The Subclasseptember Compendium

2023 Edition

A Homebrew Challenge

by Nines

 

 

Subclasseptember Returns!

It’s that time of year again – Subclasseptember 2023!

Last year Nite0403 set it up; this year I’m doing the prompt list. Despite the name of the challenge, I’d like everyone to note that you’re perfectly free to make non-subclass homebrews - magic items, feats, variant features, races, subclass reworks, subclasses for homebrew classes, full classes? Whether you want to take your pick, do just one, or make something for every day, the point is to have fun creating something new.

Many other creators also joined me for this year’s challenge, and all of their work also deserves to be recognized – Check them out on Tumblr here!

Table of Contents

Day Page Prompt Subclass Class
3 Links and Image Credits
1 5 “Technology” The Path of Iron Gears Barbarian
2 7 “Primal” The Guerilla Rogue
3 9 “Holy” The Lightwright Artificer
4 10 “Crystal” The Prismatic Domain Cleric
5 11 “Dragon” The Path of the Dragonstone Barbarian
6 12 “Abyss” The Circle of the Depths Druid
7 13 “Fey” The College of Jest Bard
8 14 “Martial” The Rune Fencer Swordmage
9 15 “Magic” The Arcanist Wizard
10 16 “Mental” The Psyche Domain Cleric
11 17 “Summoning” The Ichorous Ascension Channeler
12 18 “Night” The College of the Dirge Bard
13 19 “Danger” The Oath of the Big Red Button Paladin
14 20 “Plant” The Chlorophyte Bloodline Sorcerer
15 22 “Peace” The Uprising Warlock
16 23 “Weather” The Circle of the Ancients Druid
17 24 “Transformation” The Rebirth Domain Cleric
18 26 “Niche” The Politician Rogue
19 27 “Race” The Rider Artificer
20 28 “Archetype” The Adventurer Fighter
21 30 “Elemental” The Wavecrest Skywatcher
22 32 “Monster” The Visionary Warlock
23 33 “Status” The Oath of Pestilence Paladin
24 35 “Sport” The Trickshot Master Fighter
25 36 “Art” The Way of the Silver Screen Monk
26 37 “People” The Legion Conclave Ranger
27 39 “Noble” The College of Dance Bard
28 40 “Metal” The Master of Arms Fighter
29 42 “Wild” The Deadeye Conclave Ranger
30 43 “Choice” The Wildshifter Class Wildshifter

 

 

This page contains image credits for all the images used, as well as DNDBeyond links and links to the pages for each subclass individually. Formatting for large Homebrewery pages sometimes breaks on browsers other than Chrome, so looking at each subclass individually can help mitigate such issues.

Day 1: The Path of Iron Gears

DNDBeyond Link HERE

Homebrewery Link HERE

Image Credit

Iron Hands vs Death Guard by Igor Sid

Doom Slayer by Octahedron0

Day 2: The Guerilla

DNDBeyond Link HERE

Homebrewery Link HERE

Image Credit

Avarosan Trapper - Legends of Runeterra

Day 3: The Lightwright

DNDBeyond Link HERE

Homebrewery Link HERE

Image Credit

Seed Crystal FFXI - Fantasy XI: A Crystalline Prophecy

Day 4: The Prismatic Domain

DNDBeyond Link HERE

Homebrewery Link HERE

Image Credit

Final Fantasy Brave Exvius - Neo Visions Guide

Day 5: The Path of the Dragonstone

DNDBeyond Link HERE

Homebrewery Link HERE

Image Credit

Id (Purpose) by Hidewari

Day 6: The Circle of the Depths

DNDBeyond Link HERE

Homebrewery Link HERE

Image Credit

Linophryne arborifera by Ray Simpson (vectorized by T. Michael Keesey)

Day 7: The College of Jest

DNDBeyond Link HERE

Homebrewery Link HERE

Image Credit

Jester and Skill Icons - Darkest Dungeon II

Crusader (Afflicted) - Darkest Dungeon II

Grave Robber (Afflicted) - Darkest Dungeon II

Highwayman (Affkicted) - Darkest Dungeon II

Day 8: The Rune Fencer

Swordmage Class Document HERE

Homebrewery Link HERE

Image Credit

Frost Brand - DNDBeyond

 

 

Day 9: The Arcanist

DNDBeyond Link HERE

Homebrewery Link HERE

Image Credit:

Wizard Tower by Digital Storm

Day 10: The Psyche Domain

DNDBeyond Link HERE

Homebrewery Link HERE

Image Credit

Blindfolded clairvoyant young woman with three eyes forehead vintage sketch engraving vector illustration. Scratch board style imitation. Black and white hand drawn image by Oleksandr Pokusai

Day 11: The Ichorous Ascension

DNDBeyond doesn’t support homebrew classes.

Channeler Class Document HERE

Homebrewery Link HERE

Image Credit

Blood Imp - Hearthstone

Day 12: The College of the Dirge

DNDBeyond Link HERE

Homebrewery Link HERE

Image Credit

[“Landscape of Thorns” ]- Screenshot from Containment

Day 13: The Oath of the Big Red Button

DNDBeyond Link HERE

Homebrewery Link HERE

Image Credit

Godzilla, Freezelight, Figurine - Victoria Borodinova

 

 

Day 19: The Rider Specialization

DNDBeyond Link HERE

Homebrewery Link HERE

Image Credit

SOLWA x Hatsune Miku by @PiPinavigation

Day 20: The Adventurer

DNDBeyond Link HERE

Homebrewery Link HERE

Image Credit

Rogue, Wizard, Paladin, and Cleric by Yama Orce.

Day 21: The Wavecrest Bond

DNDBeyond doesn’t support homebrew classes.

Skywatcher Class Document HERE

Homebrewery Link HERE

Image Credit

Storm Cloud - Heroines Fantasy

Day 22: The Visionary Patron

DNDBeyond Link HERE

Homebrewery Link HERE

Image Credit

Slay the Spire - The Watcher by Helena Van de Veire

Day 23: The Oath of Pestilence

DNDBeyond Link HERE

Homebrewery Link HERE

Image Credit

Black Magic Plague by Fernanda Adami

Day 24: The Trickshot Master

DNDBeyond Link HERE

Homebrewery Link HERE

Image Credit

Artwork for @Marzuku7’s ULTRAKILL Inspired track by SaimizZ

Day 25: The Way of the Silver Screen

DNDBeyond Link HERE

Homebrewery Link HERE

Image Credit

Bruce Lee by J McFarlane

Day 26: The Legion Conclave

DNDBeyond Link HERE

Homebrewery Link HERE

Image Credit

10 Hydra Recolors - u/rivenley

Hydra - Lancer

Day 27: The College of the Masquerade

DNDBeyond Link HERE

Homebrewery Link HERE

Image Credit

Drama Masks - Wikimedia Commons

Day 28: The Master of Arms

DNDBeyond Link HERE

Homebrewery Link HERE

Image Credit

Blacksmith by Lucy-Lisett

Day 29: The Deadeye Conclave

DNDBeyond Link HERE

Homebrewery Link HERE

Image Credit

Native by yanai-draws

Day 30: The Wildheart Class

Homebrewery Link HERE

Image Credit

Panne: Proud Lady Rabbit by Yoneko Okome

Werewolf Pack Leader MtG Art from Adventures in the Forgotten Realms by Miranda Meeks

Spirit of the Hunt MtG Art from Eldritch Moon by Bastien L. Deharme

Lethe: Commander of the Beasts by cuboon

AHRI - League of Legends Fan Splash by KNKL

 

 

Subclasseptember Day 1: Technology

Primal Path: The Path of Iron Gears

by Nines, v0.1

Harder, Better, Faster, Stronger

It is a warrior’s duty to perish in the glory of the battlefield. Some, however, are not granted such an honor, their broken bodies left behind in the march of progress. It would be a waste to allow such spirits to languish, their honed instincts left wanting by mortal limitations. The flesh is weak; cast it aside. Only the perfection of steel will grant the strength to rend the empire’s enemies asunder.

Biomechanical Upgrades

3rd-level Iron Gears feature

Your body has been augmented with mechanical upgrades, allowing you to transcend the limits of the flesh. You gain a number of the following Biomechanical Upgrades equal to your Rage Damage bonus. These Biomechanical Upgrades cannot be unwillingly removed while you live; however, you can exchange one choice of Biomechanical Upgrade for another when you gain a level in this class.

Extended Grip. When you make a melee weapon attack, you can give the weapon or unarmed strike the Reach property.

Molten Core. The heat that rises from your body is weaponized to burn attackers with steam. When a creature within 5 feet deals damage to you, you can use your reaction to deal damage to it equal to your Strength modifier. While you are raging, this damage is increased by your Rage Damage bonus.

Organometallic Fascia. Armor is interwoven into your very flesh, rendering it inseperable from your being. You gain proficiency in heavy armor. In addition, over the course of a long rest, you can integrate a suit of armor into your body, granting you its AC, though you still count as unarmored for the purposes of any features. While an armor is integrated into your flesh in this way, it cannot be removed against your will. Only one suit of armor can be integrated in this way at a time; if you attempt to integrate another, the first is removed from your body as part of the same long rest.

Plantar Piston. Muscles in the lower leg are replaced with mechanical stabilizers. Your walking speed is increased by 10 feet.

Tether Chain. Weapons you wield have the Thrown property, with a short range of 20 feet and no long range. A weapon or unarmed strike thrown in this way returns to you immediately after you make the attack.

Torque Supercharger. By supercharging the tensile forces within your weapon, you can cause the recoil from a blow to cut through other foes. Once per turn, when you hit a creature with a melee weapon attack, you can deal damage equal to your Strength modifier to a creature within 5 feet of the target. While you are raging, this damage is increased by your Rage Damage bonus.

Toxic Bomb. Metabolic waste products are stored within your body for later use. As an action, you can expel these toxins, forcing creatures within a 15 foot cone of yourself to make a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus.) Creatures that fail this save take 2d6 poison damage. This damage increases to 3d6 at 5th level, 4d6 at 11th level, and 5d6 at 17th level.

 

 

Psychomechanical Upgrades

6th-level Iron Gears feature

It is not enough for your body alone to be perfected; your mind, too, must be augmented. Choose one of the following upgrades.

Babylonic Speaker. You can read and speak all languages.

Cognito Filter. When a creature makes a statement, you can expend your reaction to force it to make a Charisma saving throw (DC = 8 + your Constitution modifier + your proficiency bonus.). On a failed save, you detect whether or not it was lying. Once you use this feature, you cannot use it again until you finish a short or long rest.

Infravisor. As an action, you can activate special lenses within your eyes, giving yourself darkvision to a distance of 60 feet for 1 minute. Within this distance, creatures are marked via their body heat, allowing even invisible creatures to be seen. Creatures that lack body heat, such as many undead, appear as blackened voids when sensed in this way. Once you use this feature, you cannot use it again until you finish a short or long rest.

Venting

10th-level Iron Gears feature

When you are affected by a spell that targets only yourself, you can attempt to flush it from your system as a reaction, making a Constitution saving throw against the caster’s spell save DC. On a success, you can force a creature within 5 feet to be the target of the spell instead.

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

Heart of Iron

14th-level Iron Gears feature

An additional heart is installed within your body, helping to maintain your system’s upgrades as well as storing a potent mixture of chemicals for times of great need. When you would hit 0 Hit Points or be exposed to an effect that would kill you, you instead regain half of your maximum Hit Points, as your iron heart automatically activates its emergency protocols. For 1 minute afterwards, you also gain the following benefits:

  • You have advantage on all attack rolls and saving throws.
  • You have resistance to all damage types.
  • Your AC increases by 5.
  • You are immune to the following conditions: charmed, exhaustion, frightened, incapacitated, poisoned, paralyzed, stunned, and unconscious.

After this effect’s duration expires, you gain 3 levels of exhaustion, which cannot be cured in any way other than completing a long rest. Once you use this feature, you cannot use it again for 7 days.

 

 

Subclasseptember Day 2: Primal

Roguish Archetype: Guerilla

by Nines, V0.1

Watch Your Step!

For a traditional cutthroat, coordinated foes and vigilance can make eliminating targets difficult. On the other hand, a guerrila thrives in sowing chaos, even more so against organized armies that lack the flexibility necessary to deal with them. It’s easy to become paranoid when every leaf, every twig, every hole in the dirt is potentially a debilitating trap. But paranoia, too, is a trap, sapping away at focus and creating opportunities to strike.

Guerilla Tactics

3rd-level Guerilla Rogue feature

When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don’t already have it. If you already have proficiency in either of these skills, you can choose to gain proficiency in a different skill instead.

Trapmaster

3rd-level Guerilla Rogue feature

As a Guerilla, you’re constantly preparing traps for the future. As a bonus action, you can place one of the following Traps in a location you can see within 30 feet of yourself.

Scorching Trap. Creatures within 5 feet of this Trap when it activates are forced to make a Dexterity saving throw against your Trap save DC. Creatures that fail this saving throw take 3d6 fire damage.

Sinking Trap. Creatures within 5 feet of this Trap when it activates are forced to make a Dexterity saving throw against your Trap save DC. Creatures that fail this save sink into the ground, becoming Restrained. A creature can use its action to free a creature restrained in this way within 5 feet of itself, ending the effect on a success.

Snaring Trap. The creature that triggers this Trap is forced to make a Dexterity saving throw. On a failed save, it is pulled up to 10 feet in a direction of your choice, then hoisted into the air until it hangs upside down 5 feet 5 feet above the ground, where it is restrained. A creature can use its action to make a Dexterity save, freeing a creature restrained in this way within 5 feet of itself on a success.

Spiking Trap. Make a melee spell attack using your Trap attack modifier against the creature that triggers this trap. If it hits, the target takes 4d6 piercing damage.

Sticking Trap. Creatures within 5 feet of this Trap when it activates are forced to make a Dexterity saving throw against your Trap save DC. Creatures that fail this save are covered in a thick, slimy substance and knocked prone. A creature covered in slime cannot stand until a creature within 5 feet uses its action to remove the slime.

Trap save DC
= 8 + your proficiency bonus + your Dexterity modifier
Trap attack modifier
= your proficiency bonus + your Dexterity modifier

When you place a Trap, you define an action in response to which the Trap will automatically activate. This trigger can range from “a creature moves within the trap’s area” to “Lord Avalonia drinks milk from a teacup while levitating.” Whatever the trigger is, it must occur within 30 feet of the Trap to activate it. If the Trap can be triggered by a creature, you can choose for the Trap to only affect the triggering creature when you place it.

