blood

Aether-Warped Sorcerer

The Aether-Rifts do more than create a portal to the Riftlands. The special brand of man-made magics that originally created them infect those unfortunate enough to be near their spawning. These individuals are known as Aether-Warped. They usually lack control of their magics, but find seemingly limitless potential within. There is no limit to what they may achieve save that what they can imagine, and what their souls can handle.

Origin Spells

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Origin 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 or a transmutation spell from the sorcerer, warlock, or wizard spell list.

Level Spells
1st Chaos Bolt, Faerie Fire
3rd Summon Beast, Flame Blade
5th Blink, Summon Shadowspawn
7th Polymorph, Summon Aberration
9th Wall of Force, Summon Draconic Spirit

Sorcerous Imagination

Your creativity is your best friend. All “Summon” spells from Tasha’s are considered Sorcerer spells for you.

Aether-Burn

Your magic burns your soul brighter than any flame. Starting at 1st level you may use a bonus action to regain a spell slot of up to 3rd level by sacrificing a number of hit points according to a chart below. This also reduces your max hit points by that same amount. The max hit point reduction can only be removed by a long rest.

  • 1st - 4 hit points
  • 2nd - 9 hit points
  • 3rd - 15 hit points

You may use this feature a number of times equal to your proficiency bonus per long rest.

Deep Imagination

At 6th level, your mind can bend the familiar to heightened strengths. Creatures you summon gain a number of temporary hit points equal to your Sorcerer Level. Furthermore as a bonus action on your turns you can expend a sorcery point to draw on the vitality of the creature summoned. You may remove a number of it’s hit points up to your Sorcerer level from it and gain those as Temporary Hit Points.








































Soul-Fire

At 14th level, that flame which burns your soul can now latch on to your creations. As a bonus action, you may summon an aura around a creature you summoned from one of the Summon spells. All creatures that start their turn within 10 ft of the creature suffer fire damage equal to your sorcerer level, that ignores resistances and treats immunity as resistance. Your summoned creature also suffers half the fire damage at the start of each of it’s turns. You may dismiss this aura as an action.

From Beyond the Rift

At 18th level, your summons draw strength from the whirling sea of chaotic magics that is the Rift-Lands. Creatures you summon deal an additional 1d8 fire damage on their attacks and gain a 1d4 to their attack rolls and saving throws. The extra damage dealt ignores resistance and treats immunity as resistance.

Furthermore, you may use a Bonus action to have the summoned creature shift into the form of a different creature summoned by that same spell.

The Juggler of Worlds

Sigu

Aether-Warped

Fae Sorcerer

Many sorcerers owe their innate magics to connections with other planes and you count yourself among them. Whether it be by deal, birthright, or accidental exposure, you have a connection to the magic of Faerie, also known as the Feywild. The powers that you wield allow you to twist the minds and perceptions of those around you, suffused in the ability to delight and wow.

Fae Sorcerer Quirks

At your option, you can pick from or roll on the Faerie-born Sorcerer Quirks table to create a quirk for your character.

D6 Quirk
1 Your eyes shift colors based on your mood.
2 Flowers bloom or wilt in your presence.
3 The scent of warm baked goods or fresh fallen rain follows you.
4 Animals are inexplicably drawn to or seem wary of you.
5 While not being directly observed, your shadow or reflection moves independent of you.
6 Even to perfect strangers, you always look vaguely familiar.

Origin Spells

Illusion and Enchantment
Level Spells
1st Command, Charm Person
3rd Nathair's Mischief, Misty Step
5th Summon Fey, Haste
7th Confusion, Dominate Beast
9th Geas, Seeming

Gift of Gab

Starting at 1st level, you learn how to twist fae energy into your speech. You gain proficiency in the Persuasion skill. Additionally, you learn to speak, read, and write Sylvan.

Faerie Guile

If you speak to a creature for at least 1 minute, you can attempt to beguile them with your magic. The creature must succeed on a Wisdom saving throw against your Spell Save DC or be Charmed by you for 1 hour. While charmed this way, the creature suffers from an additional effect, which you choose from the list below:

  • The creature has Disadvantage on Charisma (Deception) checks.
  • The creature has Disadvantage on Wisdom (Insight) checks.
  • The creature has Disadvantage on Wisdom (Perception) checks.

If the target succeeds on its saving throw, the target has no hint that you tried to charm it and is immune to your Faerie Guile for 24 hours.

The effect ends early if they are attacked or harmed, or if they witness any of their friends being harmed. You may use this ability a number of times equal to your Proficiency Bonus, and regain all expended uses when you finish a Long Rest.

Dragonfly Knight

Dustin Panzino

Wingtip

Alane

Fae Origin


Side-step

At 6th level, you learn how to exploit the spaces between Here and There. Whenever you cast a Sorcerer spell of 1st level or higher that is of either the Illusion or Enchantment schools of magic, you may teleport up to 15 ft to an unoccupied space you can see.

Irresistible

At 14th level, your influence can bend even the most hardened minds. Sorcerer Spells you cast ignore immunity to the Charmed and Frightened conditions. Additionally, you are immune to the Charmed condition.

Majesty

At 18th level, you can embody the unearthly beauty of the fey. As a Bonus Action, you may transform yourself into a wondrous form for 10 minutes. While transformed, you gain the following benefits:

  • Your otherworldly beauty dissuades would-be attackers. A creature that tries to target you with a harmful effect must first succeed on a Charisma saving throw versus your spell save DC or redirect the effect to another creature within range. Once they succeed on this saving throw they are immune for the next 24 hours.
  • Your eyes swirl with colors unknown. While you are concentrating on an Enchantment or Illusion spell, your concentration cannot be broken as a result of taking damage.
  • Your voice resonates with a palpable power. Once on each of your turns when you cast a spell of 1st level or higher, you may project your influence towards a creature within 30 ft of you. That creature must succeed on a Wisdom saving throw against your Spell Save DC or be Charmed or Frightened by you (your choice) until the end of your next turn.

Once you use this ability, you cannot do so again until you finish a Long Rest.

