Artificer

Artisan

Being an Artisan, you’re very well-versed with all types of tools to the point you know how to use them better than most. Most artisans have humble beginnings as construction workers or common folk who learned all sorts of skills in their daily life. There is nothing an Artisan enjoys more than turning nothing special into something spectacular. Creating is how they express themselves and make their mark on the world.

Construction

When you choose this specialization at 3rd level, you gain the ability to create constructions in seconds that would take most people or groups days, weeks, or months to complete.

You can expend one spell slot to create a construction. This construction can be built in any space not occupied by a creature assuming one of the structure’s points is within 30 feet of you and at least one part of the construction is firmly secured to the ground or another construction.

Your creation can take up the space of a cube with a length, width, and height of up to 10 feet, plus 5 feet for each spell level higher than 1st, to a maximum of 30 feet.

You can use an action to create this structure instantaneously. To determine its hit points, roll 4d10 plus 2d10 for each spell level higher than 1st. Because of the rushed work put into it, the structure will fall apart after 1 hour. Alternatively, you can spend an hour creating the structure. Doing this will provide the structure the stability to never fall apart by natural means and double its hit points. You can spend an action to restore a number of hit points to your construction equal to 1d8 + your spellcasting modifier. If it is reduced to 0 hit points, the structure is destroyed.

The structure has an AC equal to your spell save DC regardless of the material it is made of. Because the structure is an object, it is immune to poison and psychic damage as well as all conditions. Additionally, your constructions will always fail Strength and Dexterity saving throws, but they are immune to effects that require other saves.

The structure can look however you desire as long as its construction doesn’t directly hurt a creature and it properly adheres to forces that would naturally affect it. It can take any shape or structural design, and it can employ any utilitarian design such as forming a set of stairs or a protective wall. If you create your construction on an area that contains large obstacles such as trees, buildings, or large rocks you are forced to build around the obstacle. If you create your structure over difficult terrain the area becomes normal terrain regardless of whether the difficulty was due to magic or not.

Tool Belt

At 3rd level, you gain proficiency with all artisan tools as well as your choice of vehicle. Additionally, all artisan’s tools now weigh 1 pound, and your carrying capacity is doubled.

Artisan Spells

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

Artificer Level Spell
3rd create or destroy water, magnify gravity
5th earthbind, maximilian’s earthen grasp
9th tiny hut, wall of sand
13th fabricate, hallucinatory terrain
17th arcane hand, conjure volley

Hazardous Zone

At 5th level, your constructions can dig into the terrain to create holes, entrances in walls, or little nooks built into the side of a mountain. Additionally, when you create a construction, you can choose to turn the ground it occupies into difficult terrain.

Yellow Tape

Starting at 5th level, you can use your constructions to soften blows. Once per short rest, when a creature you can see within 30 feet of you takes damage of a type other than psychic or poison, you can use your reaction to create a makeshift barricade construction to protect them. Roll 4d10 and subtract the number rolled from the damage delt with any additional damage affecting the creature. After the attack is absorbed, the construction crumbles to the ground.

Claustrophobic Construction

At 9th level, you can build your constructions around a space occupied by a creature. This can be used to provide a temporary shield for you and your companions or a cage for your enemies in a jail they must destroy to escape.

Advanced Architecture

When you reach 15th level as an Artisan, your creations become flawless. Constructions you create always have the maximum number of possible hit points.

 

 

Mechanical Bandit

Artificers who specialize as Mechanical Bandits are typically those that wish to explore the heavily guarded, hidden subsections of the world. They use their knowledge of traps and contraptions to safely navigate as they please and make the world far less safe for those they don’t want around.

Dungeon Crawler

3rd-level Mechanical Bandit feature

When you dedicate yourself to this specialist, you become proficient in the Stealth skill and have advantage on Dexterity (Slight of Hand) checks involving objects that aren’t on the person of a creature besides yourself such as swapping two objects on a weighted plate so as to not activate it, stealing a book from a shelf, or hiding a priceless artifact in your clothes.