If a creature did not see you place a Trap, it must make a Investigation check against your Trap save DC in order to find it.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Any placed Traps that have not activated when you finish a long rest break down and become unusuable.

 

 

From Bad to Worse

9th-level Guerilla Rogue feature

Your traps provide a perfect opportunity with which to strike. Your Sneak Attack feature deals 2d6 additional damage to a creature that took damage or failed a saving throw against one of your traps within the last turn.

Paranoia

13th-level Guerilla Rogue feature

A fake trap can sow paranoia just as easily as a real one. If one of your Traps fails to affect any creatures, you can use your reaction to reveal that it was a fake, regaining a use of your Traps.

I’m Not Trapped in here with You, You’re Trapped in here with Me!

17th-level Guerilla Rogue feature

Experience in dealing with your own traps allows you to apply the same principles to incoming effects. When you succeed on a saving throw, you can choose to be entirely unaffected by the effect, and instead force a creature within 30 feet to make the same saving throw.

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

 

 

Subclasseptember Day 3: Holy

Artificer Specialization: Lightwright

by Nines, V0.1

Let There Be Light!

For many beings, light is something that can be taken for granted. No matter how many rainy days pass, the sun will always come again - and with it, light.

However, not all peoples can be so blessed. Those who live in the underdark might never see the sun above them, and their very flesh would burn if they did. As with Prometheus’s flame, so too can light bring both life and destruction.

Tool Proficiency

3rd-level Lightwright Artificer feature

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

Lightwright Spells

3rd-level Lightwright Artificer feature

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

Lightwright Spells
Level Spells
3 color spray, guiding bolt, light
5 mirror image, see invisibility
9 daylight, major image
13 arcane eye, hallucinatory terrain
17 dawnxgte, holy weaponxgte

Magic Mirror

3rd-level Lightwright Artificer feature

You gain a number of Magic Mirrors equal to your proficiency bonus. As a bonus action, you can set a Magic Mirror to hover around a creature within 30 feet of yourself. Each Magic Mirror has an AC of 10 and 1 Hit Point, and occupies the same space as the creature it hovers around. While a mirror is hovering around a creature, you can use the following effects:

Distracting Glare. When the target would make an attack, you can use your reaction to make the Magic Mirror flare with light, imposing disadvantage on the attack roll.

  Monitoring Lens. As an action, you can connect your senses with the mirror, allowing you to see and hear as if you were in its location until the end of your next turn. During this time, you are deaf and blind with regard to your own senses.

Telegraphic Casting. When you cast a spell, you can cause it to originate from the mirror instead of yourself.

Your Magic Mirrors break if they are over 1 mile away from your person. Any broken mirrors can be replaced over the course of a long rest using a set of Glassblower’s Tools.

Magnifying Power

5th-level Lightwright Artificer feature

When you cast an artificer spell via your Telegraphic Casting, it deals 1d8 additional radiant damage to one affected creature.

Mirror’s Misfortune

9th-level Lightwright Artificer feature

When one of your Magic Mirrors breaks, you can cause it to explode in a burst of light. The target of your Magic Mirror is forced to make a Wisdom saving throw. On a failed save, it receives a 1d4 penalty to its attack rolls, skill checks, and saving throws for the next minute.

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

Reflection

15th-level Lightwright Artificer feature

When a creature forces you to make a saving throw, you can expend your reaction and one of your unused Magic Mirrors to force a creature within 30 feet other than the effect’s originator to make the saving throw instead. This breaks the mirror, forcing the target to make a saving throw against your Mirror’s Misfortune feature.

 

 

Subclasseptember Day 4: Crystal

Divine Domain: Prismatic

by Nines, V0.1

Diamonds Are Forever

It is no coincidence that a spell such as revivify requires a diamond, nor is it mere happenstance that the most powerful arcane foci involve gemstones. The natural power stored within crystals resonate with magical energy. While the purity of a diamond is necessary for resurrection, lesser gemstones can be used to empower other spells in a variety of ways.

Domain Spells

1st-level Prismatic Domain feature

Each domain has a list of spells - its domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Cleric Level Spells
1st chromatic orb, color spray
3rd mirror image, shatter
5th clairvoyance, hypnotic pattern
7th fabricate, stoneskin
9th creation, greater restoration

Crystalline Magic

1st-level Prismatic Domain feature

As part of a short or long rest, you can cast any number of spells of 1st level or greater with a casting time of 1 action, expending spell slots as usual and transforming their energy into a Tiny crystalline structure. As an action, you can release a spell crystallized in this way, destroying the crystal and triggering its effect.

Emerald. A creature of your choice within 30 feet gains 1d6 temporary hit points.

Ruby. Make a ranged spell attack against creature of your choice within 30 feet. On a hit, the target takes 1d6 radiant damage.

Sapphire. Choose a creature within 30 feet. The target can use its reaction to move up to half of its movement speed. This movement doesn’t provoke opportunity attacks.

If you have any remaining crystallized spells when you finish a long rest, the magic within them dissipates. They also instantly dissipate if they are over 5 feet away from you.

In addition, any spell that requires a gemstone or other crystal as a material component can use the gemstone in place of the material component. While otherwise lacking monetary value, gemstones created in this way have a gold value equal to your Cleric level x 50 for the purposes of material components, and can be used only on the spell contained within the crystal.

Refractive Index

2nd-level Prismatic Domain feature

When placed at just the right angle, a prism can transform light from one color into another; the same is possible with magic. As a bonus action, you can spend your Channel Divinity to change a crystallized spell to a different one of the same level without spending a spell slot.

Rainbow Connection

6th-level Prismatic Domain feature

When you cast a fire, cold, lightning, poison, or acid spell, you can turn its damage type into any of the other damage types. In addition, when you cast a spell that deals radiant damage, you can make it deal one of the previous types. For instance, you could make a guiding bolt deal cold damage, but you cannot make a fireball deal radiant damage.

Once you transmute a spell in this way, you cannot transmute another spell into that damage type until you finish a long rest.

In addition, you learn a spell that deals damage of each of those damage types, of a level that you can cast. When you cast a spell learned in this way, you cannot cast it again until you finish a long rest. You can exchange a spell learned in this way for another of an appropriate level and damage type when you gain a level in this class.

Potent Spellcasting

8th-level Prismatic Domain feature

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Wonderwall

17th-level Prismatic Domain feature

You learn the prismatic wall spell. While it is active, you can use the effects of the Emerald, Ruby, and Sapphire crystals at the end of each of your turns, without expending any of your crystallized spells..

 

 

Subclasseptember Day 5: Dragon

Primal Path: The Path of the Dragonstone

by Nines, V0.1

Enter the Dragon!

Nothing can last for eternity - not even eternity itself. Despite all of their strength, the ancient dragons of ages long forgotten fell victim to the ravages of time. Burdened by too many lifetimes of love and heartbreak, of anger and hatred, their minds eventually gave way to primal instincts and senseless violence. Seeing their fate lain out before them, a few dragons chose to lock away their emotions into sacred stones, sealing away their strength alongside it.

Countless millennia later, fragments of these stones still hold the vestiges of draconic power. Power that you now wield - for good or for ill.

Dragon Install

3rd-level Dragonstone Barbarian feature

Instead of raging, you can choose to open your spirit to the power within your Dragonstone, transforming into a being made as much of magic as it is flesh. Any equipment you have merges with your new form, retaining its effects if not its appearance. While in this form, you gain the following benefits:

  • You gain temporary hit points equal to twice your Barbarian level.
  • You gain a bonus to all saving throws equal to your Rage Damage Bonus.
  • You gain resistance to all damage types other than bludgeoning, piercing, and slashing.
  • When you hit a creature with a melee weapon attack, you can deal 2d6 additional fire, cold, lightning, poison, or acid damage to it.
  • You count as a dragon in addition to your previous creature type.

This form lasts for 1 minute. It ends early if you are knocked unconscious, and you can also end your Dragon Install on your turn as a bonus action.

Ancient Spark

6th-level Dragonstone Barbarian feature

As an action, you can exhale a 30 foot cone of elemental energy. Creatures within this area are forced to make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus), taking 8d6 fire, cold, lightning, poison, or acid damage on a failed save, or half as much on a success.

You can use this feature once per long rest. In addition, you gain an additional use of this feature each time you use your Dragon Install. Any excess uses are lost when you finish a long rest.

Overwhelming Emotions

10th-level Dragonstone Barbarian feature

When you would fail a saving throw, you can use your reaction to allow the Dragonstone’s stored emotions to overwhelm you, causing you to succeed instead. When you do so, creatures of your choice within 30 feet are forced to make a Wisdom saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). Creatures that fail this saving throw become frightened of you until the start of your next turn.

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

Dragonforce

14th-level Dragonstone Barbarian feature

At 14th level, your body further synchronises with your Dragonstone, allowing you to channel its power to the limits of your body. When you use your Dragon Install, you also gain the following benefits:

  • You gain a flying speed equal to your walking speed.
  • You can become one size larger than normal.
  • Your attacks have advantage against other dragons.

 

 

Subclasseptember Day 6: Abyss

Druid Circle: The Circle of the Depths

by Nines, V0.1

A Light in the Darkness

Druids who follow the Circle of the Depths derive their powers from the deepest reaches of the ocean floor. This extreme environment poses unique challenges to its dwellers, from navigating in utter darkness to the crushing pressures of the sea. As such, precious little is known about what – or who – might be waiting for the right moment to emerge.

Circle Spells

2nd-level Depths Druid feature

When you join this circle at 2nd level, you have formed a bond with a dweller of the depths, allowing you to channel their magics. Your link with this creature grants you access to some spells when you reach certain levels in this class, as shown on the Circle of the Depths Spells table.

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

Circle Spells
Druid Level Spells
2nd arms of Hadar, dissonant whispers
3rd darkness, darkvision
5th hunger of hadar, water breathing
7th black tentacles, compulsion
9th dominate person, telepathic bond

Anglerlight

2nd-level Depths Druid feature

As an action, you can expend a use of your Wild Shape to create an ethereal lantern above yourself. It shines with an eerie light, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the lantern with something opaque blocks the light.

This light pierces magical darkness, but you can choose whether or not an object within its radius is illuminated by it.

When you summon your Anglerlight, you can force creatures of your choice that can see the bright light to make a Wisdom saving throw. Creatures make this saving throw with advantage if they are hostile to you.

Creatures that fail this save are charmed, and as a bonus action you can direct a charmed creature within its light to use its action to move towards yourself on its turn. A charmed creature will not move through obviously dangerous terrain, and repeats the saving throw at the end of each of its turns. The effect ends on a charmed creature if it takes damage or is no longer within the light at the end of its turn.

Plegian Darkness

6th-level Depths Druid feature

As an action, you can subject an area in a 20 foot radius within 60 feet to the crushing pressure of the abyss for 1 minute, or until you end the effect as a bonus action. This area counts as difficult terrain. Creatures moving into this area or ending their turn within it are forced to make a Constitution saving throw. Creatures that fail this save take 3d6 bludgeoning damage and are blinded until the start of their next turn. Creatures that succeed on this save take half as much damage and are not blinded.

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

Deepwater Denizen

6th-level Depths Druid feature

Your body adapts much like the denizens of the depths have evolved to suit their environment. You gain a swimming speed equal to your walking speed, and can breathe underwater. In addition, you gain resistance to cold damage, as well as immunity to the pressure and salinity of the deep ocean.

Blinding Faith

10th-level Depths Druid feature

The allure of your light drowns out other sensations, leaving targets vulnerable to attack. Any hit scored against a creature that is charmed by your Anglerlight is a critical hit.

Black Smoker

14th-level Depths Druid feature

The magma vents of the ocean’s deepest reaches grant unimaginable power to those able to withstand it. Creatures that fail their saving throw against your Plegian Darkness also take 3d6 fire damage, which cannot be resisted by being underwater. In addition, submerged creatures have disadvantage on their saving throws against your Anglerlight and Plegian Darkness.

 

 

Subclasseptember Day 7: Fey

Bard College: The College of Jest

by Nines, V0.1

No Laughing Matter

The most serious situations are the ones most in need of levity. Lay the prideful low with base humor, a sheer refusal to die, and the occasional aneurysm.

Slapstick Comedy

3rd-level College of Jest feature

When you would be hit by an attack, you can expend a use of your Bardic Inspiration and your reaction to perform one of the following Slapstick Stunts.

Disproportionate Destruction. You pretend to take ludicrous amounts of damage, only to reveal that you’re actually completely fine. Creatures of your choice within 30 feet gain temporary hit points equal to your Bard level + one roll of your Bardic Inspiration dice. Any remaining temporary hit points are lost at the end of each creature’s next turn.

Pitiful Pratfall. You make sure to look extra pathetic as the attack lands. Any subsequent attacks against you until the start of your next turn must succeed on a Wisdom saving throw against your spell save DC. On a failed save, the attacker must choose a different target or lose the attack.

Squeaky Shoes. You allow yourself to be tossed around with the momentum of the attack, moving up to half your movement speed. This movement is accompanied by obnoxiously loud squeaking noises, preventing this movement from triggering reactions as the sudden noise is too bewildering to respond to.

Laughter Is the Best Medicine!

6th-level College of Jest feature

Being able to laugh at your own failures is crucial for being a jester – and being able to laugh at others’ failures is even more so! When a creature fails a saving throw, you can use your reaction to give any other creatures of your choice within 30 feet advantage on all saving throws until the start of your next turn. If multiple creatures were forced to make a saving throw against the same effect, this advantage can also apply to the effect that triggered this ability.

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

Kill Them Laughing!

14th-level College of Jest feature

As an action, you can offer to tell an incredibly funny joke, forcing a creature within 5 feet to make a Wisdom save. Regardless of whether or not it succeeded on the saving throw, for 1 minute afterwards, you can complete the joke as an action.

On a successful save, you tell a joke so good that it’s stunned with laughter for 1 minute, or until it takes damage.

On a failed save, you can instead tell a joke so bad that it’s instantly reduced to 0 Hit Points.

Regardless of whether or not you complete the joke, once you use this feature, you cannot use it again until you finish a long rest.

 

 

Subclasseptember Day 8: Martial

Arcane Discipline: Rune Fencer

by Nines, V3.0

Rune Fencers channel the power of runes to deflect attacks and empower their own blows. These artful warriors make use of the mystical language of runes to further shape the magics they wield.

See the Swordmage document for class details.