The Tooth Fairy

Cole Eastburn

Fae Origin
































Hexenbiest Sorcerer

Your magic is rooted in your ancestral tie to the strange otherworldly being known as the Hexenbiest, also known as The Ancient One. To the Hexenbiest do all witches pay homage, as it is said that she crafted the first witches from dust and mana tying them to the weave itself. Twenty one progenitors, mortals of great cunning, beauty, and power born carrying unique aspects of Arcana. Now their descendants manifest their gifts and form covenants, binding themselves together in solidarity.

Eclectic Magic

At 1st level, your link to esoteric magic allows you to learn spells from the druid 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 druid 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.

Covenant Spells (Expanded Spell list)

You learn additional spells when you reach certain levels in this class, as shown on the Covenant Spell 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 Transmutation spell or of the school-specific to your family within the sorcerer, wizard, or warlock spell lists.

Spell Lvl Default Spells (Transmutation) Asterian (Divination) Crowley (Conjuration) Morgause (Illusion) Solomon Vess (Necromancy)
1st Hex Detect Magic Arms of Hadar Silent Image Ray of Sickness
2nd Moonbeam Darkvision Misty Step Tasha's Mind Whip Pass without A Trace
3rd Remove Curse Clairvoyance Sending Hypnotic Pattern Bestow Curse
4th Polymorph Control Water Summon Greater Demon Raulothim's Psychic Lance Private Sanctum
5th Contagion Commune Wall of Force Dream Negative Energy Flood

A Wizard's Living Room

Stefanie Arndorfer

Hexenbiest Origin





























Enchanting Acolyte

At 1st level, you begin your journey to deepen your connection to The Ancient One. Choose two totems of the progenitors from the list below: one major and one minor. You gain the listed benefits for each.

                                 Major

  • Pendulum: You create a small chained crystal. While carrying your pendulum, you may use it to bend fate. When you fail an ability check which uses a skill or fail a saving throw, you may use your reaction to add your Charisma Modifier to the result, potentially turning it into a success. You may use this ability a number of times equal to half your Proficiency Bonus (rounded up), and regain all expended uses when you finish a Short or Long Rest.
  • Cat: You learn the spell Find Familiar. It counts as a Sorcerer spell for you, and does not count against the number of spells you can learn. When you cast it, your connection to the Hexenbiest deepens the bond with your familiar. Your familiar gains an Intelligence score equal to your own, if it is not already higher, and can speak and understand any language you know. Additionally, choose two Skills. Your Familiar is always proficient in those skills (regardless of what form you summon it in).
  • Wards: You etch or embroider warding runes into your clothing or armor, or tattoo them on your skin. You may use them to shield yourself from harm. When you would be hit by an attack, you may use your reaction to add your Charisma Modifier to your AC, potentially causing the attack to miss. You may use this ability a number of times equal to half your Proficiency Bonus (rounded up), and regain all expended uses when you finish a Short or Long Rest.

                                 Minor

  • Cauldron: You gain proficiency in Alchemist's Supplies. Additionally, you create a miniature cauldron, which helps to translate your Intent into reality. While the Cauldron is on your person, Sorcerer spells you cast do not require Somatic or Material components, unless those Material components have a cost.
  • Grimoire: You gain proficiency in Calligrapher's Supplies. Additionally, you create a small book marked with a design of your choice, which helps to condense and channel your magic. While holding your Grimoire, you may cast Sorcerer spells you know with the Ritual tag as rituals.
  • Hat: You gain proficiency in Weaver's Tools. Additionally, you create a pointed hat or one of your design, which helps to open your mind. When you finish a Short or Long rest while wearing your Hat, choose a number of willing creatures you can see up to your Proficiency Bonus. So long as those creatures are within 120ft of you, you know their precise locations. A creature can choose to end this link at any time.
  • Wand: You gain proficiency in Woodcarver's Tools. Additionally, you create a wand which helps to focus your mystical intent. Sorcerer Cantrips you know with a range besides Touch or Self gain an additional 30ft of range.

unnamed

Anthony Brault

Hexenbiest Origin

Intermediate Practitioner

At 6th level, your power and your connection to The Ancient One has grown substantially. Choose another two totems from the list below: one major and one minor. You gain the listed benefits for each.

                                 Major

  • Athame: You create a razor-sharp Athame. As an Action or Bonus Action, you may amplify your destructive inent. The next damaging spell you cast before the end of your turn deals additional damage equal to 2 + your Charisma Modifier on its first instance of damage. If the spell affects multiple creatures, you may deal this damage to a number of them up to your Proficiency Bonus.
  • Runes: You inscribe a scroll or other object with healing runes. As an Action or Bonus Action, you may amplify your healing. The next spell you cast before the end of your turn which restores hit points to creatures also grants Temporary Hit Points equal to 2 + your Charisma Modifier on its first instance of healing to one target of the spell.
  • Censer: You create a censer, which grants sight beyond sight. As an Action or Bonus Action, you may light the censer. Perfumed wisps of smoke billow from it in a radius of feet equal to five times your proficiency bonus for minutes equal to your Charisma modifier, or until you are Incapacitated. You have Blindsight within this radius. Once you light the Censer, you cannot do so again until you finish a Long Rest, unless you expend 3 Sorcery Points to use this feature again.

                                 Minor

  • Mortar and Pestle: You learn the Lesser Restoration spell. Additionally, you create a finely-carved mortar and pestle. While it is on your person, you may cast Lesser Restoration without consuming a spell slot. When you do, it has a range of 30ft instead of Touch. Once you cast it in this way, you cannot do so again until you finish a Long Rest.
  • Dowsing Rod: You learn the Locate Object spell. Additionally, you create a dowsing rod. While holding the rod, you may cast Locate Object without consuming a spell slot. When you do, the spell's duration is increased to 1 Hour. Once you cast it in this way, you cannot do so again until you finish a Long Rest.
  • Traveling Cloak: You learn the Misty Step spell. Additionally, you create a fine cloak. While wearing the cloak, you may cast Misty Step without consuming a spell slot. When you do, you do not need to see the space you teleport to (if it is occupied, you instead teleport to the nearest unoccupied space). Once you cast it in this way, you cannot do so again until you finish a Long Rest.
  • Glamour: You learn the Alter Self spell. Additionally, you tattoo a small mark on your skin. By touching the mark, you may cast Alter Self without consuming a spell slot. When you do, it does not require Concentration. Once you cast it in this way, you cannot do so again until you finish a Long Rest.

