Xeviru’s guide to Zemia

2nd part- Subclasses


In the grand world of Zemia, even more kinds of people exist.

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Xeviru’s guide to Zemia

Part 2, Subclasses


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Introduction

Zemia’s diversity

Barbarians

In the diverse and tightly packed urban landscape of Zemia, the tribes residing on islands and in rural areas stand in stark contrast. These tribal communities are deeply rooted in their traditions and have managed to preserve their unique cultures despite the influence of urbanization. While the urban dwellers embrace technology and modernity, these tribal societies value their connection to nature and ancient practices.

The Zemian barbarians are one of the most fascinating aspects of these tribes. They are fierce warriors, embodying the untamed power of the wild lands they call home. For these barbarians, their strength doesn’t come from refined techniques or formal training but from their raw instincts and a primal bond with nature.

Bard

In the vibrant and eclectic world of Zemia, bards are a diverse group of artists who play a crucial role in shaping the cultural landscape of the urban centers and the far-flung corners of the realm. Unlike the stereotypical jesters seeking only laughs, Zemian bards encompass a wide spectrum of talents, ranging from grand epic poets to rhythmic drummers, and even the masterful mocking ones. They are revered as the storytellers, historians, and entertainers, weaving their artistry into the very fabric of society.

One of the most significant aspects of bards in Zemia is their ability to preserve and pass down the history and traditions of the land. Through their epic poems and ballads, they immortalize the heroic deeds of the past, recount the tales of great battles and legendary figures, and ensure that the collective memory of the Zemian people endures through the generations. Bards act as living archives, safeguarding the cultural heritage and instilling a sense of identity and pride among the populace.

Cleric

In the mystical realm of Zemia, the protectors of faiths hold a revered and critical role in safeguarding the balance between mortals and the divine. These devoted individuals serve as the champions and emissaries of the various deities, nature kings, and queens, or powerful spirit-gods who oversee different aspects of the world. Through their unwavering faith and connection to these higher beings, they are bestowed with divine powers, which they wield to protect the people and maintain harmony in the land.

In Zemia, the belief in divine entities is deeply ingrained in the culture and traditions of its inhabitants. Each deity or spirit-god holds dominion over specific aspects of existence, such as the harvest, the moon, the seas, or even emotions like love and courage. The protectors of faiths act as the conduits between the mortal realm and the divine, ensuring that the favor of the gods is bestowed upon the land and its people.

Druid

In the enchanting world of Zemia, the druids are revered as the guardians of nature and the keepers of the ancient wisdom that flows through the land. These mystical and harmonious beings are deeply connected to the natural world, drawing their power from the primal forces that govern all life. With their profound understanding of the balance between the elements, druids stand as steadfast protectors of the wilderness, guiding its growth and ensuring its preservation.

Druids in Zemia hail from various backgrounds, but they all share a profound respect for the cycles of nature. Some may be hermits, dwelling in secluded groves and forests, dedicating their lives to contemplation and communion with the spirits of the land. Others are part of druidic circles, where they gather with like-minded peers to exchange knowledge and work together to maintain the delicate equilibrium of the natural order.

Fighter

In the diverse and action-packed world of Zemia, fighters are the stalwart and battle-hardened warriors who excel in martial prowess and combat expertise. Fueled by unyielding determination and honed through rigorous training, fighters are the backbone of armies, the protectors of realms, and the champions of their causes.

Fighters in Zemia come from various backgrounds and walks of life. Some are skilled knights, sworn to defend their king and kingdom with unwavering loyalty and valor. Others are mercenaries, selling their sword to the highest bidder, seeking fame, fortune, or a sense of purpose in a turbulent world. There are also those who embrace the path of honor and discipline, seeking to perfect their martial skills through self-imposed challenges and rigorous training.

Monk

In the mystical world of Zemia, monks are ascetic warriors who have mastered the ancient arts of self-discipline, martial combat, and spiritual enlightenment. They embody the balance of mind, body, and soul, channeling their inner strength to perform extraordinary feats and achieve transcendent abilities. Monks in Zemia are not only formidable combatants but also seekers of wisdom and harmony.

 

 

The monks’ training goes beyond physicality; it encompasses mental and spiritual exercises as well. They practice meditation to attain a deeper understanding of themselves and the world around them. This introspection allows them to cultivate mental clarity and wisdom, granting them enhanced perception and the ability to discern hidden truths and motives

Paladin

In the wondrous and ethereal realm of Zemia, paladins are holy knights, imbued with divine power and unwavering faith. They are the chosen champions of the gods, sworn to uphold justice, protect the innocent, and combat evil in all its forms. Paladins are a beacon of hope and righteousness, guided by an unshakeable moral compass and driven by a deep sense of duty to the divine.

Paladins in Zemia are not mere warriors; they are divine vessels, chosen by deities or celestial beings to be their earthly representatives. Their devotion to their chosen god or higher power grants them miraculous abilities, bestowed upon them as a reward for their unwavering commitment to their sacred oaths.

Ranger

In Zemia’s bustling cities, rangers often blend seamlessly into the urban crowds, their rugged appearance hidden beneath nondescript clothing. They possess a keen eye for spotting trouble before it arises, and their heightened senses allow them to detect even the faintest hints of danger. Whether investigating a sinister plot within the city’s labyrinthine alleyways or foiling a thieves’ guild scheme, rangers are adept at infiltrating clandestine operations and rooting out corruption.

Beyond the city walls, rangers are at home in the untamed wilderness that surrounds Zemia’s urban centers. They have an intimate understanding of the flora and fauna, capable of foraging for sustenance and finding shelter even in the most remote and unforgiving terrains. With their finely honed tracking abilities, they can follow the trail of any creature, be it a malevolent monster or a mischievous pickpocket.

Rouge

Rogues come from all walks of life in Zemia, and their motivations and backgrounds are as diverse as their skills. Some are skilled pickpockets and burglars, seeking to survive in the seedy underbelly of the city. Others are noble-born spies, tasked with gathering information for powerful patrons or unearthing plots that threaten the realm. There are also those who embrace the life of an adventurer, seeking treasure, excitement, and freedom in the uncertain world beyond the city walls.

Stealth is the hallmark of a rogue’s expertise. They move like shadows, unseen and unheard, infiltrating places that others cannot access. Whether it’s sneaking past a heavily guarded gate, eavesdropping on private conversations, or silently eliminating a target, rogues possess an unmatched ability to manipulate their environment to their advantage.

Sorcerer

Sorcerers in Zemia come from diverse backgrounds, each tracing their magical lineage back to ancient dragons, celestial beings, elemental forces, or other enigmatic sources. These origins grant them unique and varied magical abilities, such as wielding fire, manipulating time, bending the elements, or communing with celestial entities.

The magical abilities of sorcerers are deeply connected to their emotions and the strength of their will. Their powers are an extension of their inner selves, and their emotions can influence the potency and nature of their spells. In times of great joy, sorrow, anger, or fear, their magic can surge uncontrollably, unleashing extraordinary displays of power.

Warlock

The source of a warlock’s power often influences the nature of their abilities. Those bound to celestial beings might wield radiant magic, healing wounds and smiting evil with holy power. Warlocks in service to ancient dragons may command elemental forces, breathing fire and conjuring storms. Those who strike pacts with fiendish entities might harness dark powers, casting curses and summoning infernal creatures.

The patron-pact relationship between warlocks and their otherworldly benefactors is a critical aspect of their character. The terms of these pacts can vary greatly, ranging from binding servitude to mutual partnership. The price of power is often steep, and warlocks may be called upon by their patrons to carry out missions or tasks in the mortal realm, whether to advance their patron’s agenda or simply satisfy their inscrutable desires.

Wizard

The versatility of wizards lies in their ability to memorize and cast a diverse array of spells. Whether it’s conjuring fireballs to vanquish enemies, creating illusions to deceive foes, or summoning protective wards to shield their allies, wizards possess a vast repertoire of magical abilities at their disposal.

The process of casting spells for a wizard is a delicate art, requiring precise gestures, incantations, and the manipulation of arcane components. The focus and concentration needed to cast spells accurately and effectively is a testament to the discipline and dedication of wizards in Zemia.

 

 

Subclasses

Artificer

 

 

Barbarian

Path of Blood

Barbarians who follow the Path of the Blood tap into their own life force, using their own blood as a source of power. They learn to channel their rage through their veins, granting them enhanced physical prowess and unique abilities.

Bloodline Surge

Starting when you choose this path at 3rd level, you gain the ability to tap into the latent power within your bloodline. As a bonus action, you can enter a state of Bloodline Surge. While in this state, you gain the following benefits:

  • You gain a bonus to attack equal to Your constitution Modifier
  • Your melee weapon attacks deal an additional 1d6 necrotic damage.
  • You have advantage on saving throws against being frightened.
  • You gain resistance to necrotic damage.

This state lasts for 1 minute or until you end it as a bonus action. Once you use this feature, you can’t use it again until you finish a long rest.

Bloodied Resilience

Starting at 6th level, your connection to your own blood grants you increased resilience. While you are not wearing heavy armor, your AC is equal to 11 + your Dexterity modifier + your Constitution modifier. Additionally, whenever you take damage, you can use your reaction to gain temporary hit points equal to your Constitution modifier (minimum of 1).

Blood Fury

At 10th level, your blood becomes even more potent, fueling your rage. When you enter a rage, you can choose to enter a Blood Fury. While in this state, your melee weapon attacks score a critical hit on a roll of 19 or 20. Additionally, if you reduce a creature to 0 hit points with a melee weapon attack, you gain temporary hit points equal to your Constitution modifier + your Barbarian level.

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

Blood Ascendancy

At 14th level, you have achieved a level of mastery over your bloodline’s power. Your Bloodline Surge feature is enhanced in the following ways:

  • The bonus to attack is equal to +6
  • The additional necrotic damage dealt by your melee weapon attacks increases to 2d6.
  • You have advantage on all saving throws of Strength and Constitution.

Additionally, while in your Bloodline Surge state, your melee weapon attacks also ignore resistance and immunity to necrotic damage.

 

 

Path of the Elements

Barbarians who follow the Path of the Elements forge a connection with the primal forces of nature. They learn to tap into the elemental energies, channeling them through their body to enhance their physical abilities and unleash devastating attacks.

Elemental Attunement

Starting when you choose this path at 3rd level, you gain the ability to attune yourself to one of the elemental forces: fire, water, earth, or air. This choice grants you certain benefits and determines the nature of your elemental abilities. Once you choose an elemental attunement, you cannot change it.

  • Fire:You gain resistance to fire damage. Additionally, when you enter a rage, you can choose to wreath yourself in flames. While raging, your melee weapon attacks deal an additional 1d6 fire damage.

  • Water: You gain resistance to cold damage. Additionally, when you enter a rage, you can choose to surround yourself with a watery aura. While raging, you have advantage on Strength (Athletics) checks made to grapple or escape a grapple, and you can breathe underwater.

  • Earth:You gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons. Additionally, when you enter a rage, you gain a +2 bonus to your AC, as rocks and earth form a protective barrier around you.

  • Air: You gain resistance to lightning damage. Additionally, when you enter a rage, your movement speed increases by 10 feet, and you have advantage on Dexterity saving throws.

Elemental Surge

At 6th level, you learn to channel the elemental energies within you to enhance your attacks. When you hit with a melee weapon attack while raging, you can choose to imbue the attack with elemental energy. Choose one of the four elements (fire, water, earth, or air) and roll an additional 1d6 damage of that type. This damage increases to 2d6 at 10th level and 3d6 at 14th level.

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

Elemental Resistance

Starting at 10th level, your attunement to the elements deepens, granting you further protection. You gain resistance to all damage of the type associated with your chosen elemental attunement.

Fire: Fire

Earth: Bludgeoning, Slashing, Piercing from Nonmagical Weapons

Water: Cold

Air: Thunder and Lightning

Elemental Fury

At 14th level, your connection with the elemental forces becomes even stronger, empowering your rage. While raging, you can choose to activate your Elemental Fury as a bonus action. When you do so, you gain the following benefits:

  • Your melee weapon attacks score a critical hit on a roll of 19 or 20 and have a 1d8 damage bonus of the resistance You have.

  • You have advantage on saving throws against spells and other magical effects.

  • You gain resistance to all damage.

This state lasts for 1 minute or until you end it as a bonus action. Once you use this feature, you can’t use it again until you finish a long rest.

path of the Painbringer

Barbarians who follow the Path of the Painbringer revel in the intensity of pain, using it to fuel their rage and empower their attacks. They have a high tolerance for pain and willingly subject themselves to it, becoming formidable warriors on the battlefield.

Pain Tolerance

Starting when you choose this path at 3rd level, you gain resistance to bludgeoning, piercing, and slashing damage while you are raging. Additionally, you can use a bonus action to enter a state of heightened pain tolerance. While in this state, you have advantage on saving throws against being charmed, frightened, or stunned. This state lasts for 1 minute or until you end it as a bonus action. Once you use this feature, you can’t use it again until you finish a long rest.

Suffering Strikes

At 6th level, your pain becomes a weapon as you learn to inflict suffering upon your foes. When you hit a creature with a melee weapon attack while you are raging, you can choose to inflict additional damage equal to half your barbarian level rounded down. This damage is psychic damage, and the target must make a Wisdom saving throw against your barbarian spell save DC. On a failed save, the target has disadvantage on its next attack roll before the start of your next turn as it is wracked with pain.

Painful Resilience

Starting at 10th level, your body has become accustomed to pain, allowing you to endure and shrug off harmful effects. While you are raging, you have advantage on saving throws against spells and other magical effects. Additionally, when you would be reduced to 0 hit points, you can choose to drop to 1 hit point instead. You can use this feature once, and you regain the ability to do so after finishing a long rest.

 

 

Rage Unleashed

At 14th level, your rage becomes an overwhelming force, unleashing your pain-fueled fury upon your enemies. When you enter a rage, you can choose to enter an Unleashed Rage. While in this state, you gain the following benefits:

  • Your melee weapon attacks score a critical hit on a roll of 19 or 20.
  • Whenever you take damage, you can make a melee weapon attack as a reaction against the creature that damaged you.

This state lasts for 1 minute or until you end it as a bonus action. Once you use this feature, you can’t use it again until you finish a long rest.

Path of the Savage

Barbarians who follow the Path of the Savage embrace their inner beast, allowing their primal instincts to take over. They become a force of untamed fury and raw power, unleashing devastating attacks and terrifying their enemies.

Feral Instinct

Starting when you choose this path at 3rd level, you gain heightened senses and an instinctive ability to sense danger. You have advantage on initiative rolls, and you can’t be surprised as long as you are not incapacitated.

Additionally, while you are raging, you can use a bonus action to enter a Feral State. While in this state, you gain the following benefits:

  • Your movement speed increases by 10 feet.
  • You have advantage on Strength (Athletics) checks made to push, pull, or grapple creatures.
  • You have advantage on saving throws against being charmed or frightened.

This state lasts for 1 minute or until you end it as a bonus action. Once you use this feature, you can’t use it again until you finish a long rest.

Savage Strikes

At 6th level, your attacks become even more savage and devastating. While you are raging, your melee weapon attacks score a critical hit on a roll of 19 or 20. }} Additionally, when you score a critical hit with a melee weapon attack, you can choose to inflict a Savage Wound on your target. The target must make a Constitution saving throw against 8 + P.B + Con or suffer an ongoing 1d4 damage plus your Constitution modifier at the start of each of its turns. The damage lasts until the target receives magical healing or spends an action to staunch the bleeding.

Primal Resilience

Starting at 10th level, your connection to your primal nature grants you enhanced resilience. While you are raging, you have resistance to all damage except psychic damage. Additionally, at the start of your turn, you can end one effect on yourself that is causing you to be charmed or frightened.

Rampage

At 14th level, your savage instincts reach their peak, allowing you to unleash a deadly rampage on the battlefield. Whenever you reduce a creature to 0 hit points, you can use a bonus action to make another melee weapon attack against a different creature within your reach. This ability can be used a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

 

 

Path of the Titan

Barbarians who follow the Path of the Titan channel the raw power of colossal beings. They become walking fortresses, capable of shrugging off damage and unleashing devastating attacks that shake the very ground beneath their feet.

Titanic Physique

Starting when you choose this path at 3rd level, your body undergoes a transformation, becoming larger and more imposing. Your size increases by one category, turning you into a Large creature. This change affects your reach and the damage you deal with certain weapons. Additionally, your Strength score increases by 4 while you are raging.

Earthshaker

At 6th level, your sheer strength allows you to strike the ground with devastating force. When you hit a creature with a melee weapon attack while you are raging, you can choose to make the ground tremor. All creatures of your choice within 10 feet of you must make a Dexterity saving throw against your barbarian spell save DC. On a failed save, a creature takes damage equal to your barbarian level + your Strength modifier, and it is knocked prone. On a successful save, the creature takes half damage and isn’t knocked prone.

Colossal Resilience

Starting at 10th level, your massive frame and indomitable spirit make you incredibly resilient. While you are raging, you have resistance to bludgeoning, piercing, and slashing damage from non-magical weapons. Additionally, you gain advantage on saving throws against spells and other magical effects.

Titanic Presence

At 14th level, your mere presence exudes an aura of power that commands respect and awe. As an action, you can unleash your Titanic Presence, forcing all creatures of your choice within 30 feet of you to make a Wisdom saving throw against your barbarian spell save DC (CON + 8 + proficiency bonus). On a failed save, a creature is frightened for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once you use this feature, you can’t use it again until you finish a long rest.

Additionally, while you are raging, you have advantage on Strength (Athletics) checks and can treat objects up to one size larger than you as if they were one size larger for the purpose of determining your carrying capacity and the weight you can push, drag, or lift.

 

 

Bard

College of echoes

Bards who follow the College of Echos have delved deep into the mysteries of sound and vibration. They have mastered the art of sound manipulation, harnessing the power of echoes to create mesmerizing performances and bolster their allies in battle. By manipulating the reverberations of their music and speech, they create a symphony of magical effects that shape reality itself

Echoic Performance

When you join the College of Echoes at 3rd level, you learn to weave echoes into your performances. When you cast a bard spell that affects a creature or an area, you can use a bonus action to create an echo of that spell. The echo lasts for 1 minute or until you lose concentration, and it mimics the effects of the original spell. The echo acts on your turn and uses your spellcasting ability for any spell-related rolls. The echo can move and take actions, but it cannot cast spells or use other abilities. Once you use this feature, you can’t use it again until you finish a short or long rest.

Echoing Melody

At 3rd level, you learn to amplify the effects of your bardic inspiration. When you use a bardic inspiration die to grant an ally an inspiration die, you can choose to create an echo of that inspiration. The echo remains for 1 minute, and a creature of your choice within 60 feet of the echo can use its reaction to gain the benefits of the inspiration die without needing to use your own reaction. Once a creature uses the echo’s inspiration die, the echo dissipates.

Resonating Echo

At 6th level, your echoes become more potent and versatile. When you create an echo using your Echoic Performance feature, you can choose to amplify its effects. The echo’s spell or ability now affects additional targets or areas, as if cast at one level higher than its original level. Additionally, the echo’s duration is extended by 1 minute.

Echosong

Starting at 14th level, you become a master of weaving echoes and sounds into a symphony of power. Whenever you cast a bard spell that affects a creature or an area, you can choose to create multiple echoes of that spell equal to half your proficiency bonus (rounded down). Each echo acts independently, using your spellcasting ability for any spell-related rolls. The echoes can move and take actions, but they cannot cast spells or use other abilities. These echoes last for 1 minute or until you lose concentration.

Additionally, when you use your bardic inspiration, you can expend multiple uses at once to create echoes of your inspiration. Each echo mimics the effects of your bardic inspiration, and a creature of your choice within 60 feet of each echo can use its reaction to gain the benefits of the inspiration die without you needing to use your own reaction. Once a creature uses an echo’s inspiration die, the echo dissipates.

 

 

College of Poetry

Bards who follow the College of Poetry are masters of language and verse. They understand the profound impact of words and the magical power they hold. Through their poetic prowess, they can inspire allies, manipulate emotions, and even shape reality itself.

Melodic Speech

When you join the College of Poetry at 3rd level, you gain proficiency in the Persuasion skill if you don’t already have it. Additionally, you can use your performance of poetry and oratory to affect others on a deep level. When making a Charisma (Persuasion) check, you can choose to use your Melodic Speech. If you do so, roll a Bardic Inspiration die and add the result to your check. Additionally, if the roll is odd, the target of your persuasion gains disadvantage on its next saving throw before the end of its next turn.

Enchanting Verses

At 3rd level, your poetic words carry a touch of enchantment, allowing you to influence the thoughts and emotions of others. As an action, you can expend a use of your Bardic Inspiration feature to choose a number of creatures equal to your Charisma modifier within 30 feet of you. Each chosen creature must make a Wisdom saving throw against your bard spell save DC. On a failed save, the creature is charmed by you for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Reality Shaper

At 6th level, your mastery of language and poetic expression grants you the ability to shape reality with your words. Whenever you use your Bardic Inspiration feature, you can choose to create a Reality Shaping effect. When a creature uses your Bardic Inspiration die, it can choose to add the roll to an attack roll, ability check, or saving throw made before the start of your next turn. Additionally, if the roll is even, the creature can roll a d4 and add the result to the total.

Epic Narration

Starting at 14th level, your poetic storytelling reaches its pinnacle, enabling you to create epic tales that shape the outcomes of battles and events. As an action, you can use your Epic Narration ability to describe a momentous event or scene, affecting the world around you. Depending on the situation, this can have a variety of effects, such as inspiring allies with advantage on ability checks or saving throws, granting disadvantage to enemies, or creating temporary magical effects within a limited area. The specifics of each Epic Narration should be determined in collaboration with your Dungeon Master, allowing for creative and impactful storytelling moments.

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

 

 

College of Rhthym

Bards who follow the College of Rhythm understand the profound impact of music’s beat and tempo. They use rhythm to inspire and empower their allies, manipulate the battlefield, and create harmonious moments in the midst of chaos.

Rhythm of Inspiration

When you join the College of Rhythm at 3rd level, your musical performances can infuse your allies with inspiration. Whenever you use your Bardic Inspiration feature, you can choose to grant an additional effect based on the rhythm you play:

  • Steady Beat: Your inspiring melody sets a steady rhythm. Whenever a creature gains your Bardic Inspiration die, it also gains temporary hit points equal to the roll of the Bardic Inspiration die + your Charisma modifier.
  • Energetic Pulse: Your upbeat tempo invigorates your allies. Whenever a creature uses your Bardic Inspiration die, it can also add half the roll (rounded down) to its damage rolls for weapon attacks until the start of your next turn.
  • Soothing Melody: Your gentle, soothing tune calms and relaxes your allies. Whenever a creature uses your Bardic Inspiration die, it can also spend a hit die to regain hit points equal to the roll + its Constitution modifier.

You can choose which rhythm to play each time you grant Bardic Inspiration. This feature does not affect the number of uses of your Bardic Inspiration feature.

Rhythmic Control

At 3rd level, you learn to manipulate the tempo of battle, gaining control over the ebb and flow of combat. As a bonus action on your turn, you can choose one of the following effects:

  • Accelerando: The rhythm intensifies, heightening your allies’ speed and reflexes. Each creature of your choice within 30 feet of you gains a bonus to its movement speed equal to your Charisma modifier until the start of your next turn.
  • Ritardando: The rhythm slows, causing your enemies to falter. Each creature of your choice within 30 feet of you has its movement speed reduced by half until the start of your next turn.
  • Fermata: The rhythm pauses, freezing the battlefield in a brief moment of stillness. Each creature of your choice within 30 feet of you must succeed on a Wisdom saving throw against your bard spell save DC or be paralyzed until the start of your next turn.