Runic Ward

3rd-level Rune Fencer Swordmage feature


At 3rd level, you have learned to empower your defenses with the ancient language of runes. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. You learn an additional rune when you reach 7th, 10th, and 15th level in this class.

When you would be hit by an attack or fail a saving throw, you can expend your reaction to channel one of your known runes. Once you channel a known rune in this way, you cannot use it again until you finish a long rest, unless you spend 2 Mana Points to use it again.

Rune Table
Rune Meaning Effect
Algiz Resistance You gain temporary Hit Points equal to your Swordmage level.
Ansuz Vision For 1 minute, you ignore the benefits of invisibility on the attacker, and are aware of its location so long as you remain on the same plane of existence.
Dagaz Purity You gain advantage on your next saving throw within the next minute.
Ehwaz Passage You teleport to a location that you can see within 30 feet.
Hagalaz Destruction Your next successful attack within the next minute is empowered, dealing additional damage equal to 1d10 + your Swordmage level.
Isa Ice The attacker must make a saving throw against your Swordmage spell save DC or be restrained until the end of your next turn.
Thurisaz Thorn The attacker takes force damage equal to your Swordmage level.
Uruz Power The next spell you cast with a casting time of 1 action that targets only yourself within the next minute is empowered, costing only a bonus action to cast.

Evasion

7th-level Rune Fencer Swordmage feature


You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity 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.

Arcane Riposte

10th-level Rune Fencer Swordmage feature


When you use your Runic Ward, you can also use an Elemental Art as part of the same action. The Elemental Art counts as having spent the Mana Points spent by your Runic Ward, plus any additional Mana Points you spend.

Resonance

15th-level Rune Fencer Swordmage feature


While you maintain concentration on a spell, you add your Intelligence modifier to the damage rolls of your weapon attacks.

 

 

Subclasseptember Day 9: Magic

Arcane Tradition: Arcanist

by Nines, V0.1

Scaling The Ivory Tower

You have studied under the most renowned masters of magic, innovating upon the existing bastion of knowledge to achieve even greater heights. Such burdens are not for all to bear, however; some secrets are better lost than misused. Indeed, many such abilities fell into the realm of myth and legend - but not all.

Subclass Features

Refined Magic

2nd-level Arcanist Wizard feature


At 2nd level, your understanding of the Weave allows you to empower spells in accordance with known principles. When you cast a spell using a spell slot of 1st level or higher, you can choose to empower it, causing the spell to be cast as though you expended a spell slot of one level higher. After you use this feature, you can’t cast spells other than cantrips until the end of your next turn.

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

Metamagic Scholar

6th-level Arcanist Wizard feature


At 6th level, your forays into further understanding the nature of magic have borne fruit, allowing you to twist spells in new and unforseen ways.

You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class. In addition, you can use Intelligence instead of Charisma for any Metamagic option that specifies Charisma.

To fuel your metamagic, you gain a number of sorcery points to spend on Metamagic equal to half your Wizard level. These points are added to any sorcery points you have from another source but can be used only on Metamagic. You regain all spent sorcery points when you finish a long rest.

Flexible Casting

10th-level Arcanist Wizard feature


At 10th level, your framework of magic solidifies, allowing you to cast with far greater flexibility. As an action, you can expend a spell slot to cast two spells with a casting time of 1 action and a combined spell level equal to the level of the expended spell slot. For instance, you could expend a 4th-level spell slot in order to cast the fireball spell at 3rd level and the magic missile spell at 1st level.

Immutable Spellwork

14th-level Arcanist Wizard feature


At 14th level, you can seal a spell within yourself, giving it a permanency normally considered impossible. When you cast a Wizard spell with a duration of 1 minute or longer that targets only yourself, you can expend a spell slot of a level two or more times greater than the spell’s level. When you do so, the spell lasts until it is dispelled, and if it required concentration, it no longer requires concentration. However, you no longer regain the spell slot spent for this feature when you finish a long rest.

You can be affected by multiple spells cast in this way at a time, but as usual you can only be affected by one instance of a spell at a time. For instance, you can spend a 6th-level spell slot on a permanent haste and a 2nd-level spell slot on a permanent longstrider, but you can’t have multiple instances of longstrider no matter how many times the spell is cast.

You can dispel any spell that you cast in this way at any time during your turn (no action required). When you do so, you also regain the ability to regain the spell slot spent for this feature when you finish a long rest.

 

 

Subclasseptember Day 10: Mental

Divine Domain: Psyche

by Nines, V0.1

In Thought and Deed

Any cleric can heal the body, but to heal the mind is unexplored territory. Clerics of the Psyche Domain study not magic nor information, but the mind itself, learning to manipulate perception and sharpen memory.

Domain Spells

1st-level Psyche Domain feature

Each domain has a list of spells - its domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Cleric Level Spells
1st command, sleep
3rd detect thoughts, phantasmal force
5th hypnotic pattern, nondetection
7th compulsion, phantasmal killer
9th dream, modify memory

It’s All In Your Head

1st-level Psyche Domain feature

When a creature within 30 feet would fail a saving throw against an effect that would deal both damage and impose an additional effect on a failed saving throw, you can use your reaction to negate the additional effect.

You can use this feature a number of times equal to your Wisdom modifier (min: 1), and you regain all expended uses when you finish a long rest.

Channel Divinity: Mental Screening

2nd-level Psyche Domain feature

As an action, you can expend your Channel Divinity in order to study the ways a mind is touched by others. You can detect if a creature within 30 feet of yourself is affected by mind-manipulating effects, such as the message, command, or suggestion spells. In addition, if the effect’s creator is also within 30 feet, you see a thin line connecting the two creatures, as well as whether the effect is unidirectional or affects both parties equally.

Total Recall

6th-level Psyche Domain feature

Your memory sharpens, enhanced by your domain’s power. You gain an eidetic memory, allowing you to recall events within the past year with perfect clarity. In addition, your memory cannot be altered unwillingly.

Potent Spellcasting

8th-level Psyche Domain feature

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

Faster Than Thought

17th-level Psyche Domain feature

As a reaction to any event that you can perceive, you can briefly force your mind to process information with such speed that time appears to have stopped. For one minute by your perception, all other objects and creatures appear frozen in place, allowing you to think, study, and even cast spells without interruption. At the end of this time, or if one of your actions affects a creature other than you or an object being worn or carried by someone other than you, time flows normally again, and you become stunned until the end of your next turn.

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

 

 

Subclasseptember Day 11: Summoning

Essence Ascension: The Ichorous Essence

by Nines, V1.0

Chains of Iron

While mercifully rare, cases of demonic possession can prove fatal to a novice Channeler. Unfortunately, they’re much more common in fools seeking to command profane powers without fully understanding the costs. It is with much practice that a Channeler learns to safely call upon the powers of the Abyss – and with more practice, to unsafely call upon the same powers. After all, if they’ve already been called here, you might as well put them to good use.

See the Channeler document for class details.

Ichorous Spells

3rd-level Ichorous Channeler feature

You learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Ichorous Spells table. Each spell counts as a channeler spell for you, but it doesn’t count against the number of channeler spells you know.

Channeler Level Spells
1 bane, hex
3 alter self, darkvision
5 bestow curse, magic circle
7 banishment, polymorph
9 dream, planar binding

Blood Draw

3rd-level Ichorous Channeler feature

When you expend a spell slot of 1st level or higher while channeling a Spirit, you can breifly open a conduit within yourself to foul powers, summoning a number of Blood Imps equal to the level of the spell slot expended. These Blood Imps are under your control, following your commands (no action required), and they share your initiative, taking their turns directly after yours. At the end of their turns, they die.

Hemo Gobblin’

6th-level Ichorous Channeler feature

There is much to be learned from blood, both in life and in death. If you spend at least 1 minute examining a sample of blood at least 1 milliliter in volume (which need not be liquid), you can tell how long ago it was shed, what creature it came from, the path it travelled, and its general state of health. This doesn’t give any information about the identity of a creature; for instance, you might be able to tell that a sample of blood came from an elf that was intoxicated in the last week, but not specifically that it came from the Hero of the Underdark. In addition, this feature cannot detect creatures that lack blood, such as ghosts.

Leech Life

14th-level Ichorous Channeler feature

As rife with blood as the battlefield is, it would be a shame to leave yours unguarded. When you take damage, you can use your reaction to summon a number of Blood Imps equal to half your Channeler level.

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

Blood Imp

Small fiend (demon), chaotic evil


Armor Class
10
Hit Points
1
Speed
15 ft.

STR DEX CON INT WIS CHA
6 (-2) 11 (+0) 1 (-5) 8 (-1) 12 (+1) 14 (+2)

Senses
darkvision 60 ft., passive Perception 11
Languages
Common, Infernal

Ephemeral. The Blood Imp dies at the end of its turn.

Actions

Bloodbath. your melee spell attack modifier to hit, reach 5 ft., one target. On a hit, the target takes 1 necrotic damage, and takes a -1d4 penalty to the next attack roll, saving throw, or skill check it makes before the end of your next turn.

 

 

Subclasseptember Day 12: Night

Bard College: The College of the Dirge

by Nines, V0.1

This is not a Place of Honor…

For many, a bard is a storyteller, singing of the praises of heroes, the treachery of villains, the epics of gods and men. Not all stories can be so uplifting, though. The pain and horrors of the past cannot be forgotten - no matter how much we might wish to.

Remembrance

2nd-level Dirge Bard Feature

As a bonus action, you can expend a use of your Bardic Inspiration to begin a mournful tune that calls to mind tragedy and disaster. Creatures that attempt to move within 15 feet of yourself or start their turn within 15 feet of you are forced to make a Wisdom saving throw against your Bard spell save DC. Creatures that fail this saving throw have their movement speed reduced to 0 until the start of their next turn.

When you use this feature, you can designate any number of creatures you can see to be unaffected by it.

Death Toll

6th-level Dirge Bard Feature

When a creature within 30 feet of yourself hits 0 Hit Points, you can use your reaction to call upon the the horrors that you have seen, forcing a creature to make a Wisdom saving throw. On a failed save, it becomes frightened of you until the end of its next turn.

Witness

14th-level Dirge Bard Feature

When you use your Remembrance feature, you can expend a spell slot of 1st level or higher as part of the same action to call upon the souls lost in the disasters that you have witnessed, and the disasters yet to come. A creature that fails its saving throw against your Remembrance feature takes necrotic damage equal to one roll of your Bardic Inspiration die, multiplied by the level of the spell slot expended. This damage is halved on a successful save.

 

 

Subclasseptember Day 13: Danger

Sacred Oath: The Oath

of the Big Red Button

by Nines, V0.1

⚠ WARNING! ⚠

In the unpredictable world that we live in, there are some situations where the best result possible is damage control. Even the act of saving lives will cost lives. Indeed, it is the hope of all good men that this day does not come to pass. Yet it must come to pass, and we must be prepared for it to arrive. How else can we see it depart?

Someone must bear the burden. You cannot pass this duty to another. If not you, then who?

Not all can be saved. Your mission is not for the sake of any one person, but to the preservation of life itself.

The last resort. It is with great deliberation that this decision must be made. The last resort is a threat to all, not least yourself.

Oath Spells

3rd-level Big Red Button Paladin feature


You gain oath spells at the paladin levels listed.

Paladin Level Spells
3 expeditious retreat, healing word
5 calm emotions, warding bond
9 mass healing word, speak with dead
13 dimension door, resilient sphere
17 dominate person, legend lore

Channel Divinity

3rd-level Big Red Button Paladin feature


Triage. As an action, you can place a creature under triage, protecting it from further harm when critically injured. The first time a triaged creature would be reduced to 0 Hit Points, it is instead left with 1 Hit Point. This effect ends after the creature takes a long rest.

Manage Expectations. In order to minimize casualties, you must prioritize those who can be saved. As an action, you grant willing creatures of your choice within 30 feet temporary hit points equal to 1d10 + your Paladin level. However, any creatures that receive this benefit automatically fail one death save if reduced to 0 Hit Points until they take a long rest.

Maintain Authority

7th-level Big Red Button Paladin feature


Even in dire situations, you must remain steadfast; those around you cannot afford to lose hope. At the start of your turn, if you are below half your maximum Hit Points, you impose disadvantage on the first attack made by creatures of your choice within 10 feet of yourself each turn.

At 18th level, this radius increases to 30 feet.

Deperate Measures

15th-level Big Red Button Paladin feature


Mourning for the lost is a luxury that you cannot afford in a crisis. You gain a bonus to your AC, attack rolls, and saving throws equal to the number of friendly creatures within 30 feet that have been reduced to 0 Hit Points within the last minute.

Let Them Fight

20th-level Big Red Button Paladin feature


It is time. You can only hope that your preparations have been enough.

As an action, you can press the Big Red Button, unleashing a terrible wail which can be heard up to 1 mile away. As a confirmation measure, The Big Red Button must be pressed continuously for 1 minute in order to activate. When The Big Red Button activates, the following effects occur:

  • All creatures within 120 feet of yourself take radiant damage equal to twice your maximum Hit Points. This damage cannot be reduced or resisted in any way.

  • You die. Any affect that would prevent your death is ignored, and your soul is obliterated. You cannot be resurrected by any way, including by means of the wish spell or divine intervention.

  • The Tarrasque appears at your former location. You have no influence over its behavior; the Tarrasque is hostile to all lifeforms, and will attack whatever it perceives to be the biggest threat. In addition, the Tarrasque receives an increase in maximum Hit Points equal to twice your Hit Point maximum, as well as a breath weapon which can be used in place of a bite attack, dealing 40d6 (140) radiant damage to creatures in a 120 foot line, 10 feet wide. The DC of this breath weapon is equal to your Paladin spell save DC.

 

 

Subclasseptember Day 14: Plant

Sorcerous Origin:

The Chlorophyte Bloodline

by Nines, V1.0

Fruit of Knowledge

With the power of True Love’s Kiss, Snow White coughed up the apple, the seven dwarves were overjoyed, and everyone lived happily ever after.

Everyone, that is, except for the witch.

Nobody can say for sure why the witch disappeared after cursing that apple. Perhaps the vitriol of hatred overwhelmed her heart. Perhaps she resigned herself to never being The Fairest Of Them All.

Or perhaps she placed her soul into an apple with an intent to worm her way into a slumbering princess’s body.

As for the apple, well. Nobody cares what happens to that thing. Who would care, when she no longer can call herself The Fairest Of Them All?