Jelena

urossljivic

Hexenbiest Origin

Sorcerer Supreme

At 14th level, your understanding of the Progenitors becomes masterful, allowing truly remarkable feats of magic. Choose another two totems from the list below: one major and one minor. You gain the listed benefits for each.

                                 Major

  • Altar: You construct an altar in a stationary place. Once chosen the altar cannot be moved (though it can be rebuilt in the same place if it is destroyed). When you finish a Long Rest at your Altar, select two Sorcerer spells you know of 5th level or lower. The first time you cast each of these spells before your next Long Rest, they are treated as if they were cast one level higher than the spell slot you used.
  • Cards: You handcraft a set of divinatory cards. When you finish a Long Rest, roll two d20s and record the numbers you rolled. As a reaction when an attack roll, ability check, or saving throw is rolled within 30ft of you, you may replace the result of the d20 with one of the recorded results. You may choose to do so after you see the roll, but before you know whether the roll succeeded or failed. Each recorded roll can only be used once, and you lose any unused rolls when you finish a Long Rest.
  • Scourge: You create a wicked scourge, infused with cutting Intent. When you finish a Long Rest, select one Sorcerer spell you know which requires a Saving Throw, has a Casting Time of 1 Action, and has a duration of 1 Minute or greater. As an action, you may crack your Scourge and cast the spell. The target automatically fails their saving throw. However, the duration of the spell is reduced to "Concentration, up to rounds equal to your Charisma Modifier." Once you use this ability, you may not do so again until you finish a Long Rest.
  • Pentacle: You create a specialized warding pentacle. When you finish a Long Rest, select one of the following: Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. As an Action, you may hold your Pentacle aloft. Creatures of your choice within 30ft of you gain the benefits of the Protection from Evil and Good spell for 10 minutes, but only for the creature type you selected. Once you use this ability, you may not do so again until you finish a Long Rest.

                                 Minor

  • Poppet: With the hair, blood, teeth, or nails of a creature, you may spend 1 hour to fashion a Poppet linked to them. While holding the Poppet, you may cast a spell on that creature as if you were touching them, so long as you can still see the creature. When you do so, the Poppet crumbles to ash. You may only have one Poppet for a given creature at a time. If you make another, the first one crumbles to ash.
  • Crystal Ball: You create a divinatory crystal sphere. Over the course of 10 Minutes, you may cast the Scrying spell with it. When you do, the duration of the spell is increased to Concentration, up to 8 Hours. If a creature succeeds on its saving throw against Scrying, it is immune to your Crystal Ball for the next 7 days.
  • Broom: You create a broom on which to fly. While on your broom, you have a flying speed equal to 10 times your Charisma Modifier. You can use the broom to fly for up to a number of hours equal to your Proficiency Bonus, all at once or in several smaller flights (each consuming at least 1 minute from the duration). When you finish a Long Rest, the broom regains all of its flying capability.

Herald Of The Biest

At 18th level, you have become a direct conduit for the might of the Hexenbiest. Your voice is Power, and it shall not be silenced.

Your voice cannot be silenced by any means (magical or otherwise), and you can project your voice to be heard by creatures up to 500ft away from you with ease. When you speak, creatures that understand at least one language can always understand your words.

Additionally, choose one of the following Melodic Aspects when you finish a Long Rest:

  • Pythonissam Argutos: You learn the spell Psychic Scream, which does not count against your spells known. You may cast it once without expending a spell slot.
  • Naturae Decretem: You learn the spell Bones of the Earth, which does not count against your spells known. You may cast it once at 9th level without expending a spell slot.
  • Verbum Vitae: You learn the spell Power Word: Heal, which does not count against your spells known. You may cast it once without expending a spell slot.

Once you cast one of your Melodic Aspects without using a spell slot, you may not do so again until you finish a Long Rest

07#RtYY

Alexei Konev

Hexenbiest Origin

Streak Sorcerer

Some with innate magic draw it from a lineage, from a god or from the elements themselves. The art of ink magic or Streak Sorcerery is born to those attuned to the possibilities of what the world around them could become. Drawing from ink, paint and art in its many forms, Streak Sorcerery lets the imagination transform their surroundings to match their minds.

Streak Sorcery

Origin Spells (Illusion and Transmutation)
Sorcerer Level Spell Level
1st Colour Spray, Feather Fall
3rd Phantasmal Force, Darkvision
5th Enemies Abound, Slow
7th Polymorph, Greater Invisibility
9th Creation, Animate Objects

Inner Artist

At 1st level, you gain proficiency with painters tools.

Contained Illusion

At 1st level, your control over ink has begun to manifest itself in your art. If you would cast an Illusion spell that has a casting time of 1 action, you may instead store that spell on a nearby surface instead of consuming the spell slot as normal. It takes effect only under certain circumstances. You describe that circumstance when you cast the spell upon the surface. The Contained Illusion immediately takes effect centered on the surface it is cast upon once the circumstance are met for the first time, whether or not you want it to or an if an hour has passed since its casting. Once either of these conditions are met the Contained Illusion ends. The contained illusion may be moved safely without triggering its condition.

You may have a number of Contained Illusions active at once equal to your proficiency bonus.

From Page to Life

At 6th level, you gain expertise in painters tools. Additionally, you gain the ability to manifest your ink from the page to reality temporarily. You may spend 10 minutes creating a work of art based on an object of Small size or smaller. This work of art then becomes a physical Replica that registers as magical underneath the Detect Magic spell or other abilities. If the Replica is of an exisitng magic item it does not gain any of its magical properties. A creature may make an Insight or Investigation check aginst an opposing painter's tools check using charisma from you to determine that it is in fact fake and partially illusory. A Replica lasts for an hour and you may only have one created at once.

This ability may be used a number of times equal to your proficiency bonus per long rest.


Living Work

At 6th level, your art has begun to affect the world around you in new ways. Whenever you use sorcery points, you may grant one creature you can see within 45ft of you (including yourself) resistance to bludgeoning, slashing or piercing damage until the end of your next turn. While a creature benefits from Living Work, it cannot be affected by it again unless it is to resist the same damage type. This ability may be used a number of times equal to your Charisma modifier per long rest.