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

Harmonic Resonance

At 6th level, your understanding of rhythm deepens, allowing you to harmonize with your allies’ abilities. Whenever you or an ally within 30 feet of you uses a class feature that restores hit points or grants temporary hit points, each affected creature gains an additional number of hit points equal to your Charisma modifier.

Additionally, when you cast a spell that affects an area, you can choose to create a harmonic resonance. Allies within the area gain advantage on saving throws against being charmed, frightened, or stunned until the start of your next turn.

Master Conductor

At 14th level, you become a master conductor of music and magic, seamlessly blending the two into powerful symphonies of inspiration. Whenever you use your Bardic Inspiration feature, you can expend a use of your Countercharm feature to grant each affected creature advantage on its next attack roll, ability check, or saving throw before the start of your next turn.

Additionally, you can use your action to conduct a Master Symphony. When you do so, choose up to six allies within 60 feet of you. Each chosen ally gains the benefits of your Bardic Inspiration die as if they had been granted it by you. This ability can be used once, and you regain the ability to do so after finishing a long res

College of Satire

Bards who follow the College of Satire are masters of wit, satire, and comedic performance. They use their sharp tongues and clever observations to entertain audiences,and expose the flaws of their enemies.

Cutting Words

When you join the College of Satire at 3rd level, your words carry an additional sting. When you use your Bardic Inspiration feature, you can choose to use Words instead. Roll a Bardic Inspiration die and subtract the result from an attack roll, ability check, or damage roll made by a creature other than you. Additionally, if the roll is odd, the creature has disadvantage on its next attack roll before the start of your next turn as it is momentarily thrown off balance by your satirical remark.

Mirthful Mockery

At 3rd level, you gain the ability to weave your words into a tapestry of amusement and mockery. As a bonus action, you can choose a creature within 60 feet of you that can hear you. That creature must make a Wisdom saving throw against your Bard spell save DC. On a failed save, the target has disadvantage on its next attack roll or ability check before the end of its next turn. Additionally, you learn the Tasha’s Hideous Laughter spell, which doesn’t count agaisnt the number of spells you know.

 

 

You can use this feature a number of times equal to your Proficiency bonus until needing to take a long rest.

Mocking Rebuke

At 6th level, your sharp wit and mocking banter can severely undermine your enemies’ confidence. As a reaction when a creature misses you with an attack, you can use your Cutting Words feature to unleash a Mocking Rebuke. Roll a Bardic Inspiration die and subtract the result from the creature’s next attack roll before the start of your next turn. Additionally, if the roll is odd, the creature has disadvantage on its next saving throw before the end of its next turn as it is taunted and distracted by your mockery.

Infectious Laughter

Starting at 14th level, your ability to create laughter and joy becomes infectious, spreading throughout a crowd or battlefield. As an action, you can expend two uses of your Bardic Inspiration feature to unleash an Infectious Laughter. Choose a number of creatures equal to your Charisma modifier within 30 feet of you. Each chosen creature must succeed on a Wisdom saving throw against your bard spell save DC or fall into fits of uncontrollable laughter. A laughing creature is incapacitated and can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Additionally, when you cast a spell that affects an area, you can choose to create a Satirical Aura. Enemies within the area have disadvantage on saving throws against being charmed, frightened, or paralyzed until the start of your next turn.

College of Theater

Bards who follow the College of Theater are consummate performers and storytellers. They weave magic through their words, gestures, and theatrical prowess, captivating audiences and manipulating emotions on and off the stage.

Stage Presence

When you join the College of Theater at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. Additionally, you have advantage on Performance checks and Charisma (Persuasion) checks made to interact with an audience.

Audience’s Favor

At 3rd level, your performances resonate deeply with your audience, allowing you to sway their emotions and gain their favor. As an action, you can spend one use of your Bardic Inspiration feature to choose a number of creatures equal to your Charisma modifier within 30 feet of you. Each chosen creature gains temporary hit points equal to the roll of your Bardic Inspiration die + your Charisma modifier.

Additionally, whenever you use your Bardic Inspiration feature, the affected creature gains advantage on Charisma checks made to interact with any creature that witnessed your performance within the last 24 hours.

Dramatic Flourish

At 6th level, your theatrical flair empowers your spells and abilities, adding a touch of dramatic effect. Whenever you cast a spell or use a class feature that requires an attack roll or saving throw, you can choose to use a Dramatic Flourish. Roll a Bardic Inspiration die and add the result to the attack roll or saving throw. If the roll is an odd number, the target of the ability is also stunned until the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

Theatrical Distraction

Starting at 14th level, your performances can mesmerize and distract even the most focused adversaries. As an action, you can expend a use of your Bardic Inspiration feature to create a grand spectacle or illusion. All creatures within 60 feet of you must make a Wisdom saving throw against your bard spell save DC. On a failed save, a creature is charmed or frightened (your choice) for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Additionally, when you cast a spell that affects an area, you can choose to create a Theatrical Distraction. Enemies within the area have disadvantage on saving throws against the spell and attacks made against them have advantage until the start of your next turn.

 

 

College of tradegy

Bards who follow the College of Tragedy possess a profound understanding of sorrow and loss. They use their performances to evoke deep emotions, harnessing the power of tragedy to inspire, motivate, and manipulate those around them.

Heartrending Performance

When you join the College of Tragedy at 3rd level, you gain proficiency in the Performance skill if you don’t already have it. Additionally, you can use your Performance skill to touch the hearts of others. As an action, you can choose a number of creatures within 30 feet of you equal to your Charisma modifier. Each chosen creature must make a Wisdom saving throw against your bard spell save DC. On a failed save, the creature is emotionally moved, granting it advantage on Charisma (Persuasion) and Wisdom (Insight) checks until the end of its next turn.

Tragic Inspiration

At 3rd level, your Bardic Inspiration takes on a sorrowful tone, resonating deeply with those who hear it. When you use your Bardic Inspiration feature, you can choose to grant Tragic Inspiration instead. When a creature uses your Tragic Inspiration die, it can add the roll to an ability check, attack roll, or saving throw made within the next 10 minutes. Additionally, if the roll is odd, the creature also gains temporary hit points equal to the roll + your Charisma modifier.

Echoes of Despair

At 6th level, your performances become even more powerful, channeling the depths of sorrow to affect the emotions of your audience. Whenever you cast a spell that deals damage or causes a creature to make a saving throw, you can choose to create Echoes of Despair. Choose a number of creatures equal to your Charisma modifier within 30 feet of you. Each chosen creature must make a Wisdom saving throw against your bard spell save DC. On a failed save, a creature takes psychic damage equal to your Charisma modifier, and its attacks have disadvantage until the start of your next turn. On a successful save, the creature takes half damage and is unaffected by the disadvantage.

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

Tragic Resonance

Starting at 14th level, your performances delve into the realm of profound tragedy, resonating with the deepest emotions of your audience. Whenever you use your Bardic Inspiration feature, you can choose to expend two uses instead of one. When a creature uses your Tragic Inspiration die, it gains the following additional benefits:

  • It has advantage on all saving throws until the end of its next turn.
  • Its melee weapon attacks deal additional damage equal to your Charisma modifier.

Additionally, when you cast a spell that affects an area, you can choose to create a Tragic Resonance. Allies within the area have advantage on saving throws against being charmed, frightened, or stunned until the start of your next turn.

Cleric

Balance Domain

Clerics who follow the Balance Domain seek to maintain harmony between opposing forces. They understand that existence relies on the delicate balance of light and dark, order and chaos, and other polarities. These clerics strive to uphold equilibrium in all aspects of life, leveraging their divine powers to mend disruptions and promote cooperation. They stand as guardians of balance, ensuring that no single force overpowers the other. Tyr,Odin and Aueron are examples of Gods they might worship.

 

 

Balance Domain Spells

1st level: Bane, Bless
3rd level: Warding Bond, Enlarge/Reduce
5th level: Counterspell, Beacon of Hope
7th level: Aura of Life, Otiluke’s Resilient Sphere
9th level: Circle of Power, Mass Cure Wounds

Bonus Proficiencies

When you choose the Balance Domain at 1st level, you gain proficiency with medium armor and the Insight skill.

Channel Divinity: Equilibrium

Starting at 2nd level, you can use your Channel Divinity to invoke the essence of balance. As an action, you can restore balance to a chaotic situation. Choose a number of creatures within 30 feet of you equal to your Wisdom modifier (minimum of one). Each chosen creature regains hit points equal to 1d6 + your cleric level. Additionally, if a creature is under the effect of a harmful condition, it can end one condition affecting it.

Harmonious Aura

At 6th level, your presence emanates a harmonious aura that enhances the equilibrium within your allies. Whenever you or a creature within 10 feet of you rolls a d20 to make an attack roll, ability check, or saving throw, you can use your reaction to allow the creature to add or subtract 1d4 from the roll. This feature can be used a number of times equal to your Wisdom modifier (minimum of one) and resets after a long rest.

Divine Strike

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

Master of Equilibrium

At 17th level, you become a master of balance, embodying the perfect equilibrium between opposing forces. You gain the following benefits:

  • You have resistance to damage from spells and effects that deal radiant or necrotic damage.
  • Whenever you deal damage to a creature, you can choose to restore hit points to a creature of your choice within 30 feet of you equal to half the damage dealt.
  • Once per long rest, you can cast the Wish spell without needing a material component. The spell must be used to restore balance, and the effect must align with the DM’s approval.

 

 

Darkness Domain

Clerics who follow the Darkness Domain delve into the depths of shadow and embrace the power that lies within darkness itself. They draw upon the enigmatic forces of night, secrets, and the unknown to guide their actions and shape the world around them. With their connection to darkness, they manipulate shadows, invoke nightmarish energies, and ward off the light that threatens to expose the hidden truths of the world. Examples of these Gods these clerics might serve can be Shar, Nyx and Nerezza

Darkness domain spells

Spells
1st level: Cause Fear, Inflict Wounds
3rd level: Darkness, Shadow Blade
5th level: Animate Dead, Vampiric Touch
7th level: Shadow of Moil, Blight
9th level: Hallow, Negative Energy Flood

Bonus Proficiencies

When you choose the Darkness Domain at 1st level, you gain proficiency with martial weapons and the Stealth skill.

Channel Divinity: Umbral Veil

Starting at 2nd level, you can use your Channel Divinity to envelop yourself in an umbral veil, shrouding your presence in darkness. As an action, you can magically become heavily obscured to all creatures except yourself for 1 minute. During this time, you have advantage on Dexterity (Stealth) checks and Wisdom (Perception) checks made to listen or smell.

Eyes of Night

At 6th level, you gain darkvision out to a range of 120 feet. Additionally, you can expend a spell slot to grant yourself or a willing creature you touch temporary blindsight with a range of 30 feet. This blindsight lasts for 1 hour or until you end it as a bonus action.

Potent Spellcasting

Starting at 8th level, you can also add your Wisdom modifier to the damage you deal with any Cleric Cantrip

Shadow Step

Starting at 17th level, you gain the ability to teleport through shadows. As a bonus action, you can magically teleport up to 60 feet to an unoccupied space that you can see dim light or darkness, provided that the space is within range of your darkvision. You can use this a number of times equal to you proficency bonus

Dream Domain

Clerics who follow the Dream Domain have a profound connection to the realm of dreams and the ethereal plane. They tap into the power of the subconscious mind, interpreting and shaping dreams to influence reality. These clerics are skilled in navigating the dreamscapes, providing guidance, healing, and protection to those who seek solace or answers within their own minds.They might worship Selune, Morpheus or Sehanine Moonbow.

Dream Domain spells

Spells
1st level: Sleep, Silent Image
3rd level: Phantasmal Force, Mirror Image
5th level: Major Image, Sending
7th level: Hallucinatory Terrain Arcane Eye
9th level: Dream, Geas

Bonus Proficiencies

When you choose the Dream Domain at 1st level, you gain proficiency with the Arcana skill. Additionally, you gain proficiency with the Calligrapher’s Tools, as you learn to inscribe and interpret symbols related to dreams and the ethereal.

Channel Divinity: Dreamwalker

Starting at 2nd level, you can use your Channel Divinity to enter the ethereal plane for a brief period. As an action, you can magically step into the ethereal plane until the end of your next turn. While in the ethereal plane, you have advantage on Dexterity (Stealth) checks and can move through objects and creatures as if they were difficult terrain. Once you use this feature, you can’t use it again until you finish a short or long rest.

Visions of Guidance

At 6th level, you gain the ability to provide guidance through visions and dream-like glimpses of the future. When a creature you can see within 30 feet of you makes an attack roll, ability check, or saving throw, you can use your reaction to grant the creature advantage on the roll. Additionally, you can use this feature a number of times equal to your Wisdom modifier (minimum of one) and regain all expended uses after finishing a long rest.

Potent Spellcasting

Starting at 8th level, you can also add your Wisdom modifier to the damage you deal with any Cleric Cantrip

Dreamscape Mastery

At 17th level, you become a master of dreams, able to shape and manipulate the ethereal realm. You gain the following benefits:

  • You can cast the Dream spell once without expending a spell slot or requiring material components. You regain the ability to cast it in this way after finishing a long rest.
  • When you cast the Dream spell using a spell slot, the range increases to 1 mile, and you can target any number of creatures within range.

 

 

Frost Domain

Clerics who follow the Frost Domain have a deep affinity for the frigid powers of ice and cold. They command the chilling forces of winter, using them to protect their allies and freeze their enemies in their tracks. These clerics are adept at manipulating the environment, creating ice barriers, and inflicting frostbite upon their foes.They might worship Auril, Khione or Thrym

Frost Domain Spells

Spells
1st level: Ice Knife, Armor of Agathys
3rd level: Snilloc’s Snowball Swarm, Hold Person
5th level: Slow, Ice Storm
7th level: Cone of Cold, Freedom of Movement
9th level: Steel Wind Strike, Investiture of Ice

Bonus Proficiencies

When you choose the Frost Domain at 1st level, you gain proficiency with martial weapons and the Survival skill. Additionally, you gain proficiency with the Weaver’s Tools, allowing you to create and mend garments and objects related to cold climates.

Channel Divinity: Frostbite

Starting at 2nd level, you can use your Channel Divinity to unleash a burst of icy energy. As an action, you can force each creature of your choice within 30 feet of you to make a Constitution saving throw against your cleric spell save DC. On a failed save, a creature takes cold damage equal to 2d10 + your cleric level and has its speed reduced by 10 feet until the start of your next turn. On a successful save, a creature takes half damage and its speed is not reduced. Once you use this feature, you can’t use it again until you finish a short or long rest.

Frozen Armor

At 6th level, your connection to the power of frost grants you enhanced protection. While you are wearing no armor or light armor, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. Additionally, when a creature hits you with a melee attack, it takes cold damage equal to your Wisdom modifier.

Divine Strike

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

Frozen Tempest

At 17th level, you gain the ability to unleash a devastating frozen tempest. As an action, you can create a storm of ice and cold in a 30-foot radius centered on a point you can see within 120 feet of you. Each creature in the area must make a Dexterity saving throw against your cleric spell save DC, taking cold damage equal to 10d10 + your cleric level on a failed save, or half as much damage on a successful one. Additionally, a creature that fails the saving throw is restrained by the icy winds until the end of its next turn. Once you use this feature, you can’t use it again until you finish a long rest.

Love Domain

Clerics who follow the Love Domain are devoted to the power of love and the bonds it creates. They embody and spread the ideals of compassion, empathy, and emotional connection. These clerics channel the divine energy of love to heal wounds, inspire courage, and foster harmony in the world.They might worship Sune, Aphrodite or Bolderi

Love Domain Spells

1st level: Charm Person, Cure Wounds
3rd level: Enthrall, Calm Emotions
5th level: Beacon of Hope, Sending
7th level: Compulsion, Aura of Life
9th level: Dominate Person, Mass Cure Wounds

Bonus Proficiencies

When you choose the Love Domain at 1st level, you gain proficiency in the Persuasion skill. Additionally, you gain proficiency with the Painter’s Tools, allowing you to create art that embodies love and beauty.

Channel Divinity: Aura of Adoration

Starting at 2nd level, you can use your Channel Divinity to radiate an aura of love and adoration. As an action, you can create a magical aura with a 30-foot radius centered on yourself. Creatures of your choice within the aura must make a Wisdom saving throw against your cleric spell save DC. On a failed save, a creature becomes charmed by you for 1 minute. While charmed, the creature has advantage on saving throws against being frightened and gains temporary hit points at the start of each of its turns equal to your cleric level. Once you use this feature, you can’t use it again until you finish a short or long rest.

Healing Embrace

At 6th level, you gain the ability to heal emotional wounds and restore the spirits of those you touch. As an action, you can touch a creature and expend a spell slot to restore hit points to the creature equal to 2d8 + your cleric level. Additionally, the creature gains advantage on Wisdom saving throws until the end of its next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

 

 

Potent Spellcasting

Starting at 8th level, you can also add your Wisdom modifier to the damage you deal with any Cleric Cantrip

Divine Love

At 17th level, your love and compassion reach divine levels, allowing you to protect and empower your allies. You gain the following benefits:

  • When you cast a spell of 1st level or higher that restores hit points, you can choose a number of creatures affected by the spell equal to your Wisdom modifier (minimum of one). Those creatures gain advantage on attack rolls and saving throws until the start of your next turn.
  • Once per long rest, you can cast the Mass Heal spell without expending a spell slot or requiring material components.

Luck Domain

Clerics who follow the Luck Domain are blessed with the ability to shape fate itself. They harness the powers of fortune and chance, bringing luck to their allies and misfortune to their enemies. These clerics understand that luck is not a random occurrence but a force that can be influenced and manipulated. They use their divine gifts to tilt the scales of chance in their favor, ensuring that fortune smiles upon those who follow their guidance. Examples of deities they might worship may be Tymora, Avandra and Olidammara .

Character Advancement
1st level: Bane, Bless
3rd level: Enhance Ability, Aid
5th level: Bestow Curse, Beacon of Hope
7th level: Freedom of Movement, Polymorph
9th level: Holy Aura, Scrying

Bonus Proficiencies

When you choose the Luck Domain at 1st level, you gain proficiency with the Insight skill. Additionally, you gain proficiency with the Gambler’s Kit, which includes various tools and items associated with games of chance and fortune.

Channel Divinity: Twist of Fate

Starting at 2nd level, you can use your Channel Divinity to manipulate the ebb and flow of luck. As an action, you can force a creature within 30 feet of you to reroll an attack roll, ability check, or saving throw. The creature must use the new result. Once you use this feature, you can’t use it again until you finish a short or long rest.

Blessing of Fortune

At 6th level, you can grant a blessing of fortune to a creature. As a bonus action, you can choose a willing creature you can see within 30 feet of you. The creature gains advantage on the next attack roll, ability check, or saving throw it makes before the end of its next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

Potent Spellcasting

Starting at 8th level, you can also add your Wisdom modifier to the damage you deal with any Cleric Cantrip

Fateful Intervention

At 17th level, you can intervene in the fates of others, ensuring their success at crucial moments. When a creature within 30 feet of you makes an attack roll, ability check, or saving throw and the roll is a natural 1, you can use your reaction to allow the creature to reroll the die and use the new result. Once you use this feature, you can’t use it again until you finish a long rest.

 

 

Pain Domain

Clerics who follow the Pain Domain have a unique understanding of suffering and the power it can yield. They embrace pain as a catalyst for change, drawing strength from it and wielding it as a weapon. These clerics are adept at inflicting agony upon their enemies, harnessing pain to heal and empower allies, and using their divine gifts to reshape the world in the crucible of suffering.They might worship Loviatar, Talona or Iuz

Pain Domain spells

Spells
1st level: Inflict Wounds, Wrathful Smite
3rd level: Branding Smite, Crown of Madness
5th level: Vampiric Touch, Blight
7th level: Staggering Smite, Confusion
9th level: Contagion, Negative Energy Flood

Bonus Proficiencies

When you choose the Pain Domain at 1st level, you gain proficiency with martial weapons and the Intimidation skill. Additionally, you gain proficiency with the Torturer’s Tools, allowing you to extract information and maximize the pain inflicted.

Channel Divinity: Agonizing Strike

Starting at 2nd level, you can use your Channel Divinity to enhance your attacks with intense pain. When you hit a creature with a weapon attack, you can use your Channel Divinity to inflict additional pain. The target takes extra necrotic damage equal to your cleric level, and it must make a Constitution saving throw against your cleric spell save DC. On a failed save, the target is also frightened until the end of its next turn.

Aura of Suffering

At 6th level, you emit an aura of suffering that saps the strength of those around you. When a creature starts its turn within 10 feet of you, it takes necrotic damage equal to your Wisdom modifier (minimum of 1). Additionally, you have resistance to necrotic damage.

Divine Strike

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

Painful Eruption

At 17th level, you can unleash a surge of excruciating pain, devastating your enemies. As an action, you can create a sphere of intense agony centered on yourself. Each creature of your choice within 30 feet of you must make a Constitution saving throw against your cleric spell save DC, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful one. Additionally, any creature that fails the saving throw is stunned until the end of its next turn. Once you use this feature, you can’t use it again until you finish a long rest

Time Domain

Clerics who follow the Time Domain have a unique understanding of the temporal weave that binds reality together. They have the ability to manipulate the flow of time, glimpse into the past and future, and alter the course of events. These clerics serve as guardians of chronology, seeking to maintain the balance and integrity of time itself.They might worship Mystra, Istus, or Chronos

Time Domain Spells

Spells
1st level: Expeditious Retreat, Feather Fall
3rd level: Enhance Ability, Misty Step
5th level: Haste, Slow
7th level: Dimension Door, Polymorph
9th level: Animate Objects, Telekinesis

Bonus Proficiencies

When you choose the Time Domain at 1st level, you gain proficiency with the Insight skill. Additionally, you gain proficiency with the Calligrapher’s Tools, allowing you to inscribe and interpret symbols related to time and temporal magic.

Channel Divinity: Temporal Shift

Starting at 2nd level, you can use your Channel Divinity to manipulate time and change the outcome of events. As a reaction when a creature you can see within 30 feet of you makes an attack roll, ability check, or saving throw, you can use your Channel Divinity to force the creature to reroll the d20 and use the new result. Once you use this feature, you can’t use it again until you finish a short or long rest.

Temporal Awareness

At 6th level, your connection to time allows you to perceive and react to events with exceptional swiftness. You gain a bonus to your initiative rolls equal to your Wisdom modifier. Additionally, you can use your reaction to gain advantage on a Dexterity saving throw. You can use this feature a number of times equal to your Wisdom modifier (minimum of one) and regain all expended uses after finishing a long rest.

Potent Spellcasting

Starting at 8th level, you can also add your Wisdom modifier to the damage you deal with any Cleric Cantrip

 

 

Temporal Mastery

At 17th level, you become a master of time, gaining control over the flow of moments and events. You gain the following benefits:

  • You can cast the Haste spell once without expending a spell slot or requiring material components. You regain the ability to cast it in this way after finishing a long rest.
  • When you cast the Haste spell using a spell slot, you can target one additional creature.
  • Once per long rest, you can cast the Time Stop spell without expending a spell slot.