Due to your history of exploring, you gain proficiency with cartographer’s tools, and you always know how to navigate any area you’ve mapped assuming its structure hasn’t altered since you mapped it.

Additionally, you can add your Intelligence modifier to your initiative rolls.

Distraction Devices

3rd-level Mechanical Bandit feature

You can use magical tinkering as a bonus action, and you can affect a single object with multiple properties provided by the feature.

As an action, you can throw an object affected by Magical Tinkering to a location within 60 feet of you. When it reaches its designated target, the object can do one of the following. You can throw a distraction device to draw attention away from yourself. This causes all creatures within 100 feet of the targeted spot to have disadvantage on all Wisdom (Perception) and Intelligence (Investigation) checks that involve searching for someone or something for 1 minute; however, all affected creatures with an Intelligence score above 5 would likely deduce that someone may be somewhere relatively nearby if they did not already know. You can throw an imbued object to distract your opponents. All creatures within 10 feet of the targeted spot must make a Constitution saving throw. On a failed save, all affected creatures have disadvantage on their next ability checks and Attack roll until the start of your next turn, and creatures concentrating on spells break concentration.

If a creature can’t perceive the stimuli imbued into the object, it has no effect on them. The effects of Magical Tinkering can be activated or suppressed by you at any point.

Mechanical Bandit Spells

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

Mechanical Bandit Spells
Artificer Level Spell
3rd comprehend languages, floating disc
5th locate object, pass without a trace
9th nondetection, remove curse
13th greater invisibility, secret chest
17th legend lore, passwall

Detect Danger

3rd-level Mechanical Bandit feature

While you aren’t in active danger, you can instantaneously focus your senses on the environment to detect any form of danger within 60 feet of you. If you sense anything, you learn what types of dangers (such as poisons, traps, dangerous terrain, hostile creatures, etc.) are nearby, but you don’t know their location. Once you learn the dangers present nearby, you and your party have advantage on any initial saving throws that the dangers may force you to make, and your party can’t be surprised by anything you detect.

You can use this feature once per day without using any resources. After that, you can use this feature additional times by expending a spell slot of first level or higher.

Create Traps

5th-level Mechanical Bandit feature

Using your knowledge of traps and similar contraptions, you can create your own obstacles for your enemies. As an action, you can magically set up hidden traps in unoccupied locations of your choice within 60 feet of you. Traps you create with this feature last for 1 minute before disappearing, and they are not triggered by things that weigh less than 10 pounds. Those that activate your traps may need to make saving throws against your spell save DC. All creatures, excluding those you choose, are unable to detect your traps unless they use their action to examine the area with a successful Intelligence (Investigation) check against your spell save DC. Unless specified, traps remain hidden after activation.

 

 

 You can use this feature a number of times equal to your Intelligence modifier and regain all expended uses after finishing a long rest. You can use this feature in the following ways.

Pit Trap. Choose a 10-foot by 10-foot area to be converted into a dangerous, concealed chasm. If a large or smaller creature moves onto the trap’s space, they become aware of the trap and must make a Dexterity saving throw. On a failed save, the creature takes 1d6 bludgeoning damage as they fall 10 feet to the bottom of the pit. Escaping the pit trap requires an action to crawl out. On a successful save, the creature moves back to its last occupied space before moving onto the trap. Once the trap activates, it no longer remains hidden; however, creatures can still fall in as if it were a normal hole.

Dart Trap. Choose 4 separate 5-foot square spaces to convert into dangerous traps. If a creature moves onto the trap’s space, it must make a Dexterity saving throw. On a failed saving throw, they take 1d8 magical piercing damage and become aware of the trap. On a success, they take no damage and remain unaware of the trap’s existence. The damage done by this trap increases to 1d10 at 11th level and 1d12 at 18th level in this class.