Bloodline Spells

1st-level Chlorophyte Sorcerer feature

Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Bloodline 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.

Sorcerer Level Spells
1st entangle, speak with animals
3rd barkskin, spike growth
5th feign death, speak with plants
7th conjure woodland beings, grasping vine
9th awaken, tree stride

 

 

Forest’s Curse

1st-level Chlorophyte Sorcerer feature

As a bonus action, you can burst with vines, wrapping around your body as well as the earth around you. You gain the following benefits, depending on your current Hit Points:

Green Stem. If you are at or above half of your maximum hit points (rounded down), the vines entangle hostile creatures. The area in a radius of 15 feet around yourself counts as difficult terrain for creatures of your choice. In addition, if you are hit by an attack from a creature within this area, you can use your reaction to force it to make a Strength saving throw or be restrained until the end of your next turn.

Ebony Stem. If you are below half of your maximum hit points (rounded down), the vines slash at hostile creatures with thorns. Creatures of your choice take 1d4 slashing damage for every 5 feet they move within a radius of 15 feet around yourself. In addition, if you are hit by an attack from a creature within this area, you can use your reaction to burst with spines, making a melee spell attack against the attacker. On a hit, the creature takes 2d6 piercing damage.

You can use this feature a number of times equal to your Charisma modifier (min: 1), and you regain all expended uses when you finish a long rest.

Nettle Burst

6th-level Chlorophyte Sorcerer feature

When you cast a spell that affects an area on the ground, you can spend a number of sorcery points up to half your proficiency bonus (rounded down) to cause thorns to erupt from the earth in that area, dealing 1d6 piercing damage to each creature in that area for each sorcery point spent.

Witchwood Heart

14th-level Chlorophyte Sorcerer feature

When you use your Nettle Burst, you gain temporary hit points equal to half the piercing damage dealt to one affected creature.

Crimson Corruption

18th-level Chlorophyte Sorcerer feature

Your Forest’s Curse strengthens, twisting and corrupting further.

While you are affected by Green Stem, you gain the benefits of the Dodge action.

While you are affected by Ebony Stem, you have advantage on all attack rolls.

 

 

Subclasseptember Day 15: Peace

Otherworldly Patron: The Uprising

by Nines, V0.1

To a New World!

Alone, we beg. Together, we become strong.

Expanded Spell List

The Uprising 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.

Uprising Expanded Spells
Spell Level Spells
1st bless, heroism
2nd knock, phantasmal force
3rd beacon of hope, sending
4th freedom of movement, resilient sphere
5th telepathic bond, seeming

Violence Breeds Violence

1st-level Uprising Warlock feature

Show those who stand against you that in the end, it doesn’t have to be this way. When you cast a spell that deals damage, you can choose for it to deal nonlethal damage to all creatures it affects. Creatures reduced to 0 Hit Points in this way are charmed by you for the next hour instead of dying.

We Didn’t Start The Fire

6th-level Uprising Warlock feature

You didn’t throw the first punch - but you’ll throw the last. At the end of a long rest, you can expend a Warlock spell slot to gain the effect of a sanctuary spell that lasts until the start of your next long rest (the spell can end early as normal). When the spell ends, you gain advantage on attack rolls for the next hour.

Swords to Plowshares

10th-level Uprising Warlock feature

The instruments of power and coercion will not last forever. When you would be the target of a weapon attack, you can use your reaction to curse the attacker’s weapon, forcing them to make a Charisma saving throw against your Warlock spell save DC. On a failed save, the weapon takes a -1 penalty to its attack and damage rolls as it begins withering and rusting away. This saving throw is repeated at the start of each of the attacker’s turns, with a cumulative penalty for each failed save. If the creature succeeds on three of these saving throws (which need not be in a row), the effect ends. If it fails on three of these saving throws, the weapon becomes unusable for 24 hours, breaking entirely if it is nonmagical.

You can use this feature a number of times equal to your Charisma modifier (min: 1), and you regain all expended uses when you finish a long rest.

No War?

14th-level Uprising Warlock feature

Imagine a world with no borders, no struggles, nothing to kill or die for. That world is not this world, not yet – but it could be. As an action, you can force all hostile creatures that can see or hear you within 30 feet to make a Wisdom saving throw. Creatures that fail this save are charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.

On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.

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

 

 

Subclasseptember Day 16: Weather

Druid Circle: The Circle of Ruins

by Nines, V0.1

Ancient Magics

Druids that practice within the Circle of Ruins protect more than just forests. They’re also tasked with preserving ancient practices and forgotten structures. To endure is to remember, and to remember is to survive.

Ancient Construct

2nd-level Ruins Druid feature

As a bonus action, you can expend a use of your Wild Shape to transform into an Ancient Construct. While in this form, you gain the following benefits:

  • Your walking speed is reduced by 15 feet; however, your speed cannot be further reduced while you are conscious.
  • Your AC gains a bonus equal to your proficiency bonus.
  • When you cast a spell that has a duration of 1 minute or longer, you can choose to double its duration, to a maximum of 24 hours. In addition, if you fail a Constitution saving throw to maintain concentration on a spell extended in this way, its effects remain active until the end of your next turn.

Bonus Proficiencies

3rd-level Ruins Druid feature

Also at 3rd level, you gain proficiency in the Arcana and History skills.

Ancientpower

6th-level Ruins Druid feature

When you cast a spell of 1st level or higher with a casting time of 1 action, you can choose to delay it, holding its energy in reserve to fuel its power with the flow of time. A spell cast in this way counts as having expended a spell slot of 1 level higher at the start of each turn while it’s held in reserve, to a maximum of 5th level.

Perseverance

10th-level Ruins Druid feature

At the start of your turn, if you are transformed into an Ancient Construct, you can end one effect on yourself that is causing you to be charmed, frightened, restrained, or paralyzed (no action required).

When you use this feature, you can’t cast spells other than cantrips until the end of your turn.

Weight of Time

14th-level Ruins Druid feature

When you are damaged by a creature you can see within 60 feet of yourself, you can use your reaction to share with it the burden of each passing moment.

The target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

At the end of each of its turns, the target can make a Wisdom saving throw, ending the effect on a success.

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

 

 

Subclasseptember Day 17: Transformation

Divine Domain: Rebirth

by Nines, V0.1

Born Again!

Clerics of the Rebirth Domain are tasked with bringing people to reveal their truest selves, living without fear of judgement or rebuke. This mandate extends to both form as well as deed. To this end, clerics of the Rebirth Domain often find themselves working alongside Redemption Paladins to help turn an agent of darkness into one of light.

That being said, few people repress their true selves of their own accord. Often external factors, such as unjust laws and societal expectations, hinder such expression. Such barriers must be removed to create a world where all can be free to reshape themselves anew.

Domain Spells

1st-level Rebirth Domain feature

Each domain has a list of spells - its domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Cleric Level Spells
1st disguise self, heroism
3rd suggestion, zone of truth
5th feign death, revivify
7th fabricate, polymorph
9th modify memory, reincarnate
17th shapechange

Tabula Rasa

1st-level Rebirth Domain feature

As an action, you can change a willing creature’s name. Legal documents are automatically changed to reflect the new name, and its previous name is forgotten. However, after 24 hours, any actions, memories, or reputations accrued by the creature under its previous name transfer over to the new identity.

After a creature is affected by this effect, it cannot change its name in this way again for 24 hours.

Detect Persona

1st-level Rebirth Domain feature

As an action, you can detect creatures within 30 feet that are disguised or transformed with spells or magical effects. This doesn’t reveal creatures that are hidden from divination magic. This also does not grant any information on how the creature is disguised or transformed, nor does it hint at the creature’s identity or intentions.

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

Channel Divinity: Reshape

2nd-level Rebirth Domain feature

You grant a willing creature the ability to assume a new form. For the next 24 hours, the chosen creature can use its action to change what it looks like, including its height, weight, facial features, sound of its voice, hair length, coloration, and distinguishing characteristics, if any. The chosen creature can make itself appear as a member of another race, though none of its statistics change. It also cannot appear as a creature of a different size, and its basic shape stays the same; if the chosen creature is bipedal, it can’t use this effect to become quadrupedal, for instance.

 

 

To Thine Own Self Be True

6th-level Rebirth Domain feature

Your mind and body are reinforced by virtue of your domain. You have advantage on Intelligence, Wisdom, and Charisma saving throws against spells and other magical effects, and you cannot be magically transformed against your will.

Potent Spellcasting

8th-level Rebirth Domain feature

Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.

In The Image of Creation

17th-level Rebirth Domain feature

Spells you cast that restore a creature to life, such as resurrection and raise dead, no longer grant a penalty to the target. In addition, you can cast the reincarnate spell without expending a spell slot. When you do so, the target does not need to be dead, and can choose what form it takes, including its race. The target can even choose races not normally available to reincarnate into.

 

 

Subclasseptember Day 18: Niche

Roguish Archetype: The Politician

by Nines, V0.1

Cutting Words

Why bother lifting a finger when a word will suffice? The most subtle blade is the one you don’t hold.

Serpent’s Tongue

3rd-level Politician Rogue feature

You gain proficiency in your choice of Deception, Intimidation, Performance, or Persuasion. In addition, you gain a bonus to your Charisma skill checks equal to your Dexterity modifier (min: 1).

Incitement

3rd-level Politician Rogue feature

With words, you can inflame tensions, sowing mistrust and doubt in others. As a bonus action, you can make a Charisma (Persuasion) check against a creature that can see or hear you within 60 feet, contested by the target’s Wisdom (Insight). The target makes this check with advantage if you or your companions are currently fighting it. On a success, you can modify the target’s relationships, making it hostile or friendly to another creature or group of creatures for one hour. This effect ends immediately if you or your companions do anything harmful to it.

DM Tip: Consider using a group’s average passive insight if rolling against a crowd. A sufficient number of believers can pressure others into thinking the same, and vice versa.

Backtrack

9th-level Politician Rogue feature

Ignore what everyone else’s notes say – what you speak is the truth! As an action, you can make a Charisma (Deception) check, contested by a creature’s Wisdom (Insight) check. This check can be made against any number of creatures that can hear you and share a language with you. In addition, you make this check with advantage if it involves a campaign promise. On a success, you redefine what you’ve said, reshaping peoples’ memories to forget what was previously said.

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

That’s Politics!

13th-level Politician Rogue feature

A backstab can be just as effective for a statesman as it is on the battlefield. Creatures that are friendly to you take 2d6 additional damage from your Sneak Attack. In addition, creatures affected by your Incitement feature are charmed by you for the duration.

Et Tu, Brutus?

17th-level Politician Rogue feature

When you use your Sneak Attack feature, any number of creatures within 5 feet of your target can make a melee weapon attack against the same target.

If it is the Ides of March, you have unlimited uses of this feature. Otherwise, once you use this feature, you cannot use it again until you finish a long rest.

 

 

Subclasseptember Day 19: Race

Artificer Specialization: The Rider

by Nines, V0.1

Pedal to the Metal

The era of battalions, phalanxes, and formations is over. What you and this new battlefield share in common is a singular need – a need for speed.

Tools of the Trade

3rd-level Rider Artificer feature

When you take this subclass at 3rd level, you gain proficiency in smith’s tools and land vehicles. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Rider Spells

3rd-level Rider Artificer feature

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

Artificer Level Spells
3rd jump, longstrider
5th blur, misty step
9th fly, haste
13th fabricate, freedom of movement
17th mislead, teleportation circle

Personal Ride

3rd-level Rider Artificer feature

As a bonus action, you can summon your Personal Ride, a vehicle specialized for your use. This vehicle might appear as a motorcycle, a pair of boots with wings, or even an animal; work with your DM to determine an appropriate appearance for your Personal Ride. Regardless, your Personal Ride acts as part of yourself, and while your Personal Ride is summoned, your movement speed increases by 10 feet. This additional movemenet further increases to 15 feet at 5th level, 20 feet at 11th level, and 25 feet at 17th level.

In addition, when you summon your Personal Ride and as a bonus action afterwards, you can take the Dash action. When you do so, you can make a melee spell attack against a creature that you move within 5 feet of, dealing 1d6 force damage on a hit.

Momentum

5th-level Rider Artificer feature

Your Personal Ride’s dash attack deals 2d6 force damage instead of 1d6. In addition, when you attack a creature with your Personal Ride, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Shift Gear

9th-level Rider Artificer feature

You ignore difficult terrain while mounted on your Personal Ride. In addition, while mounted on your Personal Ride, you can move up, down, and across vertical surfaces and upside down along ceilings. However, if you end your turn on such a surface, you fall.

Ride or Die!

15th-level Rider Artificer feature

When you would be within the area of an effect that requires you to make a saving throw, you can use your reaction to move up to half your movement speed. If this movement causes you to leave the effect’s area, you automatically succeed on the saving throw.

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

 

 

Subclasseptember Day 20: Archetype

Martial Archetype: The Adventurer

by Nines, V0.1

A Fantasy Most Fine

Adventurer’s Guilds are a staple of the fantasy genre. Need the Hero to go somewhere? Guild says so. Need to introduce a bunch of fellow adventurers to party up with? Guild’s got you covered. It may be as generic as your faceless companions, but that doesn’t mean it’s not just as effective!

Help Wanted!

3rd-level Adventurer Fighter feature

As a bonus action, you can roll on the Party Member table and summon one of the following Party Members to assist you in battle, vanishing directly afterwards. These faceless, nameless figures enjoy walking behind you in a straight line and fold up into your pocket for easy storage during cutscenes.

Party Member save DC
= 8 + your proficiency bonus + your Charisma modifier

Party Member Table

d4 Party Member Suggested Appearances Effect
1 Assassin Assassins are most often short, swift, knife-wielding figures of indeterminate gender. Occasionally, they will instead be a lanky figure with a bow, or rarely an orc screaming “SNEAK ATTACK!” Choose a creature within 30 feet. The target takes 1d6 piercing damage, which cannot be reduced or resisted in any way.
2 Caster Casters often take the form of an old, gruff wizard. Sometimes, they will instead take the form of a cackling witch, or more rarely a machine too advanced to make heads or tails of. Choose a point you can see within 30 feet of yourself. Creatures within 5 feet are forced to make a Dexterity save or take 2d6 force damage.
3 Healer Healers usually appear as spritely ladies who “just want to help everyone.” If you’re lucky, you might instead get a clueless himbo, or rarely a ridiculously cute critter. Choose a creature within 30 feet of yourself. The chosen creature gains temporary hit points equal to 1d10 + your Fighter level.
4 Tank Tanks are usually large, heavily armored men. They have also been known to appear as completely unarmored men who are still just as tanky, or more rarely as little girls who are just as tough. Choose a creature within 30 feet of yourself. That creature has disadvantage on its attacks until the start of your next turn.