Druid

Circle of Hemispheres

Druids who follow the Circle of Hemispheres understand the delicate balance between opposing forces in nature. They draw power from the dualities of life and death, fire and cold, sun and moon, light and darkness. These druids embrace the inherent harmony within these opposing forces, channeling their energy to protect, restore, and bring equilibrium to the natural world.

Dualistic Bond

When you choose the Circle of Hemispheres at 2nd level, you form a connection with the dualistic forces of nature. Choose two opposing hemispheres from the following options: Light/Dark, Fire/Water, Earth/Air, or Life/Death. These choices will determine the abilities and spells associated with your circle features. You can change your chosen hemispheres during a long rest.

Dual Focus

At 2nd level, you gain the ability to focus on the energies of both your chosen hemispheres simultaneously. When you cast a spell that deals damage of a type associated with one of your chosen hemispheres, you can choose to deal half of the damage of the opposing type as well. For example, if you cast a spell that deals fire damage (associated with Fire hemisphere), you can choose to also deal half of that damage as cold damage (associated with Water hemisphere).

Duality’s Resilience

Starting at 6th level, you gain resistance to damage of a type associated with one of your chosen hemispheres. Additionally, whenever you would be reduced to 0 hit points, but not killed outright, you can choose to revert to 1 hit point instead. Once you use this feature, you can’t use it again until you finish a long rest.

Harmonic Flow

At 10th level, you can tap into the harmonic flow of your chosen hemispheres, enhancing your spellcasting abilities. Whenever you cast a spell associated with one of your chosen hemispheres, you can add your Wisdom modifier to the damage or healing done by the spell.

Ultimate Balance

At 14th level, you have mastered the delicate balance between your chosen hemispheres. You gain the following benefits:

  • You have resistance to damage of both types associated with your chosen hemispheres.
  • Whenever you cast a spell associated with one of your chosen hemispheres, you can add your Wisdom modifier to any saving throw made against the spell.
  • Once per long rest, you can choose to cast a spell associated with one of your chosen hemispheres without expending a spell slot.

Circle of Serpents

Druids who follow the Circle of Serpents have a profound connection to the serpentine creatures of the natural world. They emulate the serpents’ agility, venom, and primal instincts, utilizing their unique powers to protect nature, strike with deadly precision, and command the primal forces of venom and poison.

Bonus Proficiencies

When you choose the Circle of Serpents at 2nd level, you gain proficiency with the Animal Handling skill. Additionally, you gain the ability to speak and understand the language of serpents.

Serpent Shape

At 2nd level, you gain the ability to transform into a snake-like form. As a bonus action, you can assume the shape of a Medium-sized snake, such as a constrictor snake or a venomous viper. While in this form, you gain certain benefits:

  • You have a climbing speed equal to your normal walking speed and can move through narrow spaces without squeezing.
  • You have advantage on Dexterity (Stealth) checks made to hide in areas of foliage or natural surroundings.
  • You can understand and speak the language of snakes, and you have advantage on Charisma (Animal Handling) checks when interacting with snakes and serpent-like creatures.

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

Venomous Strikes

Starting at 6th level, your attacks in snake form become infused with venomous magic. When you hit a creature with a melee attack while in your serpent shape, you can choose to deal an additional 1d8 poison damage.

 

 

Serpentine Presence

At 10th level, your connection to serpents grants you a commanding presence. You have advantage on Charisma (Intimidation) checks when interacting with snakes and serpent-like creatures, and they are less likely to attack you unless provoked. Additionally, you have advantage on saving throws against poison and resistance to poison damage.

Coiling Constriction

Starting at 14th level, you gain the ability to constrict your enemies with serpentine strength. As an action, you can make a grapple attack against a creature within reach while in your serpent shape. If the attack hits, the target is restrained, and it takes bludgeoning damage equal to your druid level at the start of each of its turns while restrained. The target can repeat the saving throw at the end of each of its turns to try to escape the restraint. Once you use this feature, you can’t use it again until you finish a long rest.

Circle of Tempature

Druids who specialize in the Circle of Temperature have honed their abilities to control and manipulate heat and cold. They possess a deep connection to the elemental forces of fire and ice, allowing them to shape the temperature of their surroundings and harness the power of extreme heat and cold.

Bonus Proficiencies

When you choose the Circle of Temperature at 2nd level, you gain proficiency with the Arcana skill. Additionally, you gain the ability to speak, read, and write Primordial.

Thermal Control

At 2nd level, you gain the ability to manipulate temperature in your surroundings. As an action, you can create a zone of extreme heat or cold within a 20-foot-radius sphere centered on a point you can see within 60 feet. The temperature within the zone increases or decreases significantly, subjecting creatures inside to extreme conditions. Each creature in the zone must make a Constitution saving throw against your druid spell save DC. On a failed save, a creature takes fire or cold damage (your choice) equal to your druid level. On a successful save, the damage is halved. Once you use this feature, you can’t use it again until you finish a short or long rest.

Heat Shield

Starting at 6th level, you gain the ability to create a protective shield of intense heat. As a reaction when you or a creature within 30 feet of you is targeted by a ranged weapon attack, you can create a shield of superheated air. The attack has disadvantage, and if it misses, it is immediately deflected harmlessly. Once you use this feature, you can’t use it again until you finish a short or long rest.

Frozen Resilience

At 10th level, you gain resistance to fire and cold damage. Additionally, you have advantage on saving throws against effects that would reduce your speed or restrain you.

Thermal Shroud

Starting at 14th level, you gain the ability to envelop yourself in an aura of extreme temperature. As an action, you can create a 30-foot-radius sphere of intense heat or cold centered on yourself. The chosen temperature persists for 1 minute, affecting creatures and objects within the area. Each creature of your choice within the sphere when it appears or that starts its turn there takes fire or cold damage (your choice) equal to your druid level. Additionally, the area becomes difficult terrain as the temperature hampers movement. Once you use this feature, you can’t use it again until you finish a long rest.

Circle of the Mistcaller

Druids who follow the Circle of the Mistcaller have mastered the art of manipulating mist and fog to their advantage. They possess a deep connection to the ethereal realms and the shifting nature of the atmosphere. These druids can create and control mist, using it to obscure their movements, confuse enemies, and enhance their magical abilities.

Bonus Proficiencies

When you choose the Circle of the Mistcaller at 2nd level, you gain proficiency with the Stealth skill. Additionally, you gain the ability to speak, read, and write Primordial.

Misty Veil

At 2nd level, you gain the ability to summon and control mist. As an action, you can create a 20-foot-radius sphere of mist centered on a point you can see within 60 feet. The mist lasts for 1 minute or until you dismiss it as a bonus action. While in the mist, you and your allies have advantage on Dexterity (Stealth) checks and Wisdom (Perception) checks to see into or out of the mist. Additionally, the mist heavily obscures the area, providing disadvantage on attack rolls against creatures in or out of the mist. Once you use this feature, you can’t use it again until you finish a short or long rest.

Shadow Step

Starting at 6th level, you gain the ability to step through shadows and mist. When you are in an area of dim light or darkness, you can use your bonus action to teleport up to 30 feet to an unoccupied space that you can see within that area. Once you use this feature, you can’t use it again until you finish a short or long rest.

 

 

Mistweaver’s Illusion

At 10th level, you gain the ability to weave illusions into the mist, deceiving and confusing your enemies. When you create the Misty Veil using your Misty Veil feature, you can choose to make it an illusionary mist. The mist appears and behaves as normal, but any creature attempting to perceive through the mist must make an Intelligence saving throw against your druid spell save DC. On a failed save, the creature believes the mist is real and perceives any illusions or deceptions you create within the mist as real as well.

Mastery of Shadows

Starting at 14th level, you become a master of shadows and illusions. You gain the following benefits:

  • You have advantage on saving throws against being charmed or frightened.
  • You can cast the Silence spell without expending a spell slot or requiring material components. Once you cast it in this way, you can’t do so again until you finish a long rest.
  • You have advantage on Dexterity (Stealth) checks made to hide in areas of dim light or darkness.

Circle of the Plaugebringer

Druids who follow the Circle of the Plaguebringer have a deep connection with the destructive forces of disease and decay. They command the powers of pestilence, using their abilities to spread sickness, weaken enemies, and control the forces of corruption. These druids walk a delicate line between life and death, embracing the darker aspects of nature.

Bonus Proficiencies

When you choose the Circle of the Plaguebringer at 2nd level, you gain proficiency with the Poisoner’s Kit. Additionally, you gain proficiency in the Medicine skill.

Plague Touch

At 2nd level, your touch becomes infused with the power of disease. When you hit a creature with a melee attack, you can choose to infect the target with a disease. The target must make a Constitution saving throw against your druid spell save DC. On a failed save, the target is affected by a disease of your choice from the list of diseases in the Dungeon Master’s Guide. The target takes damage from the disease and must make any necessary saving throws until cured or the disease runs its course. Once you use this feature, you can’t use it again until you finish a short or long rest.

Contagious Aura

Starting at 6th level, you emit an aura of contagion that weakens your enemies. When a creature starts its turn within 10 feet of you, it must make a Constitution saving throw against your druid spell save DC. On a failed save, the creature’s speed is halved, and it takes poison damage equal to your druid level at the start of its turn. On a successful save, the creature is unaffected. Additionally, your aura extends to a 30-foot radius while you are in your Wild Shape form.

Disease Mastery

At 10th level, you gain advantage on saving throws against diseases and resistance to poison damage. Additionally, when you cast a spell that deals poison damage or inflicts a disease, you can add your Wisdom modifier to the damage or the DC of the saving throw.

Epidemic

Starting at 14th level, you can unleash a devastating epidemic upon your enemies. As an action, you can choose a point within 60 feet of you. A 30-foot radius sphere centered on that point becomes a diseased area. Each creature within the area must make a Constitution saving throw against your druid spell save DC. On a failed save, a creature takes poison damage equal to 10d8 + your druid level and becomes poisoned for 1 minute. On a successful save, a creature takes half damage and is not poisoned. Once you use this feature, you can’t use it again until you finish a long rest.

 

 

Circle of the Seasons

Druids who follow the Circle of the Seasons have a deep connection with the ever-changing cycle of nature and the power of the seasons. They draw upon the energy and essence of each season to shape and manipulate the natural world. These druids have the ability to invoke the characteristics of the seasons, bringing forth their unique attributes to aid their allies and hinder their foes.

Bonus Proficiencies

When you choose the Circle of the Seasons at 2nd level, you gain proficiency with the Survival skill. Additionally, you gain the ability to speak, read, and write Sylvan.

Seasonal Transformation

At 2nd level, you gain the ability to embrace the essence of the seasons. As a bonus action, you can choose one of the four seasons: Spring, Summer, Autumn, or Winter. You gain certain benefits based on the season chosen, as detailed below. You can change your season choice during a long rest.

  • Spring: You gain advantage on saving throws against being charmed or frightened. Additionally, whenever you cast a spell that restores hit points, you can target one additional creature within range.

  • Summer: You gain resistance to fire damage. Additionally, whenever you cast a spell that deals fire damage, you can add your Wisdom modifier to one damage roll of that spell.

  • Autumn: You gain advantage on saving throws against being restrained or knocked prone. Additionally, whenever you cast a spell that deals cold damage, you can add your Wisdom modifier to one damage roll of that spell.

  • Winter: You gain resistance to cold damage. Additionally, whenever you cast a spell that deals cold damage, you can reduce the speed of one creature damaged by the spell by 10 feet until the start of your next turn.

Season’s Bounty

Starting at 6th level, you gain the ability to harness the bountiful energies of the seasons. When you cast a spell with a casting time of 1 action that restores hit points, you can choose to maximize the number of hit points restored by the spell.

Seasonal Shift

At 10th level, you gain the ability to shift the season in a small area around you. As an action, you can change the current season to Spring, Summer, Autumn, or Winter within a 30-foot radius centered on you. This change lasts for 1 minute or until you use this feature again. While the season is changed, you and friendly creatures within the radius gain certain benefits based on the season chosen, similar to the benefits granted by the Seasonal Transformation feature.

Everlasting Cycle

At 14th level, you become an embodiment of the eternal cycle of seasons. As an action, you can transform into a spirit of nature, gaining the following benefits for 1 minute:

  • You gain a flying speed equal to your current walking speed.
  • Your attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks.
  • You have advantage on all saving throws.
  • Whenever you deal damage with a spell, you can choose to deal an additional 1d8 cold, fire, or lightning damage (your choice) to the target.

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

Circle of the Tides

Druids who follow the Circle of the Tides are attuned to the ebb and flow of the ocean, drawing their power from the ever-changing tides. They possess a deep connection to the seas, rivers, and bodies of water, wielding water-based magic and utilizing their abilities to protect marine life, navigate aquatic environments, and command the forces of water.

Bonus Proficiencies

When you choose the Circle of the Tides at 2nd level, you gain proficiency with the Medicine skill. Additionally, you gain proficiency with water vehicles and the ability to breathe underwater.

Tidal Surge

At 2nd level, you gain the ability to harness the power of water and create a surge of healing energy. As an action, you can choose a creature you can see within 30 feet of you and restore hit points to that creature equal to 2d6 + your druid level. Once you use this feature, you can’t use it again until you finish a short or long rest.

Tide’s Resilience

Starting at 6th level, your connection to the tides grants you increased resilience. You gain resistance to cold damage and advantage on saving throws against being restrained. Additionally, you have a swimming speed equal to your normal walking speed.

Ebb and Flow

At 10th level, you can tap into the natural ebb and flow of water to enhance your healing abilities. Whenever you cast a spell that restores hit points, you can maximize the number of hit points restored by the spell, you can do this once per long rest.

 

 

Soothing Waters

Starting at 14th level, you can unleash a wave of soothing waters, creating a restorative aura around you. As an action, you can choose a number of creatures equal to your Wisdom modifier within 30 feet of you. Each chosen creature regains hit points equal to your druid level + your Wisdom modifier, and any disease or condition affecting them is cured. Once you use this feature, you can’t use it again until you finish a long rest.

Circle of the Vitalist

Druids who follow the Circle of the Vitalist are devoted to the preservation of life and the healing arts. They possess a deep connection to the life force that flows through all living creatures, using their abilities to mend wounds, restore vitality, and protect the balance of nature. These druids serve as caretakers and guardians of life, ensuring the well-being of both individuals and the natural world.

Bonus Proficiencies

When you choose the Circle of the Vitalist at 2nd level, you gain proficiency with the Medicine skill. Additionally, you gain proficiency with the Herbalism Kit, allowing you to create potent healing salves and remedies.

Vital Healing

At 2nd level, your healing spells are empowered. Whenever you cast a spell that restores hit points, the target regains additional hit points equal to your druid level.

Nurturing Aura

Starting at 6th level, your presence exudes a nurturing aura that aids in the recovery of your allies. While you are conscious and not incapacitated, friendly creatures within 10 feet of you regain hit points equal to your Wisdom modifier at the start of their turn.

Vital Surge

At 10th level, you can tap into the primal energy of life force to restore vitality to yourself or others. As an action, you can spend a use of your Wild Shape to regain a number of hit points equal to your druid level + your Wisdom modifier. Additionally, when you use your Wild Shape feature to heal yourself, you can choose to expend two uses of Wild Shape instead of one to regain hit points equal to 2d8 + twice your druid level + your Wisdom modifier.

Aura of Vitality

Starting at 14th level, you radiate a powerful aura of vitality that bolsters the health and resilience of your allies. As an action, you can create a 30-foot-radius aura centered on yourself. The aura lasts for 1 minute or until you are incapacitated. While in the aura, friendly creatures regain hit points equal to your Wisdom modifier at the start of their turn, and they have advantage on saving throws against being charmed or frightened.

 

 

Circle of the Weather

Druids who follow the Circle of the Weather have a deep connection with the elemental forces of weather, wielding their power to shape and control the environment. These druids are attuned to the ever-changing patterns of wind, rain, lightning, and other natural phenomena. They use their abilities to bring balance to the weather, summon storms or clear skies, and command the forces of nature.

Bonus Proficiencies

When you choose the Circle of the Weather at 2nd level, you gain proficiency with the Nature skill. Additionally, you gain the ability to speak, read, and write Primordial.

Weather Control

At 2nd level, you gain the ability to manipulate the weather around you. As an action, you can call forth a mild, localized weather effect. This effect lasts for 1 hour and can manifest as rain, wind, fog, or a light snowfall. While the effect is active, you and your allies gain advantage on Wisdom (Perception) checks and Dexterity (Stealth) checks made to hide or move silently. Once you use this feature, you can’t use it again until you finish a short or long rest.

Storm’s Fury

Starting at 6th level, you gain the ability to summon the fury of a storm. As an action, you can summon a storm cloud in a location you can see within 120 feet. The storm cloud is a 20-foot-radius sphere and lasts for 1 minute. Each creature of your choice within the sphere when it appears or that starts its turn there must make a Strength saving throw against your druid spell save DC, taking lightning damage equal to your druid level on a failed save, or half as much damage on a successful one. Additionally, the area becomes difficult terrain, and ranged attack rolls within the area have disadvantage. Once you use this feature, you can’t use it again until you finish a long rest.

Elemental Resilience

At 10th level, you gain resistance to cold and lightning damage. Additionally, you have advantage on saving throws against being charmed or frightened.

Eye of the Storm

Starting at 14th level, you gain the ability to calm the wildest of storms. As an action, you can restore balance to the area within a 30-foot radius centered on you. The storm effects are suppressed, the winds calm, and the area becomes peaceful. All creatures in the area gain the benefits of a short rest, and they regain hit points equal to half their hit point maximum. Additionally, any spell or effect that is suppressing sunlight or producing darkness is dispelled. Once you use this feature, you can’t use it again until you finish a long rest

Fighter

Arcane Hunter

Fighters who follow the path of the Arcane Hunter dedicate themselves to the pursuit and eradication of magic users. They possess a deep understanding of arcane energies and have honed their skills to counter and disrupt spellcasters. Arcane Hunters are relentless in their pursuit, utilizing their martial prowess and specialized techniques to nullify the arcane arts.

Arcane Awareness

At 3rd level, when you choose the Arcane Hunter archetype, you gain proficiency with Arcana and Investigation skills if you don’t already have them. Additionally, you gain the ability to sense the presence of magic. As an action, you can focus your senses to detect the presence of magical energy within 30 feet of you. You can sense the presence of any spells or magical effects, but you can’t discern their specific nature or location. 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.

Arcane Resistance

Also at 3rd level, your training grants you resistance against spells. You have advantage on saving throws against spells and other magical effects.

Arcane Strike

Starting at 7th level, you gain the ability to channel your attacks with anti-magic energy. When you hit a creature with a weapon attack, you can choose to expend one use of your Arcane Strike. The target takes an additional 1d6 force damage, and if the target is concentrating on a spell, it must make a Constitution saving throw against your fighter spell save DC. On a failed save, the target loses concentration on the spell.

Magebane Tactics

At 10th level, you gain a deep understanding of magic and how to exploit its weaknesses. When you are engaged in combat with a spellcaster, you have advantage on attack rolls against them. Additionally, if a spellcaster provokes an opportunity attack from you, you can use your reaction to make a special melee attack. On a hit, the target has disadvantage on its next concentration saving throw.

 

 

Disruptive Assault

Starting at 15th level, your attacks become exceptionally disruptive to spellcasting. When you hit a creature with a weapon attack, you can choose to expend one use of your Disruptive Assault. The target takes an additional 2d6 force damage, and if the target is concentrating on a spell, it must make a Constitution saving throw against your fighter spell save DC. On a failed save, the target not only loses concentration on the spell but also suffers a penalty equal to your fighter level to its next spellcasting ability check.

Spellbane Mastery

At 18th level, your prowess in hunting down and neutralizing magic users reaches its peak. You have advantage on saving throws against spells and other magical effects. Additionally, when you successfully save against a spell that targets only you, you can use your reaction to make a weapon attack against the spellcaster, even if you are not within their reach.

Draconic Vanguard

Fighters who follow the path of the Draconic Vanguard have formed a mystical bond with dragons, drawing upon their essence to enhance their combat abilities. They possess the strength, resilience, and magical power associated with these mighty creatures. Draconic Vanguards become formidable warriors, capable of inflicting devastating damage and wielding draconic magic.

Draconic Bond

At 3rd level, when you choose the Draconic Vanguard archetype, you forge a powerful bond with a dragon or a draconic entity. Choose one type of dragon from the Dragon table in the Player’s Handbook. This choice determines the damage type of your Draconic Essence feature, and it grants you certain benefits as you progress in this archetype.

Draconic Essence

Also at 3rd level, you gain the ability to infuse your strikes with draconic energy. When you hit a creature with a weapon attack, you can choose to expend one use of your Draconic Essence. The target takes additional damage equal to your fighter level of the chosen dragon’s damage type (acid, cold, fire, lightning, or poison).

Draconic Resilience

Starting at 7th level, you gain the resilience of dragons. While you are not wearing heavy armor, your AC becomes 13 + your Dexterity modifier + your Constitution modifier. Additionally, you have advantage on saving throws against being frightened, and you have resistance to the damage type associated with your chosen dragon.

Dragon’s Breath

At 10th level, you gain the ability to unleash a breath weapon reminiscent of your chosen dragon. As an action, you can exhale a 15-foot cone of energy. Each creature in that area must make a Dexterity saving throw against your fighter spell save DC, taking damage of the associated type equal to 3d6 + your Constitution modifier on a failed save, or half as much damage on a successful save. Once you use this feature, you can’t use it again until you finish a short or long rest.

Draconic Surge

Starting at 15th level, your connection to draconic power becomes even stronger. When you hit a creature with a weapon attack, you can choose to expend one use of your Draconic Surge. The target takes additional damage equal to 2d8 of the associated damage type, and it must make a Strength saving throw against your fighter spell save DC or be pushed 10 feet away from you.

Draconic Ascendancy

At 18th level, you become a true embodiment of draconic power. You gain resistance to all damage except for the associated damage type of your chosen dragon. Additionally, your Draconic Essence and Dragon’s Breath features now deal damage equal to your fighter level + your Constitution modifier.

 

 

Justicar

Fighters who follow the path of the Justicar are champions of justice and defenders of the innocent. They believe in upholding the law and maintaining order, using their combat prowess to bring justice to those who have committed crimes or caused harm. Justicars combine martial skill with a strong sense of morality, making them formidable enforcers of justice.

Bonus Proficiencies

At 3rd level, when you choose the Justicar archetype, you gain proficiency with Insight and Persuasion skills if you don’t already have them. Additionally, you gain proficiency with the Judge’s Gavel, a special weapon typically used by Justicars. The Judge’s Gavel is a versatile melee weapon that deals 1d8 bludgeoning damage and has the finesse property.

Divine Sense

Also at 3rd level, you gain the ability to detect the presence of celestial, fiendish, or undead creatures. As an action, you can open your awareness to detect such creatures within 60 feet of you. 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.

Righteous Strike

Starting at 7th level, your strikes become infused with righteous energy. When you hit a creature with a weapon attack, you can choose to expend one use of your Righteous Strike. The target takes an extra 1d8 radiant damage. Additionally, if the target is a fiend or undead, it takes an additional 1d8 radiant damage.

Aura of Justice

At 10th level, you emanate an aura of justice that bolsters your allies. While you are conscious, friendly creatures within 10 feet of you gain advantage on saving throws against being charmed or frightened. Additionally, whenever a creature makes an attack against a target other than you while within 10 feet of you, you can use your reaction to make a weapon attack against the attacker.