Spring Trap. Choose 2 5-foot square spaces to convert into spring-loaded traps and choose a cardinal or ordinal direction for each. If a creature moves onto the trap’s space, they become aware of the trap and must make a Dexterity saving throw. On a failed save, the creature is catapulted 30 feet in the direction designated when you created the trap and they fall prone upon landing. On a successful save, the creature is launched 5 feet and they don’t fall prone. If a creature that is aware of the trap steps onto it and willingly fails its save, they are launched 30 feet in the designated direction, but they don’t fall prone.

Sticky Trap. Choose a 5-foot square space to convert into some sort of sticky obstacle. If a creature moves onto the trap’s space, they become aware of the trap and must make a Strength saving throw. On a failed save, the creature is restrained by the trap for up to a minute. At the end of each of their turns after the initial save, a restrained creature can make a Strength (Athletics) check against your spell save DC to attempt to break free. On a successful save or if a creature breaks free from the trap, their speed is reduced by half for 1d4 rounds

Trip Wire Trap. Choose a 20-foot line to turn into a tripping hazard. If a creature moves onto the trap’s space, the must make a Dexterity saving throw. On a failed saving throw, they fall prone 5 feet in front of them but remain aware of the trap. On a success, they don’t fall prone and remain unaware of the trap’s existence.

Exploratory Drone

9th-level Mechanical Bandit feature

You gain the assistance of a magical drone to help you traverse dangerous environments. The drone takes its turn immediately before yours. It is indestructible and must remain within 100 feet of you or it will stop functioning. On its turn, the drone takes no actions, but it can move across the ground with a 20-foot movement speed, and it can climb any surface with a 15-foot climbing speed, although you can use a bonus action on your turn to allow it to move again.

The drone starts out with a weight of 100 pounds; however, it can alter its weight to any value between 1 and 1000 pounds over a minute. It is immune to the grappled condition, and it can’t have its movement forced. If the drone is within 50 feet of you, you can use your action to tether yourself to your drone and propel yourself to the closest space in front of it. This movement can cross chasms and heights, and it doesn’t provoke opportunity attacks.

Additionally, if the drone is within 20 feet of a creature that is hit by a single target damaging attack, you can use your reaction to command the drone to dive in front of the attack. When you do this, damage done to the chosen creature is reduced to 0 and neither they nor the drone is affected by any secondary conditions the attack may have caused. You can use this reaction 3 times before it causes the drone to break down and stop functioning. If the drone is broken or lost, you can create a recreate or fix it over a long rest.

Dodgy

15th-level Mechanical Bandit feature

You gain proficiency in Dexterity saving throws. If you already have this proficiency, you instead gain proficiency in saving throws of another ability score of your choice.

 

 















Bard

College of Comedy

Bards of the College of Comedy of playful, jovial folk that express themselves through jokes, skits, and other displays of humor. Through their antics, they keep the spirit of battle alive even in the darkest of times. Unlike the pretentious valor and lore bards or arrogant eloquence and glamour bards, these bards often go on great adventurers not for glory, gold, or god, but for the pure chaos that comes with being an adventurer and the humorous situations that can come from absurd success or terrible failure. Despite the tough situations that they can be put through, College of Comedy bards are nearly impossible to truly bring down and can always turn a bad situation into a funny story as long as everyone survives long enough for them to write down their new material.

The Best Medicine

The biggest joke of all is that you choose this subclass at 3rd level. Your sense of humor is magical for whatever reason allowing you to use your words to heal those around you. You can expend one use of your bardic inspiration to cause a creature to burst out laughing regardless of whether what you said was actually funny. When you do this, you can either end the effects of one condition or restore a number of hit points equal to a roll of two of your bardic inspiration die + your Charisma modifier. Technically, you don’t have to make a joke when you use this feature, but if you don’t then you’re a buzzkill, and nobody likes you.

Slapstick

Nothing’s funnier than watching the Terrasque trip on his own feet and fall on its face.