Mosaic of Might

At 14th level, your art has begun to manifest what it sees around itself. As an action, you may create a Mosaic of Might on you or another creature within 5ft of you. Choose a single feature, ability or spell of another creature within 30ft of you that you can see, the creature with the Mosaic gains the chosen ability, feature or spell for one minute and may use it as if it were their own. If the feature, ability or spell is from an enemy creature, you must make a painters tools check with charisma against the enemies insight, performance or investigation to succesfully create the mosaic.

You may create one Mosaic per long rest, this ability may be used again by spending 7 sorcery points. Only one Mosaic can be active at once.

Grand Design

At 18th level, your mastery over ink has allowed you to transform your own body into a canvas.

As an action, your body transforms for the next minute, embracing the art and ingenuity around you. At the beginning of your turn, you select one of the following effects. If an effect has already been chosen during the duration of this ability, you cannot choose it again. If all the effects have been chosen, you instead roll a d6 to determine a random effect at the beginning of your turn.

  • You gain temporary hit points equal to twice your Sorcerer Level until the start of your next turn.
  • You may ignore the sorcery point cost for your metamagics until the end of your turn.
  • You regain a spell slot of 3rd level or below this turn
  • You gain one level of exhaustion
  • You are reduced to 1 HP
  • Your spells deal an extra 2d8 of force damage this turn

This ability may be used one per long rest.

Shadow Sorcerer

Savid Fink

Streak

Arcane Didact

You have a dedicated master of the arcane as your patron, they or it assists you in becoming a being of pure mana. For them they obtain the perfect student, a being of arcane prowess that can carry on their knowledge or follow paths they never uncovered themselves. An Arcane Didact can come in many forms but will always send their student into perilous dangers in the pursuit of rare knowledge.

Expanded spell list

The Arcane Didact lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st Magic Missile, Shield
2nd Blur, See Invisibility
3rd Glyph of Warding, Haste
4th Confusion, Fire Shield
5th Passwall, Wall of Force
Arcane Warlock

When you choose this patron, you can choose to use Intelligence rather than Charisma as your warlock spellcasting ability. If you choose to do so, Eldritch Invocations you take also use Intelligence rather than Charisma when applicable. Taking this choice does not change the classes multiclass requirements. This choice is permanent.

Esoteric Knowledge

At 1st level you gain access to a unique understanding on the arcane. You may take an action to look into a creature, object, or areas connection to the weave. Doing this requires you are within 60 feet of the subject and are able to see it with your own eyes.

When you do this on a creature, you learn if it is capable of casting spells and if it is naturally built or connected to magic in any form. If the creature can cast spells you learn its casting stat and highest level known spell.

When you do this on an area, you learn if the density of magic is different from a usual area, and if there are any unique traces of mana present.

When you do this on an object, it acts as if you have cast the Identify spell on the object. You do not need to touch the object to do this, and in addition you learn if the has any magical trap attached to it.

Once you take this action you may not do so again until you finish a long rest. You gain an additional use of this feature between rests at levels 3, 6, 10 and 14 in this class.


Mana Shaping

Also at 1st level your soul becomes adapted to mana gaining crystalline structure and granting your magic a new strength. Once per round when in initiative with hostile creatures, you gain a mana charge when you cast a spell. You may hold a maximum amount of charges equal to half your warlock level(rounded up) at once.

As a bonus action you may expend any amount of mana charges and fire a single missile for each charge as if via the Magic Missile spell, choosing targets accordingly.

Mana charges last up to 10 minutes after creation.

Arcanists Pact

Starting at 6th level, your magic is adapted to your pact object. You gain one of the following benefits depending on your Pact Boon feature.
Pact of the Blade. Once per turn when you hit a creature with your pact weapon, you gain a mana charge. Additionally, once per turn when you make a melee attack you may expend two mana charges to instantly make another attack at the same target with your pact weapon.
Pact of the Chain. When your familiar helps in an attack or ability check and it succeeds, you gain a mana charge. Additionally, when your familiar is within 100 feet of you, you may use a bonus action to spend 2 mana charges teleporting either yourself or your familiar to an unoccupied location within 5 feet of the other.
Pact of the Talisman. When your talisman holder succeeds on an ability check or saving throw you gain a mana charge. Additionally, you may expend any amount of mana charges as a bonus action, your talisman holder gains 1d4+your profiency bonus in temporary hit points for each charge spent.
Pact of the Tome. When you reduce a creature to 0 hp, you gain a mana charge. Additionally, you may use a bonus action to add a new page to your tome, pick a spell from the wizard spell list of a level you can cast with warlock spell slots, you lose mana charges equal to the spells level (cantrip being 1 charge). For the next minute you learn that spell, and it counts as a warlock spell for you.

Spellslinger

Beginning at 10th level, you can capture any wasted mana from your spells. When you cast a spell with a warlock spell slot you may choose to cast at a lower level than the slot, not going below the chosen spells minimum level. When you do this you gain two mana charges for every unused level in your casting.

Crystalline Soul

At 14th level, you have begun to directly access The Weave. You may now use mana charges to cast spells instead of spell slots, the cost for a spell is two mana charges per level and you may upcast when casting in this way expending mana charges accordingly.

Arcane Didact

Arcane Didact Invocations

Crystal Wings

Prerequisites: Arcane Didact Patron, 7th level

When concentrating on a spell you now grow a pair of crystalline wings or your current wings grow a crystal structure. You gain a flying speed equal to your walking speed, and if your speed is reduced to 0 or you lose this speed you float harmlessly to the ground as the crystal disperses. If you already have a fly speed it is instead increased by 20 feet while this invocation is active.

Arcane Utility

Prerequisites: Arcane Didact Patron, 5th level

When you use your Esoteric Knowledge feature on an object you also learn if the item is cursed.

Additionally you may now expend a use of Esoteric Knowledge to cast either the Tongues or Clairvoyance spells, requiring no spell slot but casting as normal.