Justicar’s Judgment

Starting at 15th level, you have the ability to deliver swift justice to your enemies. When you hit a creature with a weapon attack, you can choose to expend one use of your Justicar’s Judgment. The target must make a Constitution saving throw against your fighter spell save DC. On a failed save, the creature takes an additional 2d8 radiant damage and is stunned until the end of its next turn. On a successful save, it takes half damage and is not stunned.

Eternal Vengeance

At 18th level, you become a relentless force of justice, unyielding in your pursuit of evildoers. Once per turn, when you hit a creature with a weapon attack, you can choose to add your proficiency bonus to the attack’s damage roll. Additionally, whenever you reduce a creature to 0 hit points, you regain hit points equal to your Constitution modifier + your fighter level (minimum of 1 hit point).

Shielder

Fighters who follow the path of the Shielder dedicate themselves to the art of defense and protection. They specialize in wielding shields as both defensive tools and offensive weapons, and they excel at keeping their allies safe on the battlefield.

Bonus Proficiencies

At 3rd level, when you choose the Shielder archetype, you gain proficiency with shields, and you can don and doff a shield as a bonus action. Additionally, you gain proficiency in the Athletics skill if you don’t already have it.

Defensive Stance

Also at 3rd level, you gain the ability to adopt a defensive stance, focusing on protecting yourself and your allies. While you are wearing a shield, you gain a +1 bonus to your AC. Additionally, when you take the Dodge action, you can choose one creature within 5 feet of you. Until the start of your next turn, that creature has disadvantage on attack rolls against targets other than you.

Shield Wall

Starting at 7th level, you become a master of using shields to protect yourself and your allies. While you are wielding a shield, you can use your reaction to grant a +2 bonus to the AC of an ally within 5 feet of you when they are targeted by an attack. This bonus lasts until the start of your next turn. Additionally, if you are wielding a shield and an ally within 5 feet of you is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, you can use your reaction to grant them advantage on that saving throw.

Guardian’s Shield

At 10th level, your shield becomes an even more formidable tool of protection. While you are wielding a shield, you can use your reaction to impose disadvantage on an attack roll made against you or an ally within 5 feet of you. Additionally, when you use the Help action to aid an ally’s attack, you can grant them a +2 bonus to the attack roll instead of the usual +1.

 

 

Bulwark

Starting at 15th level, you become an unyielding bulwark, capable of withstanding even the most powerful assaults. While you are wielding a shield, your AC increases by 1. Additionally, when you use your Second Wind feature, you regain hit points equal to 1d10 + your fighter level + your Constitution modifier.

on the saving throw, or half damage if you fail.

Shield Mastery

At 18th level, you have mastered the art of shield combat. While you are wielding a shield, you can add your proficiency bonus to the damage roll of any melee weapon attack you make that uses Strength. Additionally, if you are subjected to an effect that allows you to make a Strength saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, or half damage if you fail.

Warmonger

Fighters who follow the path of the Warmonger are relentless warriors, embracing the chaos and brutality of war. They excel in close-quarters combat and possess a natural instinct for battlefield tactics. Warmongers are fearsome combatants, capable of inflicting devastating damage and demoralizing their enemies.

Combat Prowess

At 3rd level, when you choose the Warmonger archetype, you gain proficiency with two martial weapons of your choice. Additionally, you can use your bonus action to make a weapon attack after you use the Attack action on your turn.

Fury Unleashed

Also at 3rd level, your fighting style becomes more ferocious and relentless. When you score a critical hit with a weapon attack, you can roll one additional weapon damage die when determining the extra damage dealt. Additionally, when you reduce a creature to 0 hit points with a weapon attack, you can make an additional weapon attack as a bonus action.

War Cry

Starting at 7th level, you can unleash a mighty war cry that inspires your allies and intimidates your enemies. As a bonus action, you can let out a resounding war cry, granting yourself and friendly creatures within 30 feet of you temporary hit points equal to your fighter level + your Charisma modifier. Additionally, any enemy creature within 30 feet of you must make a Wisdom saving throw against your fighter spell save DC. On a failed save, the creature has disadvantage on its next attack roll.

Relentless Assault

At 10th level, you become an unstoppable force on the battlefield. When you hit a creature with a weapon attack, you can choose to expend one use of your Relentless Assault. The target takes an additional 1d10 damage, and if it tries to move more than 5 feet before the start of your next turn, you can use your reaction to make a weapon attack against it.

Rampage

Starting at 15th level, your desire for battle and destruction fuels your fighting spirit. Whenever you score a critical hit with a weapon attack or reduce a creature to 0 hit points, you gain temporary hit points equal to your fighter level + your Constitution modifier. Additionally, when you take the Attack action on your turn, you can make one additional weapon attack as part of that action.

Warlord’s Presence

At 18th level, your presence on the battlefield is commanding and intimidating. Friendly creatures within 30 feet of you gain advantage on saving throws against being charmed or frightened. Additionally, when an enemy creature within 30 feet of you makes an attack against a target other than you, you can use your reaction to make a weapon attack against that creature.

Monk

Way of Harmony

Monks who follow the Way of Harmony seek to achieve inner peace and perfect balance. They harness their inner energies and achieve unity between body, mind, and spirit. Through disciplined training and meditation, they become attuned to the natural flow of the world, allowing them to manipulate the energies around them. Monks of the Way of Harmony are masters of harmony and serenity.

Healing Hands

At 3rd level, when you choose the Way of Harmony, you gain the ability to harness your ki to heal wounds. As an action, you can touch a creature and spend 1 ki point to restore a number of hit points equal to your Martial Arts die + your Wisdom modifier. Additionally, when you use the Dodge action on your turn, you regain hit points equal to your Wisdom modifier at the start of your next turn.

Aura of Serenity

Also at 3rd level, your serene presence grants you and your allies calming protection. While you are conscious, friendly creatures within 10 feet of you gain advantage on saving throws against being charmed or frightened. Additionally, as an action, you can spend 1 ki point to end one of the following conditions affecting you or an ally within 10 feet of you: blinded, deafened, paralyzed, or poisoned.

 

 

Shared Harmony

Starting at 6th level, you learn to share your inner harmony with others. As an action, you can spend 3 ki points to create a field of healing energy around you. Each friendly creature within 30 feet of you regains hit points equal to your Martial Arts die + your Wisdom modifier. Additionally, creatures affected by this feature have advantage on Wisdom saving throws until the end of your next turn.

Harmonic Defense

At 11th level, your mastery of balance and harmony enhances your defensive capabilities. While you aren’t wearing armor or using a shield, your AC increases by 1. Additionally, when you use your Deflect Missiles feature, you can choose to catch the missile and spend 1 ki point to regain hit points equal to your monk level + your Wisdom modifier.

Unity of Spirit

Starting at 17th level, you can tap into the collective spirit and strength of your allies. As an action, you can spend 5 ki points to grant all friendly creatures within 30 feet of you temporary hit points equal to twice your monk level + your Wisdom modifier. Additionally, for the next minute, whenever a friendly creature within 30 feet of you makes a saving throw, they can add your Wisdom modifier to the result.

Way of the Ironfist

Monks who follow the Way of the Ironfist dedicate themselves to mastering unarmed combat and developing their physical strength to extraordinary levels. They eschew weapons in favor of using their fists and body as their primary weapons. Monks of the Way of the Ironfist are fearsome martial artists, capable of unleashing devastating blows and overpowering their opponents.

Ironfist Strikes

At 3rd level, when you choose the Way of the Ironfist, your unarmed strikes become even more potent. Your unarmed strikes now deal 1d6 damage instead of 1d4. Additionally, when you hit a creature with an unarmed strike, you can choose to spend 1 ki point to attempt to stun the target. The target must succeed on a Constitution saving throw against your monk spell save DC or be stunned until the end of your next turn.

Iron Body

Also at 3rd level, your intense training has toughened your body. While you are not wearing armor or using a shield, your AC is equal to 10 + your Dexterity modifier + your Wisdom modifier.

Ironfist Techniques

Starting at 6th level, you gain access to powerful techniques that further enhance your unarmed strikes. Choose two Ironfist Techniques from the list below. You gain an additional technique at 11th level and another at 17th level. Some techniques may require the expenditure of ki points.

  • *Thunderous Blow:*When you hit a creature with an unarmed strike, you can spend 2 ki points to unleash a shockwave of force. Each creature of your choice within 10 feet of the target must succeed on a Strength saving throw against your monk spell save DC or be pushed 10 feet away from you and knocked prone.
  • Iron Grasp: When you grapple a creature, it has disadvantage on the contested Strength (Athletics) or Dexterity (Acrobatics) check to escape. Additionally, if you successfully grapple a creature, you can choose to spend 2 ki points to deal damage equal to your Martial Arts die + your Strength modifier to the grappled creature at the start of each of your turns.
  • Adamantine Strikes: Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
  • Focused Impact: When you hit a creature with an unarmed strike, you can spend 2 ki points to maximize your damage roll. Roll the maximum possible damage for that attack.

Ironfist Defense

At 11th level, your iron-like resilience allows you to deflect and absorb blows. When you are hit by a melee attack, you can spend 3 ki points as a reaction to reduce the damage you take by an amount equal to your monk level + your Wisdom modifier.

Ironfist Mastery

Starting at 17th level, your mastery of the Way of the Ironfist is unrivaled. Your unarmed strikes now deal 1d10 damage instead of 1d6. Additionally, when you hit a creature with an unarmed strike, you can spend 4 ki points to unleash a flurry of blows. Make three additional unarmed strikes against the same target as a bonus action.

 

 

Way of the Sage

Monks who follow the Way of the Sage seek enlightenment through the pursuit of knowledge and the mastery of arcane energies. They combine physical training with the study of ancient texts and magical techniques, enabling them to harness the power of magic in their martial arts. Sages are both scholars and warriors, blending intellect with physical prowess.

Student of Lore

At 3rd level, when you choose the Way of the Sage, you gain proficiency in two skills of your choice from the following list: Arcana, History, Nature, or Religion. Additionally, you gain proficiency in one tool of your choice related to scholarly pursuits, such as calligrapher’s supplies or herbalism kit.

Mystic Awareness:

Your deep understanding of the arcane and historical knowledge allows you to perceive the hidden truths. As an action, you can open your mind to the world around you and gain insight. For 1 minute, you have advantage on all Intelligence (Investigation) and Wisdom (Insight) checks.

Sage’s Insight

Starting at 6th level, your keen perception and knowledge grant you an edge in combat. You can use your reaction to gain advantage on an attack roll against a creature you can see that is about to make an attack against you or an ally within 5 feet of you. Additionally, once per short rest, when you make an Intelligence (Arcana), Intelligence (History), Intelligence (Nature), or Intelligence (Religion) ability check, you can roll a d4 and add the result to the check.

Esoteric Strike

At 11th level, your strikes become infused with the esoteric knowledge you have attained. Whenever you hit a creature with an unarmed strike, you can choose to expend 2 ki points to deal an additional 2d6 force damage. The damage increases to 3d6 at 17th level.

Unraveling Mind

Starting at 17th level, your mastery of the mind and secrets of the universe reaches its zenith. You can use your action to unleash a burst of psychic energy. Each creature of your choice within 30 feet of you must make an Intelligence saving throw against your monk spell save DC. On a failed save, a creature takes psychic damage equal to 6d8 + your Wisdom modifier and is stunned until the end of its next turn. On a successful save, a creature takes half damage and is not stunned. Once you use this feature, you can’t use it again until you finish a long rest.

 

 

Way of the Serene Mind

Monks who follow the Way of the Serene Mind seek to attain inner peace and enlightenment through mental discipline. They harness the power of their minds to manipulate psychic energy, allowing them to defend themselves, control the battlefield, and aid their allies. Monks of the Way of the Serene Mind are masters of mental clarity and mental fortitude.

Psychic Focus

At 3rd level, when you choose the Way of the Serene Mind, you gain the ability to focus your mental energies to enhance your physical and mental abilities. As a bonus action, you can enter a state of psychic focus, gaining one of the following benefits of your choice:

  • Psychic Resilience: You gain advantage on saving throws against being charmed or frightened.
  • Psychic Precision: You gain a +2 bonus to attack rolls with unarmed strikes and monk weapons.
  • Psychic Insight: You gain proficiency in the Insight skill, or if you are already proficient, you double your proficiency bonus when making Insight checks.

You can change your psychic focus benefit as a bonus action on subsequent turns. You remain in this psychic focus until you are incapacitated or choose to end it as a bonus action.

Mental Strike

Also at 3rd level, you gain the ability to infuse your unarmed strikes with psychic energy. Whenever you hit a creature with an unarmed strike, you can choose to expend one ki point to deal an additional 1d6 psychic damage. The damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 17th level.

Meditative Strike:

When you hit a creature with a melee weapon attack, you can choose to spend 1 ki point to attempt to calm their mind. The target must succeed on a Wisdom saving throw against your ki save DC or be affected by the Calm Emotions spell until the end of your next turn. If the target succeeds on the saving throw, it is immune to this feature’s effects for the next 24 hours.r Dexterity modifier + your Wisdom modifier.

Psychic Step

At 11th level, you gain the ability to manipulate your own presence in the minds of others, making it harder for them to perceive or target you. As a bonus action, you can spend 2 ki points to become invisible until the start of your next turn or until you make an attack or cast a spell. Additionally, while you are invisible, you have advantage on Dexterity (Stealth) checks.

Psychic Mastery

Starting at 17th level, you reach the pinnacle of mental discipline, gaining mastery over your psychic powers. You can spend 3 ki points to cast the dominate person spell without requiring concentration. Additionally, when you use your Flurry of Blows feature, you can replace one of the unarmed strikes with a psychic strike. The target of the psychic strike must make an Intelligence saving throw against your monk spell save DC. On a failed save, the target takes psychic damage equal to your Martial Arts die + your Wisdom modifier, and it is stunned until the end of its next turn. On a successful save, the target takes half damage and is not stunned.

Way of the Silentblade

Monks who follow the Way of the Silentblade are masters of stealth and assassins without peer. They specialize in silent and precise strikes, dispatching their foes swiftly and efficiently. Silentblades are deadly martial artists who strike from the shadows, using their agility, speed, and deadly precision to eliminate their targets.

Silent Movement

At 3rd level, when you choose the Way of the Silentblade, you gain proficiency in the Stealth skill. Additionally, you can move at full speed without penalty while using Stealth. You also have advantage on Dexterity (Stealth) checks made to hide and move silently.

Assassinate

Also at 3rd level, your training in the art of assassination allows you to strike with deadly precision. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Any hit you score against a surprised creature is a critical hit.

Silent Strike

Starting at 6th level, your strikes become even more lethal when delivered with precision. When you hit a surprised creature with a melee weapon attack, you can expend 1 ki point to deal additional damage equal to your Martial Arts die.

Evasion of Shadows

At 11th level, you gain the ability to effortlessly evade detection and escape from perilous situations. 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.

Silent Execution

At 17th level, your assassination techniques reach their pinnacle. When you score a critical hit against a creature surprised by you, it must make a Constitution saving throw against your monk spell save DC. On a failed save, the creature is killed instantly, its life force extinguished without a sound. This feature only works against creatures that are not immune to critical hits.

 

 

Paladin

Oath of Illumination

The Oath of Illumination is a homebrew paladin subclass that embodies the radiant power of light and seeks to vanquish darkness wherever it may hide. These paladins are beacons of hope, possessing a divine connection to the forces of illumination and the virtues they represent. They are steadfast protectors, valiant warriors, and unwavering champions of justice, dedicating their lives to spreading the brilliance of enlightenment across the realms.

Tenets of Illumination

  • Illuminate Darkness: Spread the light of knowledge, virtue, and goodness wherever you go. Illuminate the darkest corners of the world and bring forth the brilliance of illumination.

  • Light’s Vigil: Be vigilant against darkness and evil, seeking out malevolent forces wherever they may hide. Do not allow the shadows to taint the brilliance of light.

  • Purify Corruption: Strive to cleanse corruption and wickedness from the world. Root out malevolent influences and work to purify tainted lands and hearts.

Oath spells

Spells
3rd level: Guiding Bolt, Faerie Fire
5th level: Moonbeam, Lesser Restoration
9th level: Daylight, Revivify
13th level: Guardian of Faith, Death Ward
17th level: Circle of Power, Flame Strike

Channel Divinity: Radiant Burst

Starting at 3rd level, you can use your Channel Divinity to unleash a burst of radiant energy. As an action, you can present your holy symbol and channel your divine energy. Each creature of your choice within 30 feet of you must make a Dexterity saving throw. On a failed save, a creature takes radiant damage equal to 2d10 + your Paladin level, and it is blinded until the end of its next turn. On a successful save, a creature takes half damage and isn’t blinded.

Aura of Illumination

At 7th level, you emanate an aura of radiant light that bolsters your allies’ resolve. While you’re conscious, friendly creatures within 10 feet of you have advantage on saving throws against being charmed or frightened. Additionally, any magical darkness created by a spell of 2nd level or lower can’t obscure vision within the aura, and you have advantage on saving throws against spells that create darkness or dim light.

Radiant Blades

Starting at 15th level, your weapon strikes become infused with radiant energy. When you hit a creature with a melee weapon attack, you can expend 1 spell slot to deal additional radiant damage equal to 2d8 + the level of the spell slot. Additionally, your weapon attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Luminous Presence

At 20th level, you can manifest your inner radiance, transforming into a brilliant being of pure light. As an action, you undergo a transformation for 1 minute. During this time, you gain the following benefits:

  • Your movement speed increases by 30 feet.
  • You emit bright light in a 30-foot radius and dim light for an additional 30 feet.
  • At the start of each of your turns, you and each creature of your choice within 10 feet of you regain hit points equal to 1d8 + your Charisma modifier.
  • Once during each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 3d8 radiant damage.

Oath of the Liberator

Paladins who follow the Oath of the Liberator are relentless advocates for freedom and the rights of individuals. They champion the cause of the oppressed, fighting against tyranny, injustice, and the subjugation of others. These paladins believe that every creature deserves the right to be free, to determine their own destiny, and to live without fear or bondage. They dedicate themselves to liberating the oppressed, bringing hope to the downtrodden, and standing against those who would deny others their basic rights

Tenets of Liberation

Paladins who swear the Oath of the Liberator uphold the following tenets:

  • Freedom: Fight for the freedom and rights of all beings.
  • Justice: Seek justice for the oppressed and hold tyrants accountable.
  • Empathy: Show compassion and understanding towards the suffering of others.
  • Defiance: Stand firm against oppression and resist those who would deny freedom.

Oath spells

Spells
3rd level: Bane, Expeditious Retreat
5th level: Hold Person, Enhance Ability
9th level: Freedom of Movement, Compulsion
13th level: Freedom of Movement, Stoneskin
17th level: Destructive Wave, Mass Cure Wounds

 

 

Channel Divinity: Liberation Strike

Starting at 3rd level, you can use your Channel Divinity to deliver a powerful strike that breaks the bonds of oppression. As an action, you present your holy symbol and make a melee weapon attack against a creature. On a hit, the target takes normal weapon damage, and it must make a Strength saving throw or be pushed 10 feet away from you and knocked prone. If the target is restrained, grappled, or otherwise physically restrained, it has disadvantage on the saving throw.

Aura of Freedom

At 7th level, you emanate an aura that grants freedom and resilience to those around you. While you’re conscious, friendly creatures within 10 feet of you have advantage on saving throws against being charmed or paralyzed. Additionally, they have resistance to any damage that would restrict their movement, such as difficult terrain or magical effects that reduce speed.

Righteous Vengeance

Starting at 15th level, your commitment to liberation fuels your righteous fury against oppressors. When a creature hits you with an attack, you can use your reaction to make a melee weapon attack against that creature. If the attack hits, it takes additional radiant damage equal to your Paladin level.

Unyielding Liberty

At 20th level, you become an unyielding force of liberation and justice. As an action, you can activate Unyielding Liberty for 1 minute. During this time, you gain the following benefits:

  • Your movement speed increases by 30 feet.
  • You have advantage on saving throws against being charmed or frightened.
  • When you hit a creature with a weapon attack, it takes additional radiant damage equal to your Charisma modifier.
  • Once during each of your turns, when a friendly creature within 30 feet of you hits a creature with a weapon attack, it regains hit points equal to your Paladin level.

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

Oath of the Orderkeeper

Paladins who follow the Oath of the Orderkeeper are staunch upholders of law and order. They serve as the defenders of societal structures, institutions, and the rule of law. These paladins believe in the necessity of maintaining order to protect the well-being of communities and foster a sense of stability. They dedicate themselves to enforcing justice, punishing those who disrupt the harmony of society, and preserving the balance between individual freedoms and the collective good.

Tenets of Order Paladins who swear the Oath of the Orderkeeper uphold the following tenets:

  • Balance: Strive to maintain balance in all things. Do not let chaos or tyranny prevail.
  • Justice: Ensure fairness and justice in your actions. Let the guilty be punished and the innocent be protected.
  • Law Uphold the laws of society and respect the authority that governs it.
  • Discipline: Show discipline in your actions and thoughts. Let your actions be guided by reason, not emotion.

Oath Spells

Spells
3rd level: Command, Shield of Faith
5th level: Hold Person, Zone of Truth
9th level: Counterspell, Glyph of Warding
13th level: Guardian of Faith, Banishment
17th level: Geas, Wall of Force

Channel Divinity: Enforce Order

Starting at 3rd level, you can use your Channel Divinity to enforce order and maintain balance. As an action, you present your holy symbol and speak a prayer to channel your divine energy. Choose one creature within 30 feet of you that you can see. That creature must make a Wisdom saving throw. On a failed save, the creature is restrained for 1 minute as spectral chains bind it. It can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Aura of Order

At 7th level, you emanate an aura that brings order and discipline to those around you. While you’re conscious, friendly creatures within 10 feet of you have advantage on saving throws against being charmed or frightened. Additionally, when a creature within the aura makes an attack roll, it can use your Charisma modifier instead of its own for the attack roll.

Righteous Defense

Starting at 15th level, your commitment to order strengthens your defensive capabilities. When a creature within 10 feet of you that you can see is hit by an attack, you can use your reaction to impose disadvantage on the attack roll. If the attack still hits, you can use your reaction to reduce the damage taken by the creature by an amount equal to your Paladin level + your Charisma modifier.

 

 

Sentinel of Order

At 20th level, you become the ultimate guardian of order and justice. As an action, you can become an embodiment of order for 1 minute. During this time, you gain the following benefits:

  • Your movement speed increases by 30 feet.
  • You have advantage on attack rolls against creatures that have broken the law or disrupted the natural order.
  • Whenever you hit a creature with a weapon attack, it takes additional radiant damage equal to your Paladin level.
  • Once during each of your turns, when a creature within 10 feet of you makes an attack roll or a saving throw, you can grant a bonus to the roll or throw equal to your Charisma modifier.

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

Oath of the Shielder

Paladins who follow the Oath of the Shielder are guardians of the weak, protectors of the innocent, and defenders of justice. They take upon themselves the duty of shielding others from harm, placing their own safety and well-being secondary to the protection of their allies. These paladins are paragons of resilience and sacrifice, standing as an unyielding bulwark against any who would threaten the defenseless.

Tenets of the Shielder

  • Unyielding Protection: As a Shielder, your foremost duty is to shield and protect those who cannot defend themselves. Stand resolute in the face of danger, placing yourself between harm and the innocent.
  • Defender of the Weak: Champion the cause of the weak, oppressed, and downtrodden. Use your strength and abilities to elevate those in need and lift them out of harm’s way.
  • Self-Sacrifice: Be willing to put your own safety at risk to shield others from harm. The lives and well-being of those you protect are paramount.