At 3rd level, whenever a creature within line of sight rolls a 1 on a d20 in combat, their failure gives you new material for the future allowing you to regain one use of your bardic inspiration if you have expended any uses.

Setup and Punchline

Make ‘em laugh! Everyone wants to laugh even if it results in their death.

At 6th level, you learn the spell hideous laughter and it doesn’t count against the number of bard spells you have prepared. You can also cast this spell at will without expending a spell slot.

Additionally, when you cast this spell, you can modify it so it doesn’t require concentration, but doing so gives the spell a duration of 1 round.

Also, because I say so, no matter how you cast this spell it can affect creatures of any intelligence. After all, who are you to say that my camel can’t understand the nuances of my fireball jokes?

Rule of Three

Comedy comes in sets of three. Just like failed death saving throws.

At 14th level, When you use an action to cast a spell, you can use your bonus action to mark a target you affect by your spell as the butt of the joke until the start of your next turn. If the butt of the joke is successfully attacked three times, the third attack deals double damage as the joke reaches the peak of its potential comedic value. The next attack against the creature is done with disadvantage if it is still marked as the butt of the joke, though, because the gag starts to get stale and kinda cringe, bro.

You can use this feature three times for… obvious reasons, and you regain all expended uses when you finish a long rest.


 

 

Cleric

Charlatan

Charlatans are those that want the benefits of a cleric for their own means. They usually try to use their powers to turn the followers of gods into loyal servants willing to do anything. Some put on the performance of the servant to a specific god or to many gods depending on the company they’re with, but they only serve themselves in the end. Many of them start as truly devoted people who eventually become consumed by greed, but many others pursue the life of a cleric with no noble goals in mind.

Charlatan Spells

Cleric Level Spell
1st disguise self, sleep
3rd invisibility, tasha’s mind whip
5th counterspell, incite greed
7th confusion, sickening radiance
9th dominate person, modify memory

Practiced Preacher

When you choose this subclass at 1st level, your experience with those desperate enough to come to you has given you the knowledge of how to get someone on your side by saying what they want to hear. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

You also become proficient in your choice of two of the following skills: Deception, Intimidation, Performance, or Persuasion.

Channel Divinity: False Merical

Starting at 2nd level, you can use your Channel Divinity to convince your allies they have the power of God within them.

As an action, you can touch one creature other than yourself. At some point within the next hour, they are able to cast a spell of your choice from your prepared list of cleric spells one time. The chosen spell must have a duration of 1 hour or less. If necessary, they use your Wisdom modifier for spells, but they maintain concentration if a spell requires it.

Placebo

At 6th level, through words or some other form of communication, you can attempt to convince your foes they have weaknesses they never knew they had.

As an action, choose a creature that can see or hear you within 30 feet of you to attempt to deceive. Your target must make a Wisdom saving throw where a failure has the creature suffer your choice of one of the following effects for up to an hour.

Terrified. Your target becomes frightened of a creature of your choice within 10 feet of them. They will attempt to safely move as far as possible away from the creature they are frightened of.

Infatuated. Your target becomes charmed by a creature you choose within 30 feet of them. They will attempt to safely move as close to the creature they are charmed by but won’t attack them. The effects of the charmed condition end if your target is attacked.

Blind. The creature believes they spontaneously lose sight as they gain the blinded condition.

Feeble. You convince the creature they are not in control of their body causing them to lose muscle control and slump down as they fall prone and become unable to stand up.

Sick. You convince your target that they have been poisoned in some way causing them to gain the poisoned condition and take 1d6 psychic damage at the start of each of their turns due to imaginary pains.

A creature under one of these effects may attempt a saving throw at the end of each of its turns to break free from your words. A creature you affect or one that makes a successful saving throw against your Placebo becomes immune to any further attempts for the next 24 hours.

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 long rest.

False Prophet

At 8th level, you can weaken the potency of healing. As a reaction when a creature you can see within 30 feet of you regains health in any way, you can use your reaction to halve the healing they received (rounded up).