Mana Domain

Prerequisites: Arcane Didact Patron, 7th level

You gain an aura of mana. This aura stretches in a 5 foot radius around you, you have blindsight in this aura and are aware of any creatures in it at all times, even when blinded. Additionally while you have any amount of mana charges the aura grows, gaining an extra 5 feet of range for each mana charge you possess.

Spellbound Blade

Prerequisites: Arcane Didact Patron, Pact of the Blade

When you use your weapon from your pact of the blade feature to attack, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.

Additionally, if you deal damage with a spell or spell slot on a melee attack you may sheath your blade as a free action when you end your turn, charging it with arcane power. The next time someone makes a melee attack at you before the start of your next turn you may use your reaction to counter after they roll. Make an attack roll with your weapon, if yours is a higher result than their attack it automatically misses and you hit them (regardless of AC), roll damage as on a hit adding additional force damage equal to your warlock level.

You may take this free action an amount of times equal to your charisma modifier, regaining all uses at the end of a short or long rest.


Elemental Pal

Prerequisites: Arcane Didact Patron, Pact of the Chain

When you cast find familiar you may choose for the creature to be an elemental instead of its usual creature type, when your familiar is the elemental type it gains the following benefits:

  • When dismissed it can instead become a small token on your person and you may resummon it as a bonus action instead of an action.
  • When first created you may choose one cantrip it knows from: Mold Earth, Control Flames, Shape water or Gust.
  • You and the familiar can now speak primordial, and have advantage on persuasion checks when using that language with its native speakers.
  • When a creature succeeds on a check or attack roll that your elemental pal helped in, the creature gains temporary hit points equal to your charisma modifier for 1 hour.

Prerequisites: Arcane Didact Patron, Pact of the Talisman

You and your talisman holder can see through each others eyes at all times, this feature deactivates if one of you is blinded. Also when you expend a warlock spell slot within 100 feet of your talisman holder they may use their reaction to teleport up to 30 feet to an unoccupied space they can see.

Crystal Tome

Prerequisites: Arcane Didact Patron, Pact of the Tome

As an action you may focus your eyes and blink, a crystal page appears in your book replicating what you saw in a photo realistic or art style form.

Alternatively when you take this action you can begin to record what you see instead, for up to the next hour all visual and audio stimulus you receive is recorded. When this effect ends a crystal page appears in your book that can be played, it shows the recorded visual and audio, unlike the still images this page is dispelled if removed from your book. Once you have recorded in this way you must take a short rest before doing so again.

Temple Rebuilding

Kailyze

Arcane Didact

The Fae Lord (Archfey Alternative)

Fae Nature

You choose your patron's kind or determine it randomly, using the Fae Lord table.

d5 Nature
1 Autumn
2 Winter
3 Spring
4 Summer
5 Courtless

Expanded Spell List

1st-level Fae Lord feature

The Fae Lord lets you choose from an expanded list of spells when you learn a warlock spell. The Fae Lord Expanded Spells table shows the fae lord spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron's nature: Autumn, Winter, Spring, Summer, or Courtless

Spell Lvl Base Spells Autumn Winter Spring Summer Courtless
1st Command Dissonant Whispers Bane Disguise Self Faerie Fire Tasha's Hideous Laughter
2nd Find Steed (Fey only) Calm Emotions Snilloc's Snowball Swarm Animal Messenger Pyrotechnics Blindness/Deafness
3rd Conjure Animals Speak with Dead Slow Speak with Plants Haste Clairvoyance
4th Conjure Woodland Beings Confusion Ice Storm Compulsion Guardian of Nature Polymorph
5th Geas Mislead Cone of Cold Wrath of Nature Dawn Awaken

Bonus Cantrips

At 1st level, you learn Druidcraft and one other cantrip from the druid spell list. They count as warlock cantrips for you, but they don't count against your number of cantrips known.

Additionally when casting Druidcraft: You gain a deeper control over the elements allowing you to shield a 10 for radius sphere (centered on you) from snow and rain for 1 hour and dim fires instead of snuffing them out.


Nature’s Mantle

Starting at 1st level, imbues you with a connection to the fae and the natural wellspring of magic they hold allowing you to establish a dominion of the nature around you.

As a bonus action, you magically manifest a mantle of vines, flowers and leaves gaining the following benefits for the next 1 hour:

Your AC increases with natural armor equal to 13 + your Dexterity modifier while you aren't wearing armor.

Difficult terrain as a result of the natural environment or foliage does not hinder you. The environment will make itself more amenable to your (and only your) passage.

You gain a climb and swim speed equal to your walking speed.

You have advantage on wisdom and charisma checks to interact with fae creatures.

Once you use this feature, you can't use it again until you finish a long rest. You gain extra uses at later levels: 1 at 6th, 2 at 10th, 3 at 14th.

Fae Lord

Defensive Growth

At 6th level as a reaction when a huge or smaller creature makes a melee attack against you, you can summon spectral vines to entangle it immediately before it strikes you. The creature must succeed on a Strength saving throw or become restrained until the end of your next turn. At 14th level the strength of your vines grow to massive proportions. The size category increases to gargantuan or smaller.

You can use this ability a number of times equal to your charisma modifier, you regain all use after completing a short or long rest.

When casting Druidcraft you can now: spend one minute casting this spell to grow the seed of non magical plants to full bloom.

Primal Mantle

Starting at 10th level your patron strengthens your connection to the fae’s natural wellspring of magic bolstering your Nature’s Mantle. While Nature’s Mantle is active you gain the following added benefits:

You gain a flying speed of 40 feet as natural wings sprout from your back. The wings take an appearance based on the nature of your patron.

When casting Druidcraft you can now choose to recreate louder effects such as lion's roar to a rumble of thunder.

Your patron's influence has granted you immunity to a condition

  • Charmed (for Spring and Summer)
  • Frightened (for Autumn and Winter)
  • Your choice of Frightened or Charmed when you reach 10th level(Courtless).

Throne of Nature

You gain the ability to exert your will and that of your patrons over the land around you even further. At 14th level you can cast the Druid Grove spell without expanding a spell slot. The effects of the spell are transformed by the nature of your patron. Once you have used this feature, you cannot do so again until you finish a long rest. In addition while your natures mantle is active you gain resistance to bludgeoning, piercing, and slashing damage.