Oath Spells

Spells
3rd level: Shield of Faith, Protection from Evil and Good
5th level: Aid, Warding Bond
9th level: Spirit Guardians, Beacon of Hope
13th level: Aura of Life, Stoneskin
17th level: Antilife Shell, Circle of Power

Guardian’s Aura At 3rd level, when you choose the Oath of the Shielder, you emanate an aura that shields your allies from harm. While you’re conscious, friendly creatures within 10 feet of you gain a bonus to their AC equal to your Charisma modifier (minimum of +1). Additionally, when a creature within the aura takes damage, you can use your reaction to grant that creature resistance against that damage.

Shielding Strike Also at 3rd level, your strikes become infused with protective energy. When you hit a creature with a melee weapon attack, you can expend 1 spell slot to deal additional radiant damage equal to 2d8 + the level of the spell slot. Additionally, the target has disadvantage on attack rolls against creatures other than you until the start of your next turn.

Defensive Stance Starting at 7th level, you can adopt a defensive stance to enhance your resilience in battle. As a bonus action, you can enter a defensive stance, gaining the following benefits for 1 minute:

  • You gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons.
  • Whenever a creature within 5 feet of you hits you with a melee attack, it takes radiant damage equal to your Paladin level.

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

Aura of Warding At 15th level, your aura extends its protective influence even further. While you’re conscious, friendly creatures within 30 feet of you have resistance to damage from spells. Additionally, you have advantage on saving throws against spells and other magical effects.

Shield of the Faithful At 20th level, you become an indomitable guardian, shielding your allies from all harm. As an action, you can unleash the full power of your divine shield. For 1 minute, you gain the following benefits:

  • You have immunity to bludgeoning, piercing, and slashing damage.
  • Friendly creatures within 30 feet of you have resistance to all damage.
  • Whenever a creature within 10 feet of you is reduced to 0 hit points but not killed outright, you can use your reaction to instantly heal them to half their hit point maximum.

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

 

 

Oath of the Undying Field

Paladins who follow the Oath of the Undying Field are guardians of the balance between life and death. They recognize the importance of death as a natural part of existence and strive to protect the living from the threats of undeath. These paladins serve as beacons of light and hope in the face of darkness, guiding the souls of the departed to their final rest and defending the world against the forces that seek to disrupt the natural order.

  • Embrace the Cycle Recognize and honor the natural cycle of life and death. Understand that both are interconnected and serve essential purposes in the grand design.
  • Respect the Dead: Show reverence and respect to the deceased. Lay the fallen to rest with dignity and ensure that their memory is cherished.
  • Resist Necromantic Corruption: Stand against those who would wield necromantic powers for malevolent purposes or to disturb the natural order.

Oath spells

Experience Points
3rd level: False Life, Sanctuary
5th level: Gentle Repose, Lesser Restoratio
9th level: Revivify, Animate Dead
13th level: Death Ward, Aura of Life
17th level: Raise Dead, Contagion

Channel Divinity: Rebuke Undead

Starting at 3rd level, you can use your Channel Divinity to harness the power of life and repel undead creatures. As an action, you present your holy symbol and speak a prayer of rebuke. Each undead creature of your choice that can see or hear you within 30 feet of you must make a Wisdom saving throw. On a failed save, the creature takes radiant damage equal to 2d10 + your Paladin level, and it is frightened of you for 1 minute. On a successful save, the creature takes half damage and isn’t frightened.

Aura of Necrotic Resistance

At 7th level, you emanate an aura that bolsters your allies’ defenses against necrotic damage. While you’re conscious, friendly creatures within 10 feet of you have resistance to necrotic damage. Additionally, any time a creature within the aura is reduced to 0 hit points but not killed outright, it can make a Constitution saving throw. On a successful save, it drops to 1 hit point instead.

Undying Defense

Starting at 15th level, your connection to the realm of death grants you extraordinary protection. As a reaction when you or a creature within 30 feet of you takes necrotic damage, you can grant that creature resistance against that damage. Additionally, you have resistance to necrotic damage and advantage on saving throws against being charmed or frightened by undead creatures.

Avatar of the Cycle

At 20th level, you can assume an ethereal form, becoming an embodiment of the natural cycle of life and death. As an action, you undergo a transformation for 1 minute. During this time, you gain the following benefits:

  • You have resistance to all damage except for radiant damage.
  • When you hit a creature with a melee weapon attack, it takes additional necrotic damage equal to your Paladin level.
  • Undead creatures have disadvantage on attack rolls against you.
  • As a bonus action, you can heal yourself or another creature within 30 feet of you for an amount equal to 2d8 + your Charisma modifier.

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

ranger

Aquastrider

Rangers who follow the path of the Aquastrider possess a deep connection to the aquatic world. They are at home both above and below the water’s surface, moving with grace and ease through aquatic environments. Aqua Striders are stewards of the sea, protecting its creatures and ecosystems from harm and utilizing their unique skills to navigate the challenges presented by underwater and coastal settings.

Aquatic Adaptation

At 3rd level, when you choose the Aqua Strider subclass, you gain the ability to adapt to aquatic environments. You can breathe underwater, and you have a swim speed equal to your movement speed. Additionally, you gain proficiency in the Athletics skill if you don’t already have it.

Waterborne Weaponry

Also at 3rd level, you gain proficiency with nets and tridents. Additionally, you can use your bonus action to control water around your weapon, causing it to deal an additional 1d4 cold damage until the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

 

 

Fluid Fighter

Starting at 7th level, you become a master of water-based combat techniques. While you are in water, you gain the following benefits:

  • You have advantage on melee weapon attack rolls against creatures that are also in water.
  • When you hit a creature with a melee weapon attack, you can choose to push it 10 feet away from you, potentially knocking it prone.

Fluid Movement

At 11th level, your connection to the ebb and flow of water enhances your mobility and agility. While you are in water, your movement speed increases by 10 feet, and you have advantage on Dexterity saving throws.

Aquatic Mastery

Starting at 15th level, you have achieved mastery over aquatic environments. You gain the following benefits:

  • You have resistance to cold damage and advantage on saving throws against effects that would freeze or immobilize you.
  • You can cast the Water Breathing spell on yourself and up to five willing creatures within 30 feet of you without expending a spell slot. Once you use this feature, you can’t use it again until you finish a long rest.
  • When you hit a creature with a melee weapon attack while you are in water, you can expend a spell slot to deal additional cold damage equal to 2d8 + the level of the spell slot.

Elemental Wanderer

Rangers who follow the path of the Elemental Wanderer possess an innate attunement to the elemental forces that shape the world. They draw upon the primal energies of fire, water, earth, and air, channeling their power to protect the natural world and unleash devastating attacks upon their foes. Elemental Wanderers are the embodiment of the elements, mastering their unpredictable nature and wielding them with precision and control.

Elemental Affinity

At 3rd level, when you choose the Elemental Wanderer subclass, you gain resistance to a damage type associated with one of the four elements: fire, water, air, or earth. Additionally, you gain proficiency in the Arcana skill if you don’t already have it.

Elemental Bond

Also at 3rd level, you forge a bond with the elemental forces of nature. Choose one of the following elemental types: fire, water, air, or earth. This choice determines the additional benefits you gain at higher levels.

  • Fire: Your attacks deal an additional 1d4 fire damage.
  • Water: You gain a swim speed equal to your normal speed and can breathe underwater.
  • Air: Your movement speed increases by 10 feet, and you gain a flying speed of 30 feet.
  • Earth: Your AC increases by 1, and you have advantage on saving throws against being knocked prone.

Elemental Defense

Starting at 7th level, your connection to the elements grants you enhanced resistance to their associated damage types. You have resistance to the damage type associated with your chosen elemental affinity (fire, cold, lightning, or acid). Additionally, you gain resistance to non-magical bludgeoning, piercing, and slashing damage.

Elemental Mastery

At 11th level, you gain mastery over your chosen elemental affinity. You gain the following benefits based on your chosen elemental type:

  • Fire: When you hit a creature with a weapon attack, you can choose to expend a spell slot to deal additional fire damage equal to 2d8 + the level of the spell slot.
  • Water: When you make a Dexterity (Stealth) check or a Wisdom (Survival) check in a natural environment, you can treat a roll of 9 or lower on the d20 as a 10.
  • Air: You gain a fly speed equal to your movement speed, and you have advantage on saving throws against spells and effects that would restrain or grapple you.
  • Earth: When you are hit by an attack, you can use your reaction to reduce the damage taken by an amount equal to your Wisdom modifier + your Ranger level.

Elemental Ascendancy

Starting at 15th level, you can tap into the raw power of the elemental planes to bolster your abilities. Once per long rest, as an action, you can enter an Ascended State for 1 minute. During this time, you gain the following benefits:

  • Your attacks deal additional damage equal to your Wisdom modifier.
  • You have resistance to all damage except for force damage.
  • You can cast the spell Conjure Elemental without expending a spell slot. The elemental summoned with this spell is friendly to you and your allies.

 

 

Lunar Sentinel

Rangers who follow the path of the Lunar Sentinel are chosen by the moon itself. They are entrusted with the task of safeguarding the natural world under the watchful gaze of the moon. Lunar Sentinels possess a deep attunement to the lunar cycle and draw upon its power to enhance their abilities, tap into lunar magic, and navigate the darkness. They are skilled hunters and trackers, utilizing the moon’s guidance to locate and eliminate threats to the natural order.

Lunar Attunement

At 3rd level, when you choose the Lunar Sentinel subclass, you gain a mystical attunement to the moon and its phases. You gain darkvision with a range of 60 feet. Additionally, you can use your bonus action to activate your Lunar Sight, which grants you advantage on Wisdom (Perception) checks that rely on sight in dim light or darkness. This effect lasts for 1 minute and ends early if you dismiss it as a bonus action or fall unconscious.

Moonlight Blade

Also at 3rd level, you learn to channel the lunar energy into your weapon strikes. Whenever you hit a creature with a melee weapon attack, you can choose to expend a spell slot to deal additional radiant damage equal to 2d8 + the level of the spell slot. The radiant damage increases to 3d8 at 11th level and 4d8 at 17th level.

Moonlit Step

Starting at 7th level, your connection to the moon grants you supernatural agility and mobility in the darkness. While you are in dim light or darkness, your movement speed increases by 10 feet, and you have advantage on Dexterity (Acrobatics) checks and Dexterity saving throws.

Lunar Veil

At 11th level, you gain the ability to blend seamlessly with the moonlit shadows. While you are in dim light or darkness, you have advantage on Stealth checks. Additionally, if you are hidden from a creature and make a ranged weapon attack against it, you have advantage on the attack roll, and the target has disadvantage on its saving throws against the attack.

Moon’s Resilience

Starting at 15th level, your bond with the moon grants you exceptional resilience. You gain resistance to radiant damage, and you have advantage on saving throws against spells and effects that would charm or frighten you.

Spiritwalker

Rangers who follow the path of the Spiritwalker possess a profound connection to the spiritual essence that permeates the natural world. They act as intermediaries between the mortal realm and the realm of spirits, communing with these ethereal entities for guidance and assistance. Spiritwalkers draw upon the wisdom and power of the spirits to navigate the wilds, protect nature, and aid their allies.

Spiritual Insight

At 3rd level, when you choose the Spiritwalker subclass, you gain the ability to communicate with spirits and gain their insights. You can cast the Speak with Animals spell as a ritual without expending a spell slot. Additionally, you gain proficiency in the Insight skill if you don’t already have it.

Spectral Familiar

Also at 3rd level, you gain a spectral familiar that serves as a conduit between the ethereal and material planes. Choose a creature from the Find Familiar spell list as your spectral familiar. The familiar has the same statistics as the chosen creature, but it is considered a celestial, fey, or elemental spirit (your choice). The familiar can communicate with you telepathically and can deliver touch spells on your behalf.

Spirit Guide

Starting at 7th level, you can call upon the guidance of a spirit guide to aid you in your quests. As an action, you can summon the spirit guide to manifest in a space within 30 feet of you. The spirit guide remains for 1 minute or until dismissed as a bonus action. While the spirit guide is present, you gain the following benefits:

  • You have advantage on Wisdom (Survival) checks and Wisdom saving throws.
  • You can use a bonus action on each of your turns to give yourself or a willing creature within 30 feet of you advantage on the next attack roll it makes before the start of your next turn.
  • You and your allies within 30 feet of the spirit guide have advantage on saving throws against being frightened or charmed.

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

Spiritual Ward

At 11th level, your connection with the spirits grants you enhanced protection against magical influences. You have advantage on saving throws against spells and other magical effects. Additionally, you and your allies within 10 feet of you have resistance to psychic damage.

 

 

Spiritual Mastery

Starting at 15th level, you have mastered the ways of the spirits, and their power flows through you. You gain the following benefits:

  • You have advantage on initiative rolls.
  • You can cast the Etherealness spell once per long rest without expending a spell slot.
  • When you hit a creature with a weapon attack, you can choose to expend a spell slot to deal additional force damage equal to 2d8 + the level of the spell slot.

Stormwarden

Rangers who follow the path of the Stormwarden possess a deep affinity for the tempestuous forces of nature. They are at home in the midst of storms, drawing power from thunderous skies, howling winds, and crashing waves. Stormwardens channel the energy of the elements to defend the natural world, using their command over storms to bring swift and devastating strikes upon their foes.

Stormborn

At 3rd level, when you choose the Stormwarden subclass, you gain resistance to lightning and thunder damage. Additionally, you gain proficiency in the Survival skill if you don’t already have it.

Storm Sense

Also at 3rd level, your connection with storms enhances your tracking abilities. You gain advantage on Wisdom (Perception) and Wisdom (Survival) checks made to track creatures or navigate in stormy weather conditions.

Storm’s Favor

Starting at 7th level, you can call upon the favor of the storm to aid you in combat. When you make an attack with a weapon, you can choose to imbue the attack with the energy of a storm. On a hit, the target takes an additional 1d6 lightning or thunder damage (your choice). Once you use this feature, you can’t use it again until you finish a short or long rest.

Storm’s Shelter

At 11th level, you gain the ability to temporarily create shelter in the midst of a storm. As an action, you can touch a piece of non-magical natural terrain and use your connection to the storms to create a protective barrier. This barrier provides you and up to five willing creatures of your choice within 30 feet of you with half cover until the start of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

Storm’s Fury

Starting at 15th level, your attacks become infused with the fury of a raging storm. When you hit a creature with a weapon attack, you can choose to expend a spell slot to deal additional lightning or thunder damage equal to 3d8 + the level of the spell slot. Additionally, if the target is in an area of dim light or darkness, it must make a Strength saving throw or be pushed 10 feet away from you and knocked prone.

 

 

Chemical expert

Rogues who follow the path of the Chemical Expert have devoted themselves to the study and mastery of alchemy. They are skilled in the creation and utilization of various chemicals, poisons, and concoctions to enhance their abilities and gain advantages in combat. Chemical Experts are adept at crafting deadly toxins, explosive mixtures, and helpful elixirs, utilizing their knowledge of alchemy to manipulate the battlefield and control the flow of encounters.

alchemical Knowledge

At 3rd level, when you choose the Chemical Expert subclass, you gain proficiency in the Alchemist’s Supplies tool, along with the Poisoners kit . Additionally, you have advantage on Intelligence (Investigation) checks made to identify or analyze chemicals, poisons, or explosives.Your extensive exposure to various chemicals has granted you resistance to their harmful effects. You have resistance to poison damage and advantage on saving throws against being poisoned. Additionally, you have advantage on saving throws against harmful gasses or fumes.

Toxic Strike

Also at 3rd level, you gain the ability to coat your weapon with a toxic substance. When you hit a creature with a weapon attack, you can choose to apply a dose of poison or acid to the target. The target must make a Constitution saving throw (DC 8 + your proficiency + your Dexterity modifier) On a failed save, it takes additional poison or acid damage equal to your Sneak Attack damage dice. The damage type depends on the substance applied.

Toxic Precision

At 9th level, your mastery of poisons and precision in applying them reaches its zenith. When you apply poison to your weapon, you gain a +2 bonus to attack rolls with that weapon. Additionally, creatures hit by your poisoned weapon must make a Constitution saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or become poisoned for 1 minute.

Lethal Cocktail

Starting at 13th level, During a short rest, you can create a Lethal Cocktail by expanding your Poisoner’s Kit and spending gold to gather the necessary components (DM’s discretion). The Lethal Cocktail is a potent poison that can be applied to a weapon or used as a thrown weapon. When you hit a creature with an attack using this poison, the target must make a Constitution saving throw against a DC equal to 8 + your proficiency bonus + your Dexterity modifier. On a failed save, the target takes poison damage equal to 6d6 + your Dexterity modifier and becomes poisoned for 1 minute. On a successful save, the target takes half damage and is not poisoned. The Lethal Cocktail remains potent for 24 hours, after which it loses its potency.

Chemical Mastery

Starting at 17th level, you have mastered the art of chemical warfare. You gain the following benefits:

  • When you hit someone with Sneak Attack, the creature is paralyzed for 1d4 rounds.
  • When you use Toxic Strike, the target must make the saving throw against your Rogue spell save DC with disadvantage.

Fatebinder

Rogues who follow the path of the Fatebinder possess an uncanny ability to influence luck and manipulate the threads of fate. They have an innate sense of the ebb and flow of fortune, enabling them to alter outcomes and seize opportune moments. Fatebinders are masters of probability, using their understanding of destiny to their advantage in both skillful maneuvers and calculated risks.

Fate’s Favor

At 3rd level, when you choose the Fatebinder subclass, you gain the ability to bend luck to your advantage. When you make an ability check, attack roll, or saving throw, you can use your reaction to add a d4 to the roll. Once you use this feature, you can’t use it again until you finish a short or long rest.

Prescient Strike

Also at 3rd level, you gain the ability to glimpse into the future and anticipate your opponent’s movements. When you hit a creature with a weapon attack, you can choose to expend a Sneak Attack to deal additional force damage instead of the usual sneak attack damage. This additional damage equals your Sneak Attack damage dice.

Thread Manipulation

Starting at 9th level, you gain the ability to manipulate the threads of fate to influence outcomes. As an action, you can target a creature within 30 feet of you and force it to make a Wisdom saving throw against your Rogue spell save DC. On a failed save, you can choose one of the following effects:

  • The creature has disadvantage on its next attack roll or ability check.
  • The creature has advantage on its next saving throw.
  • The creature’s speed is halved until the start of its next turn.

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

 

 

Fortune’s Evasion

At 13th level, you have developed an innate sense of danger and the ability to manipulate fate to avoid harm. When a creature targets you with an attack, you can use your reaction to impose disadvantage on the attack roll. Additionally, when you make a Dexterity saving throw to take half damage from an effect, you can use your reaction to take no damage instead.

Twist of Fate

Starting at 17th level, you gain the ability to alter the course of events through sheer force of will. Once per long rest, as an action, you can choose one of the following effects:

  • Reroll a saving throw, attack roll, or ability check, and use the new result.
  • Choose the result of a saving throw, attack roll, or ability check you just made.
  • Automatically succeed on a saving throw, attack roll, or ability check you just made.

Shadowblade

Rogues who follow the path of the Shadowblade are elusive assassins, specializing in covert operations and deadly strikes. They are adept at manipulating shadows, utilizing illusions, and employing stealth to their advantage. Shadowblades excel at infiltrating enemy lines, eliminating high-value targets, and disappearing without a trace. They are the masters of shadows, striking fear into the hearts of their enemies and leaving no witnesses behind.

Shadowy Veil

At 3rd level, when you choose the Shadowblade subclass, you gain the ability to blend seamlessly with shadows. While you are in an area of dim light or darkness, you can use your bonus action to become invisible until the start of your next turn or until you make an attack. Once you use this feature, you can’t use it again until you finish a short or long rest.

Shadow Strike Also at 3rd level, your strikes are infused with the power of shadows. When you hit a creature with a weapon attack while you are hidden from it, you can choose to expend a Sneak Attack to deal additional psychic damage instead of the usual sneak attack damage. This additional damage equals your Sneak Attack damage dice.

Shadow Step

Starting at 9th level, you gain the ability to traverse through shadows with remarkable speed. As a bonus action, you can teleport up to 60 feet to an unoccupied space that you can see in dim light or darkness. Once you use this feature, you can’t use it again until you finish a short or long rest.

Umbral Defense

At 13th level, you gain enhanced defenses when you are in dim light or darkness. While you are in an area of dim light or darkness, you have resistance to all damage except for radiant damage. Additionally, you have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.

Shadow Mastery

Starting at 17th level, you become a master of shadows and manipulation. You gain the following benefits:

  • When you take the Hide action in dim light or darkness, you can make a Dexterity (Stealth) check as a bonus action.
  • When you hit a creature with a weapon attack while you are invisible, it must make a Wisdom saving throw against your Rogue spell save DC. On a failed save, the target is frightened of you until the end of its next turn.
  • Once per turn, when you miss a creature with a weapon attack, you can reroll the attack roll. You must use the new roll.

 

 

Silencer

Silencers are a clandestine breed of rogues who specialize in the covert elimination of their foes. They operate with the eerie calmness of shadows, leaving no witnesses and barely a trace of their deadly work. These rogues have honed their skills to silence not only their footsteps but also the lives of those they target. They are experts in eliminating targets with ruthless precision, leaving behind only the hushed whispers of their deadly work. They possess an innate understanding of the art of the quiet kill, navigating the shadows with an eerie calmness.

Silent Movement

At 3rd level, when you choose the Silencer subclass, you gain proficiency in the Stealth skill if you don’t already have it. Additionally, you can move at normal speed without making any sound, and you have advantage on Dexterity (Stealth) checks made to move silently.

Deadly Precision

Also at 3rd level, you gain the ability to strike with deadly precision. When you hit a surprised creature or a creature that is unaware of your presence with a weapon attack, you can choose to expend a Sneak Attack to deal additional damage equal to your Sneak Attack damage dice.

Silent Strike

Starting at 9th level, you can strike swiftly and silently to incapacitate your enemies. When you hit a creature with a weapon attack, you can choose to spend a bonus action to attempt to stun the target. The target must make a Constitution saving throw against your Rogue spell save DC. On a failed save, it is stunned until the end of its next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

Shadow Cloak

At 13th level, you gain the ability to blend seamlessly with the shadows. While you are in an area of dim light or darkness, you have resistance to all damage from non-magical attacks. Additionally, you have advantage on Dexterity saving throws against spells and effects that would cause you to become restrained or paralyzed.

Master of Assassination

Starting at 17th level, you have honed your skills in the art of assassination to perfection. You gain the following benefits:

  • Your Sneak Attack damage increases to 8d6.
  • When you attack a surprised creature or a creature that is unaware of your presence, it has disadvantage on the saving throw against your Silent Strike feature.
  • When you roll initiative and have no Sneak Attack uses remaining, you regain one use of Sneak Attack.

Tormentor

Rogues who follow the path of the Tormentor are masters of psychological warfare, using pain and fear to gain control over their enemies. They have honed their skills in torture techniques, interrogation methods, and manipulation of vulnerabilities. The Tormentor is a terrifying presence on the battlefield, inflicting suffering and exploiting weaknesses to break their opponents both physically and mentally.

Psychological Warfare

At 3rd level, when you choose the Tormentor subclass, you gain proficiency in the Intimidation skill if you don’t already have it. Additionally, you have advantage on Charisma (Intimidation) checks made to demoralize or frighten creatures.