Mind Games

At 17th level, you can change the damage type of any spell you cast to psychic damage. Additionally, you can add your Wisdom modifier to the damage of spells you cast that deal psychic damage.

 

 

Cleric

Time Domain

Goods of time — including Chronos, Amaunator, and Mystra — govern the passage and flow of time as it affects all creatures. Clerics who pursue this domain value their own time and the time of others above all else. They hold the hope that they can make the most of their limited time while it lasts in order to ensure that when their time comes, their life was valuable and worthwhile.

Time Domain Spells

Cleric Level Spell
1st longstrider, silvery barbs
3rd augury, gift of gab
5th haste, slow
7th banishment, guardian of faith
9th far step, hold monster

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor.

Time Keeper

At 1st level, you create a handheld pocket watch that can serve as a spellcasting focus. This watch allows you to always be aware of the exact time, calendar day, and year.

Additionally, when a creature within 60 feet of you ends their turn, you can use your reaction to send them to the location where they started their turn.

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












Chanel Divinity: Rewind

Starting at 2nd level, as an action, you can rewind time for a creature to undo everything done to them. All damage the creature took or healed and any effects imposed on them from spells or other mean since the end of your last turn are undone returning them at the state they were. This does not undo your target’s turn and movement nor any resources anyone expended on or by the target. An unwilling creature can make a Constitution saving throw to avoid the effects of this ability.

Channel Divinity: Hands of Time

At 6th level, you can change the age of your opponent to the most vulnerable points of their life cycle. As an action, you choose a target within 30 feet of you and present your watch as its hands start to rapidly spin forward or backward. The creature visibly changes and is affected in one of the following ways.

The creature becomes younger as scars disappear, youth returns to their face, and they become smaller. Their Intelligence, Wisdom, and Charisma modifiers are reduced by three. At the end of each of their turns, the affected creature can make a Strength, Dexterity, and Constitution saving throw. Each success slightly ages the target to resemble their usual self and increases all affected modifiers by one until they return to normal.

The creature becomes older as wrinkles appear, hair changes color and falls out, and their body becomes more frail. Their Strength, Dexterity, and Constitution modifiers are reduced by three (this does not affect the creature’s hit point maximum or AC). At the end of each of their turns, the affected creature can make an Intelligence, Wisdom, and Charisma saving throw. Each success returns some youth to the target to resemble their usual self and increases all affected modifiers by one until they return to normal.

Blip

Starting at 8th level, you can use a bonus action you can select a creature within 60 feet of you other than yourself and move them up or down in the initiative order by 5.

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 long rest.

Freeze

At 17th level, you gain mastery over time.

As an action, you can stop time throughout the entire world for a brief moment. Water stops flowing, forces stop acting, and spells pause. Every creature except for those you choose remains frozen where they were when you made time stop, and they can’t do anything on their turns. Creatures you choose retain the ability to move and take actions as normal. Spells that were already in effect before don’t trigger any effects during this frozen time, and time doesn’t pass for any spells or abilities with a duration.

Time remains frozen this way until the end of your next turn at which point all creatures that had time stop regain awareness as time resumes like normal.

Once you use this feature, you can’t do so again until you finish your next long rest.

 

 

Druid

Circle of Stone

Druids of the Circle of Stone are those with a connection to what lies under the greenery. They draw their power from the gemstones and precious metals buried deep in the crust and use that power to achieve their goals. These druids typically have a fascination with fine metal works and elegant jewelry. They are also often the most wealthy of druids not because of their desire for wealth but because of their love of the silver, gold, and platinum that make up the coin currency.

Bonus Proficiencies

At 2nd level, you gain proficiency with martial weapons and heavy armor and can wear armor and use shields made of metal. You also gain proficiency with either jeweler’s tools or smith’s tools.

Form of Earth

Beginning at 2nd level, your connection with the earth allows you to bring in the surrounding terrain around you to create an artificial body made of the nearby terrain. As a bonus action, you can expend a use of your Wild Shape feature to mold the surrounding land around you to assume a Form of Earth – a small mound of rocks, stone, dirt, and gemstones with two outstretched arms and something resembling a face – rather than transforming into a beast.