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

A Hero is You!

7th-level Adventurer Fighter feature

At 7th level, you learn to win over the hearts and minds of the people with poorly translated speeches. You gain proficiency in the Persuasion skill. If you are already proficient in it, you gain proficiency in a skill of your choice.

In addition, your proficiency bonus is doubled for any ability check you make that uses Persuasion. You receive this benefit regardless of the skill proficiency you gain from this feature.

Level Up!

10th-level Adventurer Fighter feature

Even if it doesn’t actually affect your experience points, shouting “LEVEL UP!” after every encounter seems to bolster the morale of your party members. As a bonus action, you can empower a creature within 30 feet. During its next turn, it gains an additional Action. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

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

 

 

Elite Recruits

15th-level Adventurer Fighter feature

Towards the end of the game, you gain access to more powerful party members which are almost always worth kicking your old friends out of the party for. As a bonus action, you can expend two uses of your Help Wanted! feature to summon one of the Elite Party Members from the following table.

Elite Party Member Table

d4 Party Member Suggested Appearances Effect
1 The Long Lost Relative You Never Mentioned Before They look a lot like you, except like. Waaay cooler. And also they have a cool scar on their face. Why are you the leader and not them? They’d be so much better at it. Choose a creature within 60 feet. The target takes piercing damage equal to your Fighter level, which cannot be reduced or resisted in any way.
2 The Awesome Dragon That You’re Friends With Now It’s a DRAGON that’s just FOLLOWING YOU AROUND into town. Maybe don’t bring it into the town it burned down at the start of the game? That might be awkward. Choose a point you can see within 60 feet of yourself. Creatures within 20 feet are forced to make a Dexterity save or take 8d6 fire damage.
3 The Dark Lord That You Swear Is On Your Side Now They’re still floating around with dark magic and cackle every time they make a Villainous Speech, but I swear they’re good now! Four Skeletons are summoned in an unoccupied location within 60 feet. You can command them as a bonus action. They disappear after 1 minute.
4 The Mentor Who Died In A Cutscene But Somehow Lived? They’re surprisingly less dead than expected. Still just as old, though. And wise! Please it’s a compliment don’t hurt me– Your mentor gives some words of wisdom, before dying in a cutscene again. You gain a +10 bonus to the next attack roll you make.

The Power of Friendship!

18th-level Adventurer Fighter feature

Your friends are your power! Not your actual friends, I mean the Party Members that you sent off to the guild ages ago. Whenever you summon a Party Member or Elite Party Member, you gain a bonus to your attack and damage rolls equal to the number of friendly creatures within 30 feet of yourself (min: 1) until the start of your next turn.

 

 

Subclasseptember Day 21: Elemental

Skywatcher’s Bond:

The Wavecrest

by Nines, V1.0

Twenty Thousand Leagues

The skies are just as forbidden to those who walk the earth as it is for those who drift along the waves. But where the depths of the earth forbid entry, the sea invites its dwellers to delve into the unknown.

Sea’s Blessing

3rd-level Wavecrest Skywatcher feature

Just as pegasus knights fly with the blessing of the skies, the oceans have gifted you with the ability to traverse the seas. While mounted on your Bonded Mount, you gain a swimming speed equal to your walking speed, and can breathe underwater. In addition, your Bonded Mount can also take the appearance of a creature with a swimming speed; work with your DM to determine an appropriate appearance, or alter your existing mount’s appearance to fit an aquatic creature.

Riptide

3rd-level Wavecrest Skywatcher feature

When you take the Dash or Disengage actions, you can summon a spray of water, dealing 1d6 cold damage to creatures within 5 feet of your starting position. If you use this feature within 5 feet of a body of water large enough to swim in, this damage is increased by your Charisma modifier (min: 1).

Ocean’s Call

6th-level Wavecrest Skywatcher feature

At 6th level, the sea allows you to share its blessing with your allies. As an action, you can grant up to 10 willing creatures within 30 feet the ability to breathe underwater for 1 hour. Affected creatures also retain their normal mode of respiration.

Once you use this feature, you cannot use it again until you finish a long rest, unless you expend a use of your Rallying Command to use it again.

In addition, you learn a new Rallying Command.

Rally Tide: You summon the force of a tsunami to send your foes into disarray. Creatures of your choice within 30 feet are forced to make a Strength saving throw. A creature can willingly fail this saving throw. Creatures that fail this save are forcibly moved 10 feet horizontally in a direction of your choice, and are forced to release any creatures that they have grappled or restrained.

 

 

Push and Pull

10th-level Wavecrest Skywatcher feature

Once per turn, when you damage a creature with your Riptide, you can force it to make a Strength saving throw or be forcibly moved 5 feet in a direction of your choice. If you use this feature within 5 feet of a body of water large enough to swim in, the creature has disadvantage on this saving throw.

Waterspout

14th-level Wavecrest Skywatcher feature

The sea, too, can yearn to reach for the sky. While mounted on your Bonded Mount, you can use your action to summon a whirl of ethereal water in a 10 foot radius centered on yourself. This cylinder’s height is equal to your altitude, to a maximum of 100 feet, and travels with you, sucking up Medium and smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

A creature must make a Dexterity saving throw the first time on a turn that it enters the waterspout or that the waterspout enters its space, including when the waterspout first appears. A creature takes 6d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the waterspout until the waterspout ends.

When a creature starts its turn restrained by the waterspout, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the waterspout and falls when the effect ends, unless the creature has some means to stay aloft.

A restrained creature can use an action to make a Strength or Dexterity check against your Skywatcher save DC. If successful, the creature is no longer restrained by the waterspout and is hurled 30 feet away from it in a random direction.

The waterspout lasts for 1 minute, or until you are incapacitated or otherwise not mounted on your Bonded Mount.

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

 

 

Subclasseptember Day 22: Monster

Otherworldly Patron: The Visionary

by Nines, V0.1

Eye Witness

Too many people live blindly, following others in well-worn paths of comfort. Open your eyes, behold the truth, and be set free – in the land of the blind, the one-eyed man shall be king.

Expanded Spell List

1st-level Visionary Warlock feature

The Visionary 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 guiding bolt, ray of sickness
2nd darkvision, see invisibility
3rd lightning bolt, slow
4th arcane eye, confusion
5th antilife shell, dominate person

Ceaseless Watcher

1st-level Visionary Warlock feature

Even in your sleep, you always have an extra set of eyes to watch your back. You cannot be surprised. In addition, if you later gain the Pact of the Chain feature, you can share your senses with it without being deafened or blinded to your own senses.

Eye Beam

1st-level Visionary Warlock feature

You learn the eldritch blast cantrip, which doesn’t count towards your cantrips known. In addition, you can use your eyes as a focus for your Warlock spells, and can cast eldritch blast using them, ignoring the spell’s usual verbal and somatic components. If you later gain the Pact of the Chain feature, you can fire one of the beams from your familiar’s eyes rather than your own when you cast this spell.

Once per turn, when you hit a creature with your eldritch blast, you can roll on the Eye Beam table to empower the attack. Roll on the Eye Beam table to give it one of the following additional effects.

You can empower an Eye Beam a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short rest.

Eye Beam Table
d6 Beam Effect
1 Dazing Beam The target is unable to make reactions until the start of your next turn.
2 Distracting Beam The target’s next attack before the start of your next turn has disadvantage.
3 Menacing Beam The target must make a Wisdom save or be frightened until the start of your next turn.
4 Pushing Beam The target must make a Strength save or be knocked 10 feet away.
5 Stumbling Beam The target must make a Dexterity save or treat all terrain as difficult terrain until the start of your next turn.
6 Tripping Beam The target must make a Strength save or be knocked prone.

Stern Look

6th-level Visionary Warlock feature

As a reaction when a creature would target you with an attack or a spell that affects only yourself, you can turn your gaze upon it, forcing it to make a Wisdom saving throw against your Warlock spell save DC. On a failed save, the creature must choose a new target or lose the attack or spell.

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

Third Eye Open

10th-level Visionary Warlock feature

You have blindisght out to a distance of 30 feet. As an action, you can cast the true seeing spell on yourself. When cast in this way, it does not require any components, but only lasts 1 minute.

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

Judgement’s Gaze

14th-level Visionary Warlock feature

As an action, you can choose any number of creatures that can see you within a 30 foot cone, subjecting them to the judgement of countless eyes. Affected creatures must make a Charisma saving throw or be paralyzed for 1 minute. A creature that fails this save can repeat it again at the end of each of its turns, ending the effect on a success.

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

 

 

Subclasseptember Day 23: Status

Sacred Oath: The Oath of Pestilence

by Nines, V2.019

“just another flu!”

It is a crass neglect for reason and a selfish disregard for the well-being of others that gives rise to the Oath of Pestilence. Such voices are ever-present, but only rise to prominence in the most dire of times - not to stand against impending disaster, but to welcome it. These paladins prey on fears and prejudices to sway the masses, and though their honeyed lies can bring temporary calm, these false shepherds bring ruin to all who believe in their words - and many who do not.


(In other words: If that sounds like you, turn around and figure out where you went wrong in life. Being a Pestilence Paladin is not a good thing.)


Tenets of Pestilence

While the tenets that paladins who embrace the Oath of Pestilence often go unvoiced, the principles of this oath are embodied for all to see in their actions.


You are above the rest. The suffering of others is not your concern. It cannot affect you, and so you will not care. Others may cower away in their shelters; they will not stop your progress.


Contamination is the natural way of things. The suffering of others is part of the natural order. Allow it to run its course – by force, if you must.


What’s bad for you is good for me. The suffering of others is to your benefit. You cannot separate these things, for they are one and the same; their loss shall be your gain.

Oath Spells

3rd-level Pestilence Paladin feature

You gain oath spells at the paladin levels listed.

Paladin Level Spells
3 detect poison and disease, ray of sickness
5 blindness/deafness, ray of enfeeblement
9 bestow curse, stinking cloud
13 blight, freedom of movement
17 cloudkill, contagion

Channel Divinity

3rd-level Pestilence Paladin feature

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

Patient Zero. As an action, you can use your Channel Divinity to suppress the effects of one spell, disease, or poison affecting a creature for up to 24 hours. For this duration, the target will not feel or show symptoms of their affliction; however, this effect does not prevent the proliferation or progression of the affliction, and makes any saving throws with disadvantage. During this time, the target remains contagious if they were before, and when the suppression ends, any damage or conditions that would have been caused by the effect immediately occur. You can end this suppression early as an action.

Spellplague. You can use your Channel Divinity to become a reservoir of plague by performing a special ritual. You conduct this ritual over the course of 24 hours, during which you cannot sleep. After completing this ritual, you gain the following benefits:

When you successfully prevent, end, or suppress the effects of a disease on yourself or another creature, you can choose to place it into incubation, storing the effect within yourself.

When you succeed on a saving throw against a spell that targets only yourself, you can expend your Channel Divinity and your reaction to turn the spell into a disease, placing it into incubation in the same way.

When you hit a creature with an attack, you can expend a spell slot and one of your stored diseases, dealing 2d6 additional poison damage to the target plus an additional 1d6 for each level above 1st. On a failed save, you can infect the target with one of the diseases stored within yourself, lasting for the same duration as the effect that created it. If the disease was derived from a spell, you must expend a spell slot of equal or greater level to the spell, and instead cast the spell on the target, using your Paladin save DC. If the spell required concentration, it lasts until the end of its full duration. The disease then leaves incubation, and is no longer stored.

You can have up to one spell and a number of non-spell diseases equal to your proficiency bonus in incubation at a time. If you attempt to store another, the one stored earliest dissipates.

After this ritual is performed, it can only be reversed by voluntarily remaining in isolation for a period of 1 week. If you are within 10 feet of another humanoid for over 1 hour during this time, this quarantine fails, and must be restarted in order to take effect.

If any diseases are in incubation during the reversal of this ritual, you suffer each of their effects in sequence throughout the duration of your quarantine. When the quarantine is completed, any diseases that were stored within you are purged from your system.

 

 

Aura of Contamination

7th-level Pestilence Paladin feature

At 7th level, you gain the ability to allow diseases and magical effects to be transmitted via a novel route - your aura. When a creature within 10 feet of you makes a saving throw against a disease, spell, or other magical effect, you can use your reaction to force an unaffected creature within 5 feet of it to make the same saving throw against the same effect.

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

Corrupted Blood

15th-level Pestilence Paladin feature

At 15th level, the pestilence that resides within you is capable of debilitating even the most resistant foes. When you would deal poison damage, you can choose to deal necrotic damage instead. In addition creatures that are immune to poison and disease instead only have advantage on saving throws against those conditions when you inflict them.

Black Plague

20th-level Pestilence Paladin feature

At 20th level, all resistance fails against your onslaught. As an action, you can transform into a harbinger of death, the emperor of all maladies. For 1 minute, you gain the following benefits:

  • Creatures of your choice within 30 feet of yourself have disadvantage on Constitution checks and saving throws.
  • Any diseases transmitted you during this time cannot be cured for at least 1 month. Only a Wish spell or divine intervention can bypass this duration.
  • When you attempt to infect a creature with a disease stored within yourself, all creatures within 1 mile must make the same saving throw. You can choose any number of creatures you can see to be unaffected by it.

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

A Note From The Author

This subclass, similarly to the Oathbreaker in the DMG, is balanced less around being a player option and more around being an enemy.

Given the times we live in, please be sensitive to your players if this subject matter could be an issue. Also, wear a mask, we’re seeing new variants pop up. Again.

 

 

Subclasseptember Day 24: Sport

Martial Archetype: The Trickshot Master

by Nines, V0.1

William Tell Overkill!

What, you think you need fancy magic to be a trick shooter?

Skill issue.

Ricoshot

3rd-level Trickshot Fighter feature

Once per turn, when you hit a creature with a ranged weapon attack as part of the Attack action, you can cause the attack to ricochet, rerolling the attack roll from the location of the target. This additional attack is affected by any effect affecting the first attack, and does not require any ammunition.

360 No-Scope

7th-level Trickshot Fighter feature

Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. In addition, when you make a ranged weapon attack against a creature within your reach, you can move up to half your movement speed without provoking opportunity attacks.