Invocations

Commanding Presence

Prerequisites: 12th level, Fae Lord

Whenever you cast a spell with a range of Self using a warlock spell slot, choose one creature within 15 feet of you. The target must make a Wisdom saving throw against your warlock spell save DC. If they fail, they are charmed by you until the end of your next turn.

Evil Eye

Prerequisites: 6th level, Fae Lord

As a bonus action, you imbue your eyes with eldritch magic and glare darkly at a creature. If the target can see you, you cause the target to make a charisma save against your warlock spell DC. On a failure it suffers disadvantage on its next attack roll or ability check made within 1 minute.


Book of Stolen Secrets

Prerequisites: Pact of the Tome, The Fae Lord

Whenever you are in conversation, you can take your Book of Shadows in hand and ask a creature one question. The creature must make a Wisdom saving throw against your warlock spell save DC if it is unwilling to answer. If it fails or if it decides to respond truthfully, the most accurate answer the creature could possibly give is immediately written in the book.

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

The Silver Tongue

Prerequisites: Pact of the Blade, The Fae Lord

You can create a melee weapon made of silver and bone using your Pact of the Blade feature. This weapon deals psychic damage instead of its normal damage type. When you hit a creature with this weapon, they have disadvantage on attack rolls against you until the start of your next turn.

Guile of the Sprites

Prerequisites: Pact of the Chain, The Fae Lord

When your familiar is summoned as a Sprite it gains the following additional benefits:

  • It has additional hit point equal to your warlock level
  • It gains proficiency in the Insight skill
  • When your Sprite attempts to make an Intelligence (Investigation) check to pierce an illusion, it may instead use Wisdom (Insight). If it succeeds on the check to disbelieve an illusion you are also immediately able to disbelieve it as if you had succeeded on the check.

Boon of Faerie

Prerequisites: Pact of the Talisman, The Fae Lord

You are able to weave a bit of your learned fae-magics into your talisman and granting abilities to those who would wear it. While a creature that wears your talisman is incapacitated, you may use your Action to move them up to their speed toward you. Additionally, as a Reaction when they deal damage with an attack or spell to another creature that you can see, you may cause the attack or spell to deal an additional 1d6 of Psychic damage to that creature.

Druid

Cait May

Fae Lord

























The Order of Spiral Depths

Your pact is to a society, as much as an entity. An engimatic group of legal mages, the Order of Spiral Depths is credited with the creation of Licensure: the art of mystical protection for intellectual property. The Order is called upon in a number of capacities: as arbitrators, legal counsel, and as enforcers of the Contracts they scribe, if need be.

As a member of the Order of Spiral Depths, your loyalties are to the Order and the ideal of Law, acting as instruments of a distant and powerful patron. So long as you keep to your terms -- and help keep others to theirs -- you will go far.

The Terms and Conditions

As a member of the Order of Spiral Depths, there are certain expectations you are to uphold. The following precepts govern all members of the order, and must be agreed to before you can be initiated into its ranks. Violation of the Terms is an act for which there are three strikes. A warning, a correction, and a disappearance.

  1. Thou shalt enforce Contracts, as the Order asks.
  2. Thou shalt not tarnish the image of the Order, in word or deed.
  3. Thou shalt not lie to a client.
  4. Thou shalt not lie to another member of the Order.
  5. Thou shalt not reveal the secrets of the Order to an outsider.

While retirement from the Order of Spiral Depths is possible, retired members are still expected to abide by the Terms.


Expanded Spell List

The Order grants you access to additional spells, which are added to the Warlock spell list for you. This art is known as Leximancy: the mystical manifestation of Law.

Leximancy Spells

Spell Level Spells
1st Command, Sanctuary
2nd Calm Emotions, Silence
3rd Nondetection, Slow
4th Dominate Beast, Compulsion
5th Dominate Person, Geas

Signed in Blood

At 1st level, you gain proficiency in Calligrapher's Tools. Your blood also becomes a vibrant, scarlet ink-like substance. You may siphon this "blood" to write with, by pressing a pen or quill to your skin. Doing so causes no harm to you.

Additionally, when a creature you can see attacks you or targets you with a spell while within 60ft of you, you may use your Reaction to write a warding sigil in the air. The creature must make a Wisdom saving throw against your Spell Save DC. On a failure, the creature is Frightened of you until the end of your next turn, and must either choose a new target for the attack or spell or lose it. You may use this ability a number of times equal to your Charisma modifier, and regain all expended uses when you finish a Short or Long Rest.

Old Bookshop

Andreas Rocha

The Order of Spiral Depths


We Call this Meeting to Order

At 1st level, the Order entrusts you with the power to mediate and oversee negotiations. Over the course of 10 minutes, you can inscribe glyphs of iron truth on the ground in a 10-foot radius circle. Any creatures standing in the circle when it is marked are affected by its magic.

Affected creatures glow with baleful light when they knowingly tell a lie, and must succeed on a Charisma saving throw against your Spell Save DC to harm another creature inside the circle. The effect ends on a creature if it takes damage, or when it leaves the circle. The circle persists for 8 hours, or until you leave it.

Bondsmen

At 6th level, your Patron entrusts you with the services of a Bondsman: a spirit called to protect you and aid in Contract enforcement. You may cast Summon Undead without consuming a spell slot or requiring material components, at the highest level you have Pact Magic slots for. When you summon a creature this way, it gains Temporary Hit Points equal to twice your Warlock level.

You may use this ability once, and regain the ability to do so after finishing a Long Rest. At 10th level, you may use this ability twice. At 14th level, you may use this ability three times.

Sealbearer

At 10th level, the Order entrusts you with a Golden Seal. This small relic holds great power, and must be safeguarded with your life.

So long as you are carrying your Golden Seal, you may use your Bondsmen feature to cast Summon Construct instead of Summon Undead. Additionally, attacks against you have Disadvantage if a creature summoned with Bondsmen is within 5ft of you.

If your Golden Seal is not on your person, you have Disadvantage on all ability checks that do not directly relate to recovering your Golden Seal.

Voice of Iron

At 14th level, the voice of your Patron joins to your own. You are permanently under the effects of the Tongues spell.