When you activate your Form of Earth, you retain your game statistics, but you gain a number of temporary hit points equal to your druid level that last until you return to your normal form.

As if you were in wildshape, you are still unable to cast spells while in this form as if you had, but taking on your Form of Earth doesn’t break concentration on a spell you’ve already cast.

This form lasts for 10 minutes unless you dismiss it (no action required), are incapacitated, die, or use this feature again.

Gemstone Support

At 2nd level, when you activate your Form of Earth or Wildshape, you can give yourself one of the following abilities based on a type of gemstone that lasts until you return to your normal form or use your Wildshape again:

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

Emerald. You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

Ruby / Sapphire. You gain resistance to one damage type of your choise.

Topaz. You gain an additional number of temporary hit points equal to your druid level.

Amethyst. You gain tremorsense with a range of 20 feet.

Hauling Hill

Starting at 6th level, while you are in your Form of Earth, you, anything you are wearing, and any weapons you’re carrying become large if there is room meaning you take up a 10-foot-by-10-foot area, and your weapons double their damage dice.

You can squeeze into a 5-foot cube by condensing your body. Even if your body is confined to a space smaller than a 10-foot cube, you and your weapons are still considered large.

Boulder Catapult

At 10th level, regardless of whether you’re in your Form of Earth, you can use an action to pull out a chunk of earth nearby you and hurl it anywhere within 300 feet of you. After being thrown, the boulder makes impact with the intended target and bursts apart sending debris in each direction. Every creature within 25 feet of the area of impact must make a Dexterity saving throw against your spell save DC. On a failed save, the target takes 6d10 magical bludgeoning damage. This attack deals double damage to objects and structures. Once the boulder bursts apart, the surrounding ground in the affected area is covered in rubble and debris causing it to become difficult terrain.

You can use this ability once at 10th level, and the number of uses increases to two when you reach 14th level and to three when you reach 17th level in this class. All expended uses of this feature replenish when you finish a long rest.

Living Mountain

Starting at 14th level, while you are in your Form of Earth, you, anything you are wearing, and any weapons you’re carrying become huge if there is room meaning you take up a 15-foot-by-15-foot area, and your weapons triple their damage dice.

You can squeeze into a 5-foot cube by condensing your body. Even if your body is confined to a space smaller than a 15-foot cube, you and your weapons are still considered huge.

 

 

Fighter

The Ferrokinetic

A lucky few are born with psychic powers. Ferrokinetics are those that can’t control minds or fire but weapons and steel instead. If their abilities are ever discovered, ferrokinetics are often sought out and taught to use their powers in order to turn them into disciplined, telekinetic warriors. Many create deep bonds with their weapons and see the tip of their sword or the head of their warhammer as an extension of themselves.

Ferrokinetic weapon

When you select this archetype at 3rd level, you can perform an hour-long ritual with a metal melee weapon that doesn’t have the reach or two-handed properties. Once the ritual is complete, the object becomes your ferrokinetic weapon, and you can control it with your mind, levitating it off the ground and moving it however you desire. The weapon must stay within your ferrokinetic range: a sphere centering you that starts out with a range of 5 feet. The weapon occupies a 5-foot square space, and you can make melee attacks through the weapon to hit any creature within 5 feet of it. When a hostile creature moves out of your ferrokinetic weapon’s reach of 5 feet, you can use your reaction to make an attack of opportunity against the creature using the weapon. Other creatures can’t damage or affect the ferrokinetic weapon because it is an object. When you move, the weapon follows your movement to remain in the range of your control if it can. As a bonus action, you can move your ferrokinetic weapon up to 30 feet within your ferrokinetic range throughout your turn. You always know exactly where your ferrokinetic weapon is, and you can always control it as long as you are conscious and it is within your ferrokinetic range. If your weapon leaves your ferrokinetic range, it falls to the ground as you lose control of it; however, you regain control if it reenters your ferrokinetic range.