Curving Bullet

7th-level Trickshot Fighter feature

Once per turn, when you make a ranged weapon attack and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.

Quickoshot

10th-level Trickshot Fighter feature

When you hit a creature with your Ricoshot, you can make an additional weapon attack against it as a bonus action.

Ricoricoshot

15th-level Trickshot Fighter feature

Your Ricoshot feature further improves, allowing your to bounce bullets across multiple creatures in succession. You can use your Ricoshot feature a number of times equal to your proficiency bonus when you take the Attack action. These Ricoricoshots can originate from the same original attack or from separate ones, but a creature that has been hit by a Ricoshot cannot be hit by another one in the same Attack action.

Shoot The Moon

18th-level Trickshot Fighter feature

As an action, you can make a ranged weapon attack which automatically hits a target that you can see, hear, or otherwise perceive, regardless of its size, distance, or plane of existence.

 

 

Subclasseptember Day 25: Art

Monastic Tradition:

The Way of the Silver Screen

by Nines, V0.1

Larger than Life

Fashion your body, fashion your mind, and look good for the fans while you’re at it! Fame and fortune are fickle things – grasp them while you can!

Stardom

3rd-level Silver Screen Monk feature

Show business is also about managing your image. You gain proficiency in the Performance skill, as well as in Disguise Kits. In addition, when you make a Charisma check, you can spend 1 ki point to add a roll of your Martial Arts dice to the roll.

Screeching Kiai

3rd-level Silver Screen Monk feature

Flashy moves are a great way to attract attention and show the audience who the protagonist of the film is. Unfortunately, you’re just a martial artist, so you don’t have those. You can, however, scream really loudly. When you spend a ki point, you can loose a loud screech at a creature within 10 feet of yourself, making a Charisma (Performance) check against the target’s Wisdom (Insight) check. On a success, you gain temporary hit points equal to your Wisdom modifier (min: 1), and the target suffers disadvantage on its next attack roll against creatures other than yourself before the start of your next turn.

Sell It!

6th-level Silver Screen Monk feature

Who would evver want to watch someone who beats all their opponents in one punch? Making sure everyone knows your enemies are strong only makes it more impressive when you overcome them! When you are hit by an attack, you can use your reaction to move 5 feet in a direction of your choice. This movement doesn’t provoke opportunity attacks.

CUT!

11th-level Silver Screen Monk feature

Your special effects may be good, but you can’t let things get too far off-script! When a creature within 30 feet makes an attack roll, skill check, or saving throw, you can spend 1 ki point to force the creature to reroll the dice. You can use this feature after the dice is rolled, but before the effect is resolved.

Underdog

17th-level Silver Screen Monk feature

Everyone likes a good underdog story – the kind that can face the odds, no matter how stacked… and boy, will they be stacked! You no longer suffer disadvantage on attack rolls from being blinded, restrained, frightened, or poisoned.

 

 

Subclasseptember Day 26: People

Ranger Conclave: The Legion Conclave

For We Are Many

by Nines, v0.1

The hydra has many enviable virtues. Some are easier to emulate than others.

Tactical Dismemberment

3rd-level Legion Ranger feature

As a bonus action, you can fragment your very being, reducing your Hit Points by your Ranger level and summoning a Fragment of Yourself. When you do so, and as a bonus action afterwards, you can command any Fragments of Yourself that you have summoned. You can determine the cosmetic characteristics of the fragment, such as its whether it appears as a miniature version of yourself, a skeletal body part, or a floating weapon; your choice has no effect on its game statistics. You can control a number of Fragments of Yourself equal to your proficiency bonus; summoning any additional Fragments will cause the oldest one to disappear.

Each Fragment of Yourself shares your ability scores, using your saving throws, attack modifiers, and other in-game statistics unless otherwise specified. In combat, they share your initiative count, but take their turns immediately after yours. They can move and use reactions on their own, but the only action they take on their turns is the Dodge action, unless you take a bonus action on your turn to command them to take another action. That action can be one in its stat block or some other action. If you are incapacitated, your Fragments can take any action of their choice, not just Dodge.

In addition, when you make an attack, you can choose for it to originate from a Fragment of Yourself.

As an action, you can see through each of your Fragments’ eyes and hear what they hear until the start of your next turn. During this time, you are deaf and blind with regard to your own senses.

Each Fragment of Yourself remains until 1 hour passes, it is reduced to 0 hit points, or until you die. Anything the Fragment was wearing or carrying is left behind when it vanishes.

Fragment of Yourself

Tiny humanoid


Armor Class
your AC
Hit Points
your Ranger level
Speed
30 ft., fly 15 ft.

STR DEX CON INT WIS CHA
your Strength score your Dexterity score your Constitution score your Intelligence score your Wisdom score your Charisma score

Ephemeral. Each Fragment of Yourself lasts for only 1 hour, after which it dies. Horribly.

Actions

Attack. The Fragment of Yourself makes one weapon attack using a weapon that you are currently holding.

 

 

Lend A Hand

3rd-level Legion Ranger feature

You learn the mage hand cantrip, which doesn’t count against your spells known. In addition, your mage hand can take the appearance of a Fragment of Yourself.

Logistics

7th-level Legion Ranger feature

You learn to better control and work alongside your fragments. When you summon a Fragment of Yourself, you can choose for it to gain one of the following abilities:

Annihilation Nexus. When this Fragment would reach 0 Hit Points, it can use its reaction to explode, dealing force damage equal to your Ranger level to creatures within 5 feet of itself.

Coordination Nexus. When a creature makes an attack against a target within 5 feet of this Fragment, it can use its reaction to give that attack advantage.

Disruption Nexus. When a creature makes an attack against a target within 5 feet of this Fragment, it can use its reaction to impose disadvantage on that attack.

Uncontained Multitudes

11th-level Legion Ranger feature

When you use your Tactical Dismemberment to summon a Fragment of Yourself, you can use it to summon a number of Fragments up to your proficiency bonus, expending Hit Points equal to your Ranger level for each one.

One For All

15th-level Legion Ranger feature

As an action, you can allow yourself to directly control each of your Fragments for a brief moment, before the backlash of unnaturally expanding your mind to fit an impossible body sets in. Each of your Fragments makes two attacks. Then, they all die.

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

DM Note: Remember that Tiny creatures can pass through Medium and larger hostile creatures (counting as difficult terrain), and vice versa.

 

 

Subclasseptember Day 27: Noble

Bard College: The College

of the Masquerade

by Nines, V0.1

All the World’s a Stage

We all have masks to wear in our lives. Some simply wear them better than others, fooling even themselves into forgetting the true face that lies underneath.

Dressed for the Occasion

3rd-level Masquerade Bard feature

Some might call it plot armor, but you prefer to call it the stage’s blessing. While not wearing armor or holding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Theatric Mask

3rd-level Masquerade Bard feature


When you take this subclass at 3rd level, you learn to make use of several masks infused with the emotions of the stage. As a bonus action, you can expend a use of your Bardic Inspiration to don one of the following masks, gaining the associated benefits.

Happy Mask. The smiling mask presents a facade of cheer, even when you’ve met with a terrible fate. While wearing this mask, you have advantage on skill checks using Deception. In addition, while wearing this mask, you can expend your bonus action and 15 feet of movement to give temporary hit points equal to your Bard level to a creature within 30 feet. You can take this action as part of the same action used to don the mask or give a creature Bardic Inspiration.

Gloomy Mask. The crestfallen mask appears to be pouring with tears, though it is dry to the touch. While wearing this mask, you have advantage on skill checks using Persuasion. In addition, while wearing this mask, you can expend your bonus action and 15 feet of movement to force a creature within 30 feet to make a Wisdom saving throw. On a failed save, its movement speed is reduced to 0 until the start of your next turn. You can take this action as part of the same action used to don the mask or give a creature Bardic Inspiration.

Mysterious Mask. The refined mask seems to pierce others with its gaze, no matter what angle it’s viewed from. While wearing this mask, you have advantage on skill checks using Insight. In addition, while wearing this mask, you can expend your bonus action and 15 feet of movement to call an ally to action, allowing a creature within 30 feet to use its reaction to move up to half its movement speed. You can take this action as part of the same action used to don the mask or give a creature Bardic Inspiration.

  Wrathful Mask. The wild mask embodies the all-consuming rage of a fierce deity. In addition, while wearing this mask, you can can expend your bonus action and 15 feet of movement to make a melee spell attack against a creature within your reach, dealing force damage equal to one roll of your Bardic Inspiration dicce plus your Charisma modifier. You can take this action as part of the same action used to don the mask or give a creature Bardic Inspiration.

While wearing a mask, your other features are obscured; a creature must succeed on an Insight check against your bard spell save DC to glean your identity. You can wear a mask for 1 minute, or until you use a bonus action to doff it, at which point you lose the mask’s benefits until you don it again. You also lose a mask’s benefits if you are incapacitated.

Become the Mask

6th-level Masquerade Bard feature


Some performers say that the masks have a mind of their own. While wearing one of your Theatric Masks, your thoughts cannot be read by telepathy or other means; instead, the masks provide their own thoughts, generally related to their portrayed character. You can present your own thoughts, truthful or otherwise, by making a Charisma (Deception) check contested by the mind reader’s Wisdom (Insight) check.

Ballroom Blitz

14th-level Masquerade Bard feature


Your footwork keeps even your allies on their toes. When creatures of your choice within 10 feet are subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail.

 

 

Subclasseptember Day 28: Metal

Martial Archetype:

The Master of Arms

By Nines, V0.1

Forged in Fire

From personal vendettas to globe-spanning wars, armaments are just as important as training and tactics in determining the outcome of conflicts. While magic can shape a single weapon to mathematical perfection, true mastery can allow a warrior to turn any weapon into a masterwork.

Bonus Proficiencies

3rd-level Master of Arms Fighter feature

You gain proficiency in Smith’s tools. In addition, you are considered proficient in skill checks relating to the origin, function, and use of weapons, both magical and nonmagical, and you add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Refined Armaments

3rd-level Master of Arms Fighter feature

Over the course of a long rest, you can use your Smith’s Tools to maintain 2 weapons or armors, granting each item one of the following Refinements until your next long rest. You can maintain an additional one at 5th, 9th, 13th, and 17th level. When you make an attack against a creature using a Refined weapon, any other weapons you are holding gain the benefits of the same Refinement until the end of your turn.

Refinements

  Annoying. This weapon is padded with soft material, making obnoxious squeaking noises when used to attack. Attacks made with this weapon can be heard up to 60 feet away, and cannot deal lethal damage.

Ergonomic. This weapon’s grip comfortably rests in the user’s hands. The wielder has advantage on checks and saving throws against being disarmed.

Heavy Blade. This weapon is modified with additional bulk, giving it more power at the cost of mobility. Once per turn, if the wielder of this weapon hits a creature with an attack and has not yet moved, it can deal additional damage equal to its proficiency bonus. Afterwards, its speed is set to 0.

Lightweight. This armor is stripped to provide maximum mobility while maintaining the same level of protection. The wearer’s movement speed is increased by 5 feet.

  Menacing. This item bristles with twisted spikes. While this weapon or armor is being wielded or worn, the user has advantage on Charisma (Intimidation) checks, as well as saving throws against being charmed or frightened.

Padded. This armor integrates strips of cloth to muffle any noise that it makes. If it would normally impose disadvantage on Dexterity (Stealth) checks, it does not; otherwise, it provides advantage on Dexterity (Stealth) checks.

Personalized. This weapon is made for a specific creature. When you modify a weapon in this way, choose a creature within 30 feet of yourself. The chosen creature is considered proficient with this weapon, regardless of what proficienies it would normally have.

Scoped. This weapon does not suffer disadvantage from making a ranged attack at long range.

Shackled. This weapon has a chain that can be used to return it after being thrown. After throwing this weapon, it returns to the user’s hand at the end of the turn.

Slippery. This armor’s surface is oiled, allowing quick getaways. Opportunity attacks have disadvantage against a creature wearing this armor.

Swift Blade. This weapon is angled to provide maximum power while moving. Once per turn, if the wielder of this weapon hits a creature with an attack after moving at least 10 feet in a straight line, it deals additional damage equal to its proficiency bonus.

Weatherproofed. This armor is specially modified to be suited for any sort of environment. A creature wearing this armor does not suffer any ill effects from harsh weather.

 

 

Study the Blade

7th-level Master of Arms Fighter feature

While others were out adventuring, you were… also out adventuring. But that didn’t stop you from also studying the blade. Weapons and armors maintained via your Refined Armaments feature count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage, as well as for the purpose of effects that would degrade nonmagical equipment.

In addition, nonmagical weapons maintained via your Refined Armaments feature gain a +1 bonus to attack and damage rolls, while nonmagical armors maintained via your Refined Armaments feature gain a +1 bonus to AC.

Diverse Style

10th-level Master of Arms Fighter feature

To create and master all weapons, you cannot allow yourself to be restrained to only one. Directly before or after you make an attack with a weapon, you can change your Fighting Style until the start of your next turn.

In addition, the bonus to attack and damage rolls for nonmagical weapons maintained via your Refined Armaments feature incraeses to +2, and the bonus to AC for nonmagical armors maintained via your Refined Armaments feature increases to +2.

Masterwork

15th-level Master of Arms Fighter feature

When you maintain a piece of equipment with your Refined Armaments feature, you can also give it one of the following Masterwork Refinements. You can only maintain one weapon with a Masterwork Refinement per long rest.

Masterwork Refinements

  Crafty. This armor is designed to quickly detach and reattach, stifling attempts to keep it down. As an action, the wearer can end the Restrained and Grappled conditions on itself.

Dazzling. This armor flashes and flares with light, making it difficult to pin down. When the wearer is hit by an attack, it can use its reaction to move 5 feet in a direction of its choice. This movement doesn’t provoke opportunity attacks.

Fortified. This armor is designed for maximum durability. Bludgeoning, piercing, and slashing damage the wearer takes is reduced by 3.

Guardian. This armor is deisgned to defend those around it, not just the wearer. Friendly creatures within 10 feet other than the wearer gain a +2 bonus to their Armor Class.

  Iron Wall. +5 AC if attacked by multiple creatures in one round

Inexorable. This weapon’s attacks cannot be avoided, only mitigated. On a miss, the target takes damage equal to the wielder’s Strength or Dexterity modifier.

Inspired. This weapon is COOL AS HELL. Once on each of its turns, when the wielder scores a critical hit, it can take an additional Action, just because it’s that cool.