Creatures summoned by your Bondsmen feature have proficiency in the Athletics skill (their Proficiency Bonus equals your own). While a creature you summon this way is grappling a creature, you have Advantage on Intimidation and Persuasion checks against it, and it has Disadvantage on saving throws against spells you cast.

Unnamed

bagriel

The Order of Spiral Depths

Leximancy Invocations

The art of Leximancy allows for certain twists of magic not available to other mages. The following invocations are available for Warlocks in the Order of Spiral Depths.

The Iron Codex

Prerequisite: 6th level, Pact of the Tome

Your Book of Shadows becomes an Iron Codex: a mystical book of contracts and laws, bound in two plates of iron. You may review your Codex as a comprehensive book of laws for whatever place you are in.

Additionally, you may use the Codex to create binding Contracts between creatures. You may draft an agreement between two or more creatures (you cannot be one of the creatures), which must be written and signed in blood. The creatures must sign the Contract of their own free will for it to be effective.

If a creature violates the terms of an agreement they sign, you are immediately aware of it, and the act which broke the terms is seared into your Iron Codex, along with the name of the creature that violated it. You have advantage on Ability Checks made to track a creature whose name is seared in your book.

Speaker of the Word

Prerequisite: 6th level, Pact of the Talisman

Your talisman becomes a hollow locket, which can contain the voices of creatures. As an action, you or another creature may open the locket and drip a drop of blood inside. For the next hour, or until the locket is closed, anything said within 30ft of the talisman is recorded inside. This includes Telepathic communication which takes place in this radius. By opening the locket again, anything it recorded is repeated back. The recording remains until the locket is used to record again.

Additionally, if another creature is wearing your Talisman, you may speak through them in your own voice.

Shepherd's Seal

Prerequisite: 6th level, Pact of the Blade

The striking end of your Pact Weapon is slick with scarlet ink, no matter what shape it takes. You may use its tip to wrte on any surface.

Once per turn, when you strke a creature with your pact weapon, you may imprint a crimson seal onto it. Until the start of your next turn, attacks made against that creature by creatures summoned with your Bondsmen feature have advantage. If you do not have a Bondsmen summoned, the creature you hit instead has Disadvantage on attack rolls against you until the start of your next turn.

Functionaries

Prerequisite: 6th level, Pact of the Chain

Your Patron grants you the service of a lesser Bondsman as a familiar. Your familiar is a Construct, Fiend, or Undead (your choice), instead of its normal creature type.

Additionally, any feature which references creatures you summon with Bondsmen also applies to creatures you summon with Find Familiar, and you may expend a use of your Bondsmen feature to cast that spell as an action without Material components.

Baleful Brand

Prerequisite: 10th level

You may use your Golden Seal as an arcane focus. When you cast a spell with your Golden Seal that does not have a range of Touch or Self (before metamagic), you may reduce its range to Touch. If you do, the following applies:

  • If the spell uses a Ranged Spell Attack, it is a Melee Spell Attack instead
  • You have advantage on attack rolls for the spell
  • Creatures have disadvantage on their first saving throw against the spell.
  • If the spell has a radius or area of effect, it is centered on the creature you touch.

Scroll of Papyrus

Sandro Rybak

The Order of Spiral Depths

Serving the Spiral

As time goes on, and the Order of Spiral Depths begins to take on a broader role than that of mediators and consultants, their ranks begin to swell with those less focused on the academics of Law, and more on its practical application. For martially-inclined characters who count themselves among the ranks of the Order, the following options are available:

Paladins

Paladins who swear their service to the Order of Spiral Depths can be as empowered by the oath as any other might be. Those who do so use the tenets below:

  1. Thou shalt enforce the Order's Will when called upon.
  2. Thou shalt not tarnish the image of the Order, in word or deed.
  3. Thou shalt not lie to a client.
  4. Thou shalt not lie to another member of the Order.
  5. Thou shalt not reveal secrets of the Order to an outsider.

This option is available to Conquest, Crown, Vengeance, and Watchers Paladins, and replaces the normal tenets of the Sacred Oath.


Profane Soul Blood Hunters

As the Order of the Profane Soul regards making pacts with an entity, the enigmatic Patron of the Order of Spiral Depths can fulfill such a role. Profane Soul Blood Hunters in the Order of Spiral Depths use the following features:

Rite Focus

As a bonus action, you expend one use of your Blood Maledict feature to censure a creature you can see within 60ft of you. That creature must succeed on a Charisma saving throw against your Spell Save DC, or be unable to speak until the end of your next turn.

Revealed Arcana

You can cast Calm Emotions.

Unsealed Arcana

You can cast Nondetection, without any Material Components.

“Quack quack quack quack! Quack quack.”

MAFIADUCK_nilan

The Order of Spiral Depths

School of Tactics

Mages focused on the ideals of tactics and strategy, those who follow the School of Tactics have mastered manipulation of the battlefield to lead their parties into a calculated victory.

Practiced Tactician

When you choose this tradition at 2nd level, you gain profiency in Chess (gaming set). If you already have this tool gaming set you gain proficiency in one other gaming set of your choice. You also gain expertise in Chess (gaming set).

Arcane Battlefield

Also at 2nd level, when you cast a wizard spell of 1st level or higher on your turn you may use a bonus action to create a magical effect based on the school of the spell you cast. You may use this feature three times and regain all uses at the end of a long rest. Alternatively if you have no uses left you may expend any spell slot to activate the feature instead.