Your ferrokinetic range increases by 5 feet at 5th, 8th, 11th, 14th, and 17th levels in this class.

Mind and Matter

Starting at 3rd level, the psychic control you hold over your weapon drives it to sliver your opponent’s psyche when it hits them. Once on each of your turns, when you attack a creature with your ferrokinetic weapon it can deal an extra 1d6 psychic damage.

This feature’s extra damage increases to 1d8 when you reach 11th level in this class.



























Unstable Grasp

When you reach 7th level as a ferrokinetic, you gain a slight control over all metal objects.

As an attack, you can attempt to take control of a metal weapon held by a creature within 60 feet of you and force the creature to make a Strength saving throw against your Ferrokinetic save DC. On a failed save, the creature uses its reaction to attack itself. The DM rolls the damage dice of the weapon under your temporary control plus your appropriate stat modifier and deals that damage to the creature. On a successful save or if the creature has already used its reaction, the creature is unaffected.

Additionally, as an action, you can pull a metal object or weapon into your hands or within 5 feet of you before it falls to the ground. If the object or weapon is being held by a creature, they must make a Strength saving throw against your Ferrokinetic save DC. On a failed save, the creature loses grasp of the object or weapon as it is pulled to you. On a successful save, the creature is unaffected.

Ferrokinetic save DC = 8 + your proficiency bonus + your Strength, Dexterity, Intelligence, Wisdom, or Charisma modifier (your choice)

Metal Bender

Starting at 10th level, you can use your action to manipulate and mold nearby metallic surfaces to aid yourself in battle or to greatly disadvantage your opponents. You can affect metal terrain in the following ways.

 

 

 Spikes. Identify a spot within your ferrokietic range. All metal terrain within a 10-foot radius of the chosen spot becomes difficult terrain, and a creature that starts its turn or moves into or within the area, it takes 1d6 piercing damage for every 5 feet it travels.

Elevate/Drop. Choose a spot within your ferrokinetic range up to 10 by 10 feet and move it up or down up to 15 feet creating a hole or area of high ground. A creature that occupies this space you manipulate can attempt a Dexterity saving throw to move to a nearby space immediately outside of the area you’re altering.

Wall. Select a spot within your ferrokinetic range, and manipulate the nearby metal to create a 1-by-25-foot metal wall 20 feet high sprouting out from the area you selected in either direction.

Smoothen. All terrain that you choose within your ferrokinetic range flattens and becomes smooth and grounded as difficult terrain becomes safe, elevated surfaces fall to the ground, and any lowered surfaces rise to ground level.

Ferrokinetic Pull

At 15th level, you can use an action to attempt to take control of a metallic creature or creature wearing metal armor (including yourself). A creature you attempt to take control of may make a Constitution saving throw to try to resist your attempts, and on a failed save, you can move the creature up to 30 feet anywhere within your ferrokinetic range. This constitutes as forced movement even if you use the ability on yourself.

Ferrokinetic Master

When you reach 18th level as a Ferrokinetic, you gain the ability to bond with two weapons. Attacks can be split up between these weapons, and your bonus action can move each weapon up to 30 feet within your ferrokinetic range. Each weapon can deal 1d8 psychic damage per turn.

 

 

Paladin

Oath of the Drake

Paladins that seek out the Oath of the Drake are those who seek power and hope to earn it through the study or under the tutelage of a dragon. Their personalities vary depending on the dragons they emulate. Those that mimic the traits of metallic dragons typically display their righteousness and respect towards those around them while those under chromatic dragons usually share their cruel tendencies and selfish desires.

Tenets of the Drake

Tenets of the Drake lead the paladin to a life of strength along with the things they care about.

Protect the Hoard. Protect what is important to you be it gold, items, or people.

Power by Example. Through actions, become a symbol of strength that is admired or served by all.