Nimble This weapon can be drawn in the blink of an eye. The wielder gains a +5 bonus to initiative while this weapon is on its person. In addition, on its first turn in combat, the wielder can take an additional Action, which can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Paragon. This weapon is designed to be superior to others of the same type. Attacks made with this weapon have advantage against a creature wielding a weapon of the same weapon type.

Reflective Finish. This item’s surface is polished to a mirror sheen, warding off spells. When a creature wielding this weapon or wearing this armor would be affected by a spell, it can use its reaction to attempt to deflect the spell, making a weapon attack against the caster’s save DC. On a hit, the spell’s effect is negated. Once this ability is successfully used, it cannot be used again, unless the reflective finish is reapplied during a long rest.

Tempered. This armor is designed to endure damage. The wearer has resistance to a damage type, chosen when you grant this Masterwork Refinement.

Underdog. This weapon is designed to remain reliable even in the most dire situations. When an attack using this weapon would be made with disadvantage, the wielder instead rolls 3 dice and removes both the highest and the lowest.

Hands of a Legend

18th-level Master of Arms Fighter feature

In the right hands, any weapon can stand equal to a legend. The bonus to attack and damage rolls for nonmagical weapons maintained via your Refined Armaments feature increases to +3, and the bonus to AC for nonmagical armors maintained via your Refined Armaments feature increases to +3.

These bonuses now also apply to magical weapons and armors; however, if the item already has a bonus to attack and damage rolls or AC, only the highest bonus applies.

In addition, nonmagical weapons and armors enhanced by your Masterwork feature gain an additional Masterwork Refinement.

 

 

Subclasseptember Day 29: Wild

Ranger Conclave: The Deadeye Conclave

by Nines, V0.1

Shot Through The Heart!

Rangers of the Deadeye Conclave abide by two simple principles: Search and destroy. Nowhere to run, nowhere to hide - death’s got it’s eye on you.

Marked For Death

3rd-level Deadeye Ranger feature


Tracking down your quarry is second nature to you. You learn the hunter’s mark spell, which doesn’t count towards your spells known. In addition, you can cast this spell without expending a spell slot. When cast in this way, it does not require a bonus action.

You can cast hunter’s mark in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Hunter’s Deliberation

7th-level Deadeye Ranger feature


At 7th level, your magic resonates


with your target, allowing you to


call upon greater powers in your


pursuit. When you cast


hunter’s mark on a creature,


you can give the spell


one of the following


additional effects:


Draining Mark.


When you hit a creature


affected by your


hunter’s mark, you gain


temporary hit points


equal to half the


damage dealt.


These temporary


hit points last until


the start of your next turn.

Harrier’s Mark.

Creatures affected by your hunter’s mark spend 2 feet of movement for every foot traveled.

Relentless Mark.

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of a creature affected by your hunter’s mark. To teleport in this way, you must be able to see the marked creature.

Warding Mark.

The first time each turn a creature affected by your hunter’s mark makes an attack, it has disadvantage on the attack roll.

Executioner

11th-level Deadeye Ranger feature


The additional damage granted by your hunter’s mark increases to 2d6. In addition, the additional damage further increases by 1d6 for each 2 levels

above 1st that it is cast at.

High Noon

15th-level Deadeye Ranger feature

When initiative is rolled, you can cast


hunter’s mark at 5th level, without


expending a spell slot. When cast


in this way, you can mark any


number of creatures within


60 feet that you can see;


however, you cannot mark


any new creatures while


any creatures with this


mark still live.

Once you use this


feature, you cannot


use it again until you


finish a long rest.

 

 

Subclasseptember Day 30: Choice

The Wildheart - Homebrew Class

by Nines
v0.1

 

 

Author’s Note

This version of the class was published as part of the Subclasseptember 2023 challenge, which is preserved in its published form here. The most updated version of the Wildheart class can be found HERE: https://homebrewery.naturalcrit.com/share/d8wZAwTaP0zn.

The Wildheart (previously called the Beastshifter, previously called the Shifter) is intended as a more customizable sidegrade to the Barbarian, sporting similar damage and durability but far more choice and utility.

We don’t talk about Moon Druid. But because they’re so closely related, let’s talk about it anyways.

Moon Druid is obviously overtuned. At low levels, it outclasses just about any martial in both damage output and durability, having the equivalent of Extra Attack far earlier, and if it goes down you can just become a bear again. Twice per short rest. That would be excessive even without also having an entire full caster’s repertoire to back it up.

It’s also exceedingly complicated, focing a player to look through the entire Monster Manual for choices that aren’t nearly as numerous as they seem at first glance. For any given level there’s only a handful of viable choices.

Then at high levels you completely abandon that and become an elemental instead. Like, cool, but if I wanted to play as an elemental why couldn’t I do that from level 2 and have actual scaling?

The intent of this class is to create a niche for such a playstyle while avoiding thematic pitfalls and maintaining an appropriate budget for such abilities throughout the game. The Wildheart brings transformation to the front and center of a character’s playstile, rather than tacking it on as an afterthought, or worse yet sacrificing it to fuel completely unrelated abilities.

 

 

The Wildheart
Level Proficiency Bonus Features Wild Incarnation Bloodline
Uses Gifts
1st +2 Wild Incarnation, Natural Weapons 2 -
2nd +2 Bloodline Gifts 2 4
3rd +2 Wild Call 3 4
4th +2 Ability Score Increase 3 4
5th +3 Extra Attack 3 5
6th +3 Primal Weapons, Wild Call feature 4 5
7th +3 Instinctive Strike 4 6
8th +3 Ability Score Increase 4 6
9th +4 Bestial Mind 4 7
10th +4 Wild Call feature 4 7
11th +4 Savage Blow 4 7
12th +4 Ability Score Increase 5 8
13th +5 Wild Sense 5 8
14th +5 Wild Call feature 5 8
15th +5 Vicious Beast 5 9
16th +5 Ability Score Increase 5 9
17th +6 Overexert 6 9
18th +6 Primal Ferocity 6 10
19th +6 Ability Score Increase 6 10
20th +6 Kaiju Form 6 10

Shifting and Reshaping

Unknown to the trappings of civilization, Wildhearts learn to take on the gifts of the wild for themselves. Through spiritual trials, rituals, and ancestral guidance, they learn to become one with the primal strength of nature, taking on the forms of monstrous beasts.

Described as nearly more beast than man, such figures are sometimes shunned by those outside their own tribe. Such descriptions tend to say more about the writer than the subject of their description, though.

Creating a Wildheart

A Wildheart’s connection to the wild is is paramount to the nature of their powers. When creating a wildheart, it is important to have an idea of this connection, which is made manifest in a Wildheart’s forms and abilities.

Were you perhaps adopted by a clan of wolves? Maybe you were born into a tribe of similarly gifted individuals, or perhaps your existence is unique even amongst those who commune with the wild.

Quick Build

You can make a Wildheart quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on what weapons you want to focus on. Make Constitution your next-highest ability score, followed by Wisdom. Second, choose the Outlander background.

 

 

Class Features

As a Wildheart, you gain the following class features.

Hit Points


  • Hit Dice: 1d12 per Wildheart level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Wildheart level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields (wildhearts will not wear armor or use shields made of metal)

  • Weapons: Simple weapons, scimitars

  • Saving Throws: Strength, Constitution

  • Skills: Choose two from Animal Handling, Athletics, Insight, Intimidation, Nature, Perception, Stealth, and Survival

Equipment

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

  • (a) a scimitar or (b) any simple melee weapon
  • (a) a wooden shield or (b) any simple weapon
  • (a) leather armor or (b) scale mail crafted from bone; regardless of your choice, these armors are crafted to also fit your Major and Minor Forms.
  • an explorer’s pack

Wild Incarnation

1st-level Wildheart feature


As a Wildheart, your connection to animal spirits grants you the ability to assume several beast forms: a powerful, combat-oriented Major Form, and a utility-oriented Minor Form. You can transform into either of these beast forms as a bonus action.

While you are transformed into either of these forms, the following rules apply:

  • When you transform, you gain a number of temporary hit points, natural weapons, and other bonuses, depending on the beast. If you take damage that would exceed your remaining temporary hit points while transformed, you must make a Constitution saving throw. The DC equals 10 or half the excess damage you take, whichever number is higher. On a failed save, you revert to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • Your retain your alignment, personality, and ability scores. You also retain all of your skill and saving throw proficiencies.
  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.

  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. You also retain any of your special senses, such as darkvision.

  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Nonmagical equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Some of your Wildheart features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

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

 

 

Major Form

1st-level Wildheart feature


You gain access to one of the Major Forms listed below. Different Major Forms have access to different abilities, and use your Wildheart level and your proficiency bonus (PB) in several places.

When you gain access to a Major Form, you can choose the appearance of this beast form. Regardless of your choice, it retains your size, and bears primal markings, indicating its mystical origin.

You can stay in a Major Form for a number of hours equal to your wildheart level. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

You can use this feature twice. You gain additional uses as you gain levels in this class, and you regain expended uses when you finish a short or long rest.

Form of the Behemoth. The Behemoth is a beast of great stature and stalwart durability. When you transform in this way, you gain temporary hit points equal to 5x your Wildheart level. When you take bludgeoning piercing, or slashing damage in this form, it is reduced by half your proficiency bonus (rounded up). In addition, you gain access to the following natural weapon:

Ram. Your Strength modifier + your proficiency bonus to hit. 5 foot reach, natural melee weapon. On a hit, this attack deals bludgeoning damage equal to 2d8 + your Strength modifier.

Form of the Reaver. The Reaver is a beast of fearsome claws and ferocious instincts. When you transform in this way, you gain temporary hit points equal to 4x your Wildheart level. When you hit a creature with an attack after moving 10 or more feet in a straight line, the attack deals 1d6 additional damage. In addition, you gain access to the following natural weapon:

Claw. Your Strength or Dexterity modifier + your proficiency bonus to hit. 5 foot reach, natural melee weapon. On a hit, this attack deals slashing damage equal to 2d6 + your Strength or Dexterity modifier. This weapon has the Finesse property.

Form of the Typhon. The Typhon is a beast of deadly grace and unparalleled agility. When you transform in this way, you gain temporary hit points equal to 3x your Wildheart level, and your walking speed increases by 10 feet. In addition, you gain access to the following natural weapon:

Rend. Your Strength or Dexterity modifier + your proficiency bonus to hit. 5 foot reach, natural melee weapon. On a hit, this attack deals piercing damage equal to 2d4 + your Strength or Dexterity modifier. This weapon has the Finesse property. in addition, when you hit a creature with an attack using this weapon, you gain the benefits of the Disengage action.

Minor Form

1st-level Wildheart feature


In addition, you gain access to a Minor Form, a beast without significant combat abilities. Choose the appearance of this form, which appears as a small beast of CR 1/8 or lower. Whenever you gain a level in this class, you can replace your choice of Minor Form with a different choice available to you. At 5th level, you can choose a creature that has a swimming speed, and at 9th level you can choose a creature that has a flying speed. When you transform in this way, you do not expend a use of your Wild Incarnation.

Form of the Minor Beast. You gain temporary hit points equal to your Wildheart level, and your size changes to Small. In addition, you can take the Hide and Search actions as a bonus action in this form. However, if you lose all of your temporary hit points while in this form, you revert to your original form and are unable to access your Minor Form until you finish a long rest. In addition, you cannot attack in this form.

Natural Weapons

1st-level Wildheart feature


Even without the full transformation of a Major Form, you are no helpless prey. You grow a natural weapon, such as claws, horns, or hooves. Your natural weapons count as unarmed strikes and deal 1d6 bludgeoning, piercing, or slashing damage (as appropriate to the natural weapon you chose). Your natural weapons can be further enhanced by your Bloodline Gifts, which might modify a natural weapon or grant access to a new one.

Bloodline Gifts

2nd-level Wildheart feature


A Wildheart’s powers (which may or may not be acquired via genetic inheritance) manifests as various abilities known as Bloodline Gifts.

At 2nd level, you gain four Bloodline Gifts of your choice. When you gain certain Wildheart levels, you gain additional Bloodline Gifts of your choice, as shown in the Bloodling Gifts column of the Wildheart table. A level prerequisite refers to your level in this class.

Additionally, when you gain a level in this class, you can choose one of the Bloodline Gifts you know and replace it with another Bloodline Gift that you are eligible for.

 

 

Wild Call

3rd-level Wildheart feature


At 3rd level, you feel a call from the wild which induces you to further embrace your primal nature. Choose one of the following Wild Calls: the Call of Blood, Mercy, or Mysticism. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.

Ability Score Improvement

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

Extra Attack

5th-level Wildheart feature


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

Primal Weapons

6th-level Wildheart feature


Your unarmed strikes and attacks made with natural weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Instinctive Strike

7th-level Wildheart feature


In addition, as part of the bonus action you take to enter your Major Form, you can move up to half your speed.

If you move within 5 feet of a creature during this movement, you can attempt to shove it prone as part of the same bonus action.

Bestial Mind

9th-level Wildheart feature


Your primal instincts allow you to resist mental corruption. You have advantage on saving throws against being frightened and charmed.

Savage Blow

11th-level Wildheart feature


Your animalistic instincts allows you to pick apart the weak points of your foes without mercy. Once on each of your turns, when you make an attack roll with advantage using a natural weapon, the attack deals additional damage equal to your Wildheart level if it hits.

Wild Sense

13th-level Wildheart feature


Your senses are too keenly honed to be fooled by parlor tricks. You ignore the effects of invisibility, illusions, transmutations, and shapechanging effects concealing creatures within 30 feet of yourself.

Vicious Beast

15th-level Wildheart feature


If a creature within your reach attempts to stand up from being prone, you can make one attack against it as a reaction before it stands.

In addition, you can attempt to grapple and shove creatures that are up to two sizes larger than yourself, instead of one.

Overexert

17th-level Wildheart feature


As a bonus action, you can sacrifice a number of your Hit Points up to your Wildheart level to gain twice as many temporary hit points. Temporary hit points gained in this way are added to any temporary hit points gained from your Major Form, but cannot exceed that form’s maximum. You cannot sacrifice Hit Points if doing so would reduce your normal form to 0 Hit Points or less.

Primal Ferocity

18th-level Wildheart feature


Even when cornered, your attacks are too savage to be ignored. If you would make an attack roll with disadvantage using a natural weapon, you ignore disadvantage on the attack.