Tormenting Strike

Also at 3rd level, you learn to strike at your enemies’ deepest fears and insecurities. When you hit a creature with a weapon attack, you can choose to expend a Sneak Attack to deal additional psychic damage instead of the usual sneak attack damage. This additional damage equals your Sneak Attack damage dice.

Aura of Fear

Starting at 9th level, your mere presence radiates an aura of fear and discomfort. When a creature starts its turn within 10 feet of you, it must make a Wisdom saving throw against your Rogue spell save DC. On a failed save, the creature has disadvantage on attack rolls and ability checks until the start of its next turn. Once a creature succeeds on this saving throw, it becomes immune to the aura for 24 hours.

Whispered Dread

At 13th level, you gain the ability to instill a deep sense of dread into your enemies through your whispered words. As an action, you can choose a creature within 30 feet of you and speak a phrase of haunting torment. The target must make a Wisdom saving throw against your Rogue spell save DC. On a failed save, the creature becomes frightened for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once you use this feature, you can’t use it again until you finish a short or long rest.

Aura of Despair

Starting at 17th level, your aura of fear becomes even more potent. The range of your Aura of Fear increases to 30 feet. Additionally, creatures affected by your Aura of Fear have their speed reduced by 10 feet while they are within the aura. Furthermore, any creature that starts its turn within the aura takes psychic damage equal to your Sneak Attack damage.

 

 

Wayfarer

Rogues who follow the path of the Wayfarer are seasoned travelers and merchants. They possess a keen eye for opportunities, a talent for navigating diverse landscapes, and a shrewd understanding of trade and negotiation. Wayfarers are adaptable and resourceful, making their way through the world with a combination of street smarts and business savvy. They are masters of bartering, gathering information, and utilizing their wide network of contacts to their advantage.

Traveler’s Insight

At 3rd level, when you choose the Wayfarer subclass, you gain a keen sense for navigating different terrains and cultures. You gain proficiency in the Survival skill and one additional language of your choice. Additionally, you have advantage on Wisdom (Insight) checks made to gather information or discern a person’s true intentions.

Merchant’s Tongue

Also at 3rd level, you have honed your skills in bargaining, negotiating, and gathering information through social interactions. You gain proficiency in the Persuasion skill, and when you make a Charisma (Persuasion) check to gather information or negotiate prices, you can roll an additional d4 and add the result to the check.

Wayfarer’s Resilience

Starting at 9th level, your extensive travels and experiences have made you resilient to the challenges of the road. You gain proficiency in the Constitution saving throw. Additionally, you have advantage on saving throws against exhaustion, and you can ignore difficult terrain caused by non-magical natural environments.

Trade Secrets

At 13th level, your vast knowledge of goods, trade routes, and marketplaces grants you an advantage in acquiring valuable items. Whenever you make an ability check to appraise the value of an item or negotiate a trade, you can roll an additional d4 and add the result to the check. Additionally, you have advantage on Intelligence (Investigation) checks made to determine the authenticity or quality of an item.

Master of Commerce

Starting at 17th level, your expertise in the realm of trade and commerce reaches its pinnacle. You gain the following benefits:

  • You have advantage on saving throws against being charmed or frightened.
  • When you make a Charisma (Persuasion) check, you can treat a roll of 9 or lower on the d20 as a 10.
  • You can cast the spell Geas once per long rest without expending a spell slot. The target of the spell must be a creature with whom you have an established business or trade relationship, and they have disadvantage on the saving throw against the spell.

Sorcerer

Aquaborn

Sorcerers with the Aquaborn origin have a deep affinity for water and the aquatic realm. They draw power from the depths of the ocean and the fluidity of water itself. Aquaborn sorcerers are skilled in manipulating water, summoning aquatic creatures, and harnessing the forces of the sea.

Fluid Manipulation

At 1st level, when you choose the Aquaborn subclass, you gain the ability to manipulate and shape water with ease. You have proficiency in the Water Weaver’s Tools, which allows you to channel and control water-based magic. Additionally, you can use your action to create minor water-based effects, such as a small sphere of floating water or a brief fountain that shoots water into the air.

Aquatic Adaptation

Also at 1st level, you gain the ability to adapt to aquatic environments. You can breathe both air and water, and you gain a swim speed equal to your walking speed. Additionally, you have advantage on Constitution saving throws made to resist the effects of extreme cold or extreme heat.

Water Whip

Starting at 6th level, you gain the ability to form a whip-like tendril of water. As an action, you can create a water whip that extends from your hand and makes a melee spell attack against a creature within 10 feet of you. On a hit, the target takes bludgeoning damage equal to your sorcerer level plus your Charisma modifier. Additionally, if the target is a creature or object that is holding, wearing, or carrying anything flammable, the water whip douses the flames.

Calm Waters

At 14th level, you gain the ability to calm tumultuous waters and create a tranquil environment. As an action, you can create a 30-foot radius sphere of calm water centered on yourself. Within this area, the water becomes still and serene. Any creature that starts its turn within the area regains hit points equal to your sorcerer level. Additionally, any hostile creature that enters the area for the first time on a turn or starts its turn there must make a Wisdom saving throw against your sorcerer spell save DC. On a failed save, it is charmed by you for 1 minute or until it takes damage.

 

 

Master of the Tides

Starting at 18th level, you have achieved mastery over the element of water. You gain the following benefits:

  • Your sorcerer spells ignore resistance to cold damage.
  • When you cast a spell that deals cold damage, you can roll an additional damage die and add it to the total.
  • You have advantage on saving throws against spells and effects that would knock you prone or move you against your will.

Astral Weaver

Sorcerers who originate from the path of the Astral Weaver possess a profound connection to the astral plane and the essence of raw magic. They have the ability to manipulate the astral energy that flows through the multiverse, allowing them to shape and weave it to their desired effects. Astral Weavers are masters of space and time, bending reality and traversing through the astral plane to achieve their goals.

Astral Connection

At 1st level, when you choose the Astral Weaver subclass, you establish a deep connection to the astral plane. You gain the ability to perceive the astral plane and communicate with astral entities. Additionally, you gain the Astral Traveler’s Guide, a book that provides you with knowledge about the planes, creatures, and portals related to the astral realm. You can use your action to consult the guide and gain advantage on Intelligence (Arcana) checks related to the astral plane and its denizens.

Astral Threads

Also at 1st level, you gain the ability to manipulate the astral threads that connect all things in the multiverse. When you cast a spell of 1st level or higher that deals damage, you can spend 1 sorcery point to empower it with astral energy. The spell’s damage type changes to force, and if the spell requires a saving throw, the target has disadvantage on the saving throw. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses after finishing a long rest.

Astral Step

At 6th level, you gain the ability to momentarily shift your form partially into the astral plane, allowing you to teleport through space. As a bonus action, you can teleport up to 30 feet to an unoccupied space that you can see. Once you use this feature, you can’t use it again until you finish a short or long rest.

Cosmic Resilience

Starting at 14th level, your connection to the astral plane grants you enhanced resilience. You have resistance to force damage. Additionally, when you are reduced to 0 hit points but not killed outright, you can choose to expend a number of sorcery points up to your sorcerer level. For each sorcery point expended in this way, you regain hit points equal to your Charisma modifier + the number rolled on a d6.

Astral Mastery

At 18th level, you have reached the pinnacle of astral manipulation. You gain the following benefits:

  • Your sorcerer spells ignore resistance to force damage.
  • When you cast a spell that deals force damage, you can roll one additional damage die and add it to the total.
  • You can cast the Astral Projection spell once per long rest without expending a spell slot.

Bloodborne

Sorcerers who follow the originate from the Bloodborne Sorcerer tap into the mysterious power contained within their own blood. They have a deep connection to eldritch forces and undergo transformative changes as they harness the dark magic within. Bloodborne Sorcerers are adept at manipulating blood, unleashing devastating attacks, and transforming themselves to gain incredible abilities.

Bloodline Surge

At 1st level, when you choose the Bloodborn subclass, your connection to blood magic strengthens your physical and magical capabilities. Whenever you cast a sorcerer spell of 1st level or higher that deals damage, you can choose to roll one additional damage die of that spell’s damage type and add it to the total. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses after finishing a long rest.

Blood Manipulation

Also at 1st level, you gain the ability to manipulate blood, both yours and others’. You can use your action to spend hit points to gain sorcery points or to regain expended sorcery points. For every 2 hit points you spend, you gain 1 sorcery point, up to a maximum equal to your sorcerer level. Additionally, you have advantage on saving throws against being frightened and the frightened condition.

 

 

Blood Bond

At 6th level, your blood magic allows you to form a powerful bond with a willing creature. As an action, you can choose a creature you can touch. Until the end of your next long rest, you gain the following benefits:

  • You and the bonded creature can communicate telepathically with each other if you are on the same plane of existence and within a number of miles equal to your Charisma modifier (minimum of 1 mile).
  • If either you or the bonded creature takes damage, you can use your reaction to transfer a number of hit points equal to your sorcerer level from yourself to the bonded creature or vice versa. This transfer occurs before the damage is applied.
  • Once you use this feature, you can’t use it again until you finish a long rest.

Blood Boon

Starting at 14th level, you can tap into the potent energy within your blood to unleash devastating spells. When you cast a spell that deals damage and requires a saving throw, you can spend sorcery points to impose penalties on the saving throw. For each sorcery point you spend, the target has disadvantage on its saving throw against that spell.

Lifeblood Surge

At 18th level, your mastery of blood magic reaches its peak. You gain the following benefits:

  • When you use your Bloodline Surge feature, you can roll an additional damage die for each damage type the spell deals, and add them all to the total.
  • Whenever you deal damage with a spell that requires a spell attack roll, you can reroll any number of the damage dice and choose which results to use.

Fae Born

You are not just a spellcaster; you are a conduit of the Fae, touched by their magic from birth. Your powers are rooted in the whimsical and mysterious world of the Feywild, giving you an innate connection to its enchanting and unpredictable nature.

Fey Ancestry

At 1st level, your bloodline carries the essence of the Feywild. You gain advantage on saving throws against being charmed, and magic can’t put you to sleep.

Fae Magic

Starting at 1st level, your connection to the Feywild grants you access to unique spells not available to other sorcerer subclasses. These spells are considered sorcerer spells for you, but they do not count against the number of spells known. You can choose one of these spells each time you gain a sorcerer level.

Spells
1st Faerie Fire, Charm Person
3rd Misty Step, Mirror Image
5th Hypnotic Pattern, Major Image
7th Dimension Door, Hallucinatory Terrain
9th Seeming, Dream

Fey Step

At 6th level, you can tap into the Fae magic within you to step between the mortal realm and the Feywild. As a bonus action, you can teleport up to 30 feet to an unoccupied space you can see. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses after a long rest.

Fae Enchantment

Starting at 14th level, your magic becomes even more beguiling. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 2 sorcery points to give the target disadvantage on the saving throw. This ability does not stack with other effects that impose disadvantage on saving throws.

Fae Lord’s Blessing

Your connection to the Feywild reaches its pinnacle. You gain the ability to cast “Plane Shift” once per long rest, allowing you and a number of willing creatures equal to your Charisma modifier to travel to the Feywild or back to the Material Plane. While in the Feywild, your spells and abilities are enhanced, and you have advantage on all spell attack rolls and saving throws.

Flaming Soul

Sorcerers with the Flaming Soul origin have an inherent affinity for fire magic, drawing upon the primordial essence of flames.

 

 

They are able to control and shape fire, inflicting burning damage upon their foes and immersing themselves in the fiery power of their bloodline.

Ignite

At 1st level, when you choose the Flaming Soul subclass, you gain the ability to ignite your spells with fiery energy. Whenever you cast a sorcerer spell of 1st level or higher that deals fire damage, you can choose to add your Charisma modifier to the damage roll. Additionally, if a creature within 5 feet of you hits you with a melee attack, it takes fire damage equal to your Charisma modifier.

Flame Tongue

Also at 1st level, your connection to fire magic allows you to conjure flames at will. You can use your bonus action to surround your melee weapon with magical flames. The next time you hit with a melee attack using that weapon before the end of your turn, it deals an extra 1d6 fire damage. The damage increases as you gain sorcerer levels: at 6th level (2d6), 14th level (3d6), and 18th level (4d6).

Burning Aura

Starting at 6th level, you radiate an aura of searing heat. When a creature starts its turn within 5 feet of you, it takes fire damage equal to half your sorcerer level (minimum of 1). Additionally, any creature that hits you with a melee attack takes fire damage equal to your Charisma modifier.

Inferno Form

At 14th level, you gain the ability to transform into a blazing inferno. As an action, you can assume your Inferno Form, which lasts for 1 minute. While in this form, your body becomes wreathed in flames, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Your melee weapon attacks deal an additional 1d8 fire damage, and you have resistance to fire damage. Once you use this feature, you can’t use it again until you finish a long rest.

Blazing Mastery

Starting at 18th level, you have achieved mastery over the element of fire. You gain the following benefits:

  • Your sorcerer spells ignore resistance to fire damage.
  • When you cast a spell that deals fire damage, you can roll an additional damage die and add it to the total.
  • You have immunity to fire damage.

Frostweaver

Sorcerers with the Frostweaver origin possess an innate affinity for ice and cold magic. They can tap into the elemental forces of frost, shaping and controlling the chilling energies. Frostweavers excel at manipulating ice, freezing their enemies, and creating icy barriers to protect themselves and their allies.

Ice Shaper

At 1st level, when you choose the Frostweaver subclass, you gain the ability to shape and manipulate ice with ease. You have proficiency in the Ice Shaper’s Tools, which allows you to craft simple ice sculptures and manipulate ice-based objects. Additionally, you can use your action to create a small, handheld ice construct, such as an ice dagger or shield. This construct lasts for 1 hour or until it is destroyed, and it counts as a simple melee weapon with which you are proficient.

Chilling Touch

Also at 1st level, your touch carries the essence of frost. When you hit a creature with a melee spell attack, you can choose to deal cold damage instead of the spell’s normal damage type. The target must make a Constitution saving throw against your Sorcerer spell save DC. On a failed save, it is also affected by the chilling touch, reducing its speed by 10 feet until the start of your next turn.

Frozen Veil

Starting at 6th level, you gain the ability to surround yourself in an icy aura. As a bonus action, you can activate your Frozen Veil, gaining resistance to cold damage and advantage on saving throws against effects that would impose the paralyzed or restrained condition on you. Additionally, any creature that starts its turn within 5 feet of you takes cold damage equal to your Charisma modifier. The aura lasts for 1 minute or until you dismiss it as a bonus action.

Frost Nova

At 14th level, you can unleash a powerful burst of icy energy. As an action, you can create a 20-foot radius sphere of freezing cold air centered on yourself. Each creature within the area must make a Dexterity saving throw against your Sorcerer spell save DC, taking cold damage and becoming restrained for 1 minute on a failed save, or half damage and no restraint on a successful one. A restrained creature can repeat the saving throw at the end of each of its turns, ending the restraint effect on a success.

Master of Winter

Starting at 18th level, you have become a true master of frost and winter. You gain the following benefits:

  • Your sorcerer spells ignore resistance to cold damage.
  • When you cast a spell that deals cold damage, you can roll an additional damage die and add it to the total.
  • Your Frozen Veil now extends to a 10-foot radius, and any creature that starts its turn within the aura takes cold damage equal to your Charisma modifier.

 

 

Serendripist

Sorcerers with the Serendipist origin possess an innate attunement to the ebb and flow of luck. They can harness and manipulate the forces of chance, altering probabilities and embracing the whims of fate. Serendipist sorcerers excel at turning unfavorable situations into advantageous ones, capitalizing on moments of luck, and unraveling the threads of destiny.

Fortune’s Favor

At 1st level, when you choose the Serendipist subclass, you have the ability to influence luck. Whenever you make an ability check, attack roll, or saving throw, you can roll a d4 and add the number rolled to the result. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses after finishing a long rest.

Lucky Streak

Also at 1st level, you have an uncanny knack for turning near-misses into successes. When you roll a 1 on an attack roll, ability check, or saving throw, you can choose to reroll the die and use the new result. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses after finishing a long rest.

Fortuitous Manipulation

Starting at 6th level, you gain the ability to manipulate fortune in subtle ways. As a bonus action, you can spend 2 sorcery points to reroll a saving throw that you just made. You must use the new result. Additionally, you have advantage on Charisma (Deception) checks made to deceive others about your true intentions or motivations.

Cascading Luck

At 14th level, your mastery of luck reaches a new level. When you use your Fortune’s Favor feature, you can choose to roll a d6 instead of a d4. Additionally, when you roll damage for a spell, you can spend 2 sorcery points to reroll any number of the damage dice. You must use the new results.

Fate’s Champion

Starting at 18th level, you become a true champion of fate. You gain the following benefits:

  • Your sorcerer spells ignore resistance to psychic damage.
  • When you cast a spell that deals psychic damage, you can roll an additional damage die and add it to the total.
  • When you roll a 20 on an attack roll, ability check, or saving throw, you regain 1 sorcery point.

Spiritbound

Sorcerers with the Spiritbound origin are intrinsically connected to the realm of spirits and ethereal entities. They have the ability to communicate with and form pacts with spirits, drawing upon their otherworldly power to enhance their own magical abilities. Spiritbound sorcerers are skilled at summoning, manipulating, and channeling the energies of these spiritual entities to achieve extraordinary feats.

Spiritual Sensitivity

At 1st level, when you choose the Spiritbound subclass, you gain an enhanced sensitivity to the presence of spirits. You have advantage on Wisdom (Perception) checks made to detect ethereal or invisible creatures and objects. Additionally, you can communicate with spirits as if you shared a common language, and you have advantage on Charisma checks made to interact with them.

Ethereal Connection

Also at 1st level, you gain the ability to temporarily merge with the ethereal plane. As a bonus action, you can become ethereal until the end of your turn. While ethereal, you have resistance to force damage and can move through creatures and objects as if they were difficult terrain. Once you use this feature, you can’t use it again until you finish a short or long rest.

Spectral Manifestation

At 6th level, you gain the ability to manifest the presence of spirits in the material plane. As an action, you can summon a spectral companion. The companion lasts for 1 hour or until dismissed as a bonus action. Choose a creature type: humanoid, beast, or elemental. The companion appears as a ghostly, translucent version of the chosen creature type. It has the same statistics as a creature of that type, but it is a celestial, fey, or elemental (your choice) instead of its normal creature type. The companion acts on its own initiative and obeys your commands to the best of its ability.

Spectral Surge

Starting at 14th level, you gain the ability to infuse your spells with spectral energy. When you cast a spell that deals damage and requires a saving throw, you can spend sorcery points to empower it with spectral energy. For each sorcery point you spend, the spell’s damage increases by 1d6, and the target has disadvantage on its saving throw against that spell.

 

 

Spiritual Ascendancy

At 18th level, you have ascended to a heightened state of spiritual connection and power. You gain the following benefits:

  • Your sorcerer spells ignore resistance to force damage.
  • When you cast a spell that deals force damage, you can roll an additional damage die and add it to the total.
  • You can cast the Astral Projection spell once per long rest without expending a spell slot.

Timekeeper

Sorcerers with the Timekeeper origin possess an innate connection to the essence of time. They can bend the flow of time, manipulate temporal energies, and glimpse into the past and future. Timekeeper sorcerers excel at altering the course of events, hastening their actions, and perceiving the strands of time that weave the fabric of reality.

Chrono Sense

At 1st level, when you choose the Timekeeper subclass, your connection to the temporal plane enhances your senses. You gain the ability to perceive the flow of time around you. You have advantage on Wisdom (Perception) checks made to detect the presence of hidden creatures or objects. Additionally, you have advantage on Intelligence (Investigation) checks made to uncover hidden or forgotten information.

Temporal Manipulation

Also at 1st level, you gain the ability to manipulate time to a limited extent. As an action, you can manipulate the time around a creature or object, causing it to age or reverse in age. Make a ranged spell attack against the target. On a hit, the target takes force damage equal to your sorcerer level. Additionally, you can choose to either age the target, imposing disadvantage on attack rolls and ability checks, or reverse its age, removing any effects of aging and granting advantage on attack rolls and ability checks. This effect lasts for 1 minute or until the target takes a short or long rest.

Time Shift

Starting at 6th level, you gain the ability to briefly shift yourself or others through time. As a bonus action, you can choose a creature within 30 feet of you and spend 2 sorcery points to grant it advantage on its next initiative roll. Additionally, you have advantage on Dexterity saving throws against spells and effects that would cause you to take half damage on a successful save.

Temporal Acceleration

At 14th level, you gain the ability to accelerate time around yourself, granting you enhanced speed and reflexes. As a bonus action, you can activate your Temporal Acceleration, doubling your movement speed, allowing you to take the Dash action as a bonus action, and granting advantage on Dexterity saving throws. This effect lasts for 1 minute or until you dismiss it as a bonus action. Once you use this feature, you can’t use it again until you finish a long rest.

Temporal Mastery

Starting at 18th level, you have reached the pinnacle of temporal manipulation. You gain the following benefits:

  • Your sorcerer spells ignore resistance to force damage.
  • When you cast a spell that deals force damage, you can roll an additional damage die and add it to the total.
  • When you roll initiative and have no sorcery points remaining, you regain 1 sorcery point.

Warlock

Pact boons

Pact of the Veil

Warlocks who choose the Pact Boon of the Veil gain the ability to manipulate illusions and deceive the senses. They are granted power by a mysterious entity tied to the realm of shadows and deception. The Warlock gains the ability to create illusions, deceive others, and even step briefly into the shadowy plane.

When you choose the Pact Boon of the Veil at 3rd level, you gain proficiency in the Deception and Stealth skills, if you don’t already have it. Additionally, you have advantage on saving throws against being charmed or frightened. You gain the ability to create powerful illusions. You learn the “Silent Image” spell, which doesn’t count against your number of spells known. When you cast “Silent Image,” you can make the illusion created by the spell become partially real. Any creature that interacts with the illusion must succeed on an Intelligence saving throw against your warlock spell save DC or become frightened until the start of their next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

The Corruptor

Expanded spell list

Warlocks who forge a pact with the Corruptor gain access to dark and corrupting powers. They are chosen by a malevolent entity that seeks to spread chaos and corruption throughout the world. The Corruptor grants the Warlock the ability to manipulate the minds of others, unleash vile energies, and bring about destruction.

 

 

1st level: Ray of Sickness, False Life
2nd level: Blindness/Deafness, Ray of Enfeeblement
3rd level: Bestow Curse, Vampiric Touch
4th level: Blight, Phantasmal Killer
5th level: Contagion, Negative Energy Flood

Touch of Decay

Starting at 1st level, your eldritch blasts and other spells that deal damage have a corrupting effect. When you hit a creature with an eldritch blast or a spell that deals damage, you can choose to inflict an additional 1d6 necrotic damage. Additionally, the target has disadvantage on its next saving throw against a spell cast by you before the end of your next turn.

Corrupting Presence

Also at 1st level, you emanate a corrupting aura that unnerves those around you. You gain proficiency in the Intimidation skill. Additionally, any hostile creature that starts its turn within 10 feet of you must make a Wisdom saving throw against your warlock spell save DC. On a failed save, the creature has disadvantage on attack rolls against you until the start of its next turn.

Curse Manipulation

Starting at 6th level, you gain the ability to manipulate curses to your advantage. As an action, you can target a creature you can see within 60 feet of you that is under the effect of a curse. Make a Charisma check contested by the target’s Wisdom saving throw. On a success, you can choose to amplify or suppress the curse. Amplifying the curse causes the target to suffer additional effects or penalties associated with the curse. Suppressing the curse temporarily nullifies its effects until the end of the target’s next turn. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses after finishing a long rest.