  • Abjuration. Choose an unoccupied space you can see that is up to 10 feet high, 15 feet wide and one foot thick. An intricate inscribed stone wall appears in the location that lasts for up to a minute. The wall has hit points equal to twice your wizard level, and an AC of 10. If the wall blocks an area of effect but is destroyed in the process, the effect does not carry on through the walls space.
  • Conjuration. You form a shimmering portal in an unoccupied space within 5 feet of you. The portal lasts until the start of your next turn, when a creature enters the portal they are teleported to an unoccupied space of your choosing within 20 feet of the portal.
  • Divination. Choose a creature within 60 feet of you, you learn one of the following pieces of info of your choice: its saving throw proficiences, its damage resistances and immunties, or its condition immunities. The creature is unaware of this.
  • Enchantment. Choose a creature within 60 feet of you, they must make a wisdom saving throw against your spell save DC, on a failure you may move them up to their movement speed in a straight line. You may not move them into a space if they know it would harm them.
  • Evocation. Choose a willing creature that you can see within 30 feet of you, you move them in a straight line to an unoccupied space you can see within the same range.
  • Illusion. Choose a creature within 60 feet of you, they become invisible until the start of your next turn. The invisibility ends early if the creature makes an attack or casts a spell
  • Necromancy. Choose a creature within 60 feet of you, a necromantic mark is placed on them. The next time a creature hits the marked target with an attack, the attacking creature gains half the attacks damage as temporary hit points for a minute. If the mark is not triggered after a minute it fades.
  • Transmutation. Choose a number of 5-foot cubes within 60 feet of you equal to your wizard level. These cubes become difficult terrain for 1 minute.

Strategic Response

Beginning at 6th level, you can organise your pieces at the start of a battle. You gain immunity to the suprised condition while concious.

Additionally when you roll initiative, you may use your reaction to turn the tides. Choose two creatures you can see within 150 feet of you, those two creatures swap initiatives.

Mastered Battlefield

At 10th level, your Arcane Battlefield feature is improved, each option gains a bonus when used.

  • Abjuration. You now create two walls, these walls may be connected or disconnected and have seperate pools of hp.
  • Conjuration. The range of the teleportation is increased to 60 feet.
  • Divination. You gain two new options: learn if the creature has any unique forms of sight, and how many legendary resistance uses the creature has (if any).
  • Enchantment. If the creature fails the saving throw they have disadvantage on the next saving throw they make before the end of your next turn.
  • Evocation. The willing creature may now use its reaction to attack a single creature if it passes through their space during the movement.
  • Illusion. The invisiblity no longer ends early if the creature makes an attack or casts a spell.
  • Necromancy. The attack now deals additional damage equal to your wizard level in necrotic damage, and the creature falls prone when the mark is triggered. A creature that is huge or larger may make a strength saving throw to not fall prone.
  • Transmutation. Creatures of your choice are now immune to the difficult terrain. Creatures that are affected and in the difficult terrain now have disadvantage on the first attack roll they make each turn.

Checkmate

Finally at 14th level, you have learned to set up a perfect strategem for attack. As an action select a creature you can see within 120 feet of you, you focus in on them and mark them with magic. Choose up to five creatures that you can see, for the next minute all creatures are aware of the marked creature and its location at all times as long as its on the same plane of existence.

You may use an action to end the mark early on any subsequent turn, beginning a full force attack. The marked creature must make an intelligence saving throw, on a success any damage it takes from this action is halved. Afterwards, each friendly creature chosen for the mark may use a reaction to move up to 60 feet and either take a full attack action against the creature or cast a spell with a casting time of an action that targets the creature (or involves it in an effect). The order of these reactions is determined by the characters.

Once you use this action you may not use it again until you finish a long rest.

School of Tactics

Updated Sorcererous Origin Spell Lists

Since the more recent Sorcerer Subclasses have added Origin Spells, it's only fair that the older subclasses are updated so that their power levels match. In addition, all sorcerers now benefit from Spell Swapping. The schools of magic are dependant upon the sorcerous origin:

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Origin Spell's 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 of on of the specified spell types from the sorcerer, warlock, or wizard spell list.

Wild Magic

Evocation and Conjuration

Sorcerer Level Spells
1st Chaos Bolt, Magic Missile
3rd Fortune's Favor, Nathair's Mischief
5th Fireball, Haste
7th Confusion, Polymorph
9th Wall of Light, Mislead

Draconic Bloodline

Evocation and Enchantment

Sorcerer Level Spells
1st Chromatic Orb, Command
3rd Dragon's Breath, Suggestion
5th Fly, Fear
7th Elemental Bane, Polymorph
9th Summon Draconic Spirit, Destructive Wave

Divine Soul

Evocation and Necromancy

Sorcerer Level Spells
1st Healing Word, Shield of Faith
3rd Prayer of Healing, Lesser Restoration
5th Spirit Guardians, Revivify
7th Death Ward, Guardian of Faith
9th Dispel Evil and Good, Holy Weapon

Shadow Magic

Illusion and Necromancy

Sorcerer Level Spells
1st Bane, Inflict Wounds
3rd Pass without Trace, Shadow Blade
5th Hunger of Hadar, Summon Shadowspawn
7th Greater Invisibility, Shadow of Moil
9th Creation, Negative Energy Flood

Storm Sorcery

Evocation and Transmutation

Sorcerer Level Spells
1st Fog Cloud, Thunderwave
3rd Shatter, Misty Step
5th Call Lightning, Thunder Step
7th Control Water, Storm Sphere
9th Control Winds, Maelstrom

Phoenix

Evocation and Necromancy

Sorcerer Level Spells
1st Burning Hands, Feather Fall
3rd Aganazzer’s Scorcher, Heat Metal
5th Ashardalon’s Stride, Revivify
7th Fire Shield, Wall of Fire
9th Immolation, Reincarnate

Stone Sorcery

Abjuration and Transmutation

Sorcerer Level Spells
1st Earth Tremor, Shield
3rd Earthbind, Maxamillion's Earthen Grasp
5th Meld with Stone, Slow
7th Stone Shape, Summon Construct
9th Transmute Rock, Wall of Stone

Updated Sorcererous Origin Spell Lists

Water Caller

Kan Liu



















































Sea Sorcery

Necromancy and Divination

Sorcerer Level Spells
1st Armor of Agathys, Hex
3rd Rime's Binding Ice, Augury
5th Tidal Wave, Bestow Curse
7th Control Water, Divination
9th Scrying, Conjure Elemental



















































Giant Soul

Abjuration and Transmutation

Sorcerer Level Spells
1st Absorb Elements, Thunderous Smite
3rd Aid, Enlarge/Reduce
5th Spirit Guardians, Glyph of Warding
7th Guardian of Nature, Resilient Sphere
9th Bigby's Hand, Destructive Wave

Updated Sorcererous Origin Spell Lists