Kaiju Form

20th-level Wildheart feature


When you transform into your Major Form, you can choose to further channel nature’s power to increase your scope massively, taking on a Kaiju form. When you do so, you gain the following benefits:

  • Your Major Form’s size increases up to Gargantuan if there is room for it to do so.
  • Your Major Form’s temporary hit points are further increased by your Hit Point maximum.
  • Your Major Form has advantage on attacks made against any creature smaller than it.
  • Your Major Form deals doubled damage to objects and structures, as well as any creature smaller than it.
  • Your Major Form gains resistance to nonmagical bludgeoning, piercing, and slashing damage.

These benefits last for the duration that you remain in your Major Form. Once you use this feature, you can’t use it again for 7 days.

 

 

Bloodline Gifts

Alpha Striker

Requires: Form of the Reaver feature

When initiative is rolled and you are not surprised, you gain advantage on attack rolls until the end of your turn.

Beast Whisperer

You can cast speak with animals at will, without expending a spell slot.

Bioluminecense

You emit bright light in a 15 foot radius and dim light in an additional 15 foot radius. You can adjust your light output within this radius as a bonus action.

Breath of the Wild

You no longer need air to breathe.

Cold Blooded

You gain proficiency in the Deception skill. In addition, effects that would detect your body heat cannot detect you.

CUTE!!!

You can appear as a ridiculously cute critter. While in your Minor Form, you have advantage on Charisma checks.

Elbow Room

When you successfully shove a creature, you can attempt to shove a different creature within 5 feet of it as part of the same action. You can only use this ability once per turn.

Endurance

You have advantage on Constitution saving throws made to maintain your Major Form.

Fearsome Roar

Requires: Form of the Behemoth feature

As an action, you can loose a wild roar, forcing creatures of your choice within 30 feet that can hear you to make a Wisdom saving throw against your Wildheart save DC. Creatures that fail this save are frightened of you for 1 minute, and can repeat this saving throw at the end of each of their turns, ending the effect on a success. Creatures that succeed on this save are immune to its effects for 24 hours.

Once you use this feature, you cannot use it again until you finish a long rest or enter your Major Form.

Keen Senses

Your senses sharpen to pick up details that would otherwise be missed. You gain advantage on Perception (Wisdom) checks that rely on sight, hearing, or smell.

Leaping Legs

Your leg muscles strengthen, allowing for powerful bursts of movement. As an action, you can jump up to triple your jumping distance.

Long Reach

Requires: Form of the Typhon feature

Whether via long horns, an extended maw, or an uncoiling neck, you gain the ability to strike opponents from further away. Your natural weapons gain the Reach property.

Lone Wolf

You are accustomed to fighting alone. When no allies are within 10 feet of yourself and you are in your Major Form, your attacks deal additional damage equal to your proficiency bonus.

Lunge

When you hit a creature withing 5 feet of yourself with an attack, you can make a Strength (Athletics) check contested by the target’s Strength (Athletics) check. If you succeed, you can move into the target’s space and force the target to move into the space that you previously occupied.

Mind of Two Gazes

While you are in your Major or Minor Form, you can use your action to touch a willing humanoid and allow it to perceive through your senses until the end of your next turn. As long as the creature is on the same plane of existence as you, it can use its action on subsequent turns to maintain this connection, extending the duration until the end of its next turn. While the other creature is perceiving through your senses, it benefits from any special senses possessed by yourself, and it is blinded and deafened to its own surroundings. You can end this connection at any time (no action required).

Natural Armor

Your AC becomes 13 + your Dexterity modifier when you are not wearing armor.

Owl’s Knowledge

You gain proficiency in the History and Investigation skills.

Powerful Build

Your body becomes more capable of sustaining heavy loads. You count as one size larger for grappling, shoving, and determining carrying capacity.

 

 

Second Skin

You gain an additional choice of creature for your Minor Form. This creature is separate from your other Minor Form; if you run out of temporary hit points in this form, you can still use your other one, and vice versa.

Serpent’s Tongue

You gain proficiency in the Intimidation and Deception skills.

Swiftsole

Prerequisite: Form of the Typhon feature

When you move, you can choose to double your walking speed until the end of your turn. Afterwards, your walking speed is reduced to 0 until the end of your next turn.

Talking Animal

You can speak any language you know while in your Minor Form.

Tenderization

Prerequisite: Form of the Reaver feature

When you hit a grappled creature with a natural weapon, you can tear into it to bleed it. A bleeding creature takes 1d6 necrotic damage at the start of each of its turns until a creature uses its action to make a Medicine check against your Wildheart save DC, ending the effect on a success.

Thick Hide

Requires: Form of the Behemoth feature

While in your Major Form, you gain a bonus to your Armor Class equal to your proficiency bonus.

Wild Instinct

Your instincts are honed to give you the upper hand when fighting breaks out. You have advantage on initiative rolls.

Acid Spray

Prerequisite: 5th level

You can hurl a spray of acid while you are in your Major Form, making a ranged attack roll against a creature within 30 feet. This counts as a ranged natural weapon. If you hit, the target takes 1d6 + your Dexterity modifier acid damage, and the target additionally takes 1d6 acid damage at the start of each of its turns until a creature uses its action to wipe off the acid.

Amphibious

Prerequisite: 5th level

You can breathe either air or water. In addition, you gain a swimming speed equal to your walking speed.

Breath Weapon

Prerequisite: 5th level

As an action, while you are in your Major Form, you can exhale a burst of elemental energy. Choose one of the following options for your breath weapon’s damage type (fire, lightning, cold, acid, poison) and area of effect (5’ by 30’ line, 15’ cone). When you use your breath weapon, all creatures in the area must make a Dexterity saving throw. The DC of this saving throw is 8 + your Constitution modifier + your proficiency bonus. A creature takes 6d6 damage on a failed save, and half as much damage on a successful one. After using your breath weapon, you cannot use it again until you complete a long rest.

You gain an additional use of this feature at 9th, 13th, and 17th level.

Grappling Appendage

Prerequisite: 5th level

You grow a tentacle, tail, or similar appendage, which counts as a natural weapon and can be used to make unarmed strikes. If you hit a creature with it, the target takes 1d6 + your strength modifier bludgeoning damage. If you hit a creature within 5 feet of yourself with this appendage, it must make a Strength save (save DC = 8 + your proficiency bonus + your Constitution modifier) or be grappled. You can only grapple one creature at a time in this way.

Harrier

Requires: 5th level, Form of the Typhon feature

Your attacks distract and harry foes, preventing them from effectively mounting an offensive. Once on each of your turns, when you hit a creature with an attack using a natural weapon, you can impose disadvantage on the first attack it makes against any creature other than yourself before the start of your next turn.

Herd Mentality

Requires: 5th level, Form of the Behemoth feature

When a creature within 10 feet of yourself would take bludgeoning, piercing, or slashing damage while you are in your Major Form, you can reduce the damage taken by half your proficiency bonus.

Opportunist

Requires: 5th level, Form of the Reaver feature

Your instincts allow you to take advantage of any opening, turning it into a deadly blow. When you hit a creature that an allied creature is within 5 feet of with an attack, your attack deals 1d6 additional damage.

 

 

Pounce

Prerequisite: 5th level

As a bonus action, you can jump a distance up to half your movement speed. If you land within 5 feet of a creature, you can attempt to grapple or shove it as part of the same action.

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

Seer of the Unseen

Prerequisite: 5th level

You can cast see invisibility at will, without expending a spell slot.

Sure-Footed

Prerequisite: 5th level

You have advantage on saving throws against being knocked prone. In addition, you gain a climbing speed of 30 feet.

Antivenom

Prerequisite: 9th level

While in your Major Form, you gain resistance to poison damage, and are immune to being poisoned.

Caustic Blood

Prerequisite: 9th level

As a reaction when you take damage, you can loose a spray of acidic blood, dealing acid damage equal to your Wildheart level to creatures within 5 feet of yourself.

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

Feral Impulse

Prerequisite: 9th level

If you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your Major Form before doing anything else on that turn.

Resilient Scales

Prerequisite: 9th level, Form of the Behemoth feature

You gain a layer of thick scales, giving you resistance to your choice of fire, cold, lightning, or acid damage. When you finish your long rest, you can realign your scales, changing your damage resistance to a different one of your choice.

Instinctive Hunter

Prerequisite: 9th level, Form of the Reaver feature

When you enter your Major Form, you can cast the hunter’s mark spell as part of the same action.

Octopeye

Prerequisite: 9th level

Your eyes can manually reshape themselves to adjust for lighting, even allowing you to see into normally invisible frequencies. You gain blindsight with a range of 30 feet. In addition, you treat lightly obscured areas as unobscured, and heavily obscured areas as lightly obscured.

Silver Quill

Prerequisite: 9th level

You grow shining, silvery barbs from your body while in your Major Form. When a creature within 5 feet of yourself deals damage to you while you are in your Major Form, it takes piercing damage equal to your proficiency bonus.

Sweeping Strikes

Prerequisite: 9th level

When you hit a creature with an attack using a natural weapon, you can make an attack against a different creature within 5 feet of the target. You can only make this attack once per turn.

Venomous

Prerequisite: 9th level, Form of the Typhon

Your natural weapons fill with toxins to debilitate your prey. When you hit a creature with an attack using a natural weapon, you can force it to make a Constitution saving throw. On a failed save, it is poisoned for 1 minute.

Windrider

Prerequisite: 9th level

You gain a flying speed equal to your walking speed.

Call the Pack

Prerequisite: 12th level

While in your Major Form, you can cast the conjure animals spell as an action without expending a spell slot. Once you do so, you cannot do so again until you finish a long rest.

Moonbane

Prerequisite: 12th level

When you hit a shapechanger with an attack using a natural weapon, it must make a Constitution saving throw against your Wildheart save DC. On a failed save, it takes 2d8 additional damage and is forced to revert to its original form. A creature that succeeds on this saving throw takes halved additional damage and is immune to it for 24 hours.

 

 

Wild Call

At 3rd level, you feel a call from the wild, inducing you to further embrace your primal nature. Choose one of the following Wild Calls: the Call of the Bloodied, Merciful, or Mystic. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.

The Call of Blood

In blood we are born; in blood we return to the earth. Blood and violence are the natural order of things, and nature is not meant to be restrained.

Natural Order

3rd-level Blood Wildheart feature


Once on each of your turns, when you hit a creature that is missing any of its hit points, you deal additional damage equal to 1d6+your Wildheart level.

Bloodlust

6th-level Blood Wildheart feature


When you succeed on a Constitution saving throw to maintain your Major Form, you gain advantage on all attack rolls until the end of your next turn.

Wild Sense

10th-level Blood Wildheart feature


As an action, you can expand your senses to detect a creature’s location for 1 hour, so long as it is within 1 mile. If the creature is moving, you know the direction of its movement.

When you do so, you can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature is in a different form, such as being under the effects of a polymorph spell, this effect doesn’t locate the creature.

This effect can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

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

Feeding Frenzy

14th-level Blood Wildheart feature


Once on each of your turns, when you hit a creature with an attack, you regain Hit Points equal to half your Wildheart level if you have no more than half of your hit points left.

The Call of the Merciful

The Call of the Merciful asks you to return to your roots, engage in growth via others, and also tear apart your enemies into a bloody mess.

Breath of Life

3rd-level Mercy Wildheart feature


Vines and flowers adorn your transformed form. When you enter your Major Form, you can grant temporary Hit Points equal to your Wildheart level plus your proficiency bonus to all creatures of your choice wihin 30 feet of yourself.

Heartbeat

6th-level Mercy Wildheart feature


At 6th level, you gain the ability to siphon off the primal power you channel to heal. When you exit your Major Form, you can choose any number of creatures within 30 feet of yourself, healing them for a total amount equal to your remaining temporary Hit Points. This healing can be distributed as you see fit, but cannot heal a creature above half its maximum hit points.

Natural Cure

10th-level Mercy Wildheart feature


As an action, you can touch a creature, ending an effect causing it to be blinded, charmed, deafened, frightened, poisoned, or paralyzed.

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

Aromatic Mist

14th-level Mercy Wildheart feature


As a reaction when you take damage, you can release a cloud of mist, pollen, spores, or similar substances designed to quell aggression. Creatures of your choice within 30 feet are forced to make a Wisdom saving throw against your Wildheart save DC whenever they attempt to make an attack or cast a spell affecting a hostile creature. On a failed save, the action fails and is lost.

On a successful save, the effect ends, and a creature becomes immune to this effect for 24 hours.

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

 

 

The Call of Mysticism

A Wildheart that heeds the Call of Mysticism becomes something more than flesh and bone, taking a nature not dissimlar to the fey. Bearing illusions and enchantments, these Wildhearts are known to take the role of tricksters and deceivers. Some even go so far as to style themselves as deities.

Mysticism Spellcasting
Class Level Cantrips Known Spells Known — Spells Slots per Spell Level —
1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 6 4 3
11th 3 7 4 3
12th 3 8 4 3
13th 3 8 4 3 2
14th 3 9 4 3 2
15th 3 10 4 3 2
16th 3 10 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Spellcasting

3rd-level Mystic Wildheart feature

Cantrips

You learn two cantrips of your choice from the bard or druid spell list. You learn an additional bard or druid cantrip of your choice at 10th level.

Spell Slots

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

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

Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice from the bard or druid spell list.

The Spells Known column of the Mysticism Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells 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.

  Whenever you gain a level in this class, you can replace one of the bard or druid spells you know with another spell of your choice from the bard or druid spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your spells, since your spells come from your connection to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier (or your Wildheart save DC)

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Foxfire

3rd-level Mystic Wildheart feature


You can also cast spells while transformed in your Major Form. In addition, you gain access to the following natural weapon.

Foxfire. Your Wisdom modifier + your proficiency bonus to hit. 30/60 ranged natural weapon. On a hit, this attack deals force damage equal to 1d8 + your Wisdom modifier.

 

 

Phantom Beast

6th-level Mystic Wildheart feature


As a bonus action, you can disappear in a puff of mist and teleport to a location you can see within 30 feet. You can take this action as part of the same bonus action used to enter your Major Form.

You can use this feature a number of times equal to your Wisdom modifier (min: 1), and you regain all expended uses when you finish a long rest.

Kitsune’s Bane

10th-level Mystic Wildheart feature


As a reaction to taking damage, you can cast bestow curse on the attacker, without expending a spell slot.

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

Illusory Form

14th-level Mystic Wildheart feature


When you roll initiative and are not surprised, you can expend a use of your Phantom Beast to become invisible and teleport to a location you can see within 30 feet.