Aura of Decay

At 10th level, your corrupting presence extends further, spreading an aura of decay around you. Any hostile creature that starts its turn within 30 feet of you takes necrotic damage equal to half your warlock level (rounded up). Additionally, the area within 10 feet of you is considered difficult terrain for creatures other than yourself.

Corrupting Blast

Starting at 14th level, your eldritch blasts become even more insidious. When you hit a creature with an eldritch blast, the target must make a Constitution saving throw against your warlock spell save DC or be afflicted by a corrupting effect until the start of your next turn. The effect depends on the number of eldritch blasts that hit the target:

  • One Blast: The target has disadvantage on its next attack roll.
  • Two Blasts: The target has disadvantage on its next saving throw.
  • Three Blasts: The target has disadvantage on its next ability check.

The Reaper

Warlocks who forge a pact with the Reaper gain a connection to the realm of death itself. They serve as emissaries of the underworld, wielding the power to manipulate life force, commune with spirits, and bring about the end of mortal existence. Warlocks bound to the Reaper are tasked with maintaining the balance between life and death, ushering souls to their final resting place or using their power to extinguish life when necessary.

Expanded Spell List

1st level: False Life, Inflict Wounds
2nd level: Blindness/Deafness, Gentle Repose
3rd level: Animate Dead, Vampiric Touch
4th level: Death Ward, Blight
5th level: Raise Dead, Negative Energy Flood

Harvest’s Touch

Starting at 1st level, your touch is imbued with the power of death. When you hit a creature with a melee spell attack, you can add your Charisma modifier to the damage roll. Additionally, you gain temporary hit points equal to your warlock level whenever a creature you can see within 30 feet of you is reduced to 0 hit points.

Soul Siphon

Also at 1st level, you gain the ability to siphon the life force from your enemies. When you reduce a hostile creature to 0 hit points, you regain hit points equal to your warlock level + your Charisma modifier.

 

 

Dark Pact

Starting at 6th level, your connection to the realm of death grants you the ability to make a dark pact. As an action, you can make a pact with a dying creature you can see within 5 feet of you. The creature must make a Charisma saving throw against your warlock spell save DC. On a failed save, the creature dies and its soul becomes bound to you. Until the end of your next long rest, you gain advantage on one ability check, attack roll, or saving throw of your choice. Once you use this feature, you can’t use it again until you finish a long rest.

Soul Tether

At 10th level, your connection to souls becomes stronger. When you hit a creature with a spell of 1st level or higher that deals necrotic damage, you can choose to spend 1 sorcery point to attempt to tether its soul. The target must make a Wisdom saving throw against your warlock spell save DC. On a failed save, the target is frightened of you until the end of its next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

Harbinger of Death

Starting at 14th level, you become a true harbinger of death. You gain the following benefits:

  • You have resistance to necrotic damage.
  • When you hit a creature with a spell attack that deals necrotic damage, it must make a Constitution saving throw against your warlock spell save DC. On a failed save, the creature is instantly killed if its hit points are equal to or less than your warlock level. Creatures immune to critical hits are also immune to this effect.
  • Once per long rest, you can cast the spell Finger of Death without expending a spell slot.

The Spiritbinder

Warlocks who forge a pact with the Spiritbinder gain a connection to the realm of spirits and ethereal entities. They possess the ability to commune with, summon, and command these otherworldly beings. The Spiritbinder wields the power of spiritual energy, using it to manipulate the physical world, gain insight from the ethereal realm, and harness the unique abilities of their spectral allies.

Exapnded spell list

1st level: Guiding Bolt, Cure Wounds
2nd level: Augury, Lesser Restoration
3rd level: Speak with Dead, Spirit Guardians
4th level: Divination, Guardian of Faith
5th level: Commune, Raise Dead

Spirit Companion

At 1st level, you gain the ability to form a pact with a spirit companion. As an action, you can summon a spectral creature to fight alongside you. Choose a creature type: undead, fey, or celestial. The spirit companion has the same statistics as a creature of that type, but it is considered your ally and obeys your commands to the best of its ability. The companion acts on its own initiative and follows your mental commands. It disappears after 1 hour, when it drops to 0 hit points, or when you dismiss it as a bonus action. You can use this feature once per short or long rest.

Spiritual Channeling

Also at 1st level, your pact with spirits allows you to channel their energy through your spells. When you deal damage with a warlock spell that deals damage of a type other than force, you can change the damage type to force. Additionally, you can spend 1 sorcery point to increase the spell’s damage by 1d8 force damage. The damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.

Ethereal Step

Starting at 6th level, you gain the ability to briefly step into the ethereal plane. As a bonus action, you can become ethereal until the end of your turn. While ethereal, you have resistance to all damage except force damage, and you can move through other creatures and objects as if they were difficult terrain. Once you use this feature, you can’t use it again until you finish a short or long rest.

Spectral Bonds

At 10th level, your connection to the ethereal plane allows you to forge spectral bonds with your allies. As an action, you can choose up to three willing creatures you can see within 30 feet of you. Until the end of your next turn, each target gains temporary hit points equal to your warlock level + your Charisma modifier. Additionally, if a target is reduced to 0 hit points while under the effect of this feature, it can make a Constitution saving throw. On a success, it drops to 1 hit point instead of falling unconscious.

Spiritual Mastery

Starting at 14th level, you have achieved mastery over the spiritual realm. You gain the following benefits:

  • Your warlock spells ignore resistance to necrotic damage.
  • When you cast a spell that deals necrotic damage, you can roll an additional damage die and add it to the total.
  • You gain resistance to necrotic damage.

 

 

Eldritch Invocations

Tortuous Veil:

Prerequisite: 7th level, Pact of the Chain

While your familiar is within 100 feet of you, you can use your reaction to swap places with it when you are hit by an attack. The attack is redirected towards your familiar, and you teleport to its location. Your familiar takes the damage instead of you. Once you use this ability, you can’t use it again until you finish a short or long rest.

Blind Justice

When you hit a creature with your eldritch blast, you can choose to blind it temporarily. The target must make a Constitution saving throw against your warlock spell save DC. On a failed save, the target is blinded until the end of your next turn. Once you use this ability, you can’t use it again until you finish a short or long rest

Corruptors Hold.

Prerequisite: 12th level

When you cast a spell that deals necrotic damage, you can choose to amplify its corrupting power. The target must make a Constitution saving throw against your warlock spell save DC. On a failed save, it suffers an additional effect depending on the spell cast:

If the spell deals ongoing damage, the target takes an additional 1d6 necrotic damage at the start of each of its turns for the spell’s duration. If the spell inflicts a condition, the target has disadvantage on saving throws to end or resist that condition. Once you use this ability, you can’t use it again until you finish a short or long rest.

Soulweaver’s Grasp

Prerequisite: 9th level

When you reduce a creature to 0 hit points with a spell of 1st level or higher, you can use your reaction to attempt to bind its soul. The creature must make a Charisma saving throw against your warlock spell save DC. On a failed save, its soul becomes trapped within a soul gem you possess. The creature can only be resurrected by a spell of 6th level or higher. Once you use this ability, you can’t use it again until you finish a long rest

Veiled Presence:

Prerequisite: 5th level, Pact of the Veil

You gain advantage on Charisma (Deception) checks to disguise your appearance. Additionally, you can use an action to cast the Disguise Self spell without expending a spell slot. You can use this feature once, and you regain the ability to use it after finishing a short or long rest.

Wizard

Lorekeeper

Wizards who specialize in the Lorekeeper tradition have dedicated themselves to the acquisition, study, and preservation of knowledge. They possess a deep understanding of lore, history, and the arcane secrets hidden within ancient texts. Lorekeepers excel at research, experimentation, and the acquisition of new spells and magical knowledge.

Bonus Proficiencies

At 2nd level, you gain proficiency in two additional skills of your choice from the following list: History, Investigation, Nature, Religion, or Arcana.

Font of Knowledge

Also at 2nd level, your extensive studies and thirst for knowledge have granted you an exceptional memory and a vast array of information. You can add your Intelligence modifier to any ability check that doesn’t already include your proficiency bonus. Additionally, you can choose to expend a spell slot when making an ability check related to a specific piece of knowledge or information, gaining advantage on the check.

Mystic Codex

Starting at 6th level, you gain the ability to create a mystic codex, a magical book infused with ancient and esoteric knowledge. This codex is a spellbook that holds additional spells of your choice. These spells can be of 1st level or higher, and you must have the spell slots and levels required to cast them. You can add spells to your mystic codex during a long rest by spending time studying and transcribing new spells into it. You can add spells equal to your intelligence modifier (Minimum of 1)

Archivist’s Insight

At 10th level, your connection to knowledge and secrets grants you an uncanny ability to analyze and understand the world around you. You gain proficiency in one Intelligence-based skill of your choice. Additionally, you have advantage on saving throws against being charmed or frightened.

Living Tome

Starting at 14th level, your mystic codex becomes a conduit of immense power. As an action, you can unleash the power of the living tome, gaining temporary hit points equal to your wizard level + your Intelligence modifier. For the next minute, whenever you cast a spell from your mystic codex, you can choose to maximize the damage of that spell. Once you use this feature, you can’t use it again until you finish a long rest.

 

 

Oneironaut

Wizards who pursue the path of the Oneironaut are skilled in the art of exploring and manipulating dreams. They possess a deep understanding of the realm of dreams and the power of the mind. Oneironauts can enter the dreams of others, shape dreamscapes, and wield the power of the subconscious to their advantage.

Oneiric Insight

At 2nd level, you gain proficiency in the Insight skill, and you can add double your proficiency bonus to any ability check you make that uses your Insight skill.

Dream Seer

Also at 2nd level, you gain the ability to traverse the realm of dreams. When you finish a long rest, you can choose to enter a trance-like state and enter the dream world. While in this state, you are aware of your surroundings in the physical world, but you can also perceive the dream world as if you were physically present there. You can interact with dream entities, explore dreamscapes, and gather information from the collective unconsciousness. This trance lasts for up to 1 hour, and you can end it early as a bonus action.

Dream Projection

Starting at 6th level, you gain the ability to project your consciousness into the dreams of others. Once per long rest, you can choose a creature you are familiar with and enter its dreams. While in the dream, you can communicate with the target and influence the dream’s course. You can also use this ability to extract information from the target’s subconscious mind. The dream projection lasts for up to 1 hour, and you can end it early as a bonus action.

Oneiric Illusions

At 10th level, you gain the ability to manipulate the fabric of dreams and create powerful illusions. Whenever you cast an illusion spell of 1st level or higher, the spell’s range is doubled, and you can target one additional creature within range. Additionally, when you cast an illusion spell, you can choose to make it seem more real, granting disadvantage on any saving throw made against the illusion.

Oneiric Mastery

Starting at 14th level, you have gained complete mastery over the realm of dreams. You can cast the Dream spell once without expending a spell slot. Additionally, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

Portalist

Wizards who pursue the path of the Portalist focus on the intricate art of manipulating portals and the fabric of space itself. They possess a deep understanding of dimensional magic, allowing them to open gateways, teleport with ease, and harness the powers of portals to their advantage. Portalists are masters of traversing great distances, manipulating the flow of magical energy, and controlling the battlefield with their portal-based abilities.

Dimensional Affinity

At 2nd level, you gain the ability to sense and manipulate the dimensional fabric. You have advantage on Intelligence (Arcana) checks made to understand or interact with portals, extradimensional spaces, and teleportation magic. Additionally, you can cast the Misty Step spell once without expending a spell slot. You regain the ability to do so after finishing a short or long rest.

Portal Manipulation

Also at 2nd level, you gain the ability to create and manipulate portals. As an action, you can create a portal at a point you can see within 30 feet of you. The portal is a circular opening that is 5 feet in diameter. You or a willing creature can enter the portal, and the portal remains open for 1 minute. The destination of the portal is determined by you, and it must be a location you have seen before or one you can visualize clearly. Once you use this feature, you can’t use it again until you finish a short or long rest.

Portal Jump

Starting at 6th level, your mastery of portals allows you to perform incredible jumps through space. Your jump distance is doubled, and you can use your reaction to reduce fall damage by an amount equal to five times your wizard level. Additionally, you have advantage on saving throws against being magically teleported against your will.

Gatekeeper

At 10th level, you gain the ability to manipulate the size and shape of portals you create. As an action, you can create a portal that is up to 10 feet in diameter. Additionally, the portal can now be used by multiple creatures simultaneously, allowing you and up to five willing creatures to enter or exit the portal as part of the same action. This feature does not expend your use of Portal Manipulation, but you can still only use Portal Manipulation once per rest.

 

 

Reality Warper

Starting at 14th level, your command over portals and dimensional magic reaches its pinnacle. You gain the ability to manipulate reality itself. Once per long rest, you can cast the Wish spell without needing a material component. Additionally, when you cast a spell of 6th level or higher, you can choose to have it affect all creatures within a 30-foot radius of your chosen point of origin, even if they are not within the spell’s normal range.

Pyromancer

Wizards who specialize in the Pyromancer tradition have dedicated themselves to the study and manipulation of fire magic. They possess an innate understanding of the destructive power of flames and can harness it to devastating effect. Pyromancers excel at inflicting fiery damage, controlling flames, and shaping the battlefield with their pyromantic abilities

Bonus Cantrip

At 2nd level, you learn the Fire Bolt cantrip if you don’t already know it. This cantrip counts as a wizard cantrip for you, and it deals an additional 1d8 fire damage when you reach 5th level, 11th level, and 17th level.

Fire Ward

Also at 2nd level, you gain resistance to fire damage. Additionally, when you cast a spell that deals fire damage, you can choose to empower it. If you do, you gain temporary hit points equal to your wizard level + your Intelligence modifier.

Fiery Form

Starting at 6th level, you gain the ability to channel the essence of fire, gaining a fiery aura. As a bonus action, you can activate your Fiery Form, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. Any creature that starts its turn within 5 feet of you takes fire damage equal to your wizard level. The Fiery Form lasts for 1 minute or until you dismiss it as a bonus action. Once you use this feature, you can’t use it again until you finish a short or long rest.

Pyromantic Mastery

At 10th level, you have mastered the art of pyromancy. You can add your Intelligence modifier to the damage of any fire spell you cast.

Inferno Burst

Starting at 14th level, your mastery of fire magic reaches its peak. When you cast a fire spell, you can choose to unleash an Inferno Burst. The area affected by the spell is increased by 10 feet in each dimension, and any creature that takes damage from the spell must make a Dexterity saving throw against your wizard spell save DC. On a failed save, the creature takes additional fire damage equal to your Intelligence modifier. Once you use this feature, you can’t use it again until you finish a long rest.

Runeweaver

Wizards who specialize in the Runeweaver tradition have dedicated themselves to the study and mastery of runic magic. They possess an intricate knowledge of ancient symbols and the ability to channel their magic through inscribed runes. By harnessing the power of runes, the Runeweaver can enhance their spells, protect themselves and their allies, and wield unique runic abilities.

Bonus Proficiencies

At 2nd level, you gain proficiency with calligrapher’s supplies and the ability to use them as a spellcasting focus for your wizard spells.

Runic Inscription

Also at 2nd level, you gain the ability to inscribe runes on surfaces and objects. As an action, you can inscribe a rune on a surface or object using your calligrapher’s supplies. The rune lasts until you finish a long rest or until you inscribe a new rune. The effects of the rune depend on the type of rune you inscribe, such as increasing a spell’s range, adding damage, or granting a protective barrier. The number of runes you can have inscribed at a time is equal to your Intelligence modifier (minimum of one).Once you use a rune, you can’t use it until a short or long rest

(Power runes):Uruz, Haglaz,Sowilo,Thurisaz: Add an extra 1d6 force Damage

(Insight Runes):Kenaz,Ansuz,Fehu,Nauthiz: You impose disadvantage on the saving throw

(Companionship Runes): Raidho,Wunjo,Gebo,Ehwaz,Othala: Your allies gain advantage on one saving throw

(Warding runes):Eihwaz,Tiwaz,Elhaz,Mannaz: You half Damage towards you

(Healing runes);Berkana, Jera,Inguz,Laguz: whenever You deal Damage with a spell, heal 1d6 hitpoints

Runic Empowerment

At 6th level, your mastery of runic magic grows stronger. You gain the ability to inscribe a runic mark on a target, enhancing their abilities or hindering their foes. As an action, you can choose a willing creature within 30 feet of you and inscribe a runic mark upon them. You can choose from the following effects:

 

 

Rune of Vigor: The marked creature gains temporary hit points equal to your wizard level at the start of their turn for the next minute.

Rune of Arcana: The marked creature gains advantage on their next Intelligence or Wisdom saving throw.

Rune of Distortion: The marked creature gains a +2 bonus to AC for 1 minute.

You can use this feature a number of times equal to your Intelligence modifier (minimum of 1) and regain all expended uses after a long rest.

Runic Resonance

At 10th level, your connection to the arcane runes deepens, allowing you to manipulate their energy in powerful ways. You gain the ability to infuse your spells with runic power.

Once per long rest, when you cast a spell of 1st level or higher, you can choose to inscribe a runic mark on yourself or a willing creature you can see within 30 feet. The runic mark enhances the effects of the next spell the marked creature casts. They gain the following benefits:

  • If the marked creature casts a damage-dealing spell, the damage dealt is increased by 1d6 for each level of the spell (e.g., casting a 3rd-level spell would add 3d6 damage).

  • If the marked creature casts a spell that requires a saving throw, the DC of the saving throw is increased by 2.

  • If the marked creature casts a healing spell, the amount of hit points restored is increased by your Intelligence modifier (minimum of 1).

The runic mark remains active until the marked creature casts a spell or until you finish a long rest. You can use this feature again after a long rest.

Runebound Aegis

As an action, you can inscribe the Runebound Aegis on a surface or object within 60 feet of you using your calligrapher’s supplies. This Aegis lasts for 1 hour or until dismissed as a bonus action. While the Runebound Aegis is active, you and your allies within 30 feet of it gain the following benefits:

  • Runic Ward: The Aegis creates a protective barrier. You and your allies have resistance to damage from spells and magical effects.

  • Runic Amplification: The Aegis enhances your spellcasting abilities. When you or an ally within the radius casts a spell of 1st level or higher, they can add your Intelligence modifier to the spell’s damage, healing, or saving throw DC.

  • Runic Unity: The Aegis fosters unity among your allies. Whenever an ally within the radius rolls a natural 1 on an attack roll or saving throw, they can choose to reroll the die once.

Vitalist Magus

Wizards who specialize in the Vitalist Magus tradition have delved into the mysteries of life force and the manipulation of vital energy. They possess the ability to harness the power of life energy, healing wounds, bolstering their allies, and sustaining themselves and their party members through the flow of vital energy.

Vital Infusion

At 2nd level, you gain proficiency in the Medicine skill, and you can use your Intelligence modifier instead of your Wisdom modifier when making Wisdom (Medicine) checks. Additionally, you learn the Cure Wounds spell, which does not count against the number of spells you can prepare.

Life Tap

Also at 2nd level, you gain the ability to tap into the life force of others. When you reduce a creature to 0 hit points with a spell that deals damage, you can regain hit points equal to half the damage dealt. If the spell deals necrotic damage, you regain hit points equal to the full damage dealt instead.

Vital Restoration

Starting at 6th level, you gain the ability to restore vitality to yourself and your allies. As an action, you can spend a spell slot to heal yourself or a creature you touch. The target regains hit points equal to 3d8 plus your Intelligence modifier. Additionally, the target gains temporary hit points equal to your wizard level.

Vital Surge

Starting at 10th level, you become a conduit of life energy, able to transfer vitality between creatures. As an action, you can touch a willing creature and transfer a portion of your own life force to them. The target regains hit points equal to your wizard level + your Intelligence modifier. Additionally, the target gains advantage on saving throws against disease and being poisoned for 1 hour

Vital Nexus

At 14th level, you gain the ability to channel your own life force to enhance your magical abilities. When you cast a spell, you can choose to expend 1 hit point instead of expending a spell slot. For each 10 hit point you spend, the spell’s level increases by 1, up to a maximum of 5 additional levels, as long as You have a spell slot of that level

 

 

Class: Greenseer

The Greenseer is a master of the harmonious balance between nature and arcane magic. They wield the powers of the earth, sky, and beyond, drawing from the energies of the natural world and the mysteries of the cosmos. Through their attunement with the forces of life and magic, they offer guidance, protection, and transformation.

Class Features

As a Greenseer, you gain the following class features

Hit Points

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

Proficiencies

Armor:
Light armor
Weapons:
Simple weapons
Tools:
Herbalism kit
Saving Throws:
Wisdom, Intelligence
Skills:
Choose two from Arcana, Nature, Insight, Medicine, Persuasion, and Survival

Equipment

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

  • (a) a quarterstaff or (b) a dagger

  • (a) a scholar’s pack or (b) an explorer’s pack

  • (a) A Druidic or Arcane focus or (b) A component pouch

  • Leather armor, a dagger, and a potion of healing

Spellcasting

Greenseers blend the power of nature and arcane magic, drawing energy from the natural world and infusing it with the complexities of the arcane. They employ a unique spellcasting system that incorporates rituals, natural components, and intuitive magic.

Cantrips

At 1st level, you know 2 cantrips of choice from the Greenseer spell list. You learn additonal Greenseer cantrips of your choice at higgher levels, as shown in the spell list below

Preparing and casting spells

The Greenseer tableshows how many spell slots you have, to cast your Greenseer spells of 1st level or higher. To cast one of these Greenseer spells,

 

 

The Greenseer
Level Proficiency Bonus Features Cantrips Known — Spell Slots Per Spell Level —
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 - 2 2
2nd +2 Harmonic Absorbtion, Natural Attunement 2 3
3rd +2 - 2 4 2
4th +2 Ability Score Improvement, Harmonic Absorbtion Improvement 3 4 3
5th +3 - 3 4 3 2
6th +3 Natural Attunement Feature 3 4 3 3
7th +3 Spell Analyst 3 4 3 3 1
8th +3 Ability Score Improvment, Harmonic Absorbtion Improvement 3 4 3 3 2
9th +4 - 3 4 3 3 2 1
10th +4 Natural Attunement Feature, Harmonic Absorbtion Improvement 3 4 3 3 2 1
11th +4 - 4 4 3 3 2 1 1
12th +4 Ability Score Improvement 4 4 3 3 2 1 1
13th +5 - 4 4 3 3 2 1 1 1
14th +5 Natural Attunement Feature 4 4 3 3 2 1 1 1
15th +5 - 4 4 3 3 2 1 1 1 1
16th +5 Ability Score Improvement 4 4 3 3 2 1 1 1 1
17th +6 - 4 4 3 3 2 1 1 1 1 1
18th +6 Mystic Convergence 4 4 3 3 3 1 1 1 1 1
19th +6 Ability Score Improvement 4 4 3 3 3 2 2 1 1 1
20th +6 - 4 4 3 3 3 2 2 2 1 1

you must expend a spell slot of that level or higher. You regain all expended spell slots when you finish a long rest-

You prepare the list of Greenseer spells that are available for you to cast,choosing from the Greenseer spell list. When you do so, choose a number of spells equal to your Wisdom modifer + your greenseer level. (minimum of 1 spell) The spells must be for a level which you have spell slots.

Spellcasting Ability

Spell save DC
= 8 + your profiency bonus + your Wisdom Modifer
Spell attack modifier
= your proficiency bonus + your Wisdom Modifer

Ritual Casting

You can cast a Greenseer spell as a ritual if it has the ritual and you have the spell prepared.