Superior Being. Establish a position of prestige and power atop those beneath you and rule by it.

Pledge of the Drake:

When you take this oath at 3rd level, you choose a type of dragon to follow and gain its gifts.

Choose either acid, cold, fire, lightning, or poison to be the draconic type associated with the dragon you serve.

When you use your divine smite or improved divine smite features, you can choose to change the damage type of the extra damage from radiant to your chosen draconic type. Additionally, you can speak draconic or some other language of your choice, and you may gain traits such as horns, a tail, sharp claws, or scales.

Channel Divinity:

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

Breath Weapon. As part of your action, you create a 20-foot cone or a 40-foot line (your choice) where all encompassed in the affected area must make a Dexterity saving throw. Creatures engulfed take 5d6 damage of your draconic type on a failed saving throw or half as much damage on a success. The damage of your breath weapon increases to 8d6 at 9th level, 11d6 at 14th level, 14d6 at 19th level.

Frightful Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Drake Spells
Paladin Level Spell
3rd absorb elements, charm person
5th alter self, dragon’s breath
9th fear, incite greed
13th elemental bane, secret chest
19th legend lore, summon draconic spirit

Aura of Elements

Starting at 7th level, your draconic radiance shields you and any of your allies from the elements. You gain resistance to your draconic type. If you already resist this damage type, you gain resistance to either acid, cold, fire, lightning, or poison damage. While you are conscious any of your allies within 10 feet of you gain resistance to your draconic type.

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

Draconic Wings:

At 15th level, you sprout a pair of dragon-like wings that give you a flying speed equal to your walking speed.

Draconic Form:

At 20th level, you gain the ability to temporarily unleash your full power and take on a draconic form.

As an action, you take on a draconic form that lasts 1 minute and provides the following benefits:

  • Your speed while flying doubles.
  • Attacks you make that deal damage do an additional 1d8 damage of your draconic type.
  • You become immune to the damage of your draconic type.
  • As a bonus action on each of your turns, you can exhale a blast of energy from your mouth in a 15-foot cone or 30-foot line that forces each creature caught in the blast to make a Dexterity saving throw. Those in the affected area take 3d6 damage of your draconic type on a failed save or half as much on a success.

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

 

 

Rogue

Brute Bandit

Rogues that pursue the archetype of a Brute Bandit are those that usually prefer the direct approach to solutions. Unlike other rogues, they solve problems with force instead of tactics, and they’re unlikely to go unnoticed after stealing an artifact from an important figure’s mansion.

Rogue Armor

When you choose this subclass at 3rd level, you gain proficiency with medium and heavy armor and all melee weapons. Additionally, armor you wear doesn’t impose disadvantage on Dexterity (Stealth) checks.

Muscle Contest

At 3rd level, you learn that sometimes it doesn’t just take a little finesse. You gain the ability to trigger Sneak Attack with weapons that lack the finesse property.

Additionally, when you move to a space within 5 feet of a creature, you can use a bonus action to make a Strength (Athletics) check contested by the target’s own Strength (Athletics) check. If you succeed, the target becomes vulnerable to you for 1 minute allowing you to use your Sneak Attack against them during the duration on each turn unless you have disadvantage on your attack roll. If you fail, the target is not intimidated, but you can retreat and move away from the creature without provoking an opportunity attack. Only one creature can be affected by you in this way at a time.

Uncunning Action

Starting at 9th level, you can use the bonus action granted by your Cunning Action to make a grapple or shove attack against a target.

Strong Reflexes

At 13th level, when you use Uncanny Dodge to halve the damage of an attack made by a creature within 5 feet of you as a reaction, you can use the same reaction to make a melee attack against the attacker. If the attack hits, you deal damage of your weapon’s damage type equal to the damage halved.

Brutal Ambush

At 17th level, you can roll triple the number of sneak attack damage dice and weapon damage dice rolled when determining the extra damage for a critical hit with a melee attack instead of doubling it.