Spellcasting Focus

You can use a druidic or arcane focus to cast your spells

Harmonic Absorbtion

You can extract the magical esscense of the natural world,choose from Beast,Fey,Elemental,Plants or Ooze gaining a benefit frrom one of the being’s features. You can store up to your procifency bonus amount of abilities. You can use this a number of times equal to your Wisdom modifer before a long rest. Consult the table for the limit of c/r and rarity.

Harmonic Absorbtion Table
Level Maximum Challenge rating or Rarity
2nd 1/4, Common
4th 1/2, Uncommon
8th 1, Rare
10th 2, Rare

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 over 20 with this feature.

Spell Analyst

At 7th level, your deep understanding of the intricate balance between natural and arcane forces allows you to analyze and resist magical effects more effectively. You have advantage on saving throws against spells and magical effects

Mystic Convergence

At 18th level, you achieve a profound mastery over the fusion of natural and arcane magic. You can now call upon the ultimate power of the Earthsong, a rare and potent connection to the very heart of the world.

 

 

Once per long rest, you can activate Mystic Convergence, which lasts for 1 minute.

While Mystic Convergence is active, you gain the following benefits:

  • Your spellcasting abilities are enhanced. Whenever you cast a spell, it is considered to be cast using a spell slot two levels higher than the one you actually use.

  • Your spells and abilities ignore any damage resistance or immunity that a creature may have due to its type or nature.

  • You can use an action to cast the True Resurrection spell without expending a spell slot, bringing a creature back to life, even if their soul is willing to return.

Once you have used Mystic Convergence, you cannot use it again until you finish a long rest.

Natural Attuments

Astrologer

Astrologers are Greenseers who specialize in the study and manipulation of celestial energies. They draw power from the stars, harnessing the magic of the constellations to shape their spells and bring balance to the world.

Celestial Insight

At 2nd level, you gain the ability to read the celestial patterns and understand their influence on the natural world. You can choose two spells from any class’s spell list, provided you have the necessary level of spell slots. These spells are considered Greenseer spells for you, and you can prepare and cast them using your Greenseer spell slots.

Stellar Conduit

At 2nd level, your connection with the stars deepens, allowing you to channel their energy more effectively. You gain the ability to add your Wisdom modifier to the damage you deal with any spell that deals radiant or necrotic damage.

Zodical Absorbtion

At 6th level, you gain the ability to harness the power of the Zodiac directly, allowing you to grant yourself or others the benefits of celestial influence. By expending a use of Harmonic Absorbtion, and touching a willing creature or yourself, you can choose one of the following effects:

  • Aries’s Vigor: The target gains advantage on Strength checks and saving throws for 1 minute.
  • Taurus’s Fortitude: The target gains resistance to bludgeoning, piercing, and slashing damage from non-magical attacks for 1 minute.
  • Gemini’s Dexterity: The target gains advantage on Dexterity checks and saving throws for 1 minute.
  • Cancer’s Protection: The target gains resistance to all damage for 1 minute.
  • Leo’s Ferocity: The target’s melee weapon attacks deal an extra 1d6 radiant damage for 1 minute.
  • Virgo’s Precision: The target gains advantage on attack rolls for 1 minute.
  • Libra’s Balance: The target gains advantage on Charisma checks and saving throws for 1 minute.
  • Scorpio’s Venom: The target’s melee weapon attacks deal an extra 1d6 necrotic damage for 1 minute.
  • Sagittarius’s Swiftness: The target’s speed increases by 20 feet for 1 minute.
  • Capricorn’s Endurance: The target gains advantage on Constitution checks and saving throws for 1 minute.
  • Aquarius’s Insight: The target gains advantage on Intelligence checks and saving throws for 1 minute.
  • Pisces’s Empathy:The target gains advantage on Wisdom checks and saving throws for 1 minute.

Cosmic Veil

At 10th level, your understanding of celestial forces grants you protection from harmful effects. You gain resistance to radiant and necrotic damage, and you have advantage on saving throws against spells and other magical effects that deal radiant or necrotic damage.

Astral Resonance

At 14th level, you can attune yourself to the greater cosmic energies. As an action, you can enter an Astral Resonance state for 1 minute. While in this state, you have advantage on all attack rolls, ability checks, and saving throws. Once you use this feature, you can’t use it again until you finish a long rest.

Crystal Witch

Crystal Witches are a unique subclass of Greenseers who specialize in manipulating the energies and properties of crystals and gemstones. They use their deep connection to the Earth to channel the magical potential of these precious stones, turning them into potent tools for spellcasting and protection.

Crystal Resonance

At 2nd level, your connection to crystals allows you to harvest the magical energy which lies inside. You can expend a use of Harmonic Absorbtion to absorb the magical energy of crystals. Here is a table of examples different crystals and effects. If a crystal you want to use is not listed, then the DM decides the effect. Each effect lasts one minute, and as normal, you can store it like in the usual Harmonic Absorbtion. You have an amount of crystals equal to your level.

 

 

Crystal resonance table
Crystal Effect
Amber Resistance to Acid damage
Amethyst Resistance to Force Damage
Bloodstone Advantadge on Strength Checks
Clear Quartz Resistance to Radiant Damage
Diamond Advantadge on Constitution Checks
Jade Advantadge on Wisdom Checks
Lapis Lazuli Resistance to Cold damage
Emerald Resistance to Psychic damage
Obsidian Resistance to Necrotic damage
Opal Advantadge on Intelligence checks
Peridot Resistance to Poison Damage
Rose Quartz Advantage on Charisma Checks
Ruby Resistance to Fire Damage
Sapphire Resistance to Thunder Damage
Tiger’s Eye Attacks agaisnt you have Disadvantadge
Topaz Advantadge on Dexterity Checks
Turquoise Resistance to Lightning Damage

Crystal Ward

Starting at 2nd level, you can use your crystals to create protective barriers. Instead of using a reaction to protect yourself with the Shield spell you can use your reaction to protect an ally within 30 feet. You can use this feature a number of times equal to your proficiency bonus, (minimum of 1) before taking a long rest.

Crystal Shroud

At 6th level, you gain the ability to summon a protective shroud of crystalline energy. As a bonus action, you can surround yourself with a shimmering crystal aura that provides you with temporary hit points equal to your Greenseer level. This aura lasts for 1 minute, and you can dismiss it early using a bonus action. Once you use this feature, you can’t use it again until you finish a long rest

Crystal Grasp

At 10th level, you can infuse your spells with the raw power of crystals. Once per long rest, when you cast a spell, you can choose to infuse it with crystal energy. The spell’s effects become more potent, and the target must make a Wisdom saving throw against your spell save DC. On a failed save, the target is also restrained for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. Once you use this feature, you can’t use it again until you finish a long rest

Crystal Mastery

At 14th level, you achieve mastery over the power of crystals. You can use an action to create an aura of crystal energy that extends 30 feet from you. This aura lasts for 1 minute, and while it’s active, you and your allies within the aura have advantage on saving throws against spells and other magical effects. Additionally, any hostile creature that starts its turn in the aura takes force damage equal to your Wisdom modifier. Once you use this feature, you can’t use it again until you finish a long rest

Essentialist

Essentialists are Greenseers who specialize in extracting and maximizing the magical essence from the plants and animals they encounter. They delve deep into the intricate connections between life and magic, seeking to harness the purest essence to fuel their own powers.

Energy Absorbtion

At 2nd level, your mastery over extracting magical essence from plants and animals deepens. You can now extract the essence from plants and animals with a challenge rating (C/R) equal to half your Greenseer level, rounded down.

Diverse Connection

At 2nd level, your connection to the natural world becomes even more diverse. You gain the ability to communicate with plants, animals,elementals, and oozes as if you were under the effects of the speak with plants and speak with animals spells. Additionally, you can understand the basic emotional state and intentions of oozes, allowing for rudimentary communication. You also learn Primordial and Sylvan, for the purpose of speaking to elementals and Fey.

Elemental Fusion

At 6th level, your mastery over essence manipulation extends to elementals. When you use Harmonic Absorption on an elemental, you can choose to gain resistance to one of the elemental damage types (acid, cold, fire, lightning, or thunder) for 1 hour. This resistance stacks with any other resistances you might have.

Essence Assimilation

At 10th level, your connection to the essence of living beings allows you to assimilate their properties more effectively. When you absorb the properties of a creature using Harmonic Absorption, you can choose to gain the benefits of two properties instead of one. For example, if you absorb the essence of a plant, you might gain both enhanced healing and resistance to a specific type of damage.

Esscense Mastery

At 14th level, you reach the pinnacle of essence manipulation. Once per long rest, you can perform a ritual that allows you to permanently gain one trait or feature from a creature whose essence you’ve absorbed that is stored, subject to the DM’s approval.

 

 

Herbalist

Herbalists among the Greenseers are dedicated to the art of concocting potions and harnessing the healing properties of plants. They are skilled botanists and alchemists, using their knowledge to provide support and healing to allies in times of need

Herbal Prowess

At 2nd level, you gain proficiency with the herbalism kit. Additionally, you can craft potions and herbal blends more efficiently. The time and cost required for you to craft potions or herbal blends are halved.

Nature’s Remedies

You gain access to a selection of unique herbal remedies that you can use to aid your allies. You learn the Cure Wounds and Goodberry spells. These spells are always prepared, and they don’t count against the number of spells you can prepare each day.

Revitalizing Elixir

At 6th level, you master the creation of a Revitalizing Elixir. Once per long rest, you can spend 10 minutes crafting a Revitalizing Elixir. This elixir can be consumed as an action by you or a creature you touch. The creature gains advantage on saving throws against being frightened or charmed and regains hit points equal to 3d8 plus your Wisdom modifier.

Herbalist’s Resilience

At 10th level, your expertise in herbalism grants you additional resilience. You gain advantage on saving throws against poison and diseases. Additionally, you can spend 1 minute creating a poultice that, when applied to a creature, grants them advantage on the next saving throw against poison or disease.

Panacea of Vitality

At 14th level, you unlock the ultimate healing ability. Once per long rest, you can create a Panacea of Vitality, a potent potion that can be administered to a creature. The creature regains all expended hit dice and hit points equal to your Greenseer level plus your Wisdom modifier. The panacea also removes any diseases or poisons affecting the creature. They also gain advantadge on all saving throws for 1 minute.

Hexer

Hexers are Greenseers who have delved into the darker aspects of natural magic. They specialize in the creation and manipulation of curses, hexes, and negative energies, using these powers to disrupt their enemies and sow chaos on the battlefield.

 

 

Curseweaving

At 2nd level, you gain the ability to weave curses into your spells. When you deal damage with a spell, you can choose to apply a curse to the target. The cursed creature has disadvantage on the next saving throw it makes against your spells before the end of your next turn. Once you use this feature, you cannot use it again until you finish a short or long rest.

Malefic Boon

You gain proficiency in the Intimidation skill. Additionally, you learn the Hex spell, which you can cast without expending a spell slot once per long rest. When you cast Hex this way, you can target two creatures within range.

Dark Empowerment

At 6th level, you can draw upon the dark forces to empower your spells. When you deal damage with a spell that targets a cursed creature, you can reroll any 1s or 2s on the damage dice. You must use the new result, even if it is another 1 or 2.

Cursed Defense

At 10th level, your connection with curses provides you with added protection. When a creature that you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to impose disadvantage on that roll. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1), and you regain all expended uses after finishing a short or long rest.

Umbral Convergence

At 14th level, you can call upon the power of Umbral Convergence. Once per long rest, you can cast the Harm spell without expending a spell slot. Additionally, when you use this feature, all creatures you have cursed with your Curseweaving feature take additional necrotic damage equal to your Greenseer level at the start of their next turn.

Runemaster

Runemasters among the Greenseers are scholars and artisans, delving into the ancient practice of inscribing magical runes. By etching symbols of power onto surfaces, they channel the primal forces of nature and magic to enhance their abilities.

Rune Inscription

At 2nd level, you gain the ability to inscribe runes on surfaces and objects. As an action, you can carve a rune onto a target within 5 feet of you. Choose from three types of runes: Rune of Protection, Rune of Power, and Rune of Binding.

Rune of Protection: The target gains temporary hit points equal to your Greenseer level.

Rune of Power: The target gains advantage on their next attack roll.

Rune of Binding: The target has disadvantage on their next saving throw.

The runes last for 1 minute, and you can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a short or long rest.

Runic Augmentation

Your mastery of runes allows you to enhance your spells with runic power. When you cast a spell, you can choose to inscribe a rune on the spell, modifying its effects:

Rune of Amplification: Increase the damage dealt by the spell by your Wisdom modifier

Rune of Warding: Grant creatures affected by the spell resistance to a damage type of your choice until the start of your next turn.

Rune of Enchantment: The spell has advantage on saving throws against being dispelled. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a short or long rest.

Runic Empowerment

At 6th level, you gain the ability to channel the power of runes into your own being. As a bonus action, you can activate a runic aura that lasts for 1 minute. While the aura is active, you gain resistance to a damage type of your choice, and any hostile creature within 10 feet of you at the start of their turn takes damage equal to your Wisdom modifier. Aditionally, you learn the Glyph of Warding spell

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

Master Rune Carver

At 10th level, your skill in rune inscription reaches its peak. You can now inscribe two runes simultaneously on the same target using your Rune Inscription feature. Additionally, when you use Runic Augmentation, you can apply two runes to the same spell.

Runic Overcharge:

At 14th level, you can channel an intense surge of runic power. Once per long rest, you can enter a state of Runic Overcharge, gaining the following benefits for 1 minute:

  • Your spell attacks ignore resistance and treat immunity as resistance.

  • You can cast two spells in a turn instead of one.

  • Runes inscribed during Runic Overcharge have a doubled effect.

 

 

Cantrips (0 Level)
  • Acid Splash
  • Arcane Bolt***
  • Control Flames*
  • Create Bonfire*
  • Dancing Lights
  • Druidcraft
  • Elemental Spark***
  • Fire Bolt
  • Frostbite*
  • Friends
  • Guidance
  • Gust*
  • Infestation*
  • Light
  • Mage Hand
  • Magic Stone*
  • Mending
  • Minor Illusion
  • Mold Earth*
  • Primal Savagery*
  • Produce Flame
  • Ray of Frost
  • Resistance
  • Shape Water*
  • Shillelagh
  • Thorn Whip
  • Thunderclap*
1st Level
  • Absorb Elements*
  • Alarm
  • Animal Friendship
  • Beast Bond*
  • Burning Hands
  • Catapult*
  • Cause Fear*
  • Chaos Bolt*
  • Charm Person
  • Chromatic Orb*
  • Color Spray
  • Comprehend Languages
  • Create or Destroy Water
  • Cure Wounds
  • Detect Magic
  • Detect Poison and Disease
  • Disguise Self
  • Earth Tremor*
  • Ensnaring Strike
  • Entangle
  • Expeditious Retreat
  • Faerie Fire
  • Feather Fall
  • Find Familiar
  • Fog Cloud
  • Force Lance***
  • Frost Nova***
  • Goodberry
  • Hail of Thorns
  • Healing Word
  • Ice Knife
  • Identify
  • Illusory Script
  • Jump
  • Longstrider
  • Mage Armor
  • Purify Food and Drink
  • Ray of Sickness
  • Shield
  • Silent Image
  • Sleep
  • Snare*
  • Speak with Animals
  • Tasha’s Caustic Brew**
  • Tasha’s Hideous Laughter
  • Tenser’s Floating Disk
  • Thunderwave
  • Unseen Servant
  • Witch Bolt
2nd Level
  • Aganazzar’s Scorcher*
  • Aid
  • Alter Self
  • Animal Messenger
  • Arc Lightning***
  • Arcane Lock
  • Arcane Veil
  • Augury
  • Barkskin
  • Beast Sense*
  • Blindness/Deafness
  • Calm Emotions
  • Clairaudience***
  • Continual Flame
  • Crown of Madness
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Dragon’s Breath*
  • Earthbind*
  • Enhance Ability
  • Enlarge/Reduce
  • Enthrall
  • Gentle Repose
  • Gust of Wind*
  • Healing Spirit*
  • Heat Metal
  • Hold Person
  • Icy Blast***
  • Invisibility
  • Knock
  • Levitate
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object
  • Maximillian’s Earthen Grasp*
  • Melf’s Acid Arrow
  • Mirror Image
  • Misty Step
  • Moonbeam
  • Nystul’s Magic Aura
  • Pass without Trace
  • Protection from Poison
  • Pyrotechnics*
  • Ray of Enfeeblement
  • Scorching Ray
  • See Invisibility
  • Shatter
  • Silence
  • Skywrite*
  • Snilloc’s Snowball Storm*
  • Spider Climb
  • Spike Growth
  • Suggestion
  • Summon Beast**
  • Transmute Potion***
  • Warding Wind
  • Web
  • Whispering Wind***
3rd Level
  • Animate Dead
  • Ashardalon’s Stride****
  • Bestow Curse
  • Blink
  • Call Lightning
  • Clairvoyance
  • Conjure Animals
  • Counterspell
  • Create Food and Water
  • Daylight
  • Dispel Magic
  • Elemental Fusion***
  • Elemental Weapon*
  • Erupting Earth*
  • Fear
  • Fireball
  • Flame Arrows*
  • Fly
  • Gaseous Form
  • Glyph of Warding
  • Haste
  • Hunger of Hadar
  • Hypnotic Pattern
  • Leomund’s Tiny Hut
  • Life Transference*
  • Lightning Bolt
  • Magic Circle
  • Major Image
  • Mass Healing Word
  • Meld into Stone
  • Nondetection
  • Plant Growth
  • Protection from Energy
  • Reflective Shield
  • Remove Curse
  • Sending
  • Shape Metal
  • Slow
  • Speak with Dead
  • Speak with Plants
  • Stinking Cloud
  • Summon Fey**
  • Tidal Wave*
  • Thunder Step*
  • Tiny Servant*
  • Tongues
  • Wall of Sand*
  • Wall of Water*
  • Water Breathing
  • Water Walk
  • Wind Wall

 

 

4th Level
  • Acid Rain***
  • Arcane Eye
  • Banishment
  • Blight
  • Confusion
  • Conjure Minor Elementals
  • Conjure Woodland Beings
  • Control Water
  • Dimension Door
  • Divination
  • Elemental Bane*
  • Fabricate
  • Fire Shield
  • Flame Wave***
  • Freedom of Movement
  • Giant Insect
  • Grasping Vine
  • Greater Invisibility
  • Guardian of Nature
  • Hallucinatory Terrain
  • Ice Lance***
  • Ice Storm
  • Leomund’s Secret Chest
  • Locate Creature
  • Mordenkainen’s Faithful Hound
  • Otiluke’s Resilient Sphere
  • Phantasmal Killer
  • Polymorph
  • Shadow of Moil*
  • Sickening Radiance
  • Stone Shape
  • Stoneskin
  • Storm Sphere*
  • Summon Elemental**
  • Vitriolic Sphere*
  • Wall of Fire
  • Watery Sphere*
5th Level
  • Arcane Cascade***
  • Animate Objects
  • Awaken
  • Cloudkill
  • Commune
  • Commune with Nature
  • Cone of Cold
  • Conjure Elemental
  • Contagion
  • Control Winds*
  • Creation
  • Danse Macabre*
  • Dream
  • Envenom Weapon***
  • Far Step*
  • Flame Strike
  • Greater Restoration
  • Hallow
  • Immolation*
  • Insect Plague
  • Legend Lore
  • Maelstorm*
  • Mass Cure Wounds
  • Mislead
  • Modify Memory
  • Passwall
  • Polymorph Object***
  • Rary’s Telepathic Bond
  • Reincarnate
  • Scrying
  • Seeming
  • Skill Empowerment*
  • Summon Draconic Spirit****
  • Telekinesis
  • Teleportation Circle
  • Thunderous Roar***
  • Transmute Rock*
  • Tree Stride
  • Vine Barrier***
  • Wall of Stone
  • Wrath of Nature*
6th Level
  • Blade Barrier
  • Bones of the Earth*
  • Breath of Life***
  • Conjure Fey
  • Contingency
  • Create Homunculus*
  • Drawmij’s Instant Summons
  • Find the Path
  • Flesh to Stone
  • Globe of Invulnerability
  • Guards and Wards
  • Harm
  • Heal
  • Hero’s Feast
  • Investiture of Flame*
  • Investiture of Ice*
  • Investiture of Stone*
  • Investiture of Wind*
  • Magic Jar
  • Mass Suggestion
  • Move Earth*
  • Otiluke’s Freezing Sphere
  • Otto’s Irresistible Dance
  • Primordial Ward*
  • Scatter*
  • Sunbeam
  • Tenser’s Transformation*
  • Transport via Plants
  • True Seeing
  • Wall of Ice
  • Wall of Thorns
  • Wind Walk
  • Word of Recall
7th Level
  • Crown of Stars*
  • Dream of the Blue Veil**
  • Etherealness
  • Fire Storm
  • Mirage Arcane
  • Prismatic Spray
  • Project Image
  • Regenerate
  • Sequester
  • Simulacrum
  • Symbol
  • Teleport
  • Transmute Environment***
  • Whirlwind*
8th Level
  • Animal Shapes
  • Antipathy/Sympathy
  • Clone
  • Control Weather
  • Demiplane
  • Earthquake
  • Illusory Dragon*
  • Maze
  • Mighty Fortress*
  • Power Word Stun
  • Sunburst
  • Telepathy
  • Tsunami
9th Level
  • Astral Projection
  • Eternal Sun***
  • Foresight
  • Gate
  • Invulnerability
  • Mass Heal
  • Mass Polymorph*
  • Power Word: Heal
  • Primeval Convergence***
  • Prismatic Wall
  • Shapechange
  • Storm of Vengeance
  • Symphony of Annihilation***
  • Time Stop
  • Transcendence***
  • True Polymorph
  • Weird
  • Wish

*These spells appear in Xathanars Guide to everything **These spells appear in Tasha’s Cauldron everything ***These spells appear in Xeviru’s guide to Zemia ****These spells appear in Fizban’s Treasury of Dragons

 

 

The world of Zemia is yours

Welcome to Zemia, a realm steeped in conflicts and strife, yet brimming with wondrous magic and untold marvels. As the writer of this world, Xeviru set the foundation for a captivating adventure, but it is you, the player, who will shape its destiny and forge an unforgettable journey.

In this newly expanded edition of the classic game, Zemia awaits your exploration with an array of fresh options and unparalleled style. The possibilities are endless, and nothing can restrain your boundless imagination. With every turn of the page, you will find a treasure trove of character options, from a plethora of diverse races and subraces that inhabit this realm, to exciting new subclasses, backgrounds, and spells that will deepen your connection to this immersive world.

Within these pages, Zemia’s rich lore will come alive, giving you a profound sense of immersion. Learn about its ancient civilizations, powerful factions, and enigmatic beings, as well as the struggles and triumphs that have shaped the very fabric of this land.

Forge alliances, uncover ancient secrets, and battle formidable foes in your quest for greatness. The choices are yours to make, and your actions will echo throughout Zemia’s history. So grab your dice, prepare your character sheet, and prepare to embark on an epic adventure where you wield the power to shape the fate of a world.

Welcome to Zemia, where the journey begins, and your legend awaits. May your path be filled with awe-inspiring magic, unforgettable encounters, and the echoes of your name for generations to come. The world of Zemia is yours to conquer, and within these pages, you hold the key to unlocking its boundless wonders. The time has come to wield your destiny and embrace the magical legacy that awaits you background image